TEXT: LOST CITY OF MEZRO
  Challenge primordial forces of darkness in this adventure 
  series for the world’s greatest roleplaying game
  
  LOST CITY of MEZRO
  For use with Tomb of Annihilation™
  
  Credits
  Designers: Rich Lescouflair, Will Doyle
  Additional Design: Angie Calvacca, Brian 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
  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.
  Foreword
  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
  
  Table of Contents
  Dramatis Personae 
  4
  Introduction 
  5
  Series Overview 
  5
  Running the Adventure  
  5
  Product Summary 
  6
  Part One: Heart of the Wild 
  7
  Chapter 1: The Runestone Guide 
  8
  The Village of Tamalka 
  9
  The Tunnel Maze 
  11
  Into the Mountains 
  12
  Chapter 2: Temple of the Rising Sun 
  13
  Fate of the Obanashi 
  13
  The Seething Halls 
  13
  Leaving the Temple 
  20
  Delving into the Dark 
  20
  Chapter 3: The Dark Hollow 
  21
  The Forsaken Tree 
  21
  Adventure Conclusion 
  23
  Continuing the Series 
  23
  Part Two: The Risen Mists 
  24
  Chapter 4: The Stormreavers 
  26
  Adventure Background 
  26
  Getting the Party Started 
  27
  Into the Mists 
  28
  Kayebo Village 
  30
  Journey to the Marsh 
  31
  Chapter 5: Ruins of the World Serpent 
  33
  Temple Level Two 
  34
  Temple Level Three 
  37
  Temple Level Four 
  39
  Fall of the Dread Domain 
  41
  Chapter 6: Dark Mirrors 
  42
  Journey of Hidden Paths 
  42
  Votaran 
  44
  Adventure Conclusion 
  46
  Continuing the Series 
  46
  Part Three: Maze of Shadows 
  47
  Chapter 7: The Corruptors 
  48
  Adventure Background 
  48
  Beginning the Adventure 
  49
  A Clan Under Siege 
  50
  Secrets Within the Dark 
  51
  A Guardian's Return 
  56
  Chapter 8: Tomb of the Last Sovereign 
  57
  Interlude: Old Legends 
  57
  To the Fallen City 
  59
  The Ruins of Mauratal 
  60
  The Quomec Ziggurat 
  66
  Chapter 9: Trials of the Deceiver 
  73
  Chult in the Shadows 
  73
  Irunji, The Shadewalk 
  74
  City Locations 
  75
  The Blightspire 
  81
  Chosen Fates 
  85
  Ending the Adventure 
  86
  Part Four: Ruins of Mezro 
  87
  Section Primer 
  88
  Using this Section 
  88
  Chapter 10: City of Mystery 
  89
  Character Hooks 
  89
  History of Mezro 
  90
  Mezro in Ruins 
  91
  Navigation 
  95
  Chapter 11: The Mezro Ruins 
  100
  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 
  107
  The Path to Omu 
  107
  Children of the Crocodile 
  109
  Parting the Veil 
  110
  Appendix A. Non-Player Characters 
  112
  Artus Cimber 
  112
  Dragonbait 
  112
  Mesika 
  114
  Appendix B. New Monsters 
  115
  Blightwalkers 
  115
  Dracotaur 
  116
  Gloomwing 
  118
  Goliath Warrior 
  118
  Living Trap 
  119
  Lizardfolk, Poison Dusk 
  120
  Mudmaw  
  122
  Priest of Entropy 
  122
  Xill 
  123
  Appendix C. Monsters and Threats 
  124
  Appendix D. New Magic Items 
  136
  Oathbinder 
  136
  Spare 
  137
  Appendix E. Handouts/Worksheets 
  138
  Player Handout #1: Tower Teleportation Circle 
  138
  DM Worksheet: Tower Circle Sequence (Solution) 
  139
  Player Handout #2: Sage's Letter 
  140
  Optional DM Worksheet: Destiny Tracker 
  141
  Player Handout #3: Mezro Ruins 
  142
  
  4
  InTROduCTIOn
  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
  87
  Amanzubusi
  ah-MAH-nah-BOO-see
  Greater earth spirit of the Obanashi
  54
  Artus Cimber
  AR-tus CIM-ber
  Human explorer seeking the lost Mezro. Wears the Ring of Winter.
  8
  Astrine
  ah-STREEN
  Silver dragon traveling with Keritrina
  80
  Borvun Steelwhisker
  BORV-uhn
  Dwarf warrior in the Shadewalk
  76
  Calboth
  KAL-bauth
  Shade guard commander of the Nightspawn
  79
  Dragonbait
  —
  Saurial paladin aiding Artus Cimber
  55
  Edalu
  eh-DAL-oo
  Spirit of Autumn
  84
  Emberon Coalscuttle
  EM-ber-on Coalscuttle
  Dwarf cult leader of the “Children of the Crocodile”.
  93
  Etallo
  ay-TAH-loh
  Samarachian sage who resides in Votaran
  45
  Fotari
  foh-TAH-ree
  Darklord of the Bakumora
  39
  Gavori Kambahal
  gah-VOH-ree kom-bah-HAL
  Unholy warrior in service of an ancient evil spirit
  12
  Hajira
  ha-JEE-rah
  Sprit of Summer
  83
  Ifalakuntho
  ee-FAH-lah-KOON-toh
  A corrupted storm aspect of Ubtao
  40
  Jerrid
  JEH-rid
  Dwarf gladiator imprisoned in the Nightspawn
  79
  Kaestra Karanok
  KAY-stra KA-ra-nok
  Human matriarch of House Karanok and cultist of Entropy.
  94
  Kamaphet
  KAH-mah-fet
  Leader of the dracotaur tribe
  32
  Keritrina the Sage
  KEH-ree-TREE-nah
  Wandering half-elf sage from a far off land
  80
  Kes Valdro
  KEZ VAL-dro
  Human Flaming Fist sergeant afflicted with the death curse.
  108
  Kolate
  koh-LAH-tay
  Human necromancer who guards the Forsaken Tree
  23
  Kristen Brightbane
  —
  Halfling master thief imprisoned in the Nightspawn
  79
  Lapanalori
  lah-PAH-nah-LOH-ree
  Greater water spirit of the Obanashi
  54
  Lythene
  LIE-theen
  Elf mage in the Shadewalk
  76
  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
  55
  Mesika
  may-SEE-kah
  Former warrior of Mezro.
  18
  Mikayne Valdansa
  mih-KAYN
  Elf wizard imprisoned in the Nightspawn
  79
  Nava
  NAH-vah
  Dryad guarding the entrance of the Seething Halls
  14
  Nenet
  NEH-net
  Samarachian artisan who resides in Votaran
  45
  Nneka
  NAY-kah
  Kambahal clan assassin
  55
  Onyeka Kayebo
  oni-AY-kah ka-YAY-boh
  Leader of the Kayebo clan
  30
  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
  56
  Shamar Reedwise
  SHAM-mar
  Lantanese architect
  44
  Shavolak
  SHAH-voh-lok
  Corrupted shadow aspect of Ubtao
  84
  Taherako
  tah-hay-RAH-koh
  Blighted Tempest of Votaran
  45
  Uzoma Kayebo
  oo-ZOH-mah ka-YAY-boh
  Spiritlord of the Kayebo clan
  30
  Viscanda
  vis-KAHN-dah
  Half-elf conjurer serving as a spy in the Blightspire
  81
  Wainrath
  WAYN-rath
  Sage of the Tamalka clan
  12
  Xhosala Obanashi
  Zho-SAH-lah oh-bah-NAH-shee
  Mage hunter and head of the Obanashi clan
  20
  Voshk
  —
  Poison Dusk lizardfolk tribal elder
  32
  Yindala “Brokenbarrel” 
  Harkathi
  YIN-dah-la HARK-ath-ee
  Goliath commander of the Flaming Fist stationed in Mezro.
  94
  Zindak
  ZINN-dak
  Captain of the Poison Dusk lizardfolk
  28
  Zumoch
  ZOO-mok
  Former guard commander of Mauratal
  67
  
  5
  InTROduCTIOn
  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 
  begin with a party of four to six  5th through 10th level 
  characters, followed by two adventures designed for 11th 
  through 16th level characters. Finally, there are additional 
  adventures that can be placed anywhere in your campaign 
  that are designed for 1st through 16th level characters.
  Series Overview
  The characters begin the story by encountering Artus 
  Cimber. For years, Artus has tirelessly sought for clues that 
  may lead him to reunite with his wife, Alisanda. As a barae, 
  a protectorate of Mezro, she was presumed dead when 
  the ancient city was engulfed by the Spellplague. Artus, 
  however, knows that his wife yet lives and the true city of 
  Mezro is hidden away.
  In recent days, Artus' efforts had finally gained him some 
  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 
  shadowy forces working to ensure Mezro, and Ubtao's 
  power, do not return to their former glory. The destruction 
  left behind by the Spellplague affected Chult's spiritual 
  balance as much as it did the land. Many of the great 
  guardian spirits unto which Ubtao had imbued much of 
  his power became corrupted, allowing malevolent forces 
  to scar the jungle and evil beings such as Ras Nsi to exact 
  their ambitions (see Tomb of Annihilation).
  One such being is Shavolak, a powerful shadow spirit 
  who aims to claim Ubtao's power and take Chult as his 
  own, allowing him to unleash his defiled power upon the 
  Realms.  The dark spirit enlaved and corrupted the minds 
  of the Kambahal clan, one of the oldest surviving clans 
  in Chult. Now a band of ruthless zealots, they've made 
  every effort to continue the spread of plague and death 
  throughout the jungle.
  But Artus is also not alone in his quest. Mesika, a warrior  
  claiming to be from the ancient city of Mezro, travels 
  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 does her best to 
  aid the people discover the truth behind the Death Curse, 
  as it is the duty of Mezro's guardians.
  Another of Chult's oldest clans, the Obanashi, have 
  been trying to revive a powerful enchantment known to 
  Mezro scholars as Daijobi Senga (day-JOH-bee SENG-
  ah), loosely translated as the "Heart of the Wild". It is a 
  mystical essence that connects the jungle to the spirits of 
  the Feywild. These guardian spirits are believed to have 
  been part of the ancient empire that arose before the 
  first humans settled in Chult. Artus Cimber believes this 
  enchantment and the mystical essence he seeks may be 
  connected if not the same source.
  Reawakening this power is only the first step to a much 
  larger puzzle. Restoring the Daijobi Senga begins a chain 
  of revival. As evil forces are defeated across Chult, Ubtao's 
  power reawakens. While most believe Ubtao abandoned 
  his people, Chult's fate was sealed instead by its people's 
  hubris. When they placed their selfish desires over their 
  connection to the land, they lost their connection to Ubtao.
  Ubtao's great secret is that the primordial god himself 
  and the guardian spirits of the land are one and the same. 
  When the people become worthy of the land, the full power 
  of Ubtao can return. But only the bravest souls will be able 
  to pass the creator god's darkest and deadliest trials.
  Running the Adventure 
  To run this adventure, you need the D&D fifth edition core 
  rulebooks (Player's Handbook, Dungeon Master's Guide, 
  and Monster Manual).
  Text that appears in a box like this is meant to be 
  read aloud or paraphrased for the players when their 
  charac· ters iirst arrive at a location or under a specific 
  circumstance, as described in the text.
  The Monster Manual, Mordenkainen's Tome of Foes, and 
  Volo's Guide to Monsters contain stat blocks for most of 
  the creatures found in this adventure. You don't need the 
  latter two references to run Lost City of Mezro, as all the 
  necessary stat blocks from Mordenkainen's Tome of Foes 
  and Volo's Guide to Monsters are included with the stat 
  blocks in appendix C.
  When a creature's name appears in bold type, that's a 
  visual cue pointing you to its stat block in the Monster 
  Manual. or a stat block listed in appendices A through C.
  
  6
  InTROduCTIOn
  Spells and equipment mentioned in the adventure are 
  described in the Player's Handbook. Magic items are 
  described in the Dungeon Master's Guide, unless the 
  adventure's text directs you to an item's description in 
  appendix D.
  Abbreviations
  The following a bbr eviations are used throughout this 
  adventure:
  hp = hit points
  LG= Lawful good
  AC= Armor Class
  CG= Chaotic good
  DC= Difficulty Class
  NG = Neutral good
  XP = exper ience points
  LN =Lawful neutral
  pp= p latinum piece(s)
  N=Neutral
  gp =gold piece(s)
  CN = Chaotic neutral
  ep = electrum piece(s)
  LE= Lawful evil
  sp = silver piece(s)
  CE = Chaotic evil
  cp =copper piece(s)
  NE= Neutral evil
  NPC = nonplayer character
  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).
  Suggested Character Levels
  Section
  Suggested Level
  Part One: Heart of the Wild
  5th–10th
  Part Two: The Risen Mists
  11th–16th
  Part Three: Maze of Shadows
  11th –16th
  Part Four: Ruins of Mezro
  1st–16th
  Alternate Campaign Paths
  If you're not using Tomb of Annihilation, these adventures 
  can still be easily fit into any campaign so long as the 
  party is within the suggested level range. These can 
  also be run during the corresponding season of D&D 
  Adventurers League.
  
  7
  InTROduCTIOn
  HEART OF THE WILD
  PART ONE:
  
  8
  PART One | HeART OF THe WIld
  Chapter 1: The Runestone Guide
  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.
  Additional Adventure Hooks
  You might need to provide additional incentive to accept 
  Artus' mission. If the players have other quests that are 
  yet unfinished, Artus tells the party that Wainrath knows 
  much about Chult, and could have valuable information 
  they might need.
  Allow the player to rest and purchase provisions as 
  needed before heading out into the wilderness.
  Refer to the map 1.1 for a general overview of the 
  adventure's locations. If you choose to use random 
  encounters during wilderness travel, use the Random 
  Encounters table in appendix A of Tomb of Annihilation.
  
  9
  PART One | HeART OF THe WIld
  Map 1.1: Northern Chult
  The Village of Tamalka
  By the time the players arrive, Tamalka has already 
  been attacked by a group of zealots under the sway of an 
  evil spirit named Shavolak. These zealots are also here 
  seeking Wainrath and the secrets of his clan. Many of the 
  villagers were able to escape, but the warriors and priests 
  who stayed behind to protect the village did not survive.
  When the players arrive on the outskirts of Tamalka, 
  obvious signs of smoke and debris within the village can 
  be seen from several hundred feet away.
  The Village Path
  Read the following as the party approaches.
  Following Artus' directions, the maze of trees slowly 
  clears way into a small path with a visible clearing in the 
  distance. Though you can make out a few of the village 
  structures from here, you also see wisps of black smoke 
  rising from several areas within the village. A putrid 
  stench permeates through already the thick, humid air.
  A few yards away from your location, you spot several 
  battered corpses strewn along the path leading to the 
  village entrance.
  Path Ambushers
  An archer and a veteran lie in wait to ambush the party 
  as they approach. They are concealed in the brush along 
  the side of the road near the corpses of the villagers 
  they killed earlier. They can be noticed with a successful 
  passive or active DC 15 Wisdom (Perception) check.
  The enemy gains surprise on any characters who fail 
  to notice them. They wait until the party either moves 
  toward or attempts to pass the corpses before attacking. 
  The archer attacks first, followed the veteran.
  Treasure. The archer carries no treasure. The veteran 
  carries an emerald signet ring worth 40 gp. The ring is 
  engraved with a symbol resembling a scaled claw.
  The Entrance. The end of the path marks the village 
  entrance. Refer to map 1.2 for locations in Tamalka Village.
  
  The Rival Clan
  If the characters carefully examine the clothing and 
  signet rings acquired from the veterans, a successful DC 
  18 Intelligence (History) check identifies their symbol 
  as belonging to Clan Kambahal, one of Chult's oldest 
  clans, who were prominent before the lands had fallen 
  to the Spellplague over a century ago. They wear colorful 
  reddish and brown garments with decorative patches 
  sewn into the sleeves to denote clan rank.
  They may identify their clan name if asked, but due 
  to their strict code of honor, none of the Kambahal 
  attackers willingly provide any further information to 
  the party as to why they have attacked the village.
  The dead Scouts
  If the party chooses to investigate the corpses, they can 
  be easily identified as guards or scouts that patrol the 
  perimeter of the village. A successful DC 14 Wisdom 
  (Medicine) check reveals that in addition to being stabbed 
  and shot by arrows, one of them was mauled to death by 
  some sort of large beast.
  1. Village entrance
  A 5-foot wooden wall surrounds the village, most of which 
  has been destroyed or burned. A small wooden archway 
  marks the village's entrance.
  Perimeter Alarm and Pit Trap
  The invaders set up two defenses at the village entrance.
  Debris Alarm. Along the broken stretches of the 
  southern wall, thin crisscrossed ropes are concealed 
  within the debris with metallic trinkets, cups, and pottery 
  tied into them. Attempting to pass through the debris 
  filled openings causes the items to clatter, making enough 
  noise to alert the enemy searching the nearby homes.
  The ropes can be noticed with a successful DC 14 
  Wisdom (Perception) check. If noticed, they can be 
  silently stepped through with a successful DC 13 
  Dexterity (Acrobatics) check. They can be bypassed by 
  climbing over the wall, requiring a successful DC 13 
  Strength (Athletics) check.
  Spiked Pit Trap. Traversing along the ground beyond 
  the entrance archway leads into a 10-foot pit filled with 
  poisonous spikes. The pit trap can be spotted with a 
  successful DC 14 Wisdom (Perception) check.
  If the trap is triggered, all characters passing through 
  the archway must make a successful DC 14 Dexterity 
  saving throw to avoid falling into the pit. Any character 
  that falls in suffers 11 (2d10) piercing damage from the 
  pit spikes. They must then make a DC 13 Constitution 
  saving throw or take an additional 11 (2d10) poison 
  damage from the poison laced along the spike tips.
  2. The Grounds
  The majority of the area is abandoned. If either of the 
  traps were triggered in area 1, the two archers that were 
  in the Meeting Hall (area 3) attack as soon as the party 
  comes within 30 feet of the building.
  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.
  Map 1.2: Tamalka Village
  
  11
  PART One | HeART OF THe WIld
  3. Clan Meeting Hall
  Unless they were defeated in area 2, two clan archers are 
  here searching for Wainrath. Other than tables, chairs, 
  and a few empty barrels, there is nothing in this building. 
  The archers carry nothing of value.
  4. Family Hut
  Dapro, a druid of the enemy clan, is here with his 
  companion, a catoblepas. They attack the party on sight.
  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.
  Tactics and developments
  Dapro already has barkskin cast upon himself before the 
  party arrives. When combat begins, the catoblepas attacks 
  with its death ray while Dapro stays behind the beast 
  and attempts to weaken the party with either entangle or 
  thunderwave. After the catoblepas is defeated, the awful 
  stench in the area vanishes after five minutes.
  Treasure
  Dapro has a pouch containing 42 gp and a potion of 
  greater healing.
  5. Wainrath's House
  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 Tunnel Maze
  To honor Ubtao, Wainrath built a maze beneath the village 
  leading to a private shrine where he and the elders perform 
  occasional prayer rituals. Gavori, leader of the invaders, is 
  chasing Wainrath through these tunnels.
  Traversing the Maze
  Several spike traps are positioned through the tunnels 
  of the maze. Each wrong turn along the path runs the 
  possibility of encountering one of these traps. 
  When the party begins down the maze, roll 1d6. This 
  is the number of halls the party must traverse before 
  reaching the shrine.
  Each path has a concealed pressure plate that can be 
  spotted and avoided with a successful DC 14 Wisdom 
  (Perception) check. If the pressure plate is stepped on, 
  a row of spikes shoots up from the ground into the hall. 
  Each person in the hallway must make a DC 13 Dexterity 
  saving throw or take 9 (2d8) piercing damage.
  Upon reaching the next intersection, the party (or the 
  group leader) can make a DC 13 Wisdom (Insight) check. 
  Success reduces the number of halls remaining by 1. 
  Failure leads the party down another trapped hallway. 
  Repeat this roll at each intersection until the number of 
  hallways remaining is zero. When this happens, the party 
  reaches the shrine.
  
  12
  PART One | HeART OF THe WIld
  The Other Shrine
  Gavori, a blackguard, and Wainrath (use the stats for 
  a mage) are both here along with the blackguard's 
  two thug followers. The blackguard is in the middle of 
  interrogating the sage when the party arrives.
  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.
  Facing the Blackguard
  Wainrath is severely beaten and unable to participate 
  in any sort of conflict. If the party does not immediately 
  attack, Gavori asks for a truce. He tells the party that 
  Wainrath is a traitor to the clans who swore fealty to an 
  evil spirit, and that he is here to discover the truth behind 
  the disappearance of the Daijobi Senga. Gavori agrees 
  that if the party leaves the chamber to let him finish his 
  interrogation, he will share whatever he learns from 
  Wainrath with them.
  A successful DC 14 Wisdom (Insight) check 
  reveals that the blackguard is lying. If the party 
  disagrees to his terms, Gavori and the thugs 
  attack immediately.
  If the party agrees to Gavori's terms, 
  he returns from the shrine after five 
  minutes and provides the party 
  with the information they would 
  have gotten from Wainrath (see 
  "Talking with Wainrath"). The 
  party can interrupt Gavori's 
  interrogation at any point in 
  time, at which he and his 
  followers attack. If the party 
  allows Gavori to leave, 
  they encounter him 
  again in the Seething 
  Halls in chapter 2.
  Treasure
  If defeated in battle, Gavori carries a sack of 7 emeralds 
  worth 20 gp each.
  Talking with Wainrath
  If Wainrath is still alive after dealing with Gavori, he 
  thanks the party for their help and provides any assistance 
  he can give. He explains that the Kambahal clan heard 
  rumors of Wainrath's valuable knowledge regarding the 
  Heart of the Wild, most likely from a similar source to 
  where Artus Cimber heard the same.
  If asked about the Heart, Wainrath tells the party the 
  following.
  • The Daijobi Senga is a protective enchantment that 
  surrounded the jungles of Chult over a century ago. It is 
  millennia old. High Priests of Ubtao believed it was this 
  power that was used to breathe life into the jungle from 
  the Feywild.
  • 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 (Zho-
  SAH-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.
  Into the Mountains
  After the party returns to Artus with the information, he 
  thanks the party and rewards 250 gp as promised. If they 
  give Artus the sounding stone, he rewards them with an 
  additional 50 gp.
  The Seething Halls. Artus plans on heading toward 
  the Mistcliffs to investigate the Obanashi temple. As he is 
  seeking to avoid attracting the attention of certain powerful 
  figures, he could use the party's help with his search. He 
  offers the party a 400 gp reward if they can venture into 
  the Obanashi temple and discover the source of the Daijobi 
  Senga. In the meantime, he intends to follow a rumor on 
  where to find members of the reclusive Obanashi.
  If the party agrees to help Artus, he leaves them with the 
  sounding stone and requests they meet him back in Port 
  Nyanzaru after they succeed. Continue onto chapter 2.
  
  13
  PART One | HeART OF THe WIld
  Chapter 2: Temple of the Rising Sun
  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.
  Fate of the Obanashi
  A century ago, the Obanashi tribal clan were one of the 
  largest in Chult. Each family had at least one expert 
  hunter, priest, or spellcaster, some of the latter even being 
  ranking members of the College of Wizards.
  They performed a ritual hunt during the change of each 
  season. During that time, their priests and spiritlords 
  paid tribute to Ubtao in the Hall of the Rising Sun. A 
  sacred font of water in the hall opens a portal into an 
  extradimensional space between the Prime plane and the 
  Feywild. It is within this space that the Heart of the Wild 
  had once flourished.
  The Stolen Heart
  The Heart itself is an enchanted stone that once 
  contained a shard of Ubtao's essence. It is said to have 
  been imbued during the height of the Quomec empire, 
  a time when the first humans arrived in Chult. With 
  Ubtao's departure, the Heart's connection with Chult had 
  weakened severely.
  After Chult fell to the Spellplague, an evil wizard 
  named Kolate (KOH-la-teh) manipulated the head of the 
  Obanashi tribe to reveal the Heart's location. Kolate stole 
  the soul's energy from the sacred stone, trapping it into 
  an enchanted coin from which Kolate could harness its 
  power. Kolate had disappeared soon after, and the Heart 
  of the Wild was no more. For years after the Spellplague, 
  most of the surviving old clans in Chult began either 
  vanishing or were absorbed into newer clans.
  The Seething Halls
  Once known as the Temple of the Rising Sun, this secret 
  locale houses the portal in which the Heart of the Wild 
  was kept. After the Heart was stolen, Kolate had placed 
  
  a curse upon the temple and its worshippers, spreading 
  madness, corruption, and death throughout the area. The 
  Obanashi clan fought to remove the spreading corruption 
  from their lands to no avail. 
  After nearly five years, the curse had vanished on its 
  own. The tribal clan of the Obanashi still survives to this 
  day, though much smaller than they once were. With their 
  remaining numbers, they decided to form a new faction 
  of mage hunters, dedicated to eliminating all forms of 
  magical corruption in Chult.
  Though the curse was lifted, the damage had already 
  been done. The remainder of the Obanashi clan left the 
  safety of the mountainside and journeyed eastward. Over 
  the next century, the location of the halls had been lost in 
  the mists of history.
  A spirit naga recently took residence within the main 
  hall of the temple and claimed it as his lair.
  locating the Seething Halls
  If the party follows the map left behind by Wainrath, 
  they should have no trouble finding the location of the 
  Seething Halls. It is approximately 80 miles from Port 
  Nyanzaru. During that time, you may use the "Lesser 
  Undead" section of the Wilderness Encounters tables in 
  appendix B of Tomb of Annihilation.
  Refer to map 1.3 for adventure locations. When the 
  party reaches the mountainside, Wainrath's stone reacts 
  to being in proximity of the temple.
  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.
  The Obanashi Hunters
  Artus Cimber is already on his way here with the mage 
  hunters of Obanashi not too far behind. With Master 
  Xhosala leading them, they arrive at the entrance to the 
  temple either two hours after the party first enters or 
  when they meet Mesika in area 10, whichever comes 
  first. They do not enter the hall but instead position 
  themselves at area 1 to await the party's return.
  1. The Capricious Guardian
  A dryad named Nava lives in a small shrub patch outside 
  the tunnel entrance. It has been decades since she has 
  seen so many new visitors and is overjoyed to see the 
  party. She appears from her shrub and calls out to the 
  party upon their approach. She can speak Common.
  If the party is hostile, she immediately retreats into 
  her shelter or uses her pass without trace spell to flee, 
  eventually returning after a few minutes. If the party 
  speaks with her, Nava introduces herself as the guardian 
  of the area and the party must pass her test in order to 
  enter. This is actually untrue if the party possesses the 
  sounding stone. The party may freely move past her if they 
  wish as the entrance is already open. If they do, however, 
  choose to entertain Nava, they may still learn the correct 
  sequence of the column puzzle in area 11. If asked, she 
  also mentions that other visitors have been here recently, 
  but does not reveal any details about them, other than that 
  they have passed her challenges.
  nava's Challenges
  Nava has three tests the party must pass in order to prove 
  themselves worthy.
  A Simple Riddle. Nava asks the party a simple 
  question: "Who are the true Children of Ubtao?". The 
  answer is "the dinosaurs". If no player knows this to 
  be the answer, they can figure out the answer with a 
  successful DC 13 Intelligence (History) check. Nava give 
  the party three tries to answer correctly.
  
  15
  Part One | Heart of the Wild
  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.
  Map 1.3: The Seething Halls
  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.
  
  16
  PART One | HeART OF THe WIld
  The Lingering Darkness
  Though the temple is no longer cursed, remnants of 
  the ancient corruption still lingers through the halls. 
  At the DM's option, each character walking through 
  the halls may experience feelings of unease, as well as 
  occasionally hear faint sounds of angry shouting or wails 
  of terror. These have no effect on the party in game other 
  than to keep the players on edge and provide for a little 
  extra setting environment.
  2. Flooded Hall
  The water in this hall flows slowly from a northern source 
  within the mountain down into the draining pool in area 
  3. Before entering the water, any character who makes a 
  successful DC 13 Wisdom (Perception) check notices the 
  small crevasse in the east wall leading into area 4.
  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.
  Trial of the Elemental Spirits
  Areas 4, 5, 6, and 7 each contain a statue representing 
  a prominent elemental spirit of the jungle. Each altar 
  requires a specific action be accomplished to avoid the 
  trap in the room from being sprung. Performing the 
  tests at the altars rewards the players with a stone, which 
  when all four are placed in the statue in area 8, the door 
  leading into the inner halls opens.
  The statue provides its stone whether the task is 
  successfully completed or not. If the players ever get 
  stuck on what to do in these rooms, feel free to remind 
  them of the clues, or let them make a DC 11 Wisdom 
  (Insight) check.
  4. Altar of Salamandri
  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 
  
  17
  PART One | HeART OF THe WIld
  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).
  
  18
  PART One | HeART OF THe WIld
  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.
  Caught Between the World and Nyanzaru
  If the party completed the Adventurer's League 
  adventure, A City on the Edge (DDAL 07-01), they may 
  recognize Mesika as the warrior, Nerissa. Depending on 
  their actions in the adventure, they may already know 
  Mesika's real name and her quest to investigate the 
  Death Curse and current state of affairs in Chult.
  
