TEXT: INTRODUCTION
  Contents
  
  INTRODUCTION
  Contents........................................................................................................................................................................................................1
  Introduction.............................................................................................................................................................................................. 6
  Story Overview.................................................................................................................................................................................... 6
  Running the Adventure.......................................................................................................................................................................6
  Abbreviations...............................................................................................................................................................................6
  Adventure Summary................................................................................................................................................................... 7
  Death Curse.................................................................................................................................................................................. 7
  Character Advancement..............................................................................................................................................................8
  Starting at Higher Levels.............................................................................................................................................................8
  Starting the Adventure........................................................................................................................................................................9
  Syndra Silvane’s Curse................................................................................................................................................................ 9
  Character Hooks........................................................................................................................................................................ 10
  Welcome to Chult.............................................................................................................................................................................. 11
  Weather......................................................................................................................................................................................11
  Races of Chult.............................................................................................................................................................................12
  Chultans......................................................................................................................................................................................12
  Chapter 1: Port Nyanzaru......................................................................................................................................................................... 16
  Arrival.................................................................................................................................................................................................16
  Side Quests.........................................................................................................................................................................................17
  Locations in the City..........................................................................................................................................................................18
  Old City....................................................................................................................................................................................... 19
  Merchants’ Ward....................................................................................................................................................................... 19
  Harbor Ward..............................................................................................................................................................................21
  Market Ward..............................................................................................................................................................................22
  Malar’s Throat............................................................................................................................................................................23
  Tiryki Anchorage.......................................................................................................................................................................23
  City Denizens..................................................................................................................................................................................... 24
  Volothamp “Volo” Geddarm......................................................................................................................................................24
  Merchant Princes.......................................................................................................................................................................24
  Merchant Prince’s Villa..................................................................................................................................................................... 26
  Lower Level................................................................................................................................................................................27
  Upper Level................................................................................................................................................................................27
  Factions and Their Representatives................................................................................................................................................ 28
  Emerald Enclave........................................................................................................................................................................29
  Flaming Fist................................................................................................................................................................................29
  Harpers.......................................................................................................................................................................................29
  Lords’ Alliance........................................................................................................................................................................... 29
  Order of the Gauntlet.................................................................................................................................................................29
  Red Wizards of Thay................................................................................................................................................................. 30
  Ytepka Society............................................................................................................................................................................30
  Zhentarim...................................................................................................................................................................................30
  Things to Do.......................................................................................................................................................................................30
  Buying a Special Item................................................................................................................................................................30
  Dinosaur Racing.........................................................................................................................................................................31
  Finding a Guide..........................................................................................................................................................................32
  Gathering Information.............................................................................................................................................................. 34
  Chapter 2: The Land of Chult....................................................................................................................................................................36
  The Expedition Begins...................................................................................................................................................................... 36
  Travel Distances........................................................................................................................................................................ 36
  Navigation.................................................................................................................................................................................. 37
  Dehydration............................................................................................................................................................................... 37
  Diseases......................................................................................................................................................................................37
  Random Encounters..................................................................................................................................................................38
  Locations in Chult..............................................................................................................................................................................38
  Locations F - I.............................................................................................................................................................................50
  
  INTRODUCTION
  Locations J - L.............................................................................................................................................................................64
  Locations M - P...........................................................................................................................................................................68
  Locations R - S............................................................................................................................................................................77
  Locations V - Y............................................................................................................................................................................78
  Chapter 3: Dwellers of the Forbidden City..............................................................................................................................................86
  Omu.....................................................................................................................................................................................................86
  Approaching the City.................................................................................................................................................................86
  Entering the City........................................................................................................................................................................86
  History of Omu...........................................................................................................................................................................87
  Legend of the Nine Gods........................................................................................................................................................... 87
  City Inhabitants......................................................................................................................................................................... 88
  Puzzle Cubes.............................................................................................................................................................................. 89
  Navigation.................................................................................................................................................................................. 89
  Random Encounters in Omu.....................................................................................................................................................91
  Locations in the City..................................................................................................................................................................91
  Chapter 4: Fane of the Night Serpent.................................................................................................................................................... 105
  Schemes of the Yuan-ti....................................................................................................................................................................105
  Ras Nsi......................................................................................................................................................................................105
  Fenthaza...................................................................................................................................................................................105
  Getting Inside...................................................................................................................................................................................106
  Infiltrating the Temple............................................................................................................................................................106
  Captured by the Yuan-ti..........................................................................................................................................................106
  Locations in the Temple..................................................................................................................................................................108
  1. Main Gate............................................................................................................................................................................. 108
  2. Hall of War........................................................................................................................................................................... 110
  3. Hall of Serpents....................................................................................................................................................................110
  4. Armory................................................................................................................................................................................. 110
  5. Fenthaza’s Quarters............................................................................................................................................................ 111
  6. Sacrificial Chamber............................................................................................................................................................. 111
  7. Evil Oracle............................................................................................................................................................................ 112
  8. Prisoner Pits.........................................................................................................................................................................112
  9. The Fane...............................................................................................................................................................................113
  10. Harem.................................................................................................................................................................................113
  11. Throne Room.....................................................................................................................................................................114
  13. Ras Nsi’s Lair..................................................................................................................................................................... 115
  13. Storeroom..........................................................................................................................................................................115
  14. Venom Distillery................................................................................................................................................................115
  15. Snake Pit.............................................................................................................................................................................116
  16. Blood Baths........................................................................................................................................................................116
  17. Sauna..................................................................................................................................................................................116
  18. Yuan-ti Nests......................................................................................................................................................................117
  19. Slave Grotto....................................................................................................................................................................... 117
  20. Underground River........................................................................................................................................................... 117
  21. Hydra’s Lair....................................................................................................................................................................... 117
  22. Fungi Cavern......................................................................................................................................................................118
  23. Secret Entrance................................................................................................................................................................. 118
  Chapter 5: Tomb of the Nine Gods.........................................................................................................................................................119
  History of the Tomb........................................................................................................................................................................ 119
  Rise of the Tomb......................................................................................................................................................................119
  Nourishing the Atropal........................................................................................................................................................... 119
  Exploring the Tomb.........................................................................................................................................................................119
  General Features..................................................................................................................................................................... 120
  Tomb Inhabitants....................................................................................................................................................................120
  Fabled Treasures.....................................................................................................................................................................121
  Spell Restrictions.....................................................................................................................................................................121
  Replacing Dead Characters.....................................................................................................................................................122
  Spirits of the Nine Trickster Gods..................................................................................................................................................122
  Spiritual Inhabitation..............................................................................................................................................................123
  
  INTRODUCTION
  Leaving a Host......................................................................................................................................................................... 123
  Fighting Over a Host................................................................................................................................................................123
  Roleplaying the Spirits............................................................................................................................................................123
  Level 1: Rotten Halls....................................................................................................................................................................... 123
  1. Acererak’s Warning.............................................................................................................................................................124
  2. Gallery of Tricksters............................................................................................................................................................124
  3. False Entrance..................................................................................................................................................................... 124
  4. True Entrance......................................................................................................................................................................125
  5. Trapped Corridor................................................................................................................................................................ 126
  6. Crystal Window................................................................................................................................................................... 127
  7. Grand Staircase....................................................................................................................................................................127
  8. Magical Attraction............................................................................................................................................................... 127
  9. Magic Fountain.................................................................................................................................................................... 128
  10. Obo’laka’s Tomb................................................................................................................................................................128
  11. Gas Pocket..........................................................................................................................................................................129
  12. Trapped Chest................................................................................................................................................................... 129
  13. Stone Skull......................................................................................................................................................................... 129
  14. Moa’s Tomb........................................................................................................................................................................129
  16. Wongo’s Tomb...................................................................................................................................................................130
  17. Underground Waterfall.................................................................................................................................................... 131
  Level 2: Dungeon of Deception.............................................................................................................................................. 131
  18. Devil Pit..............................................................................................................................................................................131
  19. Gravity Ring.......................................................................................................................................................................131
  20. False Tomb.........................................................................................................................................................................133
  21. Zombie Door......................................................................................................................................................................133
  22. Papazotl’s Tomb................................................................................................................................................................133
  23. Bottled Genie..................................................................................................................................................................... 134
  24. Nangnang’s Tomb..............................................................................................................................................................135
  25. Scrying Pool....................................................................................................................................................................... 135
  26. Spiral Staircase..................................................................................................................................................................135
  27. Forge of the Tomb Dwarves.............................................................................................................................................136
  28. Withers’s Office................................................................................................................................................................. 137
  Level 3: Vault of Reflection.....................................................................................................................................................138
  29. Jackal Mask........................................................................................................................................................................ 138
  30. Iron Barrier........................................................................................................................................................................138
  31. Reflected Hall.....................................................................................................................................................................138
  32. Rotating Crawlways..........................................................................................................................................................140
  33. Chamber of Opposition.....................................................................................................................................................140
  34. Peephole.............................................................................................................................................................................141
  35. I’jin’s Tomb........................................................................................................................................................................ 141
  36. Chamber of Respite...........................................................................................................................................................142
  37. Winds of Pandemonium................................................................................................................................................... 142
  38. Revolving Room Trap....................................................................................................................................................... 143
  39. Golem Pit............................................................................................................................................................................144
  40. Curse of the Golden Skull..................................................................................................................................................144
  41. Tomb Guardians................................................................................................................................................................145
  42. Kubazan’s Tomb................................................................................................................................................................145
  43. Veils of Fear....................................................................................................................................................................... 146
  44. Vault of the Beholder........................................................................................................................................................ 146
  Level 4: Chambers of Horror..........................................................................................................................................................147
  45. Gargoyle Guardians...........................................................................................................................................................148
  46. Lizard Den..........................................................................................................................................................................149
  47. Elemental Cells.................................................................................................................................................................. 149
  48. Shagambi’s Tomb.............................................................................................................................................................. 150
  49. Maze of Death.................................................................................................................................................................... 151
  50. Mirror of Life Trapping.....................................................................................................................................................152
  51. Ghastly Door...................................................................................................................................................................... 153
  52. Throne Room.....................................................................................................................................................................153
  53. Crypt of the Sun Queen.....................................................................................................................................................154
  54. Rolling Doom.....................................................................................................................................................................155
  55. Unkh’s Tomb......................................................................................................................................................................155
  56. Grandfather Clock............................................................................................................................................................. 157
  57. Oubliette.............................................................................................................................................................................157
  
  INTRODUCTION
  Level 5: Gears of Hate..................................................................................................................................................................... 157
  58. Cog of Rot...........................................................................................................................................................................158
  59. Cog of Acid......................................................................................................................................................................... 158
  60. Cog of Blood.......................................................................................................................................................................158
  61. Control Room.....................................................................................................................................................................159
  62. Stone Juggernaut...............................................................................................................................................................160
  63. Gas-Filled Room................................................................................................................................................................ 162
  64. Base of the Waterfall.........................................................................................................................................................162
  65. Underground Lake............................................................................................................................................................ 162
  66. Door of Devouring.............................................................................................................................................................163
  67. Hall of the Golden Mastodon............................................................................................................................................163
  68. Hall of Decay......................................................................................................................................................................165
  69. Mechanus Chain................................................................................................................................................................ 165
  70. Armillary Sphere...............................................................................................................................................................166
  Level 6: Cradle of the Death God............................................................................................................................................166
  71. Lair of the Sewn Sisters.................................................................................................................................................... 167
  72. Trial of the Triangle.......................................................................................................................................................... 170
  73. Trial of the Square.............................................................................................................................................................170
  74. Trial of the Pentagon.........................................................................................................................................................170
  75. Trial of the Hexagon..........................................................................................................................................................171
  76. Trial of the Octagon...........................................................................................................................................................171
  77. Death God’s Nursery.........................................................................................................................................................172
  78. Chapel of Hate....................................................................................................................................................................174
  79. Hall of Finality................................................................................................................................................................... 174
  80. Red Library........................................................................................................................................................................175
  81. Ebon Pool...........................................................................................................................................................................176
  Conclusion........................................................................................................................................................................................176
  Lost Treasures.........................................................................................................................................................................176
  Syndra’s Fate............................................................................................................................................................................177
  Artus and the Ring of Winter..................................................................................................................................................177
  Dragonbait............................................................................................................................................................................... 177
  Omu.......................................................................................................................................................................................... 177
  Red Wizards of Thay............................................................................................................................................................... 177
  Acererak the Eternal............................................................................................................................................................... 177
  More Adventures.....................................................................................................................................................................177
  Appendix A: Character Backgrounds.....................................................................................................................................................178
  Anthropologist.........................................................................................................................................................................178
  
  INTRODUCTION
  Introduction
  omething evil is trapping the souls of the dead
  and draining life from all who have been raised
  from death by magic. This worldwide “death
  curse” not only prevents the raising of the dead
  but also causes creatures that were previously
  raised from the dead to wither and die. The
  source of this death curse lies in a trap-riddled
  tomb hidden beneath a lost city in the depths
  of a vast jungle.
  Tomb of Annihilation is a Dungeons &
  Dragons adventure that takes place on the
  peninsula of Chult in the Forgotten Realms. Chult is a tropical
  wilderness composed mostly of jungles, plateaus, impassable
  mountains, and belching volcanoes. You can substitute a
  different jungle setting, changing location names as needed.
  Alternative D&D settings include the Amedio Jungle of Oerth,
  the Savage Coast of Mystara, the jungles of Xen’drik on
  Eberron, or a comparable setting on your home campaign
  world.
  This adventure is designed to begin with a party of four to
  six 1st-level characters, who should advance to 11th level or
  higher by the adventure’s conclusion.
  Story Overview
  The characters are drawn into the story by Syndra Silvane,
  a retired adventurer and merchant who, years ago, was raised
  from the dead. Now, she’s withering away. When she
  consulted priests, Syndra learned that the affliction was
  widespread and that no spell could cure it. She spoke to her
  friends among the Harpers, who determined the source of the
  affliction: an ungodly necromantic device called the
  Soulmonger. The Harpers received their intelligence from a
  lich, but they don’t know much about the Soulmonger other
  than its name and general whereabouts. Adventurers willing
  to help Syndra must travel to Chult, a land of jungles and
  monsters, to find the Soulmonger and destroy it.
  Unknown to Syndra and her allies, the Soulmonger is
  trapping the souls of the dead and depriving liches of the
  means to trap souls in their phylacteries. (The Soulmonger
  snatches up the souls before they can be trapped elsewhere.)
  Szass Tam, the most powerful lich among the Red Wizards of
  Thay, has sent operatives to Chult to steal the Soulmonger or,
  failing that, destroy it. Leading the Thayan expedition is Szass
  Tam’s devoted lieutenant, Valindra Shadowmantle. Valindra
  has been warned that adventurers might cross her path, so
  she’s prepared for them.
  Also lurking in the heart of Chult is Ras Nsi, a mythic,
  villainous figure among Chultans. Ras Nsi was a human
  paladin and a sworn protector of the city of Mezro. He
  betrayed his oaths and was banished. Rather than redeem
  himself, he raised an undead army to conquer Mezro. The
  would-be tyrant was defeated and banished once more. Mezro
  was later destroyed by the Spellplague (or so it seemed),
  during which Ras Nsi lost his power to create and command
  undead. He withdrew to the city of Omu, leaving the vestiges of
  his undead army to roam unchecked throughout the jungle.
  That was not the end of Ras Nsi, however. Bitter over his loss
  of power, he forged an alliance with the yuan-ti lurking in the
  ruins of Omu and underwent a ritual of transformation,
  becoming a yuan-ti malison. As a yuan-ti, Ras Nsi imposed his
  terrible will on the evil snake people and became their leader.
  Beneath the cracked and broken streets of Omu lies a
  secret yuan-ti temple called the Fane of the Night Serpent,
  where Ras Nsi holds sway and plots to bring about the end of
  the world. Omu is also home to the Tomb of the Nine Gods. As
  the characters explore this multilevel dungeon, they encounter
  the spirits of Omu’s trickster gods and are potentially
  inhabited by them. Each god embodies a different alignment,
  and any character inhabited by one gains a special power as
  well as a flaw. The nine trickster gods don’t get along, and they
  try to push one another out of the characters’ bodies. As the
  gods fight over their living hosts, the characters must deal
  with the deadly traps and monsters that guard the Soulmonger.
  Venturing deeper into the tomb, they uncover clues about the
  dungeon’s evil architect — the archlich Acererak — and learn
  that the Soulmonger is feeding souls to an undead horror
  called an atropal. Once it consumes enough souls, the atropal
  will transform into an evil god.
  Destroying the Soulmonger ends the death curse affecting
  the world, while killing the atropal incurs the wrath of
  Acererak. Under normal circumstances, the enraged archlich
  would be far too great a foe for mortal adventurers to
  overcome, but with the trickster gods of Omu on their side, the
  heroes have a fighting chance.
  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
  characters first arrive at a location or under a specific
  circumstance, as described in the text.
  The Monster Manual and Volo’s Guide to Monsters contain
  stat blocks for most of the creatures found in this adventure.
  You don’t need the latter reference to run Tomb of
  Annihilation, as all the necessary stat blocks from Volo’s Guide
  to Monsters are included with the new monsters in appendix D.
  When a creature’s name appears in bold type, that’s a
  visual cue pointing you to its stat block in the Monster Manual.
  If a stat block appears in appendix D, the adventure’s text tells
  you so.
  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 C.
  Abbreviations
  The following abbreviations are used throughout this
  adventure:
  hp = hit points
  LG = Lawful good
  AC = Armor Class
  CG = Chaotic good
  gp = gold piece(s)
  CN = Chaotic neutral
  ep = electrum piece(s)
  LE = Lawful evil
  S
  
