Lo5640 6540 6540 5604 64
Lo5640 6540 6540 5604 64
Dalrymple, James Introcaso, Ruty Rutenberg Editing: James Introcaso, Shawn Merwin
Art Direction and Graphic Design: Rich Lescouflair Cover Art: Dean Spencer Interior
Art: Stacey Allan, Christopher Bradley, Jacob Blackmon,
Zoltan Boros, Storn Cook, Juan Diego Dianderas, Matt Forsyth, Jack Holliday,
Michael Kaluta ,Gary Kemp, Dean Spencer, Shawn Wood, Maciej Zagorski. Additional
art provided by Critical-Hit (www.critical-hit.biz), Publisher’s Choice Quality
Stock Art © Rick Hershey / Fat Goblin Games, and Wizards of the Coast, and used
with permission.
Cartography: Stacey Allen, Will Doyle, Rich Lescouflair, Mike Schley
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt
Sernett
D&D Adventurers League Administrators: Lysa Chen, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick
The following D&D products provided material and inspiration:
James, Brian R. Backdrop: Chessenta (Dungeon 178). 2010 Introcaso, James and Ruty
Rutenberg. Beasts of the Jungle Rot, 2017 Lowder, James. The Ring of Winter, 1992
Lowder, James and Jean Rabe. The Jungles of Chult, 1993 TSR Inc., Monstrous
Compendium: Forgotten Realms Appendix, 1991 TSR Inc., Monstrous Compendium: Fiend
Folio Appendix, 1998 Wizards of the Coast, Inc., Forgotten Realms Campaign Guide,
2008 Wizards of the Coast, Inc. Monster Manual (v3.5), 2000 Wizards of the Coast,
Inc. Monster Manual III (v3.5), 2003 Wizards of the Coast, Inc. Monster Manual 3
(4E), 2010
I still have memories of purchasing the Jungles of Chult supplement, eager to
incorporate the material into my Forgotten Realms campaign. More than just a
setting, Chult's ancient history, its duality with the powers of life and death,
and the connection to many other aspects of the Realms was presented in a way to
where there was always a new story that can be told and new secrets to be
uncovered.
This same feeling was revived with the release of Tomb of Annihilation, which also
left room for a great deal of yet untold stories and adventures. One of these
unfinished tales was Artus Cimber's quest to solve the mystery behind Chult's holy
city. Where it's a tale in itself, it carries a connection to a much larger story
about the very nature of the jungle. So now, along with the works of the
incomparable Will Doyle, we get to combine our stories into a tale filled with
mystery, excitement, and the grandeur of destiny... not to mention perilous traps,
demonic spirits, and really, really violent plant life.
I would like to give my sincerest thanks to Chris Lindsay and the Dungeon Masters
Guild Adepts — a group of wonderful people that I am both proud and humbled to have
the opportunity to work with. Also, a special thanks to the great many players who
played through the digital versions of these adventures and provided us with their
awesome feedback. We hope this collection provides you with some memorable moments,
some laughs, some "ooh"s and "ahh"s , and always most importantly, a really fun
time.
Rich Lescouflair October, 2018
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the
dragon ampersand, and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in
the USA and other countries. This work contains material that is copyright Wizards
of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. All
other original material in this work is ©2018 and published under the Community
Content Agreement for Dungeon Masters Guild.
Dramatis Personae 4
Introduction Series Overview 5 Running the Adventure 5 Product Summary 6
Chapter 2: Temple of the Rising Sun Fate of the Obanashi 13 The Seething Halls 13
Leaving the Temple 20 Delving into the Dark 20
Chapter 3: The Dark Hollow The Forsaken Tree 21 Adventure Conclusion 23 Continuing
the Series 23
Chapter 8: Tomb of the Last Sovereign Interlude: Old Legends 57 To the Fallen City
59 The Ruins of Mauratal 60 The Quomec Ziggurat 66 Chapter 9: Trials of the
Deceiver Chult in the Shadows 73 Irunji, The Shadewalk 74 City Locations 75 The
Blightspire 81 Chosen Fates 85 Ending the Adventure 86
Chapter 11: The Mezro Ruins Beyond the Wall 100 Market Quarter 102 Scholar’s
Quarter 103 Agricultural Quarter 104 Residential Quarter 105 Central Plaza 105
Chapter 12: Tales of Adventure The Path to Omu 107 Children of the Crocodile 109
Parting the Veil 110
Appendix A. Non-Player Characters Artus Cimber 112 Dragonbait 112 Mesika 114
Appendix B. New Monsters Blightwalkers 115 Dracotaur 116 Gloomwing 118 Goliath
Warrior 118 Living Trap 119 Lizardfolk, Poison Dusk 120 Mudmaw 122 Priest of
Entropy 122 Xill 123
dramatis Personae
Major NPC Name Pronunciation Description Page
Adrinyth ADD-rih-nith Human explorer seeking the lost Mezro. Wears the Ring of
Winter. 63
Ahutan AH-hoo-tawn Death knight and former prince of Mauratal 69
Alisanda Rayburton AH-liss-AHN-dah Bara of Mezro
Amanzubusi ah-MAH-nah-BOO-see Greater earth spirit of the Obanashi
Artus Cimber AR-tus CIM-ber Human explorer seeking the lost Mezro. Wears the Ring
of Winter.
Astrine ah-STREEN Silver dragon traveling with Keritrina 80
Borvun Steelwhisker BORV-uhn Dwarf warrior in the Shadewalk
Calboth KAL-bauth Shade guard commander of the Nightspawn 79
Dragonbait — Saurial paladin aiding Artus Cimber
Edalu eh-DAL-oo Spirit of Autumn 84
Emberon Coalscuttle EM-ber-on Coalscuttle Dwarf cult leader of the “Children of the
Crocodile”.
Etallo ay-TAH-loh Samarachian sage who resides in Votaran 45
Fotari foh-TAH-ree Darklord of the Bakumora
Gavori Kambahal gah-VOH-ree kom-bah-HAL Unholy warrior in service of an ancient
evil spirit
Hajira ha-JEE-rah Sprit of Summer
Ifalakuntho ee-FAH-lah-KOON-toh A corrupted storm aspect of Ubtao
Jerrid JEH-rid Dwarf gladiator imprisoned in the Nightspawn
Kaestra Karanok KAY-stra KA-ra-nok Human matriarch of House Karanok and cultist of
Entropy.
Kamaphet KAH-mah-fet Leader of the dracotaur tribe
Keritrina the Sage KEH-ree-TREE-nah Wandering half-elf sage from a far off land
Kes Valdro KEZ VAL-dro Human Flaming Fist sergeant afflicted with the death curse.
Kolate koh-LAH-tay Human necromancer who guards the Forsaken Tree 23
Kristen Brightbane — Halfling master thief imprisoned in the Nightspawn
Lapanalori lah-PAH-nah-LOH-ree Greater water spirit of the Obanashi
Lythene LIE-theen Elf mage in the Shadewalk
Makeya mah-KAY-ah Spirit of Spring 84
Matago Kambahal mah-TAH-goh kom-bah-HAL Leader of the Kambahal clan and chosen of
Shavolak
Mesika may-SEE-kah Former warrior of Mezro. 18
Mikayne Valdansa mih-KAYN Elf wizard imprisoned in the Nightspawn
Nava NAH-vah Dryad guarding the entrance of the Seething Halls 14
Nenet NEH-net Samarachian artisan who resides in Votaran
Nneka NAY-kah Kambahal clan assassin 55
Onyeka Kayebo oni-AY-kah ka-YAY-boh Leader of the Kayebo clan
Quomec koo-OH-mek Former ruler of Mauratal 70
Saja N'baza SAWJ-ah nuh-BAH-zah Guardian naga of Orolunga and the Daijobi Senga
Shamar Reedwise SHAM-mar Lantanese architect
Shavolak SHAH-voh-lok Corrupted shadow aspect of Ubtao
Taherako tah-hay-RAH-koh Blighted Tempest of Votaran 45
Uzoma Kayebo oo-ZOH-mah ka-YAY-boh Spiritlord of the Kayebo clan
Viscanda vis-KAHN-dah Half-elf conjurer serving as a spy in the Blightspire 81
Wainrath WAYN-rath Sage of the Tamalka clan
Xhosala Obanashi Zho-SAH-lah oh-bah-NAH-shee Mage hunter and head of the Obanashi
clan
Voshk — Poison Dusk lizardfolk tribal elder
Yindala “Brokenbarrel” YIN-dah-la HARK-ath-ee Goliath commander of the Flaming Fist
stationed in Mezro. Harkathi
Zindak ZINN-dak Captain of the Poison Dusk lizardfolk
Zumoch ZOO-mok Former guard commander of Mauratal 67
Introduction
T
he city of Mezro once stood as a shining beacon of hope, safety, and stability for
the people of Chult. Protected by the mighty barae, the holy city was the center of
most of Chultan civilization for thousands of years. A symbol of power for the
creator god Ubtao, the holy bastion once guarded against the dark forces who seek
to corrupt and harness the land's mystic energies as their own.. Now, it is little
more than a shadow of its former self. Ravaged by the Spellplague, these ruins have
long since been plundered for its remaining treasures. There are tthose, however,
that believe the once splendored city still exists as it was. Restoring Mezro to
its former greatness would save those trapped within and would be a major step in,
returning Chult to its intended state — a region where life flourishes and the
creatures live in harmony with the land. Lost City of Mezro is a D&D Adventurer's
League
adventure series that takes place on the jungle peninsula
of Chult, the setting for the Tomb of Annihilation adventure
season. It is intended to be used as a companion to Tomb
of Annihilation, which itself can be used for a campaign in
Chult or optionally for a different jungle setting. Because
of the special circumstances of the Death Curse (see Tomb
of Annihilation), some of the events in this series can take
place at different times during the official campaign, with
each adventure providing recommendations as to the
timeline. These are completely optional.
This first adventure in this series is designed to
concrete leads into where the true Mezro and all of its
inhabitants may be hidden. One of these rumors is of an
ancient enchantment much like the elven mythals that had
been active for millennia, ever since Chult was once part
of a great empire. Artus believes this mystical essence may
have been used to shield Mezro from destruction. If such
a power can be tapped, it may open a path to reach Mezro,
where his wife, Alisanda, awaits him.
Artus, however, is unaware that he is opposed by
Product Summary
This compilation contains four parts, starting with the Lost City of Mezro
adventure trilogy and followed by the Ruins of Mezro supplement.
Adventure Trilogy
Each adventure in the trilogy has three chapters each, broken down as follows..
Heart of the Wild (Chapters 1-3)
This part of the adventure takes place either during or immediately after the Tomb
of Annihilation hardcover adventure. Though adventure can begin anytime after the
characters meet Saja N'baza for the first time in Orolunga (see chapter 2 of Tomb
of Annihilation).
After encountering Artus again, the party embarks on a journey to Tamalka Village
where they move to stop the Kambahal raiders and learn the fate of the Obanashi
clan. Both the cleansing of the Forsaken Tree and the destruction of the
Soulmonger marks the first opening toward restoring Chult.
The Death Curse
If you are running this adventure as part of Tomb of Annihilation, and the players
have not yet destroyed the Soulmonger, the Death Curse is still active and affects
their characters in the same manner. Refer to "Running the Adventure" in Tomb of
Annihilation for details on the Death Curse.
The Risen Mists (Chapters 4-6)
This part takes place after the destruction of the Soulmonger. The party is hired
by Mesika to discover the whereabouts of the missing Artus and Dragonbait. Their
journey leads them into an area in near the mountains trapped in the mists of a
dread domain.
The mists are an effect of a spiritlord under the zealous worship of a corrupted
aspect of Ubtao. During this undertaking, the party learns of Artus' quest to
translate a tablet that could lead him to discovering Mezro's true fate.
After the characters complete this adventure, they can also play the optional
adventure Parting the Veil (see Ruins of Mezro).
Maze of Shadows (Chapters 7-9)
Beginning not more than a month after The Risen Mists, the party returns to the
Obanashi temple to rescue his companions from the Kambahal zealots.
This leads them to meet with the guardian Saja N'baza who puts them on the final
path toward returning Mezro to Chult. The journey ends in a demiplane linked to the
Shadowfell, where Shavolak, a corrupted primordial, moves to plunge the Realms in
enternal darkness.
Ruins of Mezro
This supplement provides an adventure setting within the ruined jungle city
itself., as well as alternative adventure options to include with Tomb of
Annihilation. One of these adventures (Parting the Veil) can be used as an optional
add-on adventure within the trilogy.
Character Advancement
The first adventure, Heart of the Wild, is created for character levels 5-10. If
you're running Tomb of Annihilation or season 7 of D&D Adventurers League, the
party should be able to reach level 5-6 easily before starting the first adventure.
Youc an also use any of the level 1-10 adventures provided in the Ruins of Mezro
supplement included in this book.
The Risen Mists and Maze of Shadows can be played as soon as the characters reach
11th level. Though it can be run at anytime, it's recommended the characters
complete Tomb of Annihilation first. This should give them the necessary levels to
play the second adventure, as well as free them from the time-bomb effect of the
Death Curse (see Tomb of Annihilation).
T
he adventure begins when the party is approached by Artus Cimber. This can happen
during any of the possible times they cross paths with Artus during the Tomb of
Annihilation adventure. If the players have already completed the finale in that
adventure, Artus seeks them out in Port Nyanzaru. For information on using Artus
Cimber, refer to appendix D in the Tomb of Annihilation hardcover.
The Reclusive Sage
Artus is following several leads to find out what happened to Mezro. He has heard
rumors of the Heart of the Wild and an old sage named Wainrath, a member of an old
Chultan clan who knows plenty of the subject.
When the party encounters Artus, he is in the midst of following another lead, all
the while being pursued by one of the many factions seeking to capture him and
claim the Ring of Winter. Due to this, the former Harper has been unable to meet
with the sage.
Artus offers the party a 250 gp reward if they meet with Wainrath in his stead and
return with information on where to find the source of the Heart of the Wild. If
the party accepts, he directs them to the village of Tamalka near the edge of the
Mistcliff Mountains.
Most of the buildings in the area have been raided, torched, and sacked. The bodies
of a few villagers are
strewn about near the entrances of the various huts.
The vile stench is even stronger in this area than it was
outside the village.
Treasure
If the party searches the clan altar in the center of the village, a successful DC
13 Intelligence (Investigation) check reveals a jade sun statue beneath the debris.
The statue is worth 40 gp.
The walls in this building mostly have been knocked over, revealing what was once a
large central area separated by two large rooms and two smaller rooms.
Various wooden carvings and trinkets decorate this small house. The furniture has
been tossed about. A desk and dresser in the corner of the main room has all of
their drawers pulled out. The bed is turned on its side in the rear wall. An open
trapdoor can be spotted in the floor where the bed once stood.
Wainrath recently fled through the trap door into tunnels leading beneath the
Tamalka family shrines. If anyone searches the desk and makes a successful DC 13
Intelligence (Investigation) check, they discover a scroll of protection from evil
and good hidden beneath one of the drawer compartments.
The ground here is decorated with colorful urns, candles, and tapestries. Ritual
carvings line the floor leading to a draped stone altar in the rear of the cavern.
•
After Ubtao abandoned his people, there was no one to protect Chult from the
destructive lash of the Spellplague. After destruction washed over the land, a
powerful evil corrupted the source of the Daijobi Senga, and the "Heart" had
stopped beating for the jungle.
•
A group of mage hunters from the Obanashi tribe are guardians of the mystical
source that once powered the Daijobi Senga. Wainrath knows where to find their
hidden temple, which the clan abandoned long ago.
•
The only two clans who knew of the source's location were the Tamalka and the
Obanashi. Others have sought to locate the Heart's source, many for their own evil
ambitions.
•
The head of the Obanashi clan is named Xhosala (ZhoSAH-lah). She is also the leader
of an ancient order of spellcasters known as Mage Hunters.
Wainrath gives the party directions to the Obanashi temple. He also gives them a
sounding stone. It is a smooth, obsidian rock with the symbol of his clan engraved
into the base. He explains that the entrance to the temple is hidden and guarded.
The stone will signal when the party is close to the entrance and allow them
passage into the temple.
Gavori's Bargain. If the party instead accepted Gavori's offer, they learn all of
the above information but do not receive the sounding stone.
I
n this section, the party ventures into the ruins of a cursed temple searching for
the mystical source rumored to power the legendary Heart of the Wild. During their
quest, their paths cross with the Mage Hunters, an ancient order of spellcasters
that guarded Ubttao's land from evil and corruptive magic and those who would wield
them.
Though the air is not as thick at this height, the tree cover down below no longer
shields away the unyielding light of the midday sun. A gentle mist hangs low over
the foliage leading along the base of the mountain. There is a disturbing silence
in the area, with no signs of wildlife to be found. If Wainrath's information
proves true, the entrance to the temple cannot be far.
If the party has the sounding stone, it gently pulls whomever is holding it toward
the secret entrance along the wall of the mountain. Either way, once the party
comes within 50 feet of the entrance,they spot a large magical rune carved along
the wall. If the party approaches any closer with the sounding stone, the rune
glows a bright orange before vanishing, revealing the northern entrance into the
former temple.
Once the entrance wall and the rune disappear, Wainrath's stone ceases to hum and
becomes dormant. It does not activate again until the party reaches area 12.
Catch the Glow. Nava produces a small globe of light, and challenges the party to
catch it with their hands and bring it back to her. The light globe drifts about
the area no more than four feet above the ground and no further than 30 feet from
Nava's location.
Physically catching it requires successful DC 13 check using either Strength
(Athletics) or Dexterity (Acrobatics). If a player tries to anticipate the light's
movement and makes a successful DC 15 Wisdom (Insight) check, grant them advantage
to their roll to catch the globe.
Reward the players for ingenuity if they use magic. If the light is dispelled or
snuffed out, Nava accuses the party of cheating and demand they start again. Each
party member gets three tries to catch the globe.
Make Me Laugh. Nava hasn't been entertained in years, and asks the party to make
her laugh. This can be done in a multitude of ways. Whichever method they choose,
any attempting player can succeed with a successful DC 13 Charisma check, using
either Persuasion or Performance depending on what they try. Using magical means to
force Nava to laugh automatically fails. Nava allows the party three attempts at
this task.
Worthy enough
If the party passes all three challenges, Nava tells the party they are worthy to
pass. If the entrance is still sealed, it opens in the same manner as if the party
had used the sounding stone. Nava also tells the party that to reach the main hall,
they need to know the numbers 3, 1, and 5, and 4, in that order. This is the
correct sequence to the column puzzle in area 11, but she does not reveal this to
the party.
If the party does not pass all of the challenges, Nava opens the entrance anyway,
telling the party that she is letting them in because she likes them, but if they
can't pass her tests, they may not like what they face inside the temple halls. She
also does not provide them with the numerical sequence to the column puzzle.
The Beguiling Snake. Regardless of what happens with Nava's Challenges, she asks
the party to rid her home of a foul snake that has taken up residence in the
temple. If they return to her with the snake's head, she call upon the spirits to
grant them a special boon.
Treasure. Even if they refuse to accept Nava's mission, the party must eventually
deal with the spirit naga in the temple's main hall. Should the party return with
the naga's head, Nava grants a single player of the party's choice with a charm of
heroism.
A slow stream enters from the west, flowing along this long, cavernous passage.
Though there is no steam
rising from the water, a strange formation of bubbles
occasionally forms in various spots before gently
bursting into mists along the surface.
The floor of this hall slowly ramps downward. The water starts at approximately 1
foot deep at the northernmost point, up to 3 feet deep near the alcove halfway
down, then up to approximately 5 feet deep at the south end
before the draining pool.Poisoned Waters A poisonous fungus breeds beneath the
water's surface. Anyone treading into the water for more than 2 rounds must make a
DC 13 Constitution saving throw. If failed, they grow ill and are considered to be
poisoned for the next 10 minutes (see "Conditions" in appendix A of the Player's
Handbook).
If still in the water the end of the 10 minutes, they must repeat the saving throw
again.
Red, Red Vine
The elevated alcove is choked with vines, moss, and foliage. Two assassin vines
lair in this alcove and attack 1 round after the first character enters the alcove.
Treasure. A successful DC 12 Wisdom (Perception) check notices a small crate buried
in the vines in the rear of the alcove. Once the assassin vines are defeated, the
remaining vines can be cleared within 2 minutes. Inside the crate, hidden beneath a
pile of rotted clothing, is a driftglobe.
3. draining Pool
The ground in this small cave is a little over 6 feet beneath the surface. The
small pool drains out at the bottom through an extremely small crack on the
southern end of the cave.
A water elemental lairs within this pool. It attacks the party only if they enter
the small cave.
The walls of this chamber are dressed with runic carvings and intricate stone
inlay. A reddish stone statue of a tall humanoid with flaming hair sits atop a four
foot pedestal. A small stone altar sits atop a dais against the north wall.
A Burning Sensation
The statue has an inscribed plaque showing a carving of a humanoid hand placed
within a circular sun symbol set atop a stone block.
If the party examines the altar, they notice a tapestry draped across the top,
decorated with flames. The center of the tapestry is cut out in a circular pattern
with a large sun symbol carved into the stone beneath. The imprint of a hand is
burned into the center of the symbol.
Any character who places their hand onto the sun symbol feels a wave of intense
heat shoot through their arm, starting the trial for this room. It does not matter
if they are wearing armor, gloves, or are bare handed. They must make a successful
DC 14 Constitution saving throw to avoid immediately pulling away. If they succeed,
they suffer 5 (1d10) fire damage. If they fail, a cone of fire shoots out from the
statue . Each creature within 10 feet of the altar must make a DC 13 Dexterity
saving throw, taking 11 (2d10) fire damage on a failed save, or half as much on a
successful one.
Regardless of how the trial ends, the base of the statue opens revealing a smoothly
rounded piece of red granite.
5. Altar of undina
This chamber is similar to area 4. The statue here is of a female humanoid rising
out from a column of water. Carved into the plaque is the image of a humanoid
figure staring down into a pool of water. Investigating the altar reveals the
center has been hollowed out and filled to the top with crystal clear water.
Gazing into the Abyss
The first character to walk all the way up to the altar and stare directly into the
pool begins the trial, seeing visions in the water representing their worst of
fears. They must make a DC 14 Wisdom saving throw to avoid running away in terror.
Any bonuses or immunities to fear also apply to this saving throw. If the save
fails, the character suffers a form of short term madness (see "Madness" in chapter
8 of the Dungeon Master's Guide).
Regardless of how the trial ends, the base of the statue opens revealing a smooth
piece of lapis lazuli rock.
Tampering with the Pool. Any attempt to throw items into, cast spells at, or tamper
with the altar triggers the statue's trap, causing all creatures in the room to
make the saving throw above, suffering the same effects if they fail their save.
6. Altar of Sylpha
The gray and white statue in this chamber is of a lithe, somewhat amorphous
humanoid with legs made of smoke or mist. Carved into the plaque at the statue's
base is the image of a humanoid shape reaching into a ring of floating orbs.
Shock Factor
As soon as a character comes within 5 feet of the altar, a ring of six stones each
the size of a fist rise from the base of the altar and begin to spin. Each one
periodically shoots a small stream of lightning into a seventh stone in the center
of the floating circle. The lightning streams seem to follow some type of pattern,
with small moments in which there is no lightning at all.
A character can attempt to grasp onto the central stone during a break in the
lightning streams by making a successful DC 13 Dexterity (Sleight of Hand) check.
If they take an extra 2 rounds to study the pattern first and make a successful DC
14 Wisdom (Insight) check, they gain advantage to their Dexterity check.
Failing the save triggers the trap, causing the statue to spit a bolt of lightning
in every direction. Each creature in the room must make a DC 13 Dexterity save or
suffer 10 (3d6) lightning damage.
Regardless of whether or not the trap was triggered, the base of the statue opens
revealing a smooth piece of white quartz.
Tampering with the Stones. Any attempts to attack, cast spells at, or tamper with
the stones immediately triggers the statue's trap.
7. Altar of Pygmis
In the center of this room is a granite statue of a stocky figure standing atop a
large, rocky outcropping. Carved into the plaque at the base is a pattern of
squares, some filled in solid, and the rest of them empty.
Button Mashing
The top of the altar has a block of stone buttons along the surface, four raised on
the left, and four lowered on the right. If one stone is pushed down, another two
raise from the base of the altar.
To solve the puzzle and complete this trial, the raised and lowered stone buttons
must match the pattern carved into the statue's plaque. This can be solved by
making three successful DC 13 checks using either Intelligence (Investigation) or
Wisdom (Insight). This can be performed either as group checks or individual.
If the roll is failed three times before three successes are made, the statue's
trap is triggered, causing poisonous gas to fill the chamber from the statue's
base. Each character in the room must make a successful DC 13 Constitution saving
throw or suffer 10 (3d6) poison damage.
Regardless of how the trial ends, the base of the statue opens revealing a smooth
piece of obsidian.
Tampering with the Altar. Any attempts to attack, cast spells at, or tamper with
the altar or the buttons immediately triggers the statue's trap.
8. Spiritlord's Shrine
Tapestries and carvings of many different types of creatures line the walls of this
room. In the center stands a 12-foot-tall statue of a collection of three
humanoids, each wearing masks with bestial features such as horns, beaks, fangs, or
snouts. The statue is carved from an amalgam of different types of stone. A huge
set of iron double-doors takes up a large portion of the south wall.
The door in the south wall has no handles and is surrounded by an anti-magic field.
In the center of the double door are four indentations approximately the size of an
average human fist. These are for the four stones gained from completing the tasks
in areas 4 through 7.
Placing the stones in any order into the door's indentations dispels the anti-magic
field and opens the door. The door can also be pushed open with a successful DC 20
Strength (Athletics) check. Doing so, however causes the statue of figures to come
to life. Use the stats for a shield guardian and two animated armors to resolve the
encounter.
9. Priest's Quarters
This area was primarily used for resting and holding meetings amongst the
worshippers of the temple. The crates in the east hallway contain old clothes,
spoiled food, and rusty trinkets.
Spirit of the Past
Rhoga (ROH-gah), a ghost inhabits the large chamber. In life, Rhoga was the head of
the Obanashi clan before being duped by Kolate (see "Fate of the Obanashi" at the
beginning of part 2). Now, she simply wanders this hall, unable to move on to the
afterlife. She makes no move to attack the party unless threatened.
If the party attempts to communicate with her, she responds if they make a
successful DC 13 Charisma (Persuasion) check. If they fail the roll, she drifts
into the Ethereal Plane and leaves the party alone.
If they succeed, Rhoga introduces herself. She can tell the party the history of
the temple as well as it's fall after the Spellplague. She claimed to have found
Kolate hiding deep in the jungle wilderness, but perished trying to stop the evil
wizard. Refer to the beginning sections of part 2 for any information the party can
learn from Rhoga. She also tells the party that a cunning naga has taken over the
main hall. Other than that, however, she knows nothing of current events in Chult.
Rhoga mentions she is certain, somehow, that Kolate must still be of this world.
She believes it is the reason why Ubtao will not allow her spirit to move on into
the afterlife. If the party requests help from Rhoga, she cannot leave this room,
but tells the party where she hid the key to her armoire (see "Treasure" below).
Treasure
Most of the desks contain old writings and rituals that are useless to the party.
In a slot beneath a drawer of one of the desks is a small key that can be
discovered with a successful DC 15 Intelligence (Investigation) check. The key
opens the armoire in the northwest corner.
The armoire is locked and trapped with a poison needle trap. The trap can be
spotted with a successful DC 14 Wisdom (Perception) check. Both the lock and trap
can be disabled with a successful DC 15 Dexterity check. On a failed check, the
trap is sprung, requiring the character to make a DC 15 Constitution saving throw
or suffer 11 (2d10) poison damage. Using Rhoga's key to unlock the armoire
automatically disables the trap.
Inside the armoire are finely tailored robes with gold and silver trim worth 50 gp.
In addition, on the top shelf is a scroll of lesser restoration.
10. Main entrance
This room was once the main entrance into the temple, leading from a cavern in the
mountains that had collapsed about a century ago.
Mesika is here and greets the party in a friendly, yet cautious manner. She defends
herself if threatened. If the party is unreasonably hostile, she uses her belt to
teleport out of the temple.
Blackguard's Ambush. If the party made the deal with Gavori in part 1, he is here
instead with his two thug followers. They followed the party past the spirit trials
and attempt to ambush them in this room.
They rush into the room a round after the party enters and gain surprise on any
character who fails to make a DC 14 Wisdom (Perception) check. As the party has
already gotten him to where he wishes to be, Gavori has no desire to negotiate with
the party.