  19
  PART One | HeART OF THe WIld
  The Ritual Shrine
  If the party investigates the shrine, most of the carvings 
  and decorations are either faded or broken, but a few of 
  the carvings can be seen upon the surface depicting eight 
  figures standing in a circle. There are four such carvings.
  A successful DC 14 Wisdom (Religion) check identifies 
  these carvings as formations for certain rituals, each one 
  with a different priest leading the ritual, marked with 
  a sun symbol beneath them. These carvings provide a 
  useful clue to the column puzzle in area 11.
  Treasure
  If Gavori is defeated here, he carries a sack of 7 emeralds 
  worth 20 gp each, and Wainrath's sounding stone.
  11. Walk of the Faithful
  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.
  Examining any of the columns reveals carvings in the 
  metal rings. They are hash mark counters numbered 1 
  through 8. Directly above the ring is a sun symbol carved 
  into the column.
  Column Puzzle
  Each column is rigged with a blade trap which can 
  be avoided if the party knows the correct sequence to 
  disarming the columns.
  Trap Trigger. As soon as any character passes the 
  second column, sharp blades shoot out from the sides of 
  the columns and spin about, covering the entire hall. Each 
  creature within 10 feet of an active column must make 
  a DC 13 Dexterity saving throw or take 7 (2d6) slashing 
  damage. Each round thereafter, the saving throw must 
  be repeated until the creature moves far enough 
  away from the column or the trap is disarmed.
  Disarming the Column Trap. Each column 
  can be disarmed by turning the metal ring, 
  matching the correct number to the sun symbol 
  on the column. From south the north, the 
  numbers are 3, 1, 5, and 4. They can learn this in 
  one of three ways:
  • Completing Nava's challenges in area 1
  • 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.
  Facing the Serpent
  Hajoka does not welcome any visitors. If the party did not 
  enter the room cautiously, or they triggered the column 
  trap in area 11, Hajoka is already expecting them. Though 
  Hajoka cannot enter the font portal, the power within 
  provides the naga with a special enhancement to its 
  spellcasting ability. If Hajoka casts an enchantment spell 
  that requires a saving throw, the target of the spell makes 
  that saving throw at a disadvantage..
  
  20
  PART One | HeART OF THe WIld
  Hajoka taunts the party in battle, claiming they are to 
  soon become its soldiers in its immortal army. It only 
  engages in physical combat if it is forced to do so, instead 
  sending the constrictor snake into the fray.
  The Stone and the Portal
  The font pool is a portal that leads into an 
  extradimensional space between the Prime Material 
  plane and the Feywild. If the party is carrying the 
  sounding stone, the stone emits a sharp hum until 
  brought within 10 feet of the pool, after which the portal 
  inside the pool opens. Once the portal opens, the stone 
  crumbles into dust.
  The extradimensional space is approximately 100 feet 
  in diameter, filled with lush vegetation and surrounded 
  by a golden mist that generates its own bright light. The 
  mists form a magical barrier that cannot be entered or 
  bypassed. In the center of the area is a pool of water 
  from which the party enters and exits. An old, withered 
  tree nearby marks where the Heart of the Wild once 
  flourished.
  A peaceful sensation can be felt by all who enter here. 
  The party can gain the benefits of a long rest here by 
  resting for just one hour. Other than that, no other benefit 
  can be gained from this area. If she is with the party, 
  Mesika prods at them to leave if they choose to linger 
  unnecessarily.
  Treasure
  Hajoka kept a small hoard in a jeweled box sitting near 
  the platform. The box contains 225 gp and a collection of 
  necklaces and rings worth 90 gp. The box itself is worth 
  40 gp.
  leaving the Temple
  Once outside, the party encounters Artus, who is in a 
  heated discussion with the Obanashi leader, Xhosala (NG 
  human mage), her second, Josok (LG human priest), two 
  Obanashi hunters (scouts), and two acolytes.
  A difference of Opinion
  Xhosala and Artus appear to be in a shouting match when 
  the party arrives. The mage hunters have quite a few 
  reservations with adventurers romping through their once 
  sacred halls. Xhosala takes even greater issue with Artus' 
  quest regarding the Heart of the Wild, stating that even 
  if such a power returns, it should still never be used for 
  selfish gain.
  The party can interject in this discussion at anytime. If 
  they stand and watch the interaction for more than three 
  rounds, the confrontation grows more tense and Xhosala 
  immediately accuses the party of being Artus' companions 
  in his blasphemous quest. If Mesika is with the party, she 
  attempts to calm things down if the party still decides to 
  do nothing.
  Diffusing a soon to be violent situation requires a 
  successful DC 14 Charisma (Persuasion) check. Have the 
  players roleplay this if you choose. If Mesika is with the 
  party, or if anyone mentions Wainrath, or the defeat of the 
  naga and Gavori, grant them advantage to the roll. They 
  receive two attempts at this and need only one success. 
  Failure on both rolls causes the mage hunters to attack 
  the party as heretics.
  Ending the Battle. If combat ensues, Xhosala 
  surrenders when she is brought down to less than 30 hit 
  points and offers a truce, stating that only she and her 
  clan can help the party achieve their goal.
  delving into the dark
  Assuming a truce has been struck or the argument has 
  been diffused, Xhosala agrees to help Artus and the party 
  if they help her clan.
  Kolate and the Forsaken Tree
  Xhosala knows the Daijobi Senga was stolen from the 
  temple a century ago, and is fairly certain where to find it. 
  The Nimbrese wizard that stole the Heart hid deep in 
  the jungle while trying to escape the hunters who pursued 
  him. The Obanashi high-priest, Rhoga, eventually found 
  Kolate and tried to take the Heart back from him. In the 
  battle that ensued, Kolate released the corrupted power 
  of the Heart, causing a massive wave of destruction that 
  killed them both.
  Since then, the Heart has become a source of 
  corruption and death, taking the form of a giant tree of 
  darkwood that towers over the jungle canopy. It's roots 
  sink deep beneath the ground, corrupting the land around 
  it. Those that venture within its depths become food for 
  the tree's eternal hunger.
  Journey to the Forsaken Tree. Xhosala and her people 
  have tried to reach the source of the corruption deep 
  beneath the Forsaken Tree, but to no avail. She and her 
  clan can perform a ritual that allows a group to enter the 
  depths of the tree, but they need help from Artus and his 
  Ring of Winter to perform the ritual, and must keep the 
  it active in order to protect those venturing within from 
  instantly becoming food for the ancient tree.
  Xhosala asks the party to enter the Forsaken Tree with 
  their help and retrieve the heart of blight, the cursed 
  coin that contains the Heart of the Wild. In return, the 
  Obanashi will commune with the spirit held within 
  the Heart to discover any knowledge they can obtain 
  regarding the city of Mezro.
  Xhosala's last request is that Artus uses the Ring of 
  Winter to protect them during the ritual. She is also well 
  aware of the former Harper's desperation to return to 
  Mezro, and does not trust his intentions should the Heart 
  be found. This stipulation is non-negotiable.
  It is clear that Artus cannot accomplish this task without 
  the party. He intends to honor his original arrangement 
  with the party but offers to increase his payment to them 
  by an additional 400 gp if they agree to help him with 
  Xhosala's request. Mesika volunteers to help, regardless 
  of what the party decides.
  If the party chooses to help, Xhosala tells them the 
  location of the tree. Artus tells them he will meet them 
  there. They may continue on to chapter 3. If they refuse, 
  their adventure ends here. Artus pays them the 400 gp 
  as promised.
  
  21
  PART One | HeART OF THe WIld
  Chapter 3: The dark Hollow
  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 Forsaken Tree
  The Forsaken Tree is a massive darkwood structure 
  hundreds of feet wide and reaches far up past the jungle 
  canopy.. The canopy and branches are home to twisted 
  creatures. The entire jungle terrain within a mile of the 
  tree is blighted and sickly.
  Travel to the Forsaken Tree is hazardous. It is 
  approximately 100 miles south of Port Nyanzaru. If you 
  choose to roll for random encounters, use the Wasteland 
  Wilderness Encounter Table in appendix B. of the Tomb 
  of Annihilation hardcover.
  When the party arrives at the base of the tree, read the 
  following.
  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. 
  Performing the Ritual
  Xhosala, Artus, and the mage hunters arrive a few 
  minutes after the party. Preparing for the ritual takes 
  10 minutes, during which time the party may make 
  preparations themselves.
  
  22
  PART One | HeART OF THe WIld
  Mesika. If the party befriended Mesika in part 2, she is 
  here as well and volunteers to join the party. If the party 
  refuses, she graciously accepts their decision and remains 
  to protect the camp.
  Xhosala's Stone. Xhosala gives the party her sounding 
  stone. She tells them it will help them reach the location 
  where the Heart of the Wild is hidden.
  Binding the Entrance. When the ritual begins, the 
  writhing, vines and branches in the area become mostly 
  dormant. Artus uses the Ring of Winter to freeze the 
  shifting entrance in place. At that point, Xhosala tells the 
  party they may enter and wishes them all good fortune.
  Watching the Front
  It is possible that a player wishes to remain with Artus 
  and protect Xhosala's camp. If this happens, Xhosala 
  reminds the characters that they are needed more down 
  within the depths than outside. If a character absolutely 
  insists, then let that character remain outside and allow 
  the rest of the group to continue on. There is no threat 
  to the camp.
  Into the depths
  There is no map to the tunnels beneath the base of the 
  Forsaken Tree. The twisted paths beneath the roots travel 
  in hundreds of different directions. The humming of the 
  sounding stone can guide the party down the proper paths 
  until they reach the center.
  Darkness Below the Root
   The passages beneath the tree are lined with thorny, 
  twisted vines and roots that writhe and pulse as the 
  party makes their way down. Sometimes they even bleed, 
  or form into the visages of tormented faces. In addition, 
  any light source carried by the party seems to shed a 
  tinge of deep red. Though this has no direct effect on the 
  characters, it does help to provide a bit of flavor for the 
  environment.
  The Horrors Within
  The Forsaken Tree is a twisted version of the Heart of 
  the Wild. It represents a distorted link to the Feywild, 
  absorbing the life essence of everything around it and 
  corrupting it into its worst possible form.
  While traveling through the depths, the party can run 
  into a variety of encounters. Roll 1d6. This is the number 
  of hours it takes the characters to reach the cursed 
  hollow beneath the tree. During each hour, roll a d20 and 
  consult the table below. Encounter listed as "Special" are 
  described as follows:
  Aviline the Huntress. Aviline was once an elven 
  adventurer who ventured into the Forsaken tree. Now, she 
  is a ghost who eternally walks these tunnels. She does 
  not immediately attack the party unless visibly threatened. 
  Instead, she is interested in hearing tales of the world 
  above. If the party decides to accommodate her, have 
  them make a DC 14 Charisma (Performance) roll.
  If they fail their roll, Aviline grows bored and vanishes. 
  If they are successful, she is delightfully entertained and 
  offers to guide them through the next passage they are 
  heading toward. If the party agrees, reduce their travel 
  time by one hour.
  Lavan the Wanderer. Lavan is a korred, and an expert 
  at wandering through these tunnels. He defends himself 
  if attacked, but is far more interested in what brings the 
  party this far beneath the base of the Forsaken Tree.
  If the party lies to Lavan, have them make a DC 14 
  Charisma (Deception) check. If they fail, Lavan calls them 
  on their bluff. If they lie again to Lavan, have them make 
  the same check. On a failure, Lavan uses stone shape to 
  block the party's current path. Add one hour to their travel 
  time.
  If the party either succeeds in their roll or they simply 
  tell Lavan the truth, the korred tells the party he is in a 
  good mood and decides to help them out. He creates a 
  shortcut to the end of the party's current path. Reduce 
  their travel time by one hour.
  Encounters in the Forsaken Tree
  d20
  Encounter
  1-2
  Two assassin vines and two vine blights
  3-4
  A pack of three su-monsters
  5
  A redcap and two meenlocks
  6
  Two blightwalkers (see appendix B)
  7
  A gloomwing (see appendix B)
  8
  Two girallon zombies.
  9
  Special: Aviline the Huntress
  10
  Special: Lavan the Wanderer
  11–20
  No encounter.
  Chamber of the Cursed Heart
  When the party's travel time reaches zero, they reach the 
  central chamber deep below the tree's roots, where the 
  heart of blight can be found.
  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.
  The Forsaken Guardian
  Kolate, a necromancer is here He does not appear until 
  the party comes within 30 feet of the heart of blight. The 
  cursed coin absorbed Kolate's spirit into itself, enslaving 
  the greedy necromancer as its guardian. Kolate to this 
  day believes that he turned the world into this vile lair of 
  corruption. Once Kolate appears, he attacks the party. 
  
  23
  PART One | HeART OF THe WIld
  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 
  happens, perhaps even Ubtao may once again take pride 
  in his people.
  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.
  Continuing the Series
  After completing the adventure, the characters can 
  complete the Tomb of Annihilation hardcover, by which 
  time they should be high enough level to move onto the 
  next part of this series. You can alternately have the 
  characters level elsewhere during your campaign After 
  Ras Nsi's defeat and the destruction of the Soulmonger, 
  Artus learns of the existence of a portal that may lead 
  directly to the ancient city. His attempt to discover this 
  hidden portal begins the events of part 2: The Risen Mists.
  
  24
  PART One | HeART OF THe WIld
  THE RISEN MISTS
  PART TWO:
  
  25
  PART One | HeART OF THe WIld
  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.
  
  26
  PART TWO | THe RISen MISTS
  Chapter 4: The Stormreavers
  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 by-
  product 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.
  
  27
  PART TWO | THe RISen MISTS
  Map 2.1: The Chultengar
  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.
  Getting the Party Started
  The party becomes involved in this quest upon 
  encountering Mesika, which could happen anywhere 
  within the jungle or in Port Nyanzaru. This can happen by 
  using the following suggestions.
  Together Again. If the characters recovered the Heart 
  of the Wild, they should have already met Mesika, who 
  seeks them out directly. Mesika may have also been 
  a former ally of theirs from the season 7 Adventurers 
  League adventure, DDAL07-01 A City on the Edge, 
  A Chance Encounter. When the party encounters 
  Mesika, she tells them she has heard of them or their 
  exploits and wishes to hire them.
  A Friend In Need. If the party completed the Tomb of 
  Annihilation hardcover, Mesika mentions Artus Cimber as 
  the person in need of aid. It is a name the party is sure to 
  recognize.
  Yesterday's Curse
  The timeline of this adventure is set to begin after the 
  events of the Tomb of Annihilation hardcover. Ras Nsi 
  has already been defeated and the Death Curse is no 
  more. However, plagued zones, undead territories, and 
  powerful foes such as liches and beholders still operate 
  on the jungle peninsula.
  Rescue Mission
  Regardless of how Mesika encounters the party, she 
  provides the following information.
  
  28
  PART TWO | THe RISen MISTS
  • Artus Cimber and his companion, Dragonbait, 
  journeyed into a jungle region near the eastern border 
  of Chult. The locals refer to it as the Bakumora.
  • 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.
  Into the Mists
  When the party arrives at the region between the northern 
  ranges of the Samarach Mountains, they also come into 
  first contact with the mists marking the entrance to the 
  Bakumora dread domain.
  The path leads to a jungle thicket surrounded by thick, 
  gray and white mists. An eerie silence falls upon the 
  area, the usual constant sounds of the wild seemingly 
  muted into distant whispers. No breeze can be felt from 
  any direction, yet the mists move about the trees in a 
  semi-hypnotic pattern with wispy tendrils that appear to 
  reach out and beckon towards you.
  The dread domain
  Characters who played through the Curse of Strahd 
  hardcover and adventures should find these mists 
  familiar. Once the party passes through the mists, return 
  is impossible until they defeat the dreadlord Fotari.
  No spell—not even wish—allows one to escape from the 
  dread domain. Astral projection, teleport, plane shift, and 
  similar spells cast for the purpose of leaving the Bakumora 
  simply fail, as do effects that banish a creature to another 
  plane of existence. These restrictions apply to magic items 
  and artifacts that have properties that transport or banish 
  creatures to other planes. Magic that allows transit to 
  the Border Ethereal, such as the etherealness spell and 
  the Etherealness feature of incorporeal undead, is the 
  exception to this rule. A creature that enters the Border 
  Ethereal from the dread domain is pulled back into the 
  Bakumora upon leaving that plane.
  For the purpose of spells with effects that change across 
  or are blocked by planar boundaries (such as sending), 
  the dread domain is considered its own plane. Magic 
  that summons creatures or objects from other planes 
  functions normally in the Bakumora, as does magic that 
  involves an extradimensional space. Any spells cast within 
  such an extradimensional space (such as that created by 
  Mordenkainen’s magnificent mansion) are subject to the 
  same restrictions as magic cast in the Bakumora.
  defiled Magic
  Spells cast within the Bakumora may have some cosmetic 
  modifications when cast.
  •  Any spellcasting appears to corrupt the surrounding 
  plant life. Grass, shrubs, and plants die wither and die 
  out, while larger plants such as bushes and trees become 
  sickly and discolored. This effect occurs in a radius equal 
  to 5 feet per level of the spell cast.
  • 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!"
  
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  PART TWO | THe RISen MISTS
  Tricks of the Trade
  Refer to map 2.2 for locations. Zindak is at the village 
  entrance (marked with a "Z"). The lieutenants (marked 
  with a "L") are positioned at various spots at the village 
  border. There are six poison dusk scouts (marked with 
  "P") camouflaged in the foliage outside, and two more 
  with each lieutenant.
  Consider the following options when dealing with this 
  encounter:
  Ambush. The party may attempt to sneak up on Zindak 
  and his soldiers. If this is the case, refer to the passive 
  Wisdom (Perception) of the enemies with the exception 
  of the concealed scouts. The scouts are on active 
  patrol and roll Wisdom (Perception) checks against the 
  characters’ Dexterity (Stealth) checks.
  In addition, due to their camouflage ability, the scouts 
  have advantage to their own Dexterity (Stealth) checks 
  and attack the party with surprise on first sight unless the 
  party spots them first.
  Assault. If the party attacks directly, the concealed 
  scouts attack first with surprise if they were not spotted by 
  the party. The lieutenants attempt to contain spellcasters 
  and ranged attackers. Zindak attacks by range and 
  spellcasting until an enemy closes in on him, upon which 
  he switches to melee attacks.
  Parlay. If the party attempts to approach Zindak 
  without showing any aggression, the lizardfolk captain 
  can be convinced to parlay with a successful DC 15 
  Charisma (Persuasion) check. Depending on the party's 
  questions, they can learn the purpose behind the attack, 
  as well as other information about the lizardfolk (see the 
  "What the Locals Know" sidebar).
  If asked, Zindak willingly tells the party he has no 
  desire to kill the villagers but is under strict orders from 
  his tribal elder. He is unlikely to be convinced to leave, 
  but it is possible. The party can cater to his reasonable 
  side with a successful DC 20 Charisma (Deception or 
  Persuasion) check, depending on what the party says. 
  The party can also convince him to leave by presenting a 
  show of force and making a successful DC 18 Charisma 
  (Intimidation) check.
  If any of these checks fail, Zindak and his forces attack 
  the party immediately. If the party is successful, Zindak 
  tells the party he will give the villagers one more day to 
  reconsider, then he leaves with the rest of his group.
  DM's Option: Laissez-Faire
  The party might choose to remain hidden and simply 
  watch. The lizardfolk then begin to raid and burn the 
  village homes, killing anyone inside. If Mesika is with the 
  party, she pleads with the party to take action. If the party 
  is never spotted and they willingly continue to watch 
  the slaughter for at least six turns, the mists swallow 
  the entire party and they must each succeed on a DC 20 
  Wisdom saving throw or suffer two levels of exhaustion 
  and a form of long-term madness (see "Madness" in the 
  Dungeon Master's Guide).
  When the mists recede, they are gone forever and the 
  party's quest is over. Each member bears a mark, scar, 
  or discoloration somewhere on their person (DM's 
  discretion) as a reminder of the dread domain feeding 
  upon their fear and wrongdoing.
  Map 2.2: Kayebo Village Outskirts
  
  30
  PART TWO | THe RISen MISTS
  developments
  If combat ensues and Zindak and two of the lieutenants 
  are defeated, the remainder of the lizardfolk retreat 
  immediately, using their camouflage ability to avoid 
  being followed by the party. If any of Zindak or any of his 
  lieutenants are killed, their mounts become uncontrolled 
  and flee unless attacked.
  Treasure
  Zindar carries a sack of 10 rubies, each worth 25 gp, and 
  a quiver of ehlonna. The lieutenants each carry a sack 
  containing 40 gp.
  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.
  
  31
  PART TWO | THe RISen MISTS
  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.
  Journey to the Marsh
  When the party is ready, Onyeka leads them through the 
  poison dusk territory. It takes about a day to pass through 
  the area, moving cautiously around poison dusk patrols.
  During the journey, the party must make a group DC 
  13 Dexterity (Stealth) check (see "Group Checks" in 
  the Player's Handbook). If the party healed Onyeko of 
  her poisoned condition, she counts as one success and 
  grants advantage to every other party member. Grant 
  an additional automatic success if the party takes extra 
  precautions such as scouting ahead. Their success 
  determines whether or not they can gain surprise when 
  they reach the temple grounds..
  There are also a couple of obstacles that the party 
  encounters during their journey.
  Swinging log Pit Trap
  The poison dusk lizardfolk take extra steps to protect 
  the areas they do not patrol often. This trap they've 
  devised is a combination of camouflaged pits in the 
  ground and heavy logs positioned to swing down from the 
  surrounding trees. Vine ropes are lashed together and 
  camouflaged around the trees and over the pits. When 
  stepped on, three large logs swing downward over the 
  area in a pendulum pattern over an area containing a 15-
  foot deep spiked pit trap.
  Trigger. The trap activates either from stepping on the 
  tight vine ropes or falling into one of the pits.
  Effect. Upon triggering the trap, each creature must 
  make a DC 15 Dexterity saving throw. On a failed save, 
  they take 16 (3d10) bludgeoning damage and must make 
  another DC 15 Constitution saving throw or be knocked 
  into the spiked pit, taking another 16 (3d10) piercing 
  damage. Climbing out from the pit requires a successful 
  DC 13 Strength (Athletics) check, upon which the 
  character must repeat the initial DC 15 Dexterity saving 
  throw to avoid being hit by the swinging logs, with failure 
  resulting the same as above.
  Countermeasures. A successful DC 16 Wisdom 
  (Perception) check reveals the concealed vine ropes. If 
  the party attempts to step around them, an additional DC 
  14 Wisdom (Perception) roll reveals the location of the 
  pit trap. If the pit trap is not noticed, a DC 15 Dexterity 
  saving throw is required to avoid falling in. Anyone falling 
  in takes 16 (3d10) piercing damage and the logs trap is 
  still triggered as above.
  Map 2.3: Shrine of the World Serpent
  
  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.
  kamaphet,
  leader of the dracotaUrs
  
  33
  Part Two | The Risen Mists
  Chapter 5: Ruins of the World Serpent
  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.
  
  34
  PART TWO | THe RISen MISTS
  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.
  Temple level Two
  Refer to map 5.1 to reference the following locations 
  inside the temple. 
  1. Gathering Hall
  This great hall, though showing some signs of wear, 
  appears to still have its detailed stonework and exotic 
  design kept intact. Two large fountains decorate 
  the center of the hall, each with a statue of a large 
  humanoid-serpent hybrid reaching upward and 
  spraying a stream of crystal clear water. A display 
  of small trees and shrubs sit on either side of the 
  fountains. They seem to be unaffected by this temple's 
  long years of plague and ruin. The mists still permeate 
  throughout this area, now turned a bluish hue from the 
  room's strange-colored torchlight.
  developments
  If the party approaches any of the trees, some of the 
  leaves on the ground gather together in the air to form a 
  few tiny humanoid forms. One waves to the party and then 
  they all instantly scatter back onto the ground. 
  This is effect is an extension of Fotari, the darklord who 
  watches the party as they enter his domain. They cannot 
  be damaged and merely scatter to the ground if attacked. 
  There is nothing else in this hall.
  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.
  
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  PART TWO | THe RISen MISTS
  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 5.1: Temple Level Two
  
  36
  PART TWO | THe RISen MISTS
  Map 5.2: Temple Level Three
  Map 5.3: Temple Level Four
  Map 5.4: Temple Throne
  
  37
  PART TWO | THe RISen MISTS
  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.
  Temple level Three
  Refer to map 5.2 to reference the following locations 
  inside the temple. 
  6. Meeting Hall
  Fallen leaves once again gather together to greet the party, 
  however, they then take the shape of two tree blights which 
  take shape and attack the party one minute after the party 
  enters the room. In addition, the two columns are covered 
  in assassin vines. There is one vine on each column.
  Remnants of old wood and stone furniture lie scattered 
  about this once opulent chamber. A grove of small trees 
  and shrubs surround a large fountain in the room's 
  northeast corner.
  Tricks of the Trade
  The assassin vines attempt to entangle as many party 
  members as possible while the tree blights attack  
  entangled party members first, then any target within reach.
  
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  PART TWO | THe RISen MISTS
  The Serpent Fountain
  Examination of the fountain reveals a trail of pulsating 
  roots extending from the fountains' base and traveling 
  up the east wall of the chamber until they meld into the 
  ceiling. The roots form a connection between the fountain 
  and the obelisk in area 12 (see "The Black Pillars" in 
  Temple Level Four).
  Breaking the connection causes the roots to shrivel 
  and turn to ash. This can be accomplished in one of the 
  following ways.
  Damaging the Roots. There are four roots. Each has an 
  AC of 10 and 15 hit points.
  Damaging the Fountain. The fountain has an AC of 10. 
  Once it takes 30 or more damage, it becomes inert and 
  the clear water turns into a thick murky pool.
  7. Study Room
  The break in the wall on the south side of this room leads 
  out back out to the exterior of the temple beneath the 
  surface of the marsh.
  A small study is in the western alcove. Almost all of 
  the books are waterlogged and ruined. Atop the desk are 
  some writing materials as well as a map of the Chultengar 
  region. There is also a small scrap of paper near the 
  map with the words "Sanctum - L7- R4- L11". This is the 
  sequence to the door puzzle in area 9.
  Next to the map and scrap of paper is a handwritten 
  letter. It reads:
  It has been years since I have written anything. I know not 
  why I even bother. Perhaps it is because I grow restless. 
  Even now, with all of this power, I feel powerless. 
  Yet I refuse to let this cursed jungle from becoming my 
  tomb. Each day, the beast gets stronger. One day soon, it 
  will become the conduit for the great god's return. 
  Oh, great Ubtao! What newfound glories will you reward 
  to your loyal children when your eternal power returns to 
  the jungle?
  Treasure
  There is a locked drawer on the desk. A character can 
  pick the lock with a successful DC 17 Dexterity check 
  made with thieves’ tools. Inside are a collection of finely 
  crafted gold and silver trinkets worth 550 gp. 
  In addition, a false bottom in the drawer can be located 
  with a successful DC 15 Intelligence (Investigation) check. 
  Beneath the false bottom is a scroll case containing a 
  spell scroll of greater restoration.
  8. Sleeping Quarters
  A tangled mess of old wooden beds and small chairs are 
  strewn about in this partially collapsed room.
  developments
  A small hole in the collapsed part of the ceiling leads to 
  a crack in the wall in an upstairs hallway between areas 
  10 and 13. It can be noticed with a successful DC 16 
  Wisdom (Perception) check. Characters gain advantage 
  to this roll if they have darkvision or if they have a light 
  source that emits bright light.
  9. entrance to the Holy Sanctum
  This walls of this grand hall are covered in faded carvings 
  depicting hordes of humanoid serpents being led by 
  a gargantuan snake-like beast made of shadows. The 
  stonework on the floor appears to be discolored, even 
  scorched in different areas. To the south, past two giant 
  serpent statues, a set of carved marble steps lead up to 
  an ironbound door made of darkwood.
  developments
  A puzzle must be solved correctly in order to open the 
  south door without triggering the trap in the room. If the 
  characters investigate the staircase, they notice two large 
  iron rings attached to chains that extend out from within 
  the stone blocks on either side of the stairs. 
  Under each of these rings is a small plaque with 
  inscriptions written in draconic:
  • The western plaque reads: Fourth for the Next
  • 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.
  