  FOOTER 1
  DC = Difficulty Class
  NG = Neutral good
  XP = experience points
  LN = Lawful neutral
  pp = platinum piece(s)
  N = Neutral
  sp = silver piece(s)
  CE = Chaotic evil
  cp = copper piece(s)
  NE = Neutral evil
  NPC = nonplayer
  character
  Adventure Summary
  The adventure is likely to play out as follows.
  The adventurers are teleported to Port Nyanzaru, the only
  major settlement in Chult. After exploring the city (chapter 1),
  they embark on an expedition into the wilds of Chult (chapter
  2), eventually finding the ruined city of Omu (chapter 3). The
  characters don’t know that Omu is their ultimate destination
  from the outset; they must find clues or evidence pointing in
  that direction.
  In this adventure, three creatures know that the cause of
  the death curse lies in Omu: Grandfather Zitembe in Port
  Nyanzaru, Valindra Shadowmantle in the Heart of Ubtao, and
  Saja N’baza in Orolunga. Several creatures know Omu’s
  location: the guides Eku and Salida in Port Nyanzaru, Valindra
  Shadowmantle in the Heart of Ubtao, the aarakocra of Kir
  Sabal, Zalkoré of Nangalore, Saja N’baza in Orolunga, and the
  red dragon Tzindelor in Wyrmheart Mine. If the characters are
  unable to locate Omu or ascertain the source of the death
  curse, the following additional creatures might possess the
  knowledge they seek, at your discretion: Krr’ook in
  Dungrunglung, Nephyr in Firefinger, Nanny Pu’pu in Mbala,
  Bwayes O’tamu in the wreck of the Narwhal, the survivors of
  the Star Goddess shipwreck, and Red Wizards under Valindra
  Shadowmantle’s command.
  As the adventurers explore Omu, they are either captured by
  yuan-ti or forced to confront them in their underground
  temple (chapter 4). Not far from the yuan-ti temple is the
  entrance to the Tomb of the Nine Gods (chapter 5). The
  Soulmonger lies deep within the tomb, which is riddled with
  puzzles, traps, monsters, and magical wards. Best case
  scenario: the adventure concludes with the destruction of the
  Soulmonger and the heroes’ daring escape from the tomb.
  Worst case scenario: the characters succumb to the evil of
  Acererak, and their souls are devoured.
  WHO IS ACERERAK?
  Acererak is a powerful lich known and feared throughout
  the multiverse. Much of his past is forgotten, but ancient texts
  assert that he comes from a world called Oerth.
  Acererak travels the planes in search of artifacts. When he
  finds something useful or interesting, he locks it away.
  Although he’s powerful enough to pursue godhood as other
  liches have done (Vecna being a prime example), Acererak has
  no interest in being a god or being worshiped. He prefers to
  create evil gods and unleash them on mortals and immortals
  who oppose him.
  Despite passing up opportunities for godhood, Acererak
  attracts his fair share of followers and worshipers. He doesn’t
  grant spells, nor does he give his devotees much of his
  precious time. Mostly he likes to watch them suffer and die as
  a result of their magical pursuits and folly.
  Although he has lived on many worlds and crafted
  countless demiplanes, Acererak spends most of his time
  building tombs. He fills each one with treasure to attract
  powerful adventurers. He then kills them off in terrible
  fashion, using deadly traps and monsters while baiting and
  ridiculing them. The terror he evokes scars their souls, which
  he traps in his phylactery, the location of which is one of the
  multiverse’s greatest secrets.
  Not too long ago by human standards, Acererak found an
  atropal adrift at the edge of the Negative Plane and built the
  Soulmonger to nourish it to godhood. The lich chose one of his
  tombs — specifically the Tomb of the Nine Gods on Toril — to
  serve as the atropal’s nursery.
  For more information on Acererak, including his statistics,
  see appendix D.
  Death Curse
  Understanding how Acererak’s death curse works is vital to
  running the adventure smoothly.
  The Soulmonger was activated 20 days ago and remains
  active until it is destroyed. While the Soulmonger is active, the
  following effects are in play:
  Any humanoid on the planet that has been brought back
  from the dead begins to waste away. Its hit point maximum is
  reduced by 20 (1 for each day the Soulmonger has been active)
  and decreases by 1 every midnight until the Soulmonger is
  destroyed. If a humanoid’s hit point maximum drops to 0, it
  dies. Traveling to another world or plane does nothing to halt
  the wasting effect once it has begun.
  A humanoid whose hit point maximum is reduced can’t
  increase or restore it. This is true whether the creature’s hit
  point maximum is reduced by the Soulmonger or by some
  other life-draining effect, such as the touch of a wight, wraith,
  or similar creature.
  If a humanoid dies anywhere on the planet, its soul
  becomes trapped inside the Soulmonger. Only the destruction
  of the Soulmonger can free the trapped soul.
  Any spell that breathes life into the dead (including
  revivify, raise dead, resurrection, and true resurrection)
  automatically fails if cast on a humanoid whose soul is either
  trapped in the Soulmonger or has been devoured by the
  atropal (see “Soul Devouring” below).
  The Soulmonger does not affect the workings of speak
  with dead spells or similar magic. The death curse has no
  effect on preexisting ghosts or spirits.
  Meat Grinder
  Tomb of Annihilation can be played as written, or you can
  make it even more difficult by running it as a meat grinder.
  This mode of play is suitable for experienced players who have
  highly optimized characters and who don’t mind putting those
  characters in jeopardy for the sake of a good challenge. It is
  less ideal for players who are inexperienced or get anxious at
  the thought of losing their characters.
  You must choose to run the adventure as a meat grinder
  from the very beginning. In this mode of play, the Soulmonger
  gains the power to draw characters who are close to death,
  and the following rule applies:
  
  A death saving throw succeeds on a roll of 15 or higher
  (instead of 10 or higher). This effect ends when the
  
  FOOTER 1
  Soulmonger is destroyed. Other rules concerning death
  saving throws remain unchanged.
  Soul Devouring
  The soul of any humanoid that dies while the death curse is
  active becomes trapped inside the Soulmonger. The soul
  remains there until it is consumed by the atropal or the
  Soulmonger is destroyed.
  Once a soul becomes trapped in the Soulmonger, it’s only a
  matter of time before the atropal devours it. You can
  determine the status of a trapped soul at dawn on any given
  day by secretly rolling a d20. On a roll of 2 or higher, the soul
  remains trapped in the Soulmonger, at least until the next
  dawn. A roll of 1 indicates that the soul was devoured by the
  atropal. A creature whose soul is devoured in this horrific
  manner can’t be returned to life by any means, including
  divine intervention.
  If the Soulmonger is destroyed and you haven’t been
  tracking the status of a particular soul trapped within, grab a
  handful of d20s — one die for each day the soul was
  trapped — and roll them together. If you roll a 1 on any of the
  dice, the soul was devoured before it could be set free.
  Spells such as commune and divination can be used to
  determine whether a soul has been devoured or whether it’s
  still trapped in the Soulmonger.
  How many souls must the atropal devour to become a god?
  It could be thousands or millions. Ultimately it’s the DM’s call,
  but the default assumption is that this apotheosis could take
  months or years.
  Replacement Characters
  The death curse means that, for the most part, dead characters
  stay dead. If a character dies and there’s no reasonable way for
  the player to continue playing that character, you can have the
  player create a new character. A replacement character should
  be the same level as the rest of the party.
  Chult attracts adventurers from all over the world, and
  the activation of the Soulmonger draws even more
  adventurers than usual to its untamed wilderness. The player
  characters are among the earliest to arrive, but adventurers
  from across the globe begin to converge in Chult as the crisis
  mounts. It should not be difficult to introduce new characters
  to replace those who have perished. A new character might be
  the last surviving member of a doomed expedition, a guide
  who has lived in Chult for years, a lone explorer seeking glory
  or treasure, or someone racing against time to save a loved
  one affected by the death curse. Work with the player to come
  up with a story that makes sense, given the circumstances.
  Ticking Clock
  Tomb of Annihilation is a time-bomb adventure. In other
  words, time is of the essence. The characters are under
  pressure to find and destroy the Soulmonger quickly, since
  many lives depend on it.
  Time pressure aside, Chult is a land ripe with adventure
  possibilities, and characters might be drawn by curiosity or
  circumstance to locations such as the garden ruin of Nangalore,
  the dwarven forge of Hrakhamar, or the pirate haven of Jahaka
  Anchorage. Such locations present dangers that, when
  overcome, prepare the characters for greater threats awaiting
  them in Omu. If the characters reach Omu too soon, they
  probably won’t be high enough level to survive there for long.
  When the characters make inquiries about Omu, paint the lost
  city as a terrifying place so that players feel the tension of
  wanting to get there quickly, but not too quickly.
  Character Advancement
  Characters begin the adventure at 1st level and gain XP by
  defeating monsters. After each game session, add up all the XP
  earned and distribute it evenly among the party members. If
  the characters gain enough XP to advance a level, encourage
  your players to level up their characters before the next
  session. Ideally, the characters should fall within the desired
  level range for each chapter of the adventure, as shown in the
  Suggested Character Levels table.
  Suggested Character Levels
  Chapter
  Suggested Level
  1. Port Nyanzaru
  1st and higher
  2. Land of Chult
  1st–6th
  3. Dwellers of the Forbidden
  City
  5th–8th
  4. Fane of the Night Serpent
  7th–9th
  5. Tomb of the Nine Gods
  9th and higher
  You can slow the rate of advancement by withholding XP,
  “banking” it until you’re ready for the party to level up.
  Conversely, you can hasten level advancement by awarding ad
  hoc XP for making discoveries, completing goals, roleplaying
  well, and surviving or avoiding deadly traps. Any such ad hoc
  award should be no more than what the characters would earn
  for defeating a monster with a challenge rating equal to their
  level. For example, a fair ad hoc award for a party of 2nd-level
  adventurers would be 450 XP, which is what the characters
  would earn for defeating a challenge rating 2 monster. As with
  other XP awards, the amount should be divided evenly among
  all party members.
  As the DM, you can dispense with XP tracking and allow
  characters to gain levels at whatever pace suits your campaign,
  using the Suggested Character Levels table as your guide.
  Chult is loaded with fun distractions, alluring locations,
  and opportunities for characters to explore. Consequently, it
  can be hard to gauge what level the characters will be when
  they arrive at adventure locations. Again, let the Suggested
  Character Levels table guide you. For example, if the
  characters are 4th level and about to stumble into Omu
  (chapter 3), you might want to steer them in a different
  direction, throw random encounters at them until they’ve
  reached 5th level, advance them to 5th level automatically, or
  adjust encounters in Omu to make the threats easier
  toovercome.
  Starting at Higher Levels
  Although the adventure assumes that the characters begin at
  1st level, you can start them off at 5th level or 9th level instead.
  Starting at 5th Level
  Characters of 5th level will still find parts of chapters 1 and 2
  challenging. If an encounter becomes too much of a cakewalk,
  you can introduce enemy reinforcements. Hold off on XP
  awards and level advancement until the characters reach Omu
  in chapter 3.
  
  FOOTER 1
  Starting at 9th Level
  Characters of 9th level will steamroll through chapters 1 and 2,
  and that’s fine. Spend less time on encounters in the jungle,
  and steer the characters toward Omu as quickly as possible.
  Once they arrive, run the adventure as you normally would.
  Characters at this level will still be challenged by chapters 3
  and 4, particularly if you play the yuan-ti as intelligent
  adversaries. Hold off on XP awards and level advancement
  until the characters enter the Tomb of the Nine Gods in
  chapter 5.
  Starting the Adventure
  The adventure’s default starting location is the city of Baldur’s
  Gate on the Sword Coast, in the Forgotten Realms setting.
  However, any large settlement will do. Possibilities from other
  D&D worlds include the Free City of Greyhawk on Oerth, the
  city of Specularum on Mystara, and the city of Sharn on
  Eberron.
  To get things rolling, read or paraphrase the following
  introductory text to the players:
  For the past several days, the talk of the streets and
  taverns has all been about the so-called death curse: a
  wasting disease afflicting everyone who’s ever been
  raised from the dead. Victims grow thinner and weaker
  each day, slowly but steadily sliding toward the death
  they once denied. When they finally succumb, they can’t
  be raised — and neither can anyone else, regardless of
  whether they’ve ever received that miracle in the past.
  Temples and scholars of divine magic are at a loss to
  explain a curse that has affected the entire region, and
  possibly the entire world.
  At this point, invite the players to explain why their characters
  are together, how long they’ve been together, and what they’ve
  been doing. If the characters don’t know each other, you can
  have them meet at Syndra Silvane’s residence.
  Syndra Silvane’s Curse
  The party’s benefactor is a retired adventurer named Syndra
  Silvane. Being a wizard and merchant of no small repute, she
  has magic to expedite the party’s journey to Chult as well as
  treasure with which to reward characters for their assistance.
  When you’re ready for the characters to meet with Syndra,
  read:
  You have been invited to the home of Syndra Silvane, a
  retired adventurer and merchant. A uniformed attendant
  leads you up a grand staircase to the third floor, then
  ushers you into a wood-paneled room with a fireplace,
  comfortable chairs, and a heavy table bearing goblets
  and bottles of wine. The darkly paneled walls are hung
  with maps and sea charts. Racks, shelves, and cabinets
  hold hundreds more rolled-up maps and charts.
  A person is seated in an overstuffed chair near the fire.
  You can’t discern a gender, because only the person’s
  head emerges from under a heavy blanket draped over
  the chair, and an embroidered hood and silver mask
  conceal the wearer’s face. Even the person’s dry, raspy
  voice provides no clue. “Help yourselves to wine, and
  seat yourselves, friends — I hope I may call you that.”
  The masked speaker is Syndra Silvane. She is a Tethyrian
  human archmage, with these changes:
  
  Syndra is lawful neutral and speaks Common, Dwarvish,
  Elvish, and Halfling.
  
  Syndra’s hit point maximum has been reduced to 79 by
  the Soulmonger’s death curse, and it decreases by 1
  every midnight. If her hit point maximum drops to 0,
  Syndra dies and can’t be brought back from the dead
  until the death curse has ended (and if her soul hasn’t
  
  FOOTER 1
  been devoured). Destroying the Soulmonger is the only
  way to halt the attrition and restore her hit point
  maximum to normal.
  Roleplaying Syndra Silvane
  Syndra tells the characters her story and makes her request.
  Roleplay the encounter, paraphrasing the following
  information and responding in Silvane’s dry, cracking voice to
  the characters’ questions:
  
  “I was an adventurer years ago. I died once and was
  raised from the dead. I have since closed the door on that
  stage of my life.”
  
  “The death curse you’ve heard about has struck me. I
  don’t know how much longer I’ll last before I perish.
  Clerics have no help to offer. They’re stymied by what is
  happening.”
  
  “My contacts in the Harpers have learned that the cause
  of the death curse is a necromantic artifact called the
  Soulmonger. According to their sources, the Soulmonger
  is somewhere in Chult.”
  
  “Chult is a peninsula ringed with mountains and choked
  with rainforests. Enormous reptiles, savage goblins, and
  an army of undead prowl its jungles and ruins. Mapping
  the place has always been nigh impossible, and nothing is
  known about the region’s current geography beyond a
  few miles from the coas“Working from dozens of sea
  charts, log books, and explorers’ journals, I assembled
  everything known about the current state of Chult into
  one map. I’ll provide it to you if you undertake my
  mission.”
  