At the start of the second round of combat, Mesika arrives and senses the evil
magic surrounding the blackguard. She attacks Gavori immediately.
This large room may have once been a beautifully crafted hall of worship to Ubtao.
Now, most of the walls are marred or scorched. Large chunks of rocky debris from
the walls and ceiling are scattered about the chamber along with piles of broken
furniture. The remains of an old dais lies near the west wall. A set of wide stone
steps leads a broken path up to an archway that had collapsed long ago.
Warrior of Mezro
Mesika introduces herself as a warrior from the Lost City of Mezro. The last thing
she remembers is the Spellplague hitting Chult before awakening somewhere near the
ruins nearly a century later, with very little memory of who she was (Refer to
Mesika's entry in appendix A for details).
She tells the party that her visions have led her to this temple which hopefully
holds some clue as to how she can return home. The party can share as much or as
little information as they choose. Either way, Mesika offers to help the party
reach the temple's main hall, where she may also find her own answers.
If the party agrees, Mesika joins their group. Should the they instead decline, she
simply leaves and does not encounter the party again until they leave the temple.
Several huge stone columns run along the center of this hallway. A ring made of
dark metal encircles the bottom of each column at the base, in sharp contrast to
the pristine while marble forming the columns themselves.
•
From the altar carvings in area 10. If the party examined the altar in the Entrance
Hall, they can figure out the puzzle with a successful DC 12 Wisdom (Insight)
check.
•
If anyone makes it to the small room north of the hallway, they see carvings on the
floor similar to the ones on the altar in area 10. Allow them the same Insight roll
to figure out the puzzle.
Regardless of whether or not the columns are disarmed, the door leading to area 12
is unlocked.
12. Hall of the Rising Sun
Hajoka, a spirit naga, is here with its companion, a giant constrictor snake. The
naga has claimed this hall as his lair. Feeding off the remaining power within the
font portal, it intends to one day build a powerful army to crush its mortal
enemies, the yuan-ti.
Decorative columns and tapestries line the walls of this grand chamber. A large
platform can be seen opposite the entrance, atop of which sits a stone cylinder
filled to the brim with glowing, crystal clear water. A huge iron carving of the
sun with the symbol of Ubtao in it's center hangs from the ceiling over the
platform.
W
ith newly gained information, the party travels into the plagued regions of the
jungle where the dead roam throughout the area. There, they must venture into the
bowels of a cursed tree in order to recover the heart of blight, the corrupted
essence of the Daijobi Senga.
The trunk of the Forsaken Tree is a twisted miasma of sinuous, ashen-colored wood
that rises up beyond the thick jungle canopy. The stench of death and decay
permeate the humid air, making it harder to breathe as you near the tree's base. A
chain of twisted roots rise out of the ground like a petrified wave, extending
hundreds of feet from the trunk. In the center, an opening about thirty feet wide
can be spotted, surrounded by an arch of twisted vines and branches which appear to
subtly twist and writhe around the opening.
You reach a large circular chamber. Most of the walls are covered in dead branches,
brambles, and vines. In the center of the chamber is a column that appears to be a
gigantic 20-foot tree root winding up from the floor into the ceiling. An opening
in the center of the root contains a small reddish circular disc. Tiny flecks of
gold light shine from the disc's surface.
Treasure. Kolate carries a pouch of components worth 120 gp. and goggles of night.
The Twisted Heart
With Kolate defeated, the party can recover the cursed coin. Touching the coin
causes the reddish spores on its surface to burst out into a poisonous cloud. All
creatures within 20 feet must make a DC 14 Constitution saving throw, taking 22
(4d10) points of poison damage on a failed save, or half as much on a successful
one.
With the heart of blight in their possession, the party has no issues traveling
back to the surface.
Adventure Conclusion
Xhosala and the Obanashi rejoice when the party emerges from the bowels of the
Forsaken Tree. The massive trunk of the tree has already begun to change color into
dark grayish brown. The vines and brambles have begun to thin and fall apart.
Cleansing the Heart
After returning to the Seething Halls, the Obanashi perform the ritual to return
the Heart of the Wild to its rightful place, Xhosala tells the party that though
the spirit has been sanctified, it takes some time before its power can truly
spread across Chult again.
The mage hunter was, however, in communing with the eternal spirit, able to confirm
the existence of the great city of Mezro. She says it is sealed far away from the
world, shielded from the corruption that has infected the lands of Chult. She
believes that before Mezro can once again be as it was, Chult must be cleansed.
Once this
Mesika
If Mesika was with the party, she bids them farewell. She did not find a path home,
but she tells the party that her mission is now clear. She is determined to bring
order back to this region and hopes that someday both her home and her memories
will return to her.
Artus Cimber
Artus thanks the party and awards them with 800 gp as promised (400 gp for part 2
and the additional 400 gp for part 3). Though he did not gain exactly what he was
looking for, he does, for now, have reassurance that the true Mezro exists and that
he will once again be reunited with his wife someday.
Shavolak
Though Gavori was defeated, the evil spirit that held him in its sway still has
plans for Clan Kambahal. If the party continues to follow Artus' path, they are
certain to encounter this mysterious foe once more.
NOT ALL OF UBTAO'S ESSENCE IS GONE FROM CHULT. SOME REMAINING ASPECTS OF THE
PRIMORDIAL HAVE BEEN TWISTED INTO A CORRUPTED SPIRIT. THE DREADED IFALAKUNTHO IS
ONE OF THESE.
S
trange occurrences have plagued the eastern border of the Chultan Peninsula for
years. Dark, unnatural storms keep appearing over the peaks of the Sanrach
Mountains, a byproduct of a planar rift caused by magic gone horribly awry. This
distorted veil of twisted enchantments affects the regions north of the mountain
border, where patches of eerily bleak mists blanket the landscape. Rumors suggest
that areas within these mists contain hidden doorways into the Shadowfell.
Beyond this area, a reclusive league of Samarachian crafters possesses knowledge
vital to opening a gateway to the lost city of Mezro. But without solving the
mystery of the mists and dealing with the warring factions within, the only chance
to return Mezro to its rightful home will be forever lost.
Adventure Background
When Chult was inflicted by the Spellplague during the Year of Blue Fire, so too
was the neighboring kingdom of Samarach -- an exotic nation safeguarded by powerful
illusionists and secret organizations. The Sanrach Mountains served as the primary
border between Chult and Samarach, the paths into Chult masked in illusions and
guarded by clansfolk and sentries on both sides.
Though not much is known of Samarach today, something strange happened not long
after the Chultan peninsula was made whole. Votaran, Samarach's outpost stronghold
along the country's border, was also home to a group of artisans who researched
lore and devices obtained from the mysterious island nation of Nimbral. The
experimental Nimbralese devices caused a magical backlash which also affected the
illusory enchantments laid about the area. Today, the remnants of Votaran are a
wasteland of unstable magic, filled with shadow crossings between the Material
Plane and the Shadowfell.
The Mists of Bakumora
West of the Valley of Dread are vast jungle regions stretching all the way to the
Peaks of Flame. This entire sector of the peninsula is known as the Chultengar.
Within the Chultengar lies the Bakumora, a region north of the Samarach Mountains
between its extended ranges.
The magical backlash that consumed Votaran created extradimensional pockets that
settled over the Bakumora in a blanket of mists. Fotari, a spiritlord and great
druid of the region, has been corrupted by his own power, turning the Bakumora into
a dread domain. His own clanspeople are trapped here along with a tribe of
lizardfolk.
The Mezroan Tablet
Artus Cimber, in his unrelenting quest to rediscover the city of Mezro and reunite
with his wife, journeys toward Votaran with his companion, Dragonbait, to discover
a way to translate the runes from an ancient tablet that may open a portal to the
lost city. However, the path into the mountains is blocked by the mysterious mists.
In addition, the strange magic in this region has had untold effects on Artus'
prized artifact, the Ring of Winter. Now, Artus and Dragonbait are trapped within
this tainted region, and there are only a chosen few who know the nature behind his
secret mission.
•
According to recent rumors, strange mists have appeared over the Bakumora. Many
travelers who pass through the region have disappeared.
•
Artus and Dragonbait's last known location before they were lost in the mists was
near Kayebo Village near the center of the jungle region.
Mesika offers the party 1,500 gp if they find and rescue Artus and Dragonbait and
return with them to Port Nyanzaru. If the party accepts, they begin their journey
toward the Bakumora. Mesika offers to join them in their travels. Should the party
refuse, she strikes out on her own to be encountered again once the players return
from the Temple of the World Serpent.
In Dreams
Mesika knows Artus' location through a vision she received in her dreams. Each time
she receives a vision, she also regains some of her own memories. If the players
are already acquainted with Mesika, she shares this with them immediately if asked.
If this is the first time the players encountered her, she is very guarded with
this information, only revealing it if any of the players specifically ask and
succeed on a successful DC 18 Charisma (Persuasion) check.
Journey Through Chultengar
Refer to map 2.1 for wilderness locations. If you choose to roll for random
encounters, use the Lesser Undead column of the Wilderness Encounter Table using
the Tomb of Annihilation hardcover.
•
Spells that summon plant life, such as entangle, always summons dead, withered, or
pock-marked flora. This is cosmetic only and does not alter any of the spell's
effects.
•
Spells that summon animals, such as find familiar or find steed, summon creatures
that look diseased, weakened, or sickly. Again, this effect is entirely cosmetic.
•
A creature restored to life by a revivify spell is extremely sick upon awakening,
suffering one level of exhaustion. This can be removed through normal rest or can
also be treated with a lesser restoration or similar ability that cures disease.
These cosmetic effects can be used at your discretion to provide flavor while the
party is within this tainted region.
Attempting to leave
Any creature that attempts to leave the area through the mists are immediately
engulfed in the thick fog and must succeed on a DC 16 Constitution saving throw or
suffer one level of exhaustion. Regardless of whether or not they make their save,
on their following turn, they emerge from the same spot in which they entered the
mists.
If the players continue along the path given to them, or if Mesika is there to
guide them, they head directly towards Kayebo Village.
Attack of the Poison dusk
When the players arrive at the outskirts of Kayebo Village, they soon realize the
village is under attack by a group of poison dusk lizardfolk. Zindak, a poison dusk
captain, is mounted atop his pet allosaurus. Within the vicinity are three poison
dusk lieutenants, each mounted atop a hadrosaurus, and twelve poison dusk scouts. A
number of small huts have been visibly burned and most of the outer walls of the
village have been torn down.
Zindak, speaking in Common, calls for the villagers to "surrender this land to us
or perish this day." Assuming the party waits, a distant female voice responds a
few seconds later with "No, we shall never surrender our home and people to your
twisted god!"
Kayebo Village
Regardless of how the encounter is resolved, the people of Kayebo Village emerge
from their homes after the lizardfolk are gone. Uzoma Kayebo (NG male human druid)
greets the party and thanks them for their help in dealing with the lizardfolk.
Uzoma introduces himself as the clan's spiritual leader and that he was expecting
their arrival. Before he answers any further questions, he requests they come with
him to meet their clan elder.
The Reluctant Heir
The party is escorted to the meeting house, where they meet with Onyeka Kayebo (LG
female human scout), the village leader. She rests in a makeshift bed in a corner
chamber, guarded by her pet tiger, Baba. Against the wall is a seven foot tall
block of semi-transparent, smoky gray glass. After greeting the party, she offers
them to hear her out as well as to answer any questions the party may have. Refer
to the "What the Locals Know" sidebar.
Poisoned leader
Onyeka is extremely ill, suffering from a debilitating sickness. A successful DC 13
Wisdom (Medicine) check reveals she may have been poisoned. If the party uses any
item, ability, or spell that removes poison, such as lesser restoration or a
paladin's lay on hands, Onyeka quickly recovers from her sickness.
A dark Winter
If anyone in the party examines the block of glass, they notice it is cold to the
touch and also notice the shape of two humanoid bodies encased inside. They are
Artus Cimber and Dragonbait. Assuming the party has met him before, they can
identify them with a successful DC 13 Intelligence (Investigation) check.
Gathering Information: What the Locals Know
The following information can be obtained either from
speaking with the Kayebo villagers or by questioning
Captain Zindak.
•
The Kayebo clan and the local lizardfolk tribes once held a tentative truce between
them, which was reinforced especially with the far more recent threats emerging
from the west.
•
Strange, powerful storms appear from time to time over the mountains to the south.
Locals have been warned to avoid the mountainside for fear of encountering the
strange beasts that live there.
•
A year ago, Fotari, the clan's former spiritual leader, ventured with his students
toward the mountains to investigate the unnatural storms and the spirits of unrest
that gathered there. He returned a week later, a twisted version of himself, and
murdered Onyeka's father, the former clan leader. Many of the other villagers
perished trying to stop him. He then left the village, never to return.
•
The mists began gathering over the jungle soon after Fotari left the village. To
this day, almost a year later, no one has found a way to leave the Bakumora. All
forms of magic and spellcasting became perverted by the strange effects of the
mists.
•
Voshk, the lizardfolk tribal elder, has been receiving orders from a new master
race of draconic beings. Only a chosen few have seen these new masters. They have
proclaimed the human tribes as cursed, ordering all humans to be brought before
them or be eradicated.
•
The first assault against the Kayebo was thwarted but at great cost. Most of the
villagers were killed and the newly inducted leader was poisoned.
Artus' Fate
If the party asks about Artus, Onyeka tells them he arrived here with a lizard-like
companion over a week ago. He was instrumental in thwarting off the first
lizardfolk attack, but when he used his magic ring, something went wrong, the both
of them being encased in a dark icy prison.
Uzoma can sense they are both alive, but in a suspended state. He thinks the
backlash caused by the Ring of Winter is linked to the strange magical effects
caused by the mists.
Any attempt, physical, magical, or otherwise to break Artus and Dragonbait free
from their prison automatically fails. If necessary, confirm to the players that
there is nothing they can currently do to free Artus so they are more likely to
continue on.
Coming of the Stormreavers
Uzoma tells the party that though he lost the use of most of his magic, he began
receiving visions of a group of outsiders known as "Stormreavers". He claims to
have received these visions from the god Ubtao and believes that the party is this
group he has been waiting for. A successful DC 13 Intelligence (Religion) check
reveals that Ubtao turned his back on the people of Chult nearly a century ago, his
worshippers eventually looking to other gods of Faerun.
Temple of Omi Keyoka
Uzoma and Onyeko believe that the key to freeing Artus and Dragonbait lies with
finding Fotari and destroying whatever evil power that summoned these mists to the
Bakumora.
Onyeka tells the party that Fotari has started his own cult of worship in an
abandoned temple that was once a stronghold of the yuan-ti. It is within the
territory patrolled by the lizardfolk. She knows a safe path past the lizardfolk
patrols and gladly offers to guide the party through them to reach the temple
grounds. The party may ask to fight their way through to the temple. If so, Onyeka
insists the poison dusk, whose numbers are unknown, may not be entirely at fault
for their actions. She cannot condone such unnecessary killing.
Assuming the party agrees, Onyeka and Uzoma offer food and lodging the party may
use to rest before setting off toward the south.
It's Just the Nature of Things
If anyone in the party seems skeptical or asks for more information regarding
Uzoma's visions, he tells them that though many believe Ubtao left them, it is
furthest from the truth. As the people began to defile the jungle and selfishly
disrupt the balance of nature in Chult, Ubtao's power had weakened significantly.
The spirits that make up the essence of the jungle are all part of Ubtao's essence,
and as their power wanes, so does his. Uzoma believes that as people fight to rid
Chult of evil magic, Ubtao will rise again to full power, ready to guide a worthy
people to greatness.
Koni-Matabo Vines
These king-sized Matabo vines gather around the roots of large trees and latch onto
creatures with poisonous barbs.
Trigger. Vines lash out at any creature who steps within 10 feet of the base of the
trees where the vines gather.
Effect. The target creature must make a DC 20 Dexterity saving throw or be
restrained and stung by venomous barbs, taking 22 (4d10) poison damage.
At the start of a restrained creature’s turn, the creature can break free with a
successful DC 15 Strength (Athletics) check. An unrestrained creature can free a
restrained one by making the same check or by dealing enough damage to the vines
(see “Countermeasures”). Creatures still restrained by the end of each turn take an
additional 22 (4d10) poison damage at the start of their turn. The vines can
restrain three creatures at a time.
Countermeasures. The vines are well hidden, requiring a successful DC 15 Wisdom
(Perception) check to notice them, but are easily avoided when located. The vines
can also be destroyed (AC 12; 15 hit points; immune to poison damage). Destroying
three vines removes the threat.
A Farewell for now
Once the party reaches the end of the guided path, Onyeka bids the party farewell
and wishes them good fortune. They do not encounter her again until they return to
Kayebo Village.
Shrine of the World Serpent
Refer to map 3 for locations. This area was once the outer courtyard of a grand
temple built by the yuan-ti and their servants. Kamaphet, a dracotaur sovereign is
here with a dracotaur rager and two dracotaurs. Standing before them is Voshk, a
poison dusk lizardfolk emissary.
At the end of the dirt path, the tangle of trees recede, revealing a massive
clearing spanning hundreds of feet across. A decorative stone path leads through a
row of old, broken statues of humanoids with a serpentine lower body instead of
legs. A large dais is located at the end of the path before leading off into a
sprawling marsh. Standing atop the dais is a poison dusk lizardfolk, seemingly
conversing with four beasts possessing muscular reptilian heads and torsos and
their lower bodies resembling that of a dragon. In the distance, you can see the
top of a large structure floating in the middle of the marsh, surrounded by thick
flowing mists.
developments
If the party waits before entering the clearing, they hear some of the conversation
between Voshk and the dracotaurs. Voshk tells Kamaphet that his people question
whether the human villagers are the cause for the strange curse upon the land. Many
lizardfolk have already died over this conflict.
Kamaphet knocks the lizardfolk emissary to the floor, points the tip of his spear
at Voshk's head and yells, "Do as your god commands, or see all of your people
fall!" A few seconds later, Voshk gets up to his feet, bows graciously, and leaves
along a side path to the south. If the party attacks at any point during the
conversation, After the first round, Voshk flees down a side path unless attacked
before he moves to escape.
Tricks of the Trade
The dracotaurs attack as soon as they spot the party. If the party failed the group
Stealth check while traveling here,
or if they set off the swinging log pit trap, the dracotaurs are alert that others
might be in the area and cannot be surprised. They use their fire breathing and
ranged attacks first, then switch to using their melee weapon attacks when in
range.
ending the encounter
The dracotaurs fight to the death. They do not have any useful information other
than that they are heeding the commands of the mighty storm god from the temple who
gave them control of the lizardfolk as their underlings. If the party attempts to
track down Voshk, he has disappeared into the brush and cannot be found.
Treasure. The dracotaurs don't carry anything on them,
but Kamaphet keeps a large chest at the rear of the dais
containing their spoils. The chest is locked. A character
can pick the lock with a successful DC 16 Dexterity check
made with thieves’ tools. Inside is 600 gp, a jewelry set
worth 150 gp, a potion of water breathing, and two spell
scrolls containing the revivify and vampiric touch spells.
When the party is finished with this area, continue on to the next chapter.
I
n order to rid the Bakumora of the dreaded mists, the party must seek out the
darklord Fotari, who resides in an ancient yuan-ti temple. The Temple of Omi Keyoka
(OH-mee kay-OH-kah) was built by the yuan-ti to honor their god and creator. The
temple fell when it was taken over by worshippers of a usurper god, who were later
defeated by a party of adventurers.
In recent years, the land transformed into a marsh, causing the foundation of the
temple to sink beneath the murky surface of the wetlands. It is here that Fotari
has taken refuge, feeding the souls of the dead to Ifalakuntho a corrupted aspect
of Ubtao.
The Temple Marsh
Beyond the lair of the dracotaurs, the upper portion of the temple can be seen
sticking out above the surface of the marsh about 500 feet directly to the east.
The marsh starts out shallow around the outer edges, then slowly becomes more of a
lake once within the temple's vicinity. Any creature passing through the marsh can
wade through the first 150 feet as difficult terrain. Afterward,
the ground descends to about 6 feet beneath the surface then slowly dips toward the
center where the base of the temple sits about 40 feet below.
Plagued Swarm
The marsh is a breeding ground for tiny, venomous insects that swarm about the
watery surface. Each creature wading through the marsh must succeed on a DC 16
Constitution saving throw or be infected by the insects' bites. Those affected
experience dizziness and blurred vision for the next hour, giving them a
disadvantage to all Wisdom (Perception) and Intelligence (Investigation) checks
that rely on sight.
Marsh Hunter
A froghemoth lairs beneath the surface and attempts to surprise any creature coming
within 200 feet of the temple. It can be spotted before it notices the party with a
successful DC 16 Wisdom (Perception) check. Anyone made aware of the froghemoth's
presence within that time can attempt to swim beyond its vision by making a
successful DC 15 Strength (Athletics) check. A failed check causes the froghemoth
to notice the sudden movement.
Outside the Temple Walls
Once the party reaches within 100 feet of the temple, they are able to get a clear
view of the structure beyond the thick mists.
The finely crafted stonework of this massive structure has only begun to show signs
of age and wear. Only the upper levels of the building are visible over the murky
surface, decorated with carved illustrations of huge serpents and various
depictions of melded shapes of humanoids and snakes. The rest of the building sank
into the waters years ago, the soft ground forcing the entire building to lean
partially to one side. There are no visible entrances above the surface, but the
majority of the building sits beneath the waters. A brilliant glow shines off of
the rooftop, accompanied with sounds of a great whooshing wind and the crackling of
thunder.
Reaching the Temple entrance
The bottom two levels of the temple sank beneath the earth, but there are still two
entrances located underwater that lead to the upper levels. A large crack in the
south side of the building can be spotted easily from below the surface.
Swimming through it brings the party up to the surface on the inside of the
building where they can enter through a break in the wall on Level Two. There is
also a smaller entrance slightly a bit further that leads to area 7 on Level Three
that can be noticed with a successful DC 16 Wisdom (Perception) check. Refer to the
location sections below once the party enters the temple.
I Wanna Fly Away
The altar atop the roof is surrounded by a domed tempest of wind and lightning
which only dissipates after Fotari is defeated in the Upper Sanctum. If anyone in
the party attempts to scale to the top the temple or fly near the rooftop, they are
unable to bypass the storm dome. Any creature attempting to move, fly, or teleport
into it is immediately hurled away by the winds and must succeed on a DC 19
Dexterity saving throw or suffer 22 (4d10) lightning damage. The storm cannot be
dispelled, nor can it be controlled or affected by magical spells or abilities.
Inside the Temple
Refer to the locations in the following sections once the party enters the temple.
The entire area within the temple walls have the following features.
Terrain. The entire structure leans slightly toward the south causing the floors to
pitch at a 20 to 30 degree angle. The marble floor is cracked and filled with
debris in various locations. Though this does not restrict movement, any creature
who fails a Strength (Athletics) or Dexterity (Acrobatics) check must use a bonus
action to stay upright or immediately fall prone.
Lighting. Small torches with blue-green flames provide dim light throughout the
temple.
Smell and Sounds. The stink of the marsh is slightly covered by the greenery in the
halls and rooms. The halls carry constant echoes of shifting water and debris.
Creepy Scenes
The mists carry Fotari's hate and anguish throughout the temple, creating an
atmosphere that would put even daring adventurers on edge. At your discretion, you
can include some sort of additional effect whenever the party enters a new room.
You can makes use of the following suggestions for these random effects.
•
Floating leaves into humanoid/monster shapes (as above)
•
Small rocks falling a few feet from where the party had just passed.
•
A large shadow following the shadows of the party as they walk.
•
The blue-green flames of the torches flashing brightly for a moment, or their
flames turning red.
•
Unintelligible whispers coming from within the room or a distant cry of anguish
from an indeterminate distance.
2. Blood Altar
The door to this room is locked. A character can pick the lock with a successful DC
16 Dexterity check made with thieves’ tools. It can also be forced open with a
successful DC 18 Strength (Athletics) check. There is no substantial light source
in this room.
A spawn of Kyuss lairs upon the altar in this chamber. Two wraiths are also here.
They appear on either side of the altar and attack as soon as the spawn either
attacks the party or is attacked.
A rancid smell lingers in the back of this room. Dust and cobwebs cover the walls
here gathered atop a large decorative rug and tattered tapestries. In the southeast
corner, a large stone altar sits against the wall. Above the altar is a column
half-embedded into the wall. Small trails of slightly pulsing red light travel up
the cracks along the column into the ceiling, almost as if it were blood coursing
through veins.
developments
This room was once used by the yuan-ti priests in the ritual creation of its
underlings. The altar is two feet tall and covered in blood stains. The spawn of
Kyuss attacks the first party member to investigate the altar, followed immediately
by the wraiths. They surprise characters with a passive Wisdom (Perception) score
lower of 13 or lower.
The Serpent Altar
Once the altar is clear of the spawn, a 2-foot-wide curved indentation can be seen
in the back of the altar, filled with a dark pool of blood. The pulsing column
connects with the altar via this blood pool. Terminating the connection between the
altar and the column deactivates the obelisk in area 10 (see "The Black Pillars" in
Temple Level Four).
Breaking the connection causes the light from the columns to disappear. This can be
done in one of the following ways.
Destroying the Altar. The altar is a plain stone block. It has an AC of 12 and 40
hit points.
Burning the Pool. The blood turns black if touched by any fire source, terminating
the connection.
Damaging the Column. Like the altar, the column has an AC of 12. Dealing 20 damage
to the column enough to break the connection.
Treasure
A successful DC 15 Wisdom (Perception) check reveals a row of four rubies
decorating the bottom of the altar. They can be easily removed and are each worth
100 gp.
Map 5.2: Temple Level Three Map 5.3: Temple Level Four
3. Private Chamber
The door to this room is locked. A character can pick the lock with a successful DC
16 Dexterity check made with thieves’ tools. It can also be forced open with a
successful DC 18 Strength (Athletics) check. There is no substantial light source
in this room.
An ooze master resides in the pool at the rear of this chamber. Two black puddings
are behind each of the statues in the corner.
The walls and ceiling in this room are severely
damaged. The floor is covered in rocky debris that
fell from the collapsed areas above. A pool of rancid
greenish water sits in the north end of the room.
Patches of dark green liquid trickle through the cracks
in the north wall, seeping into the larger body of water.
developments
The debris in this room is considered difficult terrain. The ooze master and the
puddings attack once the party comes within 10 feet of the pool. The pool feeds the
obelisk in area 13 (see "The Black Pillars" sidebar). Destroying the ooze master
deactivates the connection between the pool and the obelisk.
Treasure
If the party investigates the dark pool, a successful DC 14 Wisdom (Perception)
check notices a humanoid skeleton near the bottom of the water. Its clothing and
mundane gear are ruined, but it is wearing a Heward's handy haversack.
4. divination Chamber
This chamber was once used by oracles to divine and share information between each
other and also with their dark masters.
Two large statues of monstrous humanoid serpents
decorate the north and south side of this large chamber.
In between them is a 4-foot-tall column, above which
floats a small orb of yellowish crystal. A large fireplace to
the west emanates crackling blue-green flames.
The Scrying Orb
The orb can be activated by touch and a successful DC 14 Intelligence (Arcana)
check. Any party member that activates the orb is flooded with visions and must
succeed on a DC 16 Wisdom saving throw or take 22 (5d8) psychic damage.
Most of the visions are of yuan-ti rituals and vague events dealing with the
history of the temple, including a party of adventurers facing off against a large
group of powerful yuan-ti priests.
The visions also include the connections to the obelisks in areas 10 through 13
(see "The Black Pillars" in Temple Level Four). The connections are as follows:
•
The blood altar in area 2
•
The dark pool in area 3
•
The fireplace in the current location (area 4)
•
The fountain in area 6
If more than a minute is spent scrying into the orb, the character receives a brief
image of a gigantic winged creature surrounded by a torrential lightning storm. The
creature appears to see the character and lets loose a roar, forcing the scrying
character to make another DC 16 Wisdom saving throw, taking 22 (5d8) psychic damage
on a failed save. The scyring orb then shatters into pieces.
The Fireplace
If the party investigates the fireplace, they notice small cracks in the wall
leading up from the fireplace into the ceiling. The cracks appear to have a very
faint, pulsing blue-green light in between them, identical to the fire in the
fireplace itself.
Extinguishing the fire breaks the connection to the obelisk in area 11. The fire
can be extinguished the same as any normal campfire. However, doing so triggers the
magical trap within the fireplace. Any attempt to extinguish the fires causes them
to erupt in a burst of flames around the fireplace. Each creature within 10 feet of
the fireplace must make a DC 18 Dexterity saving throw, taking 33 (6d10) fire
damage on a failed save, or half as much on a successful one.