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  PART TWO | THe RISen MISTS
  Temple level Four
  Refer to map 5.3 to reference the following locations 
  inside the temple.
  The Black Pillars
  An obelisk made of black marble can be found in the 
  center of each of the areas #10 through #13. Each has 
  sinuous streams of pulsing light traveling up along its 
  surface. These feed spirit energy into the altar above, 
  where Ifalakuntho resides. Deactivating these obelisks 
  weaken Ifalakuntho's powers. Additionally, each obelisk 
  that is deactivated makes it easier for the party to deal 
  with Fotari when they encounter him in area 14. These 
  effects are described in each corresponding section.
  While activated, the pillars are immune to all physical 
  and magical attacks and spellcasting. If examined closely, 
  faint images of tortured faces can be seen writhing along 
  each of the stone surfaces.
  10. Blood Obelisk
  The obelisk in this room pulses with red trails of energy. It 
  is connected to the blood altar in area 2.
  Treasure. In the northwest section of the hall, an 
  altar can be found against the north wall. A successful 
  DC 18 Wisdom (Perception) check reveals a set of gem 
  encrusted ritual goblets beneath the altar tapestry. These 
  are worth 300 gp.
  11. Hellfire Obelisk
  The obelisk in this room is surrounded with pulsing trails 
  of blue-green energy. It is connected to the fireplace in 
  area 4.
  12. Blighted Obelisk
  The obelisk in this room is surrounded with pulsing roots 
  and vines. It is connected to the fountain in area 6.
  13. Plagued Obelisk
  The obelisk in this room has trails of thick black liquid 
  running along paths carved into it surface. It is connected 
  to the dark pool in area 3.
  14. Inner Sanctum
  Fotari is here, awaiting the party's arrival. He does not 
  attack immediately unless the party moves to attack first.
  This grand hall is decorated in ornate stone columns and 
  stone carvings along the walls and ceiling. A pair of small 
  braziers shed blue-green light about the chamber. Trees 
  and various types of plant life grow out from the floor and 
  walls in each corner of the room. Their leaves, branches 
  and vines are bear colors of dark red, gray, or black.
  developments
  Fotari greets the party, welcoming and thanking them for 
  their sacrifice to Ubtao. A successful DC 14 Intelligence 
  (History) check recalls that Ubtao abandoned Chult 
  generations ago. If the party asks about Ubtao, the 
  darklord tells them he alone will return the jungle god to 
  his former glory and save the jungle from darkness.
  In truth, Fotari is delusional. His thirst for power and 
  glory has been twisted into a dark vision. His corruption 
  of the nature spirits into the beast now known as 
  Ifalakuntho eventually transformed the Bakumora region 
  into his own dread domain.
  Anyone in the party who speaks with Fotari and makes 
  a successful DC 16 Wisdom (Insight) check can see 
  that the former spiritlord is clearly mad and most likely 
  cannot be reasoned with. Fotari attacks the party after 
  three rounds.
  Trees Company. At the beginning of the combat, two 
  trees from any corner of the room become awakened 
  trees and immediately attack the party. If the first pair 
  of awakened trees are defeated, a second set of two 
  awakened trees spawn from the grove and attack. No 
  more trees awaken after the second set.
  defeating Fotari
  The point at which the party is able to defeat Fotari 
  depends on how many of the obelisks they deactivated 
  throughout the temple.
  
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  PART TWO | THe RISen MISTS
  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.
  
  41
  PART TWO | THe RISen MISTS
  it may have something to do with the unstable magic 
  storm that caused the mists to appear in the first place. 
  Any mundane or magical attempts to cure Artus of his 
  condition simply fail.
  Artus' Story
  Artus explains that he discovered a tablet in the ruins 
  of Mezro that is part of a statue of Mezro's former king, 
  Osaw the First. It depicts a maze, with various symbols 
  marked in different locations. 
  He took a rubbing of the tablet in an effort to have it 
  translated, but all he could learn is that the inscriptions 
  are magical in nature, similar to those inscribed by 
  magical practitioners in Nimbral. The obelisks positioned 
  around the city ruins also have inscriptions created by the 
  Nimbralese.
  The people of Samarach once used the same magical 
  practices from Nimbral to create powerful enough to 
  seemingly hide entire towns from their enemies. Artus is 
  convinced this is the same magic that may have been used 
  by the barae of Mezro to somehow hide themselves away, 
  leaving the ruins of the city in their place. He recently 
  learned of a fortress called Votaran, an outpost on the 
  Samarach border to where emissaries from Mezro often 
  traveled.
  Visions of Home
  As soon as Mesika gazes upon the tablet rubbing, she 
  sways and nearly collapses. Dragonbait helps her before 
  she falls if no one in the party moves to do so. After 
  she recovers, she tells the party that she has seen the 
  tablet before and it does hold some measure of great 
  importance. However, she is not sure whether this 
  knowledge is from a vision or memory.
  Quest: The Nimbralese Tablet. Mesika offers the party 
  an additional 1,000 gp if they travel to Votaran to find a 
  way to cure Artus and also possibly translate the runes 
  from his tablet rubbing. If the party refuses, she still 
  awards them the initial promised reward of 1,500 gp and 
  bids them all farewell.
  Assuming the party agrees, Artus suggests that either 
  Mesika or Dragonbait accompany the party while he 
  recovers. The party can choose to take one of them while 
  the other stays with Artus. They can also decide to decline 
  assistance and strike out on their own.
  Once the party is ready to journey toward the 
  mountains, continue on to the next chapter.
  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.
  Fall of the dread domain
  Once Ifalakuntho is defeated, the storms around the 
  temple recede, a beautiful view of the Bakumora from the 
  overlook. The dark mists that blanketed the jungle region 
  have completely vanished. 
  The Spiritlord Returns
  If Fotari was still alive when Ifalakuntho is defeated, he 
  greets the party again as a ghost. He thanks the party for 
  their bravery and explains that his soul is ready to join 
  with the spirits of the jungle. It is the true destiny of all 
  spiritlords.
  If instead, Fotari was killed before the party faced 
  Ifalakuntho, his body simply disappears.
  Treasure
  If the party did not kill Fotari, his ghost tells the party 
  the location of his hidden cache behind a collapsed wall. 
  Within the hidden cache is 1,500 gp. If the party has not 
  already acquired it, Fotari's staff of the woodlands can 
  also be found here.
  Return to Kayebo
  The party should be able to leave the temple region 
  without difficulty.  Upon returning to Kayebo Village, the 
  party is graciously welcomed by Onyeka and the villagers. 
  They tell the party that their scouts have been able to 
  make it out of the Bakumora and there has already been 
  a return of the jungle's normal flora and fauna. She hopes 
  these events also bring back peace between their people 
  and the lizardfolk tribes.
  Warm Reception
  If Mesika did not accompany the party thus far, she is 
  in the village meeting hall when the party arrives. Artus 
  and Dragonbait were freed from their icy prison once the 
  mists receded from the Bakumora. Dragonbait has mostly 
  recovered, but the strong smell of ham and wood smoke 
  echo his current concerns. Artus is in a makeshift bed. 
  His entire body is a pale shade of gray and he appears 
  sickly. He still graciously greets the party and says he is 
  pleased to see them once more. 
  If asked about his condition, Uzoma says that though 
  the mists are gone, the magical backlash that affected 
  Artus cannot be healed normally. The druid believes 
  
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  PART TWO | THe RISen MISTS
  Chapter 6: dark Mirrors
  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.
  Journey of Hidden Paths
  Before the party leaves the village, Uzoma mentions that 
  they may have to locate a hidden path in the mountains in 
  order to reach Votaran, as it is located on a plateau high 
  up within the mountain range and is closely guarded by 
  the Samarachians. 
  He gives them an old scroll, once given to emissaries 
  journeying from Chult in days long past. He is not sure 
  of its use, but knows it opens paths to trusted visitors 
  traveling into Samarach. He advises them upon entering 
  the pass to look for a symbol resembling the one etched 
  onto the back of the scroll.
  Heading into the Mountains
  Traveling at a normal pace, the party should take about 
  three days to reach the border pass at the base of the 
  Sanrach Mountains. If you are using random encounters, 
  use the Mountains column of the Wilderness Encounter 
  table in the Tomb of Annihilation hardcover.
  The lost Patrol
  After the first ten minutes through the pass, the party 
  encounters the effects of the wild magic storm for the 
  first time.
  The skies darken overhead as you make your way through 
  the mountain pass. A streak of purple lightning flashes 
  sideways across a sky that periodically shifts from blue to 
  a dusky gray.
  
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  PART TWO | THe RISen MISTS
  A group of Samarachian guards used to patrol this section 
  of the pass. Now, they are a group of five ghosts trapped 
  within the planar limbo of the wild magic storm. They 
  appear approximately 50 feet away from the party. If the 
  party does not immediately attack, one of them waves to 
  the party and politely asks them to turn back.
  Any attack made upon the ghosts simply causes them to 
  disappear. Otherwise, they can approach the patrol without 
  incident. The leader introduces himself as Josal. He 
  explains their spirits have been trapped here for years, and 
  they have been doing their best to ward away travelers.
  After the first minute of conversation, read the following.
  The light in the area quickly shifts colors casting 
  everything around you into muted grays and browns. 
  Huge cracks appear along the sides of the mountain wall, 
  each one oozing with a thick, black liquid. An unearthly 
  cry fills the air as the shadow of a large winged beast flies 
  overhead. Within the next instant, everything shifts back 
  to normal as quickly as they had first changed.
  After the event, Josal explains that the entire area is 
  caught in a chaotic rift between the Feywild and the 
  Shadowfell. He again urges the party not to continue, but 
  also says he would make no move to stop them if they 
  choose to pass.
  Unless the party has anything else to say, the patrol 
  simply moves on. If the party mentions they are on the 
  way to Votaran, have them make a DC 16 Charisma 
  (Persuasion) roll. Grant them advantage if they show 
  Uzoma's scroll to the ghosts. If successful, Josal tells 
  them about a laboratory within the Votaran fortress that 
  unleashed this magical storm.
  He also tells them they are nearing the point where they 
  can open the walking path that can take them to Votaran, 
  but there is no telling what strange things lurk up there. 
  Magic may also work unreliably in the area, so he warns 
  them to be cautious when casting spells. The ghosts do 
  not know much more beyond this.
  Planar Shifts
  Throughout this section, the players encounter points 
  where they are shifted between the Material Plane and 
  the chaotic region that exists within the Shadowfell. 
  The main features of the area usually do not change, 
  but all colors are gray or muted. The air is stale and the 
  surroundings appear corrupted or tainted. In addition 
  to the prompts provided during the following sections, 
  shifts can occur every half hour, usually lasting anywhere 
  from 10 seconds to 2 minutes.
  Path of Stars
  After traveling another mile beyond where they 
  encountered the patrol, the party reaches a small rounded 
  clearing that cuts in between the pass. A large symbol 
  is carved into a flattened section of the wall, resembling 
  a group of curved lines extending downward from an 
  ellipse. This symbol matches the one etched on the back 
  of Uzoma's scroll.
  Opening the scroll reveals several lines of strange words 
  written in the Common alphabet but with no meaning. 
  Reading the incantation summons a 20-foot wide trail 
  made of sparkling gold lights that spirals upward along 
  the pass. The path travels a few hundred feet to eventually 
  reach an upper platform running alongside a large 
  waterfall.
  DM Note. If the players are confused on how to use the 
  scroll, they can either be prompted by one of the NPCs 
  or can figure it out with a successful DC 11 Wisdom 
  (Insight) check.
  Attack Along the Path
  When the party reaches about halfway up the path, the air 
  flashes around them and they experience a planar shift. 
  Two gray-skinned grick alphas burst from the oozing 
  cracks in the mountain wall and land along the glowing 
  path, immediately attacking the party. They surprise 
  characters with a passive Wisdom (Perception) score of 
  13 or lower.
  Over the Bridge
  Once the party reaches the waterfall outcropping, a 
  20-foot-wide shimmering bridge can be seen stretching to 
  the cliff on the other side of the pass. On the other side of 
  the bridge, the swirling chaotic storm can be seen in the 
  distance. Beyond the bridge, the environment changes 
  drastically.
  Terrain. The ground becomes rough and jagged with 
  large fissures in random areas.
  Lighting. The sky is almost pitch black. The light in the 
  sky only barely pushes through the thick fog and swirling 
  thunderclouds providing only dim light and a visibility of 
  30 feet.
  Smell and Sounds. The air here is dry and carries a 
  mingled smell of scorched earth and burnt flesh. The 
  wind and occasional bursts of thunder can be extremely 
  noisy. Any Wisdom (Perception) checks that deal with 
  sound are made with a disadvantage.
  DM's Option: That Old Wild Magic
  While the party is in this region, you can choose to 
  have the effects of the wild magic storm affect the 
  spellcasting abilities of the party. If you choose to do 
  so, all spells cast in this region are subject to a possible 
  wild magic surge (see Wild Magic in the chapter 3 of the 
  Player's Handbook.) In addition, each minute a creature 
  concentrates on a spell, another d20 roll must be made 
  to check for a wild magic surge. If one occurs, the spell 
  immediately ends before the surge effect takes place.
  On the Road to Ruins
  Not far beyond the bridge, a four foot tall stone block 
  juts out from the ground next to a shallow path carved 
  into the rocky surface. The faded carving on the stone 
  block reads "To Votaran." Beneath that is a smaller set of 
  letters hastily carved into the rock that read "where only 
  Death awaits."
  
  44
  PART TWO | THe RISen MISTS
  Thunderstruck
  The carved path soon splits into a collection of narrow 
  winding paths that run along extremely uneven rocky 
  terrain. Large black scorch marks line the floor all about 
  the area. Several wide, jagged rocks slant upward from 
  the ground in random spots. They measure anywhere 
  from two to five feet in height.
  This blighted area is 120 feet in diameter continually 
  bombarded by lighting strikes created by Taherako, the 
  living tempest within Votaran. The only path across is to 
  the north, as it is blocked by a mountain wall to the east 
  and a large ravine to the west. Any creature who ends their 
  turn on the blighted ground must succeed on a DC 18 
  Dexterity saving throw or take 17 (5d6) lightning damage.
  Any player looking for alternate ways to cross the 
  terrain can make a DC 16 Wisdom (Insight) check. 
  Success reveals that the large jagged rocks protruding 
  from the ground can be used for cover. Moving from 
  one rock to the next while crossing the terrain grants 
  advantage to the Dexterity saving throw. The party can 
  also resort to abilities or spells such as haste or teleport 
  to quickly reach the other side.
  end of the Road
  The shadow of the fortress can be seen from the other 
  side of the blighted area. Two rounds after the first party 
  member reaches the other side of the lightning-blasted 
  ground, a lightning flash 30 feet north of the party reveals 
  two air elemental myrmidons.
  Tricks of the Trade. If one or more of the party is still 
  traveling through the blighted area, one of the myrmidons 
  move toward them to attack while the other remains to 
  deal with party members who have already made it to the 
  other side.
  Once the myrmidons are defeated, the party can 
  continue on to 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.
  
  45
  PART TWO | THe RISen MISTS
  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.
  
  46
  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.
  Drop It Like It's Hot
  After the party defeats Taherako, the enchantment in 
  Nenet's bracelets begin to fade. Anyone wearing the 
  bracelets can notice this without having to make any 
  rolls or ability checks. If within the next three rounds, 
  they do not land upon the platform, they instead fall 
  to 80 feet to the basement floor below, taking 28 (8d6) 
  falling damage.
  The Calm After
  The climate and terrain change mere minutes after the 
  party defeats the tempest. The bright sun shines upon 
  Votaran for the first time in over a century.
  Shamar, Nenet, and Etallo emerge from the fortress a 
  minute after the end of the conflict. They rejoice at the 
  light of the sun and fervently thank the party for their skill 
  and bravery.
  The Mezroan Tablet
  After returning to the lab, Etallo and Nenet within an 
  hour. The arcane text contains two phrases: "We are 
  hidden" and "shadows within the maze". They are certain 
  these phrases are connected to the markings on the maze 
  depicted on the tablet rubbing.
  Treasure
  Nenet offers up whatever lab equipment she can provide 
  if the party hasn't already gone through them (see "Secret 
  Lab"). She also rewards the party with a potion of 
  clairvoyance and a jar of keoghtom's ointment. 
  In addition, Etallo rewards the party with a longsword 
  of blackened steel. It belonged to the former commander 
  of Votaran, who often kept it here in storage. He called it 
  Spare (see appendix D).
  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 re-
  established 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.
  Continuing the Series
  After completing this adventure, the characters can 
  continue directly to part 3, which begins Maze of 
  Shadows. Optionally, the adventure, Parting the 
  Veil, is available in the supplement in part 4, 
  and can be run before playing through Maze of 
  Shadows. If you choose not to run the optional 
  adventure, continue directly to part 3.
  
  47
  Part Two | The Risen Mists
  MAZE OF SHADOWS
  PART THREE:
  
  48
  PART THRee | MAze OF SHAdOWS
  Chapter 7: The Corruptors
  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.
  
  49
  PART THRee | MAze OF SHAdOWS
  Beginning the Adventure
  The adventure begins with Artus Cimber asking the 
  party to help him with the final leg of his journey to return 
  to Mezro. The party can encounter Artus anywhere in 
  Chult, but most likely near a populated area. Refer to the 
  following options to get the party involved.
  Familiar Faces. If anyone in the party completed the 
  Tomb of Annihilation™ hardcover, or played through 
  the prior adventures in this book (Heart of the Wild, 
  The Risen Mists, or Parting the Veil, they immediately 
  recognize Artus as a former companion and ally.
  That Thing with the Amulet. If the party completed 
  the Adventurer's League adventure, DDAL 07-01- A City 
  on the Edge, Artus recognizes the adventurers as allies of 
  Mesika (or her alter ego Nerissa).
  A Chance Encounter. When the party encounters 
  Artus, he tells them he has heard of them and wishes to 
  hire them.
  The Secret Trials of ubtao
  Throughout the adventure, events take place that require 
  decisions from the party. They are marked in red with 
  a Destiny tag (ex: Destiny: Event Name). These events 
  should be tallied to determine which of the many possible 
  endings the characters reach. Refer to Appendix E for 
  further details.
  Return to the Rising Sun
  After the party is greeted by Artus, he provides them with 
  the following information:
  • Artus had journeyed west of Port Nyanzaru to 
  rendezvous with his companion Dragonbait and an ally, 
  Mesika.
  • 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.
  Map 7.1: Northern Chult
  
  50
  PART THRee | MAze OF SHAdOWS
  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.
  A Clan under Siege
  By the time the party reaches the Mistcliffs, the Kambahal 
  have already invaded the Temple of the Rising Sun. 
  Anticipating Artus' arrival, they've laid an ambush for him 
  along the path leading to the temple. The Kambahal's 
  main goal is to destroy the Temple of the Rising Sun and 
  reclaim their most prized posession—the Daijobi Senga, 
  also known as the "Heart of the Wild." Previous attempts 
  to retrieve the artifact were thwarted  and now, with the 
  help of the Obanashi, the Heart has regained its ability to 
  breathe new life into the jungle. The zealots of Kambahal 
  cannot let this stand.
  The clan's leader, Matago, under the sway of his dark 
  master, brought the strongest forces of the clan to bear 
  against the Temple of the Rising Sun.
  Darkness at Its Core
  The Kamabahal clansfolk, though rivals with the 
  Obanashi for generations, have never been evil. Their 
  minds and bodies have been twisted by an evil spirit 
  named Shavolak. This has driven many of them toward a 
  mad obsession with death and destruction. They cannot 
  be forced to surrender nor can they be reasoned with. 
  Though the party may have already encountered them in 
  Heart of the Wild, only now do they have the opportunity 
  to learn of the true plight of the Kambahal and the 
  intentions of their dark master. 
  Trail of death
  Refer to map 7.2 for locations. 
  You reach the final stretch of your journey at the Mistcliff 
  Mountains. Twisting patches of brush and vine weave 
  along the base of the rocky wall, marking the narrow 
  trail leading up the mountainside. With no sign of Artus' 
  companions, you hope to find some leads from those 
  residing in the small temple hidden along the cliffs.
  The narrow path leading to the temple is rigged with both 
  an alarm and a deadly trap., alerting nearby ambushers. 
  Refer to the following details when resolving this 
  encounter.
  Warded Sigil. A magical glyph is carved into the center 
  of the rocky path (marked with a trap symbol on the map). 
  It is nearly invisible and additionally camouflaged by 
  grassy patches on the ground. Unless located via magical 
  means, such as the detect magic spell or similar effects, 
  a DC 16 Wisdom (Perception) check is required to notice 
  the enchantment. Stepping onto any part of the warded 
  area triggers an explosion of magical energy. Each 
  character within 10 feet of the triggering character must 
  make a DC 14 Dexterity saving throw, taking 27 (5d10) 
  thunder damage on a failed save or half as much on a 
  successful one.
  Ambush. Regardless of whether the trap is triggered, 
  upon passing the glyph, four assassin vines attack from 
  the brush alongside the wall (each marked with a "V"). 
  Simultaneously, two ukuni assassins (each marked with 
  an "A") leap onto the cliffside and attack The assassins use 
  their camouflage ability, allowing them to surprise the party 
  if unnoticed.
  developments and Tactics
  Two of the assassin vines attack directly while one 
  attempts to tangle a group of party members. The ukuni 
  assassins attack entangled or constricted party members 
  first, unless forced to defend themselves.
  The Long Fall. A creature pushed or thrown from the 
  cliff must succeed on a DC 14 Dexterity saving throw 
  to catch hold of the edge or take 42 (12d6) bludgeoning 
  damage from the fall.
  The Ring of Winter. Artus could be helpful in this 
  battle; however, he avoids using the Ring of Winter so 
  as to not draw attention. (See Appendix A for more 
  information.)
  Questioning the Survivors. If the party attempts to 
  gain information from defeated enemies, refer to the 
  "Interrogating the Kambahal" sidebar.
  Keeping Artus Alive
  Artus' survival in this section of the adventure is 
  extremely important. If he is reduced to 0 hit points 
  during the battle, he doesn't die and instead falls 
  unconscious, to revive after the battle is over. 
  Treasure
  The assassins carry a collection of gems worth 800 gp 
  and a potion of poison. 
  The Wounded Sage
  Further along the path are stairs leading to the entrance 
  platform, where the party encounters Wainrath, the sage 
  of the Obanashi clan.
  A set of roughly hewn steps leads up to a natural stone 
  platform where a small stone building covers the rear 
  half of the area. A man lies motionless on the ground 
  not far from the entrance.
  
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  destiny: Saving Wainrath
  Wainrath is severely wounded. He regains consciousness 
  with a successful DC 14 Wisdom (Medicine) check or 
  with any healing magic such as the cure wounds spell. 
  If the party helps Wainrath, the sage explains that the 
  Kambahal plans to bring the Daijobi Senga to their 
  master, Shavolak, who intends to absorb its power.
  The sage can provide the party with any of the 
  information listed in the "Interrogating the Kambahal" 
  sidebar. He also tells them a secret door in the temple's 
  spirit chamber can be used as a shortcut to reach the 
  temple's great hall.
  DM's Note. If the party completed the Heart of the 
  Wild adventure, they may ask Wainrath about the secret 
  entrance in the side of the mountain leading into what 
  was once known as the Seething Halls. If so, the sage 
  tells them the entrance was permanenly sealed when the 
  Obanashi reclaimed the area.
  When the party enters the building, continue to the next 
  section.
  Interrogating the Kambahal
  The following information can be obtained from the 
  Kambahal assassins or from the sage, Wainrath. 
  Gaining information from the assassins requires a 
  successful DC 13 Charisma (Interrogation) check.
  • The Kambahal have taken over the entire temple and 
  killed most of the Obanashi clansfolk residing here.
  • 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.
  Secrets Within the dark
  Refer to maps 7.3 and 7.4 for locations. Many clansfolk 
  lie dead within these upper halls. By the time the party 
  arrives, the Kamabahal have already descended into the 
  temple proper, which can be reached via the stairs in Area 
  2 or through the secret passage in Area 4.
  General Features
  This area has the following general features.
  Map 7.2: Trail of Death
  
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   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.
  Map 7.3: Temple Upper Level
  
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  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:
  Map 7.4: Temple Lower Level
  
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  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.
  
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  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.
  DM's Option: Setting the Stage
  If you choose to embellish more upon the high level of 
  dark magic in the area, feel free to include additional 
  features such as an unusual dimming of lights and 
  unintelligible whispers from all around, or simply describe 
  the feeling of dread as the party approaches something 
  truly unnatural.
  7. Storage
  This small room holds a few crates filled with craft 
  supplies, decorations, and robes. None of these are of any 
  particular value. A secret door in the east wall opens into 
  a stairwell that leads to the spirit chamber (Area 4).
  8. Hall of the Rising Sun
  Matago, leader of the Kambahal, is in this chamber with 
  his pet chimera at his side. Xhosala (a mage, marked 
  with an "X") is at the edge of the platform, paralyzed. Both 
  Matago and Xhosala are next to the dais in the back of 
  the hall, where Matago channels dark energy from the 
  cylinder to feed his powers. Three blightwalkers are 
  positioned in the middle of the hall (each marked with a 
  "B"). An ukuni assassin, Nneka, hides behind one of the 
  columns (marked with an "N".)
  A wave of blood red light washes over you from the 
  entrance of this grand chamber. Near the rear of this 
  columned hall, a huge iron carving of a sun atop 
  the symbol of Ubtao hangs over a large platform. 
  A humanoid figure bearing lizard-like features is 
  bound against the carving with vine rope. A spiral of 
  crackling energy pours out from a stone cylinder atop 
  the platform, curving through and out the body of a 
  kneeling robed woman and coelescing into an aura 
  around a tall, gaunt man wearing tribal marked red and 
  black robes. The woman's cries of pain drown out most 
  other sounds within the area.
  Aura of Corruption
  Similar to the spirit chamber (Area 4), this area is rife 
  with corrupted energy. Each party member must make 
  a DC 14 Wisdom saving throw or be affected by the 
  corruption. Those affected have disadvantage on saving 
  throws and concentration checks until the end of their 
  next turn, at which point they may repeat the saving 
  throw. A successful save ends the effect and the character 
  becomes immune for the next 24 hours.
  Against the Kambahal
  Matago draws power from the cylinder atop the platform, 
  which holds the Daijobi Senga. This power grants him lair 
  actions during this encounter. He attacks if threatened. 
  Xhosala, leader of the Obanashi, is caught within the 
  power conduit that feeds Matago's power. At the start of the 
  encounter, Artus shouts Xhosala's name, idenifying her as 
  one of his missing allies.
  Refer to the following advice when running this 
  encounter. 
  Dealing with Matago. If the party is not immediately 
  aggressive, Matago introduces himself as leader of the 
  Kambahal and scion of the great god Shavolak. He is 
  mad with power, demanding the party surrender before 
  Shavolak's infinite power (see Matago's stat block for 
  information on roleplaying him). The dark mage remains 
  near the platform, primarily using spells to attack. He has 
  additional actions granted to him by the Daijobi Senga (see 
  below).
  The Blightwalkers. These undead are controlled by 
  Matago. The dark mage can have up to two of these at a 
  time. If one falls, Matago can summon another with his 
  create blightwalker power. The new blightwalker rises 
  from the remains of the fallen one.
  Nneka. The assassin does her best to remain unseen 
  until within range to use her assassinate ability. Even if 
  the party does not attack immediately, she still remains in 
  the shadows, moving into a position to strike.
  The Heart of the Wild. The cylinder on the platform is 
  a portal that leads to a pocket dimension that holds the 
  Daijobi Senga. Stopping the source from feeding Matago 
  eliminates his access to lair actions and additional 
  benefits (see stat block for details). The column can't be 
  destroyed, but can be stopped if fully contained within a 
  physical or magic-blocking barrier such as wall of stone or 
  wall of force. The Ring of Winter can also be used for this 
  (see the "Artus' Actions" sidebar).
  A Friend in Need. A successful DC 14 Wisdom 
  (Perception) check identifies the figure strapped to the 
  sun carving 20 feet above the platform as Dragonbait. 
  He is unconscious with 20 hp remaining. He can only 
  be revived with magical healing or a successful DC 16 
  Wisdom (Medicine) check. Unless the party encountered 
  him in previous adventures, only Artus recognizes him.
  Destiny: Xhosala and the Conduit. As Matago could 
  not open the portal on his own, he used Xhosala as a 
  conduit. The corrupted energy drives Xhosala mad within 
  three rounds. Pulling her away from the energy conduit 
  saves her from this, though it doesn't stop Matago from 
  accessing the energy. Only completely containing the 
  cylinder would both save Xhosala and block Matago's 
  additional powers. Any creature making physical contact 
  with Xhosala while in the conduit takes 22 (4d10) psychic 
  damage. Even if freed, Xhosala is in no condition to fight.
  
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  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").
  dark Side of the deceiver
  When all enemies have been defeated and there are no 
  immediate threats to the party, read the following.
  As the last of the enemies fall, a shadowy mist 
  floods out from where Matago once stood, bathing 
  the chamber in hues of gray. An angry voice echoes 
  throughout the area, growling in unintelligible speech. 
  Streams of blood seep from the great stone carving 
  bearing the symbol of Ubtao.
  The voice is that of the dark spirit, Shavolak. A successful 
  DC 16 Intelligence (History) check identifies the language 
  as an ancient form of Chultan. The voice only lasts about 
  10 seconds before Saja N'baza appears.
  light of the Guardian
  After 10 seconds of hearing Shavolak's voice, Saja 
  N'baza, a guardian naga, appears atop the platform, 
  aglow with a radiant light. The writhing shadows vanish 
  along with the hissing voice of the dark spirit.
  Xhosala recovers physically, though her mental state is 
  dependant upon the party's actions during combat. After the 
  party recovers, continue to "A Guardian's Return" below.
  Treasure
  Matago wears a gold bracelet fashioned into twisting 
  vines and branches. It's worth 225 gp. He carries a mace 
  of terror.
  Memories of Orolunga
  Party members who played through the Tomb of 
  Annihilation hardcover can identify Saja N'baza as the 
  naga encountered in the shrine of Orolunga. If Saja 
  N'baza was destroyed in your campaign, a guardian naga 
  named Ejo Lekota (AY-joh leh-KOH-tah) takes her place.
  A Guardian's Return
  Saja N'baza greets the party and thanks them for 
  cleansing the foul corruption within the temple. She says, 
  however, that their greatest challenge lies ahead, as a 
  great darkness threatens not only Chult, but all the lands 
  beyond its borders.
  Rewards
  Artus also thanks the party for their help. Though they 
  have yet to find Mesika, Artus offers to pay the party the 
  agreed upon amount if they choose to end their journey 
  here. Should the party decide to keep going, continue to 
  the next chapter.
  