  “When you’re ready to depart, I will teleport us all to Port
  Nyanzaru, the only major settlement in Chult. I’ve been
  there several times before, so there’s little chance of
  mishap. Once there, I’ll stay with a friend named
  Wakanga O’tamu. He’s one of seven merchant princes
  who rule the city.”
  Syndra has misgivings about sending inexperienced
  adventurers on so dangerous a quest, but she isn’t taking any
  chances. She fails to mention that other, more experienced
  parties of adventurers have been sent to Chult already. All
  have disappeared, and Syndra fears the worst. In truth, they
  fell victim to the perils of Chult or crossed paths with Valindra
  Shadowmantle, and were never seen or heard from again. If
  the characters urge Syndra to seek out a more experienced
  party of adventurers, she replies dryly, “I already have.”
  Treasure
  Syndra promises each character a rare or uncommon magic
  item, delivered upon successful completion of her quest. (At
  the end of the adventure, each player can choose an
  appropriate item, subject to your approval.) Syndra also
  expects that the characters will find enough treasure in Chult
  to make them as rich as kings.
  If the characters press for coin up front, Syndra gives each
  character 50 gp to defray expenses in Port Nyanzaru.
  Players’ Map of Chult
  At this point, give the players a copy of Syndra Silvane’s
  incomplete map of Chult (see handout 1 in appendix E).
  Syndra gladly answers their questions to the best of her ability,
  but she doesn’t know much more about Chult than what’s on
  the map. She knows Port Nyanzaru well enough to assure
  characters that they can buy supplies there.
  Teleporting to Chult
  In the interest of time, Syndra is prepared to use a teleport
  spell to transport herself and the heroes to Port Nyanzaru. If
  the characters agree, don’t bother rolling to determine the
  spell’s accuracy. Syndra knows the city’s Harbor Ward well
  enough to arrive on target. She chooses an outdoor location
  near the docks as her destination. When the characters arrive
  in Port Nyanzaru, skip to the “Arrival” section in chapter 1.
  Character Hooks
  Appendix A presents two new character backgrounds that
  players can select with your consent: the anthropologist and
  the archaeologist. In addition, the Player’s Handbook and the
  Sword Coast Adventurer’s Guide contain a number of
  character backgrounds that are well suited for this adventure.
  If your players are having trouble fleshing out their characters’
  backgrounds, share the ideas from the Character Hooks for
  Select Backgrounds table with them.
  Character Hooks for Select Backgrounds
  Background
  Reference
  Character Hook
  Acolyte
  Player’s Handbook
  Temples are vexed by a widespread magical curse that is causing
  people to waste away while also preventing the dead from being raised. An
  expeditionary force is headed to Chult to find the origin of the curse, and
  you’ve decided to join it.
  Anthropologist
  Appendix A
  A wizard-merchant named Syndra Silvane is wasting away, and she has
  hired you to join an expedition to Chult to find a cure. Syndra believes that
  your expertise will prove invaluable, and you’ve wanted to study the
  cultures there.
  Archaeologist
  Appendix A
  You have learned that a wizard-merchant is planning an important
  expedition to Chult—a place full of lost cities you’re anxious to explore.
  Your request to join the expedition was approved.
  Charlatan
  Player’s Handbook
  After a few successful scams, you’ve gotten into some trouble with
  local authorities and criminal gangs. You were about to make a run for it
  when you heard a rumor that a merchant named Syndra Silvane is offering
  good pay for an assignment far from home.
  Cloistered
  Scholar
  Sword Coast
  Adventurer’s Guide
  A terrible curse is sweeping across Faerûn, and a dying merchant is
  gathering adventurers for a bold mission to destroy the source of the
  
  FOOTER 1
  curse, which lies deep in the jungles of Chult. Your expertise could prove
  helpful, so you’ve asked to join the expedition.
  Criminal
  Player’s Handbook
  Local authorities grant you a full pardon for past crimes. In exchange,
  you are to join an expedition to Chult and help put an end to the “death
  curse” affecting several wealthy citizens of the city.
  Entertainer
  Player’s Handbook
  Your sponsor is a retired adventurer and merchant named Syndra
  Silvane. A terrible curse has befallen her, and she needs your help to end it.
  The quest will take you to Chult, a distant and exotic land where you can
  win fame and renown.
  Faction Agent
  Sword Coast
  Adventurer’s Guide
  A widespread magical curse threatens to devour the bodies and souls
  of the living. The Harpers have learned that its source lies somewhere in
  Chult. You volunteered to join the expedition.
  Folk Hero
  Player’s Handbook
  You’ve garnered quite the reputation and caught the attention of a
  merchant and retired adventurer named Syndra Silvane. She wants you to
  explore Chult and discover the source of a curse.
  Inheritor
  Sword Coast
  Adventurer’s Guide
  A horrible curse threatens to claim the life of Syndra Silvane, a retired
  adventurer. She has blood ties to your family, and you have an obligation
  to help her. To do otherwise could jeopardize your inheritance and your
  future.
  Mercenary
  Veteran
  Sword Coast
  Adventurer’s Guide
  A merchant and retired adventurer named Syndra Silvane needs
  trained warriors to join an expedition to Chult. You’ve always wanted to
  visit Port Nyanzaru and see the dinosaur races. They say the jungles are
  full of riches and danger—two things you crave.
  Noble
  Player’s Handbook
  Your family owes a favor to a merchant named Syndra Silvane. She’s
  calling in the favor and asking for help. The family is counting on you to
  fulfill its promise, and you’ve heard rumors that Syndra is planning an
  expedition.
  Outlander
  Player’s Handbook
  When you were young, you fled your homeland of Chult by stowing
  away aboard a ship. Now you’re anxious to return home. A local merchant
  is mounting an expedition to Chult, and you’ve talked your way into joining
  it.
  Sage
  Player’s Handbook
  A wizard named Syndra Silvane has fallen prey to a magical curse.
  She’s mounting an expedition to Chult to end the curse, and she believes
  your expertise will prove invaluable. You’re inclined to agree.
  Soldier
  Player’s Handbook
  Your superiors in the military recommended you for an important
  expedition to Chult. The success of the mission is so vital that they
  promised to make you a captain if you help ensure the expedition’s
  success.
  Welcome to Chult
  With the exception of a few coastal settlements, Chult is
  untamed tropical wilderness: dense jungles and snaky rivers
  ringed by mountains, volcanoes, and sheer escarpments. Walls
  of mountains to the west, south, and east shield the interior
  from the sea and from the view of sailors. The rivers are so
  sluggish that it can be difficult determining which direction is
  upstream and which is down. The rivers pick up speed only
  where they thunder down through steep-sided gorges.
  The safest entry points into this overgrown realm (“safest”
  is a relative term in this context) are on the north and east.
  The coast from the Bay of Chult to Refuge Bay offers beaches
  on which to embark into the uncharted jungle. Along the entire
  coast, the Bay of Chult is the only spot where travelers can find
  welcoming civilization. The rest of the peninsula is a breeding
  ground for bloodsucking, disease-bearing insects, monstrous
  reptiles, carnivorous birds and beasts of every variety, and
  murderous undead. The farther one moves from the coast, the
  more humid, hot, and inhospitable the land becomes.
  Weather
  Chult is hot, humid, and rainy throughout the year. The
  temperature regularly climbs as high as 95 degrees F (35
  degrees C) during the day and seldom falls below 70 degrees F
  (20 degrees C) even at night. A day without rain is rare, but
  rain varies from a steady mist to drenching downpours.
  Visibility in heavy rain is limited to 50 yards. Beyond that
  distance, only Huge or larger objects can be distinguished.
  Missile weapon ranges are halved during rain.
  On days that receive heavy rain, there’s a 25 percent
  chance of a full-blown tropical storm featuring sheets of rain,
  high wind, lightning, tall waves at sea, and immense surf along
  the coast. Guides who know the conditions in Chult
  recommend hunkering down and staying put on these days.
  Travel by river is impossible (canoes are swamped by waves
  within 15 minutes of launching). If characters insist on
  traveling by foot, every character gains 1 level of exhaustion
  automatically and must make a successful DC 10 Constitution
  check or gain another. Skill checks to avoid becoming lost are
  made with disadvantage on storm days.
  
  FOOTER 1
  Races of Chult
  Members of every race and nationality of Faerûn can be found
  in Port Nyanzaru, but few of them ever travel more than a
  hundred yards beyond the city walls. The native peoples must
  be divided into those that are commonly known and those
  whose presence is legendary or only suspected. The first
  group consists of Chultans (humans), aarakocra, Batiri
  (goblins), dwarves (including albino dwarves), pterafolk, and
  tabaxi. In the second category, weretigers are suspected to be
  present in small numbers; explorers and hunters sometimes
  report seeing grungs (frog folk) deep in the jungle; and yuan-ti
  are rumored to be making a resurgence in remote areas.
  In addition to these known and suspected residents, a
  crew of frost giants has come to Chult seeking the Ring of
  Winter and an expedition of Red Wizards is hunting for the
  Soulmonger, but the presence of these bands is still unknown
  to the larger population.
  Finally, the deep jungle is overrun by skeletons, zombies,
  ghouls, and other types of undead. Everyone in Chult is all too
  aware of their presence.
  Chultans
  Chultans are the human natives of Chult. They have dark skin,
  black hair, and a rich culture. Driven out of the jungle by
  monsters and undead, they took refuge behind the stout walls
  of Port Nyanzaru, gave up their dynasties, and united to
  become a mercantile power in the southern ocean, eager to do
  business with anyone who visits their perilous land. A few
  Chultans migrated northward and established outposts in
  distant cities such as Athkatla, Baldur’s Gate, Calimport,
  Memnon, and Zazesspur.
  The lines of kings and queens that once held political sway
  throughout Chult have been mostly wiped out by time, war,
  calamity, and misfortune. They’ve been replaced by Chultan
  merchant princes who learned the art and craft of trading
  from Amnian and Tethyrian profiteers, and who now use their
  wealth to forge profitable alliances and to steer the fate of
  their frontier realm.
  Chultans dress in light, colorful clothing appropriate for
  the tropical climate. They trade in gold, gemstones, jewelry,
  textiles, spices, rare herbs, ivory, wood, unrefined metal ore,
  and other commodities plucked and plundered from the
  jungles, valleys, and mountains of Chult. Among themselves, all
  Chultans still speak their own tribal languages (a mix of
  exhaled and inhaled vowels, consonants, and tongue clicks),
  but any who deal regularly with foreigners also speak
  Common fluently, often with a heavy, characteristic accent.
  Chultans in Port Nyanzaru seldom don armor because of the
  climate, but large, colorful shields made from toughened
  dinosaur hide are ubiquitous. These shields are called hlang
  and function as ordinary shields. In melee, they favor the
  traditional yklwa (pronounced YICK-ul-wah), a short, broad-
  bladed, one-handed, spear-like weapon. For more information
  about the yklwa, see “Buying a Special Item.”
  CHULTAN NAMES
  You can use the following lists to create Chultan NPC
  names on the fly. Some Chultans adopt their old dynastic
  names as surnames.
  Male Names: Atuar, Atumwa, Chiwa, Dengo, Emporo,
  Juma, Kundé, Kwalu, Losi, Mezoar, Mzolu, Olu, Osaw,
  Rindawan, Selu, Teron, Ugor, Vazul, Weshtek, Yapa
  Female Names: Azuil, Bati, Chuil, Déla, Eki, Fipya, Isi, Joli,
  Katéla, Lorit, Mainu, Naboli, Nyali, Omoyala, Razira, Sana,
  Tefnek, U’lolo, Wadizi, Yuta, Zaidi, Zamisi
  Dynastic Names: Agolo, Atazi, Balaka, Bolélé, Dawa, Ekulu,
  Hakal, Imbogoro, Jaharwon, M’wenye, Natombe, Ngore, Oboko,
  O’tamu, Sahandi, Talro’a, Utugelu, Yudan, Zuberi
  Aarakocra
  Tribes of aarakocra live atop the mountains and plateaus of
  Chult. Aarakocra leaders are skilled dancers who use their
  dances to inspire their followers as well as cast spells.
  Aarakocra strive to defend the land against the forces of
  evil. They have a reputation for aiding explorers who are lost,
  sick, or in some other trouble, provided those explorers aren’t
  intent on plundering Chult’s natural resources or exploiting its
  inhabitants. The aarakocra are natural enemies of pterafolk
  and the gargoyles of Omu.
  
  FOOTER 1
  One aarakocra tribe has laid claim to a remote Chultan
  monastery called Kir Sabal. This site’s existence is well known
  in Port Nyanzaru because the structures can be seen from the
  River Olung through occasional breaks in the jungle along the
  eastern bank. Little is known beyond that, however, because
  the cliffside structures are so difficult to reach from the ground.
  The aarakocra there shelter the last descendants of Omu’s
  royal family, who hope to someday restore their reign.
  Batiri (Goblins)
  Chult is home to scores of independent goblin tribes
  collectively known as the Batiri. A Batiri tribe is ruled by a
  queen (use the goblin boss statistics). When a queen dies,
  fighting ensues until a new queen emerges victorious and
  proclaims herself ruler of the tribe. While the Batiri have many
  cultural and mythical aspects that make them unique, they
  behave essentially like other goblins; they are superstitious,
  cruel, suspicious of outsiders, fractious among themselves, and
  just as likely to torture and eat other humanoids as they are to
  trade with them. They are not only sadistic but highly creative
  in their tortures. For example, they enjoy tying enemies to
  trees, dousing them in honey, and leaving them to be devoured
  by insects over the course of several days, if a larger predator
  doesn’t finish them off first.
  War Masks. Batiri warriors wear oversized wooden war
  masks into combat. Each goblin paints and decorates its own
  mask to make it look as fearsome as possible. Aside from
  intimidating enemies, these masks serve the same purpose
  among the Batiri as coats of arms among noble knights of
  Faerûn. Batiri of opposing tribes might not know an enemy’s
  given name, but they’ll know Snarling Crocodile or Fanged Ape.
  Battle Stacks. Batiri warriors sometimes ride on each
  other’s shoulders in battle, in a formation known as a battle
  stack. These can be up to nine goblins tall. Each goblin tracks
  its hit points individually, but the stack moves and makes
  ability checks, attack rolls, and saving throws as one creature.
  Only the goblin at the top of the stack can attack, and only the
  goblin at the bottom can move (all goblins stacked on its
  shoulders move with it). The goblin at the top makes all
  Intelligence, Wisdom, and Charisma ability checks and saving
  throws for the stack. The goblin at the bottom makes all
  Strength, Dexterity, and Constitution ability checks and saving
  throws for the stack. A battle stack can’t jump, but it can
  grapple or shove another creature, swing from vines, and use
  the Dash, Disengage, Dodge, and Hide actions. The stack has
  advantage on melee attacks because of its built-in “pack
  tactics” effect; all the goblins are waving spears at the enemy,
  even if only one can hit.
  When a goblin in the stack drops to 0 hit points, it is
  thrown from the stack. If the stack succeeds on a DC 10
  Dexterity saving throw, it remains intact (albeit one goblin
  shorter). On a failed save, the stack collapses and all the
  goblins fall prone in a 5-foot-square space.
  To form a new battle stack, a goblin must use its action to
  climb onto the shoulders of another willing goblin within 5
  feet of it. Other goblins can join an existing battle stack in the
  same way. A goblin can use its action to remove itself from a
  battle stack, landing in an unoccupied space within 5 feet of
  the bottom of the stack.
  The Batiri invented battle stacks as a way to combat
  creatures much larger than themselves as well as a way to
  reach enemies in trees. The battle stack formation has the
  added effect of making the puny goblins appear taller and
  more fearsome to their larger enemies. Battle stacks are not
  effective against other ground-based threats, since all but the
  topmost goblin give up their attacks and mobility to be part of
  the stack.
  Dwarves
  Most of the shield dwarf strongholds beneath Chult were
  destroyed by intense volcanic activity. Hundreds of dwarves
  were forced to flee their collapsing halls, only to be
  slaughtered and devoured by jungle predators. A few made it
  to Port Nyanzaru, where they remain to this day. Some of
  