After the trap is triggered, the fires extinguish regardless of the methods used to
do so. The light within the wall cracks also disappear.
5. northern Stairs
These stairs lead up to area 6 in Temple Level Three.
Treasure
If the party investigates the rubble pile in the northwest section of the room,
they find a pile of bones and a small bag with a successful DC 19 Wisdom
(Perception) check. Inside the bag is 400 gp and two potions of greater healing.
•
The eastern plaque has two lines that read: Seventh for the First. Eleventh for the
Last.
Pulling on either of the iron rings also pulls part of the chain. Each time a new
link of the chain is revealed, an audible click can be heard from inside the stone
block.
Solving the Puzzle. The chains need to be pulled out from the stone blocks in the
correct order. Per the instructions above, the correct sequence is seven clicks
from the east block, four from the west block, then four more clicks (for a total
of eleven) from the east block. This opens the door at the top of the steps without
triggering the trap.
The Puzzle Trap. If both chains are pulled out of the blocks without using the
correct sequence, the columns on either side of the room rotate about the chamber.
The statues attached to them spit streams of acid all about the chamber.
Each statue spits twice, attacking two different targets with a +8 to its attack
roll. Each creature hit takes 33 (6d10) poison damage. After both statues make
their attacks, they return to their original positions. The chains also retract
back into the stone blocks, resetting the sequence to be used again.
Alternate Paths
If the party appears to be stuck on the puzzle, you can optionally grant them a DC
16 Wisdom (Insight) check to note that there may be a solution to the combination
elsewhere. Or, you can grant the solution if they found Fotari's code in the Study
Room (area 7). Optionally, the door can be forced open with a successful DC 22
Strength (Athletics) check. Any of these, including the secret passage in area 8
can help to keep the adventure moving forward.
If no obelisks were deactivated, Fotari fights to the death. His spirit is visibly
sucked out into the opening leading to the outer platform in area 15. There is no
way to save him.
If one or two obelisks were deactivated, Fotari fights until he is reduced to 30 hp
or less, after which he falls to the ground, screaming in horrific terror. He can
be returned to his senses with a successful DC 18 Charisma (Persuasion) or Wisdom
(Medicine) check. If there are no successes on these checks, Fotari screams one
final time and his body dies. His spirit is pulled out into the open platform in
area 15.
If at least three obelisks were deactivated, Fotari fights until he is reduced to
30 hp or less, after which he surrenders. Any awakened trees that are still alive
turn back into normal trees.
Fotari tells the party he has been fighting against the corruption in his soul, but
he is only able to keep sane in brief moments. The true danger that threatens all
within the jungle is Ifalakuntho. It is a powerful storm spirit, one of the aspects
of Ubtao, that has been slowly corrupting the lifeforce of the jungle.
Fotari believes that destroying Ifalakuntho should allow the druid to maintain
control over his corrupted spirit, and return the Bakumora to its normal state. He
tells the party that the storm spirit has taken residence upon the outer throne at
the top of the temple.
Evil Begets Evil. The party may decide to kill Fotari anyway, with the thought that
ending his life would still lift the mists from the Bakumora. If Mesika is with the
party, she vehemently argues against this option.
If they still decide to kill Fotari after he surrenders, Ifalakuntho becomes the
new darklord. In addition, for committing such an act in a dread domain, each
character participating in Fotari's execution becomes marked by the domain. They
are at disadvantage to saving throws against any of Ifalakuntho's innate
spellcasting abilities.
The Final Battle. Regardless of the outcome, Fotari cannot join the party to face
off against the storm spirit, for fear that he may be more hinderance than help.
The path to the north leads to the outer throne at the pinnacle of the temple.
Treasure
Fotari carries a staff of the woodlands.
15. Throne of the Storm God
Refer to map 5.4. Once the party moves 50 feet beyond the platform entrance,
Ifalakuntho appears before them over the circular marble dais.
The passage opens onto an immense outer platform that covers the much of the outer
roof of the temple. A row of yuan-ti statues line the walls on either side of the
wide path, ending in an 80-foot diameter area upon which a huge marble dais is
raised in the center.
developments
Ifalakuntho is a twisted aspect of Ubtao made from rage, madness and corruption. It
cannot communicate directly and stops at nothing before the party is killed and
their souls become food for its body. It attacks first with its breath weapon and
innate spellcasting before it moves on to physical attacks.
Pillars of Power. If any of the obelisks are still active when the party is
fighting Ifalakuntho, the globe of violent storms surrounding the outer platform is
still active. This time, however, the party is inside the storm globe. In addition
to its normal abilities, Ifalakuntho can commune with the swirling storms and use
it against the party. Refer to Ifalakuntho's Dread Tempest ability for more
information. If the party deactivated all of the obelisks, Ifalakuntho cannot use
this ability.
T
asked with finding a way to cure Artus Cimber and decipher the mysterious tablet
runes, the party travels toward the mountain border through a path plagued with
unstable magic. It's their only hope of locating the hidden fortress of Votaran.
Votaran
The fortress is located a few hundred feet beyond the lightning plagued area.
Main Courtyard
The outline of a small, battered fortress pierces through
the thick fog and whipping winds. In front of the main
structure, the remnants of a shattered stone wall marks
the path to a debris covered courtyard. Of the few small
ruined buildings that remain in this area, only one
appears to have not yet completely collapsed.
The Architect
The only standing structure in the courtyard is an old guard post. Shamar Reedwise
(NG male halfling noble), an architect from Lantan, is hiding out inside the guard
post. He calls out to the party if they decide to head directly to the main
building.
Shamar introduces himself as one of the fortress' last survivors. He asks the party
if they had anything to do with ridding the jungle of the strange mists down below.
A character making a successful DC 15 Wisdom (Insight) check can tell that the
halfling is somewhat excited to see the party. If asked, he tells the party they
are the first people he's seen in over a year.
Beyond introductions, Shamar warns the party against entering the fortress, as the
few who have entered the building after what he calls "the event" has never made it
back out. If the tell Shamar their reason for being there, they can learn the
following information from him.
•
Votaran was an outpost marking the mountain border between Samarach and the Chult.
It was also a meeting grounds for guild artisans from the neighboring nations of
Lantan, Nimbral, and Chultans from Mezro.
•
With the passing of the Spellplague, the strange magical backlash reacted with the
experiments of the Nimbralese artisans, creating dimensional and planar rifts all
about the lower areas of the fortress.
•
While the remaining artisans worked on ways to seal the rifts, Diro, Shamar's guild
partner, decided instead to secretly experiment with them.
•
Diro disappeared after a few weeks, then re-emerged, crazed and wielding strange
elemental powers. He called himself "Taherako." He killed most of the fortress'
inhabitants.
•
Taherako is now a living tempest, slowly corrupting the weave of magic throughout
the region.
Quest: The Tempest. Shamar managed to escape the fortress, but is incapable of
leaving the area on his own. Two of his associates, Etallo and Nenet are hiding in
a secret lab beneath the fortress, looking for a way to stop Taherako. Shamar is
certain that they can also help the party translate the tablet rubbing.
Shamar mentions that Etallo often conceals the entrance to the lab with a puzzle he
changes every few days. When the party is ready, the halfling leads them to one of
the nearby collapsed buildings where he reveals a secret set of stairs beneath a
pile of rubble.
Taking the Front
If anyone in the party decides to investigate the outer wall of the main building,
they cannot move within 10 feet of the walls nor the main door. They are instead
pushed away by a strong wind gust. Any spellcasting or spell-like abilities used in
attempt to move past the wall simply fail. They cannot enter until after they reach
the secret lab.
Beneath the Fortress
Shamar navigates the party through a small network of tunnels that lead beneath the
main fortress.
The winding tunnels lead to an 20-foot square chamber. Though the area appears to
be well traveled, the room itself is mostly bare. A large gold-framed mirror is
mounted against the north wall with a gold plaque hanging beneath it. A lit brazier
sits in the center of the chamber, its firelight casting shadows of your group all
about the room.
The Mirror Puzzle
To gain entrance into the secret lab, the party must solve the puzzle left behind
by Etallo. Examining the plaque reveals an inscription that reads:
Light and Shadow are mirrors of each other.
Find those without their dark companion and present
them to me.
For only then, shall you be granted passage.
Choose two players at random or one player and one NPC. For these characters, the
light from the brazier does not cast a shadow for them in the room. However, when
looking into the mirror, their shadows can be seen off of their reflections.
This effect is reversed for everyone else in the room. All other characters aside
from the ones chosen cast shadows inside the room, but their reflections in the
mirror do not. The shadow effects can be noticed by any character with a successful
DC 14 Wisdom (Perception) check, which can also be made passively.
Solving the Puzzle. The puzzle can be solved in one of two ways. If only the
characters whose shadows are not present in the room stand in front of the mirror,
the mirror vanishes, revealing a door in its place. Placing only characters whose
shadows are present in the room in front of the mirror also solves the puzzle and
reveals the door.
The newly revealed door is unlocked and leads into Votaran's underground lab.
Remaining Puzzled
If the party is having difficulty resolving the mirror puzzle
room, you can allow them to notice the shadow effects
without having to make a skill check. You can also grant
them a DC 14 Wisdom (Insight) check to figure out what
to do with the mirror. If you would like to just keep the
adventure moving, one of the NPCs, most likely Shamar,
points out the clues and tells the party how they can
solve the puzzle.
Secret lab
This large area is cluttered with tables, shelves, and desks of all different
shapes and sizes. Notes are scrawled along collections of books and sheets of
parchment scattered all about the room between various piles of alchemical and
crafting tools.
Etallo (NG male human mage) and Nenet (LG female dwarf priest) are both here and
somewhat startled when the party enters. Shamar introduces the party to his
associates and allows the party to continue the conversation.
Etallo and Nenet aren't able to provide the party with much more information than
they received from Shamar. They do, however mention that they have been trapped
here for a few years. A successful DC 13 Wisdom (Insight) check recalls that since
the Spellplague was over a century ago, there is a large gap in time missing. If
mentioned, Nenet points out that the chaotic planar shifts in the area may also
cause time to pass differently while within the region.
If shown the tablet rubbing, Etallo verifies the arcane inscriptions are indeed
from Nimbral. They are more than happy to research and translate them after dealing
with Taherako. Speaking in somber tones, they both agree the only way to save the
region is to eliminate their former companion. They have a way to stop him, but
require the party's help to do so.
Once the party agrees, the two sages offer to heal them of any wounds or conditions
they may have. When the party is ready, they are led back into the tunnels .
Treasure
The lab is littered with all types of tools and equipment. There are enough
materials here to make one of each set of alchemist's supplies, cartographer's
tools, mason's tools, and tinker's tools (see "Tools" in the Player's Handbook).
There are several other items in the room that are only accessible after the party
defeats Taherako (see the "The Calm After").
The Calm Before
The sages lead the party through a separate tunnel path, eventually leading to a
hallway ramping up toward the ground level of the fortress. Beyond that, several
flights of steps lead up to another door.
Nenet pulls a set of small metal bracelets from her sack and hands one to each
party member. She tells them the bracelet reacts with the energy created by
Taherako's power, allowing them to move within the tempest without being flung away
from the fortress. She advises them to open the door only when ready. Both sages
then leave back down the stairs to return to the lab.
Wrath of the Storm
The door opens into the middle of a vast open area where the heart of the fortress
used to be. Taherako's form takes up most of this area.
Beyond the door is a small platform leading off into a
large open area. The center of Votaran has been hollowed
out into a 100-foot-wide area filled with powerful winds
carrying swirling mists and small trails of lightning. The
tempest extends into both the open sky above all the way
down into the depths below. In the center, a gargantuan
spectral form with a terrifying visage floats within the
chaos spiral.
Ride the lightning
Anyone wearing the bracelets given by Nenet notices a faint glow coming from them.
While within 60 feet of Taherako, each creature wearing a bracelet can hover and
gain a flying speed equal to their walking speed. If not immediately attacked,
Taherako attacks the party a round after the party enters the area or if any
creature comes within 20 feet of him. He has long since been driven mad and cannot
be reasoned with.
Tricks of the Trade. Taherako uses his sonic nova or whirlwind ability as soon as
three or more of the party are within range. Otherwise he fires his thunderbolts
from a distance.
When Taherako has 80 or fewer hit points remaining, the strong winds subside and
the spectral form becomes physical. At this point, he can no longer use his sonic
nova ability.
After being brought down to 0 hit points, Taherako's form completely disintegrates
into the air, leaving no trace of a body.
Adventure Conclusion
The journey to Kayebo Village is made without incident. Either during their travels
or when they arrive at the village, they discover that quite a bit of time has
passed. Due to the chaotic magic and planar shifts within the mountain region, the
passage of time was greatly affected. From the time the party entered the mountain
pass to the point where they defeated Taherako, for each hour spent with that
region, a full day has passed everywhere else.
Return of the Stormreavers
The party receives a warm welcome from the Kayebo villagers. Onyeka tells the party
that they have reestablished their territorial agreement with the lizardfolk
tribes. Uzoma greets the party in reverence, telling them of his assurance that the
Stormreavers would return to them victorious. He hopes that with such grand efforts
to bring peace the jungle, Ubtao one day returns.
One Step Closer
Artus has completely recovered and is still accompanied by either Dragonbait or
Mesika depending on who the party took with them. He was worried the party may have
perished in the mountains and is pleased to see them return. His hope is even
further renewed when the party presents him with the translation of the tablet
rubbing.
Treasure
With the party's successful return with the translated inscriptions, Mesika awards
the party with their promised payment of 2,500 gp.
What Comes next
With stability returned to the Bakumora, Artus and Mesika plan to journey to the
ruins of Mezro with the hopes of finally locating the true city and its lost
peoples. The party members are amongst a chosen few who know of their secret
mission. The party is likely to encounter them again in the near future.
O
ver the past year, Mesika has travelled throughout Chult searching for any clue
that could help her regain her lost memories and discover how she ended up in the
thick of the jungle landscape with nearly a century's passage in the blink of an
eye. With her identity and convictions as her only possessions, she did her best to
aid the people of Chult to abolish the dreaded Death Curse and bring an end to the
machinations of Ras Nsi, as is her duty as one of Mezro's guardians.
Since then, she has received visions, including bits of memory she believes may
contain the pieces to solving her mystery. Many of them have led her to places of
deep-seated corruption and evil within the jungle. Others have led her to
encounters with Artus Cimber, who also seeks to solve the mystery of Mezro. Now,
one of her strongest visions has set her on a path toward a dark cult who would
stop at nothing to prevent the jungle from becoming whole again.
Adventure Background
After translating the inscription on an ancient tablet, Artus and his companions
solved one of the puzzles left behind in Mezro's ruins, confirming the existence of
the true Mezro (see the adventures The Risen Mists and Parting the Veil). Though
Artus could only catch a glimpse of the true Mezro, he soon realized the image was
only a piece of a much larger puzzle. With knowledge gained from an ancient Chultan
society, he plans to journey into the Shadowfell, where he believes a path to Mezro
still exists.
Cult of Corruption
Intent on destroying his enemies to prevent them from cleansing the jungle,
Shavolak has ordered his cult within Clan Kambahal to destroy the Obanashi.
They plan to assault the hidden lair of the Obanashi and steal the Daijobi Senga to
then be claimed and corrupted once more by Shavolak's hand.
•
They had planned to meet with Xhosala, the head of the Obanashi clan, regarding
information about the lost city of Mezro.
•
When Artus arrived, no one was there and there was no sign of his companions.
•
With no clues to go on, Artus requests the party aid him in discovering the fate of
his companions.
Artus offers the party a reward of 1,200 gp if they can accompany him until he
finds Mesika and Dragonbait, and discovers what happened to Xhosala. He also tells
them that the Obanashi clansfolk can grant magical boons for service to their
people, and he would likely put in a favorable word for the party.
Should the party accept, Artus wishes to begin the search by visiting the Temple of
the Rising Sun, where Xhosala and her people reside.
Familiar Territory
If the party completed Heart of the Wild, they should already possess some insight
on the Mage Hunters of the Obanashi as well as their leader, Xhosala. With this in
mind, when speaking with Artus, he includes additonal details regarding the
Seething Halls being restored, as well as the possibility that the clan may once
again have been attacked by their rivals, Clan Kambahal.
The Overland Map
Refer to map 7.1 for wilderness locations in the adventure. If you choose to use
random encounters, use either the No Undead or Mountains column of the Random
Encounters table in appendix B of the Tomb of Annihilation hardcover.
•
The zealots are led by a dark shaman named Matago, who answers only to the clan's
overlord, a spirit from the underworld who calls himself Shavolak.
•
Shavolak was once emperor of these lands. He seeks to absorb the spirit energy
within the Daijobi Senga, intent on becoming the new master of Chult - as powerful
as the great Ubtao himself.
•
Xhosala, leader of the Obanashi, is held captive in the temple's grand hall
underneath the main building. Matago is using her to open the seal to the Daijobi
Senga.
Ceilings, Walls, and Doors. The walls and ceilings are mostly stonework and look
recently restored, though they are stained with even more recent battle marks and
bloodstains. The doors are made of reinforced wood.
Lighting. Unless otherwise noted, the few remaining lit sconces provide the
equivalent of dim light in each area.
Sounds and Smells. Most of the enclosed areas smell of blood and death. The only
prevalent sound is the occassional scream echoing throughout the halls. It is the
cry of the tortured Xhosala in area 8.
1. entry Chamber
Beyond the entrance, smears of blood and dark scorch marks mar the patterns of
brown and green inks and paints along the walls and floors. At least a half dozen
bodies lay here in a chamber that was once highly decorated.
developments
The bodies of eight Obanashi clanspeople are strewn about the floor. A cursory
examination suggests they were killed by a combination of weapons and magical
attacks. Further examination with a successful DC 13 Wisdom (Medicine) check
reveals small animal bite marks as well as the evidence of possible poison or
disease. They've been dead for at least 12 hours.
The only items of value here are the robes on the corpses, which would fit Medium-
sized humanoids.
2. Stairway
The doors to these stairs were forced open. They lead down into the gathering hall
in area 5.
3. Training Room
The floor is covered in burned and smashed benches and tables. Tattered tapestries
partially cover a destroyed dais opposite the door. Beautifully painted murals
along the wall depict scenes of elemental spirits within the jungle and mountains,
with the light of a rising sun just beyond the horizon.
developments
A successful DC 13 Intelligence (Arcana) or Wisdom (Religion) check reveals this to
be where many minor rituals and teachings took place among the clansfolk and those
training to become mage hunters and spiritlords.
Treasure. If the players search the room, and succeed on a DC 15 Intelligence
(Investigation) check, they find a scroll case buried beneath a pile of burnt books
and parchments in the corner of the room. The case is magically warded, causing 16
(3d10) radiant damage to any creature that opens it. This can be dispelled as a 3rd
level enchantment via a dispel magic spell or similar effect. Inside the case is a
scroll of protection from undead.
4. Spirit Chamber
This area is laced with corrupted spirit energy. When the party enters this
chamber, they must make a DC 14 Wisdom saving throw or be affected by the
corruption. Those affected have disadvantage on saving throws and concentration
checks for the next ten minutes.
In addition, two rot trolls wander the area near the east wall. They attack the
party on sight.
This large chamber houses flora positioned around a large, decorative fountain in
the center. A large opening is set in the half-domed ceiling granting a view of the
sky. A haze of reddish mist hangs in the air while much of the flora is twisted and
rotting. The stench of death is strong here.
developments
Consider the following advice within this area.
Dealing with the Trolls. The rot trolls fight until defeated. They can be
communicated with in Giant, provided there are no direct attacks against them and
the party succeeds on a DC 16 Charisma (Persuasion) check. If so, the trolls tell
the party they've been infected by the dark energy within this place and cannot
leave. If the party offers to find a way to cleanse the chamber (see below), the
trolls do not attack.
Secret Door. The secret door in the northeast corner is well camouflaged. It can be
discovered if the players specifically search the walls and succeed on a DC 15
Intelligence (Investigation) check. If the party learned of the door's location
from Wainrath, they can find the door without having to make the check.
The Fountain. The waters from the fountain are dirty and viscous. Anyone drinking
the water must succeed on a DC 15 Constitution saving throw or become poisoned for
24 hours. The fountain's stonework is decorated with four statues, each
representing a greater elemental spirit. There are sets of carvings at the base of
each. A successful DC 13 Wisdom (Religion) check identifies the carvings as ritual
incantations to be performed within the chamber.
Destiny: The Tainted Chamber. The reddish haze is a side effect of Matago's dark
ritual (see area 8). The nature spirits that reside in this chamber have either
perished or become twisted versions of themselves, represented by the dead and
twisted flora. The chamber can be cleansed by performing the ritual incantations
inscribed on the fountains. Performing the ritual correctly requires a successful
DC 15 Wisdom (Religion) check. This can be made as a group check. The roll is made
with advantage if one or more of the participants is a druid. If the ritual is
successfully performed, read the following:
By the end of the ritual, the reddish haze dissipates slowly. The waters of the
fountain flow clean and the spread of rot and decay within the chamber has been
stayed.
Treasure
If the chamber is cleansed, a collection of trinkets can be found at the bottom of
the fountain. There are six, each fashioned from precious metals and worth 100 gp.
5. Gathering Hall
Once the main entrance to the old temple, this area has been converted into a hall
for rituals and meetings. Amanzubusi and Lapanalori, two greater nature spirits,
are in this chamber struggling to resist the sway of corruption. They do not become
visible until the party reaches the center of the chamber.
DM Note. If the party enters this hall after Matago is defeated in Area 8, the
spirits are no longer here.
This large room is decorated with colored tapestries and furnishings. A large dais
is set into the floor near the west wall. Large stone doors mark an exit to the
east.
When the first character reaches 10 feet beyond the stairs, the spirits (if
present) become visible.
A strong gust with no origin whips about the chamber. The image of a dark, swirling
vortex springs into existence in the area in front of the eastern double doors. Two
humanoid figures, one formed from leaves, bark and stone, the other formed from
blue-green water, struggle with each other, one attempting to force the other into
the vortex.
The dark Vortex
The vortex area spans from floor to ceiling and is marked as a red zone on the map.
When the vortex appears, each party member must succeed on a DC 15 Wisdom saving
throw or take 14 (4d6) necrotic damage. It is an effect of the corruption of the
Daijobi Senga in Area 8. Amanabuzi, the earth spirit, fights against being dragged
into the vortex by Lapanalori, who has already fallen to the corruption.
Amanabuzi pleads for aid from the party, telling them the water spirit has been
tainted and is forcing the earth spirit to endure the same fate. A successful DC 14
Intelligence (Arcana) check reveals these two spirits as greater nature spirits of
the jungle. A detect magic spell or similar effect reveals the tainted magic coming
from the vortex and being funneled from the doorway behind it.
The party has three rounds to resolve this conflict, but they can do so in a
variety of ways. At the end of the third round, both spirits are sucked into the
vortex and vanish along with it. Any character that ends its turn within or
adjacent to the vortex takes 14 (4d6) necrotic damage.
Attacking the Spirits. If the party takes any actions that deals more than 10 hit
points of damage to Lapanalori, the water spirit loses its grip on Amanabuzi and
gets pulled into the vortex. If the party attacks Amanabuzi with any action that
deals more than 10 hit points of damage, the earth spirit is dragged into the
portal. Both spirits and the vortex disappear.
Opening the Door. The door is sealed while the vortex is active, requiring a DC 16
Strength (Athletics) check to force open. If successful, the party can see the
vortex's energy, which appears as a two-foot wide cylindrical beam that curves
through Area 6. It can be damaged in the same manner as the vortex itself (see
below).
Talking to the Spirits. Amanabuzi can only speak in brief sentences, such
as"Lapanalori has been corrupted!" or "You must save us from the darkness!" The
party can convince Lapanalori to listen to them by appealing to the water spirit's
good nature and making a successful DC 16 Charisma (Persuasion) check. If the check
is successful, the water spirit releases Amanabuzi before falling into the vortex.
If instead the party suggests saving both spirits, Amanabuzi suggests destroying
the vortex itself.
Restoring Lapanalori. If the party casts remove curse, greater restoration, or uses
a similar magical effect on Lapanalori, the water spirit regains its senses and
calls upon the party to either pull them both free or destroy the vortex.
Pulling the Spirits Free. Freeing Amanabuzi from the water spirit's grasp requires
a successful DC 16 Strength (Athletics) check. If Lapanalori was brought back to
its senses and the party is attempting to free them both, the same check can be
made with advantage to the roll. Remember to apply damage to party members who end
their turn within 5 feet of the vortex. Once one or both spirit is pulled free, the
vortex disappears.
Destroying the Vortex. The vortex can be attacked directly with magical weapons or
spells. It has an AC of 13 and 40 hp. It is immune to necrotic damage and
vulnerable to radiant damage. Destroying the vortex frees both spirits and removes
the taint of corruption from Lapanalori.
Alternate Solutions
Players might attempt other means of completing their goals in this area. Perhaps a
player attempts to banish Lapanalori or attempt to move the spirits with spells
such dimension door. Use your best judgement when resolving these situations and
reward the party for creative thinking.
developments and Treasure
The party receives thanks for their aid from any spirit who is freed. If Amanabuzi
is freed, the earth spirit offers two leaves from its body. If consumed within one
hour, they have the effects of a potion of superior healing. After one hour, they
lose their magical effect.
If Lapanalori is freed, it offers a blue-green crystal that is cold to the touch.
The crystal holds a greater restoration spell which can be cast with an action once
within the hour. After one hour, the crystal loses its magical ability, but can be
sold either way for 200 gp.
The spirits don't know much about what is happening in the temple. They were
summoned by one of the temple's spiritlords, but were afflicted with a powerful
corruption when they arrived. They leave shortly after, as they are still at risk
of becoming tainted by the dark ritual being performed in the hall beyond.
6. Walk of the Faithful
This columned hallway leads directly to the Hall of the Rising Sun (Area 8). The
bodies of many more Obanashi clanspeople are strewn about. The walls have been
scorched and the great columns severely damaged. Each minute that passes, every
creature in the hall must make a DC 15 Dexterity saving throw or take 16 (3d10)
bludgeoning damage from falling debris.
A woman's continuous cry of anguish can be heard clearly within this hall.
Intermingled with the painful cries are the woman's pained attempts at some sort of
prayer. It grows louder as the party approaches the door to Area
8. A successful DC 13 Wisdom (Religion) check identifies the prayer as a cry for
help to the elemental spirits of the jungle. If anyone in the party has met Xhosala
before, they can identify her voice with a successful DC 15 Wisdom (Insight) check.
Artus' Actions
Artus does his best to protect everyone, but has his own intentions as well. After
the third round of combat, he uses the Ring of Winter to contain the stone cylinder
within a wall of ice. Afterward, unless already done, he attempts to free
Dragonbait from his bonds by climbing atop the platform.
Use your judgment at other times during the fight. The Ring of Winter is extremely
powerful, easily capable of turning the tide of any combat. Consider use of its
abilities sparingly to avoid unbalancing the encounter. Even if Artus is defeated
during the fight, he regains consciousness during the aftermath (see "Dark Side of
the Deceiver").
W
ith the cleansing of the temple and the appearance of Saja N'baza, a new path has
opened for the party to journey to the ancient ruins of the city of Mauratal.
There, they can learn the true nature of the dark spirit and its connection to both
the destinies of Artus Cimber and the lost city of Mezro.
DM's Note. The following "Interlude" section provides a great deal of necessry
background that flows into the remainder of the adventure. Much of it is provided
to the players through roleplay. Please take a moment to review the information
before you continue.
•
He took upon the task of guarding the ring from those who would unleash its full
potential, which could trigger an ice age that would kill all life in the Realms.
•
Decades ago, the ring had nearly taken him over. He was embraced by the evil
goddess Auril as one of her chosen.
•
He soon freed himself from both the ring and Auril's grasp once he discovered his
beloved wife, Alisanda Rayburton, may yet still be alive.
•
Far more wary of the ring's effects upon the will of others, Artus uses its powers
sparingly.
•
Since regaining his freedom, he has dedicated his days to finding and restoring the
true city of Mezro. So long as he has that to live for, he can keep the ring from
falling into the hands of evil forces who would use its power to bring endless
suffering upon the entire world.
20 2 rot trolls
The Flooded Wastes
The waters flowing through the region are dark and murky, limiting visibility
beneath to no more than 30 feet. Most of the watery areas descend to about 90 feet
deep, and the ruined buildings beneath the waters have long since been raided by
Adrinyth and her minions (see "The Jade Sanctuary"). Every minute spent searching
the waters, there is a 1 in 10 chance the party encounters a pack of three giant
sharks.