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  Chapter 8: Tomb of the last Sovereign
  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.
  Interlude: Old legends
  If the party speaks with Saja N'baza, she invites them 
  to accompany her and Artus into the shimmering portal 
  positioned atop the large stone cylinder. Once all party 
  members have passed through the portal, read the 
  following.
  You emerge from a crystal clear pool of water, though 
  you remain completely dry. Before you is a large green 
  field spanning a hundred feet. Lush vegetation covers 
  much of the ground, surrounded by a golden mist that 
  sheds light over the entire area. In the center of the 
  field, a great tree stands dressed in leaves bearing the 
  colors of all seasons. A faint golden glow emerges from 
  the trunk.
  The iridescent serpent stands before the tree, its 
  eyes piercing you to the soul. "Welcome!" she speaks 
  in a deep echoed voice. "This sacred place is again 
  whole due to your actions and those of others like you. 
  However, there is still much to be done, lest the spread 
  of corruption consume all of Chult and bring about the 
  dark destiny of one who stands among you."
  
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  Should the characters inquire as to whom the naga 
  is referring in regards to their "dark destiny," Artus 
  volunteers that the guardian is talking about him. Gaining 
  more information requires a successful DC 15 Charisma 
  (Persuasion) check. This check can be made with 
  advantage if the party traveled with Artus during any other 
  adventure, including the Tomb of Annihilation hardcover. 
  On a success, refer to the "Winter's Calling" sidebar.
  Otherwise, Saja N'baza continues to discuss both her 
  own origins and her most recent visions.
  The Guardian's Tale
  The naga tells the party she remembers as far back as 
  when the first human settlers were brought to Chult by the 
  creator, Ubtao. They came from a far-off land to the west, 
  brought by powerful celestials known today as the couatl. 
  However, as mortals often do, many were seduced by dark 
  and twisted magics that threatened the balance of life in 
  the jungle.
  Quomec, one of the land's most powerful rulers, fell 
  to darkness, seeking to claim dominion over Chult. The 
  subsequent conflict against his dark magics created a 
  shroud of darkness over the jungle. Quomec was defeated 
  and his dark powers sealed away, but not without 
  consequences. Even a portion of Ubtao's essence had 
  become a powerful shadow entity.
  After the conflict, Ubtao built the city of Mezro, a place 
  where his mortal followers could live and flourish in peace. 
  The people of Mezro were taught to pass through the maze 
  of life, becoming one with the true nature of their world. 
  They would become a force for good, aiding Ubtao in 
  guarding against the return of Dendar, the Night Serpent
  This balance was maintained for millennia until the 
  people grew complacent, making frivilous demands of 
  Ubtao as a god rather than contributing to the spirit of the 
  jungle that was his power. Now, with Ubtao's departure, 
  his people are left to walk through a maze without end.
  Winter's Calling
  If the players convince Artus to tell them more about 
  Saja N'baza's comments, they can learn the following 
  information from him:
  • Artus wears a magical ring known as the Ring of Winter. 
  (see the Tomb of Annihilation hardcover for information 
  regarding this item). The ring attempts to lure its 
  wearer into unleashing its icy devastation upon others.
  • 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.
  The Primordial Spirits
  Saja N'baza believes that Ubtao, the Great Deceiver, never 
  really left Chult at all. The primordial had placed much 
  of his own essence into the jungle in the form of powerful 
  nature spirits.
  The naga beleives that some of these spirits have 
  become twisted and befouled, spreading their corruption 
  over the jungle. One of such may have been the dreaded 
  atropal, the negative energy entity that may have 
  once been a shard of Ubtao's essence (see Tomb of 
  Annihilation). Another was Ifalakuntho, a twisted nature 
  spirit who wove a dread domain in the heart of the 
  Chultengar (see The Risen Mists). There are many places 
  harboring corrupted spirits within Chult's ancient ruins.
  One such spirit has reawakened the darkness once 
  wielded by the mad overlord, Quomec. Calling itself 
  Shavolak, it seeks to corrupt and destroy all of its 
  bretheren nature spirits, turning Chult into a land of 
  lifelessness and despair. It lives in a realm called the 
  Shadewalk, a twisted mirror of the jungle within the 
  Shadowfell. Obtaining the Daijobi Senga would have 
  granted it power to defile Ubtao's domain from this realm.
  A Tale of Two Visions
  Saja N'baza's visions have foretold of two fates: one in 
  which Shavolak lives, bringing darkness first to Chult and 
  beyond, while the other, should Shavolak be defeated, 
  would restore power to the great spirits that breathe life 
  into the jungle. She believes the party capable of bringing 
  about the latter.
  If the party can find and destroy the source of 
  Shavolak's power, not only can they return Mezro from 
  its eternal prison, they may even restore the balance that 
  Ubtao forged thousands of years ago. The guardian also 
  mentions that a warrior named Mesika has already begun 
  her journey there, following cryptic visions of her own.
  Mission to Mauratal
  The guardian naga knows how to reach Shavolak's realm, 
  which had been unreachable until now. The passage must 
  be opened at two points. One is within the ruins of Mezro 
  to the south. The other lies at the top of the Quomec 
  Ziggurat, the tomb of the late emperor, located within the 
  ruins of Mauratal. Artus is ready and willing to take on 
  either task.
  To further pique the party's interest, Saja N'baza tells 
  them of many valuable treasures buried in Quomec's 
  tomb. If the party insists on further incentve, Artus offers 
  the party a 1,500 gp reward in addition to whatever the 
  party finds in the ziggurat. Assuming the party agrees, 
  they receive instructions on how to reach Mauratal.
  Paths and Puzzles
  Reaching Mauratal is no easy task, as it is located 
  deep within the jungle, masked behind a powerful veil 
  of illusion. Saja N'baza instructs the party to journey 
  southwest to Nguni Plateau (see map 7.1).
  Separate Paths. Meanwhile, Saja N'baza suggests 
  that Artus and Dragonbait journey to the Mezro ruins, as 
  only Artus can accomplish the task required there. The 
  guardian does not elaborate further, even if requested to.
  
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  An Unusual Key. The naga also gives the party a golden 
  tomīn (TOH-mine), a large gold coin bearing strange 
  markings on its surface. She says it once belonged to 
  Lord Quomec himself. (Characters who completed the 
  Heart of the Wild adventure, recognizes the coin as the 
  now cleansed heart of blight that was recovered from the 
  Forsaken Tree).
  Destiny: Path of the Saurial. Dragonbait volunteers 
  to journey with Artus to Mezro. The party can, however, 
  convince the paladin come with them instead. Doing 
  so requires a successful DC 15 Charisma (Persuasion) 
  check.
  Xhosala or Wainrath assist the party in healing and 
  recovery (assuming one or both are capable). Once ready, 
  the party journeys to the Nguni Plateau.
  What Did We Say About Splitting the 
  Party?
  You may run into a situation where some party members 
  may wish to go with Artus to Mezro. Should that arise, 
  have the guardian tell them the journey to Naurutal 
  requires all of them, and that Artus' destiny lies apart 
  from their own. Artus, similarly, points out that his 
  presence alone endangers the party members. If 
  necessary, imply to an insightful character that should the 
  party divide itself on this journey, they won't get very far 
  until they are again reunited.
  To the Fallen City
  Manage overland travel as described in the Introduction. 
  When the party makes their way beyond the stretches of 
  treacherous jungle and rocky wastes, they experience a 
  dramatic change in scenery.
  This area bears a stark contrast to the path taken to 
  reach it. The ground is soft, covered in bright grass and 
  patches of beautiful blue and white flowers. A small 
  pack of tiny winged lizards flitter playfully. The edge of 
  the outcropping basks in the glow of an unobstructed 
  shaft of sunlight.
  The plateau reaches 2,000 feet high, allowing a full view 
  of the landscape across northern and western Chult. 
  From here the party can see over the Aldani Basin as 
  well as a few notable sites such as the ruins of Mbala, the 
  Heart of Ubtao, and the ziggurat at Orolunga.
  Investigation of the area doesn't garner too much. The 
  tiny lizards are harmless. A successful DC 13 Wisdom 
  (Survival) check determines the flowers to be native to 
  Chult, if still extremely rare.
  Return of the Stormreavers
  When the party investigates the illuminated edge of the 
  outcropping, they notice a strange shimmer in the air 
  directly beneath them. The thick tree canopy below shifts 
  and moves in strange patterns, some even becoming 
  translucent, partially revealing new areas below.
  Once this effect has been seen, Uzoma Kayebo, a couatl 
  disguised as a human druid, appears on the other side 
  of the plateau. He greets the party and asks them what 
  they seek. If the party mentions Saja N'baza or presents 
  the golden tomīn given to them, Uzoma simply nods in 
  acknowledgement, claiming he has been awaiting their 
  arrival for a long time. He also adds that one of their own 
  already awaits them within the fallen city. Only if the 
  party mentions Mesika's name does Uzoma confirm her 
  identity.
  A Lack of Hostilities. Uzoma poses no threat, nor 
  does he show any when he appears. If the party is overly 
  aggressive, Uzoma attempts to allay their suspicions. 
  However, if the party turns violent, the couatl disappears 
  and doesn't reappear until the following day.
  Feel Like... Somebody's Watching Me....
  Players who completed The Risen Mists will recognize 
  Uzoma as the spiritual leader of Kayebo Village. He 
  spent years among the clans, watching and awaiting the 
  restoration of the Bakumora. After the party defeated 
  Ifalakuntho, Uzoma's path has led him here to guide the 
  Stormreavers once again.
  The long Way down
  Uzoma can guide the party to Mauratal, but warns them 
  the path is treacherous, guarded by spirits both ancient 
  and evil. Assuming the party wishes to continue, Uzoma 
  returns to his true form, a winged serpent with brightly 
  colored, feathered wings. As he does, more couatl descend 
  upon the plateau (one for each party member). They then 
  perform a special enchantment allowing them to grow and 
  serve as mounts.
  The winged serpents gather near the shaft of 
  sunlight, coordinated in a beautiful, hypnotic dance. 
  Uzoma leads them in a song whose words are 
  ancient and unfamiliar. Lightning crackles from the 
  skies, striking each serpent and causing them to grow 
  to nearly twice their size. One approaches each of 
  you, beckoning for you to climb aboard.
  Uzoma tells the party he will guide them to the city, but 
  their time is limited so they must keep up with him at 
  all costs. Once each party member has selected their 
  mounted guide, they soar off of the plateau toward the 
  shifting weave of trees below.
  The upper canopy becomes translucent as you fly 
  through a maze of trees, thick brush, and ancient 
  stone columns. A chilling wail pierces the air, and 
  shadowy forms in the shape of monstrous humanoids 
  streak from the dark corners. "Here they come!" 
  Uzoma shouts. "Brace yourselves!"
  
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  The Chase Begins
  During this encounter, you can use the Couatl Chase 
  chart provided in the Appendix. While on Uzoma's trail, 
  five shadow demons attack the party (these demons have 
  a fly speed of 60 ft.). Consider the following advice when 
  running this encounter.
  Keeping Up. Each party member starts about 60 feet 
  behind Uzoma. Each round, they can move up 60 feet. 
  They  can also boost their move an additional 30 feet 
  by spending an action and making a successful DC 15 
  Wisdom (Survival) check. However, they cannot move 
  ahead of Uzoma, who is leading the way. At the end of 
  every round after all actions are taken, each player must 
  roll on the "Couatl Chase Complications" table below.
  From the Shadows. The shadow wraiths attempt 
  to keep the party from reaching the ruins of Mauratal, 
  attacking indiscriminately. If they hit a party member 
  with a claw attack and that character fails its Strength 
  saving throw, the character and its mount loses 60 feet 
  of distance from Uzoma. If the character's strength is 
  reduced to half or less, they immediately fall from their 
  couatl mount (see "Falling Off" below).
  Losing the Way. If a party member reaches more 
  than 240 feet away from Uzoma, they lose their path. 
  Relocating Uzoma requires a successful DC 16 Wisdom 
  (Perception) check. If that check fails, their couatl mount 
  eventually loses its enchantment and falls to the ground 
  below.
  Falling Off. A party member who falls off their mount or 
  whose mount loses their enchantment falls from the sky 
  to one of the elevated plateaus below. They must make 
  a DC 14 Dexterity saving throw, taking 52 (15d6) points 
  of falling damage on a failed save, or half as much on a 
  successful one. Their couatl mount perishes in the fall.
  Alternate Travel Methods
  There may be some players or even entire parties 
  that may not need to ride the couatl in order to get to 
  Mauratal; for example, winged characters and those who 
  use magical means such as the fly spell. If this is the 
  case, they must have a flying movement of at least 60 to 
  fly on their own and keep up with Uzoma.
  In addition, the character is still subject to the same 
  saves and complications as if they were mounted with 
  the exception of "Falling Off."
  The aura around Mauratal is extremely powerful. Due 
  to this, instant transportation via use of magical effects 
  such as teleport or gate simply fail.
  ending the Chase
  The chase lasts for eight rounds, after which Uzoma and 
  the party pass through the final illusionary wall masking 
  the location of Mauratal. Once through, any remaining 
  shadow wraiths flee back into the illusory terrain. Uzoma 
  then renews the enchantment, allowing the remaining 
  couatl to fly out and retrieve any fallen party members.
  Destiny: Minimal Casualties. If the party makes 
  it to Mauratal without anyone falling or losing their 
  path, they gain the Mark of the Feathered Serpent 
  story award in addition to affecting the outcome of the 
  adventure's ending.
  Couatl Chase Complications
  d20 
  Encounter
  1-2
  You are forced to make an unexpected tight 
  turn. Make a DC 15 Wisdom saving throw. If 
  failed, you fall behind Uzoma by 30 feet.
  3-4
  You fly through a tangle of vines and branches. 
  Make a DC 15 Dexterity saving throw or lose 30 
  feet of distance from Uzoma.
  5-6
  An unexpected dive requires you to maintain 
  your grip. Make a DC 15 Strength saving throw 
  or lose 30 feet of distance from Uzoma. If you 
  fail this check by 5 or more, you fall off your 
  mount.
  7-8
  You are struck by falling debris. Take 17 (5d6) 
  bludgeoning damage and make a Constitution 
  saving throw. On a failed save, you lose 30 feet 
  of distance from Uzoma. If you fail this check by 
  5 or more, you fall off your mount.
  9-10
  A shadow demon attempts to force our mount 
  from its determined route, forcing you to locate 
  a new path. Make a DC 15 Intelligence saving 
  throw. On a failed save, you lose 30 feet of 
  distance from Uzoma and a shadow demon 
  takes an opportunity attack against you.
  11-20
  No complications
  The Ruins of Mauratal
  Refer to map 8.1 for locations. Most of the city has been 
  destroyed by either fire or flood, save a few areas. Uzoma 
  and his brethren bid the party farewell and tells them that 
  should they need to leave, they can hold the golden tomīn 
  in the light of the sun for one minute. This summons an 
  enchanted couatl to bring someone back. Once a player 
  leaves, however, there is no return unless they use teleport 
  or similar magic and using the activated teleportation 
  circle in the tower as their destination (see "Tower of the 
  Learned").
  The sun manages to pierce through patchy clouds in 
  this flooded region. The remains of long-destroyed 
  buildings litter the area for hundreds of feet in any 
  direction before  being overtaken by hard, blackened 
  earth, as if the remainder of the city had been burned 
  into ashes. The top half of a gigantic warrior statue 
  peers out from the murky waters surrounding the few 
  structures that managed to survive.
  Beyond the smaller structures, the ground plateaus 
  into a large garden elevated above the water. At the 
  rear of the garden plateau, a set of stone steps rise to 
  the base of a large ziggurat towering over the area — 
  the fabled resting place of the mad overlord, Quomec. 
  You're certain few people, if any, have seen these ruins 
  in centuries.
  
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  PART THRee | MAze OF SHAdOWS
  denizens of the Fallen City
  For every 10 minutes the party spends wandering through 
  this region (unless underwater), there is a chance they 
  encounter one of the many denizens of the area. A roll 
  of 1 on a d10 indicates a random encounter. Use the 
  Mauratal Encounters table to determine the encounter 
  type.
  Mauratan Encounters
  d20 
  Encounter
  1-2
  1d6 assassin vines
  3-5
  1d4 wights
  6-11
  1d4 giant crocodiles
  12-15
  1 froghemoth
  16-19
  1 venom troll and 2 trolls
  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 
  
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  PART THRee | MAze OF SHAdOWS
  Map 8.1: Ruins of Mauratal
  
  63
  PART THRee | MAze OF SHAdOWS
  and disarmed with a DC 15 Dexterity check by someone 
  proficient with thieves' tools. A creature who triggers the 
  trap must make a DC 16 Constitution saving throw, taking 
  27 (5d10) poison damage on a failed save, or half as much 
  on a successful one.
  Treasure. Inside the case is a letter and a scroll of 
  protection versus undead. The letter is written in an 
  ancient dialect similar to Omuan (see Player Handout 
  #2). It reads:
  Leuia,
  I have compiled as much research as possible and have a 
  theory on what we may be facing. Without Ubtao to guide 
  us, Quomec has brought doom upon us all.
  It is now up to you, my most trusted apprentice, to carry 
  on our traditions. When you find this, leave immediately. 
  Protect yourself and use the circle in the laboratory. The 
  prince and I leave now to warn Commander Zumoch.
  Nellioc
  upper level
  This area can only be reached from the level below. The 
  door is locked, requiring a DC 15 Dexterity check by 
  someone proficient with thieves' tools to pick open.
  This 30-foot square chamber is similar in condition 
  to the one below. Shelves, books, and furniture are 
  scattered about, mostly ruined beyond repair. It was 
  once been a laboratory, but most of the materials 
  have either been destroyed or taken. A 10-foot wide 
  circular indentation is carved into the floor with small 
  stones fitted along the edges.
  Examination of the small stones reveal that each bears 
  a different sigil. There are a few empty spots within the 
  circle for more stones. A successful DC 16 Intelligence 
  (Arcana) check identifies this as a permanent teleportation 
  circle (created as per the spell). If the party found the 
  letter in the level below, they can make this check with 
  advantage. With 5 minutes of searching, the party can 
  recover six of these stones scattered about the room.
  The Tower Circle. The circle is dormant and can only 
  be activated with the proper sigil sequence. Use the 
  Player Handout #1 and the Tower Circle Sequence in 
  provided for you as a presentation of the runes (both are 
  in Appendix F). A successful Intelligence (History) check 
  identifies the sigils as numbers 1-8. Three complete 
  sets of the stones in numerical order need to be placed 
  in order to operate the circle. (Alternatively, if you wish 
  to save time, you can allow the party a DC 17 Wisdom 
  (Insight) check to solve the puzzle). Once solved, travel to 
  and from this location is possible using the teleportation 
  circle spell.
  The Jade Sanctuary
  Refer to maps 8.2 and 8.3 for locations. 
  A large, building sits on this plateau, surrounded by 
  fields of twisted trees and brush. A path leads through 
  the trees to the entrance, which are torn off the hinges. 
  The top of the once domed roof has been completely 
  destroyed.
  The Forgotten Ones. While walking through the 
  wooded area, ghostly figures randomly appear and 
  disappear, fleeing from the sanctuary. A successful DC 13 
  Wisdom (Perception) check identify these apparitions as 
  mostly cityfolk, with children among them. These are all 
  ghosts, ten in total. If stopped, any of them tells the party 
  they've been "running from the darkness coming from the 
  ziggurat, but can't seem to get away." They then continue 
  running, vanishing into the air. If attacked directly, they 
  all appear and attack the party. If the area is consecrated 
  with a spell, such as hallow, the ghosts simply disappear.
  The Watchful Dragon. Once inside the sanctuary, if the 
  party attempts to leave without disturbing the pit in Area 
  3, Adrinyth and her wrymlings emerge and confront the 
  party as soon as they are outside (see area 4).
  1. Main Hall
  This area receives light only from the sky above, which 
  can be seen through the gaping hole in the domed roof. 
  Decorative carvings are embedded into the old floor tiles 
  and stone walls. The stonework bears tiny flecks of green 
  that reflect off any bright light shone upon it. Dust, debris, 
  and humanoid bones lie scattered all over the ground.
  On the west wall is a large stone mural, much of it 
  damaged and scorched. It depicts a towering humanoid 
  with a beast's head, decorated in greens and reds. The 
  figure is surrounded by ancient beasts, many resembling 
  dinosaurs. and winged serpents The figure is pointing 
  toward a grand multi-tiered structure. Small humanoids 
  march in the direction the towering figure points. A DC 15 
  Intelligence (History) check reveals this to be a depiction 
  of Ubtao leading humankind into Chult.
  2. Meeting Chamber
  Once a meeting and prayer chamber, this room now 
  resembles the site of a great battle. Piles of old bones lie 
  about the area. A dais, which once held a small altar, has 
  been shattered. 
  3. The Pit
  The back wall of the building collapsed long ago, leading 
  to a rear courtyard with a great pit dug into the ground. 
  This pit leads to Adrinyth's lair (see area 4). If the party 
  disturbs the pit by dropping items into it, casting spells, 
  or even shouting into the hole, Adrinyth and her children 
  emerge. Climbing down the pit leads into area 4.
  4. Adrinyth's lair
  Adrinyth, an adult black dragon, lairs here with two 
  black dragon wyrmlings. She discovered this area by 
  chance and has decided to nest and secure her hoard 
  here. If the party climbs down the pit from area 3, 
  Adrinyth waits and hides in the dark until they are within 
  reach for an ambush. Consider the following advice when 
  managing this encounter.
  
  Map 8.2: Jade Sanctuary - Upper Level
  Map 8.3: Jade Sanctuary - Adrinyth's Lair
  
  65
  Part Three | Maze of Shadows
  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.
  Oh, Sorry. Was That You?
  The players may decide to hide or sneak past, leaving 
  Mesika to fend for herself. If they choose to do so, 
  Mesika continues to run and hide until she eventually 
  evades the zombies. From that point, any Dexterity 
  (Stealth) checks made to avoid the zombies and get 
  to the ziggurat are made at disadvantage. The party 
  encounters Mesika again once they reach the ziggurat. 
  In addition, the party doesn't earn Destiny points for 
  "Destiny: Joining Forces" as described below..
  
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  PART THRee | MAze OF SHAdOWS
  Warrior of Mezro
  Mesika approaches the party and, if applicable, thanks 
  them for their help. If this is the first time anyone in the 
  party is meeting her, she introduces herself as a sentinel 
  originally from Mezro. If anyone in the party has already 
  dealt with Mesika (she appears in Heart of the Wild, The 
  Risen Mists, and as Nerissa in DDAL07-01 City on the 
  Edge), she greets them warmly, pleased to see them again.
  Mesika is here to enter the Quomec Ziggurat in the 
  hopes of destroying Shavolak, who she believes may be a 
  corrupted aspect of Ubtao, the creator god of Chult. If the 
  party has additional questions, she can provide them with 
  the following information:
  • If this is the first time they've met Mesika, she'll provide 
  details about herself and her mission (see appendix A 
  for information and roleplaying tips for this NPC).
  • 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. 
  The Quomec ziggurat
  The ziggurat has an extremely powerful ward upon it. The 
  only way for the party to reach the top is by climbing the 
  steps with the golden tomīn in their possession. The ward 
  extends 50 feet from the base and is impassible without 
  the coin. Attempting to teleport in or onto the ziggurat 
  fails. Characters attempting to fly toward the top instantly 
  fall when they reach within 50 feet of the base of the 
  ziggurat. Those attempting to climb the walls, physically 
  or magically, encounter an invisible, impassible barrier 
  when reaching the top of the wall of the level they're on.
  This large ziggurat is made of a blackened stone 
  pressed  with sparkling bits of blues and yellows, 
  presenting something akin to twinkling stars. It has 
  four separate levels with sets of stairs angled across the 
  face, alternating from the left side of the ziggurat to the 
  right side after each level. The bottom level is covered 
  in overgrown vines and plants.
  Between each set of steps, carvings are embedded 
  into the face of the stone walls, depicting a set of 
  ancient glyphs. At the top of the 80-foot ziggurat, you 
  can barely make out an ornamented stone structure.
  Getting to the Top
  From the base of the ziggurat, the party can choose to take 
  one of two flights of stairs, on the left or right of the face.
  History of the Highlord
  Between the steps is a large carving depicting a set of 
  glyphs and ancient markings. The largest one depicts a 
  sarcophagus surrounded by a pack of writhing vines. The 
  glyphs can be deciphered by using comprehend languages 
  or similar magical effects, as well as with a successful DC 
  18 Intelligence (History) check. If Mesika is in the party, 
  she can decipher the meanings as well, if asked. The 
  depictions are of the history of the city and its immortal 
  ruler, Quomec, one of the first bara of Ubtao. They follow 
  from top to bottom as follows.
  • Fourth Level: The god Ubtao brings three tribes from 
  the lands of Katashaka, Maztica, and Aeonus. Guided by 
  the couatl, they meet upon the Peaks of Flame.
  • 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.
  
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  PART THRee | MAze OF SHAdOWS
  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.
  
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  PART THRee | MAze OF SHAdOWS
  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.
  The Darkness from Within
  Make a note to describe the corruption around the 
  characters as eerie and disturbing. Corruption is more 
  than just simple fear; it's an evil, twisted, defiled 
  presence that infects a person's very mind and soul 
  from within. It's enough to make even the most 
  fearless of creatures take pause.
  Map 8.4: Temple of Renewal - Upper Level
  
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  PART THRee | MAze OF SHAdOWS
  Map 8.5: Temple of Renewal - Lower Level
  6. Tomb of the Guardians
  This stone chamber was once decorated with several bits 
  of pottery and stonework, all of which now lay shattered 
  all over the floor. Two stone coffins painted in greens and 
  reds sit on opposite sides of the chamber.
  Southern Coffin. The lid of this coffin is cracked and 
  the coffin itself is empty, save for a set of decorative 
  cloth wrappings. There are markings engraved into the 
  cracked lid. A successful DC 15 Wisdom (Religion) check 
  identifies these as ritual markings representing a deity's 
  devoted servant. They are meant to keep the soul at peace 
  under the watchful eye of their deity. This coffin belonged 
  to prince Ahutan
  Northern Coffin. This coffin holds the body of Master 
  Nellioc. It is sealed with a magical glyph carved onto the 
  lid. A detect magic or similar spell reveals the ward placed 
  on the coffin. It counts as an 8th level enchantment for 
  purposes of dispelling. The lid can be forced open with a 
  DC 16 Strength (Athletics) check. It can also be destroyed 
  by dealing 50 hp of damage versus an AC of 14. A creature 
  who opens the lid (choose one creature at random if it was 
  a group effort) must make a DC 16 Constitution saving 
  throw. On a failed save, that creature is cursed, suffering 
  a level of exhaustion and becoming vulnerable to necrotic 
  damage for 24 hours. The curse can be removed with a 
  remove curse, greater restoration, or similar magic.
  Treasure. Inside Nellioc's coffin is a collection of rare 
  herbs and material components that can be sold for 450 gp.
  7. Quomec's Tomb
  Ahutan, a death knight, is here (see the "Confronting 
  Ahutan" sidebar for more information). He doesn't attack 
  right away, instead planning to deceive the party into 
  thinking he is Quomec. The traitor prince has been in 
  these tunnels for thousands of years. He was dead during 
  much of that time, but was raised into undeath when 
  Shavolak's power reawakened.
  DM's Note: If Mesika was left behind, she regroups with 
  the party here.
  A strange greenish glow emanates from this stone 
  chamber. The walls are painted in rich color patterns, 
  its beauty masked by the sickly green hue. A container 
  constructed of dark red stone is set into the floor in 
  the center of the chamber. On the north wall, several 
  jugs and decorative relics are placed in carved square 
  insets. Between them, a 5-foot diameter stone disc 
  hangs upon the wall. The disc is decorated with 
  several precious gems, placed in the midst of sigil 
  carvings that intertwine around a carving of a complex 
  maze at the center.
  A DC 16 Wisdom (Religion) check identifies the symbol 
  on the disc to be similar to Ubtao's symbol, but the maze 
  itself is different.
  Quomec's Ward. The greenish glow comes from 
  Quomec's coffin, which emanates a powerful ward that 
  keeps the death knight from leaving the area. More 
  importantly, it also prevents undead and corrupted 
  beings from touching the stone disc and opening a sealed 
  gateway into Shavolak's realm, also hidden beneath the 
  ziggurat. His plan is to fool the party into breaking the 
  seal, which he himself can't approach.
  