  FOOTER 1
  these survivors are albinos (see appendix D for more
  information).
  Frost Giants
  Twenty frost giants came to Chult in search of the Ring of
  Winter. Their ship is anchored north of Kitcher’s Inlet, and
  teams of frost giants are scouring the jungle for signs of the
  ring and its wearer, Artus Cimber. A female frost giant named
  Drufi leads the hunt. So far the frost giants have gone about
  their business unnoticed, but it’s only a matter of time before
  they encounter a Flaming Fist patrol from Fort Beluarian. The
  frost giants hate Chult and its climate, but they won’t give up
  the search for the ring no matter what the cost.
  Grungs
  These predominantly evil frog folk live in villages scattered
  throughout the jungle. They build their primitive structures
  from mud, vines, and wicker, and are more comfortable in
  trees than on the ground. They pepper enemies with poisoned
  arrows and leap from branch to branch without leaving any
  trail.
  Not all grungs are evil. A few are willing to help explorers
  in exchange for food or treasure. Evil or not, grungs warn away
  intruders by hanging the bodies of slain foes from trees at the
  edge of their territory.
  Some Chultan guides are aware of one grung village due
  south of Port Nyanzaru, just above the headwater of the River
  Tiryki (pronounced tee-REE-kee). For more information on
  this village, see “Dungrunglung." Appendix D contains
  additional information on grungs.
  Pterafolk (“Terror Folk”)
  These malevolent flying reptilian humanoids swoop down on
  unsuspecting prey, steal what they can, and retreat to their
  high lairs to gloat over their stolen loot. The suddenness and
  violence of their raids has earned them the nickname “terror
  folk” among other races of Chult. They are natural enemies of
  the aarakocra. See the pterafolk entry in appendix D for full
  details.
  Tabaxi
  Tabaxi are feline humanoids, originally native to the western
  continent of Maztica. Some Chultans refer to them as “cat folk”
  or “leopard people.” Groups of tabaxi wound up in Chult after
  escaping from slavers. They are a cultured people and seldom
  evil. A few work as guides out of Port Nyanzaru. Others enter
  the jungle in small groups to hunt grungs and goblins for their
  own purposes.
  Tabaxi hunters can be encountered anywhere in Chult.
  Tabaxi minstrels are seldom met outside Port Nyanzaru.
  Appendix D includes statistics for both. Tabaxi can also be
  player characters (see Volo’s Guide to Monsters for tabaxi
  racial traits).
  Undead
  Over a century ago, the warlord Ras Nsi raised an undead
  army to conquer the city of Mezro. The army consisted mainly
  of dead Chultans raised as zombies and cannibals transformed
  into ghouls. Ras Nsi and his legion were defeated and driven
  back into the jungle. Before Ras Nsi could organize another
  attack, Mezro planeshifted away, and Ras Nsi was stripped of
  his god-given powers. Declaring himself an enemy of the world,
  he threw his lot in with the yuan-ti. The remnants of Ras Nsi’s
  undead army spread through the jungle like a blight, until now
  they claim hundreds of miles of wilderness as their hunting
  ground. To make matters worse, Acererak filled out their
  ranks with horrible undead creatures such as girallon zombies
  and tyrannosaurus zombies (see appendix D), mainly to
  discourage explorers from getting too close to Omu. As the
  atropal feeds on the souls of the dead, it grows in power.
  Eventually, it will become powerful enough to control these
  ravenous undead creatures. Until then, the undead hordes of
  Chult have no leader.
  Weretigers
  Chultans infected with weretiger lycanthropy haunt the jungle
  in small families or prides. Everyone in Port Nyanzaru has
  heard this rumor, but not all believe it.
  Weretiger prides avoid outsiders, including adventurers,
  but a few evil weretigers enjoy making a sport of hunting
  intruders who come to plunder their land. Since weretigers
  can appear human, they readily pose as Chultan hunters,
  guides, rescuers, or explorers to lure in prey. These evil
  weretigers usually worship Malar, the god of the hunt. Others
  continue worshiping whatever deities they revered before
  becoming lycanthropes.
  Yuan-ti
  After being driven out of their ancient city (see “Hisari,”), the
  yuan-ti claimed the ruins of Omu as their demesne. Their spies
  in Port Nyanzaru keep a wary eye on the merchant princes,
  would-be treasure hunters, and adventurers. Characters might
  also encounter yuan-ti purebloods, yuan-ti malisons, and
  yuan-ti abominations searching the jungle for hidden
  settlements and lost treasures.
  The yuan-ti of Omu believe that a sealed portal lies
  somewhere under the Peaks of Flame and that opening it will
  enable Dendar the Night Serpent to enter the world. The god
  Ubtao was supposed to stand against Dendar, but with Ubtao
  gone from the world, the yuan-ti believe nothing can stop the
  Night Serpent. They have dedicated an underground temple to
  this serpentine destroyer of worlds, but they are a long way
  from fulfilling their ultimate goal.
  Additional information about yuan-ti can be found in
  Volo’s Guide to Monsters, as well as appendix D.
  GODS OF CHULT
  A central figure in Chult’s history is the greater god Ubtao,
  who long protected the land and Chultan civilization. But
  Ubtao grew angry over his worshipers’ endless warring and
  their reliance on him to solve all their problems. More than a
  century ago, Ubtao simply abandoned Chult, and his influence
  hasn’t been felt there since that day. When he left, the Chultans
  suffered a crippling spiritual blow, but eventually the
  disunited, warring tribes learned to put aside their petty
  conflicts and unite as one people. To this day, the dinosaurs of
  Chult are still revered as Ubtao’s sacred children by many
  Chultans, even though Ubtao himself is no longer popular.
  With Ubtao gone, the Chultans turned to other deities,
  including ones introduced to them by missionaries from
  distant civilizations. Waukeen, a goddess of trade, is revered
  by Port Nyanzaru’s many merchants. Other deities with
  shrines in the city include Gond (god of craft), Savras (god of
  divination and fate), Sune (goddess of love and beauty), and
  Tymora (goddess of good fortune).
  Besides spreading word of their deities, however, too
  
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  many foreign missionaries also exploited the Chultans and
  their land for profit, which led to many conflicts. The temples
  and shrines persist, but most of the clergy are now Chultans.
  Foreign clerics who proselytize too energetically aren’t
  welcomed in Port Nyanzaru
  
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  Chapter 1: Port Nyanzaru
  ort Nyanzaru hugs the coastline at the south
  end of the Bay of Chult. No other city exists in
  Chult, along the coast or anywhere else,
  except in ruins or overrun by monstrous
  creatures. Until recently, Port Nyanzaru was
  under the firm control of Amn, a foreign
  nation. Nine years ago, Amn was forced to
  relinquish the city to a wealthy and powerful
  consortium of Chultan traders backed by the
  Ytepka Society (pronounced yeh-TEP-kah),
  or risk a bloody conflict that probably would have ended with
  the city winning its independence anyway. Seven Chultan
  traders have since grown into influential merchant princes,
  enticing folk from up and down the Sword Coast with their
  exotic wares.
  Port Nyanzaru is a bastion of civilization and commerce in
  a savage land. The amount of business that unfolds here and
  the cash that moves through its counting houses would make
  any merchant of Baldur’s Gate or Waterdeep jealous. It’s also a
  colorful, musical, aroma-filled, vibrant city in its own right.
  Other than trade, the biggest attractions are the weekly
  dinosaur races through the streets. Locals and visitors alike
  wager princely sums on the races’ outcomes. The city also
  boasts grand bazaars, glorious mansions and temples, circuses,
  and gladiatorial contests.
  Enemies surround Port Nyanzaru on all sides. The jungle
  teems with ferocious reptiles and murderous undead, pirates
  prowl the surrounding sea, and the mouth of the bay is home
  to a greedy dragon turtle.
  Characters who question locals can learn rumors that
  might help them survive the perils of Chult. The characters can
  secure gear and guides before leaving the city. Syndra Silvane
  is too weak to accompany them or provide any additional
  support.
  If you are running this adventure in a homebrew D&D
  setting, you can place Port Nyanzaru wherever you see fit and
  even change its name. If you’re using another published D&D
  setting, you can dispense with Port Nyanzaru entirely and use
  a different coastal city as the launching point for the party’s
  jungle expedition. Examples from other settings include the
  city of Sasserine on the edge of the Oerth’s Amedio Jungle, the
  city of Slagovich near the Savage Coast of Mystara, and the city
  of Stormreach on Eberron’s continent of Xen’drik.
  Arrival
  Syndra Silvane teleports herself and the characters to Port
  Nyanzaru’s Harbor Ward, not far from the harbormaster’s
  office (area 13). Read:
  You appear in a tropical city under the blazing sun. The
  familiar sounds of a harbor — creaking ropes, slapping
  waves, heavy barrels rolling across cobblestones —
  mingle with voices shouting and cursing in an
  unfamiliar language filled with clicks, inhalations, and
  singsongy words that make it sound almost musical.
  The aroma of unfamiliar spices and tropical fruit mixes
  with the wharfside smells of fish, tar, and canvas.
  P
  
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  You appear in a tropical city under the blazing sun. The
  familiar sounds of a harbor — creaking ropes, slapping
  waves, heavy barrels rolling across cobblestones —
  mingle with voices shouting and cursing in an
  unfamiliar language filled with clicks, inhalations, and
  singsongy words that make it sound almost musical.
  The aroma of unfamiliar spices and tropical fruit mixes
  with the wharfside smells of fish, tar, and canvas.
  Beyond all that, Port Nyanzaru is an explosion of color.
  Buildings are painted in bright shades of blue, green,
  orange, and salmon pink, or their walls are adorned with
  murals portraying giant reptiles and mythical heroes.
  Every building sports baskets and clay urns of colorful
  flowers or is draped in leafy, flowering vines. Minstrels
  in bright clothing adorned with feathers and shells
  perform on street corners. Multicolored pennants and
  sun awnings flutter atop the city walls. A crowd of
  children dressed in feathered hats and capes races past
  you, squealing in delighted terror as a street performer
  costumed as a big-toothed lizard stomps and roars
  behind them. The whole city seems to be bustling,
  sweating, laughing, swearing, and singing.
  Syndra recommends that the characters secure rooms for
  themselves at either the Thundering Lizard (if they’re looking
  for a raucous time) or Kaya’s House of Repose (if they want a
  good night’s sleep). Both inns are located near the Red Bazaar
  (area 18). Meanwhile, Syndra heads to the villa of the
  merchant prince Wakanga O’tamu. There she intends to stay
  for the remainder of the adventure. If the characters express
  interest in accompanying her, she’s more than happy to
  introduce them to Wakanga (see “Merchant Princes”).
  When describing the sights and sounds of Port Nyanzaru,
  emphasize the heat, the humidity, the exotic sounds and smells,
  and other unique aspects of Port Nyanzaru. Some of its notable
  features are described hereafter:
  
  Medium and Large dinosaurs are used as beasts of
  burden to haul two-wheeled carts, to hoist heavy loads
  on cranes, and to tow boats along the canals.
  
  Dinosaurs compete in weekly races through the streets.
  These brightly painted racing dinosaurs are fast, vicious,
  and barely under their riders’ control.
  
  Flowers, green plants, and vines grow everywhere,
  seeming to spring out of the building stones themselves.
  The profusion of greenery needs constant tending to
  prevent roots and shoots from damaging buildings or tile
  roofs.
  
  The city’s defensive walls and towers are topped with
  colorful awnings to shield guards from the sun and rain.
  
  All streets within the city walls are paved with
  cobblestones or flagstones, and they have deep rain
  gutters as much as 2 feet wide. Residents of Port
  Nyanzaru pay little attention to any but the heaviest
  deluge.
  
  Tabaxi minstrels wander the streets, performing for
  anyone who tosses them a few coins.
  
  Walls divide the city into districts, and the open
  archways above the streets are painted with murals of
  dinosaurs, mountains, and mythic heroes.
  
  Crumbling ancient buildings covered with vines and
  lichens indicate the city’s great age.
  The ground floors of most buildings are made of stucco-
  covered stone and have tiny windows to keep out the heat at
  street level. The upper floors have bamboo or thatch walls
  with enormous windows to let in the breeze, under broad
  thatched or tiled eaves. All buildings are richly decorated with
  paint, ivy, and vivid flowers. Some are painted in symmetrical,
  geometric patterns of straight lines and sharp angles, while
  others portray animals, monsters, landscapes, and heroes in a
  stylized manner unique to Chult. Where space permits,
  buildings traditionally include a walled yard or garden.
  All the city’s water comes from rain, so every building has
  a cistern or wooden barrels to catch water running off the roof.
  Every public square is built around a fountain or rain basin.
  With so much water running downhill, Chultans also make
  excellent use of water-driven mechanical gadgets. Many
  buildings have water wheels built into their cisterns.
  Rainwater running through spouts or channels turns the
  wheel, which pumps water into pools, turns millstones,
  powers bellows or lathes or saws, or accomplishes any other
  labor-saving or amusing task Chultan engineers can dream up.
  Side Quests
  As the characters explore Port Nyanzaru, they might
  encounter NPCs who need their help. Given the urgency of
  their mission, characters might be reluctant to take on side
  quests. They are under no obligation to complete them;
  however, completing a side quest can lead to unexpected
  rewards and discoveries.
  Introduce as many or as few of these side quests as you
  like. The NPCs who trigger them can be encountered anywhere
  within the city. If you can’t decide which side quest to choose,
  roll a d10.
  1.
  Collect a Debt. K’lahu (N female Chultan human
  thug), a bookie who takes bets at Executioner’s Run (see area
  3), asks the adventurers to come with her as she collects a
  debt. The pay is 10 percent of whatever is collected on the 500
  gp debt, which is owed by a man named Taban (N male
  Chultan human gladiator). Taban refuses to pay anything until
  he’s beaten down to 20 or fewer hit points, whereupon he
  offers up a pouch containing ten 50 gp gemstones. Ashamed by
  his defeat and eager to redeem himself, Taban offers to join
  the party as a follower, demanding no pay for the duration of
  the adventure.
  2.
  Create a Distraction at Fort Beluarian. Rokah (N
  male Chultan human spy) works for the Zhentarim. The
  Zhents believe that pirates have formed an alliance with the
  Flaming Fist. Rokah has orders to infiltrate Fort Beluarian and
  find proof so that the Zhentarim can blackmail the fort’s
  commander. He asks the adventurers to escort him safely to
  the fort and create a distraction so that he can ransack the
  commander’s quarters. As a reward, Rokah offers to cover the
  cost of a charter of exploration (50 gp), which the characters
  will almost certainly need if they want to avoid future
  confrontations with the Flaming Fist. Rokah also offers to
  introduce the characters to two wilderness guides — a pair
  tabaxi siblings named River Mist and Flask of Wine (see
  “Finding a Guide”) — and pay the guides’ fees.
  3.
  Escort a Priest to Camp Vengeance. Undril
  Silvertusk (LG female half-orc priest of Torm with darkvision
  out to a range of 60 feet) is a representative of the Order of the
  Gauntlet and newly arrived in Port Nyanzaru. She needs to
  deliver herself plus a packet of dispatches from her superiors
  to Commander Niles Breakbone at Camp Vengeance. Undril
  was led to believe she could simply buy a horse in the city and
  ride to the camp, but now that she sees the terrain and
  conditions, that’s clearly not possible. She hopes to join any
  