Treasure. If the party searches for at least 10 minutes and makes a successful DC
15 Intelligence (Investigation) check, they find a chest partially buried in the
rubble of one of the sunken buildings. The chest contains precious gems worth 900
gp and an ioun stone (sustenance).
Tower of the learned
Only the top two levels of this square stone tower rises from beneath the waters.
The floors underwater are filled with packed rubble and debris, all of which are
barely holding the tower together. Any attempt to force apart the debris requires a
successful DC 16 Strength (Athletics) check. Doing so, however, causes the entire
structure to collapse. Anyone caught within 30 feet of the collapsing tower must
make a DC 14 Dexterity saving throw or take 22 (4d10) bludgeoning damage from the
debris.
Above the surface, the tower can be entered via the lower level through either the
window or a crack in the wall.
lower level
This 40-foot square area was a study or library. The shelves and bookcases are
broken and mostly waterlogged. Any books have long since been destroyed or rotted
away.
A DC 14 Wisdom (Perception) check locates a sealed ivory scroll case beneath some
of the collapsed furniture. It is rigged with a poison needle trap that springs if
the case cover isn't opened in the right way. It can be noticed with a successful
DC 15 Wisdom (Perception) check
The Wyrmlings. While Adrinyth tries to find the best tactical advantage, the two
wyrmlings strike from the air against light to unarmored opponents, then strike
directly at spellcasters once identified.
Extended Lair. Though she sleeps in area 4, Adrinyth's lair actions can be
performed anywhere within the sanctuary.
Striking a Bargain. If spotted before combat begins, an extremely persuasive party
member can bring Adrinyth into a dialogue. Such an attempt requires a successful DC
18 Charisma (Persuasion) check. If the check succeeds, the dragon hears the party
out. An offering of a valuables, such as 1,000 gp, or a permanent magic item of
rare quality or higher, is a sufficient bribe. If asked about the area, she says
the city must have fallen long before she found it. She's picked clean most of the
treasures in the area, but is unable to find a way into the ziggurat. Her talkative
nature doesn't last long before she demands the party leave before she decides to
make a meal of them.
Treasure. Adrinyth's lair is covered in bits of coins, trinkets, and gems. A
thorough search reveals 1,400 gp in coins, 1,100 gp in gems, a potion of superior
healing, a potion of water breathing, a circlet of blasting, a mithral breastplate,
and a robe of useful items.
Garden Plateau
The party encounters Mesika here, who is being chased by a tyrannosaurus zombie and
two brachiosaurus zombies. She manages to hide behind the remains of a ruined wall,
but it appears her hiding place won't last long. Unless they are hiding, she spots
the party and signals for help.
This plateau is the only sizable portion of the city left above the murky waters.
The air is thick with a smell of rot and overgrown vegetation. The stairs to the
south lead beneath the surface of the water to the rest of the sunken city. On the
north end is a stone ziggurat marked with strange glyphs. A clearing in the center
might have once been a small gathering area. A 10-foot wide weathered carving of a
maze decorates the floor.
dreaded dino dilemma
The party has three rounds to position themselves while the zombies hunt for
Mesika. Moving close enough to surprise the zombies requires a successful DC 15
Dexterity (Stealth) check. That free time runs out as soon as the dinosaurs spot a
party member or a party member attacks one of the zombies. Once combat begins,
Mesika joins the fight to help defeat the zombie dinosaurs.
•
Her visions and memories have steadily grown stronger, often leading her to
encounter Artus Cimber and Dragonbait.
•
The strength of these visions at times leaves her confused, sometimes even
forgetting the little bits of identity she retains.
•
Her most recent visions and memories, however, guided her to the Nguni Plateau,
where Uzoma was waiting for her. The couatl told her to trust her visions, as they
come from a place of love and hope. He also said that others would soon be joining
her on her mission.
•
She does not know why she knows about the nature of Shavolak or even why he must be
destroyed, but she also knows doing so will finally lead her back to her home.
In addition, she asks if the party has recently encountered Artus and hopes he is
well. She regrets not being able to rendezvous with him near the Obanashi clan
village.
Destiny: Joining Forces. Once the party is ready, Mesika suggests they join forces
and continue toward the ziggurat. Alternatively, if the party was rude or hostile
toward Mesika, or refuses to take her with them, she continues on her own, taking
the steps the party doesn't and disappearing after she reaches the first level. The
party doesn't encounter her again until they reach Quomec's Tomb.
•
Third Level: Greatest of the human tribes, the Tabaxi (a name now adopted by the
cat-folk of Chult), built grand cities in the name of Ubtao.
•
Second Level: A great darkness came with the humans, many of whom were seduced into
betraying Ubtao. A great battle erupted between the peoples, consuming the city.
•
First Level: The ruler, seeking redemption, sealed both himself and the darkness
within his tomb, warded by the spirits of the jungle itself.
First Steps
When reaching the top of the steps from the ground to the first level, the party is
surrounded by koni-matabo vines that spring out from the walls. Each creature must
succeed on a DC 20 Dexterity saving throw or be restrained and stung by venomous
barbs, taking 22 (4d10) poison damage.
At the beginning of their turns, restrained creatures can break free or be pulled
free with a successful DC 15 Strength (Athletics) check, or by dealing enough
damage (see below). Creatures still restrained at the end of their turn take an
additional 22 (4d10) poison damage. The vines can restrain three creatures at a
time.
The vines can be destroyed (AC 12; 15 hit points; immune to poison damage).
Destroying three vines causes the remainder to retreat into the overgrowth.
Second Steps
On the second level, two xill lie in wait to ambush the party. They begin on the
Ethereal Plane and use their ethereal shift feature to attempt to surprise the
party. Party members with a passive Perception of 15 or more avoid being surprised.
Third Steps
The floor of this level is covered in various patches of roots, branches, and
vines. A complex system of triggers is set along this walkway. They have the
following features:
Trigger. There are three pressure plates along the ground. Stepping on any of them
triggers the trap.
Effects. Eight-foot tall sharp metal blades set vertically along the wall spring
out every 5 feet on the walkway, creating a wall in front of and behind each
character. Each creature must make a DC 14 Dexterity saving throw or take 17 (5d6)
slashing damage. Regardless of success or failure, the floor collapses beneath the
creature's feet into a spiked pit. The creature must then make another DC 14
Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half
as much on a successful one. The blades and floor both slowly move back into their
starting positions a round after the trap is triggered.
Countermeasures. The pressure plates are extremely hard to see, requiring a
successful DC 16 Wisdom (Perception) check to spot. They can be disarmed by someone
proficient with thieves tools who succeeds on a DC 16 Dexterity check. If any
creature is standing on the piles of brush, the trees and vines stop the creature's
fall into the pit. After the first trap is triggered, a DC 14 Wisdom (Insight)
check reveals how the patches of brush can be used.
Fourth Steps
The final set of steps leads to the top of the ziggurat and a small temple in the
center. Two xill lie in wait to ambush the party. Party members with a passive
Perception of 15 or more can avoid being surprised.
At the top of the ziggurat is a field of dead trees and
rotted plants. A stone building stands at the center
of this area, its walls decorated with a myriad of
colorful glyphs, sigils and symbols along the walls and
ornamented domed roof. Bronze double doors mark
the only visible entrance.
Temple of Renewal
Refer to maps 8.4 and 8.5 for locations. This expertly crafted structure show no
signs of weathering. As with the rest of the ziggurat, there are no magical means
by which to teleport or phase into the temple. Attempts to do so instantly fail.The
only way to enter is by opening the bronze double doors.
The doors are ornately decorated with line carvings and patterns of topaz, jade,
and lapis lazuli embedded into the framework. The carvings converge upon a circular
indentation between the doors about five feet off the ground. Inserting the golden
tomīn into the indentation causes the coin to emit a golden glow, which bleeds out
into the line carvings on the doors before they open, splitting the coin in two on
either side. After being used in this way, the coin becomes part of the door frame
and isn't recoverable.
1. Grand Hall
This room is decorated in bright-colored paints and murals depicting the different
peoples of Mauratal. The symbol of Ubtao is carved into the base of a great
fountain in the center of the room. The room has two exits.
Zumoch, an undead guard commander, protects this hall along with four phantom
warriors. They appear when the first party member moves at least 20 feet into the
area. Zumoch demands the party members identify themselves and their intentions. If
the party insists they've come to help, or mention Shavolak or Uzoma, the undead
guardians don't show any hostilities. If confronted in an aggressive manner, they
attack.
While preventing an attack is easy, a successful DC 14 Charisma (Persuasion) roll
is required to gain any information. Zumoch can provide the following information
to the party:
•
Zumoch and his guards were the last line of defense against the minions of the
spirit of corruption known as Shavolak.
•
The spirit was capable of infecting the hearts and minds of others, causing them to
commit unspeakable acts. Before others realized what had happened, their ruler,
Quomec, declared himself emperor and put to death anyone not disavowing Ubtao.
•
With the help of the highlord's most trusted advisors, Master Nellioc and Prince
Ahutan, Quomec was freed of the dark spirit's grasp, but the act caused Ahutan
himself to become possessed by the darkness. He murdered everyone in the temple.
•
Using a holy artifact, Quomec called upon an aspect of Ubtao and sealed Shavolak's
power within the dungeons below, which would then forever become Quomec's tomb. The
city destroyed, the few survivors left Nauratal, rejoining the path Ubtao had
originally gifted to them.
Destiny: A Vow for Justice. Should the party gain this information from Zumoch, the
undead commander finds the return of the dark spirit troubling. He requests the
party vow to put an end to Shavolak and grant him and his fellow soldiers a
peaceful rest. If Mesika is with the party, she takes the vow immediately. If every
party member does the same, Zumoch tells them about a secret treasure room in the
dungeons behind the dais in the temple proper (area 3).
2. Ritual Chamber
A number of trinkets and holy relics lie scattered about this scorched chamber,
most of them damaged by fire. The remains of a small altar are against the east
wall, the base of the altar decorated in beautiful yellow and white flowers.
An Altar's Resident. If the characters approach the altar, Caldee, a pixie, emerges
from the patch of flowers. She's happy to see the party, asking about new types of
food, entertainment, or interesting trinkets. If the party doesn't take well to
her, she disappears back into her flower patch. If the party entertains her by
giving her food or playing music, she makes fast friends with them.
Caldee knows the same information as Zumoch from area 1, giving it freely if the
party feeds or entertains her. If the party simply tries to question her at start,
a successful DC 16 Charisma (Persuasion) check is required to avoid her becoming
bored and leaving them be.
Treasure. If the party spends 5 minutes searching through the broken relics, they
can find a small statue made of jade and lapis lazuli. It's worth 500 gp.
3. Temple Proper
This room is covered in broken furniture, rotted plants, and scattered bones.
Smears of dried blood stain the stonework all along the walls and floors. The
symbol of Ubtao is barely visible beneath the debris. A cylindrical pool of dark
water sits atop a dais on the other side of the chamber.
The Shadow Pool. If the party investigates the pool of water, anyone gazing into it
must make a DC 16 Wisdom saving throw or take 16 (3d10) psychic damage and become
frightened. The water is actually a mass of writhing shadows. A creature that makes
its save and stares beyond the shadows sees the pool itself is the entrance to a
shaft that descends below the temple. Narrow steps are set around the inner wall of
the shaft leading into darkness below. When the party attempts to descend through
the shaft, continue to area 4.
Treasure. A secret cache is hidden in the wall behind the dais. It can be found
with a DC 15 Intelligence (Investigation) check. If the party learned of the
cache's location from Zumoch in area 1, the check automatically succeeds. The wall
cache is a miniature reliquary containing valuable jade and obsidian trinkets worth
a total of 900 gp. In addition, the party finds a jar of keoghtom's ointment with 5
doses, a scroll of greater restoration, and a lantern of revealing.
4. Secret Tomb Passage
Once inside the shaft, the party must make their way through to reach Quomec's
tomb. No light brighter than dim light can be shed in this area, including magical
light from spells or abilities. The only item that sheds bright light is the
lantern of revealing the party can acquire in area 3. During their descent,
strange, unintelligible whispers echo through the area.
Narrow Steps. Characters can descend the narrow stairs at half their movement.
Moving at full speed requires a DC 14 Dexterity (Acrobatics) check. Attempts to
dash down the steps give disadvantage to the Dexterity check. The stairs descend
for 75 feet, ending at a 10-foot wide opening in the ceiling of area 5, which drops
another 15 feet to the ground.
Enemy Vine. When the first party member travels 30 feet down the shaft, two giant
vine blights crawl up the wall and attack. A creature struck by the vine blights
while on the stairs must make a DC 14 Dexterity saving throw or fall down the pit,
taking the appropriate falling damage (see chapter 8 of the Player's Handbook). A
creature that frees itself from the blight's entangling plants ability must also
make the same saving throw.
5. The Highlord's Path
Upon entering this area, the echoed whispers grow louder. In addition, shadowy
figures appear and disappear out of the corners of the eyes of any creature in the
area. Each party member that enters this area must make a DC 14 Wisdom saving
throw. A failed save means they're distracted by the effects of the powerful
corruption. For the next hour, they have disadvantage on initiative checks and also
on Wisdom and Intelligence saves.
This tunnel leads directly into the tombs (areas 6-7). Other than the varied
whispers, the area is dead silent. If Mesika is with the party, she says the
tainted air is familiar somehow.
Secret Door. A secret door is located on the east wall of this level. A successful
DC 18 Wisdom (Perception) check is required to locate it. It's a one-way door that
leads back up to a storage closet attached to area 3. Returning to this point must
be done via the pit shaft.
Confronting Ahutan
Ahutan is a death knight with the following additional abilities:
Ahutan's languages include Abyssal, Infernal, and Nexalan.
Innate Spellcasting. Ahutan's spellcasting ability is Charisma (save DC 18). He can
innately cast the following spells requiring no material components: At Will:
darkness, detect evil and good, detect magic, tongues (self only) 1/day each: calm
emotions, confusion
Summon Blightwalkers (2/day). Ahutan can use an action to magically summon two
blightwalkers. They attack any creature that is a visible threat to him. Ahutan can
only use this ability if there are no summoned blightwalkers currently in his
service.
•
He discovered that the the power which Ubtao imbued into the city also extends into
both the Feywild and the Shadowfell.
•
Artus believes that the fall of Mezro in the Material Plane has given Shavolak the
power to extend his dark energies to our world through its location in the
Shadowfell. Destroying Shavolak would bring those forces back into balance.
•
A puzzle Artus solved in the ruins some time ago opened a seal which had gave a
brief glimpse of the true Mezro (these events are referred to in detail in the
Ruins of Mezro adventure book by Will Doyle). He now believes if Shavolak could be
destroyed, it would allow Mezro to return to its former state.
An unexpected Reunion
After the portal is sealed, the light disappears and Mesika collapses. If no one in
the party moves to revive her, Artus does so himself. After a minute, Mesika
recovers her energy and tells the party that she recovered many of her memories. If
questioned, she relays the following:
•
She is a warrior who trained under the teachings of Alisanda Rayburton, Artus' wife
and one of the barae (holy guardians) of Mezro. Alisanda (known as "Sanda" to her
friends) was training her to be her replacement should the bara fall in battle.
•
Alisanda's special power as a bara was to transfer her consciousness into any warm-
blooded animal and take control of them.
•
Mezro's barae were forced to seal the city during the Spellplague, never to return
until Chult could be cleansed of the corruption left behind by the magical
cataclysm.
•
Unable to leave the city, Alisanda had no way of contacting Artus or anyone else
outside of Mezro. So, for the first time, she tried to instill her consciousness
into a human, her protégé, Mesika.
•
The stress of using her powers in such a way, coupled with the backlash of the
Spellplague, caused both Alisanda's and Mesika's minds to fracture.
•
Mesika awoke on the outskirts of Mezro with no memories other than small bits of
her identity. Though she's been recovering over time, she still can't separate her
own memories from that of the bara, but believes their minds are still linked.
•
Spells that move creatures into other planes of existence such as astral
projection, banishment, etherealness, or plane shift do not function within the
city walls.
•
Spells that create or shed light do so at half their distance. Likewise, spells
that deal radiant damage in an area of effect, see their areas halved.
•
Divination spells such as clairvoyance, commune, and divination either fail or
provide false readings.
•
Instant transport spells that would allow movement through the walls such as
dimension door, gate, passwall, teleport, or similar spells either fail or
transport the creature directly to the city gates.
Movement Restrictions
Once inside the city, or within 50 feet of the city walls, flying or climbing is
restricted to a height of 30 feet. Attempts to fly higher results in the character
suddenly flying toward the ground after reaching 30 feet high. Ropes thrown up to
scale the walls seem to always fall short. Ladders built to climb just aren't quite
high enough.
leaving the Shadewalk
Due to the magical restrictions of the demiplane, the only way to leave is via the
Bridge of Sorrows. Once in the Shadowfell, spells that allow planar travel, such as
plane shift, can be used to reach the Material Plane. Additionally, such magic
can't be used to return directly to the Shadewalk. The party would have to return
to the Shadowfell and use the portal.
City locations
Refer to map 9.1 for locations. The city itself spans about a mile in diameter. The
map is mostly a representation as the labyrinth itself is constantly shifting.
Major Locations. Aside from the maze itself, there are only four major locations
beyond the city gates: the Residential Zone, the Conduit, the Nightspawn, and
Blightspire. Each has its own description and encounter apart from the maze itself.
Shadowkin. The major population within the city are known as shadowkin. These
humanoids are mostly used as labor and eventually harvested for their life essence.
They can be of any race, but have muted, grayish skin and appear gaunt and thin.
Use commoner stats for these creatures and add resistance to necrotic damage.
entry Gates
Two stone golems guard the city entrance. They are merged with the stone wall on
either side of the entrance as if under the effects of a meld into stone spell.
They emerge and attack the party as soon as the first party member comes within 20
feet of the entrance.
Scent of Power. Once beyond the city gates, Shavolak senses the power emanating
from the Ring of Winter, alerting him to the party's presence (see the "Destiny:
Winter's Calling" section in the Residential Zone).
Residential zone
Beyond the gates, an assortment of stone huts and buildings in myriad shapes seem
randomly scattered about, separated by narrow walkways and alleyways. Some of the
structures are marked by plain cloth banners painted with symbols and glyphs. A
putrid smell lingers even within the chilled air.
Various crowds of people make their way to and from the buildings. Though they hail
from many different races, all of them appear sickly, with graying skin and dressed
in mostly plain black and gray cloth and leathers.
developments
A 30-foot-wide passage across from the entrance gates is the only exit from this
area. The shadowkin here are all enslaved laborers working for Shavolak. They don't
speak to the party, or even to each other for that matter, though they give a
somewhat apathetic nod in greeting should someone walk in their path before they
keep moving around them.
Hidden Messages. After spending a minute in the area, a small child approaches the
party and hands them a crumpled piece of parchment (if the party members appear
unapproachable, the child hands the note to Mesika instead). The letter simply has
a sigil written on it. A DC 12 Wisdom (Perception) check notices it matches one of
the painted sigils on the banner of a building near the main passage (Lythene's
Hideout). One of the NPCs takes notice of it if the party can't.
If the party becomes rude, hostile, or attempts to rob the shadowkin, they alert a
group of guards, consisting of a champion, a mage, and four veterans. They arrive
within three rounds. If the party appear apologetic and succeeds on a DC 14
Charisma (Persausion) check, the guards simply walk away.
Destiny: Winter's Calling. A minute after receiving the note, Artus drops to his
knees in pain. A blue-white frosty air emanates from his body. The Ring of Winter
dissolves away Artus's glove and surrounds his arm in a shell of ice. If no one in
the party takes any action after the first round, a figure calls out from the large
building in a loud whisper
— "Hurry, before you're noticed by the others!" Any creature touching Artus must
make a DC 15 Constitution saving throw taking 21 (6d6) cold damage on a failed
save, or half as much on a successful one. Abilities that grant resistance or
bonuses to save versus cold or magical effects don't apply. As soon as one party
member tries to help Artus, Dragonbait takes the other side.
The party member and Dragonbait must repeat the save two more times before they can
reach the building. If at least one more party member helps carry Artus, each one
gains advantage to their roll, taking no damage on a failed save. Once they reach
the building, the effects subside, allowing Artus to recover. He tells the party he
could feel Shavolak watching him and attempting to assault his mind.
A Painful Sacrifice
If no one in the party moves to help Artus by the second round, Mesika and
Dragonbait pick him up and hurry him to the building. If the party still doesn't
move to help, this act causes either Mesika or Dragonbait (choose one) to suffer
permanent damage, resulting in the loss of 21 permanent hit points and the loss of
use of one of their arms. Such damage can only be restored by a regenerate spell or
similar effect.
lythene's Hideout
Lythene, an elf mage and Borvun Giantbeard, a dwarf gladiator are here with a dwarf
priest and two elf scouts.
This large building is filled with crates and boxes. An old wooden longtable
decorated with various parchments and drawings takes up the center of the room.
lost Souls
Lythene and Borvun greet the party, informing them that they are safe from the dark
spirit's prying eyes here. The banner outside is a powerful ward that masks their
presence while in this building.
The two are pleased to finally see other people here. They explain that they
arrived here almost a month ago with the rest of their companions, who now serve
Shavolak. If the party has additional questions, they can provide them with the
following information.
•
They journeyed to Chult to find and eliminate the source of the death curse. After
the curse had ended, they continued exploring the jungle's many ruins.
•
They stumbled upon a shadow gate near Hisari, bringing them into the Shadowfell.
They ended up here while searching for a way out.
•
Many within their group, began acting strangely on the first day, disappearing on
the following day. It was discovered that secret passages lead from this area into
a shifting maze.
•
Lythene's brother, Varga, placed a ward upon this building in the hopes of keeping
everyone hidden until they could recover their lost. Varga, however, also vanished
a day after the others.
•
Three of their number were seen on the third day, wandering among the rest of the
populace only known as "shadowkin." They work within the maze and live in this
area, until eventually sacrificing themselves to the Conduit - a device that feeds
power through the maze into the Blightspire.
•
The Conduit is powered by an eternal fire that Shavolak uses to absorb the
lifeforce of the shadowkin and use it to extend his powers outside of this realm.
A Risky Mission
Lythene and Borvun have spent weeks researching the people and the city to free
those bound by Shavolak. The ward Varga placed can only last a few more days. The
party's arrival, however, has given them hope.
Lythene believes Shavolak may fear the power that Artus carries, as it may be
powerful enough to temporarily block the Conduit's flame and weaken Shavolak's
abilities (Note: it is up to the players whether or not they wish to mention the
Ring of Winter by name). If such is the case, they finally have a chance to purge
the dark spirit from his home. The Conduit is nearby, but the Blightspire can only
be reached through a shifiting maze designed to break the will of those who travel
through it. With this in mind, Mesika recommends a plan.
Mesika's Plan: The Shadow Labyrinth. If Artus can use the ring on the Conduit at
the right moment, Shavolak can be ambushed before he or his forces have time to
react. Mesika requests the party travel through the maze and infiltrate the
Blightspire. Once the Conduit is weakened, the party can use that window to bring
the dark spirit down. The other NPCs agree to help if this would be their only
chance to get their companions back.
Borvun has a pair of sending stones. He gives one to the party and keeps one for
himself. Once the party is in the dark spirit's lair, they can use the stone to
signal the strike upon the Conduit. Once the party agrees to the plan, Lythene can
lead them to area 3, where the entrance to the maze is hidden.
•
Defeating Shavolak is the main goal, without which the rest of Chult is doomed to
oblivion.
•
Any players whose character remain here will have to sit out for the rest of the
adventure.
The Conduit
The center of this 50-foot wide circular area is dominated by a 20-foot tall
cylindrical monolith made of a rough hewn black rock. Five feet up from the ground,
a three-foot-wide hole is carved out of the center, within which burns flames of
deep reds and violets, surrounded by small crackles of red lightning.
developments
This area is occupied by three shadowkin, all of them appearing very sickly and
emaciated. If left alone for more than a round, the three gather in front of the
cylinder. The flame within erupts and showers over the shadowkin, leaving no trace
of them.
The Maze Entrance. The entrance to the shadow maze can be opened by placing one's
hand for three seconds upon a specific unmarked section of the wall behind the
Conduit. Lythene, who's witnessed others entering the maze, can show the party the
entrance. Locating the entrance without yet meeting Lythene is extremely difficult,
requiring at least 10 minutes of searching and a successful DC 21 Intelligence
(Investigation) check. Once the entrance is opened, it appears as a swirling portal
filled with smoke and shadows. The entrance stays open for three rounds, after
which it must be opened again.
The Blighted Flames. The eternal fire within the Conduit doesn't react at the
party's approach as it did for the shadowkin. A creature reaching into the flames,
however must make a DC 16 Constitution saving throw, taking 22 (4d10) points of
necrotic damage and 22 (4d10) points of fire damage on a failed save, or half as
much on a successful one. In addition, a creature failing their save suffers one
point of exhaustion. Neither the flames nor the cylinder can be affected by any
magical attacks or effects. Characters attacking the cylinder for more than three
rounds calls the attention of the guards from the Residential Zone (see "Hidden
Messages" in the Residential Zone).
The Shadow labyrinth
You appear in a long curving corridor that travels
around corners to the north and south. The walls here
are 30 feet high. There is no ceiling, instead replaced by
a thick layer of shadowy mist.
navigating the Maze
As the party wanders through the network of shifting corridors, they'll come across
encounters that must be resolved before choosing the next direction. Determining
how long they spend in the labyrinth is as follows:
Labyrinth Encounters. Each time the party chooses a direction, roll on the
Labyrinth Encounters table to determine the scenario they encounter within the
maze. The encounters marked as "Special" can only be run once. If the encounter
comes up again, simply reroll until you get to a valid encounter.
Hallways and Chambers. Unless noted in encounter's description, the halls of the
labyrinth are 20 feet wide.
Choosing a Direction. After each encounter, the party can choose a direction, as
marked in each individual encounter. When they make their choice, roll 1d6. If the
number falls within the range of the choice made, it counts as a correct choice. If
the roll does not match their chosen direction, it counts as an incorrect choice.
Regardless of the result, roll on the Labyrinth Encounters table to determine their
next encounter. The party must make a total of five correct path choices (which you
track without the players' knowledge) before reaching the Blightspire at the center
of the maze. Making an incorrect choice does not subtract from the number of
correct choices.
For example, the party completes an encounter, which provides two directions: Left
(1-3) and Straight (4-6). The party chooses to go straight. You roll 1d6. If the
result is a 4 through 6 (which matches their choice), they gain one toward their
correct path total. If instead, the result is a 1 through 3, they do not gain
anything to their total and simply continue to the next encounter. Once the party
has tallied five correct path choices, their next encounter is the Blightspire
(Note: "Special" Encounters automatically add one to the total number of correct
paths).
The walls and floor of this 50-foot part of the maze are made up of the bones of
various creatures mashed together to form a path. Once the party reaches the middle
of the path, three giant skeletons burst from the walls and floor and attack. Any
party member within 5 feet of a skeleton when it appears must make a DC 14
Dexterity saving throw or be knocked prone.
Camp
The party finds an abandoned encampment. The leftover bones here don't seem to
indicate whether they belonged to an ambushing enemy or the camp owners themselves.
Treasure. If the party searches the camp, roll on the following table to determine
what they find.
d6 Treasure
1 None
2 An engraved platinum necklace (200 gp)
3 1d6 precious gemstones (50 gp each) in a
small pouch
4 A crystal ball with the durability of steel (900 gp),
could be used as an arcane or druidic focus
5 Potion of superior healing
6 Spell scroll (choose a 5th level spell)
Collapsing Cavern
This cavernous hall is extremely unstable, with collapsing pits, rocky debris, and
large stalactites. Creatures attempting to pass through must make a DC 15 Dexterity
saving throw or take 44 (8d10) bludgeoning damage.
Crystalline Shards
The walls of this 80-foot section have shards of crystal embedded into them, cut
into a myriad of shapes. Light reflected by the shards is converted into beams of
radiance that fire in multiple directions. Each party member must make a DC 15
Dexterity saving throw, taking 33 (6d10) radiant damage on a failed save or half as
much on a successful one.
This save is repeated each round until the party reaches the end of the hall or all
light sources are completely extinguished. After the first saving throw, a
successful DC 14 Wisdom (Insight) check can determine the source of the beams.
Fungus
The walls and floors of this area are covered in patches of mold and fungus which
combust into poisonous spore clouds whenever a creature is nearby. Creatures
attempting to pass through this section must make a DC 15 Constitution saving
throw, taking 33 (6d10) poison damage on a failed save, or half as much on a
successful one. In addition, on a failed save, the target suffers nightmarish
hallucinations, giving them disadvantage on attack rolls and saving throws for 1
hour. This effect can be removed with spells or effects that cure poison such as
the protection from poison spell.