  70
  Like Father, Not Like Son. Ahutan takes care to 
  not seem threatening, immediately apologizing for his 
  appearance and speaking in Common (using the tongues 
  spell) so all can understand him. Assuming the party is 
  not immediately hostile, he tells them he sealed himself 
  here thousands of years ago to prevent the darkness that 
  destroyed his city from escaping. He is, however, cursed 
  by the power that corrupted him long ago and believes he 
  is paying penance for his betrayal to Ubtao.
  Destiny: Breaking the Seal. Ahutan tells the party 
  if his spirit is cleansed, he'll give the party a weapon of 
  holy power they can use to stop Shavolak once and for 
  all. In order to cleanse his soul, he requests one of the 
  party members place their hand upon the stone disc and 
  recite an incantation he provides. This is all, of course, an 
  elaborate lie. If the party is suspicious, allow them a DC 
  16 Wisdom (Insight) check to determine that something 
  is amiss. Once Ahutan's ruse is discovered, the death 
  knight attacks. If instead, the party agrees and performs 
  the incantation, a wide crack splits the seal through the 
  center, allowing the death knight to take advantage of his 
  lair actions (see the "Confronting Ahutan" sidebar). He 
  also attacks after the seal is broken.
  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.
  Breaking the Seal
  If the characters broke the seal on the stone disc, Ahutan 
  also gains the following modifications:
  Challenge. Ahutan has a Challenge Rating of 19        
  (22,000 XP)
  Longsword. Ahutan's longsword deals an additional 1d8 
  necrotic damage (for a total of 22 (5d8) necrotic damage 
  instead of 18 (4d8) necrotic damage).
  Lair Actions. Ahutan gains the following lair actions:
  • Ahutan targets one creature and summons a mass of 
  writhing shadows beneath its feet. The target must 
  make a DC 18 Dexterity saving throw or become 
  grappled. The target takes 27 (6d8) damage at the start 
  of each of its turns. The target can free itself with a DC 
  18 Strength (Athletics) check, by dealing a total of 30 
  points of necrotic damage to the shadows (AC 14), or 
  by succeeding on a DC 18 Strength saving throw at the 
  end of its turn.
  • Ahutan creates a 15-foot radius globe of shadow 
  centered on a targeted area within 60 feet. The globe has 
  the effects of a darkness spell. In addition, any creature 
  who starts their turn in that area must make a DC 18 
  Wisdom saving throw or take 27 (6d8) psychic damage 
  on a failed save, or half as much on a successful one. 
  Also on a failed save, the target becomes frightened 
  until the end of its next turn. 
  ending the Battle
  Ahutan uses every means at his disposal to fight the party 
  until he's defeated. After he is brought down to 0 hp or 
  less, his body bursts into a swarm of writhing shadows 
  before he dissipates into nothing..
  The Highlord Awakens
  Two rounds after Ahutan's defeat, the greenish light 
  from the ward vanishes and the spirit of the true 
  Quomec appears above his coffin (a middle-aged, dark 
  haired human wearing ornamented armor decorated 
  with colored feather plumes). The highlord is grateful to 
  the party for putting his son's spirit to rest and cleansing 
  his tomb.
  
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  Part Three | Maze of Shadows
  Quomec knows that Shavolak intends to return to 
  Chult and insists this cannot be allowed. He explains 
  that Shavolak is a corrupted aspect of Ubtao, a being of 
  negative energy created by the abuse of power by mortals. 
  Since Ubtao is gone, Shavolak can only grow more 
  powerful. The dark spirit must be destroyed before he 
  grows so powerful that none can stop him.
  To the Shadewalk
  With Ahutan dead, Quomec can safely open the portal 
  that leads into the Shadowfell. From there, the party 
  can journey to the the dark spirit's realm known as the 
  Shadewalk. The portal can be opened using the artifact 
  the highlord used to seal it, a shard of Shavolak's own 
  essence. He asks them to retrieve the shard beneath his 
  coffin and touch one of its ends to the center of a large 
  mural in the garden above. They can use a secret stairwell 
  located in the dead end opposite the chamber. to leave the 
  temple.
  With the Highlord's Blessing. Before he bids the 
  party farewell, he offers each party member a blessing. 
  The party can choose one between: a blessing of health, 
  blessing of protection, or blessing of understanding (see 
  Chapter 7 of the Dungeon Master's Guide for information 
  on these blessings). The blessings remain active until the 
  party member leaves the Shadewalk. After the party has 
  made their choices, Quomec vanishes and the coffin rises 
  up out of the inset in the floor and slides to one side.
  Treasure
  Beneath the coffin is an ornate box (worth 50 gp). Inside 
  is a void shard, a six inch shard of dark, smoky glass. The 
  relics in the tomb are worth 350 gp. Quomec's coffin can 
  be opened with a successful DC16 Strength (Athletics) 
  check. Inside is a plain urn containing Quomec's ashes. It 
  rests next to his hammer, Oathbinder (see the Appendix 
  D for description of this item) and an ornate suit of plate 
  armor that's valued at 2,000 gp.
  Return to the Garden
  If the party hasn't located the secret door on the east wall 
  of area 5, they locate it easily. When they reach the exit, 
  they find Artus and Dragonbait waiting for them. The 
  former Harper provides the following information (choose 
  to give as much or as little as you like depending on what 
  the party asks):
  • Saja N'baza asked him to return to the Mezro ruins in 
  search of information regarding the nature of the city 
  itself.
  • 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.
  Opening the Path
  The party can easily find the location Quomec referred to. 
  On the floor in the small clearing on the Garden Plateau 
  is a 10-foot wide circular mural. Carefully woven into 
  the center of the colorful design is a carving of a dark 
  spire surrounded by flames. Bringing the void shard into 
  contact with the carving opens the Shadowfell portal.
  To the Shadowfell
  Opening the portal reveals a swirling dark mass in the 
  area where the mural used to be. When the party is ready, 
  they enter the portal by simply jumping in. Once everyone 
  enters the portal, read the following:
  As you pass through, you're surrounded by a swirling, 
  writhing mass of dark energy rippling with a crackle of 
  red lightning that rips through you. You see no sign 
  of your companions as you're hurdled through the 
  spinning vortex.
  deadly Vortex
  Have each party member make a DC 15 Constitution 
  saving throw. On a failed save, they take 27 (5d10) 
  necrotic damage. They travel through the negative energy 
  vortex for a minute before emerging within a dark, twisted 
  landscape, the portal still open in front of them.
  Everyone is present, with the exception of Artus. He can 
  still be seen within the vortex, a mass of shadowy tendrils 
  wrapped around him, attempting to pull him away. The 
  Ring of Winter shines brightly with a chilling blue aura as 
  Artus struggles to break free.
  Destiny: Darkness Unrelenting. The party has two 
  rounds to react while Artus is trapped in the vortex. If 
  they grab onto Artus, he can be pulled from the portal 
  with a successful DC 18 Strength (Athletics) check. The 
  tendrils can also be attacked, each having an AC of 15 and 
  30 hp each. Destroying three of them allows Artus to pull 
  himself out. Instant transport spells such as teleport or 
  dimension door don't work when cast into the vortex. Feel 
  free to let the players come up with other creative ways to 
  free Artus.
  light of the Bara
  If Artus is pulled free, the tendrils reach out from the 
  vortex  in pursuit. If he is not freed, he becomes enveloped 
  by the shadows. Regardless of the outcome, Mesika reacts 
  on the following round.
  Mesika's body convulses backward and a brilliant 
  globe of light bursts from her. A monstrous voice 
  hisses from the portal as the light expands, pushing 
  the shadows away from Artus before enveloping 
  them completely. As the radiance burns away the 
  vortex and its denizens, Mesika's eyes shine brightly, 
  changing color into a distinctively brilliant sea-green. 
  Artus sucks in a deep breath in astonishment before 
  he breathes out a single word —"Alisanda..."
  
  72
  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.
  Bringing Back the Balance
  Mesika is certain that all her visions, the defeat of Ras 
  Nsi and Acererak, the cleansing of the Heart of the Wild, 
  the destruction of Ifalakuntho, and the imminent fall of 
  Shavolak are foreshadowing the restoration of balance in 
  Chult. Restoring Chult will do the same for Mezro.
  Though Shavolak is too powerful to face directly, Mesika 
  knows a way to defeat him and asks for the party's help in 
  accomplishing this. Once they return home, she can pay 
  them a 4,000 gp reward. It is all she has left to give. If the 
  party accepts, continue to part 3.
  Fortune and Glory? No Thanks!
  If anyone in the party refuses to take on Mesika's 
  request, she can tell them how they can get home. Her 
  newly recovered memories gave her knowledge of a 
  portal leading back to the Material Plane located at the 
  base of the mountains to the west, about day's travel 
  from here. The NPCs thank and say farewell to any 
  departing party members, who can cross through the 
  portal easily and return to Chult.
  
  73
  Part Three | Maze of Shadows
  Chapter 9: Trials of the deceiver
  T
  he Shadewalk is a demiplane accessible 
  only via the Shadowfell. It sits upon an 
  island in the area where the city of Mezro 
  is located on the Material Plane. Mesika 
  plans to lead the party across the Bridge 
  of Sorrows, taking them directly into 
  Shavolak's domain. However, before the dark spirit can 
  be confronted, he must be separated from the source of 
  his power.
  Chult in the Shadows
  In the Plane of Shadow, the jungles of Chult are on a 
  large island mass, separated from the main continent, 
  by a small chain of islands in the sea. The land itself 
  is made up of twisted and rotting forests surrounding 
  pockets of desolate ashen wastes and scorched, rocky 
  crags. From the large outcropping upon which the party 
  stands, they can see the dark pit that is the mirror of 
  the Aldani Basin. To the southeast, a billowing cloud of 
  shifting smoke in the shape of a bestial skull floats above 
  where the Peaks of Flame should be before the land 
  tapers off into the vast, gray sea.
  Mauratan's Circle. If the teleportation circle in 
  Mauratal's "Tower of the Learned" was activated in part 
  2, the same active circle can be found approximately 100 
  feet to the southeast of where the party appeared.
  Across the Wastelands
  To reach the Bridge of Sorrows, the party must journey 
  through the dark jungles and badlands, which could take 
  a few days. You can choose to skip directly to the Bridge 
  of Sorrows. If you would rather run the party's journey, 
  use the Wasteland encounters column in Appendix B of 
  the Tomb of Annihilation adventure.
  If you require additional information on descriptions 
  and effects within the Shadowfell, these can be found in 
  Chapter 2 of the Dungeon Master's Guide.
  Waking nightmares
  During the journey, choose two party members who need 
  sleep. Those two characters have horrible dreams that 
  relive their worst fears. It's up to them whether or not to 
  share these with the party. Let the players describe what 
  they experience on their own. If they choose not to, play 
  on their background and character flaws.
  
  74
  Part Three | Maze of Shadows
  Artus is also a bit shaken. If asked, he says he has 
  terrible nightmares filled with death and darkness. 
  He thinks the Ring of Winter is far more powerful in 
  this plane, and he's wary of using its powers here. He 
  promises he would do nothing to cause the party harm, 
  but using the ring would have to be a last resort.
  In truth, the nightmares are being instigated by the 
  coven of hags that dwell near the Bridge of Sorrows. If 
  you're using the "Shadowfell Despair" optional rule in 
  the Dungeon Master's Guide, all party members have 
  disadvantage on their Wisdom saving throw on the day 
  they arrive at the bridge.
  night Hags
  A coven of three night hags resides at an abandoned 
  30-foot square guard outpost near the bridge. They are 
  polymorphed into human women. One pretends to be 
  running into the outpost building, chased by three dire 
  wolves, which are actually their pets. The wolves run 
  when the party approaches the building.
  The hags offer the party a meal (a tasty-smelling stew) 
  as thanks for chasing the wolves away. Any creature 
  eating the food must make a DC 15 Constitution saving 
  throw or become poisoned for 24 hours. A successful DC 
  15 Wisdom (Survival) check identifies something wrong 
  with the food.
  Dealing with the Hags. If at any point the characters 
  are overly suspicious or violent, the hags attack, with the 
  wolves arriving the following round. Alternatively, if the 
  party threatens them with a successful DC 16 Charisma 
  (Intimidation) check, the hags peacefully let them go. 
  They attack anyway, however, if the party decides to 
  search their belongings.
  Treasure. The hags keep their valuables underneath 
  a floorboard in the building. A DC 15 Intelligence 
  (Investigation) check can locate it. Inside are gems and 
  trinkets worth 350 gp and a fist-sized emerald the hags 
  used as their hag eye. It's worth 200 gp.
  Bridge of Sorrows
  This bridge appears to cross onto a small island; however, 
  a portal to the Shadewalk is located in the center of the 
  bridge. The bridge spans 200 feet across the water.
  This 30-foot wide stone bridge appears centuries old. 
  Broken bits of bone, both humanoid and animal, are 
  inlaid into the stonework. The gray waters beneath the 
  bridge are unnaturally stiil. At about halfway across the 
  bridge, dark, smoky wisps of air flow past you, and the 
  view of the small island shifts into the entrance of a city. 
  Massive gates mark passage between thick, fortified 
  walls of dim gray stone. A twisted spire in the center of 
  the city towers over the walls. The air is chilly here, with 
  the only light coming from within the city. In the distance 
  you make out a great mountain range which encircles 
  the region from edge to edge. 
  developments
  Characters who fly or teleport over the bridge by any 
  mundane or magical means simply appear on the other 
  side on a small island about a half-mile in diameter. Only 
  those who cross the end on the ground can find the portal.
  Echoes of the Lost Ones. Once through the portal, 
  party members hear sorrowful cries and wails of despair 
  from all around them. These are the cries of the the 
  dead whose souls can't rest within this corrupted region. 
  Have each party member make a DC 14 Wisdom saving 
  throw. On a failed save, they are afflicted with Shadowfell 
  Despair (see Chapter 2 of the Dungeon Master's Guide).
  Irunji, The Shadewalk
  The city of Irunji serves as both a source and a gateway 
  for Shavolak's power. Unlike Mezro, the city's western 
  gate is the only entrance into the city, which leads into a 
  complex maze of streets and districts. The maze ends at 
  Blightspire, Shavolak's dwelling in the center of the city.
  Spell Modifications
  Some spells have altered effects or don't function at all 
  when cast while in this region.
  • Spells that allow the party to instantly transport into and 
  out of the city either fail or teleport the creature directly 
  to the city gates.
  • 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.
  
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  Part Three | Maze of Shadows
  But... Why Not???
  The city's interior was built so that there are no quick 
  and easy shortcuts around traversing the maze. Higher 
  level players may not be pleased with being so restricted. 
  An advised response would be to ask why anyone would 
  build a magical maze to keep others out if anyone could 
  just fly over it. However, if you would like to quicken 
  the pace of play, you could opt to allow some creative 
  methods from the players toward passing through the 
  maze more easily.
  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).
  Map 9.1: Irunji, The Shadewalk
  
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  PART THRee | MAze OF SHAdOWS
  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. 
  
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  PART THRee | MAze OF SHAdOWS
  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.
  Who's With Us?
  Unless otherwise discussed, Mesika and Dragonbait 
  choose to remain with Artus. Alternatively, if the party 
  can request either one to go with them instead, but 
  not both. Neither of them would leave Artus alone with 
  strangers in his unstable condition. However, if one of 
  them suffered permanent wounds from carrying Artus 
  to the building (see "Residential Zone), neither of them 
  accompany the party.
  Alternate Planning. The party may also recommend 
  alternatives to Mesika's plan of action or choose that 
  some of them should stay with Artus. In this case, Mesika 
  insists that facing Shavolak will likely require all of their 
  abilities. If there are still players insistent on remaining, 
  you can choose to remind them of the following:
  • Mesika is both their benefactor and the person who 
  hired them for this quest to begin with.
  • 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 
  
  78
  PART THRee | MAze OF SHAdOWS
  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).
  Mastering the Labyrinth
  The encounters and directions exist primarily for DMs 
  that have no problem with indeterminite time frames on 
  their game sessions. Also, too many random encounters 
  can tend to bog down the adventure. If you wish to save 
  on time or just don't feel like leaving things to the roll of 
  a die, you can choose to decrease the amount of correct 
  paths requred to reach the Blightspire. You can also 
  choose the encounters yourself instead of determining 
  them randomly.
  Labyrinth Encounters
  d100 
  Encounter
  Directions
  01-05
  Bones
  Left (1-3), Straight (4-6)
  06-10
  Camp
  Right (1-3), Straight (4-6)
  11-15
  Collapsing Cavern
  Left (1-3), Right (4-6)
  16-20
  Crystalline Shards
  Left (1-3), Straight (4-6)
  21-25
  Fungus
  Right (1-3), Straight (4-6)
  26-30
  Hall of Eyes
  Left (1-3), Right (4-6)
  31-35
  Lost Ones
  Left (1-3), Straight (4-6)
  36-40
  Mirrored Walls
  Right (1-3), Straight (4-6)
  41-45
  Plants
  Left (1-3), Right (4-6)
  46-50
  Shadowkin
  Left (1-3), Straight (4-6)
  51-55
  Shadows
  Right (1-3), Straight (4-6)
  56-60
  Statue
  Left (1-3), Right (4-6)
  61-65
  Stream
  Left (1-3), Straight (4-6)
  66-70
  Viscous Pool
  Right (1-3), Straight (4-6)
  71-75
  Voices
  Left (1-3), Right (4-6)
  76-80
  Walkway
  Right (1-3), Straight (4-6)
  81-85
  Special: Markings
  Straight (Automatic)
  86-90
  Special: 
  Nightspawn 
  Straight (Automatic)
  91-95
  Special: Orb 
  Straight (Automatic)
  96-00
  Special: Sage 
  Straight (Automatic)
  Bones
  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.
  
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  PART THRee | MAze OF SHAdOWS
  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 
  unharmed.
  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 
  elixir of health and a mantle of spell resistance.
  
  80
  Part Three | Maze of Shadows
  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 Sage and the Dragon
  The players may have additional questions in regards to 
  these NPCs. Their clothing and jewelry are uncommon 
  and they speak with somewhat thick accents. A 
  successful DC 18 Intelligence (History) check determines 
  their style of clothing and equipment bear slight 
  similarities to those worn by the people of Maztica to the 
  west, but no more information can be gained from that.
  Shadowkin
  A group of shadowkin wander through this section of the 
  maze. Though they don't speak, they can offer directions. 
  If the party asks them the direction of the Blightspire and 
  make a successful DC 14 Charisma (Persuasion) roll, 
  they gain one correct path toward the required total to 
  reach the Blightspire.
  Shadows
  This hall is filled with a 40-foot globe of magical darkness 
  (possessing the effects of the darkness spell). Three 
  shadow demons and a warlock of the fiend lie in wait to 
  ambush creatures who walk into the field of darkness.
  Treasure. The warlock carries a jeweled dagger worth 
  300 gp and a potion of fire resistance.
  Statue
  A statue of a Chultan ruler stands with one arm pointed 
  toward the party and the other with its palm raised, as 
  if holding something. On the ground are a dozen maze 
  shaped stone puzzle pieces. Characters succeeding 
  on a DC 13 Intelligence (Religion) check identify the 
  statue as a representation of Ubtao. A successful DC 14 
  Intelligence (Investigation) check deduces how to put the 
  pieces together and to place them into the palm of the 
  statue. If the party deduces that on their own, they gain 
  advantage to the roll toward fitting the pieces together.
  The stone pieces form a small tablet in the shape of 
  Mezro. Once placed in the statue's palm, it turns, pointing 
  in the direction of the Blightspire. Automatically add one to 
  the party's correct path total and bypass the direction roll.
  Stream
  The floor of this 60-foot hall is a rushing stream of water 
  with a depth of 25 feet. The water appears to flow in and 
  out of the wall, with no apparent source. Three corrupted 
  water elementals are concealed beneath the surface of 
  the water, attacking any creature attempting to cross.
  Viscous Pool
  The hall dead-ends at a 20--foot-wide pool of fetid swamp 
  water. An underwater passage lies 15 feet below the 
  surface of the pool, which is a total of 20 feet deep. 
  Creatures swimming through the passage must make a 
  DC 13 Constitution saving throw or become poisoned 
  for 1 hour by the putrid water. The passage leads into a 
  20-foot diameter pool within a 40-foot wide cavern. An 
  aboleth lairs here with two giant crocodiles.
  Voices
  When the party enters this hall, they are assaulted by 
  a cacophany of maddening visions and whispers. Each 
  party member must succeed on a DC 15 Wisdom saving 
  throw or take 27 (5d10) psychic damage and gain a 
  short term madness for 1d10 minutes (see "Madness" in 
  chapter 8 of the Dungeon Master's Guide).
  Walkway
  This 40-foot-long hall has a narrow 3-foot-wide stone 
  walkway surrounded on either side by a spiked pit that is 
  20 feet deep. Two cloakers descend upon any character 
  attempting to cross the walkway. A successful DC 14 
  Dexterity (Acrobatics) check is required to cross the 
  narrow path without falling in. The roll is made with 
  disadvantage if the character is in combat. Characters 
  who fall into the pit take 21 (6d6) piercing damage.
  
  81
  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.
  
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  PART THRee | MAze OF SHAdOWS
  Map 9.2: The Blightspire
  
  83
  PART THRee | MAze OF SHAdOWS
  developments
  Viscanda is a servant by force, masking her free will 
  while here. She and her companions defend themselves 
  if attacked. She attempts to flee at the first opportunity, 
  never to return.
  Destiny: The Hidden Prisoner. If the party doesn't 
  immediately attack, Viscanda continues her warning that 
  the party is destined to lose under Shavolak's infinite 
  powers. A successful DC 14 Wisdom (Perception) check 
  notices that in between her speech, she mouths the words 
  "Please help." If the party wishes to keep up the charade, 
  they must succeed on a DC 15 Charisma (Deception) 
  check before the blackguard notices something wrong. If 
  the party attacks without harming Viscanda, the conjurer 
  joins the fight as the party's ally.
  Viscanda's Mission. If Viscanda survives, she explains 
  she infiltrated Shavolak's forces in search of her 
  father, Gavori, who was manipulated by the spirit. She 
  discovered too late, however, that Gavori had been killed. 
  She's been working since then to undermine the enemy 
  from within. (If the party completed Heart of the Wild, 
  they recognize Gavori as the name of the blackguard in 
  command of the Kambahal). Viscanda offers to help the 
  party. If they refuse, she leaves on her own. Either way, 
  before she departs, she tells the party of the chained 
  motes attached to the spire. Each one contains a powerful 
  elemental spirit, a piece of Ubtao's essence. Each one 
  feeds a portion of Shavolak's power. She also tells them 
  Shavolak's lair can be reached using the runic circle on 
  the level above.
  Treasure. The table has maps and notes about the 
  different regions in Chult, as well as tactical placements 
  for attacks and ambushes. A scroll case can be spotted in 
  the midst of the papers with a successful DC 14 Wisdom 
  (Perception) check. Inside the case is a scroll of raise 
  dead.
  4. upper Spire
  The walls and floor here are covered in sinuous 
  patterns of markings and sigils that pulse with a deep 
  red glow. The markings converge upon a large circular 
  pattern carved into the floor and three smaller ones in 
  the surrounding alcove chambers.
  The Central Circle
  The large carving is very similar to the one on the dais 
  in the grand altar (area 1). However, a successful DC 
  14 Wisdom (Perception) check notices grooves carved 
  around the sigils that encircle the rest of the carving, as 
  if buttons to be pushed.  A successful DC 13 Intelligence 
  (History) check notes the sigils to bear similarities to 
  Chultan letters but slightly warped. The letters in order 
  spell out "AKVLHASO".
  Dark Pathways. Pressing the buttons in the correct 
  sequence ("SHAVOLAK"), generates a 2-foot wide column 
  of inky shadow identical to the one on the dais in area 
  1 Together, they become a connected portal. passing 
  through area 2, down onto the dais in area 1. Stepping 
  into the shadow transports a character directly into 
  Shavolak's lair located beneath the spire.
  Unchained. If the chains are broken or the spirits freed 
  from within the rock motes, the pulsing light becomes 
  extremely faint and the shadow portal leading into 
  Shavolak's lair (area 8) opens automatically.
  The Alcove Circles
  Each of the three alcoves has a smaller version of the sigil 
  circle. In the center of each, a 3-foot-wide black iron chain 
  is wedged into the floor and leads out a nearby window. A 
  closer examination of the chains reveals small carvings in 
  the metal bearing the same pulsing light as the rest of the 
  markings.
  Looking out the window spots the chain's trail leading 
  to one of the floating stones circling the spire, as well as a 
  small opening on the side of each. A character succeeding 
  on a DC 14 Wisdom (Perception) check can make out the 
  shapes of the translucent ramps leading from the chained 
  motes into the crosswalk (area 4).
  The Chains. Each chain link is thick and durable 
  (natural AC 15, 30 hp). If destroyed, the attached rock 
  structure is freed (the attaching ramp shatters easily) 
  and floats off into the distant sky. Breaking all three 
  chains provides the same effect as freeing the spirits 
  trapped within (see "Fury of the Dark Spirit" in area 8). 
  The chains can also be used to climb to the floating rock 
  motes. Climbing across the chains is a precarious task, 
  requiring a successful DC 16 Dexterity (Acrobatics) check 
  or a DC 16 Strength (Athletics) check. The motes can be 
  reached via magical or mundane levitation or flight as 
  well, but instant teleportation spells still don't function.
  5. Shard of Summer
  A 20-foot-wide cavernous room is carved within this 
  floating rock. In the center floats a 3-foot-wide smoky 
  crystalline orb, inside of which is a pixie. Its shape is 
  barely visible within the orb. Several cracks appear in the 
  ceiling, casting rays of radiant golden light into the room. 
  The rays create a rough semi-circle of light around the 
  orb's location.
  Destiny: Hajira, the Summer Spirit. The orb is 
  immune to damage from attacks and magical spells. A 
  successful DC 14 Wisdom (Perception) check notices the 
  faint shape of the pixie reaching out, pointing toward the 
  golden rays. Moving the orb into any of the rays of light 
  causes the orb to emit a golden glow before it shatters, 
  releasing the pixie. This can also be accomplished by 
  reflecting the light onto the orb or casting any spell that 
  deals direct radiant damage onto the surface of the orb 
  itself.
  Once the pixie is freed, it grows into a full-sized 
  humanoid resembling a golden-skinned winged elf. It 
  thanks the party and tells them it returns to the jungle 
  to once again rejoin its essence. It doesn't answer any 
  questions, but before it vanishes, it cures the party of any 
  curses, diseases, exhaustion, or any similar ailments.
  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..
  
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  PART THRee | MAze OF SHAdOWS
  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-foot-
  wide 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. 
  Map 3.3: Shavolak's Lair
  
  85
  PART THRee | MAze OF SHAdOWS
  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. 
  
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  PART THRee | MAze OF SHAdOWS
  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.
  ending the Adventure
  The end of the adventure can be either somber, or happy, 
  or both, depending on the chosen events.
  What Comes next?
  The following provides a view of possible things to come.
  Bittersweet endings
  If either Artus or Mesika are killed, the event leaves 
  Mezro trapped within its own demiplane and leaves 
  behind a mystery surrounding what happened to the Ring 
  of Winter. Such a mystery is sure to bring new stories and 
  perhaps another adventure.
  The Portal to Mezro
  Access to the true Mezro within the ruins opens up 
  a world of new adventures and opportunities for the 
  characters. In addition, both Mesika and Alisanda have 
  both been made whole. Sadly, the Ring of Winter doesn't 
  function on Mezro's demiplane. To be reunited, Artus, 
  Alisanda or both would have to sacrifice their immortality 
  to live out their mortal lives together. This, of course, could 
  also be used to plant the seeds of another adventure.
  Mezro Restored
  If Mezro was fully restored, it completely displaces the 
  ruins currently on Chult. Anyone who traveled to the ruins 
  instantly appears in the same place within the restored city. 
  Mesika's and Alisanda's splintered souls are both restored. 
  In addition, the heroic acts of the party have restored 
  Ubtao's power over Chult. He promotes Mesika to the 
  ranks of the holy barae and grants Artus the position as 
  one of his Chosen. No longer needing the Ring of Winter to 
  keep himself from aging, Artus plans to journey with Sanda 
  into the Feywild and take the ring into the court of the 
  Summer Queen, where it can finally be destroyed.
  Completion of the Trials
  If the players gain access to Mezro through either method, 
  the barae confirm the theory of many of Ubtao's ardent 
  worshippers. The harmony between the jungle and those 
  who live within are what gives Ubtao his power. The 
  corruption of one does the same to the other. With his 
  power waned, Ubtao had stepped away from his people 
  until they relearned to walk the maze of life that he taught 
  them when they first came to Chult. The party's actions 
  renewed Ubtao's power and his faith in his people (also, 
  see "Story Awards" below).
  Rewards
  The following rewards are available depending on the 
  adventure's outcome.
  Artus or Mesika
  If Artus or Mesika survive, either one can reward the 
  party with agreed upon amount of 4,000 gp. If they both 
  survive, they also give the party a helm of teleportation. 
  It can be used at any time to return to the teleportation 
  circle in Mezro's College of Wizards.
  ubtao's Blessing
  With the full restoration of Mezro, not only is the party 
  awarded an additional 2,000 gp for their services, they are 
  given the choice of one of the following items:
  • a ring of regeneration
  • 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.
  