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  expedition headed up the River Soshenstar. Undril is quite
  attached to her chain shirt, but she’s not unreasonable when
  presented with good arguments for shedding the armor. If
  characters gain Undril’s respect, she’ll intercede strongly on
  their behalf if any difficulties arise with Commander
  Breakbone (as they’re likely to, as discussed in chapter 2).
  4.
  Explore the Aldani Basin. Inete (LG female Chultan
  human acolyte of Savras) has had disturbing visions of red-
  robed wizards operating a secret base somewhere in the
  Aldani Basin. The head of her temple, Grandfather Zitembe,
  has too many other things on his mind, but he’s given Inete
  permission to investigate. Inete would like to accompany the
  characters’ expedition for safety, if characters are heading
  toward or through that region. She’ll provide her own food
  and supplies, and “donate” another 100 gp to the expedition’s
  expenses. She insists on stopping by the temple of Savras to
  gather her belongings and urges the characters to come along.
  If they do, the characters can meet Grandfather Zitembe (see
  area 7).
  5.
  Find Artus Cimber. A half-elf named Xandala (see
  appendix D) approaches the characters and claims to be Artus
  Cimber’s daughter. Feigning worry, she asks the characters to
  help her find him. Artus can’t be found using magic, but
  Xandala has heard that Artus left the city with a reptilian man
  who doesn’t talk and smells funny. Both were last seen
  heading into the jungle. Xandala wants the Ring of Winter in
  Artus’s possession, but she doesn’t share this with the
  characters. Summerwise, Xandala’s pet pseudodragon, thinks
  the quest for the ring is too dangerous but has given up trying
  to talk sense into its mistress. Good-aligned characters might
  be able to turn Summerwise against Xandala, or at least get
  information from it that they can use to thwart Xandala’s plan
  or to aid Artus.
  6.
  Help a Dyeing Man. Omala (N male Chultan human
  commoner) is a master colorist at the dye works (area 23). He
  recently bought some dancing monkey fruit on the black
  market and used them to make and sell dye. Shortly thereafter,
  he received an iron token from the Ytepka Society — a grim
  warning. He wishes to atone for his crime and seeks an
  audience with Kwayothé, the merchant prince who controls
  the legal sale of fruit. Fearing for his life, Omala asks the
  adventurers to accompany him to Goldenthrone (see area 4),
  where he plans to beg for Kwayothé’s forgiveness. He has no
  money to offer the characters as a reward. Kwayothé is willing
  to forgive Omala’s lapse in judgment provided the characters
  agree to kill a man named Shago within the next 10 days — no
  questions asked — and speak of the deed to no one. Kwayothé
  tells them that Shago works as a guide out of Fort Beluarian. If
  the characters fail in this task, Kwayothé has Omala sentenced
  to Executioner’s Run (see area 3) for his crime.
  7.
  Help the Lords’ Alliance. Lerek Dashlynd (LN male
  Illuskan human spy), an agent of the Lords’ Alliance, offers to
  trade a sailing ship for an accurate map of Chult that shows the
  exact location of the ruins of Nangalore and Orolunga. Lerek
  represents wealthy Waterdhavian interests, and the offer is
  genuine. If the characters present such a map, Lerek has a
  cleric cast augury before agreeing to buy it, to make sure he’s
  not buying a fake. Once he’s convinced that the map is genuine,
  Lerek arranges to have the promised ship arrive in 10 days.
  8.
  Hunt Pirates. The harbormaster, Zindar (see area 13
  and appendix D), is a secret member of the Ytepka Society. He
  knows that three pirate captains are attacking merchant ships
  heading to and from the Bay of Chult. The pirate ships are
  called the Dragonfang, the Emerald Eye, and the Stirge. Zindar
  has permission from the merchant princes to offer a bounty of
  2,000 gp for each pirate ship that is captured and brought into
  port, and a bonus 500 gp for the capture of each pirate captain.
  9.
  Save an Innocent Man. Belym (LG male Chultan
  human commoner) is distraught because his husband, Draza
  (LG male Chultan commoner), has been sentenced to
  Executioner’s Run for stealing. Belym asserts that his husband
  was a victim of mistaken identity and sentenced without a
  proper hearing or trial. He’s been unable to persuade anyone
  in authority that Draza is innocent. He’ll give the characters 25
  sp (all his savings) if they can help Draza from the sidelines so
  he survives the run. Draza is about to be thrown into the pit
  with a pair of velociraptors, so the characters must act quickly.
  Both the authorities and the gamblers take a dim view of
  interference.
  10.
  Seek Wisdom at Orolunga. Eshek (NG male Chultan
  human acolyte of Savras) stumbles up to the characters in the
  street and whispers, “Speak to the wise guardian of Orolunga,
  east of Mbala. She can direct you to that which you seek.” Then
  he collapses, unconscious. When he awakens moments later,
  Eshek has no memory of the last 12 hours aside from a driving
  need to find people matching the characters’ descriptions. He’s
  as puzzled by what just happened as the characters probably
  are, but he’ll help them however he can. At the very least, he
  knows where Mbala is from speaking to porters who’ve been
  to Camp Vengeance.
  Locations in the City
  Shown in map 1.1, Port Nyanzaru is a city of walls within walls.
  Burgeoning wealth has driven the city’s richest residents to
  raise defenses against the jungle’s dangers, and possibly
  against the dangers they perceive from the city’s less-well-off
  districts, which all lie outside the main wall. The walls are
  impressive barriers of massive, fitted stone. Like other
  structures in Port Nyanzaru, they’re decorated with colorful
  paintings of geometric designs, animals, and mythic figures.
  The city is defined by four steep hills. The westernmost
  hill, called Temple Hill because it’s home to the temple of
  Savras, is completely walled off from lower ground. A wide
  stone bridge crosses on arched columns from Temple Hill to
  Throne Hill, site of Goldenthrone. A second bridge connects
  Throne Hill to the southern slopes, site of several merchant
  princes’ villas. East of the harbor, the Hall of Gold gleams atop
  the city’s tallest hill, Mount Sibasa, which is connected by
  bridge to the neighboring Yklwazi Hill (pronounced yick-ul-
  WAH-zee), site of the Grand Coliseum. Steep, stepped streets
  and terraces surround each hill.
  Outside the main walls are three slums: the Old City to the
  southwest, where many buildings are remnants of older,
  pyramidal construction; Malar’s Throat to the south, where
  buildings cling to the walls of a lush canyon spanned by rope
  bridges; and Tiryki Anchorage to the southeast, where
  explorers and river folk gather.
  About half the city’s population lives crowded together
  outside the walls, where they’re always exposed to sudden
  attacks by carnivores or undead. A volunteer citizens’ brigade
  keeps watch for approaching danger. When residents of the
  outer wards hear the long blast of warning horns, day or night,
  they scramble for the safety of the Market Ward and
  Merchants’ Ward until the all clear sounds.
  
  FOOTER 1
  TROUBLESHOOTING
  There’s enough happening in Port Nyanzaru that you won’t
  need to rely on random encounters to keep things interesting.
  That being said, if the players seem restless, use the random
  encounters in appendix B to spice things up a bit as they’re
  gathering supplies for their expedition. At any time, the party
  might run into Volothamp Geddarm (see “City Denizens”).
  Volo’s familiarity with Port Nyanzaru makes him a font of
  useful information. If the party doesn’t already have a
  wilderness guide, he advises characters to secure one before
  they enter the jungle. Volo might also suggest that characters
  partake in the dinosaur races (see “Things to Do”).
  If characters visit Wakanga O’tamu, he gives them the
  wizard’s journal in his possession. If the party has not yet
  secured a guide by the time they meet Wakanga, he suggests
  that the characters arrange one through Jobal. Volo can
  facilitate an introduction. For more information on guides and
  their rates, see “Finding a Guide."
  Old City
  Three ancient, vine-covered ziggurats tower above this
  crumbling ward. The whole district is a juxtaposition of
  ancient and decaying (but still occupied) stone structures
  interspersed with flimsy new huts and longhouses of bamboo
  and thatch.
  The Old City is run by “beggar princes” in a mocking
  parallel to the merchant princes of the city proper. They have
  no official authority, but each of them sits atop a web of debts,
  favors, incriminating information, and loyal muscle that allows
  them to get things done with an efficiency that the merchant
  princes sometimes envy. Unlike the merchant princes, whose
  positions are based on wealth that passes from generation to
  generation in the same family, the identities and even the
  number of the beggar princes changes continually.
  The Old City is run down but it isn’t a slum or a haven for
  thieves. Most of the residents are lower-class laborers or
  struggling artisans who can’t afford the higher rents of homes
  inside the city walls.
  1. Beggars’ Palaces
  The Beggars’ Palaces are the two largest ziggurats of the Old
  City. Shops and tenements of bamboo are jammed onto
  the terraces of the ziggurats in wild profusion. The upper
  levels are cleaner and less crowded than those near street
  level. A narrow wooden bridge connects the upper levels
  above the press and noise of the street.
  2. Executioner’s Run
  The road through the Old City splits around a rectangular,
  stone-lined pit 15 feet deep, 50 feet wide, and 200 feet long.
  The original Amnian residents built it as an arena for a highly
  competitive ball game, and it still provides cheap
  entertainment for the locals. Velociraptors (see appendix D),
  panthers, or other hungry beasts (a juvenile allosaurus is a
  guaranteed crowd pleaser) are set loose in the pit, then
  convicted criminals are dropped in at one end. Any criminals
  who make it alive through the gauntlet of carnivores to the far
  end of the pit can scramble up knotted ropes and win their
  freedom, along with the adulation of the crowd. Spectators line
  the walls for these spectacles — including representatives
  from every level of Port Nyanzaru society, not just residents of
  the Old City. Bets are placed on which criminals will survive,
  which will die, how far runners will get before a beast brings
  them down, and how many kills each animal will rack up.
  A handful of Chultans have become celebrities by
  surviving multiple dashes through Executioner’s Run. It’s been
  suggested that some people continue committing crimes solely
  because a conviction is the only way to get tossed into the pit,
  and betting is always heaviest on a repeat offender.
  Occasionally an animal manages to leap or scramble out
  of the pit and runs amok through the terrified crowd. Moments
  of such high peril provide a perfect opportunity for bystanders
  to become heroes in the city and earn favors from the
  merchant princes.
  3. Refuse Pit
  An enormous sinkhole serves as the city’s garbage dump.
  Every type of refuse gets tossed here, up to and including dead
  bodies. It’s a festering scar of garbage, rancid water, and
  vermin. Rats, insects, and ravens abound. Ghouls are
  sometimes seen prowling through the pit in search of fresh
  corpses.
  Although the level of refuse in the pit rises and falls, the
  pit never gets full. This is thanks to an unknown number of
  otyughs living at the bottom and eating their fill daily. They’re
  content to remain in the bountiful pit, but they’d quickly
  pounce on anyone careless or unlucky enough to slip on the
  greasy edge and fall in.
  Merchants’ Ward
  The western half of the city is called the Merchants’ Ward
  because it’s the site of the Grand Souk and because many of
  the merchant princes’ villas are there. In general, this is the
  upper-class section of the city. The majority of the city’s
  merchants and traders actually live and work in the Market
  Ward.
  4. Goldenthrone
  This palace serves as the meeting place for the merchant
  princes of Port Nyanzaru and is recognized as the seat of the
  city’s loose government. It was built decades ago by an Amnian
  trader and is one of the most opulent structures in the city,
  rivaled only by the grander temples and the merchant princes’
  villas. An honor guard of eight Chultan gladiators is always on
  duty, to keep away loiterers in the daytime and thieves in the
  night.
  Goldenthrone is the best place to meet any of the merchant
  princes without an appointment. They rarely meet with
  visitors who show up unannounced at their homes. During the
  day, each merchant prince has a 1-in-6 chance to be at
  Goldenthrone, accompanied by a retinue of aides and guards.
  Characters must wait 1d3 hours before being given an
  audience. In fact, the merchant princes have few day-to-day
  responsibilities when it comes to running Port Nyanzaru, so
  unless a meeting is being held to discuss city business, the
  delay is just a tactic to underscore who’s in charge. If the
  characters have interesting news, they’re likely to obtain an
  audience and to be given as much of the merchant’s time as
  they need.
  5. Merchant Prince’s Villa
  Each merchant prince has a private villa in the city. These
  residences have beautifully plastered walls adorned with
  
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  bright murals, patios and arcades festooned with fresh flowers,
  garden courtyards open to the sky, and enormous cisterns
  
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  equipped with water wheels to power fountains, fans, and
  kinetic sculptures.
  None of the merchant princes is likely to meet player
  characters who show up unannounced at their doors unless
  the characters did something noteworthy (such as winning a
  dinosaur race, stopping a rampaging carnivore, or completing
  an expedition that made significant discoveries). The
  exception is Wakanga O’tamu, who welcomes any adventurers
  traveling in the company of Syndra Silvane.
  For details of a sample villa, see “Merchant Prince’s Villa.”
  6. Grand Souk
  The Grand Souk, or market, is one of the three beating hearts
  of Port Nyanzaru — the others being the jewel market and the
  Red Bazaar. True to its name, the Grand Souk is the grandest of
  the three.
  Traders from up and down the Sword Coast come to this
  market to buy timber, spices, medicines concocted from jungle
  plants, dinosaur skulls and claws, iron, tiger pelts, carved ivory,
  Batiri and grung handiwork, colored feathers, tropical fruit,
  monkeys, plesiosaur meat, and all the other riches of Chult.
  Business begins before the sun comes up, and dealing doesn’t
  stop until well after darkness edges across the city. It’s a noisy,
  jostling, aroma-rich circus. Guards are numerous, but less
  numerous than the urchins and pickpockets. Street performers
  and tabaxi minstrels add to the cacophony. Colorful awnings
  protect the market from sun and rain but also trap the heat
  and smells.
  Everything listed in chapter 5 of the Player’s Handbook
  can be purchased in the Grand Souk. Unusual items might not
  be available (elephants aren’t found in Chult, for example), but
  a merchant can always be contracted who’ll bring an item to
  order, for the right price.
  7. Temple of Savras
  Savras is a deity of wizards, fortune tellers, diviners, and those
  who unfailingly speak the truth regardless of whether
  listeners want to hear it. His symbol is a monstrous eye, or a
  crystal ball filled with eyes. Savras’s temple is one of the oldest,
  grandest buildings in the city. The tiled roof of its great dome
  resembles an unblinking eye, staring skyward.
  A deity devoted to revealing the truth might seem to have a
  weak draw in a city of merchants, but Savras was widely
  worshiped in Chult long before the Spellplague. In those years,
  Savras’s clergy were valued because they could keep tabs on
  the activities of the inscrutable yuan-ti. The snake people still
  loom large as bogeymen in the imaginations of Chultans, but
  nowadays the clergy of Savras scries into more mundane
  matters: portents around business affairs, the outlook for
  newborn children, and affairs of the heart.
  The head priest of the temple is Grandfather Zitembe (LG
  male Chultan human priest). When the characters meet the
  priest for the first time, he’s in the midst of a heated
  conversation with three members of the Zhentarim (NE male
  Tethyrian human assassins) who are looking for Artus Cimber.
  The Zhents have come to the temple to see if Zitembe can cast
  a spell to aid in their search. Although the assassins offer
  payment in the form of a 500 gp ruby, Zitembe senses their
  evil intentions and shoos them away. The assassins seem
  hesitant to leave without satisfaction, but the arrival of the
  characters changes their minds, and they depart with scowls
  on their faces. The characters’ timely arrival makes Zitembe
  predisposed to help them.
  If he’s approached for aid or advice in tracking down the
  Soulmonger, Zitembe’s first reaction is to express disbelief that
  the death curse has anything to do with Chult. If characters
  give a compelling argument or make a donation to the church
  of at least 25 gp, Zitembe agrees to “consult the guides.” This
  ritual takes 24 hours, during which Zitembe sees visions of “a
  jungle city far to the south, enclosed by cliffs and crawling with
  snakes” and “a black obelisk draped in vines.” He dared not
  peer any deeper, but he urges the characters to seek out this
  city and the obelisk.
  8. Temple of Gond
  The boxy stone temple of Gond looms behind the royal docks.
  It’s popular among Port Nyanzaru’s many artisans,
  craftspeople, smiths, ivory carvers, and hydro-engineers.
  Where most such temples have a forge as a centerpiece, this
  one features an immense fountain whose water jets shift
  continually to create amazing shapes. It’s all done with nozzles
  and valves moving on cams, driven by the city’s plentiful water
  pressure.
  9. Temple of Sune
  Isolated atop a rocky formation in the sea, the temple of Sune
  is reachable only by an elevated causeway from Temple Hill or
  by boat. Steep steps wind up the cliff from the temple’s small
  harbor. When seen from a distance, the temple’s roof seems to
  float in midair — an illusion created by mirrors lining the
  outside walls. Inside, Sune’s faithful and casual visitors alike
  can partake of public baths, receive lessons in applying
  makeup and styling one’s hair, and learn to dress in a manner
  that suits the individual’s body, profession, and the climate.
  Newcomers to the temple must make a Charisma check. Those
  who score 15 or higher are welcomed as brothers and sisters
  of Sune; those who score 10 or higher are offered friendly
  advice on how to improve their presentation; and those who
  score 9 or less are greeted with sad, sympathetic looks and
  surrounded by a crowd of coddling devotees.
  10. Jewel Market
  The jewel market is intentionally styled as a miniature, more
  exclusive version of the Grand Souk. Its chief business is
  buying and selling the rich supply of jewels that are dug out of
  Chult’s mines, but many other rare luxury items are also
  traded here. This market is largely secure against pickpockets
  and thieves, thanks to the privately hired security agents
  patrolling it openly (guards) and undercover (spies). All of
  them work for the merchant prince Zhanthi, who has a
  monopoly on the jewelry trade in Port Nyanzaru.
  Harbor Ward
  Port Nyanzaru’s harbor can accommodate ships of all sizes.
  The enclosed, eastern portion of the harbor is reserved for the
  use of the merchant princes, but the rest of the docks are
  available for use by any ship.
  If the characters wish to travel by sea, they can book
  passage on the Brazen Pegasus at a cost of 10 gp per day (for
  the whole party). A 60-foot sloop built for speed, she has a
  single mast flying a square mainsail plus two triangular
  foresails, one aft sail, and a small topsail. All that canvas gives
  her a top speed of 10 mph under ideal conditions.
  The Brazen Pegasus is captained by Ortimay Swift and
  Dark (CG female rock gnome bandit captain with darkvision
  out to a range of 60 feet), who is both clever and calm. The
  