Hall of eyes
A death tyrant is in this area under the effects of an invisibility spell. When the
party reaches the middle of this 60-foot hallway, a multitude of large eyes open
along each side of the walls. Any creature who can see must make a DC 14 Wisdom
saving throw or take 14 (4d6) psychic damage and become disoriented. The beholder
attacks at the beginning of the next round, automatically surprising the
disoriented characters.
lost Ones
Three members of the lost charge at the party, howling cries of sorrow and pain.
Treasure. The lost carry a total of 250 gp and a random item determined on the
table below.
d4 Treasure
1
Potion of heroism
2
Potion of invulnerability
3
Potion of superior healing
4
Spell scroll (choose a 4th level spell)
Markings
This encounter occurs only once.
Strange sigils and markings line the walls of this area. An allip wanders this
hall, moving back and forth along the walls, emitting soft whispers. The allip
attacks if threatened. A creature approaching it in a non-threatening manner and
making a DC 15 Wisdom (Perception) check can make out the whispers. "To read the
obscure, you must look for the obvious."
Examining the sigils with a successful DC 14 Intelligence (Investigation) check
notices Chultan letters intermingled within the sigils. If read from the start of
the hall to the end, the letters read: "Unchain the stones, cripple the shadow".
This is in reference to the chained motes attached to the Shavolak's lair (see "The
Blightspire").
Mirrored Walls
The walls of this 90-foot hall are polished into reflective surfaces. Any creature
that can see their reflection notices a shadowy humanoid shape poised to attack the
party member's reflection. Each round the party is in this hall, choose three
random party members. For each of the random party members, the "shadow" makes a
melee attack roll with a +8 bonus. On a hit, the target takes 27 (5d10) psychic
damage.
After the first round, a successful DC 15 Wisdom (Insight) check reveals that
creatures not looking in the mirrors don't get attacked. Any party member that
makes an effort to not look at their reflection can pass through
nightspawn
The passage opens into an 80-foot-square area. Four rows of cages are lined up in a
set of ten for each row. A 40-foot-square building is located behind the field of
cages. Hardy prisoners are brought here to be converted into shadowkin. The
building is a small barracks. Calboth, a human champion whose body is made mostly
of shadow, resides here with a mage and two veterans.
Each cage has a glowing red sigil carved into the base. Most of the cages are
filled with shadowkin, their faces staring blankly through the bars. Three of them,
however contain those that have not yet succumbed to the will of the labyrinth: an
elf mage named Mikayne, a dwarf gladiator named Jerrid, and a halfling master thief
named Kristen. Each one calls out for help upon spotting the party.
The cages are locked, requiring a successful DC 15 Dexterity check to pick open.
They can also be forced open with a successful DC 16 Strength check. Once the party
talks to any of the NPCs or tampers with the cages, Calboth and his companions rush
out and attack. NPCs that are freed have no gear or prepared spells. They could be
convinced to help in the battle if given weapons.
Meeting the Survivors. If rescued, the NPCs thank the party. They are part of the
group that arrived here with Lythene and Borvun (see "Residential Zone"). If asked
about Lythene's brother, Varga, they say that unfortunately, Varga is already one
of the shadowkin. Mikayne believes, however, that the will of the shadowkin can be
restored with Shavolak's defeat. If offered a proper set of gear, and with a
successful DC 15 Charisma (Persuasion) check, the party can convince one of the
NPCs to travel with them (DMs choice).
Treasure. Inside the building is a stockade of non-magical weapons (a total of 30
of various types found in the Player's Handbook). If the party searches the
building and makes a successful DC 15 Intelligence (Investigation) check, they can
find a stash of gems and trinkets worth 1,500 gp, an
Plants
Three assassin vines and three shambling mounds are concealed in this hall, which
is filled with various types of lush jungle plants and flowers. Characters have
disadvantage on Wisdom (Perception) checks to notice these monsters before they
attack. A successful DC 13 Intelligence (Nature) check can identify the enemies
while they are still hidden.
Orb
This encounter occurs only once.
A crystal orb sits upon a 5-foot tall pedestal in the center of this hall. If
examined, faint images appear within the sphere in random patterns: a burning
flame, a greenish cloud, a flash of lightning, a frozen landscape, a radiant glow,
and an inky darkness. Any creature physically touching or attempting to scry into
the orb must make a successful DC 16 Wisdom saving throw or take 27 (5d10) psychic
damage.
If the orb is targeted with any magic spell or effect that inflicts acid, cold,
fire, lightning, necrotic, poison, radiant, or thunder damage, the orb emits a glow
in a 30-foot radius. Any creature within the glow gains resistance to the
corresponding damage type for the next 24 hours. Each creature can only gain
resistance to one damage type. Gaining resistance from the orb to a different
damage type replaces any current resistance already gained from the orb. Characters
who already have damage resistances or immunities to a damage type from other
sources don't gain anything from the orb using the same damage type.
The orb can be destroyed with magical weapon attacks or spells that deal damage
types different from those listed above. The orb has an AC 15 and 45 hp.
Sage
This encounter occurs only once.
Keritrina, a half-elf archmage, travels through this area with Astrine, an adult
silver dragon polymorphed into an elf. They greet the party upon approach and
explain they're just passing through. Keritrina tells the party she's a scholar on
a research mission. If asked about Shavolak, she tells the party that much of his
power is harnessed from the primordial essence of a deity. Finding and releasing
them weakens the dark spirit significantly (this is in reference to the chained
motes that can be reached within the Blightspire). Before Keritrina can say more,
Astrine curtly interrupts her, saying "Keri, it's not your place to toy with the
fates." At that point, they tell the party they must be on their way.
If at any point the party asks if they would join them, Astrine responds, "Don't
you know? You've been chosen to prove your people worthy. Who are we to interfere
with that?" The pair disappear if the party pursues or tries to stop them.
The Blightspire
See map 9.2 for locations. Once the party reaches this area, the path to the
labyrinth disappears and becomes a solid wall.
A building made of jagged black stone towers above the rest of the city, its upper
spires reaching into the cold, gray sky. Three large chunks of the dark rock float
near the top, each one linked to the upper spire by thick iron chains. The
structure widens near the bottom, where a grand entryway lies open in its center.
An ominous dark red glow emanates from within, rhythmically pulsing ilike a beating
heart.
entering the Spire
This area, similar to others touched by Shavolak's power, is tainted with a
powerful corruption. Creatures entering the area must succeed on a DC 14 Wisdom
saving throw or succumb to the maddening visions and whispers, gaining disadvantage
to all Intelligence and Wisdom ability checks for the next hour. If the party
released the shadowkin in the Nightspawn (see "The Shadow Labyrinth"), they gain
advantage to this saving throw. This effect can be removed with a remove curse
spell or similar magical effect.
1. Grand Altar
This area is guarded by a nycaloth and four blightwalkers.
This great hall spans 60 feet in diameter. The walls
and floors are made of the same polished stone as the
labyrinth. A ring of braziers encircle the chamber, the
fires radiating a reddish violet flame. In the center of
the area, the symbol of a maze surrounded by strange
sigils is engraved into a raised stone dais. A trail of inky
shadow writhes from the center of the symbol into the
ceiling 30 feet above.
developments and Tactics
The nycaloth is invisible, attacking after combat starts. Only two of the
blightwalkers patrol the area. During the first round of combat, the other two
blightwalkers appear from the braziers. The enemies fight until defeated.
The Symbol. The engraved maze is a representation of Shavolak, though the
similarities to the symbol of Ubtao are fairly obvious. The shadow trail is 2 feet
wide. Touching, placing objects into, or casting spells at the shadow trail have no
effect. The trail simply flows directly through anything that touches it. The
sigils are connected to the inscription on the floor of area 4. They don't
translate into any known language. The stairs on either side of the chamber lead up
to area 2.
2. Crosswalk
This passage is a connecting point between the upper spire and the grand altar
below. Three secret doors in the walls open up to hidden ramps that lead to areas
5, 6, and
7. The ramps are made of semi-translucent stone (almost like blackened glass) and
can be fully seen when within 10 feet of them with at least a dim light source.
3. Guardian's Chambers
The door to this room is locked and trapped. The trap requires a DC 16 Wisdom
(Perception) check to notice and a DC 16 Dexterity (Sleight of Hand) check to
disarm. If the trap is sprung, a stone block comes smashing down from above the
doorway. Any creature within 10 feet of the door must make a DC 15 Dexterity saving
throw or suffer 28 (8d6) bludgeoning damage.
Viscanda, a half-elf conjurer is here with a blackguard and two shadow demons. They
do not immediately attack, but Viscanda warns the party they should leave.
A long table takes up the north wall of this chamber, littered with notes, maps,
and markers. A ritual circle made of iron bands and stone carvings is built upon
the center of the floor.
Spirit Prisons
It's possible some players may spend a lot of time or become frustrated over how to
free the spirits in areas 5,6,and 7. To keep things moving, you can allow each
character a DC 13 Wisdom (Insight) check or an Intelligence (Investigation) check
with the same DC to provide them with additional clues to help them along..
6. Shard of Autumn
This room is similar in size and shape to area 5. A crystalline orb floats in front
of a small tree, its branches spread wide and decorated in red and golden leaves.
Every few seconds, a leaf falls from the tree and vanishes when it hits the ground.
The surface of the orb is cloudy, the shadow of a tiny humanoid barely visible
within.
Destiny: Edalu, the Autumn Spirit. The orb and the tree are immune to damage from
attacks and magical spells. There are no branches positioned over the orb. If a
branch is moved to where one of the leaves fall upon the orb, the crystal surface
emits a soft orange glow before it shatters. This can also be accomplished by
redirecting one of the leaves to fall upon the orb before it vanishes.
Once the orb is broken, a dryad appears. It graciously thanks the party, telling
them it now returns to bring its essence into the jungle. It heals the party of all
hit points and renews expended hit dice, as if they had taken a long rest. It's
then absorbed into the tree before both it and the tree vanish.
7. Shard of Spring
This room is similar in size and shape to area 5. A 3-footwide smoky crystalline
orb floats in the center of the area, holding a sylph (use the stats of a pixie, if
necessary). A field of colorful flowers bloom along the floor of this cavern. Light
curtains of water trickle down from cracks in the stone ceiling.
Destiny: Makeya, the Spring Spirit. The orb is immune to damage from attacks and
magical spells. a successful DC 13 Wisdom (Perception) check notices the falling
waters form a semi-circle around the orb but doesn't fall upon the orb itself.
Moving the orb to allow the waters to fall upon it cause the orb's surface to glow
a bright green before it shatters. The water can also be collected and poured upon
the orb.
Once the orb shatters, the sylph grows to the form of a medium humanoid with blue-
white, gossamer wings. It thanks the party and tells them it now departs to return
its essence to the jungle. Before it vanishes, it renews any expended spell slots,
magical abilities, and features that would normally renew as if the party had taken
a long rest.
8. Shavolak's lair
When the party takes the shadow portal from area 1, 2, or 4, they appear in a small
walkway that leads into the main chamber. The only light source in this area are
the sigil carvings along the walls. These, however, are not bright enough to count
as dim light. Shavolak awaits the party in the darkness. The party is his biggest
threat to accomplishing his goals. He is beyond reasoning with and fights to his
very end.
A bitter frost lingers in this chamber, bearing no visible source. This area is
composed of polished black stone. A multitude of sigils and glyphs are carved along
the walls, all pulsing with an eerie reddish glow.
Fury of the dark Spirit
Shavolak's actions and statistics are dependent upon prior actions taken by the
party. Refer to the following advice when running this encounter.
Aura of Chaos. If the party didn't release the spirits within the chained motes, or
cut the chains, an aura of corruption protects this area. When the party walks past
the entry hall, they're assaulted by waves of energy intermingled with flashes of
black lightning and shadowy images of grinning, demonic faces. Each party member
must succeed on a DC 15 Wisdom saving throw or suffer disadvantage on attack rolls
and ability checks. Those failing their save can repeat it at the end of each of
their turns. A successful save ends the effect. Creatures who succeed on their save
become immune to the effect for the remainder of the encounter.
Coordinated Assault. If the party uses the sending stone to communicate with Artus,
the warrior and his companions begin their attack on the Conduit. Within a minute,
Shavolak lets loose a howling cry of fury, the fiery aura around his body
diminishing. Any party members successfully using stealth to approach Shavolak can
surprise him if they attack within three rounds after Shavolak becomes distracted.
Measure of a Monster. Shavolak's statistics are altered depending upon the party's
choices (see the "Facing Shavolak" sidebar).
Facing Shavolak
Choices and actions taken by the party can severely
weaken Shavolak's powers and abilities.
Once the attack on the Conduit is underway by Artus
and company, apply the following adjustments to
Shavolak's combat stats:
•
Strength and Constitution scores are reduced by 3 (making them 23 and 17
respectively).
•
Maximum hit points are reduced to 209.
•
Attacks with the Blightreaver are +13 to hit and deal 16 (2d10+6) necrotic damage
and 11 (2d10) cold damage.
•
Remove the Regeneration feature.
If the chained motes were freed, either by cutting the chains or freeing spirits,
apply the following adjustments:
•
Armor Class is reduced to 18.
•
Cannot use the Create Blightwalker lair action.
•
Cannot use the Wave of Chaos lair action.
Shadow's Fall
Once Shavolak is defeated, his body explodes into a cloud of tiny shadow creatures
before dissolving into the air. The Blightspire and the labyrinth dissolve into
nothing, leaving the party standing 100 feet from the edge of the Conduit.
Chosen Fates
With Shavolak defeated, the party must still contend with the fates of Artus,
Mesika, and the inhabitants of Mezro. Much of how the conclusion unfolds is
dependent upon the party's choices during the adventure.
With the maze and the spire both gone, the Shadewalk is nothing more than a barren
landscape with but a few standing structures. The mountains in the distance to fade
into mist, signaling that this demiplane is collapsing. A column of blue-white
radiance shines like a beacon to the Conduit, now only a hundred feet away. You
hear Artus howling in pain and anguish, a dreadful sound that echoes throughout the
desolate terrain.
Allow the party to move closer before continuing.
You see Artus blasting the fires of the Conduit with the Ring of Winter, creating
an expanding layer of frost over the ground around him. His face is contorted into
a mask of pain and rage, his eyes emanating a bright blue-white glow similar to the
energy from the ring. Ice statues of Lythene and Borvun stand a few feet away.
Mesika, further away, yells "Artus, please stop! Don't make me do this!"
Dragonbait, blade in hand, dashes forward toward his friend.
The Savage Cold
Artus has lost control of the Ring of Winter, which is exponentially more powerful
on this plane. A successful DC 13 Intelligence (Arcana) check determines that if
the plane collapses while Artus is in this state, the Ring of Winter will
eventually spread its power through the Conduit's connection, bringing a plague of
icy death into both the Shadowfell and the Material Plane.
Ever-Expanding Frost. The area within a 60-foot sphere around the Conduit has a
temperature of -40 degrees Fahrenheit, making the very air itself harmful to
breathe. Any character beginning their turn in this area must make a DC 17
Constitution saving throw, suffering 35 (10d6) cold damage on a failed save, or
half as much on a successful one. In addition, creatures that fail suffer one level
of exhaustion. A creature reduced to 0 hit points is instantly petrified and can't
make death saves. These effects can't be mitigated by resistances or immunities to
cold damage.
Artus and the Ring. While in this condition, Artus has an AC of 18, immunity to
both fire and cold damage and resistance to bludgeoning, slashing, and piercing
damage from non-magical weapons. A creature who physically touches Artus must
succeed on a DC 17 Constitution saving throw, becoming petrified into an ice statue
on a failed save.
Allow the party one round to react before continuing to the next section.
Weaving Your Players Into It
With such a vast variety of possible characters, it would be nearly impossible to
predict what each party member might be capable of. For this circumstance, make
sure you reivew the events that occur within "How It All Ends" and decide what part
your players have in finalizing that event. Perhaps a stout warrior reaches the
Conduit to help Dragonbait restrain Artus or even attack him. Maybe the party's
mage or druid uses their magic to change the weather or temperature, allowing the
party to advance. Or a quick-moving character rushes into Mesika's protective aura
to reach Artus' location.
Whether their choice bears success or failure, it's up to you whether or not they
affect the overall outcome. If the players come up with a creative idea that
directly affects the outcome determined by the Destiny Point table, consider
rewarding them by changing the outcome to a better resolution. In the end, it's
always best to choose which result would provide more fun and excitement for both
you and your players.
How It All ends
Tally up the number of Destiny Points using the Destiny Point tracker provided in
the Appendix and refer to the possible ending events below. Remember to take a look
at the "Weaving Your Players Into It" sidebar. During the sequence the characters
react, read the following:
A strong odor of wild roses and fresh baked ham overpowers the bitter breeze as
Dragonbait charges toward the Conduit. At the same time, a burst of radiant energy
explodes around Mesika's form, the warrior rushing toward the center of the
expanding frost from the other direction. Only seconds remain before what is sure
to be another cataclysm once the demiplane collapses upon you.
0-3 destiny Points
Once Dragonbait and Mesika reach Artus, the ring summons a globe of ice shards
around Artus' body, instantly reducing any creature within 20 feet of it to 0 hit
points (you can, if you like, allow players to make a DC 17 Dexterity saving throw
to avoid the shards). Mesika dies in front of Artus, the shock and sadness
immediately enabling him to take control of the Ring of Winter. The last thing the
party sees is a look of both confusion and anger on Artus' face before everything
disappears around them. The characters find themselves standing in the center of
the ruins of Mezro, with no sign of Artus or the others.
4-6 destiny Points
The ring summons the globe of shards as above (0-3), except Mesika's barae aura
protects her from the cloud of shards. She tearfully plunges her sword into Artus'
chest. The light in Artus' eyes fades as they stare into Mesika's. His body turns
to dust as he collapses, the Ring of Winter falling from his hand and vanishing in
a cloud of frosty vapor. The party then find themselves standing in the center of
the ruins of Mezro with Mesika and Dragonbait.
7-9 destiny Points
The ring summons the globe of shards as above (0-3), except Mesika's barae aura
protects her and everyone else from the cloud of shards. Her aura takes the form of
a slender human woman with long, flowing hair. Her appearance causes Artus to take
control of the ring, its power fading as the demiplane collapses. The party then
find themselves in the center of the ruins of Mezro along with Artus, Mesika,
Dragonbait, Lythene, and Borvun.
The Long-Sought Passage. A shimmering portal floats near the door of the ruined
Temple of Ubtao. The bustling streets of the city as it once was can be seen
beyond. Mesika smiles and says, "We did it. Mezro is finally free."
10 or More destiny Points
The ring summons the globe of shards as above (0-3), except Mesika's barae aura
protects her and everyone else from the cloud of shards. Her aura engulfs the
entire area, bathing it in warmth. Within the aura appear the glowing images of two
forms. One is of a slender human woman with long, flowing hair. The other is a 50-
foot muscular humanoid wearing the robes of a Chultan king or emperor. Their
appearance enables Artus to take control of the ring, its power fading as the
demiplane collapses.
The party then find themselves in the center of the City of Mezro, its shining
streets filled with the bustle of people.Artus, Mesika, Dragonbait, Lythene, and
Borvun are all here, along with all of the residents of the Shadewalk. No longer
shadowkin, they've all been restored to their former selves.
•a
spellguard shield
•a
tome of understanding
•a
weapon +3 (DMs choice of type)
Story Awards
The following story awards can be obtained depending on the adventure's outcome.
Honorary Member of the Obanashi
Gained by Rescuing Xhosala in Part 1
You are an honored savior of the Obanashi clan, banishing the corruption of the
dark spirit. You may identify yourself as an honorary member of their clan and
receive advantage on any Charisma checks made when dealing with any of the good-
aligned rural clans living in the Chult wilderness.
Mark of the Feathered Serpent
Gained by successfully following Uzoma in Part 2
You are recognized as a friend to the couatl. Any couatl you encounter immediately
regard you as an ally. You have advantage on Arcana and History checks in regards
to learning information on couatl. You also gain advantage on all Charisma checks
when dealing with them.
Guardians of Mezro
Gained by successfully restoring Mezro in Part 3
You are considered a legendary figure amongst the people of Mezro, always welcome
within its walls. Word of your deeds and your role in Ubtao's return have spread
throughout the major populations in Chult. Though this may generate a level of
notoriety among the Chultan people, it may also serve to cause friction with those
who have chosen to abandon Ubtao in favor of other gods.
Section Primer
“Looking at the walls was like staring at clouds; the longer Artus gazed at the
swirls of light and shadow, the more fantastic the shapes that appeared before
him.”
– James Lowder, The Ring of Winter
Ruins of Mezro is a complete Dungeons & Dragons adventure site for characters of
level 1-16, providing everything you need to run freeform adventures in the ruined
jungle city. Three “one-shot” adventures round out the tiers, each designed for a
single evening’s play. The section of Lost City of Mezro comprises the following
chapters:
running adventures in Mezro. Chapter 11: The Mezro Ruins. A gazetteer of notable
locations within the ruined city. Chapter 12: Tales of Adventure. Three short
adventures set in the ruins:
•
The Path to Omu (level 1-4)
•
Children of the Crocodile (level 5-10)
•
Parting the Veil (level 11-16)
A
ncient Mezro lies silent and ruined, her treasures plundered by foreign explorers.
Flaming Fist mercenaries have staked their claim to the site, but they aren’t the
only ones seeking to unravel its hidden mysteries. Other, darker powers have set
their sights on its secrets…
Ruins of Mezro provides a set of flavorful locations and adventure hooks for the
ruined city of Mezro. If you’re playing Tomb of Annihilation, this supplement
provides detail on the ruins should your players choose to visit them. A short
adventure, The Path to Omu, serves as an alternate opening to the campaign that
eases the group into the hunt for the Soulmonger. For those who’ve completed Tomb
of Annihilation, the adventure Parting the Veil provides a short quest to continue
Artus Cimber’s story.
Even if you don’t own Tomb of Annihilation, this supplement can serve as the
bedrock for your own adventures in and around the wild continent of Chult. If you
develop your own stories here, be sure to share them at the Dungeon Masters Guild
as part of the Lost City of Mezro series.
Character Hooks
Use the following hooks to draw your players into the adventure, or devise your
own:
Treasure Seekers
You seek a fabled treasure or divine relic lost in Mezro. Perhaps your quest
brought you here from overseas, or began in the jewel markets of Port Nyanzaru. If
you’re playing Tomb of Annihilation, you could be searching for the fabled Eye of
Zaltec; a jewel plundered from the empire of Maztica that’s said to restore life to
the dead.
Archaeologists
An archaeologist in Port Nyanzaru offered you a purse of 1,000 gp to accurately map
the ruins of Mezro. When questioned, the archaeologist hints that Mezro’s
architecture may provide clues to the whereabouts of the god Ubtao. The short
adventure in Chapter 2, The Path to Omu, introduces this character in more detail.
Heresy
A mudmaw crocodile in Chult has prophesized the arrival of a heretical god called
the Forsaken One. You’re travelling to Mezro to determine if this oracle is
authentic. If you choose this hook, consider giving your character the Heretic
background from appendix E. The adventure in chapter 12, Children of the Crocodile,
deals with the mudmaw and its fanatical followers.
Hunt for the Soulmonger
You seek the arcane Soulmonger, source of the “death curse” ravaging the world.
Investigations in Port Nyanzaru lead you to the ruined city of Mezro, birthplace of
the Chultan necromancer Ras Nsi. This hook ties closest to the Tomb of Annihilation
hardcover.
The Ring of Winter
You seek the legendary Ring of Winter: an artefact said to grant its wearer eternal
life. Rumor has it that the Cormyrean adventurer Artus Cimber stole the ring from
the explorer Lord Rayburton, and now he’s hiding somewhere in Chult. The adventure
in Chapter 4, Parting the Veil, introduces Artus Cimber and his magic ring.
Retainers of House Karanok
You’re a mercenary hired to protect the evil nobles of House Karanok as they hunt
down the wizard lords of Mezro. If you’re creating a new cleric character, you
could choose the Entropy domain from appendix E and join House Karanok itself. This
faction is described in detail below.
History of Mezro
The god Ubtao raised Mezro from the jungle with his own hand. It was his greatest
gift to his people: a city etched from glass and stone where his priests could
guide the common folk through the maze of life. At Mezro’s heart stood the Temple
of Ubtao: a magnificent tower of crystal and gold that always presented the same
face no matter where in the city one stood. From here, Ubtao sat in judgment on a
platinum throne. Seven of his Chosen, known as “barae”, were granted miraculous
powers and tasked with running the city. Under their stewardship, Mezro’s wisdom
spread through the jungle tribes and the holy city became a site of pilgrimage.
Mezro endured for four thousand years. Its glory rivalled even the great cities of
the north: for while Mezro was smaller in size than its northern cousins, its
libraries held the accumulated knowledge of four millennia. Of course, the city had
its fair share of cutpurses and tricksters, and its merchants grew fat on pilgrims’
coin. Worse, in the muddle of city life, the Mezroans came to see Ubtao not as
their shepherd, but instead as their remedy for earthly misfortunes. Enraged by
their trivial pleas, Ubtao returned to the sky and refused to speak to his
followers until they’d completed their journeys through the maze of life.
Guardianship of Mezro fell to Ubtao’s barae, who were now the only souls blessed
with his divine powers.
With Ubtao gone, the barae cast a powerful spell to hide Mezro from outsiders.
Anyone gazing on the city from above would see nothing but jungle, and those who
approached its walls would fall into a magical stupor that sent them off elsewhere.
For five hundred years, only those whom the barae chose to meet were allowed entry.
For the rest, Mezro became a lost city: whispered only in legend.
Ubtao, the Creator of Chult
Chultans believed that Ubtao shaped the jungle and all its beasts. His creation was
a test for his people: a maze for each soul to pass through on its way to the
afterlife. Everything in life connected to this metaphysical maze: poor choices
could send you down wrong paths, strangers could lead you out of dead-ends, and
good hunts could open secret doors. When a Chultan died, Ubtao would ask them to
draw the maze representing their life at his feet. Those who failed were denied
entry to his Great House, and forced to roam the jungle as ghosts. For this reason,
mazes were highly symbolic to the people of Mezro.
The Fall of Ras nsi
Ras Nsi was one of the seven barae that Ubtao first ordained. As sworn protector of
Mezro, he was granted the power to reanimate the corpse of any creature that died
on Chult. When civil war divided his country, Ras Nsi swore vengeance on the routed
Eshowe tribe and used his powers to annihilate them. This act of genocide forced
the remaining barae to banish him from their holy city. Branded on the forehead
with the blue triangle of Mezro, Ras Nsi was sent into the jungle and told never to
return.
Ever loyal to Ubtao, Ras Nsi used his powers to raise an undead horde, marking each
thrall with the symbol of exile that he now adopted as his own seal. With an army
under his control, he waited patiently for a chance to save Mezro and redeem
himself to its people. That chance came in 1363 DR, when Kaverin Ebonhand of the
Cult of Frost penetrated Mezro’s magical protections and led an army of batiri
goblins against the city. Ras Nsi’s forces acted swiftly and played a pivotal role
in saving Mezro from oblivion.
Following the attack, the surviving barae chose to lift the magical veil over Mezro
so its citizens could aid their pillaged countrymen. For a few brief decades, Mezro
returned to the world and became a haven for those exploring the jungle. All but
Ras Nsi were granted entry to the lost city. The necromancer returned to the
jungle, where he built a moving palace on the backs of twelve gigantic skeletal
tortoises. As the years rolled by, he gathered his undead forces for an assault on
Mezro.
The Planeshift
In 1385 DR, the Spellplague wracked Toril and separated the Chultan peninsula from
the mainland. Mezro was drowned as the landscape buckled and the River Olung burst
its banks. In a single stroke, four thousand years of history were obliterated.
Robbed of his powers by Mezro’s destruction, Ras Nsi fled into the jungle, leaving
his undead army to roam unfettered across Chult. Many of his thralls shambled into
the flooded ruins of Mezro, making the site dangerous to explore. In time, rumor
spread of priceless treasures buried inside. Once again, Mezro had become a lost
city of legend.