  87
  PART THRee | MAze OF SHAdOWS
  RUINS OF MEZRO
  PART FOUR:
  
  88
  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:
  Chapter 10: City of Mystery. A complete guide for 
  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)
  using this Section
  The following are examples of the various ways to use 
  this section of the book.
  The lost City of Mezro Storyline
  The setting and adventures can be played alongside the 
  storyline adventures in parts 1 through 3, provided the 
  characters are of the appropriate level to do so. The tier 
  3 adventure, Parting the Veil, particularly fits into the 
  storyline directly between The Risen Mists (part 2) and 
  Maze of Shadows (part 3). The city itself can also be used 
  for additional optional adventure material to be used 
  between these adventures.
  Tomb of Annihilation
  Mezro makes for an exciting backdrop for additional 
  adventures which can be run alongside the Tomb of 
  Annihilation hardcover. The tier 1 and 2 adventures, The 
  Path to Omu, and Children of the Crocodile, can easily fit 
  into the beginning chapters of Tomb of Annihilation as an 
  optional way to bring characters up in level.
  d&d Adventurers league
  All adventures in this section (as well as within this entire 
  product) are legal for play with D&D Adventurers League. 
  This section can be used for side adventures or as a well-
  known point of reference the characters can use while 
  adventuring through Chult in Season 7.
  A Guild Adept Product
  Ruins of Mezro is easily compatible with a wider series 
  of adventures created by the Dungeon Masters Guild 
  Adepts set in and around Mezro and Chult. Guild Adept 
  adventures can be identified by the gold ampersand. All 
  of these are digitally available on the Dungeon Masters 
  Guild website.
  
  89
  Part Four | Ruins of Mezro
  Chapter 10: City of Mystery
  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.
  
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  PART FOuR | RuInS OF MezRO
  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 
  
  91
  PART FOuR | RuInS OF MezRO
  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.
  The Love of Artus and Alisanda
  Artus Cimber came to Chult in search of the legendary 
  Ring of Winter. After many trials, he found the ring – or 
  it found him! - in the holy city of Mezro. Yet the greatest 
  treasure he discovered there was the love of Alisanda, 
  one of Mezro’s barae.
   Granted immortality by the Ring of Winter, Artus 
  Cimber roamed the world to fight evil. Enemies greedy 
  for the ring’s power were always in his shadow, so he 
  could never settle too long in one place. As a bara, 
  Alisanda was bound to her city and its people. She and 
  Artus lived their lives like sun and moon: separate for 
  the most part, but joined together in the twilit moments 
  between night and day.
  When Mezro shifted to its demiplane, Alisanda and 
  Artus were separated forever. Artus returned to Chult, 
  and has been questing ever since for a way to bring 
  Mezro back to the world. If you’re playing Tomb of 
  Annihilation, the ruins are the perfect place to meet him 
  and learn his story.
  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.
  
  92
  PART FOuR | RuInS OF MezRO
  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 
  GROUND
  15: TEMPLE OF UBTAO
  Map 10.1 The Ruins of Mezro
  
  93
  PART FOuR | RuInS OF MezRO
  Children of the Crocodile
  For mid-level characters.
  A rag-tag group of fifty or so cultists have 
  been drawn to Mezro by the prophetic 
  dreams of a giant, mudmaw crocodile (see 
  appendix B). The so-called “Children of the 
  Crocodile” originate from diverse cultures 
  and races, and spend most of their time 
  sacrificing jungle animals to their beloved 
  prophet. A dwarf preacher named Emberon 
  Coalscuttle leads them in worship. The 
  cultists are camped around the mudmaw’s 
  lair (location 11).
  The mudmaw has bestial intelligence and 
  a terrible hunger for flesh. While it dreams, 
  wondrous images spread over the water of its 
  lair before seeping out to dreamers worldwide. 
  The mudmaw has foreseen the uprising of 
  dragons, the disappearance of the storm giant king 
  Hekaton, and the coming of the death curse.
  Most recently, the mudmaw prophesized the return of 
  the Forsaken One: a godling born of a profane coupling 
  between the divine powers Leira and Savras. Heretics 
  from all over Faerún have since flocked to Chult to learn 
  more from the mudmaw. Most perished in search of 
  Mezro, but some trickled through. When the characters 
  arrive, Emberon Coalscuttle is struggling to interpret the 
  mudmaw’s dreams and locate the whereabouts of the 
  Forsaken One. If you’re playing Tomb of Annihilation, this 
  godling could be the atropal that Acererak is rearing in the 
  Tomb of the Nine Gods. The short adventure in chapter 3, 
  Children of the Crocodile, provides a link to Omu that can 
  hasten your group’s progress to Acererak’s dungeon.
  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.
  
  94
  PART FOuR | RuInS OF MezRO
  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.
  Yindala “Brokenbarrel” Harkathi
  Lieutenant Brokenbarrel is a neutral evil goliath. She 
  holds the rank of blaze (lieutenant) in the Flaming 
  Fist and takes her orders direct from Liara Portyr. 
  Brokenbarrel suffers from the gilded fever (see 
  “Hazards”, below), but refuses to recognize the 
  symptoms, which have made her obsessed with wealth 
  and devoid of empathy. She wears blackened chainmail 
  armor and wields a huge double-headed axe called 
  “Widower”.
  Five months ago, one of Brokenbarrel’s patrols 
  found a hieroglyphic tablet in the ruins that hinted at 
  Mezro’s true fate. When they brought it to her, she 
  murdered every soldier in the patrol to keep the secret 
  to herself. Each night, she gazes dreamily at the tablet 
  and fantasizes about the wealth Mezro will bring her 
  when she plunders the city for real. Her soldiers now 
  have orders to scour the city for magical portals and 
  dimensional enchantments.
  Quote: “I don’t like you, but I’ll work with you.”
  House Karanok
  For high-level characters.
  This doomsday cult crossed the seas to destroy Mezro 
  and its barae. They worship the planar anomaly Entropy: 
  a vast sphere of annihilation that hovers above a 
  wasteland in Chessenta. To House Karanok, Entropy 
  was sent by dying gods to unravel the Weave and devour 
  the cosmos. Only arcane magic can staunch its growth, 
  so their “entropists” are sworn to hunt down and burn 
  wizards. To aid their holy mission, Entropy has granted 
  them divine powers that sap and disrupt spellcasting.
  Kaestra Karanok leads the war party, wielding a 
  sphere of annihilation drawn from the nothingness of 
  Entropy itself. Guided by disturbances in the Weave, her 
  cultists have hacked through the jungle and made camp 
  in Mezro’s College of Wizards (location 9). Kaestra has 
  deduced the secret fate of Mezro and is searching for 
  a means to penetrate the real city. When she does, she 
  plans to annihilate everyone inside its walls.
   For centuries, the entropists of House Karanok burned 
  wizards on pyres of witchweed. Their definition of 
  “wizard” is broad: including warlocks, sorcerers, bards, 
  swordmages; even gnomes or priests of other faiths. The 
  entropists are brazen in their hatred of magic and revel in 
  stamping it out.
  Relationships. Kaestra’s cultists have so far remained 
  unseen by other factions in the city. They explore 
  cautiously, meeting any opposition with deadly force. 
  Kaestra is uninterested in making bargains, unless they 
  get her closer to the real Mezro.
  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.
  
  95
  PART FOuR | RuInS OF MezRO
  living Traps
  During the Spellplague, wild magic washed over Mezro’s 
  College of Wizards and granted sentience to the traps 
  in its vaults. These living constructs skulked up into the 
  ruins to hunt down intruders and prey on the unwary. See 
  appendix B for further details on these monsters.
  Living traps are rare, terrible things. The soldiers 
  stationed in Promise are skeptical they even exist, and 
  attribute most sightings to drink or fever. Even so, soldiers 
  on patrol are wary of sounding off, as the living traps are 
  said to mimic voices to lure stragglers into ambushes.
  undead
  Ras Nsi’s undead thralls are drawn to Mezro. With their 
  bara gone, the dead shamble aimlessly through the ruins 
  of his city. Most encounters within Mezro feature undead 
  of varying forms; with zombies, ghouls, skeletons and 
  wights being the most common enemies.
  Wild Magic
  The ritual that created Mezro’s demiplane distorted the 
  Weave and imbued the ruins with wild magic. A detect 
  magic spell cast inside the ruins reveals a field of wild 
  magic stretching across the whole city. Even creatures 
  who can’t sense magic feel something disquieting about 
  the ruins, like a storm about to break.
  When a creature within Mezro rolls a natural 1 on a 
  spell attack, roll on the Wild Magic Surge table to create 
  a magical effect (see the Sorcerer class in chapter 3 of the 
  Player’s Handbook).
  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.
  Mezro Encounters
       — 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 
  Abomination
  –
  65-66
  69-70
  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.
  
  96
  PART FOuR | RuInS OF MezRO
  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 all-
  female 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.
  
  97
  PART FOuR | RuInS OF MezRO
  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.
  Grung Hatchery
  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, 
  add 1d3+2 ogre zombies.
  
  100
  PART FOuR | RuInS OF MezRO
  Chapter 11: The Mezro Ruins
  T
  his chapter shines a light on some 
  important locations within the ruins. 
  Stagnant marshes and inhospitable thickets 
  surround the ruins. Undead are an ever-
  present threat here, yet many explorers 
  prefer to camp in the wilds than stay inside 
  the cursed city. 
  Beyond the Wall
  The descriptions below correspond to keyed locations on 
  map 10.1 in chapter 10.
  1: City Overlook
  River travelers emerge from the jungles on this forested 
  knoll. From here, they can gaze across the ruins and 
  plot their approach into the city. When your players 
  first arrive here, give them the Mezro handout from 
  Appendix F.
  explorers’ Camp
  The remnants of an explorers’ camp lie buried in the 
  undergrowth near the top of the knoll. There’s no 
  treasure to salvage, but a rotted rucksack could contain 
  any mundane equipment the players forgot to acquire 
  from town.
  Adventure Hook: up and Away!
  For any level: As the characters take in the view, they spot 
  a distant figure flying by magic over the city. Whatever spell 
  keeps the figure aloft is failing, and they crash land out of 
  sight in the Residential Quarter. This could be Artus Cimber 
  returning to the city, or a famous explorer like Volothamp 
  Geddarm. It could even be a wizard from Port Nyanzaru 
  whose experiments with magical flight have gone awry.
  2: Flood Basin
  The swamp’s depth varies with rain, sediment and tide. 
  On drier days (if such things exist in Chult!), mudflats can 
  emerge across its surface, while monsoons bring the tide 
  crashing through the jungle. The swamp is too deep and 
  muddy to wade through.
  
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  Crocodiles
  Thousands of crocodiles live in the swamp. They ignore 
  canoers, but attack if they’re provoked or smell blood. A 
  crocodile can capsize a canoe and throw its occupants 
  into the water by using its action and succeeding on a 
  DC 15 Strength (Athletics) check. If a canoe is capsized, 
  the floundering occupants attract the attention of 1d6+3 
  crocodiles per experience tier. At tier 3, a giant crocodile 
  swims over to join the feeding frenzy. If the characters 
  defeat the crocodiles, the rest of the crocodiles in the lake 
  give them a wide berth.
  3: Promise
  Flaming Fist mercenaries built this settlement as a 
  forward base to explore the ruins. If the players approach 
  here, read the following aloud:
  A settlement slumps on stilts over the lake, straddling 
  the old city and the jungle beyond. Its gantries scale 
  Mezro’s outer walls, while ramshackle jetties provide 
  berths for boats on the water. On the muddy shore, a 
  tavern has been raised among the intertwined roots of a 
  giant eucalyptus tree.
  Promise is home to 98 Flaming Fist soldiers. Most are 
  guards or veterans, with a handful of knights, acolytes 
  and priests. The soldiers mount regular patrols into the 
  ruins.
  Visitors to Promise must possess a charter of 
  exploration made out in their name. If not, the soldiers try 
  to capture and interrogate them. Either way, newcomers 
  are brought before Lieutenant Brokenbarrel within the 
  hour.
  Brokenbarrel’s Hut
  Brokenbarrel resides in the largest hut in the settlement. 
  A pair of knights stand guard on the gantry outside. 
  Underneath her hut, three prisoner cages are suspended 
  over the mire by ropes and pulleys. Each cage 
  contains 1d4 prisoners; either explorers who’ve defied 
  Brokenbarrel or crocodile cultists awaiting interrogation. 
  By turning a crank, the soldiers can lower any one of the 
  cages into the water.
  Brokenbarrel’s hut comprises two levels connected by 
  a ladder. The main room is her audience chamber. It is 
  heaped with treasures: feathered fans, golden shields, 
  silver platters, and a fur mat stitched from hundreds of 
  pelts. All treasures disintegrate if removed from the city.
  The upper floor is her bedchamber. It’s screened by 
  red drapes, and contains a silk-sheeted cot and a large 
  treasure chest. The chest is locked (DC 18 to pick) and 
  contains her hoard. Brokenbarrel carries the key to the 
  chest on a ring on her belt.
  Treasure. The treasure chest holds 5,880 gp in 
  various denominations: enough to keep Brokenbarrel’s 
  soldiers paid for a month (not that she intends to part 
  with a penny). This treasure is not native to Mezro. She 
  keeps her cherished hieroglyphics tablet in a secret 
  compartment underneath the gold. Any character who 
  succeeds on a DC 12 Intelligence (Investigation) check 
  while studying the tablet can glean from the pictographs 
  that Mezro’s barae shifted the city to a demiplane to save 
  it from the Spellplague.
  Relic exchange
  This thatched supply store is owned by Thull Zhanmu, 
  a one-eyed veteran and learned sage. Zhanmu was 
  educated at Candlekeep, but his hulking physique made 
  him a better warrior than a bookkeeper. If Brokenbarrel 
  approves the group’s stay, characters can buy any item 
  listed in the Player’s Handbook from Zhanmu’s store.
  Most treasures found within Mezro disintegrate if 
  taken beyond the swamp, but the Flaming Fist are still 
  interested in cataloguing their finds. Some relics expose 
  interesting facets of Mezroan life, and thus have historical 
  value if studied on site. Zhanmu pays well for these 
  treasures, though for most soldiers this usually manifests 
  as a share of the fine grog, or a clean bedroll. Zhanmu 
  has standing orders to report any finds about Omu to 
  Lieutenant Brokenbarrel.
  ‘Fortune & Glory’ Tavern
  The soldiers cool off in this drinking hall. Brawls are 
  common, but the officers try to keep tempers in check. 
  A “grudge board” pinned to the wall tallies complaints 
  between soldiers. If a soldier earns too many checks, 
  the officers force them to run the Gauntlet (location 10). 
  Such punishments are rarely fatal, as the officers yank the 
  offender out of the trench if they’re in mortal danger.
  The “Fortune and Glory” is run by a pair of identical 
  twins, Jarek and Garek Slavwik. They’re expert brewers, 
  and have fermented many jungle fruits into their own 
  wine blends. In recent weeks, Jarek has fallen victim to 
  the gilded fever and is plotting against his brother for 
  control of the tavern.
  Adventure Hook: Money for nothing
  For low-level characters: Two soldiers place outrageous 
  bets on a card game, using treasures plundered from 
  Mezro. Of course, both know that the gold is worthless 
  outside the city. When one soldier raises the stakes by 
  betting his soul, a bearded devil from the Nine Hells 
  takes notice…
  Inside the Ruins
  Those brave enough to enter Mezro are exposed to all 
  the hazards detailed earlier. The ruins are quiet and 
  dangerous, with an aura of expectation hanging over 
  them.
  4: Towers & Walls
  Thick stone ramparts surround the city. Most walls 
  rise 30 ft. above the water, but heights vary where the 
  walls have crumbled into ruin. In some sections, they’ve 
  collapsed entirely and the swamp has bled through into 
  the city within.
  Behind the parapets, statues of Mezro’s barae decorate 
  the raised walkways. Bronze plaques at their feet identify 
  who each bara was, the years they served the city, and 
  the miraculous powers Ubtao granted them. The face 
  of the renegade bara Ras Nsi has been purposefully 
  despoiled, but his plaque remains. In Promise, collecting 
  these plaques for use as serving trays has become an idle 
  pastime.
  Stout watchtowers stand where walls intersect. These 
  are often treacherous to explore, with sagging floorboards 
  and disintegrating walls. In the Agricultural Quarter, the 
  Children of the Crocodile use the watchtowers to spy on 
  Flaming Fist patrols.
  
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  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.
  
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  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.
  
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  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 
  
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  PART FOuR | RuInS OF MezRO
  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 two-
  story 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:
  
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  PART FOuR | RuInS OF MezRO
  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…
  
  107
  PART FOuR | RuInS OF MezRO
  Chapter 12: Tales of Adventure
  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 Path to Omu
  For characters of level 1-4
  A Flaming Fist sergeant afflicted by the death curse 
  aids the characters in their hour of need. To repay the 
  favor, they try to help her find a cure. A prophecy in the 
  library of Mezro provides a lead to Omu, and a hook into 
  the wider campaign of Tomb of Annihilation. This short 
  adventure forms an alternate intro for DMs who’d like a 
  little more structure to the campaign.
  Adventure Hook
  The characters have arrived in Port Nyanzaru to seek 
  their fortune in the land of Chult. Rumors of the death 
  curse afflicting Toril are spreading, but at this stage most 
  folk put it down to tavern talk.
  Cartographers
  In a small, dark side street of the Market District the 
  characters find a map shop filled with dusty shelves of 
  foreign coins, stone-carved buttons, jars of grung toes 
  and other curios that belong to the gnome archaeologist 
  Carter Tuttletomb. Guessing they seek gold and glory, 
  Tuttletomb offers them a pouch of 1,000 gp if they venture 
  to the lost city of Mezro and return with an accurate map 
  of its ruins. The archaeologist believes that the layout of 
  the city may point to the hiding place of the god Ubtao. 
  To aid their quest, Tuttletomb arranges a meeting with 
  the merchant prince Jobal to acquire a guide, and pays up 
  front for one month’s service (see Tomb of Annihilation for 
  further details). Before the characters leave, Tuttletomb 
  warns them that the Flaming Fist have claimed the ruins 
  for themselves. They’ll do well to avoid them if possible.
  
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  PART FOuR | RuInS OF MezRO
  Carter Tuttletomb and the Lost Ruins
  Once an adventurer himself, this wizened gnome was 
  forced into early retirement by an encounter with a 
  cursed artifact that left him with a fear of rain – quite a 
  problem when stranded in Chult’s extreme climate. He’s 
  spent the past few decades sequestered in his store, 
  fondly drawing maps of his past adventures. With an 
  encyclopedic knowledge of the jungles and a penchant 
  for mystery, Tuttletomb could serve as a hook for 
  numerous forays into the lost ruins of Chult. Tuttletomb 
  featured first in Ruins of Hisari, a Guild Adepts adventure 
  by Lysa Chen available on the Dungeon Masters Guild 
  (dmsguild.com).
  The Journey to Mezro
  The guide takes the characters down the River Tiryki on 
  canoes, and then leads them through the jungle to the city 
  of Mezro. The journey takes a week. Roll for encounters 
  as detailed in Tomb of Annihilation, but don’t get bogged 
  down. This stage should serve to build atmosphere and 
  introduce players to the hardships of Chult: the heat, the 
  biting insects, and the ever-present threat of disease.
  The legend of Ras nsi
  On route to Mezro, the guide recounts the history of the 
  city and its destruction by the Spellplague (of course, the 
  guide knows nothing of Mezro’s escape to a demiplane). 
  As part of the story, the guide tells of Ras Nsi and 
  his efforts to return to the city. Now’s a good time to 
  encounter some undead!
  entering the City
  Arriving at location 1, the characters see Promise for the 
  first time and notice the presence of Flaming Fist soldiers 
  in the ruins. Sneaking inside at nightfall is easy. Just ask 
  the players how they approach and refer to the gazetteer 
  in chapter 2 as they explore. Roll for encounters as 
  described in chapter 1, rerolling any results that come up 
  with ghouls or Flaming Fist patrols.
  The Ambush
  Immediately following the players’ first combat encounter, 
  spring an ambush by a pack of six ghouls. The characters 
  should be overwhelmed, but help shows up at the last 
  moment in the form of a Flaming Fist patrol lead by 
  Sergeant Kes Valdro. The soldiers drive the ghouls away. 
  After the battle, Sergeant Valdro attends to any injured 
  characters using her healer’s kit. She is a knight with the 
  Healer feat. The death curse has reduced her hit point 
  maximum to 32.
  Sergeant Valdro informs the group they are trespassing 
  inside the ruins, and must report at once to Lieutenant 
  Brokenbarrel in Promise (location 3). She also tells them 
  that any treasures they’ve found are worthless outside the 
  city, due to Mezro’s curse. Assuming the characters treat 
  her respectfully, Valdro assures them she can smooth 
  things out with her boss. As she speaks, she suffers a 
  coughing fit. She is clearly unwell, but brushes it off as 
  “just another of Chult’s damned plagues”.
  Sergeant Kes Valdro
  Kes joined the Flaming Fist to see the world and find 
  adventure. A renowned joker and optimist, she even 
  saw the funny side when a stag mortally wounded her 
  during a hunt through Neverwinter Wood. Miraculously, 
  a passing woodsman with the “holy touch” raised her 
  from the dead. Sergeant Valdro was reassigned to Chult 
  and has since become a respected officer in Mezro’s 
  cohort. Over the past month, the death curse has taken 
  hold and now she is truly dying.  
  A night in Promise
  Sergeant Valdro leads the characters to Promise, and 
  takes them to meet Lieutenant Brokenbarrel.
  Questions and Refusals
  Brokenbarrel questions the characters about their 
  interest in Mezro. Given Valdro’s assurances, the 
  lieutenant doesn’t turn the screws too much. She releases 
  the characters into Promise, but forbids them from 
  reentering the ruins. Before they leave, Sergeant Valdro 
  asks Brokenbarrel if she’s reconsidered her offer to scout 
  out the Library. The lieutenant coldly refuses her.
  drinks at the Fortune & Glory
  Visibly troubled, Sergeant Valdro offers to buy the 
  characters dinner before they leave Mezro. Over an ale, 
  she recounts the circumstances of her death and reveals 
  her affliction. The death curse is eating away at the flesh 
  underneath her armor, and she doesn’t think she has long 
  to live. Valdro has heard that the same thing is happening 
  to people across the word.
  Valdro believes the Library of Mezro could hold clues 
  about this mysterious curse. Many soldiers have explored 
  its depths, but that’s not why she thinks Brokenbarrel 
  refused her. Valdro suspects that her commander has 
  succumbed to the gilded fever, and is jealous of the riches 
  contained within the library. If the characters are game, 
  Valdro proposes breaking into the ruins that night to 
  explore the site.
  The library of Mezro
  Sergeant Valdro leads the group to the Library of Mezro 
  (location 8). Inside, they search for clues about the death 
  curse. If you choose, you can spring an encounter with six 
  zombies inside the library.
  The Prophecy
  In a ruined wing of the library, one of the characters 
  discovers a prophecy about the renegade bara Ras Nsi. 
  This was written long ago by a bara gifted with the ability 
  to peer into the future. It reads;
  When the Soulmonger grinds,
  and exiled Nsi wraps himself in serpents,
  Death’s curse will grip the world,
  From beneath the forbidden city.
  
  109
  PART FOuR | RuInS OF MezRO
  Nobody has heard of this “Soulmonger”, but the group’s 
  guide suggests the forbidden city could be Omu. Entry to 
  this lost city was outlawed when Omu’s royal line fell from 
  Ubtao’s favor. The guide is unsure where the city lies, but 
  thinks they could find directions by consulting the oracle 
  at Orolunga (see chapter 2 of Tomb of Annihilation). 
  Sergeant Valdro is keen to get started at once.
  not So Fast…
  As the characters are leaving, Brokenbarrel arrives with 
  a group of Flaming Fist soldiers. She knew Valdro would 
  defy her orders, and is here to claim whatever secret her 
  underling is searching for. No matter what the characters 
  say, Brokenbarrel’s sickness compels her to capture them 
  and “confiscate” their belongings. If they resist, they must 
  fight the goliath warrior (see appendix B) and her six 
  guards. Brokenbarrel should escape alive, but don’t force 
  the matter if it seems contrived.
  leaving Mezro
  Sergeant Valdro asks the group to accompany her to 
  Omu to find a cure for the death curse. If Brokenbarrel 
  lives, she’ll send trackers to hunt them down in the 
  jungle. From Mezro, the characters have a long journey 
  ahead of them!
  Children of the Crocodile
  For characters of level 5-10.
  A dying man hires the group to seek a prophet in the ruins 
  of Mezro. On arrival, they become entangled in Lieutenant 
  Brokenbarrel’s fanatical hunt for the true city. This 
  culminates in a deadly battle outside the Temple of Ubtao. 
  For tier 2 characters beginning Tomb of Annihilation, this 
  adventure provides a springboard to the lost city of Omu.
  Adventure Hooks
  The death curse rages across Toril. Those who were 
  spared death by the gods are now dying, and rituals to 
  bring back the dead fail consistently. One or more of the 
  characters could even suffer from this curse. Choose one 
  of the following hooks.
  death Curse
  The characters are called to the home of a benefactor, 
  who was brought back from the dead long ago and now 
  suffers from the death curse. This could be Syndra Silvane 
  from Tomb of Annihilation, or a character from your own 
  campaign. For characters adventuring in Port Nyanzaru, 
  the merchant prince Jessamine could fill the role.
  The patron recounts a dream in which they saw 
  the labyrinth of Ubtao held in the jaws of a mudmaw 
  crocodile. When they grasped the symbol, they saw their 
  affliction pass. Others suffering from the death curse 
  have had the same dream. The patron believes this vision 
  relates somehow to Mezro, and offers the characters 
  3,000 gp to travel there and return with a cure. If they 
  need a guide, the patron can provide one.
  Heresy
  A priestly friend has received a vision of the rise of the 
  Forsaken One: a child conceived and abandoned by the 
  gods Savras and Leira. The vision showed the infant 
  bathing in the jaws of a mudmaw crocodile. Many others 
  have received the same vision, and traced it to a prophetic 
  mudmaw that lurks in the ruins of Mezro. The priest 
  offers the characters 3,000 gp to travel to Mezro and 
  return with clues to the Forsaken One’s whereabouts. 
  Characters with the Heretic background from appendix E 
  are ideally suited for this hook.
  Into the Ruins
  On arrival at Mezro, the characters are sure to bump into 
  the Flaming Fist: either by heading to Promise (location 
  3), or by encountering patrols in the ruins. To avoid 
  conflict, the soldiers order the characters to follow them 
  to Lieutenant Brokenbarrel.
  The Interrogation
  Brokenbarrel interrogates the characters about their 
  reasons for visiting Mezro. She warns them that the 
  ruins are forbidden to all but her own soldiers. If her 
  visitors show disrespect, she has them clapped in irons 
  and imprisons them in the cages. After being tortured, 
  the characters are thrown into the “Gauntlet” for the 
  amusement of her troops (see location 10).
  A Secret Meeting
  If the characters reveal their true mission, Brokenbarrel 
  meets them in secret on the ruined city walls. She 
  says that a group of cultists called the Children of the 
  Crocodile dwell somewhere in the Agricultural District, 
  where they worship a prophetic mudmaw crocodile. She 
  wants the characters to infiltrate the cult and kidnap the 
  mudmaw, then take it to a secret hideout in the Market 
  Quarter. If they succeed, she’ll match the reward offered 
  by their benefactor. Of course, Brokenbarrel has no 
  intention of paying them. Once they’ve brought her the 
  mudmaw, she plans to turn the undead on them.
  
  110
  Part Four | Ruins of Mezro
  dreams of the Mudmaw
  The characters search the Agricultural District for the 
  mudmaw. Refer to the gazetteer in chapter 2 as they 
  explore, and roll for encounters as described in chapter 
  1. When they enter the district, the lookouts stationed in 
  the watchtowers are likely to forewarn the cultists of their 
  approach.
  Meeting the Cult
  The cultists fight to the death to protect the mudmaw’s 
  lair (see location 11). If the characters approach 
  peacefully, they’re taken inside the hideout and welcomed 
  by Emberon Coalscuttle. Over a meal of boiled turtles, he 
  tells them about the crocodile’s many prophecies and asks 
  them if they’d like to join the “movement”. This means 
  giving up their worldly treasures, but they can keep hold 
  of their other gear. If they refuse, Emberon offers them 
  sanctuary inside the hideout until they’re ready to move 
  on.
  Rise of the Forsaken One
  Characters who stay in the hideout soon learn of the 
  prophecies surrounding the Forsaken One. Heretics 
  arrive from abroad each month, and Emberon is 
  struggling to interpret the crocodile’s visions about the 
  infant godling. Some within the cult are openly plotting to 
  usurp him.
  If the characters treated Emberon with respect, he 
  invites them to his quarters for a secret meeting. He 
  reveals that the mudmaw’s visions have begun to reveal 
  images of the city’s exiled bara Ras Nsi. Emberon is sure 
  he’s connected somehow to the Forsaken One. He asks 
  the characters to help him by searching the ruins for clues 
  about Ras Nsi’s past. A good place to start is the Temple 
  of Ubtao (location 15). Characters who met Brokenbarrel 
  earlier have a choice: side with her to kidnap the 
  mudmaw, or help Coalscuttle get to the bottom of this 
  mystery.
  Kidnapping the Mudmaw
  Characters who try to kidnap the mudmaw risk the wrath 
  of the cult. A head-to-head fight against so many cultists is 
  hard, so players are advised to concoct ways of luring the 
  cultists away. If they succeed in capturing the mudmaw, 
  they can take it to the hideout in the Market Quarter. 
  Brokenbarrel meets them here, takes the beast from their 
  hands, and pays them in old Mezroan gold. As she leaves, 
  she unleashes the zombies from the Trader’s Marketplace 
  (location 6). With the mudmaw in captivity, Brokenbarrel 
  studies it for clues to the real city of Mezro.
  The Temple of ubtao
  Characters who investigate the Temple of Ubtao are 
  cornered by Brokenbarrel. Believing they’ve betrayed her, 
  she orders her soldiers to arrest them. If the characters 
  resist, they must fight the goliath warrior (see appendix 
  B) and her six veteran soldiers. If the characters survive, 
  they uncover clay tablets in the temple that tell the history 
  of Ras Nsi. One pictograph shows a cleric visiting Ras 
  Nsi in the jungle after speaking his name in the Hall of 
  Champions. Characters who do the same are transported 
  to the lost city of Omu.
  The Grand Melee
  If Brokenbarrel escapes, she musters all her forces and 
  leads them on a raid on the crocodile cult hideout. Losses 
  on both sides will be catastrophic. During the chaos, 
  Emberon Coalscuttle tries to escape with his followers’ 
  gold, and Brokenbarrel tries to kidnap the mudmaw.
  Parting the Veil
  For characters of level 11-16.
  The explorer Artus Cimber is searching the ruins for a 
  way to reunite with his lost love Alisanda. He’s uncovered 
  a clue to her location, but House Karanok are two steps 
  ahead of him. In the end, Artus is forced to close the 
  portal to save the city: catching only a fleeting glimpse of 
  his heart’s desire.
  Adventure Hook
  This adventure is best played either between parts 
  2 and 3 (The Risen Mists and Maze of Shadows), If 
  the characters already know Artus Cimber, they can 
  accompany him to Mezro to find Alisanda. If so, jump 
  straight to “A Sad Tale” below. If not, they encounter Artus 
  in the ruins of Mezro (see “Meeting Artus”). If you need a 
  hook to draw them to the ruins, use one from a previous 
  adventure in this section.
  Meeting Artus
  While exploring the ruins, the characters bump into the 
  Cormyrean explorer Artus Cimber (see appendix A). A 
  good way to introduce him is to have him chased into 
  their path by an angry pair of tyrannosaurus rex.
  If the characters aid the explorer, he invites them back 
  to his home in the Residential Quarter (location 13), 
  promising them a feast of good drink and food. If they 
  accept, he proves true to his word.
  A Sad Tale
  Artus takes the characters to his house in the Residential 
  Quarter and treats them to a feast. If the characters have 
  not yet met Artus in parts 1 or 2, as night falls and the fire 
  burns low, he recounts the following story.
  • Long ago, Artus fell in love with one of Mezro’s 
  barae: the beautiful Alisanda. They were married in a 
  ceremony at the Temple of Ubtao.
  • 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."
  