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  first mate is Grig Ruddell (N male Illuskan human veteran), a
  hulking man whose face is almost hidden by a heavy beard
  streaked with gray. Other than shouting orders at the crew
  and conversing in low tones with Captain Ortimay, Ruddell
  barely speaks. The remainder of the crew consists of six sailors
  (N male and female bandits of various ethnicities).
  Characters might assume that Ortimay’s chief business is
  smuggling — and they’d be correct. However, she is happy to
  take adventurers wherever they need to go. She knows about
  the dragon turtle in the Bay of Chult and expects the
  characters to provide the necessary tribute. She also knows
  that pirates prowl the waters around Chult, though her ship
  easily outruns theirs.
  There are no permanent shelters or cabins on the main
  deck of the Brazen Pegasus. A tarp can be rigged across the aft
  portion of the deck for shade from the tropical sun. The sailors
  sleep on deck when weather permits. The lower deck houses
  Captain Ortimay’s cabin and the cargo hold, which doubles as
  the crew’s cooking, eating, and sleeping area in foul weather.
  11. Royal Docks
  The term “royal” dates back to the age when Chult was ruled
  by true kings and queens instead of merchants. Now these
  docks are reserved for the exclusive use of the merchant
  princes and those diplomats, dignitaries, and influential
  foreign merchants whom the merchant princes want to flatter
  with privilege or impress with magnificence.
  12. Statue
  The statue at the center of the harbor represents an ancient
  Chultan king in full regalia, resplendent in a loincloth of
  leopard skin and a headdress of feathers, shells, and
  tyrannosaurus teeth; draped in a cape of girallon fur and
  monkey tails; and wielding the traditional oval shield and
  yklwa of Chult. Residents call it Na N’buso, the Great King.
  The statue isn’t nearly as ancient as the mythic king it
  portrays. It was erected just five years ago, at a time when Port
  Nyanzaru was flexing its new mercantile muscle, to impress on
  foreigners that Chult is an independent land with a glorious
  history. Few who see it fail to get the message.
  13. Harbormaster’s Office
  Outside of the harbormaster’s office is a bulletin board that
  provides the names and whereabouts of several wilderness
  guides (see “Finding a Guide”). The harbormaster is a half-gold
  dragon named Zindar (see appendix D). He’s seldom in this
  sturdy, airy building, however; most of his time is spent
  dealing with the hundreds of disputes, traffic jams, and other
  minor problems that crop up every day on a busy quayside.
  Zindar finds that his imposing personal presence gets issues
  resolved more quickly and more to his satisfaction than any
  number of subordinates can accomplish. Clerks in the office
  seldom know exactly where Zindar is at any time, but
  messages can be left for him; he’ll leave a reply within 1d6
  hours.
  If characters present themselves as adventurers, Zindar
  offers them a quest (see “Side Quests”).
  14. Lighthouse
  A flame burns atop the lighthouse day and night to guide ships
  through darkness, fog, and rain to the harbor. Various
  powders can be added to the fire to create thick columns of
  colored smoke that can be seen from Fort Beluarian and from
  the mines along the Bay of Chult.
  15. Fort Nyanzaru
  The fort contains a winch for raising and lowering an immense
  iron chain stretched between the fort and the lighthouse.
  When the chain is raised, no ship can sail into or out of the
  harbor. The chain hasn’t been raised against attackers in
  decades, but it’s used occasionally to prevent a ship from
  slipping out of the harbor with criminals or contraband on
  board. The fort also mounts two ballistas that can launch
  heavy bolts or canisters of alchemist’s fire. Its garrison
  consists of a noble (the castellan), four veterans (officers), and
  forty guards loyal to the merchant princes.
  16. Warehouse District
  Goods of every type being shipped into or out of Port
  Nyanzaru are stored in these warehouses. Canals are cut
  between the rows of warehouses, allowing ships to be towed
  by harnessed dinosaurs directly to the desired warehouse for
  easier loading and unloading. A large ship can easily block a
  canal, so good traffic management is required; that’s one of the
  harbormaster’s responsibilities.
  Like any warehouse district, this one is largely deserted at
  night, making it a good spot for secret meetings and other
  mischief.
  17. Dry Dock
  Port Nyanzaru isn’t famous for building ships, but many
  vessels that come here wind up needing hull repairs —
  especially those that had run-ins with typhoons, pirates, or
  Aremag the dragon turtle (see “Bay of Chult”). It’s easy work
  for dinosaurs to drag ships out of the water into the drydock
  so holes can be patched and barnacles scraped off.
  Market Ward
  The Market Ward is where most of Port Nyanzaru’s regular
  shops are located and where most of its tradesfolk, merchants,
  and other middle-class residents live and work.
  18. Red Bazaar
  No one knows how the Red Bazaar got its name. One story is
  that the label comes from the huge slabs of dinosaur meat sold
  here and the resulting buckets of blood that stain the rain-
  washed gutters, and that’s probably as good an explanation as
  any.
  The residents of Port Nyanzaru shop for their daily needs
  at the Red Bazaar. Unlike the Grand Souk, which deals heavily
  in durable goods and luxury items, the Red Bazaar deals in
  everyday needs: locally produced meat, vegetables, tropical
  fruit, tej, light tropical clothing, insect repellent, rain catchers,
  and other household goods. The buyers and sellers in the Red
  Bazaar are predominantly locals.
  Inns. Two noteworthy inns are located near the Red
  Bazaar. The Thundering Lizard caters to a raucous clientele,
  and a bed for the night costs 5 sp. Kaya’s House of Repose is
  much quieter, but a bed for the night costs 1 gp. Wilderness
  guides are known to frequent both establishments, looking for
  work (see “Finding a Guide”).
  19. Fish Market
  Seafood is a staple in Port Nyanzaru, both because catching
  fish is easier and safer than hunting dinosaurs, and tender fish
  tastes better than tough reptile. The fish market is a great
  
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  place to buy the day’s meals. Prices are higher in the morning,
  when quality and selection are also better.
  20. Grand Coliseum
  This stone arena is the site of gladiatorial games (usually
  nonlethal, but accidents happen), bloody animal combats, and
  spectacular circuses. The best gladiators become celebrities
  and earn fortunes. Statues of the arena’s greatest champions
  line the tops of the Grand Coliseum’s walls, including one of
  the city’s current merchant princes. (Ekene-Afa gained fame
  and fortune as a gladiator before retiring from the arena to
  become a trader and politician.)
  Events are held on most afternoons; only special shows are
  held after sundown, as the coliseum depends on natural light.
  During the week, the bill features qualifying matches,
  consolation bouts, and other small events. Major events,
  championships, and special extravaganzas are staged on
  holidays. A holiday show might include a battle between
  “heroes of legend” and “pirates” (all portrayed by gladiators), a
  bloody match pitting velociraptors against tigers, or even a
  contest of mages battling captured ghouls, skeletons, or
  zombies.
  21. Hall of Gold
  This magnificent structure is a temple to Waukeen, but
  residents call it the Hall of Gold for its shining, golden roof and
  for Waukeen’s focus on trade and wealth. Mount Sibasa is the
  highest point in the city, and when the sun is shining, light
  glinting off the temple roof can be seen for miles out at sea.
  Some city residents swear that the roof is sheathed in pure
  burnished gold, but it’s only paint. A wide stone bridge
  connects Mount Sibasa to the Grand Coliseum on Yklwazi Hill.
  The chief priest of Waukeen in Port Nyanzaru is Sibonseni,
  Mother of Prosperity (LN female Chultan priest). She is one of
  the city’s most influential residents after the merchant princes,
  and she enjoys tremendous support from every layer of
  society for the temple’s charitable work and for its support of
  civic improvements. In fact, the temple is also one of the city’s
  richest banks. When Mother Sibonseni travels through the
  streets, she rides in an elegant sedan chair accompanied by
  drummers, singers, dancers, and temple aides who distribute
  fistfuls of copper coins to the poor. Needless to say, this causes
  traffic jams, but the people of the city love her.
  22. Public Bathhouse
  Port Nyanzaru is a very clean city thanks to the cleansing rain,
  and its residents are also scrupulous about hygiene. Most
  would be repulsed by the thought of a day without a bath.
  Dozens of small bathhouses across the city operate like private
  clubs, but the public bathhouse is open to everyone and is run
  by the priesthood of Sune (see area 9). It’s both egalitarian and
  elegant: wealthy merchants and dock laborers rub elbows in
  the tiled baths and marble-floored changing rooms. There is
  no charge, but bathers are requested to leave a donation to the
  temple of Sune befitting their station in life. Because Chultans
  are justifiably proud of this facility, even the poorest try to
  leave at least a copper piece in the giant clamshell by the
  entrance. Many independent masseurs and masseuses are on
  hand to massage weary muscles; these services cost 2d10 sp.
  23. Dye Works
  Along with cleanliness, Chultans love colorful clothing. Textile
  weaving is not one of Chult’s native industries, because the
  jungle isn’t suited for growing cotton or raising sheep.
  However, the jungle and the sea provide everything necessary
  to concoct vibrant dyes in a rainbow of colors. Merchants
  import light, plain fabrics, which are dyed in vibrant colors
  and patterns at the dye works before being sold locally or
  exported back to the regions where the cloth originated. Local
  tailors craft the fabric into the long shirts, knee-length pants,
  sarongs, and kilts favored in PortNyanzaru.
  The cliff below the dye works and the sea around it are
  perpetually stained bright orange, blue, red, green, and yellow,
  depending on what colors are being dumped from the vats
  that day. People employed at the dye works are easily
  recognized on the street because their hands and feet are
  likewise brightly stained.
  Malar’s Throat
  This region outside the city walls is Port Nyanzaru’s slum
  district. Two sheer, jungle-draped ridges flank a deep ravine.
  Ramshackle buildings cling to the sides of the ridges, each
  structure seemingly built atop the lower one’s roof. During
  heavy rain, runoff pours down the ravine, through Ubtao’s
  Jaws (the large gate in the city wall facing Malar’s Throat), and
  down the paved streets to the harbor, often sweeping along
  unattended baskets, dead animals, and even clumsy or unlucky
  Chultans in its tow.
  Foot bridges of rope and bamboo hang above the ravine.
  Some of them are 200 feet long or longer and sway a hundred
  feet above ground, terrifying the faint of heart. Skilled thieves
  have been known to drop hooks on thin lines from the bridges
  and “fish” purses right off victims’ belts.
  24. Temple of Tymora
  Tymora’s temple is built like a sturdy blockhouse of heavy
  stone. It’s not an elegant structure, but residents rely on it to
  be a safe refuge when floodwater pours down Malar’s Throat
  or when the alarm horns blow and there’s no time to reach the
  safety of the city before undead swarm up the ravine. The
  people who live in Malar’s Throat don’t consider themselves
  especially lucky, but what little luck they have, they attribute
  to the Lady’s presence among them.
  Tiryki Anchorage
  This district east of the city is populated by animal trainers,
  river folk, explorers who need inexpensive lodging, and other
  rough-and-tumble sorts. Smugglers prefer the unregulated
  docks of the anchorage over the policed and inspected docks
  of the harbor, despite the shortage of dock workers and beast-
  powered cranes to assist in loading and unloading.
  Unlike Malar’s Throat and the Old City, Tiryki Anchorage
  has no fortified temple or ancient stone ziggurats where
  residents can take shelter against undead or carnivores. Most
  people dash for Tiryki Gate when the alarm sounds and hope
  to get through before it’s locked ahead of them. Fortunately,
  the animals in their pens are more sensitive to approaching
  enemies than humans are, so few creatures are able to sneak
  into the area undetected.
  25. Dinosaur Pens
  Most of the beasts of burden in the city were trained out here,
  and they’re penned up at night. Ankylosauruses and
  triceratopses are the most common in that role. Dinosaurs
  trained for street racing are also stabled here. Most Chultan
  
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  handlers have a +5 bonus to Animal Handling skill checks, and
  they work with the same animals day after day.
  City Denizens
  Chultans comprise two-thirds of Port Nyanzaru’s population.
  The city’s remaining inhabitants are foreigners, many of whom
  are profiteers or adventurers seeking either to plunder Chult
  of its riches or to help protect the city against encroaching
  monsters.
  Volothamp “Volo” Geddarm
  Characters can encounter Volo anywhere in Port Nyanzaru.
  For more information on him, see appendix D.
  The legendary world traveler is in Port Nyanzaru to
  deliver signed copies of his new book, Volo’s Guide to
  Monsters, to the merchant princes (some of whom he knows
  well, and others he claims to know well), and to promote his
  latest work. Characters are most likely to encounter Volo in
  one of the city’s inns or taverns, or in a merchant prince’s villa.
  Volo is a font of information, but not everything he says is
  true, despite his hearty avowals of accuracy. He won’t venture
  outside Port Nyanzaru under any circumstances.
  If the characters buy a copy of Volo’s book (50 gp for a
  durable hardcover edition), they can put it to use. Any time
  they want to know lore about a particular monster described
  in the book, give them useful tidbits from Volo’s Guide to
  Monsters. Do not impart game statistics, since such
  information would not be available in-world. If this reference
  is unavailable, use the information in appendix D.
  Merchant Princes
  Seven merchant princes rule Port Nyanzaru, each one with an
  equal vote in matters of state. All are Chultan. Their single
  qualification is that they’re the seven richest people in the city.
  Their seat of governance is Goldenthrone, an old, regal Amnian
  palace overlooking the bay. A merchant prince who retires can
  yield his or her position to a family member or someone else
  of immense wealth agreed on by the majority.
  The merchant princes surround themselves with loyal
  family and underlings, but they also employ foreign
  mercenaries both as city guards and as personal guards. Most
  of these mercenaries are Zhents, and where one finds the
  Zhentarim, one can also find Harper spies.
  The merchant princes have specific monopolies on all
  merchandise sold in the city. Characters in need of gear or
  supplies must deal through these individuals directly or their
  consortiums indirectly. The only alternative is to resort to the
  black markets in Malar’s Throat or Tiryki Anchorage.
  Ekene-Afa
  Deals in weapons, shields, traveling gear, rain catchers, saddles,
  wagons, and canoes
  Ekene-Afa (LG female Chultan human gladiator) won
  numerous gladiatorial contests in Port Nyanzaru’s arena
  before she invested her winnings into financing her first trade
  deals. She is a legend among the common rabble who grew up
  watching her battles. Her husband, Kura, is a painter, and they
  have twin teenage sons named Soshen and Tiryk. Soshen is a
  city guard, and Tiryk is a popular dinosaur racer. Both were
  named after Chultan rivers.
  Ekene-Afa sells
  nonmagical
  weapons and
  shields of every
  kind, but most of
  her inventory
  consists of flint
  daggers, yklwas
  with wooden shafts
  and obsidian tips
  (see “Buying a
  Special Item”), and
  shields made of
  wooden frames
  with layers of
  reptile hide
  stretched over
  them. Ekene-Afa pays Wakanga O’tamu to place permanent
  enchantments on a select few of these items, which she sells at
  the prices listed in the Magic Shields and Weapons for Sale
  table.
  Magic Shields and Weapons for Sale
  Item
  Ekene-Afa’s Price
  +1 ammunition (per piece)
  50 gp
  +1 shield, wooden
  450 gp
  +1 dagger or +1 yklwa
  500 gp
  Ifan Talro’a
  Deals in beasts and beast training
  Ifan Talro’a (NE male Chultan human noble) is a greedy,
  conniving man supported by influential and dangerous friends
  among the
  Zhentarim. He is
  jealous of
  Wakanga
  O’tamu’s
  magical power
  and Ekene-Afa’s
  reputation from
  the arena.
  Talro’a sells
  animals that can
  be trained as
  mounts or pets,
  including
  dinosaurs and
  flying monkeys.
  The yuan-ti of
  Omu secretly
  pay Talro’a to
  warn them if treasure hunters are headed south into the deep
  jungle. He uses flying snakes as messengers. Talro’a doesn’t
  know for certain that the messages go to yuan-ti, but he
  strongly suspects it.
  Ifan has no family and no close relationships. He is
  naturally distrustful of everyone.
  Buying Beasts. Ifan Talro’a employs dozens of merchants
  throughout Port Nyanzaru who not only serve as his spies but
  also sell domesticated beasts that can be used as companions,
  mounts, or pack animals. Flying snakes trained as messengers
  are popular with the Zhentarim, and Talro’a sells them to no
  one else.
  