Yet all was not as it seemed. At the last moment before the Spellplague, Mezro’s
barae had sensed the approaching oblivion and performed a ritual to relocate the
city and its inhabitants to a demiplane. This new Mezro was a fabrication of the
old: a perfect replica of the city and its inhabitants. As cataclysm struck, the
ritual transferred the souls of Mezro’s citizenship to their new bodies in the
demiplane. The husks they left behind were smashed asunder, leaving no clues hidden
in their bones. In their haste to evacuate, the barae knew that many of their
citizens would be abandoned in the old world: foreign envoys, traders on the road,
tribal wizards, relatives visiting friends in the jungle, and more. To aid them,
they left riddles in the city’s stonework that would guide the Mezroans to their
sanctuary – and perhaps even allow them to rejoin them. Just like Ubtao’s maze,
only those who knew how to follow the clues would be granted enlightenment.
Mezro in Ruins
Mezro has lain in ruin for over a century. The River Olung has long withdrawn, but
much of the city is still flooded or swallowed by jungle. Explorers have scoured
Mezro for treasures, yet even so, the city remains full of mystery and danger.
Those who know the ruins agree there are many secrets yet to be unraveled.
Mezro was built in the shape of a circle, with four boulevards dividing the city
into equal quarters. At the city center, the great Temple of Ubtao thrust ten
stories into the sky. The ruins subsided over the years, slumping down into a dank
jungle basin. The boulevards became flooded canals and vines arose to strangle the
buildings. The whole site is now unnervingly quiet. The map presented on page 4
shows the ruins as they stand today.
Rumors
Mezro has confounded explorers for decades. Speculation and myth surround the city,
making it impossible to piece together the truth about its current plight or true
whereabouts. For each hour spent talking to explorers who’ve visited Mezro, a
character can make a DC 15 Wisdom (Insight) check. If the check succeeds, they
learn one of the following rumors.
Mezro Rumors d12 Rumor
1 Whoever touches Mezro’s treasures is driven mad by a curse (TRUE)
2 The god Ubtao sleeps in a gigantic palace underneath the ruins (FALSE)
3 The ruins aren’t real. The lost city of Mezro is hidden…someplace else (TRUE)
4 The Harpers have a secret safe house somewhere in the residential quarter (FALSE)
5 Any gold found inside Mezro crumbles to dust when you leave the ruins (TRUE)
6 There’s a well in the Temple of Ubtao that grants eternal youth to those who
drink from it (FALSE)
7 The Mezroans hid clues to their fate in the stonework of their city (TRUE)
8 The undead gather in Mezro to await Ras Nsi’s return (FALSE)
9 There’s a crocodile in the Agricultural Quarter that can see into the future
(TRUE)
10 Time flows differently inside the Temple of Ubtao. An hour within could be a
year outside (FALSE)
11 The Flaming Fist throw their captives to the dinosaurs for sport (TRUE)
12 Each night, the city shifts over into the feywild. You need to get out before
darkness falls! (FALSE)
entering the City
Mezro was built on a river delta near the mouth of the River Olung. As the estuary
flowed into the sea, it branched into many distributary flows. Mezro was raised on
one of these fertile riverbanks. The jungle has long since swallowed the city,
making it easy to miss for travelers navigating the delta. To find Mezro, a guide
must succeed on a DC 12 Wisdom (Survival) check. When the characters approach the
city for the first time, read:
An ancient city sprawls before you. Crumbling walls form a circle divided into four
quarters, with a gargantuan vine-covered temple at its center. A maze of ruins lies
beneath. The buildings are half-flooded and draped in thick jungle foliage. To the
northwest, smoke rises from a small shantytown slumped on stilts just outside the
city walls.
Mezro is set back from the main river, and the swamp that surrounds it is infested
with crocodiles. To explore the ruins, the characters must first cross the waters.
Canoes can be lugged by hand through the boggy jungle perimeter, but larger vessels
can only reach the city during periods of heavy flooding.
Factions
The characters aren’t alone in the ruins. Several groups have camped here, each
with their own objectives in the city. Explorers also venture into Mezro in search
of rare treasures.
Mezro locations
1: CITY OVERLOOK 6: TRADERS’ MARKETPLACE 11: CROCODILE CULT HIDEOUT
2: FLOOD BASIN 7: AMPHITHEATER 12: STATUE OF KING OSAW I
3: “PROMISE” 8: LIBRARY OF MEZRO 13: ARTUS CIMBER’S HOME
4: TOWERS & WALLS 9: COLLEGE OF WIZARDS 14: HEART OF THE MAZE
5: FLOODED BOULEVARDS 10: WARRIORS’ TRAINING 15: TEMPLE OF UBTAO
GROUND
Relationships. The Flaming Fist mercenaries have sworn to eradicate the Children of
the Crocodile. Luckily for the cultists, their devoted chultan scout Nauglu (NOW-
gloo) has taught them to avoid patrols and blend into the ruins when soldiers are
near. The mudmaw’s prophecies forewarned the cultists about the dangers of House
Karanok, so they know to steer clear of the newcomers’ camp.
Emberon Coalscuttle
For two hundred years, Coalscuttle worked as a lowly accountant for the Manymetal
Bank of Mirabar. Confined to a single counting room, and spending most of his hours
occupied with tedious paperwork, the dwarf often considered hurling himself from
the city walls. The mudmaw’s visions gave him new purpose. Setting sail for Chult,
Coalscuttle discovered an untapped talent for oratory and whimsy. His fellow
cultists zealously hang to his words, but deep down Coalscuttle believes he is an
imposter.
Coalscuttle interprets the mudmaw’s mystifying visions and transcribes its readings
onto bark tablets. Most recently, the mudmaw revealed the presence of the Forsaken
One somewhere in Chult. Unsure whether this represents an opportunity or a threat,
Coalscuttle’s confidence in his readings has begun to waver. With each month
bringing more heretics, it’s only a matter of time before Coalscuttle is toppled in
favor of one more willing to act.
Quote: “The great crocodile sees all!”
Flaming Fist
For low to mid-level characters.
This mercenary company seeks to conquer Chult and plunders its riches for wealthy
patrons in Baldur’s Gate. From Fort Belaurian, Commander Liara Portyr manages an
expeditionary force of roughly three thousand mercenaries. For further details on
Fort Belaurian and the Flaming Fist, see the Tomb of Annihilation hardcover.
Plundering the legendary city of Mezro was Commander Portyr’s first objective in
Chult. To this end, she dispatched her trusted goliath deputy Brokenbarrel to
explore the ruins. Lieutenant Brokenbarrel’s soldiers unearthed wagonloads of
riches, but most of them magically crumbled to dust on leaving the site. In time,
word spread of a curse on the city that drove intruders mad with greed. When
Brokenbarrel’s mercenaries began to desert, Portyr reassigned them to the hunt for
another lost city: Omu. A single cohort remained behind in Mezro under
Brokenbarrel’s command. The ruins are now used to train new recruits. The soldiers
have constructed a base on stilts, nicknamed Promise, just outside the city walls
(location 3).
The Flaming Fist lay claim to the entire city and refuse entry to explorers. Those
who carry a charter of exploration bearing Portyr’s seal are taken before
Brokenbarrel, who questions them about their knowledge of the city and their
motives for visiting. Only characters who join the Flaming Fist are granted access
to the ruins: and even then, they must join a larger platoon and obey
Brokenbarrel’s orders. If trespassers fail to present a charter of exploration, the
soldiers attempt to imprison them in the cages beneath Promise. Those who endure
torture and interrogation are forced to run the “Gauntlet” for sport: a trench
occupied by one or more corralled zombie dinosaurs. Survivors are adopted into the
Flaming Fist, or thrown naked into the jungle if they’re too badly maimed.
Relationships. Lieutenant Brokenbarrel fights a guerilla war against the Children
of the Crocodile. So far, her sorties have failed to uncover the cult headquarters,
though Brokenbarrel has guessed correctly that it lies somewhere in the
Agricultural Quarter. In secret, Brokenbarrel believes that the two-headed
crocodile can help her uncover Mezro’s true location. Thus, her soldiers have
orders to capture crocodile cultists on sight. Brokenbarrel doesn’t know about the
recent arrival of House Karanok in the city.
Kaestra Karanok
Kaestra has lived for three hundred years, kept alive by alchemical unguents and
profane ritual. She appears as a beautiful woman in her middle years, dressed in
the white toga worn by all of House Karanok. Kaestra was present when Entropy first
appeared in Karanok Manor, half a century before it unleashed itself on the wilds
during the Spellplague. She still wields one of the five “Daughters of Entropy”: a
sphere of annihilation extracted from the anomaly itself.
Kaestra is a calculating foe who treats her mission as a deadly game of strategy.
She has no qualms about sacrificing pawns to gain advantage, so long as the reward
is worth it. As befits her faith, her worldview is nihilistic. All whom she ever
loved has died: her children, her husbands, her lovers. All that’s left now is to
bring down the curtain on this world forever.
Quote: “Hush, mage. Soon the black star shall rise and these torments you feel will
be nothing.”
Hazards
Mezro is full of dangers. Explorers who’ve ventured inside soon learn to watch for
the following hazards.
disease
The stagnant swamp that surrounds Mezro is a breeding ground for bacteria and
disease. Characters who drink from it must succeed on a DC 12 Constitution saving
throw or contract sewer plague (see “Diseases” in chapter 8 of the Dungeon Master’s
Guide). Clouds of mosquitoes also infest the city. They’re so profuse that even
insect-repellent can’t stave off their bites: as sweat, rainwater and abrasion are
sure to expose untreated skin. After every day spent exploring Mezro, a character
must succeed on DC 10 Survival check or expose themselves to shivering sickness
(see chapter 2 of Tomb of Annihilation). Characters foolish enough to forgo insect
repellent have disadvantage on this check.
Gilded Fever
When the barae rebuilt Mezro in its demiplane, their magic cursed its original
form. Any object originating from the old city disintegrates when taken more than a
mile from the ruins. Worse, a madness befouls those who touch Mezro’s riches.
Explorers call this the “gilded fever”.
Any creature carrying old city treasure for longer than an hour must succeed on a
DC 8 Charisma saving throw or become cursed with the gilded fever. The cursed
creature’s alignment changes to Chaotic Neutral and they gain a new flaw, (“I’ll do
anything to avoid sharing my treasure”). The curse lasts until the creature
relinquishes its riches or until the curse is removed using the remove curse spell
or similar magic. Creatures who succeed on their saving throw are immune to the
curse until they acquire new cursed treasures.
navigation
Mezro is difficult to traverse. Thick foliage strangles the ruins, and many streets
are submerged under oozing swamp water. Swirling fog can reduce visibility to just
a few feet, while clouds of biting insects make exploration a living hell.
Assume that the characters move at a flat rate of 200 feet every five minutes. If
they take time to stop and search for treasure, each building takes 30 minutes to
clear. Explorers have ransacked most structures, but at your discretion you could
let your players roll on the Treasure Drops table from appendix B of Tomb of
Annihilation. Due to the curse that affects Mezro’s treasures, only valuables
brought in from outside the city can be removed intact from the ruins.
The Residential District is particularly difficult to traverse, as its narrow
streets were intentionally built like a maze. To escape the maze or find a location
within it, the characters must succeed on a group DC 10 Intelligence (Survival)
check or become lost for 1d3 hours. After this time, they wind up back where they
were when they first made the check.
Random encounters
After every hour of exploration, roll a d20 to check for a random encounter. An
encounter occurs on a roll of 16 or higher. Roll percentile dice and check the
Mezro Encounters table, using the column for the experience tier appropriate to
your group.
— Average Character Level —
Encounter 1st – 4th 5th – 10th 11th – 16th
Apes 01-03 01-02 –
Cannibals ¬¬– 03-04 01-05
Crocodile Cultists 04-10 05-08 06-10
Crocodiles 11-15 09-10 –
Death Knight – – 11-15
Dinosaur Ambush – 11-12 16-17
Dinosaur Nest 16-17 13-14
Explorers 18-20 15-16 18-19
Faerie Dragon 21 17 20
Flaming Fist Patrol 22-25 18-20 21-24
Flying Monkeys 26-27 – –
Ghost 28 21 25
Ghouls 29-35 22-27 26-32
Giant Spiders 36-37 28-29 –
Giant Wasps 38-39 30-31 –
Goblin Warband 40-41 32-33 –
Grung Hatchery 42 34 –
Grung Patrol 43-44 35-36 33-34
House Karanok – 37-40 35-41
Living Trap – 41-42 42-47
Mage Hunters 45 43 48
Mantrap 46-48 44-45 –
Mazewalker 49 46 49
Minotaur 50-51 47-48 50-51
Shambling Mound – 49-50 52-53
Skeletons 52-60 51-56 –
Stone Golem – 57-58 54-59
Supply Wagon 61-63 59-60 60-61
Wights – 61-64 62-68
Yuan-ti – 65-66 69-70
Abomination
Yuan-ti Pureblood 64-65 67-68 71-72
Zombie Beholder – 69-70 73-75
Zombie Dinosaur 66-75 71-80 76-00
Zombies 76-00 81-00 –
Experience Tiers
Random encounters in Mezro are grouped by experience
tier. These are:
• Tier 1. 1st-4th level
• Tier 2. 5th-10th level
• Tier 3. 11th-16th level
Use of experience tiers to determine the strength of the
enemy is always only a rough guide. There’s a world of
difference between a party at the beginning of a tier and
a party at the end, so use your knowledge of your group
to moderate the number of enemies they face.
Apes
A troop of apes howl through the trees and attack the characters. There are 1d4+1
apes at tier 1 and 2d10+5 apes at tier 2. The apes recently ransacked a wine
cellar, and they’re drunk on the Chultan mead known as “tej”. Whenever a drunk ape
misses with an attack, it falls prone.
Treasure. The ransacked wine cellar is just nearby. Fifteen kegs of tej remain
intact, each holding five gallons of mead (8 sp per keg). Another shelf holds five
bottles of vintage Turami brandy worth 200 gp each.
Available Treasure
Players may complain that their treasure disintegrates
when removed from the ruins. Remember this only
applies to treasures from before the Spellplague.
• Valuables listed under “Treasure” headings originate from outside the city and do
not inflict the gilded fever when handled.
Any other treasures that the players find can be cursed or not, as you desire.
Cannibals
A band of cannibals have entered Mezro to find the lost god Ubtao. The painted
warrior Rhondu leads this allfemale troupe: she hopes to win the favor of her god
and become a bara. The cannibals attack explorers on sight. At tier 1, there are
1d4+2 tribal warriors and a veteran. At tier 2, there are 3d6+5 tribal warriors and
a gladiator.
Treasure. Rhondu carries a sack of offerings stolen from waylaid explorers. To
determine the sack’s contents, roll once on the Treasure Hoard table in chapter 7
of the Dungeon Master’s Guide.
Crocodile Cultists
Crocodile cultists have set a net-trap in this area to catch sacrifices for their
prophet. Characters with a passive Perception of 17 or higher spot the net as the
group approaches. If nobody spots it, the lead character in the group is hoisted
into the air and restrained by the net (DC 18 to escape).
The cultists hide nearby. They attack only if they have an advantage, and try to
capture their enemies instead of killing them. Any captives are thrown before
Emberon Coalscuttle at location 11.
•
At tier 1, there are 1d4+3 cultists and a cult fanatic.
•
At tier 2, add 1d3+1 veterans.
•
At tier 3, double the number of enemies listed above.
Treasure. The cultists carry gold and wear valuable jewelry from outside Mezro. To
determine how much, roll once on the Individual Treasure table in chapter 7 of the
Dungeon Master’s Guide and multiply the result by five.
Crocodiles
Some crocodiles wallow in the mud ahead. One of the crocodiles has an ornate
spearhead embedded under its horny scales. If a character wades into the mud to
snatch the spearhead, the other crocodiles round on them. There are 1d4+2
crocodiles at tier 1, and 1d6+5 crocodiles and a giant crocodile at tier 2.
Treasure. The gold spearhead is engraved with frogs and is worth 250 gp.
death Knight
A death knight dressed in rotten “tobe” robes stands on a rooftop ahead. When it
spots the group, it summons four ghasts from nearby buildings and attacks. This is
a disgraced bara called Ras T’fima. After Ubtao robbed him of his powers, T’fima
used the Ring of Winter to keep his station until Artus Cimber exposed his
treachery. When the Spellplague wracked Chult, Ras T’fima arose as a death knight
and swore to redeem himself to Ubtao. His undying duty is to protect the holy city
from defilers.
Treasure. Ras T’fima wields a flame tongue scimitar and wears jeweled rings on his
fingers. To determine their value, roll once on the Individual Treasure table in
chapter 7 of the Dungeon Master’s Guide and multiply the result by seven.
dinosaur Ambush
The characters come across a maimed hippo dying in the mud. Predatory dinosaurs
hide nearby, using the hippo as bait to lure prey. If the characters approach the
hippo, the dinosaurs spring their ambush. At tier 2, there are 2d4+5 deinonychus
(see appendix C). At tier 3, they are a mated pair of tyrannosaurus rex.
dinosaur nest
A triceratops has made a nest ahead, and four infant dinosaurs frolic in the
vicinity. As the group approaches, ask for a group DC 10 Wisdom (Perception) check.
If they succeed, the characters are a good distance away when they spot the infant
dinosaurs. If not, they blunder too close and are ambushed by the protective
parent.
Treasure. 1d6 triceratops eggs rest inside the nest. To the correct buyer in Port
Nyanzaru, each egg is worth 50 gp.
explorers
The characters meet another party of explorers in the ruins. These consist of a
mage, a knight, a scout and 1d4 tribal warriors. The explorers have just lost some
of their number to a living trap (see appendix B), and are preparing to leave the
city. They warn the group to steer clear of the building where they encountered the
monster.
Faerie dragon
An empty bamboo cage lies upturned nearby, with tiny bite marks on its bars. The
green faerie dragon Milkwhip hides invisibly inside. If anyone gets too close,
Milkwhip uses her Euphoria Breath to befuddle them. If the characters befriend
Milkwhip, she reveals she was enslaved by an entropist of House Karanok. Her cage
fell from her captor’s belt during an undead ambush. Milkwhip can direct the group
to House Karanok’s hideout in the College of Wizards (location 9).
Flaming Fist Patrol
The characters encounter a patrol of Flaming Fist soldiers. If they spot the
characters, they try to capture them and take them back to Promise (location 3).
•
At tier 1, there are 2d8+3 guards.
•
At tier 2, add 2 knights.
•
At tier 3, add 2 gladiators.
Treasure. The soldiers carry a small amount of gold originating from outside the
city. To determine how much, roll once on the Individual Treasure table in chapter
7 of the Dungeon Master’s Guide and multiply the result by six.
Flying Monkeys
A troop of 2d8 flying monkeys shadows the group. If the characters fail to spot
them, the monkeys swoop down and snatch any shiny belongings they can lay their
paws on.
Ghost
Music drifts from a house ahead and warm lights twinkle from its windows. In the
blink of an eye, the building is a silent ruin once more. The ghost of a Mezroan
merchant haunts the premises, waiting in vain for his son to arrive for his coming-
of-age ceremony. If the players parley with the spirit, he asks them to find his
son’s remains and bring them to him.
Treasure. The merchant’s gift to his son still rests inside its casket. To
determine what it is, roll once on the “Gems or Art Objects” column of the Treasure
Hoard table in chapter 7 of the Dungeon Master’s Guide.
Ghouls
A pack of ghouls hide in a nearby basement, wearing the torn attire of tribal
warriors. As the characters pass by, the ghouls slip out to ambush them.
•
At tier 1, there are 1d3+1 ghouls.
•
At tier 2, add 1d4+3 ghasts.
•
At tier 3, add a night hag and double the number of ghouls.
Giant Spiders
Giant spiders descend from the rooftops as the characters pass underneath. The
cocooned corpses of 1d4 explorers dangle from their webs. There are 1d3+1 giant
spiders at tier 1 and 2d6+5 giant spiders at tier 2.
Treasure. Roll on the Dead Explorers table from Tomb of Annihilation to describe
the corpses. Roll on the Treasure Drops table in the same chapter to determine if
each corpse carries any treasure.
Giant Wasps
Vegepygmies riding giant wasps are spotted ahead. The wasps are drinking from a
heap of fermented fruit that has fallen in the shade of a mango tree. If the
characters succeed on a group DC 12 Dexterity (Stealth) check, they can sneak past
the monsters without being seen. At tier 1, there are 1d3+1 vegepygmies (see
Appendix C) riding an equal number of giant wasps. At tier 2, there are 2d6+4 of
each type.
Goblin Warband
An elite company of Batiri goblins marches into Mezro to avenge their queen’s
murder. Chained velociraptors serve them as primitive bloodhounds. At tier 1, there
are 1d6+3 goblins, a goblin boss, and two velociraptors. At tier 2, there are 3d8+5
goblins, a goblin boss, and 2d4+1 velociraptors.
If the characters killed Queen Grabstab during chapter 2 of Tomb of Annihilation,
her son Bang leads the warband. If not, the goblins hunt the Flaming Fist
mercenaries who raided their village. Bang wears his mother’s flayed face over his
war mask.
Treasure. Bang carries a silvered +1 rapier that he stole from a pirate. Every time
the blade delivers a mortal wound, snatches of an elven song are heard. Bang
believes this is the god Maglubiyet thanking him for his sacrifices.
A welter of slimy eggs float inside a flooded courtyard, watched over by a group of
grungs. An enslaved ogre called Umok mucks out the hatchery. Umok was dumb already,
but the grung poison used to subdue him has made him obedient to anyone’s commands.
At tier 1, there is one ogre and 1d4+4 grungs. At tier 2, add 1d4+2 grung elite
warriors.
Treasure. The eggs aren’t valuable. One of the grungs wears a bandolier containing
five potions of healing.
Grung Patrol
A patrol of grungs sneak through the swamp, led by the warrior chief Nopugluu (No-
POO-gloo). They’re hunting crocodiles, and have a string of kills on a long pole
carried between them.
•
At tier 1, there are 1d6+3 grungs and 1 grung elite warrior.
•
At tier 2, add 1d6+3 grungs and 1d4+2 grung elite warriors.
•
At tier 3, their kills are slung to a titanosaurus (see appendix C) that also has a
bamboo howdah strapped to its back. Treasure. The grungs wear golden jewelry. To
determine its value, roll once on the Individual Treasure table in chapter 7 of the
Dungeon Master’s Guide and multiply the result by five.
House Karanok
The group cross paths with an expeditionary patrol from House Karanok. A priest of
entropy leads a gang of grizzled mercenaries in search of clues to the true
location of Mezro. At tier 2, there is one priest of entropy (see appendix B) and
1d4+4 guards. At tier 3, add 1d4+2 veterans.
Treasure. The priest of entropy carries a sack of treasure purloined from elsewhere
in Chult. To determine its value, roll once on Individual Treasure table in chapter
7 of the Dungeon Master’s Guide, and multiply the resulting wealth by eight.
living Trap
The characters hear strangled screams from a nearby street. If they investigate,
they spot a Flaming Fist soldier with his leg caught in a bear trap. In fact, the
soldier is dead, and the living trap (see appendix B) that killed him is
puppeteering his corpse to lure prey closer. At tier 3, this could be a pair of
living traps working together.
Mage Hunters
The group encounters a party of “mage hunters”: Lawful Good Chultan wizards who
traveled from tribe-to-tribe, combating evil and bringing renegade wizards back
into society. In this group, there is one mage and six apprentice wizards.
Most mage hunters were lost in the Spellplague, but this group from the Obanashi
clan has arisen to rebuild the order to its former strength. Led by the mage Imari
Jabu, they have returned to Mezro to seek out the College of Wizards (location 9).
Treasure. Imari Jabu wields a staff of swarming insects. The rest wear gold jewelry
and carry simple supplies. To determine their value, roll once on the Individual
Treasure table in chapter 7 of the Dungeon Master’s Guide and multiply the result
by five.
Mantraps
The ground underfoot collapses, pitching the characters into a half-buried cellar
that is choked with vegetation. Inside are 1d4+1 mantraps and the bones of many
explorers.
Treasure. Valuable gear is scattered around the bones, including a climbing kit,
three potions of invisibility, and a pouch of 1d6 garnets worth 100 gp each.
Mazewalker
The characters meet an ancient Chultan priest of Ubtao called Cha Nkrumané. As a
youth, Cha was a “mazewalker”: a member of the Mezroan clergy who guided his fellow
citizens through the maze of life. Now 120 years old, he has returned to die inside
the barado of the Temple of Ubtao (location 15).
Minotaur
Since the cataclysm, the maze-like walkways of Mezro’s Residential Quarter have
become a place of pilgrimage for the minotaur race.
•
At tier 1, there are 1d3 minotaurs.
•
At tier 2, add 1d3+3 minotaurs.
•
At tier 3, add 2 barlgura demons.
Shambling Mound
A shambling mound lugs a vegepygmy chief through the ruins on a bamboo litter. At
tier 2, there are accompanied by 2d6+2 vegepygmies. At tier 3, double the number of
vegepygmies.
Skeletons
Skeletons dressed in tribal armor charge the group. Each skeleton has the symbol of
Ras Nsi painted on its brow. At tier 1, there are 2d4+3 skeletons. At tier 2, add
1d4+2 minotaur skeletons.
Stone Golem
A vine-covered statue comes to life nearby, revealing itself as a stone golem. At
tier 2, there are 1d3 stone golems.
Treasure. Each golem has a fiery yellow jacinth worth 1,000 gp embedded in its
chest.
Supply Wagon
A supply wagon threads through the city to the Flaming Fist headquarters at
location 3. The covered wagon contains fruit and vegetables harvested from the
ruins, and is pulled by a trained triceratops.
•
At tier 1, there are 1d8+2 guards.
•
At tier 2, add one knight.
•
At tier 3, add one mage.
Treasure. The mercenaries carry a few personal riches in the form of Chultan
jewelry or ornamented weapons taken from outside the city. To determine its worth,
roll on the Individual Treasure table in chapter 7 of the Dungeon Master’s Guide,
and multiply the resulting wealth by three.
Wights
Mist rolls over the street, concealing the approach of a group of undead. Each
creature has the symbol of Ras Nsi tattooed somewhere on its skin. At tier 2, there
are 1d6+3 wights. At tier 3, there are 3d6+3 wights.
Yuan-ti Abomination
A yuan-ti abomination has slithered into the city to scour the Library of Mezro for
information about Dendar the Night Serpent. At tier 3, a cadre of 1d3+3 yuan-ti
malisons accompany it.
Treasure. The yuan-ti wear serpentine jewelry. To determine its worth, roll on the
Individual Treasure table in chapter 7 of the Dungeon Master’s Guide, and multiply
the resulting wealth by six.
Yuan-ti Pureblood
A Chultan man dressed in the torn attire of a merchant stumbles into view, chased
by yuan-ti malisons. If the characters rescue him, he grovels their feet and begs
them to look after him. Nyewono is a yuan-ti pureblood sent by Ras Nsi to
infiltrate the group.
•
At tier 1, just one yuan-ti malison chases Nyewono.
•
At tier 2, there are 1d3+2 yuan-ti malisons.
•
At tier 3, there are 2d4+5 yuan-ti malisons.
zombie Beholder
An upturned cart lies in the street ahead, surrounded by rubble. The armored legs
of a knight protrude from underneath the cart. On closer inspection, the cart looks
as though it was hurled from afar to crash down on the knight. Flies buzz around
it. If the characters lift the cart, they unleash the beholder zombie squashed
beneath it. At tier 3, the combat attracts the attention of 2d4+3 wights.
Treasure. The knight wears a suit of +1 plate armor and carries a pouch containing
131 gp.
zombie dinosaurs
The characters encounter a pack of mindless zombie dinosaurs.
•
At tier 1, there are 1d3 zealoraptor zombies (see appendix C).
•
At tier 2, there are 2d4+2 zeoloraptor zombies (see appendix C).
•
At tier 3, there are 2d4+2 triceratops zombies (see appendix C).
zombies
The characters encounter a horde of shambling undead. Each zombie has Ras Nsi’s
symbol stitched onto its forehead. At tier 1, there are 2d4+4 zombies. At tier 2,
T
his chapter shines a light on some important locations within the ruins. Stagnant
marshes and inhospitable thickets surround the ruins. Undead are an everpresent
threat here, yet many explorers prefer to camp in the wilds than stay inside the
cursed city.
5: Flooded Boulevards
In ancient times, visitors would walk down these boulevards to the central plaza,
and then take a tunnel to their chosen quarter. The swamp has since flooded the
boulevards, and travelers must now paddle in on canoes. Moss clings to the walls,
with the busts of noted priests and mages peering through the muck.
Adventure Hook: Cold Fish
For mid-level characters: A giant sarcosuchus once preyed on the soldiers who
paddled into Mezro. Lieutenant Brokenbarrel tricked the beast into swallowing a
magic music box she’d strapped to some bait, and then used the tinkling music to
track down the beast and slay it. Now the eerie tune has been heard in the ruins
again, and soldiers are going missing. If the players bite, use the sarcosuchus
zombie in appendix C.
