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dnd:campaigns:waterdeep:chult

Chult

Guides

explore Chult and find the Tomb Of Annihilation (read more about Chult here

There is a good chance of running into Hama or Nadaar somewhere in Chult, as they would also be trying to end the death curse. If any player character dies, they can temporarily play them.

Main Jungle Route

there are two obvious river routes through the jungle. Whichever one they don't choose should be the return route. Regardless of route, Salida p35 will attempt to join the party.

Up the River Soshenstar

  1. Yellyark
  2. Camp Righteous
  3. Vorn
  4. Camp Vengeance
  5. Mbala
  6. Heart Of Ubtao
  7. Hrakhamar
  8. Wyrmheart Mine

Down the River Tiryki

…after first getting very lost.

  1. Nangalore
  2. Kir Sabal
  3. Needles Bones
  4. Wreck of the Narwhale (Lycanthropy tie-in)
  5. Ataaz Muhahah
  6. Dungrunglung
  7. Firefinger

several locations may be visible from afar:

  • Tall structures, like the ziggurat at Orolunga, or the Firefinger.
  • Breaks in the terrain, like the Aldani Basin, or the Nsi Wastes.
  • Things on or above the treetops, like the wreck of the Star Goddess, or the Heart of Ubtao.
  • High natural formations, like the plateaus at Mbala and Kir Sabal.

Apparently there's a workaround for dying in Mbala? Yes, sorta. Face Nanny Pupu. Hope you like being undead.

https://chaoticneutraldm.com/2019/06/09/a-dms-guide-to-tomb-of-annihilation-chapter-two/

Jungle Encounters
    • Present meaningful travel choices by rolling twice on the encounter table and then offer the players a navigation choice: this way or that way, and drop bits of foreshadowing in your description about what each route might hold.
  • After each encounter, roll for dead explorers (ToA p 198), treasure drops (ToA p197), and/or caches (ToA p196)
  • Engage players in pre-rolling for random encounters, if you've got time at the end of a session. It keeps em guessing.
  • Clump encounters so that you have uneventful travel days followed by encounter days. It's better for pacing to break up the random encounter rolling with some narrative travel montages that help remind the players of the jungle setting…howler monkeys, traversing mudslides, waterfall vistas, etc. Add druidic discovery (ToA p 205) on these days.

As a interesting side quest, Tamoachan temple (TFTYP p61) may be located at any of the ruins in Chult: Orulunga, Mbala, Mezro, Mangalore, Hisari, or Shilku.

Eventually, the Tomb Of Anhilation will end this segment of the campaign.

Both the temple and tomb should hold class-optimized1) Rare magic items.

for the party to figure out that they need to go to Omu to further investigate the Death Curse, and then to learn where Omu is located in the first place. There is some information given on page 6 of the hardcover concerning who knows that Omu is the source of the Death Curse, and about who knows how to get there. I suggest that you pay only marginal attention to what page 6 has to say, and work the reason and the location into your story as it progresses.

The basic idea here is that after the party has had a couple of adventures in the jungle, you should start looking for a plausible NPC who can tell the characters that they need to seek the Lost City of Omu if they want to find the source of the Death Curse. It doesn’t really matter who you choose; what matters is that you choose at the right time. Pretty much immediately after the party learns that the Death Curse is somewhere in Omu, they’re going to start trying to find their way to Omu, and you then have a limited amount of time to get them up to 5th level before they get there.

Remember when you’re choosing NPC’s who can help reveal the location of Omu that any creature with an aerial view of Chult is fair game. All of your dragons, aarakocra, sky ship sailors, earth mote inhabitants, and the rest should all know where to find a city in the jungle, and you can expect your players to argue that point. Finding the right NPC to know about the Death Curse is trickier, but essentially you’re looking for an NPC who has some kind of attunement to the jungle. The Death Curse is something new, and different, and rather violently wrong in Chult. The people (and creatures) who are really in touch with the land of Chult are going to be able to feel the wrongness, and there are plenty of NPC’s out in that jungle who can fit that description. Remember that those NPC’s don’t need to know all the details of the Death Curse, or even any of them. “Something is very wrong around here lately, and it’s centered on the ruins of Omu,” is all that needs to be said. Let the players make the obvious deduction.

Once they know where they’re going, the players will probably think of their own way to discover the location of Omu, but if they don’t, I recommend steering them towards Kir Sabal. Helpful folklore and rumors of royalty amongst the bird-folk can do that job easily. At this point, be willing to scrap most (if not all) of the random encounters, because your players will probably have their eye on the prize by now. Random encounters will stop being exciting and interesting, and instead be a series of annoying roadblocks between them and their goal.


After that, try to get back to the Golorr, or Urtos adventure (via Nadaar), or return to Waterdeep or Mintarn, either of which will trigger Renaer's request for them to manage the White Sails co.

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Monsters

Dinosaurs

Zombies

  • Ankylosaurus and Triceratops are main trained beasts of burden and can be purchased p25
  • Ankylosaurus Zombie p240
  • Tyrannosaurus Zombie p241
  • Velociraptor p235 FIXME make zombie stats
  • FIXME add regular humanoid zombie

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dnd/campaigns/waterdeep/chult.txt · Last modified: 2025/01/19 11:27 by ken

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