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  The Beasts for Sale table lists the creatures available for
  purchase in Port Nyanzaru. Statistics for the hadrosaurus, the
  deinonychus, and the flying monkey appear in appendix D. See
  the Monster Manual for all others.
  Beasts for Sale
  Beast
  Item Price
  Flying monkey, giant lizard, or
  hadrosaurus
  100 gp
  Ankylosaurus, deinonychus, or
  flying snake
  250 gp
  Triceratops
  500 gp
  Jessamine
  Deals in plants, poison, and assassination
  Jessamine (N female Chultan human assassin, her hit point
  maximum reduced to 58) doesn’t speak often. When the
  council finds itself divided on an issue, however, Jessamine
  usually casts the
  deciding vote. Most
  of her body is
  hidden under
  billowy robes and
  tightly wrapped
  black bandages.
  Jessamine
  trades in plants,
  herbs, poison, and
  sanctioned
  assassination.
  Murder is illegal in
  Port Nyanzaru, as it
  is almost
  everywhere, but
  Jessamine has a
  monopoly on
  “sanctions” — writs
  that allow a killing
  by ordained
  methods (usually
  poison or stabbing
  with a blade). For an added fee, her agents will carry out the
  assassination, with results guaranteed. Poison is her specialty,
  and she has a vast personal collection. She sells all the poisons
  listed in the Poisons table in chapter 8 of the Dungeon Master’s
  Guide at market prices.
  Twelve years ago, Jessamine had a brief but torrid love
  affair with an Amnian sea captain. The “fruit” of that affair is a
  shy daughter named Ymezra. Under Jessamine’s watchful eye,
  tutors are teaching Ymezra the skills she needs to take over
  the family business one day.
  Jessamine’s Curse. Before she went into business for herself,
  Jessamine worked as an assassin for a Calishite pasha. She
  died on a mission, but her benefactor paid a handsome price to
  raise her from the dead. As a result of her misfortune years
  ago, Jessamine is now suffering from the effects of the
  Soulmonger’s death curse. She covers her rotting flesh with
  scarves and bandage wrappings, and she is predisposed to
  help any adventurers actively trying to end the death curse.
  Jobal
  Deals in guides and sellswords
  Jobal (NE male Chultan human scout) made a fortune as a
  wilderness guide when the party he was working for
  discovered a stunning cache of Chultan gold and jewels.
  Miraculously, only Jobal survived the gauntlet of undead and
  dinosaur
  attacks, making
  it back to Port
  Nyanzaru in a
  canoe laden
  with treasure.
  There’s no
  doubt he’s led a
  life of adventure;
  his body bears
  many scars
  from his
  escapades. His
  chief spy,
  confidante, and
  consort is Aazon
  Talieri (NG male
  Tethyrian
  human spy).
  Jobal trusts him
  implicitly, and
  Aazon’s loyalty
  is beyond reproach.
  Because of his dealings with explorers, Jobal has an intense
  interest in maps of Chult. He would pay the characters
  handsomely for Syndra Silvane’s map, if he learns of its
  existence. If they refuse to sell, he’ll resort to theft, and
  eventually to murder.
  Hiring a Guide. If the characters visit Jobal in search of a
  guide, he recommends that they seek out one or more of his
  guides in Port Nyanzaru (see “Finding a Guide”). Jobal assigns
  Aazon the task of escorting the adventurers to whichever
  guides interest them. Jobal doesn’t require payment up front,
  since all guides in Port Nyanzaru are required by law to pay
  him a fair cut of their earnings.
  If the characters follow Jobal’s advice and accompany
  Aazon, give them copies of handouts 2, 3, 4, 5, 6, and 8
  (see appendix E) as Aazon introduces the party to various
  guides in the city.
  Kwayothé
  Deals in fruit, wine,
  ale, tej, oil, perfume,
  and insect repellent
  Kwayothé (NE
  female Chultan
  human priest weari
  ng a ring of
  resistance[fire]) is
  calm and
  contemplative in a
  way that’s vaguely
  menacing. She
  worships the fire
  god Kossuth
  (pronounced kaw-
  SOOTH) and likes
  torturing others,
  
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  particularly if it involves fire and hot coals. Kwayothé has two
  consorts — a succubus named Ixis and an incubus named
  Indar. These fiends take the forms of beautiful Chultans.
  Kwayothé grew up in the streets of Port Nyanzaru, poor
  and destitute. She despises nobility and wants to destroy every
  last vestige of the Chultan royal families. She considers Zhanthi
  her mortal enemy and has grown impatient waiting for the old
  noblewoman to die. Although she hides her contempt well,
  Kwayothé is forever meddling in Zhanthi’s business and family
  affairs. If Zhanthi is aware of Kwayothé’s hostility toward her
  and her family, she’s elected not to show it.
  Kwayothé employs traders who make their own tej and insect
  repellent. For more information on these special items, see
  “Buying a Special Item."
  Wakanga O’tamu
  Deals in magic and lore
  Wakanga
  O’tamu (LN male
  Chultan
  human mage) is
  the only arcane
  spellcaster
  among the
  merchant
  princes. He’s a
  long-time friend
  of Syndra Silvane,
  and he’s
  something of a
  dandy who’s
  easily seduced by
  smart women —
  or perhaps that’s
  only a carefully
  constructed
  public image.
  Unknown to his
  peers, Wakanga
  is sympathetic to
  the Harpers and allows them to use his villa as a safe house.
  Wakanga deals in knowledge, information, lost lore,
  potions, and scrolls. He knows of the death curse but little else
  about it. If the characters seem committed to ending the curse,
  he’ll help them as best he can, including selling them minor
  magic items (see the Magic Items for Sale table). Wakanga has
  a monopoly on these items in Port Nyanzaru, so characters
  either pay his prices or go without. As much as he wants to
  help, he’s unlikely to extend credit; all purchases must be in
  coin, gemstones, or jewelry.
  Magic Items for Sale
  Item
  Wakanga’s Price
  Potion, common
  80 gp
  Potion, uncommon
  300 gp
  Spell scroll, 1st-level
  100 gp
  Spell scroll, 2nd-level
  550 gp
  Wizard’s Journal. In his collection, Wakanga has a
  tattered, water-damaged explorer’s journal that was brought
  out of the jungle 15 years ago. It describes a wizard’s
  explorations of various places in Chult, but not in enough
  detail to locate them on a map. The unnamed author does,
  however, make many mentions of his only traveling
  companion: a shield guardian named Vorn. If the characters
  befriend Wakanga, he gives them the journal and shows them
  on Syndra’s map where it was found (he accurately indicates
  the hex containing the guardian; see “Vorn” in chapter 2 for
  more information). The journal contains a picture of Vorn’s
  control amulet but provides no clues to the amulet’s current
  whereabouts. As reward for finding and retrieving the
  construct and its control amulet, Wakanga offers a spellbook
  containing fifteen randomly determined spells (roll a d6 to
  determine the level of each spell).
  Zhanthi
  Deals in gems, jewelry, cloth, and armor
  Zhanthi (NG female Chultan human noble) has royal blood
  in her veins, and few have the courage to dispute the wise, old
  trader. She’s a secret
  member of the
  Ytepka Society (see
  “Factions and Their
  Representatives”),
  and she has forged
  ties with the
  Zhentarim so that
  she can monitor the
  organization’s
  activities.
  Zhanthi trades in
  gems, jewelry,
  colorful Chultan
  cloth, and
  nonmagical leather,
  studded leather, and
  hide armor. Her son,
  Shago, is a guide
  stationed at Fort
  Beluarian. Shago sends regular reports to his mother about
  what’s happening at the fort, but he’s not her most reliable spy
  among the Flaming Fist.
  Zhanthi is one of very few people who’ve stumbled onto
  evidence of Liara Portyr’s secret arrangement with the pirates,
  but she keeps this knowledge to herself for the time being.
  Zindar, the half-dragon harbormaster, is looking for
  adventurers to dispose of the pirates, while Zhanthi is putting
  up the reward money.
  Merchant Prince’s Villa
  Each merchant prince maintains a lavish villa where he or she
  lives and conducts private business. These airy, opulent
  mansions include guest quarters for important visitors and
  trading partners, and they’re patrolled by loyal, well-drilled
  guards at all hours.
  Map 1.2 provides a sample floor plan. Each villa is both a
  palatial tropical home and a fortress. The outer walls are 8 to
  12 feet tall, up to 2 feet thick, and topped with carnivore teeth,
  slivered seashells, and broken glass that glitters colorfully in
  the sun but also deters intruders. Any character who climbs
  over the wall must succeed on a DC 10 Dexterity saving throw
  or take 2 (1d4) slashing damage from the sharp objects.
  You can customize a villa by assigning the following
  decorative motifs to each merchant prince:
  
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  
  Ornate weapons, shields, and framed paintings are
  displayed throughout Ekene-Afa’s villa, as are
  squawking parrots in gilded cages.
  
  Ifan Talro’a decorates his villa and gardens with
  relics and vases plundered from Chultan ruins, and
  colorful flying snakes swoop and glide through the
  spacious hallways.
  
  The walls and pillars in Jessamine’s villa are painted
  with colorful serpents, and decorative stone
  fountains and fonts share a similar serpentine motif.
  
  The walls of Jobal’s villa are festooned with silk
  draperies, tapestries, and the mounted heads of
  beasts.
  
  Kwayothé’s villa reeks with scented perfumes, and
  bowls of fresh fruit can be found throughout. Oil
  lamps and braziers are kept lit on honor of Kossuth.
  
  Wakanga’s villa is lit with continual flame spells, and
  soft music (created by magic) plays throughout.
  Doors to private chambers have arcane lock spells
  cast on them, and flying swords are mounted on the
  walls, ready to attack on Wakanga’s command. The
  occasional floor rug or hanging rug might be a rug of
  smothering in disguise.
  Zhanthi’s villa is decorated with standing suits of gold-plated
  armor and large potted plants, and the bejeweled skulls of
  Zhanthi’s ancestors rest in wall niches.
  Lower Level
  Paintings, statues, murals, frescoes, tapestries, and oil lamps
  meant to impress guests decorate this level.
  1. Entryway
  This pleasant, breezy, tiled courtyard includes a splashing
  fountain and green plants. Visitors can refresh themselves in a
  washroom to the left of the entrance before meeting residents
  of the villa. The entry portico is always guarded by 1d4 +
  1 gladiators recruited from the merchant prince’s extended
  family or hand-picked for their loyalty and fighting prowess.
  These guards are always on alert against tricksters and
  magicians trying to gain entrance to their master’s home, so
  they have advantage on skill checks and saving throws against
  attempts to distract, bamboozle, or charm them.
  The ceiling of the entryway is two stories tall. In some
  homes, it’s open to the sky. In those cases, the fountain is sunk
  into the floor and doubles as a drain for rainwater.
  2. Sitting Area
  This is both a waiting area and a meeting area for guests who
  aren’t known to the villa’s master, and therefore won’t
  necessarily be given access to the inner chambers of the house.
  Decorative columns support the arched doorway from area 1.
  Rugs and comfortable pillows are arranged on the floor.
  Narrow windows look into the garden, but these double as
  arrow slits in case visitors aren’t as friendly as they claim to be.
  3. Grand Hall
  A magnificently tiled floor is flanked by two sweeping
  staircases that ascend to the upper floor. Decorations are in
  keeping with the individual merchant prince’s taste and
  specialization.
  4. Guest Rooms
  Most of the right side of the house is devoted to
  accommodations for guests. Three private sleeping rooms
  with attached baths, plus two sitting rooms and access to the
  garden, make this far more luxurious than a typical inn.
  5. Garden
  Ferns, potted palms, orchids, and other exotic tropical flowers
  are cultivated in the garden, which is open to the sky. Chultan
  plants with useful properties or applications as poison might
  be found in the garden of a merchant prince with a
  horticultural bent, such as Jessamine. See appendix C for
  examples of rare plants.
  6. Dining Room
  The dining table is very low, just a few inches above the floor.
  Diners relax on pillows as they eat.
  7. Sauna
  In addition to daily baths, well-to-do Chultans love relaxing in
  saunas. Dry heat is a welcome change from Chult’s high
  humidity. Most home saunas are heated with charcoal burners
  or hot stones, but in the homes of the merchant princes, a
  trapped fire elemental provides round-the-clock heat, and a
  servant or slave is always available to massage tired muscles.
  8. Bath
  The bath is the cornerstone of a Chultan mansion, even more
  so than the dining room or family rooms. The family relaxes
  here during private times, but there’s nothing unusual about a
  merchant prince holding meetings in the bath with trusted
  advisors and close business associates. Being invited into the
  household bath is considered an honor in Chultan society, and
  treating it as anything less than an honor risks offending the
  person who extended the invitation.
  9. Kitchen
  The kitchen is large, high-ceilinged, and well ventilated;
  otherwise, heat from cooking fires would make it unbearably
  hot. Stairs lead up to the laundry room (area 14).
  Upper Level
  The rooms on this level are decorated for comfort. The
  artwork and other decor reflects the taste of the merchant
  prince to whom the villa belongs.
  10. Library
  Chultans are fans of mythical romance, and the city has an
  active literary community with many book clubs. Port
  Nyanzaru’s most successful novelists and playwrights concoct
  stirring tales about legendary heroes who pursue their lovers
  through unimaginable danger and save them from fates worse
  than death — which is more likely to involve a forced marriage
  to someone who doesn’t love them than being eaten by an
  impossibly huge tyrannosaurus, although monstrous
  tyrannosauruses make regular appearances in these tales, too.
  A character who spends a few hours sifting through the
  formulaic fiction and succeeds on a DC 15 Intelligence
  (Investigation) check finds useful books of Chultan lore mixed
  in with the romances. Use this as an opportunity to answer
  specific questions posed by the players. A library won’t reveal
  
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  the location of Omu, but a book of lore might mention the city
  and describe it as it was during its height.
  11. Family Rooms
  The merchant prince’s children, spouses, and other close
  family members live in these apartments. They are richly
  appointed with pillows and tiger-skin rugs.
  12. Master Suite
  The merchant prince’s suite is the most opulent room in the
  palace. A pleasant breeze blows through large, lattice-covered
  windows, causing the potted plants to sway gently. The
  headboard of the master bed is fantastically carved in motifs
  suggestive of the merchant’s business. Connected rooms
  contain a small, private bath and a walk-in closet filled with
  expensive clothing, mirrors, combs, and so forth.
  Treasure. The suite contains personal items equivalent to
  two rolls on the “Gems or Art Objects” column of the Treasure
  Hoard, Challenge 0–4 table in the Dungeon Master’s Guide. If
  the room contains jewelry, there is a 50 percent chance it is in
  a locked jewelry box requiring thieves’ tools and a successful
  DC 15 Dexterity check to open.
  13. Guard Rooms
  This guard room is intentionally set in the midst of the family
  rooms and the master suite. The guards are responsible for
  safeguarding the family during their most vulnerable time,
  when they’re sleeping or relaxing in their own chambers. This
  station is always manned by 1d4 + 1 gladiators who are
  fanatically loyal to the merchant prince and richly rewarded
  for their devotion.
  14. Laundry Room
  Chultans are as scrupulous about their clothing as about their
  bodies — a fastidiousness that’s almost essential, given how
  much everyone sweats in Port Nyanzaru’s climate. Laundry is
  washed here every day, then hours are spent fanning it to and
  fro on lines trying to encourage the wet cloth to dry in the
  humid air.
  15. Servants’ Quarters
  The servants’ quarters are isolated from the family sleeping
  areas for security. There is nothing remarkable about them.
  16. Rain Traps
  Every room in the house contains (at minimum) a small water
  basin with running water coming either from a rooftop basin
  or lifted from barrels or an underground cistern by a water
  wheel.
  Factions and Their
  Representatives
  Port Nyanzaru is the lone civilized hub on a vast peninsula
  of great wealth. Many factions would like to tap into that
  wealth, and they all have agents vying for influence in the city
  or scouting the jungle for opportunities. Some of these can aid
  the characters, and others will try to hinder them.
  LAWS AND PUNISHMENTS
  The merchant princes can create or alter laws by decree as
  