  111
  • 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 wizard-
  hunters 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.
  Continuing the Tale
  After dealing with House Karanok, Artus recovers the 
  Ring of Winter. Determined to find another way to 
  open the portal, Artus discovers the truth behind the 
  path to Mezro and the mystery of its concealment. The 
  adventure, Maze of Shadows (see part 3) details the epic 
  finale of Artus' search for the hidden city.
  By the time the characters meet Artus again, he has 
  found a way to heal himself, restoring his severed hand.
  
  112
  Appendix A | Non-Player Characters
  Appendix A. non-Player Characters
  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.
  Artus Cimber
  Medium humanoid (human), neutral good
  Armor Class 15 (natural armor)
  Hit Points 123 (13d10+52)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  18 (+4)
  17 (+3)
  15 (+2)
  20 (+5)
  Saving Throws Dex +5, Cha +7 
  Skills Deception +7, History +9, Insight +6, Survival +9
  Damage Resistances cold (while wearing Ring of Winter)
  Senses passive Perception 13
  Languages Common, Draconic, Dwarvish, Goblin
  Challenge 7 (2,900 XP)
  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.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one 
  target. Hit: 6 (1d8+2) 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.
  
  113
  Dragonbait
  Medium humanoid (saurial), lawful good
  Armor Class 17 (breastplate, shield)
  Hit Points 120 (16d8 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  17 (+3)
  14 (+2)
  16 (+3)
  18 (+4)
  Saving Throws Wis +6, Cha +7
  Skills Athletics +5, Medicine +6
  Senses passive Perception 13
  Languages understands Common but can't speak
  Challenge 5 (1,800 XP)
  Divine Health. Dragonbait is immune to disease.
  Magic Resistance Aura. While holding his holy avenger, 
  Dragonbait creates an aura in a 10-foot radius around him. 
  While this aura is active, Dragonbait and all creatures friendly to 
  him in the aura have advantage on saving throws against spells 
  and other magical effects.
  Actions
  Multiattack. Dragonbait makes two melee weapon attacks.
  Holy Avenger (+3 Longsword). Melee Weapon Attack: +8 to hit, 
  reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 
  10 (1d10 + 5) slashing damage when used with two hands. If 
  the target is a fiend or an undead, it takes an extra 11 (2d10) 
  radiant damage.
  Sense Alignment. Dragon bait chooses one creature he can see 
  within 60 feet of him and determines its alignment, as long as 
  the creature isn't hidden from divination magic by a spell or 
  other magical effect.
  The saurial's language is a combination of clicks 
  and whistles beyond the human range of hearing, so 
  Dragonbait tends to rely on scents to communicate 
  emotions. To be understood by most speaking creatures, 
  he must "shout" a scent. Dragonbait's known scents 
  include: brimstone (confusion), roses (sadness), lemon ( 
  pleasure or joy), baked bread (anger), violets (danger or 
  fear), honeysuckle (tenderness or concern), wood smoke 
  (devotion or piety), tar (victory or celebration), and ham 
  (nervousness or worry).
  Dragonbait stands 4 feet 10 inches tall, weighs 150 
  pounds, and has a dry, wrinkled hide. He wields a holy 
  avenger longsword and carries a blue, red, and white 
  shield. Though be bas traits in common with paladins, 
  Dragonbait isn't a member of any class. Using an ability 
  known as the Shen-state, he can determine the alignment 
  of any creature within 60 feet of him.
  dragonbait's Traits
  Ideal. Dragonbait emits a lemon scent while thinking 
  about exploring the world, seeing its many wonders, and 
  helping others along the way. (Translation: He has the 
  heart of an explorer.)
  Bond. Dragon bait gives off the scent of wood smoke 
  while doing things to aid a friend's quest. (Translation: He 
  would do anything for a friend.)
  Flaw. Dragonbait "shouts" the scent of ham while going 
  where others fear to tread. (Translation: He will burl 
  himself into danger no matter bow frightening)
  
  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 
  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.
  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.
  
  115
  Appendix B | New Monsters
  Appendix B. new Monsters
  This appendix details new monsters not available in the 
  Monster Manual or any other supplement.
  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.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  14 (+2)
  8 (-1)
  10 (+0)
  5 (-3)
  Damage Vulnerabilities fire
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common and Abyssal but can't speak
  Challenge 3 (700 XP)
  Corruption Aura. A creature that touches the blightwalker or 
  hits it with a melee attack while within 5 feet of it takes 4 (1d8) 
  necrotic damage.
  Actions
  Multiattack. The blightwalker makes two longsword attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage.
  Death Gaze. The blightwalker targets one creature it can 
  see within 30 feet of it. The target must succeed on a DC 13 
  Constitution saving throw against this magic or take 15 (3d10) 
  necrotic damage.
  
  116
  APPendIx B | neW MOnSTeRS
  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.
  
  117
  APPendIx B | neW MOnSTeRS
  Dracotaur Sovereign
  Large dragon, neutral evil
  Armor Class 16 (studded leather armor)
  Hit Points 123 (13d10 + 52)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  18 (+4)
  17 (+3)
  11 (+0)
  15 (+2)
  16 (+3)
  Saving Throws Dex +8, Wis +5 
  Skills Athletics +8, Perception +5, Survival +5
  Senses passive Perception 13
  Languages Common, Draconic, Dwarvish, Goblin
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The dracotaur's innate spellcasting ability 
  is Charisma (spell save DC 14). The dracotaur can innately cast 
  the following spells, requiring no material components:
  3/day: enthrall
  1/day: fear
  Magic Resistance. The dracotaur has advantage on saving 
  throws against spells and other magical effects.
  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.
  
  118
  APPendIx B | neW MOnSTeRS
  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.
  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.
  
  119
  APPendIx B | neW MOnSTeRS
  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).
  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.  
  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-foot-
  radius 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. 
  
  120
  Appendix B | New Monsters
  Poison Dusk Lizardfolk
  Medium humanoid (lizardfolk), neutral
  Armor Class 14 (natural armor)
  Hit Points 18 (4d8)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  15 (+2)
  10 (+0)
  11 (+0)
  15 (+2)
  8 (-1)
  Skills Perception +4, Stealth +6, Survival +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Draconic
  Challenge 1/2 (100 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.
  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.
  lizardfolk, Poison dusk
  It is uncommon knowledge that there are different tribal 
  factions of lizardfolk, often determined by their location, 
  habitat, and threats they must face. In far more remote 
  parts of the jungle, the poison dusk lizardfolk make use 
  of the natural flora and fauna to ensure the survival and 
  prosperity of their people.
  Lighter and Faster. The poison dusk are slightly shorter 
  than their other reptilian cousins, with slim, wiry builds 
  and elongated tails. They tend more toward agility and 
  prowess over brute force. Their lack of physical power is 
  made up for with sharp senses and quick reflexes.
  Cunning and Covert. Like most lizardfolk, survival 
  takes precendence above all else. Though not particularly 
  strong, the poison dusk instead use their size and 
  stature to their advantage when hunting and dealing 
  with their enemies. Their can shift the color and shade 
  of their scales, allowing them to effortlessly camouflage 
  themselves against most natural terrain.
  Most are also skilled hunters and trackers, cautiously 
  stalking their prey until they gain the best position and 
  planning for an assault, regardless of the prey.
  Resourceful Artisans. The adept survival skills of the 
  poison dusk are complimented by their ability to fashion 
  tools and weapons essential to their survival within an 
  unyielding environment. They have learned how to treat 
  hardwoods in the fashioning of bows and arrosws, as well 
  as harvesting venom from poisonous predators.
  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.
  
  121
  Appendix B | New Monsters
  Poison Dusk Lieutenant
  Medium humanoid (lizardfolk), neutral
  Armor Class 15 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  14 (+2)
  11 (+0)
  15 (+2)
  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.
  Poison Dusk Captain
  Medium humanoid (lizardfolk), lawful neutral
  Armor Class 16 (natural armor)
  Hit Points 71 (11d8 + 22)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  18 (+4)
  15 (+2)
  13 (+1)
  15 (+2)
  13 (+1)
  Saving Throws Dex +7, Wis +5
  Skills Insight +5, Perception +5, Stealth +10, Survival +5
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Draconic
  Challenge 5 (1,800 XP)
  Forest Camouflage. The lizardfolk has advantage on Dexterity 
  (Stealth) checks made to hide in any forest or jungle terrain.
  Innate Spellcasting. The lizardfolk's innate spellcasting ability 
  is Charisma (spell save DC 12). The lizardfolk can innately cast 
  the following spells, requiring no material components:
  1/day each: entangle, longstrider (self only), poison spray
  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: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) poison damage.
  Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  7 (1d6 + 4) bludgeoning damage and the target must succeed 
  on a DC 14 Dexterity saving throw or be knocked prone.
  Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) 
  poison damage, and the target must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  
  122
  Appendix B | New Monsters
  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.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  14 (+2)
  11 (+0)
  17 (+3)
  15 (+2)
  Saving Throws Con +6, Wis +7
  Skills Intimidation +6, Religion +4 
  Senses passive Perception 13
  Languages any two languages
  Challenge 12 (8,400 XP)
  Spellcasting. The priest is a 12th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit with 
  spell attacks). It has the following cleric spells prepared:
  Cantrips (at will): guidance, light, resistance, sacred flame, 
  thaumaturgy
  1st level (4 slots): bane, detect magic, guiding bolt, healing word, 
  inflict wounds
  2nd level (3 slots): gentle repose, hold person, spiritual weapon, 
  silence
  3rd level (3 slots): animate dead, dispel magic, mass healing word, 
  meld into stone, protection from energy, sending
  4th level (3 slots): banishment, blight, death ward
  5th level (2 slots): contagion, circle of power, hallow, insect plague
  6th level (1 slot): forbiddance, true seeing
  Actions
  Spear. Melee Weapon Attack: +6 to hit, reach 5 ft. or ranged 
  20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 
  6 (1d8+2) piercing damage if used with two hands to make a 
  melee attack.
  Arcane Disruption. The priest conjures an aura of disruptive 
  energy that radiates from it in a 15-foot radius and moves 
  with the priest, centered on it. The aura lasts until the priest 
  dismisses it as action, or dies. While inside the aura, any 
  creature that attempts to cast a spell must first succeed on a 
  DC 15 Constitution saving throw. If they fail the save, their spell 
  fails to cast and the spell slot is wasted.
  
  123
  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.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  15 (+2)
  16 (+3)
  10 (+0)
  14 (+2)
  7 (-2)
  Saving Throws Dex +5, Con +6 
  Skills Acrobatics +5, Athletics +7, Perception +5
  Senses passive Perception 15
  Languages Infernal
  Challenge 6 (2,300 XP)
  Ethereal Shift. As a bonus action, the xill can magically shift 
  from the Material Plane to the Ethereal Plane, or vice versa. .
  Actions
  Multiattack. Mesika makes four attacks: two with its 
  longswords and two with its shortswords. Alternatively, it makes 
  two attacks with its longswords and one with its bite.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  6 (1d4 + 4) piercing damage.and 7 (2d6) poison damage. The 
  target must succeed on a DC 14 Constitution saving throw or 
  become paralyzed. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a success. 
  If a creature’s saving throw is successful or the effect ends for 
  it, the creature is immune to the paralyzing effect of the xill's 
  bite attack for the next 24 hours
  
  124
  APPendIx C | MOnSTeRS And THReATS
  Appendix C. Monsters and Threats
  This appendix details new monsters that do not appear in 
  the Monster Manual or Tomb of Annihilation.
  Air Elemental Myrmidon
  Medium elemental, neutral
  Armor Class 18 (plate)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  14 (+2)
  9 (-1)
  10 (+0)
  10 (+0)
  Damage Resistances lightning, thunder; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities paralyzed, petrified, poisoned, prone
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran, one language of its creator’s choice
  Challenge 7 (2,900 XP)
  Magic Weapons. The myrmidon’s weapon attacks are magical.
  Actions
  Multiattack. The myrmidon makes three flail attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) bludgeoning damage.
  Lightning Strike (Recharge 6). The myrmidon makes one flail 
  attack. If the attack hits, it deals an extra 18 (4d8) lightning 
  damage, and the target must succeed on a DC 14 Constitution 
  saving throw or be stunned until the end of the myrmidon’s 
  next turn.
  Allip
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 40 (9d8)
  Speed 0 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  17 (+3)
  10 (+0)
  17 (+3)
  14 (+2)
  16 (+3)
  Saving Throws Int +6, Wis +5
  Skills Perception +5, Stealth +6
  Damage Resistances  acid, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks
  Damage Immunities  cold, necrotic, poison
  Condition Immunities  charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Elvish
  Challenge 5 (1,800 XP)
  Incorporeal Movement. The allip can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Actions
  Maddening Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 17 (4d6 + 3) psychic damage.
  Whispers of Madness. The allip chooses up to three creatures 
  it can see within 60 feet of it. Each target must succeed on a 
  DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic 
  damage and must use its reaction to make a melee weapon 
  attack against one creature of the allip’s choice that the allip 
  can see. Constructs and undead are immune to this effect.
  Howling Babble (Recharge 6). Each creature within 30 feet of 
  the allip that can hear it must make a DC 14 Wisdom saving 
  throw. On a failed save, a target takes 12 (2d8 + 3) psychic 
  damage, and it is stunned until the end of its next turn. On 
  a successful save, it takes half as much damage and isn’t 
  stunned. Constructs and undead are immune to this effect.
  Amanabuzi
  Large elemental, neutral
  Armor Class 17 (natural armor)
  Hit Points 170 (20d10 + 60) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  17 (+3)
  8 (-1)
  10 (+0)
  10 (+0)
  Damage Resistances  bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities  poison
  Condition Immunities  paralyzed, petrified, poisoned, prone
  Senses darkvision 60 ft., passive Perception 10 
  Languages Terran, can communicate telepathically
  Challenge 10 (5,900 XP)
  Magic Weapons. The elemental’s weapon attacks are magical.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 20 (4d6 + 6) bludgeoning damage.
  Thunderous Strike (Recharge 6). The elemental makes one 
  slam attack. On a hit, the target takes an extra 27 (5d10) 
  thunder damage, and the target must succeed on a DC 18 
  Strength saving throw or be knocked prone.
  Archer
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  18 (+4)
  16 (+3)
  11 (+0)
  13 (+1)
  10 (+0)
  Skills Acrobatics +6, Perception +5
  Senses passive Perception 15
  Languages any one language (usually Common) 
  Challenge 3 (700 XP)
  
  125
  APPendIx C | MOnSTeRS And THReATS
  Archer's Eye (3/day). As a bonus action, the archer can add 
  1d10 to its next attack or damage roll with a longbow or 
  shortbow.
  Actions
  Multiattack. The archer makes two attacks with its longbow.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Blackguard
  Medium humanoid (any race), any evil alignment  
  Armor Class 18 (plate)
  Hit Points 153 (18d8+72)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  18 (+4)
  11 (+0)
  14 (+2)
  15 (+2)
  Saving Throws Wis +5, Cha +5
  Skills Athletics +7, Deception +5, Intimidation +5 
  Senses passive Perception 12
  Languages Common
  Challenge 8 (3,900 XP)
  Spellcasting. The blackguard is a 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). It has the following paladin spells prepared:
  1st level (4 slots): command, protection from evil and good, 
  thunderous smite
  2nd level (3 slots): branding smite, find steed
  3rd level (2 slots): blinding smite, dispel magic
  Actions
  Multiattack. The blackguard makes three attacks with its 
  glaive or its shortbow.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 9 (1d10+4) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Dreadful Aspect (Recharges after a Short or Long Rest). The 
  blackguard exudes magical menace. Each enemy within 30 
  feet of the blackguard must succeed on a DC 13 Wisdom 
  saving throw or be frightened for 1 minute. If a frightened 
  target ends its turn more than 30 feet away from the 
  blackguard, the target can repeat the saving throw, ending the 
  effect on itself on a success.
  Brachiosaurus Zombie
  Gargantuan undead, unaligned
  Armor Class 14 (natural armor)
  Hit Points 145 (10d20 + 40)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  5 (-3)
  19 (+4)
  1 (-5)
  7 (-2)
  5 (-3)
  Saving Throws Con +7
  Damage Immunities poison 
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 6 (2,300 XP)
  Undead Fortitude. If damage reduces the zombie to 0 hit points, 
  it must make a Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from a critical hit. 
  On a success, the zombie drops to 1 hit point instead.
  Actions
  Stomp. Melee Weapon Attack: +10 to hit, reach 20 ft., one 
  target. Hit: 34 (5d10 + 7) bludgeoning damage, and the 
  target must succeed on a DC 15 Strength saving throw or be 
  knocked prone.
  Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. 
  Hit: 40 (6d10 + 7) bludgeoning damage.
  Poison Breath (Recharge 5-6). The brachiosaurus zombie 
  exhales poison gas in a 30-foot cone. Each creature in that 
  area must make a DC 15 Constitution saving throw, taking 
  45 (10d8) poison damage on a failed save, or half as much 
  damage on a successful one.
  Champion
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   20 (+5)
  15 (+2)
  14 (+2)
  10 (+0)
  14 (+2)
  12 (+1)
  Saving Throws Str +9, Con +6
  Skills Athletics +9, Intimidation +5, Perception +6 
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge  9 (5,000 XP)
  Indomitable (2/day). The champion rerolls a failed saving throw.
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the champion can regain 20 hit points.
  Actions
  Multiattack. The champion makes three attacks with its 
  greatsword or its shortbow.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) 
  slashing damage if the champion has more than half of its 
  total hit points remaining.
  Shortbow. Ranged Weapon Attack:  +6 to hit, range 80/320 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) 
  piercing damage if the champion has more than half of its 
  total hit points remaining.
  
  126
  APPendIx C | MOnSTeRS And THReATS
  Conjurer
  Medium humanoid (any), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2)
  11 (+0)
  17 (+3)
  12 (+1)
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP) 
  Spellcasting. The conjurer is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit 
  with spell attacks). The conjurer has the following wizard spells 
  prepared:
  Cantrips (at will): acid splash, mage hand, poison spray, 
  prestidigitation
  1st level (4 slots): false life, mage armor, ray of sickness
  2nd level (3 slots): mage armor, magic missile, unseen servant*
  3rd level (3 slots): fireball, stinking cloud
  4th level (3 slots): Evard’s black tentacles,* stoneskin
  5th level (2 slots): cloudkill,* conjure elemental*
  *Conjuration spell of 1st level or higher
  Benign Transportation (Recharges after the Conjurer Casts a 
  Conjuration Spell of 1st Level or Higher). As a bonus action, 
  the conjurer teleports up to 30 feet to an unoccupied space 
  that it can see. If it instead chooses a space within range that 
  is occupied by a willing Small or Medium creature, they both 
  teleport, swapping places.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Fotari (Archdruid)
  Medium humanoid (human), neutral evil
  Armor Class 16 (hJde armor, shield)
  Hit Points 132 (24d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  12 (+1)
  12 (+1)
  20 (+5)
  11 (+0)
  Saving Throws Int +5, Wis +9
  Skills Medicine +9, Nature +5, Perception +9
  Senses passive Perception 19
  Languages Druidic, Common, Primordial
  Challenge 12 (1,800 XP)
  Spellcasting. The archdruid is an 18th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 17, +9 to hit with 
  spell attacks). It has the following druid spells prepared:
  Cantrips (at will): druidcraft, produce flame, shillelagh
  1st level (4 slots): entangle, longstrider, speak with animals, 
  thunderwave
  2nd level (3 slots): animal messenger, barkskin
  3rd level (3 slots): conjure animals, meld into stone, water breathing
  4th level (3 slots): dominate beast, locate creature, stoneskin, wall 
  of fire
  5th level (3 slots): commune with nature, mass cure wounds, tree 
  stride
  6th level (1 slot): heal, heroes' feast, sunbeam
  7th level (1 slot): fire storm
  8th level (1 slot): animal shapes
  9th level (1 slot): foresight
  Actions
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  Change Shape (2/day). The archdruid magically polymorphs 
  into a beast or elemental with a challenge rating of 6 or less, and 
  can remain in this form for up to 9 hours. The archdruid can 
  choose whether its equipment falls to the ground, melds with 
  its new form, or is worn by the new form. The archdruid reverts 
  to its true form if it dies or falls unconscious. The archdruid can 
  revert to its true form using a bonus action on its turn.
  While in a new form, the archdruid retains its game 
  statistics and ability to speak, but its AC, movement modes, 
  Strength, and Dexterity are replaced by those of the new form, 
  and it gains any special senses, proficiencies, traits, actions, 
  and reactions (except class features, legendary actions, and 
  lair actions) that the new form has but that it lacks. It can cast 
  its spells with verbal or somatic components in its new form. 
  The new form's attacks count as magical for the purpose of 
  overcoming resistances and immunity to nonmagical attacks.
  Giant Skeleton
  Huge undead, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 115 (10d12 + 50)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (+0)
  20 (+5)
  4 (-3)
  6 (-2)
  6 (-2)
  Damage Vulnerabilities  bludgeoning
  Damage Immunities  poison
  Condition Immunities  exhaustion, poisoned
  Senses darkvision 60 ft ., passive Perception 8
  Languages understands Giant but can't speak
  Challenge 7 (2,900 XP)
  Evasion. If the skeleton is subjected to an effect that allows it to 
  make a saving throw to take only half damage, it instead takes 
  no damage if it succeeds on the saving throw, and only half 
  damage if it fails.
  Magic Resistance. The skeleton has advantage on saving 
  throws against spells and other magical effects..
  Turn Immunity. The skeleton is immune to effects that turn 
  undead.
  Actions
  Multiattack. The skeleton makes three scimitar attacks.
  Scimitar. Melee Weapon Attack: +8 to hit, reach 10 ft. , one 
  target. Hit: 15 (3d6 + 5) slashing damage.
  
  127
  APPendIx C | MOnSTeRS And THReATS
  Giant Vine Blight
  Large plant, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  14 (+2)
  18 (+4)
  5 (-3)
  14 (+2)
  10(+0)
  Skills Stealth +5
  Condition Immunities blinded, deafened
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 12
  Languages --
  Challenge 6 (2,300 XP)
  False Appearance. While the blight remains motionless, it is 
  indistinguishable from a tangle of vines.
  Actions
  Multiattack. The blight can use its constrict attack on two 
  separate targets..
  Constrict. Melee Weapon Attack: +8 to hit, reach 15 ft., one 
  target. Hit: 19 (4d6 + 5) bludgeoning damage, and a Large or 
  smaller target is grappled (escape DC 14). Until this grapple 
  ends, the target is restrained, and the blight can’t constrict 
  another target.
  Entangling Plants (Recharge 5–6). Grasping roots and vines 
  sprout in a 20-foot radius centered on the blight, withering 
  away after 1 minute. For the duration, that area is difficult 
  terrain for nonplant creatures. In addition, each creature 
  of the blight’s choice in that area when the plants appear 
  must succeed on a DC 14 Strength saving throw or become 
  restrained. A creature can use its action to make a DC 14 
  Strength check, freeing itself or another entangled creature 
  within reach on a success.
  Hadrosaurus
  Large beast, unaligned
  Armor Class 11 (natural armor)
  Hit Points 19 (3dl0 + 3)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  13 (+1)
  2 (-4)
  10 (+0)
  5 (-3)
  Skills Perception +2
  Senses passive Perception 12
  Languages --
  Challenge 1/4 (50 XP)
  Actions
  Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  7 (1d10 + 2) bludgeoning damage.
  Ifalakuntho
  Gargantuan fey, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 188 (13d20 + 52)
  Speed 0 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  15 (+2)
  19 (+4)
  17 (+3)
  17 (+3)
  20 (+5)
  Saving Throws Dex, +6, Con +8, Wis +7
  Skills Perception +7
  Damage Resistances acid, cold; bludgeoning, piercing, slashing 
  from nonmagical attacks
  Damage Immunities lightning, poison
  Condition Immunities poisoned
  Senses darkvision 90 ft., passive Perception 17
  Languages Common, Primordial, Sylvan
  Challenge 13 (10,000 XP)
  Innate Spellcasting. Ifalakuntho's innate spellcasting ability is 
  Charisma (spell save DC 17). It can innately cast the following 
  spells, requiring no material components:
  At will: animal friendship, druidcraft
  3/day each: darkness, entangle, faerie fire, suggestion
  1/day each: divine word
  Legendary Resistance (3/day). If Ifalakuntho fails a saving 
  throw, it can choose to succeed instead.
  Magic Weapons. Ifalakuntho's weapon attacks are magical.
  Actions
  Multiattack. Ifalakuntho makes two wing spike attacks and 
  one tail lash attack.
  Tail Lash. Melee Weapon Attack: +10 to hit, reach 15 ft., one 
  target. Hit: 19 (4d6 + 6) bludgeoning damage and the target 
  must succeed on a DC 16 Constitution saving throw or 
  become poisoned. A poisoned creature takes 17 (5d6) poison 
  damage at the start of each of its turns. The creature can 
  repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Wing Spike. Melee or Ranged Weapon Attack: +10 to hit, reach 
  10 ft. or range 80/320 ft., one target. Hit: 16 (4d6 +6) piercing 
  damage.
  Dread Tempest (Recharge 5-6). Ifalakuntho calls the chaotic 
  storm winds down upon all creatures in a 30-foot radius. Each 
  creature in that area must make a DC 18 Constitution saving 
  throw, taking 21 (6d6) necrotic damage and 21 (6d6) lightning 
  damage on a failed save, or half as much on a successful one. 
  A creature who fails their save is immediately knocked prone.
  Legendary Actions
  Ifalakuntho can take 3 legendary actions, using the Eye Ray 
  option below. It can take only one legendary action at a time 
  and only at the end of another creature’s turn. Ifalakuntho 
  regains spent legendary actions at the start of its turn.
  Detect. Ifalakuntho makes a Wisdom (Perception) check.
  Wing Spike. Ifalakuntho makes a wing spike attack.
  Wing Buffet. Ifalakuntho beats its wings. Each creature 
  within 10 feet of Ifalakuntho must succeed on a DC 18 
  Dexterity saving throw or take 13 (2d6 + 6) bludgeoning 
  damage and be knocked prone. Ifalakuntho can then fly up to 
  half its flying speed.
  