Market Quarter
The Market Quarter was home to many skilled craftspeople. Its central marketplace
rivalled any bazaar in Chult, and filled the district with wild music and exotic
aromas. Many of the city’s inns were found here too, making this quarter the first
port of call for visitors.
Today, the district is half-flooded. Dilapidated structures
rear from the muck, and the vegetation is so thick that on
some streets it has blotted out the sun. Where there was
once music, now there is silence, and the only aroma is
the cloying stench of death.
6: Traders’ Marketplace
A ruined, two-story building stands ahead. It is palatial in scale, with tattered
awnings covering hundreds of shops and stalls. Emanating from the marketplace is a
noise that sounds like the distant roaring of the sea. As you approach, you realize
that it is the aggregated moaning of hundreds of zombies.
Since Mezro’s fall, the marketplace has become a focal point for the undead. A
horde of zombies now shamble mindlessly through its courts. At dawn and sunset,
bells toll by magic from the towers at either end of the market. The zombies
gravitate toward the towers as they toll, keeping the horde in continual rotation.
Adventure Hook: dead Ringers
For low to mid-level characters: A squad of Flaming Fist soldiers were recently
ambushed by grungs and one of their number fled into the marketplace. Now the
zombies have him surrounded. His companions plan to rescue him by bashing pots and
pans to draw the undead away. Unfortunately for them, a fast-moving ghoul pack is
also attracted to the noise.
7: Amphitheater
A once-majestic amphitheater towers over the surrounding buildings. Life-sized
statues of dinosaurs decorate its walls, and canvas canopies hang limply above its
grandstands. Swamp water surrounds the building on all sides.
The amphitheater was the beating heart of the city. Raised by Ubtao himself, it
served as meeting place, courthouse, and concert hall. In its long history, the
amphitheater hosted untold plays, orchestral performances, and sporting events.
Chief among these were the spectacular dinosaur races, which drew crowds from
across Chult.
Now the amphitheater is a forbidding island in the swamp. Its arena is a crocodile-
infested lake, and mangrove trees strangle its stands. With every passing year, the
whole edifice slides a few feet deeper into the bog. Characters who dare to explore
here are at constant risk from the crumbling masonry.
Adventure Hook: encore! encore!
For characters of any level: Soldiers in Promise have heard muffled music drifting
from the amphitheater on the first full moon of each month. This night, they’ve
resolved to get to the bottom of it. Perhaps they’re hearing an echo of the past,
or a performance bleeding over from the real Mezro. The music could even drive
visitors mad, and make them take to the sunken stage themselves…
Scholar’s Quarter
The Scholar’s Quarter accommodated pilgrims who sought wisdom at the Temple of
Ubtao and the great Library of Mezro. It was also home to the affluent middle
classes, and its cobbled streets were lined with schools, boutique stores,
bathhouses, music halls and coffee shops.
Since the cataclysm, this district has fared better than the rest. Its walls have
held back the swamp, and though overgrown with vines and creepers, the buildings
are mostly intact. Even so, explorers fear the Scholar’s Quarter more than any
other place in the city. There’s something about the dead silence here that gets
under your skin.
8: library of Mezro
An impressive building rests against the city walls.
Tapered towers jab skyward from its roof, and jungle
scenes are engraved over every inch of its stonework.
Cracked steps in front of the building ascend to a tall
door.
The library stands three stories high, with many levels below ground. Its vaults
stored four thousand years of scrolls, parchment books, and cuneiform tablets.
Other chambers were used as museums for tribal relics and statuary.
Flaming Fist priests have conducted extensive studies of the library: even building
a scriptorium to transcribe the most valuable tomes. Unfortunately for them, more
than one high priest succumbed to the gilded fever and murdered their underlings to
avoid sharing knowledge. Lieutenant Brokenbarrel is keen to reinstate the endeavor,
but the scouts she’s sent to the library have so far all disappeared.
Adventure Hook: A Study in emerald
For mid to high-level characters: One of the cursed priests still lurks in the
bowels of the library. Half-starved, he scours the books for leads to the real
city. Now an archmage of considerable power, he’s cast a spell over the tomes to
warn him of intruders. When strangers enter the library, printed words creep from
the pages and slither book-to-book, ultimately spelling out a warning to the mad
mage. Learning of the characters, he begins to covet one of their items, and tries
to steal it from them at all cost.
9: College of Wizards
This oddly-shaped building is formed from a cluster of mud-brick cupolas, with
narrow stairs winding between them. The bricks are decorated with arcane symbols
and leering faces.
Mezro’s College of Wizards adjoins the great library. Tribal wizards were trained
here, alongside the infamous Mage Hunters who punished unauthorized use of magic
across Chult. Both orders collapsed with the Spellplague, and have never knowingly
been reestablished.
The College of Wizards is infused with magic. Corridors shift when you’re not
looking, and doors open into different rooms each time they’re used. Most
peculiarly, gravity in certain sections is oddly pliable, with inverted staircases
running across ceilings or floors spilling up onto walls.
House Karanok
Kaestra Karanok believed that Mezro’s secrets were hidden somewhere within the
College of Wizards. Now the stone tablet from location 12 has led her forces
elsewhere in the city. When the characters arrive, up to half of her cultists may
be absent.
Kaestra Karanok is a human priest of entropy (see appendix B), who wields a sphere
of annihilation. She is attended by three other priests of entropy, twelve lesser
priests, and twenty cultists. Each priest carries a witchweed stick (see the
sidebar nearby).
The cultists have made camp in a bathhouse within the college’s basement. Inside
this chamber, a large sphere of water hovers over a stony pit. Kaestra’s cultists
use a balcony overlooking the pit as a pyre for burning wizards. If they catch any
within Mezro, they drag them here for execution.
To enter the College unseen, the characters must avoid being spotted by the three
cultists on its roof. These lookouts dash to alert Kaestra if they spot intruders
entering the building. If the characters are quick, they could intercept the
lookouts on their way down.
Treasure. Kaestra Karanok carries a sphere of annihilation. Being nobles, her
entourage wear a small fortune in gold and jewelry brought here from Chessenta. To
determine its worth, roll once on the Treasure Hoard table in chapter 7 of the
Dungeon Master’s Guide.
Witchweed
Wondrous item, rare
This pungent alchemical paste is refined from the leaves of the witchweed bush: a
tobacco-like plant native to Chessenta. Packed into a paper tube, the paste can be
burned like a torch to create a 10-foot radius sphere of light smoke that
interferes with spellcasting. Cantrips won’t function within the area of the smoke,
and all other spells require a spellcasting slot of one level higher than usual to
cast. The smoke lasts for 1 minute, or until a wind of moderate or greater speed
(at least 10 miles per hour) disperses it. Witchweed is consumed after use.
10: Warriors’ Training Grounds
A ruined hippodrome stands ahead. Much of the roof has collapsed, with the rest
teetering atop a colonnade of pillars. Beneath these, a deep trench in the ground
spans the length of the arena.
A caste of warriors upheld Mezro’s laws. They patrolled in groups, meting out
punishments on the spot. While the worst offenses were punishable by death or
branding, most minor crimes were settled through compensation or formal apology.
This hippodrome is where the warriors trained. The trench is all that’s left of the
warrior’s gymnasium.
The Gauntlet
The Flaming Fist have corralled several undead dinosaurs inside the trench.
Trespassers are hurled into the “Gauntlet” as punishment: if they survive the dash
to the far side, they are released from captivity. The Flaming Fist also use the
Gauntlet to discipline their own soldiers or settle grudges. In these cases, they
tie ropes to the competitors so they can hoist them out if things get too hairy.
For tier 1 games, the trench contains 3 zeoloraptor zombies (see appendix C). At
tier 2, add 1d4+2 zeoloraptor zombies. At tier 3, replace the dinosaurs with a
2d4+2 triceratops zombies (see appendix C).
Adventure Hook: Stir of echoes
For low to mid-level characters: The soldier in charge of the Gauntlet, a grizzled,
one-eyed veteran named Jeb, is being slowly dominated by the ghost of one of
Mezro’s warriors. The possession comes in fits and starts: Jeb suddenly mutters in
Chultan, or tries to brand trespassers with the triangle of Mezro. His companions
blame the drink for his madness. As the ghost grows stronger, it persuades Jeb to
build a wooden grandstand next to the trench. When the soldiers are next gathered
here, Jeb tries to collapse the grandstand and hurl them to the dinosaurs.
Agricultural Quarter
This district was reserved for farming. The Mezroans enchanted the soil, and
cultivated it into fruit orchards and fields of barley and maize. Rich landowners
raised palaces among the plantations, and sculpted beautiful gardens.
Since the cataclysm, the swamp has overrun the district. Land still heaves from the
muddy waters, but it’s choked in thick undergrowth. Travelers must hack their way
through the bush. The enchanted jungle closes behind them, so it’s easy to get
lost.
11: Crocodile Cult Hideout
A ruined villa sags on the lakeshore. Its roof was once formed from panes of
colored glass, but all that’s left now are ribs of rusted metal. On the side facing
the lake, the marsh spills through the walls into the building’s interior.
This building was once an aviary for Chult’s birds. Rare and exotic specimens still
nest in its eaves, but the floor is a trough of muck and weed. The mudmaw worshiped
by the Children of the Crocodile lairs here. Rusted gantries above the water are
dotted with tents and cookfires where the cultists camp.
The cult comprises Emberon Coalscuttle, a dwarf cult fanatic, fifty cultists, and
the Chultan scout Nauglu. If Nauglu is present, any cultists in his vicinity gain a
+2 bonus to their passive perception and Stealth checks. At least ten of the
cultists are out manning the watchtowers around the district.
For its part, the mudmaw tolerates the cultists only so long as they keep it fed
and rested. If it misses a meal, it’s liable to snatch one of them for dinner.
emberon’s Cage
Emberon has chosen a giant, rusted birdcage as his quarters. This cage once held a
jungle roc, but it’s now furnished with skins, a brazier of coals, and palm frond
fans. Bark tablets hang from strings around the cage, bearing the many prophecies
of the mudmaw.
Treasure. Emberon persuades his followers to give up their worldly goods on joining
the cult. He keeps these treasures in a barrel at the back of his cage. To
determine the treasure’s worth, roll once on the Treasure Hoard table in chapter 7
of the Dungeon Master’s Guide. If things go south, Emberon tries to escape with
this wealth.
12: Statue of King Osaw I
A moss-covered statue overlooks the lake, depicting an elderly Chultan man holding
a sword to the heavens. He wears a circlet and bracers, and his other arm is
missing at the elbow.
The statue depicts King Osaw I: one of Mezro’s barae and longest-serving king of
the Mezroan people. He wears the circlet and bracers of the negus negusti (“prince
of princes”). Osaw reigned for 1,500 years, and had the miraculous power to
remember with precision every event he had ever witnessed. When the Spellplague
came, he crossed over into the demiplane and still rules Mezro today. If a
character succeeds on a DC 15 Intelligence (History) check, they recall mention of
King Osaw I and his divine power.
The mossy statue is spattered with guano. Until recently, its left arm held a stone
tablet engraved with a mysterious labyrinth. Kaestra Karanok made a rubbing of the
maze, and then hurled the tablet into the swamp so nobody else could read it. She
believes it holds clues to uncovering Mezro’s true location, but hasn’t deciphered
them yet. For more details, see the short adventure Parting the Veil in chapter 3.
The statue’s eyes are shards of mirrored glass. If a character asks the statue a
question about its past, the reflection in its eyes reveals whatever it looked on
at that time. For example, asking “who built you?” reveals Mezroan masons crafting
the statue and laying it in place, whereas asking “what happened to your hand?”
shows Kaestra Karanok shattering the tablet and scattering its remains into the
swamp.
Residential Quarter
Most Mezroans lived in this winding maze of one and twostory abodes. The
labyrinthine layout deterred intruders, but also reflected Ubtao’s maze of life.
The closer to the center you lived, the more enlightened you were viewed among your
peers.
The district is overgrown by bushes and high grasses. Some roofs have fallen in,
yet most architecture remains intact. Flaming Fist patrols are wary of treading too
deep for fear of getting lost. Even though they carry maps of the district, they
swear the layout changes each night. See chapter 2 for rules on navigating the
Residential Quarter.
13: Artus Cimber’s Home
This building is surprisingly well-tended. The door looks recently repaired, and
the front step has been swept clean of rubble.
This was Artus Cimber’s old home in the city. Inside, the dwelling is well-cleaned
and cozy, with ornaments from all over Chult and the North. Cimber stays here
whenever he returns to the ruins.
Artus Cimber is detailed in the Tomb of Annihilation hardcover and parts 1-3 of
this book. The short adventure in chapter 3, Parting the Veil, also features Artus
Cimber and this location. Even if you’re not playing Parting the Veil, Cimber’s
home is a good location to introduce the explorer to your Tomb of Annihilation
campaign.
Treasure. Cimber’s artefacts have more value as curios than as collectibles. To
determine their worth, roll once on the Individual Treasure table in chapter 7 of
the Dungeon Master’s Guide, and multiply the result by three. Other equipment here
includes a diplomat’s pack, carpenter’s tools, and cook’s utensils.
14: Heart of the Maze
Twisting streets converge on a plain structure of white stone. On its roof, a
single silver spire points to the heavens.
This building lies at the heart of the maze. Inside, a tranquil court overlooks a
well of enchanted water. Before Mezro fell, pilgrims would drink from this pool to
receive visions that would aid them through the mazes of their lives. Such magic
still exists today: if a character drinks from the pool, you can reward them with a
vision that hints cryptically at their future. For Tomb of Annihilation, this could
be a clue that points them towards Omu.
Adventure Hook: The Maze
For characters of any level. Some folk whisper that Ubtao never truly left Chult.
His disappearance was a test, and he hid clues to his hiding place throughout the
jungle. If a follower could decipher these clues, Ubtao would return to his people.
Perhaps the well is the first step on this journey, and its vision sets the
character off on a grand tour of Chult?
Central Plaza
This cobblestone court is now submerged. At its center, the grand Temple of Ubtao
rears from a stepped platform covered in slime. Archways in the city walls lead to
Mezro’s four quarters.
15: Temple of ubtao
A gargantuan palace stands at the center of the city. Tall spires encircle a tower
of crystal and gold, with each spire linked to the center by a slender buttress.
The whole structure is draped in vines and creepers.
The Temple of Ubtao is a spectacular nine-story edifice built from crystal and
gold. Its magic presents the same side to each viewer, making it appear identical
from every angle of approach. Vines cling to its surface, and its crystal walls are
clad in moss. If a character peels the moss aside and stares into the walls, they
must succeed on a DC 16 Wisdom saving throw or become paralyzed for 1 minute as
they receive a vision of their heart’s desire.
Inside the Temple
The Hall of Champions lies beyond the main entrance. When the players enter here,
read:
A long hallway lined with pillars stretches before you. Onyx statues stand in the
alcoves, depicting men and women in commanding poses. An archway filled with dead
blackness looms at the far end of the hall.
The statues depict Mezro’s many previous barae. Characters who speak a bara’s name
aloud inside this hall are teleported to the foot of the statue depicting that
lord. No statue exists for the renegade bara Ras Nsi. If his name is spoken aloud,
the speaker is teleported to the lost city of Omu (see the Tomb of Annihilation
hardcover for more details). The players can learn the names of each bara by
studying the plaques dotted around the city walls (see location 4).
Those who step through the darkened archway are teleported to random rooms inside
the temple. Characters can return to a room they’ve already explored by thinking of
it as they step through the portal. Otherwise, roll on the following table for each
character that passes through:
Temple Locations
d10 Location
1 Library of crumbling religious texts.
2 Ancient kitchen fitted with gargantuan clay ovens.
3 Priest’s bedchamber that overlooks the city
through a round window.
4 Flooded storage cellar underneath the temple.
5 Meditation hall decorated with dinosaur bone
wind chimes.
6 Apothecary well-stocked with herbs and potions.
7 Hall of Champions (reroll if traveling from the hall).
8 Prayer hall below the golden dome.
9 Rooftop balcony dotted with pterodactyl nests.
10 King’s audience hall (see below).
Each location contains a darkened doorway ensorcelled with the same enchantment.
King’s Audience Hall
A glittering platinum throne stands in one corner of this
triangular hall. Before it, an intricately-detailed mosaic
floor depicts the city of Mezro.
This is where Ubtao sat in judgement over his people. After he abandoned Chult, the
barae elected a line of kings to rule in his stead.
The mosaic floor depicts Mezro as it appears in the demiplane. Tiny, illusory
figures even show its inhabitants milling around in the business of their daily
lives. Some parts of the city are different to how they are now, representing
building work that has occurred over the past century. For this reason, explorers
who’ve visited here have come to believe Mezro still exists on another plane.
The Barado (Hidden location)
The portals never transport creatures to the barado unless they’ve visited
previously or have been invited to enter by one who has. Of those alive today, only
Artus Cimber and the mazewalker Cha Nkrumané (see “Random Encounters” in chapter 1)
have entered here before. If a character gains entry to the barado, read: This room
is so dark you can’t see the walls. The air is chill and laden with a paralyzing
sense of dread. When a bara died, supplicants would enter this chamber to undertake
Ubtao’s test. If they could demonstrate understanding of the maze of their life,
Ubtao granted them a miraculous power and choose them as his new bara. Since the
cataclysm, the chamber has fallen silent.
If you wish, Ubtao could test characters who enter his barado. The character sees
wraith-like images that represent key moments in their lives. With a successful DC
16 Wisdom (Insight) check, the character perceives the “path” that connects these
to their journey through the maze. They immediately gain a new level.
Adventure Hook: The last Bara
For characters of any level. Explorers have reported strange sights in the waters
beneath the temple. Reports vary between a giant piranha, an inky darkness that
moved underwater, or a plump Chultan woman who transformed into a shoal of fish
when spotted. Could this be Mainu, the most elusive of Mezro’s barae? It’s said she
was bound to the River Olung, so perhaps she chose to stay behind when others fled
to the demiplane. If so, could she help find the real city?
Mezro's Return
The barae swore Mezro would return to the world when Chult was safe. Until then,
they left clues in the stonework to guide the faithful to the real city. Exactly
what these clues are is left open for you to decide. Chapter 3 contains some
suggestions, or you can run through the adventure series in parts 1-3. There’s can
be more than one method of reaching the demiplane.
Even if Mezro could be found, the barae won’t return until the city’s safety is
assured. Since the Spellplague, new horrors have bubbled up to threaten Toril.
Chief among these is Ras Nsi’s crusade to awaken Dendar the Night Serpent (see Tomb
of the Annihilation). For the barae to even consider returning, Ras Nsi’s plans
must be foiled…
T
his chapter provides three adventures that can be used alongside the other
adventures in this book and can be easily inserted to your Tomb of Annihilation
campaign or adapted to any other Dungeons & Dragons campaign using a similar
setting. For advice on using these adventures with the adventures in parts 1-3,,
refer to the Introduction section of this book.
•
The magic ring Artus wears – the Ring of Winter – has kept him alive for centuries.
With enemies hunting for the ring, Artus couldn’t stay long in the city. Though his
love for Alisanda was strong, they rarely met.
•
After the Spellplague ravaged Mezro. Artus found Alisanda’s body among the ruins.
Yet somehow, impossibly, he knew it wasn’t her. He is convinced of this.
•
Since then, Artus has regularly returned to the ruins to find out what really
happened. He’s convinced that the stone tablet held by the statue of King Osaw I
contains a clue to Mezro’s true fate (see location 12).
•
Cimber shows the group a rubbing of the tablet. It depicts a maze, with symbols for
various Mezroan locations positioned throughout it. Runes etched around its
perimeter spell out two phrases: “We Are Hidden” and "shadows within the maze."
•
Artus believes that the Mezroans hid themselves in another world to avoid the
Spellplague. Their transferal was spiritual, leaving the city on this world devoid
of life and value.
•
A mysterious obelisk stands outside every location depicted in the maze. Artus
believes that touching the obelisks in the correct order will open the portal.
Unfortunately, there are many routes through the maze, and hundreds of combinations
between locations.
Artus asks the characters to help him complete the combinations. He proposes
splitting up: he tries one sequence, the characters try another. The locations are
scattered throughout Mezro: comprising old bathhouses, courts, and other public
buildings.
Following the Maze
The characters travel from location-to-location, touching the obelisks at each
stage. Choose ten locations around the city that look interesting on the map: the
players must locate these in any order you choose. As each obelisk is touched, the
characters feel arcane power coursing through the stone. Refer to the gazetteer in
chapter 11 as they explore, and roll for encounters as described in chapter 10.
enter House Karanok
The characters soon cross paths with a cadre of wizardhunters from House Karanok.
This group comprises a priest of entropy (see appendix B), twelve cultists, two
priests, and four veterans. When the characters arrive, the cultists are burning an
explorer alive on a witchwood pyre. Assuming they intervene, the cultists fight to
the death.
On the priest’s body, the characters recover another rubbing of the stone tablet
from location 12. However, this one has been folded into the shape of a triangle:
the ancient symbol of Mezro. In this form, the paths of the maze combine to connect
eight of the locations in clear order. The entropists of House Karanok are also
searching for Mezro – and they could be two steps ahead!
Against House Karanok
The characters must race against House Karanok to open the portal to Mezro. Play
this for maximum thrills – perhaps their cultists leave traps at the obelisks, or
set ambushes for the characters. If the players think to jump ahead, they could
even set ambushes themselves. As soon as Kaestra Karanok realizes her cohorts are
being killed, she acts to defuse the situation… by kidnapping Artus Cimber.
Rescuing Artus Cimber
Kaestra ambushes Artus in the ruins and drags him to her hideout at the College of
Wizards (see location 9). She chops off his hand and leaves it – minus the Ring of
Winter – with a challenge carved into the flesh of its palm: “Come to the College
of Wizards if you want to see your friend alive”. The characters should discover
the hand nailed to the next obelisk they locate. Kaestra leaves Artus with her
acolytes while she leads a smaller group on a quest to open the portal to Mezro. If
the characters try to rescue Artus, they’ll face roughly half of the cultists
listed at location 9. Assuming they succeed, Artus tells them of Kaestra’s plan to
unlock the portal to Mezro and annihilate its inhabitants. With Entropy behind her,
Artus fears she may succeed.
Foiling House Karanok
With the last obelisk located on the far side of the city, Artus suggests a
desperate plan to foil Kaestra. Reasoning that all eight obelisks must be empowered
to open the portal, he urges the group to help him must destroy one. If they do so,
a glimmering portal opens briefly before them to offer a tantalizing glimpse of the
real city. Drawn by the magical backlash, Kaestra Karanok turns up soon after to
seek revenge.
Artus Cimber Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
Medium humanoid (human), neutral good target. Hit: 6 (1d8+2) piercing damage.
Armor Class 15 (natural armor) Hit Points 123 (13d10+52) Speed 30 ft.
Special Equipment. Artus wears the Ring of Winter. He and the ring can't be
targeted by divination magic or perceived through magical scrying sensors. While
attuned to and wearing the ring, Artus ceases to age and is immune to cold damage
and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus
action, Artus can activate any of the following properties while attuned to the
dagger, provided he has it drawn:
•
Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot
radius and dim light for an additional 20 feet, or make the gem go dark.
•
Turn the dagger into a compass that, while resting on Artus's palm, points north.
•
Cast dimension door from the dagger. Once this property is used, it can't be used
again until the next dawn.
•
Cast compulsion (save DC 15) from the dagger. The range of the spell increases to
90 feet, but the spell targets only spiders that are beasts. Once this property is
used, it can't be used again until the next dawn.
Actions
Multiattack. Artus makes three attacks with Bookmark or his longbow.
Bookmark (+3 Dagger). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
7 (1d4+5) piercing damage.
Ring of Winter. The Ring of Winter has 12 charges and regains all of its expended
charges daily at dawn. While attuned to and wearing the ring, Artus can expend the
necessary number of charges to activate one of the following properties:
•
Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-
radius sphere centered on a point he can see within 300 feet of him. The
temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees
Fahrenheit. Frost and ice begin to form on the surfaces once the temperature drops
below 32 degrees. This effect is permanent unless Artus uses the ring to end the
effect as an action, at which point the temperature in the area returns to normal
at a rate of 10 degrees per minute.
•
Artus can cast one of the following spells from the ring (spell save DC 17) by
expending the necessary number of charges: Bigby's hand (2 charges; the hand is
made of ice, is immune to cold damage and deals bludgeoning damage instead of force
damage as clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as
flesh to stone except that the target turns to solid ice with the density and
durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges),
sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or
wall of ice (2 charges).
•
Artus can expend the necessary number of charges and use the ring to create either
an inanimate ice object (2 charges) or an animated ice creature (4 charges). The
ice object can't have any moving parts, must be able to fit inside a 10-foot cube,
and has the density and durability of metal or stone (Artus's choice). The ice
creature must be modeled after a beast with a challenge rating of 2 or less. The
ice creature has the same statistics as the beast it models, with the following
changes: the creature is a construct with vulnerability to fire damage, immunity to
cold and poison damage, and immunity to the following conditions: charmed,
exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys
only its creator's commands. The ice object or creature appears in an unoccupied
space within 60 feet of Artus. It melts into a pool of normal water after 24 hours
or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per
minute as it melts. Us the guidelines in chapter 8 of the Dungeon Master's Guide to
determine the hit points of an inanimate object if they become necessary.
This appendix details the non-player characters that can accompany the party during
this adventure.
Artus Cimber
A former member of the Harpers, Artus Cimber is the keeper of the Ring of Winter.
He is currently focused on finding his beloved wife, Alisanda, who disappeared
along with the city of Mezro during the Spellplague.
Artus has many evil forces searching for him with intentions on claiming the Ring
of Winter for their own. This has unfortunately placed Artus in a position where he
must constantly keep moving. He often travels on his own in order to avoid
attention and not endanger those who would travel with him.
For a more detailed background on this NPC, refer to his entry in the Tomb of
Annihilation hardcover.
Artus Cimber's Traits
Ideal. "The preservation of knowledge and history is important to me."
Bond. "I long to be reunited with my wife, Alisanda."
Flaw. "I am slow to trust strangers - adventurers in particular."
dragonbait
Dragonbait is a champion of good and a saurial-a race that originated on a distant
world and whose members have long lives. Very few saurials dwell in the Forgotten
Realms, and no saurial communities are believed to exist anywhere in the world.
Dragonbait
Medium humanoid (saurial), lawful good
Armor Class 17 (breastplate, shield) Hit Points 120 (16d8 + 48) Speed 30 ft.
Mesika
Mesika is a warrior from the city of Mezro and a devout servant of Ubtao. As one of
the temple's brightest students, she one day aspired to becoming one of Mezro's
barae, the city's immortal paladins.
In 1385 DR, the Year of Blue Fire, the Spellplague had engulfed all of Chult.
Mesika was near the outskirts of the city when she was enveloped in what she could
only describe as a rainbow of fire. When she awoke, the city was nothing more than
a flooded ruin. Parts of her memory are missing, but they have slowly been
returning to her through visions. She journeyed to Port Nyanzaru where she soon
discovered that over a century had passed, and the land was plagued by a mysterious
death curse. After learning that Ras Nsi was still of this world, she was convinced
the remaining barae must have survived somehow.
Now, under the guise of a traveler named Nerissa, she searches for the mystery
behind what happened to Mezro, all the while fulfilling her vow to vanquish the
forces of darkness and corruption in Chult. She believes wholeheartedly that Ubtao
saved her life for a purpose and fulfilling that purpose will one day allow her to
return home.
Mesika's Traits
Ideal. We must do everything in our power to protect our world from the forces that
seek to corrupt it.
Bond. I have long been separated from my home and people. I hope the memories and
visions that I receive will in time help me to return home.
Flaw. I despise all forms of dark magic to a fault, and often place myself in grave
danger to eradicate it.
Mesika
Medium humanoid (human), lawful good
Armor Class 16 Hit Points 84 (13d8 + 28) Speed 50 ft.
STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
Saving Throws Str +4, Dex +6 Skills Acrobatics +7, Athletics +4, Insight +6,
Perception +6 Damage Immunities poison Condition Immunities poisoned Senses passive
Perception 16 Languages Common Challenge 5 (1,800 XP)
Evasion. If Mesika is subjected to an effect that allows her to make a Dexterity
saving throw to take only half damage, she instead takes no damage if she succeeds
on the saving throw, and only half damage if she fails.
Unarmored Defense. While Mesika is wearing no armor and wielding no shield, her AC
includes her Wisdom modifier.