  128
  APPendIx C | MOnSTeRS And THReATS
  Korred
  Small fey, chaotic neutral
  Armor Class 17 (natural armor)
  Hit Points 102 (12d6 + 60)
  Speed 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  14 (+2)
  20 (+5)
  10 (+0)
  15 (+2)
  9 (-1)
  Skills Athletics +9, Perception +5, Stealth +5
  Condition Immunities bludgeoning, piercing, and slashing from
  nonmagical attacks
  Senses darkvision 120 ft., tremorsense 120 ft., passive
  Perception 15
  Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon
  Challenge 7 (2,900 XP)
  Command Hair. The korred has at least one 50-foot-long rope 
  woven out of its hair. As a bonus action, the korred commands 
  one such rope within 30 feet of it to move up to 20 feet and 
  entangle a Large or smaller creature that the korred can see. 
  The target must succeed on a DC 13 Dexterity saving throw or 
  become grappled by the rope (escape DC 13). Until this grapple 
  ends, the target is restrained. The korred can use a bonus 
  action to release the target, which is also freed if the korred dies 
  or becomes incapacitated.
  A rope of korred hair has AC 20 and 20 hit points. It regains l 
  hit point at the start of each of the korred's turns while it has at 
  least l hit point and the korred is alive. If the rope drops to 0 hit 
  points, it is destroyed.
  Innate Spellcasting. The korred's innate spellcasting ability is  
  Wisdom (save DC 13). It can innately cast the following spells,  
  requiring no components:
  At Will: commune with nature, meld into stone, stone shape
  1/day each: conjure elemental (as 6th-level spell; galeb  duhr, 
  gargoyle, earth elemental, or xorn only), Otto's irresistible  dance
  Stone Camouflage. The korred has advantage on Dexterity  
  (Stealth) checks made to hide in rocky terrain.
  Stone's Strength. While on the ground, the korred deals 2  
  extra dice of damage with any weapon attack (included in  its 
  attacks).
  Actions
  Multiattack. The korred makes two attacks with its greatclub  
  or hurls two rocks.
  Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one  
  target. Hit: 10 (ld8 + 6) bludgeoning damage, or 19 (3d8 + 6)  
  bludgeoning damage if the korred is on the ground.
  Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one  
  target. Hit: 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6)  
  bludgeoning damage if the korred is on the ground.
  Lapanalori
  Large elemental, neutral
  Armor Class 18 (natural armor)
  Hit Points 170 (20d10 + 60) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  17 (+3)
  8 (-1)
  12 (+1)
  10 (+0)
  Damage Resistances  acid; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities  poison
  Condition Immunities  paralyzed, petrified, poisoned, prone
  Senses darkvision 60 ft., passive Perception 11 
  Languages Aquan, can communicate telepathically
  Challenge 10 (5,900 XP)
  Magic Weapons. The elemental’s weapon attacks are magical.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 22 (4d8+ 4) bludgeoning damage.
  Whelm (Recharge 4-6). Each creature in the elemental's space 
  must make a DC 15 Strength saving throw. On a failure, a 
  target takes 22 (4d8 + 4) bludgeoning damage. If it is Large or 
  smaller, it is also grappled (escape DC 18). Until this grapple 
  ends, the target is restrained and unable to breathe unless it 
  can breathe water. If the saving throw is successful, the target 
  is pushed out of the elemental's space.
  The elemental can grapple one Large creature or up to two 
  Medium or smaller creatures at one time. At the start of each 
  of the elemental's turns, each target grappled by it takes 13 
  (4d8 + 4) bludgeoning damage. A creature within 5 feet of the 
  elemental can pull a creature or object out of it by taking an 
  action to make a DC 18 Strength saving throw and succeeding.
  Master Thief
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  18 (+4)
  14 (+2)
  11 (+0)
  11 (+0)
  12 (+1)
  Saving Throws Dex +7 Int +3
  Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand 
  +7, Stealth +7
  Senses passive Perception 13
  Languages any one language (usually Common) plus thieves’ 
  cant
  Challenge 5 (1,800 XP)
  Cunning Action. On each of its turns, the thief can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Evasion. If the thief is subjected to an effect that allows it to 
  make a Dexterity saving throw to take only half damage, the 
  thief instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.
  
  129
  APPendIx C | MOnSTeRS And THReATS
  Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 
  feet of an ally of the thief that isn’t incapacitated and the thief 
  doesn’t have disadvantage on the attack roll.
  Actions
  Multiattack. The thief makes three attacks with its 
  shortsword.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage
  Light Crossbow. Ranged Weapon Attack:  +7 to hit, range 
  80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Uncanny Dodge. The thief halves the damage that it takes 
  from an attack that hits it. The thief must be able to see the 
  attacker.
  Matago
  Medium humanoid (human), chaotic evil
  Armor Class 12 (15 with mage armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2)
  12 (+1)
  17 (+3)
  12 (+1)
  11 (+0)
  Saving Throws Int +7, Wis +5
  Skills Arcana +7, History +7
  Damage Resistances necrotic
  Senses passive Perception 11
  Languages any four languages
  Challenge 10 (5,000 XP)
  Spellcasting. Matago is a 12th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 15, +7 to hit with spell 
  attacks). The necromancer has the following wizard spells 
  prepared:
  Cantrips (at will): chill touch, dancing lights, mage hand, ray of 
  frost
  1st level (4 slots): false life, mage armor, ray of sickness
  2nd level (3 slots): blindness/deafness, ray of enfeeblement, web
  3rd level (3 slots): animate dead, bestow curse, vampiric touch
  4th level (3 slots): blight, dimension door, stoneskin
  5th level (2 slots): Bigby's hand, cloudkill
  6th level (1 slots): circle of death
  Grim Harvest (1/Turn). When Matago kills a creature that 
  is neither a construct nor undead with a spell of 1st level or 
  higher, he regains hit points equal to twice the spell’s level, or 
  three times if it is a necromancy spell.
  Actions
  Withering Touch. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.
  Lair Actions
  On initiative count 20 (losing initiative ties), and while attuned 
  to the Daijobi Senga, Matago can take a lair action to perform 
  one of the following:
  Chaos Bolt Matago sends a bolt of corruption at one creature 
  he can see within 30 feet of him. The target creature must 
  make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic 
  damage on a failed save, or half a smuch on a successful one. 
  In addition, on a failed save, the target becomes frightened 
  until the end of its next turn.
  Create Blightwalker. Matago can use a bonus action to 
  magically summon a blightwalker. They attack any creature 
  that is a visible threat to him. Matago can't use this ability 
  if he already has at least two blightwalkers currently in his 
  service.
  Resistance. Matago gains magic resistance, granting him 
  advantage on saving throws against magical spells and 
  effects. This effect lasts until initiative count 20 on the 
  following round, upon which he must use this lair action again 
  to receive the benefits of this effect.
  Meenlock
  Small fey, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 31 (7d6+7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  15 (+2)
  12 (+1)
  11 (+0)
  10 (+0)
  8 (-1)
  Skills Perception +4, Stealth +6, Survival +2 
  Condition Immunities frightened
  Senses darkvision 120 ft., passive Perception 14
  Languages telepathy 120 ft.
  Challenge 2 (450 XP)
  Fear Aura. Any beast or humanoid that starts its turn within 10 
  feet of the meenlock must succeed on a DC 11 Wisdom saving 
  throw or be frightened until the start of the creature’s next turn.
  Light Sensitivity. While in bright light, the meenlock 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Shadow Teleport (Recharge 5-6). As a bonus action, the 
  meenlock can teleport to an unoccupied space within 30 feet 
  of it, provided that both the space it’s teleporting from and its 
  destination are in dim light or darkness. The destination need 
  not be within line of sight.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (2d4+2) slashing damage, and the target must 
  succeed on a DC 11 Constitution saving throw or be paralyzed 
  for 1 minute. The target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success.
  
  130
  APPendIx C | MOnSTeRS And THReATS
  Necromancer
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2)
  12 (+1)
  17 (+3)
  12 (+1)
  11 (+0)
  Saving Throws Int +7, Wis +5
  Skills Arcana +7, History +7
  Damage Resistances necrotic
  Senses passive Perception 11
  Languages any four languages
  Challenge 9 (5,000 XP)
  Spellcasting. The necromancer is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit 
  with spell attacks). The necromancer has the following wizard 
  spells prepared:
  Cantrips (at will): chill touch, dancing lights, mage hand, mending
  1st level (4 slots): false life, mage armor, ray of sickness
  2nd level (3 slots): blindness/deafness, ray of enfeeblement, web
  3rd level (3 slots): animate dead, bestow curse, vampiric touch
  4th level (3 slots): blight, dimension door, stoneskin
  5th level (2 slots): Bigby's hand, cloudkill
  6th level (1 slots): circle of death
  Grim Harvest (1/Turn). When the necromancer kills a creature 
  that is neither a construct nor undead with a spell of 1st level 
  or higher, the necromancer regains hit points equal to twice the 
  spell’s level, or three times if it is a necromancy spell.
  Actions
  Withering Touch. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.
  Ooze Master
  Huge undead, lawful evil
  Armor Class 15
  Hit Points 114 (12d12 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  1 (-5)
  16 (+3)
  17 (+3)
  8 (-1)
  12 (+1)
  Damage Resistances acid, cold, fire
  Damage Immunities poison
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, poisoned, prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 9
  Languages Common
  Challenge 10 (2,300 XP)
  Spellcasting. The ooze master is a 8th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit 
  with spell attacks). It has the following wizard spells prepared:
  Cantrips (at will): eldritch blast
  1st level (4 slots): charm person, magic missile, sleep
  2nd level (3 slots): detect thoughts, Melf’s acid arrow, suggestion
  3rd level (3 slots): fear, slow
  4th level (3 slots): confusion
  Actions
  Caustic Touch. Melee Weapon Attack: +6 to hit, reach 15 ft., 
  one creature. Hit: 7 (2d6) bludgeoning damage plus 7 (2d6) 
  acid damage.
  Instinctive Charm. When a creature the Ooze Master can 
  sense within 50 feet of it attacks it, it can use its reaction 
  to force the attacker to succeed on a DC 15 Wisdom saving 
  throw or target the creature closest to it other than the Ooze 
  Master. The attacker chooses among valid targets, wasting the 
  attack if no targets are in range.
  Phantom Warrior (Quomec)
  Medium undead, neutrral good
  Armor Class 16
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  16 (+3)
  8 (-1)
  10 (+0)
  15 (+2)
  Skills Perception +2, Stealth +4
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, any languages it knew in life
  Challenge 3 (700 XP)
  Ethereal Sight. The phantom warrior can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and vice versa.
  Incorporeal Movement. The phantom warrior can move 
  through other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn inside 
  an object
  Spectral Armor and Shield. The phantom warrior’s AC accounts 
  for its spectral armor and shield.
  Actions
  Multiattack. The phantom warrior makes two attacks with its 
  spectral longsword.
  Spectral Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) force damage. 
  Etherealness. The phantom warrior enters the Ethereal Plane 
  from the Material Plane, or vice versa. It is visible on the 
  Material Plane while it is in the Border Ethereal, and vice versa, 
  yet it can’t affect or be affected by anything on the other plane.
  
  131
  APPendIx C | MOnSTeRS And THReATS
  Redcap
  Small fey, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 45 (6d6 + 24)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  18 (+4)
  10 (+0)
  12 (+1)
  9 (-1)
  Skills Athletics +6, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  Iron Boots. While moving, the redcap has disadvantage on 
  Dexterity (Stealth) checks.
  Outsize Strength. While grappling, the redcap is considered 
  to be Medium. Also, wielding a heavy weapon doesn't pose 
  disadvantage to attack rolls.
  Actions
  Multiattack. The redcap makes three attacks with its wicked 
  sickle.
  Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4 + 4) slashing damage.
  Ironbound Pursuit. The redcap moves up to its speed to a 
  creature it can see and kicks with its iron boots. The target 
  must succeed on a DC 14 Dexterity saving throw or take 20 
  (3d10 + 4) bludgeoning damage and be knocked prone.
  Rot Troll
  Large giant, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 138 (12d10 + 72)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  22 (+6)
  5 (-3)
  8 (-1)
  4 (-3)
  Skills  Perception +3
  Damage Immunities  necotic
  Senses darkvision 60 ft., passive Perception 13
  Languages Giant
  Challenge 9 (5,000 XP)
  Rancid Degeneration. At the end of each of the troll’s turns, 
  each creature within 5 feet of it takes 11 (2d10) necrotic 
  damage, unless the troll has taken acid or fire damage since the 
  end of its last turn..
  Actions
  Multiattack. The troll makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic 
  damage.
  Sarcosuchus Zombie
  Gargantuan undead, unaligned
  Armor Class 12 (natural armor)
  Hit Points 137 (10d20 + 32)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  6 (-4)
  18 (+4)
  1 (-5)
  8 (-1)
  5 (-3)
  Damage Immunities poison 
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 7 (2,900 XP)
  Undead Fortitude. If damage reduces the zombie to 0 hit points, 
  it must make a Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from a critical hit. 
  On a success, the zombie drops to 1 hit point instead.
  Water Poisoner. Water within 20 ft. of the zombie is tainted with 
  toxins. A creature that enters or starts its turn in that water must 
  succeed on a DC 15 Constitution saving throw or it is poisoned 
  until the start of its next turn.
  Actions
  Multiattack. The zombie can make two attacks: one with its 
  bite and one with its tail. 
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 28 (4d10 + 6) piercing damage. If the target is a creature, 
  it is grappled (Escape DC 16). Until this grapple ends, the 
  target is restrained, and the sarcosuchus zombie can’t grapple 
  another target.
  Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 
  Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 17 Strength saving throw or 
  be knocked prone.
  
  132
  APPendIx C | MOnSTeRS And THReATS
  Shavolak
  Huge fiend, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 253 (22d10 + 132)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  18 (+4)
  20 (+5)
  17 (+3)
  18 (+4)
  21 (+5)
  Saving Throws Dex +11, Con +12 Wis +11
  Skills Deception +12 Intimidation +12 Perception +11, Stealth +11
  Damage Resistances  fire, bludgeoning, piercing, and slashing 
  damage from nonmagical attacks
  Damage Immunities  cold, necrotic, poison
  Condition Immunities  charmed, exhaustion, frightened, 
  poisoned, unconscious
  Senses truesight 120 ft., passive Perception 21
  Languages all, telepathy 120 ft.
  Challenge 21 (33,000 XP)
  Innate Spellcasting. Shavolak's innate spellcasting ability is 
  Charisma (spell save DC 19, +11 to hit with spell attacks). He 
  can innately cast the following spells, requiring no material 
  components:
  At will:  charm person, command, crown of madness, detect 
  magic, Evard's black tentacles, invisibility (self only), suggestion
  3/day each: confusion, counterspell, dispel magic, inflict wounds
  1/day each: circle of death, dominate monster
  Legendary Resistance (3/day).  If Shavolak fails a saving 
  throw, he can choose to succeed instead.
  Magic Resistance. Shavolak has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. Shavolak’s weapon attacks are magical.
  Regeneration. Shavolak regains 20 hit points at the start of 
  his turn. If he takes radiant damage, this trait doesn’t function 
  at the start of his next turn. Shavolak dies only if he starts his 
  turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. Shavolak makes two attacks.
  Blightreaver. Melee Weapon Attack: +15 to hit, reach 15 ft., one 
  target. Hit: 19 (2d10 + 8) piercing damage plus 16 (3d10) cold 
  damage.
  Teleport. Shavolak magically teleports, along with any 
  equipment he is wearing and carrying, up to 120 feet to an 
  unoccupied space he can see.
  Legendary Actions
  Shavolak can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Shavolak 
  regains spent legendary actions at the start of his turn.
  Attack (Costs 2 Actions). Shavolak attacks once with his 
  hellish morningstar.
  Enthralling Darkness. Shavolak casts charm person or 
  command.
  Teleport. Shavolak uses his Teleport action.
  Lair Actions
  On initiative count 20 (losing initiative ties), Shavolak can take 
  a lair action to perform one of the following:
  Create Blightwalker. Shavolak can use a bonus action to 
  magically summon a blightwalker. They attack any creature that 
  is a visible threat to him. Shavolak can't use this ability if he 
  already has at least two blightwalkers currently in his service.
  Wave of Chaos. Shavolak launches a spiral of writhing 
  shadows at a creature he can see within 60 feet of him. The 
  target must succeed on a DC 19 Constitution saving throw or 
  take 21 (6d6) necrotic damage and become restrained until 
  the end of their next turn.
  Spawn of Kyuss
  Medium undead, chaotic evil
  Armor Class 10
  Hit Points 76 (9d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  18 (+4)
  5 (-3)
  7 (-2)
  3 (-4)
  Saving Throws Wis +1
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life but can't
  speak
  Challenge 5 (1,800 XP)
  Regeneration. The spawn of Kyuss regains 10 hit points at the 
  start of its turn if it has at least 1 hit point and isn't in sunlight 
  or a body of running water. If the spawn takes acid, fire, or 
  radiant damage, this trait doesn't function at the start of the 
  spawn's next turn. The spawn is destroyed only if it starts its 
  turn with 0 hit points and doesn't regenerate.
  Worms. If the spawn of Kyuss is targeted by an effect that 
  cures disease or removes a curse, all the worms infesting it 
  wither away, and it loses its Burrowing Worm action.
  Actions
  Multiattack. The spawn of Kyuss makes two attacks with its 
  claws and uses Burrowing Worm.
  Burrowing Worm. A worm launches from the spawn of Kyuss 
  at one humanoid that the spawn can see within 10 feet of 
  it. The worm latches onto the target's skin unless the target 
  succeeds on a DC 11 Dexterity saving throw. The worm is a 
  Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability 
  score, and a speed of 1 foot. While on the target's skin, the 
  worm can be killed by normal means or scraped off using an 
  action (the spawn can use this action to launch a scraped-off 
  worm at a humanoid it can see within 10 feet of the worm). 
  Otherwise, the worm burrows under the target's skin at the 
  end of the target's next turn, dealing 1 piercing damage to 
  it. At the end of each of its turns thereafter, the target takes 
  7 (2d6) necrotic damage per worm infesting it (maximum of 
  10d6). A worm-infested target dies if it drops to 0 hit points, 
  then rises 10 minutes later as a spawn of Kyuss. If a worm-
  infested creature is targeted by an effect that cures disease or 
  removes a curse, all the worms infesting it wither away.
  Claw. Melee Weapon Attack: +6 to hit, reach S ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic 
  damage.
  
  133
  APPendIx C | MOnSTeRS And THReATS
  Taherako the Tempest
  Gargantuan elemental, chaotic evil
  Armor Class 16
  Hit Points 290 (20d20 + 80)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  20 (+5)
  19 (+4)
  12 (+1)
  16 (+3)
  12 (+1)
  Saving Throws Con +8, Wis +7
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13
  Languages Common, telepathy 120 ft.
  Challenge 14 (11,500 XP)
  Air Form. Taherako can enter a hostile creature’s space and 
  stop there.
  Immutable Form. Taherako is immune to any spell or effect 
  that would alter its form.
  Legendary Resistance (3/day).  If Taherako fails a saving 
  throw, it can choose to succeed instead.
  Lightning Absorption. Taherako is subjected to lightning 
  damage, it takes no damage and instead regains a number of 
  hit points equal to the lightning damage dealt.
  Magic Resistance. Taherako has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. Taherako makes two slam or lightning strike 
  attacks and then can use either cyclone or sonic nova once.
  Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 34 (7d6 + 7) bludgeoning damage.
  Lightning Strike. Ranged Weapon Attack: +10 to hit, reach 120 
  ft., one target. Hit: 31 (9d6) lighting damage.
  Cyclone. When Taherako hits with a slam attack, it can 
  summon a violent twister around the target. The target 
  must succeed on a DC 18 Strength saving throw or become 
  enveloped within storm force winds. An enveloped creature is 
  blinded and restrained, taking 35 (10d6) bludgeoning damage 
  at the start of each of it's turns. The creature can repeat the 
  saving throw at the end of each of its turns. If a creature's 
  saving throw is successful, the effect ends on it.
  Thunder Nova (Recharge 5-6). Taherako unleashes a sonic 
  wave of storm fury upon all creatures in a 30-foot radius. Each 
  creature in that area must make a DC 18 Dexterity saving 
  throw, taking 35 (10d6) thunder damage on a failed save, or 
  half as much on a successful one.
  Legendary Actions
  Taherako can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Taherako 
  regains spent legendary actions at the start of his turn.
  Attack (Costs 2 Actions). Taherako makes one slam attack or 
  one lightning strike.
  Lightning Burst (Costs 3 Actions). Taherako can hurl a bolt of 
  lightning upon a point it can see within 60 feet. Each creature 
  within 5 feet of that point must make a DC 16 Dexterity saving 
  throw, taking 13 (3d8) lightning damage on a failed save, or 
  half as much damage on a successful one.
  Move. Taherako moves up to its speed.
  The Lost
  Medium monstrosity, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  15 (+2)
  6 (-2)
  7 (-2)
  5 (-3)
  Skills  Athletics +6
  Damage Resistances  bludgeoning, piercing, and slashing from 
  nonmagical attacks while in dim light or darkness
  Senses darkvision 60 ft., passive Perception 8
  Languages Common
  Challenge 7 (2,900 XP)
  Actions
  Multiattack. The Lost makes two arm spike attacks.
  Arm Spike. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 14 (2d10 + 3) piercing damage.
  Embrace. Melee Weapon Attack: +6 to it, reach 5 ft., one target. 
  Hit: 25 (4d10 + 3) piercing damage, and the target is grappled 
  (escape DC 14) if it is a Medium or smaller creature. Until the 
  grapple ends, the target is frightened, and it takes 27 (6d8) 
  psychic damage at the end of each of its turns. The Lost can 
  embrace only one creature at a time.
  Reactions
  Tightening Embrace. If the Lost takes damage while it has a 
  creature grappled, that creature takes 18 (4d8) psychic damage.
  
  134
  APPendIx C | MOnSTeRS And THReATS
  Titanosaurus
  Gargantuan beast, unaligned
  Armor Class 17 (natural armor)
  Hit Points 201 (13d20 + 65)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  7 (-2)
  20 (+5)
  2 (-4)
  10 (+0)
  7 (-2)
  Saving Throws Con +8 
  Senses passive Perception 8
  Languages —
  Challenge 7 (2,900 XP)
  Actions
  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 fol-
  lowing 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 at-
  tack 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
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  6 (-2)
  17 (+3)
  1 (-5)
  6 (-2)
  5 (-3)
  Damage Immunities poison 
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 5 (1,700 XP)
  Trampling Charge. If the zombie moves at least 20 feet straight 
  toward a creature and then hits it with a gore attack on the same 
  turn, that target must succeed on a DC 13 Strength saving throw 
  or be knocked prone. If the target is prone, the zombie can make 
  one stomp attack against it as a bonus action.
  Undead Fortitude. If damage reduces the zombie to 0 hit points, 
  it must make a Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from a critical hit. 
  On a success, the zombie drops to 1 hit point instead.
  Actions
  Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 24 (4d8 + 6) piercing damage.
  Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone 
  creature. Hit: 22 (3d10 + 6) bludgeoning damage.
  Ukuni Assassin
  Medium humanoid (any race), any alignment
  Armor Class 15 (studded leather)
  Hit Points  78 (12d8 + 24) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+2)
  14 (+2)
  13 (+1)
  11 (+0)
  10 (+0)
  Saving Throws Dex +6 Int +4
  Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 
  Damage Resistances poison
  Senses passive Perception 13
  Languages any two languages plus thieves’ cant
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the assassin has advantage on 
  attack rolls against any creature that hasn't taken a turn. Any hit 
  the assassin scores against a surprised creature is a critical hit. 
  Earth Step (3x/day). The assassin can move through solid 
  earth or rock as if those areas were difficult terrain. If they end 
  their turn there, they are shunted out to the nearest unoccupied 
  space they last occupied.
  Evasion. If the assassin is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, the 
  assassin instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.
  Sneak Attack (1/Turn). Once per turn, the assassin deals an 
  extra 14 (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when the target 
  is within 5 feet of an ally of the assassin that isn't incapacitated 
  and the assassin doesn't have disadvantage on the attack roll.
  Stone Camouflage. The assassin has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain
  Actions
  Multiattack. The thief makes three attacks with its 
  shortsword.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage
  Light Crossbow. Ranged Weapon Attack:  +7 to hit, range 
  80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Uncanny Dodge. The thief halves the damage that it takes 
  from an attack that hits it. The thief must be able to see the 
  attacker.
  
  135
  APPendIx C | MOnSTeRS And THReATS
  Warlock of the Fiend
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  15 (+2)
  12 (+1)
  12 (+1)
  18 (+4)
  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.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  18 (+4)
  11 (+0)
  12 (+1)
  14 (+2)
  Skills Perception +4
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, poisoned, 
  unconscious
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, any languages it knew in life
  Challenge 8 (3,900 XP)
  Martial Fury. As a bonus action, Zumoch can make one 
  weapon attack, which deals an extra 9 (2d8) necrotic damage 
  on a hit. If he does so, attack rolls against him have advantage 
  until the start of its next turn..
  Turning Defiance. Zumoch and any other allies within 30 feet of 
  him have advantage on saving throws against effects that turn 
  undead.
  Actions
  Multiattack. Zumoch makes two weapon attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) 
  slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack:  +5 to hit, range 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Zealoraptor Zombie
  Large undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 52 (7d10 + 14)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  15 (+2)
  3 (-4)
  8 (-1)
  5 (-3)
  Damage Immunities poison 
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 2 (200 XP)
  Pounce. If the zombie moves at least 20 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 13 Strength saving throw or 
  be knocked prone. If the target is prone, the zombie can make 
  one bite attack against it as a bonus action.
  Undead Fortitude. If damage reduces the zombie to 0 hit points, 
  it must make a Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from a critical hit. 
  On a success, the zombie drops to 1 hit point instead.
  Actions
  Multiattack. The zombie makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10 + 3) slashing damage, and if the target is a 
  creature 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).
  
  136
  APPendIx d | neW MAGIC ITeMS
  Appendix d. new Magic Items
  Player characters can obtain the following item as a 
  reward during the adventure.
  Oathbinder
  Weapon (warhammer), legendary (requires attunement by 
  a creature of non-evil alignment)
  Handed down through generations of holy warriors, 
  Oathbinder is a warhammer fashioned from gold, jade, 
  and finished wood. You gain a +2 bonus to attack and 
  damage rolls made with this weapon. In addition, it 
  has all of the properties of a mace of disruption (see 
  "Treasure" in chapter 7 of the Dungeon Master's Guide).
  While holding the weapon, you can use an action to cast 
  beacon of hope. Once used, this ability can't be used again 
  until the next dawn.
  Sentience. Oathbinder is a lawful good weapon with an 
  Intelligence of 12, a Wisdom of 14 and a Charisma of 14. 
  It has hearing and normal vision out to a range of 60 feet.
  The weapon can speak, read, and understand Common 
  and Celestial. It has a strong, feminine voice. It knows 
  every language you know while you're attuned to it.
  Personality. Imbued with the lifeforce of an ancient 
  celestial, Oathbinder is the sworn enemy of fiends and 
  other evil extraplanar creatures. It speaks only when it 
  has something important to say, and can often be openly 
  curt and matter-of-fact when doing so.
  Oathbinder is courageous in the face of all that is evil. 
  If its wielder actively chooses to flee from facing an 
  extraplanar evil, such as a demon or powerful undead, 
  and can't provide good justification for doing so, the 
  weapon openly mocks them for their cowardice until the 
  wielder can redeem themselves by defeating a worthy evil 
  opponent.
  A protector of life and light, Oathbinder has no patience 
  for those who perform acts spurned by dishonesty and 
  corruption. It strongly protests against any wielder 
  who continuously participates in such actions, 
  and can be very disagreeable when its 
  wielder consistently tolerates others who 
  do the same.
  
  137
  APPendIx d | neW MAGIC ITeMS
  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."
  
  138
  APPendIx e | neW PlAYeR OPTIOnS
  Appendix e. new Player Options
  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.
  
  139
  APPendIx e | neW PlAYeR OPTIOnS
  Cleric domain: entropy
  With Ruty Rutenberg
  Heretics preach of a void at the center of the universe that 
  dying gods created to devour the Weave. The necrotic 
  energy it emits is called “Entropy”: a potent force that 
  clerics can harness to shield themselves from magic and 
  annihilate arcane casters. The chained god Tharizdun 
  claims this domain, while in Chessenta, a giant sphere 
  of annihilation is worshipped as an aspect of Entropy 
  itself. Cultists who wield the power go by many names: 
  thaumatoclasts, entropomancers, or entropists.
  Entropy Domain Spells
  Cleric Level
  Spells
  1st
  detect magic, inflict wounds
  3rd 
  gentle repose, spiritual weapon
  5th 
  dispel magic, protection from energy
  7th 
  blight, death ward
  9th 
  circle of power, hallow
  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.
  
  140
  APPendIx F | HAndOuTS/WORKSHeeTS
  Appendix F. Handouts/Worksheets
  Player Handout #1: Tower Teleportation Circle
  b: loose stoNes
  a: floor circle
  
  141
  APPendIx F | HAndOuTS/WORKSHeeTS
  5
  7
  4
  2
  The correct stones 
  to activate the 
  teleportation portal 
  are marked with the 
  corresponding number 
  sigils: 6, 4, and 2.
  DM Worksheet: Tower Circle Sequence (Solution)
  6
  1
  
  142
  APPendIx F | HAndOuTS/WORKSHeeTS
  Leuia,
  I have compiled as much research as possible and 
  have a theory on what we may be facing. Without 
  Ubtao to guide us, Quomec has brought doom 
  upon us all.
  It is now up to you, my most trusted 
  apprentice, to carry on our traditions. When you 
  find this, leave immediately. Protect yourself and 
  use the circle in the laboratory. The prince and I 
  leave now to warn Commander Zumoch.
  Nellioc
  Player Handout #2: Sage's Letter
  
  143
  APPendIx F | HAndOuTS/WORKSHeeTS
  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.
  universal
  ◊ 
  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).
  
  144
  APPendIx F | HAndOuTS/WORKSHeeTS
  Player Handout #3: Mezro Ruins
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/DMsGuild Adept/DMsGuild Adept/Lost City of Mezro.pdf