Unarmored Movement. While Mesika is wearing no armor and wielding no shield, her
walking speed increases by 20 feet (included in her speed).
Actions
Multiattack. Mesika makes three melee attacks.
Khopesh Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8
+ 4) slashing damage.
Reactions
Parry and Counter. Mesika adds 3 to her AC against one melee or ranged attack that
would hit her. To do so, she must see the attacker. If the attack misses, Mesika
can make one melee attack against the attacker if it is within her reach.
Blightwalkers
These undead abominations are born from spirits of the land that have been
corrupted through years of being trapped in an blighted regions.
Spawns of Corruption. In regions strong with magical enchantments or a powerful
connection to the Feywild, spirits of nature thrive, often becoming one with the
weave of magic throughout the region. When such an area becomes corrupted by dark
energies such as from the Abyss or the Shadowfell, the essences of these spirits
become tainted, filled with rage and hatred of the world from which they expelled.
Defilers of Nature. Often bound by powerful necromancers, these corrupted spirits
embody suits of armor melted onto dead flesh. Normal plants wither and die beneath
their footsteps. Each emanates an aura of death and decay that eats away at the
souls of any who come within their reach. Manifestations of rage, they fight
viciously and without mercy. This appendix details new monsters that do not appear
in the Monster Manual or Tomb of Annihilation.
Blightwalker
Medium undead, chaotic evil
Armor Class 15 (armor scraps) Hit Points 52 (8d8 + 16) Speed 30 ft.
dracotaur
Dracotaurs are fearsome creatures with the reptilian torsos atop a set of powerful
legs akin to those of dragonkind. They are ruthless territorial predators whose
primary purpose is to hunt, conquer, and assert dominance over all other species.
Power Absolute. Power represents supremacy in the dracotaurs' tribal society. They
are often led by those in their ranks that have proven themselves to be the
strongest warriors or spellcasters.
Allies and Enemies. Dracotaurs view other reptilian species, such as lizardfolk and
nagas, as allies or, at the very least, worthy servants. Dragons are commonly
revered amongst dracotaurs as most of their knowledge and practices come from the
teachings and practices of the ancient draconic races.
Centaurs are hated enemies of the dracotaurs. Any dracotaurs or centaurs found
within the same area would not hesitate in the brutal extermination of the other.
Seekers of the Ancients. With tendency to be nomadic, dracotaur tribes gather in
small settlements either in or nearby ancient ruins or remote sanctuaries. They use
these areas as either study or training grounds before moving on toward their next
conquest.
Versatile Hunters. Though dracotaurs are most often warriors and barbarians, there
are many who also pursue studies, both arcane and mystical. Archeology and alchemy
are not unheard of practices. Those who follow the tenets of faith are most likely
to venerate Tiamat as their patron deity.
Dracotaur
Large dragon, neutral evil
Armor Class 13 (leather armor) Hit Points 52 (7d10 + 14) Speed 50 ft.
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 11 (+0) 13 (+1) 10 (+0)
Skills Perception +3, Stealth +3, Survival +3 Senses darkvision 60 ft., passive
Perception 13 Languages Common, Draconic Challenge 2 (450 XP)
Aggressive. As a bonus action, the dracotaur can move up to its speed toward a
hostile creature that it can see.
Actions
Multiattack. The dracotaur makes two attacks, one with its glaive and one with its
tail, or two with its longbow
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2)
piercing damage.
Spiked Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 +
2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6
(1d8 + 2) piercing damage.
Fire Breath (Recharge 6). The dracotaur exhales a fiery blast in a 15-foot cone.
Each creature in that area must make a DC 12 Dexterity saving throw, taking 17
(5d6) fire damage on a failed save, or half as much damage on a successful one.
Dracotaur Rager
Large dragon, chaotic evil
Armor Class 14 (leather armor) Hit Points 76 (9d10 + 27) Speed 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 17 (+3) 11 (+0) 15 (+2) 11 (+0)
Skills Athletics +7, Perception +4, Survival +4 Senses darkvision 60 ft., passive
Perception 13 Languages Common, Draconic Challenge 5 (1,800 XP)
Aggressive. As a bonus action, the dracotaur can move up to its speed toward a
hostile creature that it can see.
Reckless. At the start of its turn, the rager can gain advantage on all melee
weapon attack rolls during that turn, but attack rolls against it have advantage
until the start of its next turn.
Actions
Multiattack. The dracotaur makes three melee attacks, two with its battleaxe and
one with its tail, or two ranged attacks with its longbow.
Greataxe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 +
4) slashing damage.
Spiked Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 +
4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7
(1d8 + 3) piercing damage.
Fire Breath (Recharge 5-6). The dracotaur exhales a fiery blast in a 15-foot cone.
Each creature in that area must make a DC 14 Dexterity saving throw, taking 24
(7d6) fire damage on a failed save, or half as much damage on a successful one.
Dracotaur Sovereign
Large dragon, neutral evil
Armor Class 16 (studded leather armor) Hit Points 123 (13d10 + 52) Speed 60 ft.
Actions
Multiattack. The dracotaur makes three attacks, two with its spear and one with its
tail.
Heavy Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft., or range 20/60
ft., one target. Hit: 9 (1d8 + 5) piercing damage, or 10 (1d10 + 5) piercing damage
if used with two hands to make a melee attack.
Spiked Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d8
+ 5) piercing damage.
Fire Breath (Recharge 5-6). The dracotaur exhales a fiery blast in a 20-foot cone.
Each creature in that area must make a DC 15 Dexterity saving throw, taking 42
(12d6) fire damage on a failed save, or half as much damage on a successful one.
Reactions
Parry. The dracotaur adds 4 to its AC against one melee attack that would hit it.
To do so, the dracotaur must see the attacker and be wielding a melee weapon.
Gloomwing
Large fey, neutral evil
Armor Class 18 (natural armor) Hit Points 119 (14d10 + 16) Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 13 (+1) 12 (+1) 10 (+0)
Skills Perception +4, Stealth +5 Damage Resistances necrotic Senses blindsight, 60
ft. darkvision 120 ft., passive Perception 14 Languages Common, Sylvan Challenge 7
(2,900 XP)
Innate Spellcasting. The gloomwing can cast the following spells, requiring no
material or verbal components: 3/day: darkness, fear
Shadow Stealth. While in dim light or darkness, the gloomwing can take the Hide
action as a bonus action.
Sunlight Sensitivity. While in sunlight, the gloomwing has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The gloomwing makes three attacks, one with its bite and two with its
talons.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4)
piercing damage plus 5 (1d10) poison damage and the target must make a DC 14 Wisdom
saving throw. On a failed save, the target can't take reactions until the end of
its next turn. On its turn, the target can't move and it uses its action to make a
melee or ranged attack against a randomly determined creature within range. If the
target can't attack, it does nothing on its turn.
Talons. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4)
slashing damage.
Gloomwing
Gloomwings are evil fey creatures who often make their homes on the Prime plane.
They resemble dark scaled serpents with huge bat-like wings. Their amber eyes are
smooth and semitranslucent until the beast is enraged upon which they glow a
fearsome bright red.
Shadow Stalkers. Gloomwings thrive in shadows and darkness. They possess the
ability to see through even the darkest depths of any caverns, often using the
advantage of darkness to ambush their prey.
Deadly Venom. In addition to their advantages in darkness, the bite of a Gloomwing
can be extremely deadly, its fangs containing a powerful poison that disorients its
victims.
Goliath Warrior
Goliaths are reclusive survivalists who dwell in the world’s most inhospitable
mountain ranges. A goliath’s life is measured in deeds, and they compete
ferociously to outdo their peers. When a goliath leaves the tribe to fight abroad,
they’ve most likely killed the greatest enemy in their homeland.
Goliath Warrior
Medium humanoid (goliath), lawful neutral
Armor Class 13 (hide) Hit Points 105 (14d8 + 42) Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 10 (+0) 11 (+0) 10 (+0)
Skills Athletics +5, Survival +2 Senses passive Perception 10 Languages Common,
Giant Challenge 3 (700 XP)
Actions
Multiattack. The goliath makes two attacks with either its battleaxe or javelin.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120
feet, one target. Hit: 6 (1d6 + 3) piercing damage.
Reactions
Stone’s Endurance. If a goliath takes damage and remains above 0 hit points, it can
make a Constitution saving throw with a DC of 5 + the damage taken. On a success,
it gains 5 temporary hit points.
living Trap
A living trap appears as mass of rusty chains and blades entangled with hunks of
masonry and vegetation. Coursing with wild magic, the whole thing can heft itself
into a vaguely humanoid form to skulk through the ruins of its home.
Born of Magic. Living traps are formed during cataclysmic magic upheavals or
through rituals that have gone catastrophically wrong. The unleashed magic grants
sentience to a structure that’s been used for killing: a torture chamber, a trapped
corridor, or a scaffold bearing a guillotine. As soon as it’s born, the living trap
exists only to hunt and kill.
Living Trap
Large construct, neutral evil
Armor Class 17 (natural armor) Hit Points 210 (20d10 + 100) Speed 30 ft.
STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 5 (−3) 11 (+0) 1 (−5)
Skills Stealth +4 Damage Immunities poison, psychic; bludgeoning, piercing and
slashing from nonmagical weapons that aren’t adamantine Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision
120 ft., passive Perception 10 Languages understands Common but speaks only through
the use of its Mimicry trait Challenge 12 (8,400 XP)
Shapechanger. The living trap can use its action to Polymorph into a section of
ruined terrain no larger than 10-foot-radius sphere. This form can include objects
and structural features such as doors and pillars. Its statistics are the same in
each form. It reverts to its true form if it dies.
False Appearance (terrain form only). The living trap is indistinguishable from an
ordinary section of ruined terrain.
Mimicry. The living trap can mimic any sounds it has heard, including voices. A
creature that hears the sounds can tell they are imitations with a successful DC 17
Wisdom (Insight) check.
Actions
Multiattack. The living trap makes two melee attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6)
bludgeoning damage.
Legendary Actions
The living trap can take 3 legendary actions, choosing from the options below. Only
one legendary only can be used at a time and only at the end of another creature’s
turn. The living trap regains spent legendary actions at the start of its turn.
Detect. The living trap makes a Wisdom (Perception) check.
Slam Attack. The living trap makes a slam attack.
Entangle (Costs 2 Actions). Each creature within 15 feet of the living trap must
succeed on a DC 17 Dexterity saving throw or it is grappled (Escape DC 16).
Cunning Hunters. Living traps use shape-shifting and mimicry to lure prey close:
posing as fountains of cooling water, secret doors, or fallen knights. When their
prey is in range, they attack with explosive power.
lair Actions
A living trap hunts in a single area: usually a dungeon or ruin. Having no need for
sustenance, it can lie dormant for centuries until prey approaches.
lair Actions
On initiative count 20 (losing initiative ties), the living trap takes a lair
action to cause one of the following effects; the living trap can’t use the same
effect two rounds in a row:
•
Walls that the living trap can see within 120 feet sprout slashing blades. Any
creature within 5 feet of such a wall must make a DC 17 Dexterity saving throw,
taking 19 (3d8+6) slashing damage on a failed save, and half as much damage on a
successful one.
•
A 40-foot-deep pit opens at a point the living trap chooses within 120 feet of it,
occupying a 10-footradius area. Creatures standing over the pit when it appears
must succeed on a DC 17 Dexterity saving throw to leap clear. The pit remains until
the living trap dismisses it as an action, uses this lair action again, or dies.
Any creatures inside the pit when it disappears are transported to the surface.
•
Magical darkness spreads from a point the living trap chooses within 60 feet of it,
filling a 15-foot-radius sphere until the living trap dismisses it as an action,
uses this lair action again, or dies. The darkness spreads around corners. A
creature with darkvision can’t see through this darkness, and nonmagical light
can’t illuminate it. If any of the effect’s area overlaps with an aura of light
created by a spell of 2nd level or lower, the spell that created the light is
dispelled.
Regional effects
The region containing the living trap’s lair is warped by wild magic, which creates
one or more of the following effects:
•
If a creature takes damage within one mile of the living trap’s lair, the living
trap is immediately aware of its location.
•
Masonry and unattended objects within 1 mile of the lair appear cracked and old.
Any damage dealt to break objects in this area is doubled.
•
When a creature within one mile of the living trap’s lair rolls a natural 1 on a
spell attack, roll on the Wild Magic Surge table to create a magical effect (see
chapter 3 of the Player’s Handbook).
If the living trap dies, the last two effects fade over the course of 3d10 days.
Aside from weapons and poisons, they often fashion trinkets and jewelry using a
combination of surrounding flora and the remaining skin and bones of their prey.
Ancient Customs. Many of the poison dusk believe themselves to be superior to other
types of lizardfolk. Their rituals and tactics have been rigidly passed down
throughout many generations. Like most other lizardfolk, they venerate dragons and
dragon-kind, often seeking to impress any dragon with gifts, flattery, and
entertainment in order to gain its approval and largess.
14 (natural armor) 18 (4d8) 30 ft., swim 30 ft.
DEX CON INT WIS CHA
15 (+2) 10 (+0) 11 (+0) 15 (+2) 8 (-1)
poison poisoned darkvision 60 ft., passive Perception 14 Draconic 1/2 (100 XP)
The lizardfolk has advantage on Dexterity (Stealth) checks made to hide in any
forest or jungle terrain.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Keen Sight and Smell. The lizardfolk has advantage on Wisdom (Perception) checks
that rely on sight or smell.
Actions
Multiattack. The lizardfolk makes two melee or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
2) piercing damage plus 2 (1d4) poison damage
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
bludgeoning damage and the target must succeed on a DC 11 Dexterity saving throw or
be knocked prone.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5
(1d6 + 2) piercing damage plus 2 (1d4) poison damage.
Poison Dusk Lieutenant
Medium humanoid (lizardfolk), neutral
Armor Class 15 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft., swim 30 ft.
STR 12 (+1) DEX 16 (+3) CON 14 (+2) INT 11 (+0) WIS 15 (+2) CHA 11 (+0)
Skills Perception +4, Stealth +7, Survival +4 Damage Immunities poison Condition
Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages
Draconic Challenge 2 (450 XP)
Forest Camouflage. The lizardfolk has advantage on Dexterity (Stealth) checks made
to hide in any forest or jungle terrain.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Keen Sight and Smell. The lizardfolk has advantage on Wisdom (Perception) checks
that rely on sight or smell.
Actions
Multiattack. The lizardfolk makes two melee or two ranged attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
slashing damage plus 4 (1d8) poison damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
bludgeoning damage and the target must succeed on a DC 12 Dexterity saving throw or
be knocked prone.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6
(1d6 + 3) piercing damage plus 4 (1d8) poison damage.
Mudmaw
Mudmaws lurk beneath the surface of the swamp, waiting for prey to come down to the
water to drink. When they strike, they use their rubbery tentacles to pin their
prey before latching on with their powerful jaws.
Mudmaw
Huge monstrosity, unaligned
Armor Class 15 (natural armor) Hit Points 133 (14d12 + 42) Speed 30 ft., swim 30
ft.
STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (−4) 10 (+0) 7 (−2)
Skills Stealth +5 Senses passive Perception 10 Languages — Challenge 6 (2,300 XP)
False Appearance. While the mudmaw remains motionless, it is indistinguishable from
a floating log.
Hold Breath. The mudmaw can hold its breath for 15 minutes.
Soften Earth. While on land, the ground in a 15 feet radius around the mudmaw is
difficult terrain.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5)
piercing damage.
Tentacles. Melee Weapon Attack: +8 to hit, reach 20 ft., one creature. Hit: The
target is grappled (escape DC 16). Until this grapple ends, the target is
restrained and has disadvantage on Strength checks and Strength saving throws, and
the mudmaw can’t use its tentacles on another target.
Priest of entropy
These maniac priests worship Entropy: a gargantuan sphere of annihilation that
hovers above a wasteland in Chessenta. Only arcane magic can stop its growth, so
the priests of Entropy have sworn to hunt down and annihilate wizards.
Priest of Entropy
Medium humanoid (any race), chaotic evil
Armor Class 14 (scale armor) Hit Points 136 (21d8 + 42) Speed 30 ft.
xill
Brutal and viscious, these four-armed, red-skinned, reptilian humanoids roam the
Ethereal Plane delivering their calculated savagery to unsuspecting foes.
Death from the Veil. Xill delight in the pain and suffering they inflict upon their
vicitms. They can shift into any plane that borders the Ethereal Plane at will,
often capable of appearing anywhere at anytime. Coordinating such attacks upon
their prey is their preferred method of combat and hunting.
Organized Brutality. Though often viewed as barbaric, many Xill are part of a
structured, civilized society overseen by ruthless totalitarianism. Not much is
known of their culture other than their desire to kill. Some paralyzed victims are
left alive become incubators for laying eggs.
Xill
Medium fiend, lawful evil
Armor Class 16 (natural armor) Hit Points 97 (13d8 + 39) Speed 30 ft.
Ooze Master
Huge undead, lawful evil
Armor Class 15 Hit Points 114 (12d12 + 36) Speed 30 ft.
STR 11 (+0) DEX 1 (-5) CON 16 (+3) 17 (+3) INT WIS 8 (-1) CHA 12 (+1)
Damage Resistances acid, cold, fire Damage Immunities poison
Shavolak
Huge fiend, chaotic evil
Armor Class 19 (natural armor) Hit Points 253 (22d10 + 132) Speed 30 ft.
Stomp. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 40 (6d10 +
7) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw
or be knocked prone.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 45 (7d10 + 7)
bludgeoning damage.
Legendary Actions
The titanosaurus can take 3 legendary actions, choosing from the options below.
Only one legendary action can be used at a time and only at the end of another
creature’s turn. The titanosaurus regains spent legendary actions at the start of
its turn.
Momentum. The titanosaurus moves half its speed without provoking opportunity
attacks.
Tough Defense (2 actions). The titanosaurus picks one of the following damage types
and is resistant to that type of damage until the start of its next turn:
bludgeoning, piercing or slashing.
Tail Thunder (Costs 3 Actions). The titanosaurus makes a tail attack with
disadvantage against each creature in a 20-foot cone.
Triceratops Zombie
Huge undead, unaligned
Armor Class 12 (natural armor) Hit Points 95 (10d12 + 30) Speed 40 ft.
STR 22 (+6) DEX 6 (-2) CON 17 (+3) INT 1 (-5) WIS 6 (-2) CHA 5 (-3)
Damage Immunities poison Condition Immunities poisoned
Ukuni Assassin
Medium humanoid (any race), any alignment
Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft.
Saving Throws Wis +5, Cha +11 Skills Arcana +4, Deception +7, Persuasion +7,
Religion +4 Damage Resistances slashing from nonmagical attacks that aren't
silvered Senses darkvision 60 ft., passive Perception 11 Languages any two
languages (usually Abyssal or Infernal) Challenge 7 (2,900 XP)
Innate Spellcasting. The evoker’s spellcasting ability is Intelligence (spell save
DC 15). It can innately cast the following spells, requiring no material
components:
At will: alter self, false life, levitate (self only), mage armor (self only),
silent image 1/day: feeblemind, finger of death, plane shift, teleport (self only)
Spellcasting. The warlock is a 17th level spellcaster. Its spellcasting ability is
Charism (spell save DC 15, +7 to hit with spell attacks). It regains its expended
spell slots when it finishes a short or long rest. It knows the following warlock
spells:
Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion,
prestidigitation, shocking grasp 1st–5th level: (4 5th-level slots): banishment,
burning hands,
flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud,
suggestion, wall of fire
Dark One's Own Luck (Recharges after a Short or Long Rest).
When the warlock makes an ability check or saving throw, it can add a d10 to the
roll. It can do this after the roll is made but before any of the roll's effects
occur.
Actions
Mace Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning damage plus 10 (3d6) fire damage.
Zumoch
Medium undead, neutrral good
Armor Class 18 (breastplate, shield) Hit Points 127 (15d8 + 60) Speed 30 ft.
Zealoraptor Zombie
Large undead, unaligned
Armor Class 11 (natural armor) Hit Points 52 (7d10 + 14) Speed 40 ft.
STR 16 (+3) DEX 10 (+0) CON 15 (+2) INT 3 (-4) WIS 8 (-1) CHA 5 (-3)
Damage Immunities poison Condition Immunities poisoned
Oathbinder
beacon of hope
until the next dawn. Sentience.
Personality.
celestial,
Oathbinder
opponent.
do the same.
Spare
Weapon (longsword), legendary (requires attunement by a creature of non-evil
alignment)
Only recently uncovered from the depths of the Sanrach Mountains, Spare is an
exquisitely crafted longsword with a blackened steel blade and a hilt fashioned
into the head of a dragon. You gain a +2 bonus to attack and damage rolls made with
this weapon. In addition, it has all of the properties of a flame tongue (see
"Treasure" in chapter 7 of the Dungeon Master's Guide).
Once per day, while the weapon is unsheathed, it can be used to cast vicious
mockery as a 7th-level spellcaster (spell save DC 14). Once used, this ability
cannot be used again until a the completion of a long rest.
Sentience. Spare is a sentient chaotic good weapon with an Intelligence of 14, a
Wisdom of 11, and a Charisma of 16. It has hearing and normal vision out to a range
of 60 feet.
The weapon can speak, read, and understand Common, Elvish, and Undercommon.
Personality. Spare is extremely haughty and proud, demanding that its user portray
the same level of integrity and dignity that it requires for itself. It
periodically mocks enemies in combat and has truly earned the name of a flame
tongue.
If the sword's wielder takes action outside of the sword's good-aligned tendencies,
or shows an extremely poor performance (such as rolling a 1 on an attack roll or
skill check), Spare openly berates the wielder. If such an even happens more than
twice in a row, the sword uses its vicious mockery ability upon the wielder itself.
Lore. This ancient sword was once wielded by the legendary warrior, Sabashin
Gatorhead. After his rival was soundly defeated in an honorable duel, instead of
taking his life as was custom, his soul was ensorcelled into the blade.
Though the sword insisted on being called "Fire of Destiny," Sabashin thought it
was a silly name and thus didn't call the sword anything. After Sabashin's passing,
the sword had passed through various hands until it fell into the ownership of Lord
Galoray, a ruthless overlord. Galoray became so tired of the sword's constant
beratement, he left it in his keep, mounted on a decorative display with a plaque
that read "Spare."
This section details a new background and class option available for player
characters.
Background: Heretic
Where gods vie for supremacy through trickery and murder, and mortals ascend to
godhood, so there is heresy. You believe in a doctrine outlawed by your faith,
taught to you in secret by other heretics. Perhaps your superiors excommunicated
you from your temple, or forbidden dogma provided answers to questions you never
sought. Whatever your origin, you’re now shunned by the faithful, or worse, hunted.
Skill Proficiencies: Deception, Religion Languages: Two of your choice Equipment: A
holy symbol (subtly modified to represent
your own heretical belief), a prayer book or prayer
wheel, vestments, a bottle of invisible ink, a quill, a set of
common clothes, and a pouch containing 10 gp.
Heretical Belief
Hundreds of outlawed sects exist throughout the Forgotten Realms. Choose a belief
that defines you as a heretic, or roll on the table below.
d8 Belief
1 Dark Moon. A doctrine that ascribes Selúne and Shar as two aspects of the same
deity.
2 Fatemakers. Tymorans who believe mortals can influence and control luck.
3 Threefold God. A belief that Tyr, Helm and Torm are all the same god.
4 Forsaken One. A conspiracy that Savras and Leira conceived and abandoned a god
child.
5 Three-Faced Sun. The sun is a tripartite deity, with divine aspects of dawn, noon
and dusk.
6 Shared Suffering. Flagellant Ilmatari who say all mortals must share their god’s
suffering.
7 Entropy. Belief that dying gods sent a divine sphere of annihilation to Toril to
kill wizards.
8 Harlot’s Coin. Belief that Waukeen sold her divinity to Graz’zt and he receives
her prayers.
Feature: Heretical Contacts
You know where to find heretics in settlements where your faith is represented. If
no heretics are present, you can indoctrinate weak-willed souls if you spend a day
preaching. Where heretics are present, you can always find a place to hide, rest
and recuperate. If needed, they can help you escape the settlement on a cart or
through a secret tunnel.
Suggested Characteristics
Heretics survive by living on the run, or by blending into the ranks of greater
faiths. They tend to be suspicious folk with zealous ideals and unshakable
convictions. This sometimes manifests as a sense of superiority over the
“unenlightened”.
d8 Personality Trait
1 I think I’m right even when I’m wrong.
2 I pity those who deny the heresy.
3 I always scope out the closest exits and position myself near them.
4 Those who refute my beliefs are damned and not worth saving.
5 I’m sure my god has chosen me for a greater destiny.
6 I’m a natural orator, but once I start talking it’s difficult for me to stop.
7 I’m always looking over my shoulder and the slightest things startle me.
8 I believe the end of the world is nigh.
d6 Ideal
1 Guidance. I must teach others my forbidden doctrine (Neutral).
2 Caution. It’s always better to be safe than sorry (Any).
3 Knowledge. If this conspiracy is true, what else are we being lied to about?
(Neutral)
4 Insurrection. My old faith is corrupt and must be brought down by the new order
(Chaotic).
5 Honesty. I’ve been lied to enough, so now I’m sworn to always tell the truth
(Lawful).
6 Self-Knowledge. Those who seek the truth become wise beyond their years (Good).
d6 Bond
1 The heretics who educated me were burned at the stake. I won’t let that happen to
me.
2 Belief in my old faith still nags at me. Have I chosen the right path?
3 I used to be friends with the cleric who’s now hunting me.
4 I carry a heretical treatise on my person. It mustn’t be found!
5 I protect the faithless so they can know enlightenment.
6 One of my underworld contacts reports my movements to the superiors of my old
temple.
d6 Flaw
1 I’m suspicious of strangers, as they may be bounty hunters sent to arrest me.
2 I sneer at those whom I deem unworthy of my time.
3 I’m deeply superstitious, and have many rituals to avoid bad luck.
4 I tend to misjudge the devotion of others.
5 I’m obsessed with my studies, often to the detriment of other concerns.
6 I’m deeply mistrustful of temple hierarchies.
Sanctity of Body
When you choose this domain at 1st level, you perform a ritual to anchor your soul
to the material plane. You have advantage when making death saving throws.
Channel divinity: Arcane disruption
Starting at 2nd level, you can use your Channel Divinity to disrupt the flow of
magic in your vicinity.
As an action, you conjure an aura of disruptive energy that radiates from you in a
15-foot radius. The aura lasts until the end of your next turn, and moves with you,
centered on you. While inside the aura, any creature that attempts to cast a spell
must first succeed on a Constitution saving throw. If they fail the save, their
spell fails to cast and the spell slot is wasted.
entropic Retaliation
Starting at 6th level, when you or an ally within 30 feet of you takes damage from
a spell, you can use your reaction to cause the caster to make a Constitution
saving throw. If the caster fails its saving throw, it gains one level of
exhaustion.
Potent Spell Casting
At 8th level, you add your Wisdom modifier to the damage you deal with any cantrip.
emissary of entropy
At 17th level, you have advantage on saving throws against spells. In addition,
when you succeed on a saving throw against a spell, you gain 5 temporary hit points
for each slot level of the spell.
A: FLOOR CIRCLE
The correct stones to activate the teleportation portal are marked with the
corresponding number sigils: 6, 4, and 2.
use the circle in the laboratory. The prince and Ileave now to warn Commander
Zumoch. Nellioc
Optional DM Worksheet: Destiny Tracker
This sheet is for keeping track of the various optional Destiny scenarios that come
up during the Maze of Shadows adventure. Keep track of each event and tally the
points when you reach the Conclusion to determine the ending outcome.
Chapter 7
◊
Wainrath is healed in front of the Temple of the Rising Sun.
◊
The Spirit Chamber (area 4 in the temple) is cleansed.
◊
Xhosala is separated from the Daijobi Senga conduit before she loses her sanity.
Chapter 8
◊
Dragonbait does not join the party, instead staying with Artus.
◊
The party reaches Mauratal during the chase without any party members losing Uzoma
(worth 2 points).
◊
Mesika is welcomed to join the party at the Quomec Ziggurat.
◊
The seal in Quomec's tomb remains intact before defeating Ahutan.
◊
A player character attempts to save Artus from the shadow portal upon arrival in
the Shadowfell.
Chapter 9
◊
A player character helps to carry Artus to Lythene's Hideout.
◊
Viscanda is rescued from the lab in the Blightspire.
◊
All three nature spirits in the Blightspire are released.
◊
The party has completed Part 1: Heart of the Wild (worth 2 points).
◊
The party has completed Part 2: The Risen Mists (worth 2 points).
universal
Player Handout #3: Mezro Ruins