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  they see fit, and judges are expected to interpret laws freely
  but wisely. Such a system would seem to invite abuse and
  bribery, but the Chultan courts are surprisingly free of
  corruption.
  Slavery isn’t illegal in Port Nyanzaru, but it’s frowned
  upon, and the merchant princes won’t do business with
  slavers or show them any legal favor.
  Murder is illegal, but “sanctions” — legal permission to kill
  someone or to have someone killed — can be purchased from
  the merchant prince Jessamine. The price depends on the
  prominence of the intended victim, the reason for the sanction,
  and the wealth of the purchaser. The minimum price possible
  is 150 gp; the maximum is limitless. The availability of
  sanctions doesn’t mean they’re common — it’s rare for more
  than six to be sold in a year. That has less to do with price than
  with the fact that if word gets out who purchased a sanction,
  nothing can stop the friends of the victim from sanctioning the
  original purchaser.
  Despite their high ambition, the merchant princes’ power
  is entirely contained in the city. Elsewhere, Chult is ruled by
  the red law of tooth and claw. An individual is either predator
  or prey, and the predator might be a mob of undead, a
  ravenous allosaurus, a grung hunting party, Jahakan pirates, or
  a Flaming Fist patrol.
  Emerald Enclave
  The Emerald Enclave is a widespread group of wilderness
  survivalists who preserve the natural order by rooting out
  unnatural threats. They struggle to keep civilization and the
  wilderness from destroying one another.
  In Chult, the Emerald Enclave is chiefly concerned with
  protecting inhabitants from the undead menace. A few guides
  in Port Nyanzaru and Fort Beluarian are openly associated
  with the enclave, and a few others are secret members or are
  sympathetic to its goals. The faction maintains several well-
  camouflaged outposts in the jungle. They serve as hidden
  observation posts, not forward fighting positions.
  If characters get into trouble in the wilderness, the
  Emerald Enclave is a potential rescuer.
  Flaming Fist
  The Flaming Fist is a mercenary company headquartered in
  (and fiercely loyal to) Baldur’s Gate. The Fist maintains a
  permanent stronghold in Chult at Fort Beluarian. From there,
  Flaming Fist patrols strike out into the jungle to “pacify”
  territory and claim lost treasures. The Flaming Fist has already
  plundered the ruins of Mezro. Now the mercenaries and their
  wealthy backers in Baldur’s Gate would like nothing better
  than to do the same to Omu, but they’ve had no luck locating
  the lost city. The Flaming Fist’s researchers are convinced the
  city lies south of Lake Luo but east of the Peaks of Flame, at the
  western end of the Valley of Dread. Because of the distance
  from Fort Beluarian, they’re looking for adventurers to
  conduct an initial exploration of that area and locate what they
  believe will be mostly abandoned ruins.
  The commander of Fort Beluarian and highest ranking
  member of the Flaming Fist in Chult is Liara Portyr
  (see appendix D). She holds the rank of blaze (major) and has
  complete autonomy in Chult, answering only to Duke Ulder
  Ravengard of Baldur’s Gate. Portyr will happily assign some of
  her mercenaries to accompany adventurers by sea to Refuge
  Bay or even to Snapping Turtle Bay — either is an excellent
  starting point for any incursion into the western reach of the
  Valley of Dread.
  Only six ranks are recognized within the Flaming Fist: fist
  (private), gauntlet (corporal), manip (sergeant), flame
  (lieutenant), blaze (major), and marshal (general).
  Harpers
  The Harpers are spellcasters and spies who covertly oppose
  any abuse of power, magical or otherwise. Working alone or in
  small cells, they gather information throughout Faerûn,
  analyze the political dynamics in each region or realm, and use
  what they uncover to help the weak, the poor, and the
  oppressed from behind the scenes. Harpers act openly only as
  a last resort.
  Artus Cimber, a former member of the Harpers, is hiding
  out in Chult. He possesses an artifact called the Ring of Winter,
  and other Harpers are concerned lest the ring fall into evil
  hands. To prevent that, a handful of Harper spies are combing
  Port Nyanzaru and Chult for clues to Artus’s whereabouts —
  ostensibly to protect the ring, but exactly what they’ll do when
  they find it is an open question. Magical efforts to locate Artus
  are futile, as the Ring of Winter shields itself and its wearer
  against divination spells and scrying sensors.
  Lords’ Alliance
  A number of cities and settlements banded together to form
  the Lords’ Alliance, a coalition that works actively to eliminate
  threats to their mutual safety and prosperity. The coalition is
  loose — some might even call it shaky. Alliance leaders push
  their own interests above counterparts from other cities, and
  operatives seek honor and glory for themselves and their own
  lords at the expense of less powerful members.
  A key figure in the Lords’ Alliance is Grand Duke Ulder
  Ravengard of Baldur’s Gate, a city with a vested interest in the
  affairs of Chult. The flag of Baldur’s Gate flies over the
  stronghold of Fort Beluarian, which is garrisoned by Flaming
  Fist mercenaries under the command of Ravengard’s vassal,
  Liara Portyr. If push came to shove, Ravengard would place
  the priorities of Baldur’s Gate above those of the Lord’s
  Alliance.
  Other Lords’ Alliance cities such as Waterdeep and
  Neverwinter have operatives in Port Nyanzaru, where they
  undermine the efforts of non-alliance powers such as
  Calimshan, Amn, and Tethyr to expand their control over
  Chult’s vast resources. Most of these representatives are open
  about their ties to the Lord’s Alliance and style themselves as
  ambassadors of their cities, but they also employ covert agents
  to undermine each other’s plans and carry out less savory
  tasks. The Lords’ Alliance sponsors mapping expeditions into
  the peninsula, with the aim of finding more treasures or mines
  it can plunder.
  Order of the Gauntlet
  Members of the Order of the Gauntlet vow to protect others
  from the depredations of evildoers. Placing their faith in good-
  aligned deities such as Torm, Helm, and Tyr, they bring the
  strength of their faith, their hearts, and their weapons to bear
  against villainy.
  The order has committed considerable resources toward
  quelling the undead menace in Chult. Its forward base, Camp
  Righteous, was overrun by undead. The order, undaunted,
  
  FOOTER 1
  built a new fortification even deeper in the jungle. Dubbed
  Camp Vengeance, it has fallen on hard times. Its commander is
  a woefully inept noble named Niles Breakbone. His lieutenants
  are more likely to share useful information or offer aid, but
  only if the characters offer some form of assistance to Camp
  Vengeance in return.
  All members of the Order of the Gauntlet are unflinchingly
  brave, but many of their expeditions fare poorly or meet with
  outright disaster when confronted by conditions that
  confound their training and contradict their mindset.
  Red Wizards of Thay
  Red Wizards are in Chult to find and steal the Soulmonger for
  Szass Tam. They’ve occupied the Heart of Ubtao and are using
  it as a base. Their leader is Valindra Shadowmantle. She
  remains at the Heart of Ubtao while her Thayan minions comb
  the ruins of Omu for clues to the Soulmonger’s whereabouts.
  For more information on Valindra, see “Heart of Ubtao."
  Ytepka Society
  The Ytepka Society, also known as the Triceratops Society, is
  based in Port Nyanzaru and dedicated to preventing any
  individual or group from abusing power and upsetting the
  natural social order. Its members are primarily neutral good
  Chultans. In many respects, the society’s goals are similar to
  those of the Harpers.
  The Ytepka Society was instrumental in liberating Port
  Nyanzaru from foreign powers and facilitating the rise of the
  seven merchant princes. Its members now work tirelessly to
  prevent the Zhentarim and other dubious factions from taking
  over the government or gaining undue influence. The Ytepkas
  also work covertly to eliminate the threat from pirates, but
  they’ve been unable to locate the pirates’ base or track down
  pirate spies in the city. A handsome reward awaits those who
  can definitively pinpoint the pirates’ base or capture their
  ships.
  Currently there are fewer than fifty active members of the
  Ytepka Society. They don’t advertise their membership but
  identify one another using a simple hand gesture: a raised left
  hand with the index finger, middle finger, and third finger
  extended, representing the three horns of the triceratops.
  When the society judges that someone has damaged the
  social fabric of Chult or is on the verge of committing a great
  wrong, it presents a warning by anonymously delivering an
  iron token bearing the likeness of a triceratops. It’s up to the
  marked individual to figure out the meaning of the token and
  take steps to correct the offending behavior or undo the
  damage. If the person ignores the warning and persists in
  offending the society, the Ytepkas secure permission from the
  merchant princes to mete out punishment as they see fit, up to
  and including a sanction (see the “Laws and Punishments”
  sidebar earlier in this chapter).
  Unfortunately, because of the society’s secretiveness, not
  many people understand what those iron tokens signify, and
  there’s a lot of misinformation about the Ytepkas in Port
  Nyanzaru. The society doesn’t recollect its tokens, either, so
  unscrupulous types have used old (or even counterfeit) tokens
  to frighten competitors away from business ventures.
  Zhentarim
  The Zhentarim is an unscrupulous shadow network that seeks
  to expand its influence and power base throughout Faerûn. Its
  members pursue wealth and power through any means,
  though the public face of the organization appears much more
  benign — the Zhentarim provides the best mercenaries money
  can buy.
  The merchant princes of Port Nyanzaru hire Zhentarim
  guards to defend the city walls and Zhentarim mercenaries to
  protect hunting, lumbering, and mining operations in the
  jungle and foothills. The Black Network has used this wide-
  ranging access to the city to set up its own woodcutting camps
  and mining operations. It also mounts treasure-hunting
  expeditions. In addition, Black Network spies have learned
  that Artus Cimber is in Chult, and they’ve assembled teams to
  find the ex-Harper and wrest the Ring of Winter from him.
  Things to Do
  Port Nyanzaru offers plenty of distractions for visitors, but the
  following sections describe four activities that the characters
  are likely engage in before setting out to explore the darkest
  reaches of Chult:
  
  Buying a special item
  
  Dinosaur racing
  
  Finding a guide
  
  Gathering information
  Buying a Special Item
  Characters can
  easily find most
  mundane items for
  sale in any of Port
  Nyanzaru’s markets,
  at standard prices.
  Anything needed to
  survive in the jungle
  is considered a
  mundane item in
  Chult. The chief
  exception is heavy
  armor, which is rare in Chult and thus commands a high price:
  triple the Player’s Handbook prices for heavy armor, or double
  them if the character makes a successful DC 15 Charisma
  (Persuasion) check to bargain down the price.
  The only alternative to buying specialty items through the
  merchant princes is to deal with the black market, which is
  highly secretive in Port Nyanzaru; the merchant princes crack
  down harshly on competitors. Contacting black marketeers
  takes half a day in the Old City, Malar’s Throat, or Tiryki
  Anchorage, plus a successful DC 15 Charisma (Deception)
  check to pose the right questions to the right people at the
  right time. To determine the black market price of an item,
  multiply the item’s normal price (see the Player’s
  Handbook where appropriate) by 1d4 + 2. If an unusually
  large quantity is needed, increase the price multiplier by 1.
  The following special goods are available for sale in
  Chultan markets.
  Canoe
  A canoe can be purchased in Port Nyanzaru for 50 gp. It holds
  up to six Medium creatures and has a maximum speed of 2
  
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  mph. It is otherwise identical to a rowboat (see chapter 5 of
  the Dungeon Master’s Guide).
  The sale of canoes in Port Nyanzaru is controlled by the
  merchant prince Ekene-Afa.
  Insect Repellent
  Insect repellent can be purchased in Port Nyanzaru in two
  forms: blocks of incense or a greasy salve. The merchant
  prince Kwayothé controls the sale of both. Neither kind of
  repellent protects against giant insects or the vile swarms of
  insects described in appendix A of the Monster Manual.
  A block of incense sells for 1 sp. When lit, it burns for 8
  hours and repels normal insects within a 20-foot-radius
  centered on it.
  A gourd or vial of salve, which sells for 1 gp, contains 20
  applications of odorless grease. One application protects its
  wearer against normal insects for 24 hours. The salve is
  waterproof so it doesn’t wash off in rain.
  Rain Catcher
  A rain catcher is a simple contraption consisting of a 5-foot-
  square leather tarp and a wooden frame with legs. When the
  tarp is stretched across the wooden frame, it forms a basin
  that can catch 2 gallons of drinking water per inch of rainfall
  and hold up to 8 gallons. The tarp and wooden frame fold up
  for easy transport. A rain catcher costs 1 gp and weighs 5
  pounds.
  Merchant prince Ekene-Afa controls the sale of rain
  catchers in Port Nyanzaru.
  Tej
  Tej is an amber-colored, fermented drink made from honey.
  It’s more common and popular in Chult than beer or ale. A mug
  of tej costs 4 cp in Port Nyanzaru or 6 cp in Fort Beluarian. A 1-
  gallon cask costs 2 sp in the city or 3 sp at the fort.
  Sale of tej is controlled by the merchant prince Kwayothé.
  Yklwa
  A yklwa (pronounced YICK-ul-wah) is a simple melee weapon
  that is the traditional weapon of Chultan warriors. A yklwa
  consists of a 3-foot wooden shaft with a steel or stone blade up
  to 18 inches long. It costs 1 gp, and it deals 1d8 piercing
  damage on a hit. Although it has the thrown weapon property,
  the yklwa is not well balanced for throwing (range 10/30 ft.).
  The merchant prince Ekene-Afa controls the sale of
  yklwas in Port Nyanzaru.
  Dinosaur Racing
  The city is famous for its weekly dinosaur races through the
  streets. Dinosaurs are painted in bright designs, and their
  riders try to steer them along a course that winds around the
  harbor and the city’s four hills. Spectators are seldom injured,
  but it’s a dangerous sport for the dinosaurs and their riders.
  A typical race day has three races: one for four-legged
  beasts, one for two-legged beasts, and one no-holds-barred
  “unchained” race. Many of the dinosaurs involved are juveniles,
  since fully grown versions can be too large and too difficult for
  riders to manage. The dinosaurs are stoutly muzzled and have
  their claws and horns blunted in all but the unchained race.
  The four-legged race is dominated by young
  ankylosauruses and triceratopses, but dimetrodons have also
  done well when paired with Small riders. Most competitors in
  the two-legged race are hadrosauruses and deinonychuses
  (again with Small riders). The unchained race sees racers on
  anything, including young allosauruses and very young
  tyrannosauruses.
  Betting on Dinosaur Races
  Odds
  Roll
  Win on
  Payout =
  Racer Example
  7:1
  d8
  2–8
  Wager ÷ 7
  Big Honker (crowd-pleasing young tyrannosaurus rex)
  5:1
  d6
  2–6
  Wager ÷ 5
  Ubtao’s Favorite (young triceratops on a streak)
  3:1
  d4
  2–4
  Wager ÷ 3
  Banana Candy (well-trained hadrosaurus)
  2:1
  d3
  2–3
  Wager ÷ 2
  Bonecruncher (young, ill-tempered allosaurus)
  1:1
  Any
  Even
  Wager
  Grung Stomper (young ankylosaurus)
  1:2
  d3
  1
  Wager × 2
  Scarback (young tyrannosaurus rex on its last race)
  1:3
  d4
  1
  Wager × 3
  Nasty Boy (allosaurus with famous trainer)
  1:5
  d6
  1
  Wager × 5
  Jungle Princess (deinonychus with frightened jockey)
  1:7
  d8
  1
  Wager × 7
  Mountain Thunder (aging dimetrodon)
  Racing Dinosaurs
  Mount
  Speed
  Skill
  Check DC
  AC
  Hit
  Points
  Attack
  Damage
  Constitution
  Allosaurus, young
  50/80
  16*
  13
  30
  +6
  8 (1d10 + 3)
  15 (+2)
  Deinonychus
  40/60
  12*
  13
  26
  +4
  6 (1d8 + 2)
  14 (+2)
  Dimetrodon
  30/50
  8
  12
  19
  +3
  8 (2d6 + 1)
  15 (+2)
  Hadrosaurus
  40/50
  10
  11
  19
  +3
  6 (1d10 + 1)
  13 (+1)
  Other
  40/60
  12
  12
  24
  +3
  6 (1d8 + 2)
  16 (+3)
  Triceratops, young
  50/75
  14
  13
  38
  +5
  6 (1d10 + 1)
  15 (+2)
  Tyrannosaurus,
  young
  50/100
  18*
  13
  46
  +6
  9 (1d12 + 3)
  17 (+3)
  
  FOOTER 1
  * If an Animal Handling check made with advantage due to
  lashing fails by 5 or more, the animal goes berserk and is out
  of the race.
  Betting
  Characters can bet on the dinosaur races to help fund a jungle
  expedition or earn some extra cash. The racers, the available
  odds, and the chance to win are listed in the Betting on
  Dinosaur Races table. Bets can range from 1 cp to 500 gp. Once
  bets are placed, roll a die for each bet. Losing bets cost the full
  amount of the wager. Winning bets pay out according to the
  table. Bets can be for a dinosaur to win, place, show, or do
  something specific during the race (like attack another racer
  or throw its rider), so many bets can win in the course of a
  single race.
  Losers are expected to pay up in a timely fashion. Those
  who don’t are visited by a debt collector backed up by Chultan
  legbreakers (1d4 + 1 thugs or gladiators, depending on the
  level and reputation of the bettor). Port Nyanzaru bookies
  never forget a debt; even a year away on an expedition into the
  jungle isn’t long enough to erase an unpaid gambling loss.
  Racing
  Player characters might get involved in a dinosaur race, either
  through their own interest or because they’re approached by a
  racing team. In this case, you’ll need to play out the race. This
  can be quite a bit of fun, especially if you let players whose
  characters aren’t directly involved take over at least some of
  the NPC racers. Encourage everyone to race hard, even if it’s in
  the group’s best interest for a particular dinosaur to win.
  A race runs a length of 300 feet; this is abstract, as a race
  actually covers a lot more ground. Every round, each rider
  makes a Wisdom (Animal Handling) check; the DCs for
  different types of dinosaurs are listed in the Racing Dinosaurs
  table. With each successful Animal Handling check, the first
  number listed as the dinosaur’s speed is added to its “running
  tally.” If the check fails, that dinosaur’s tally doesn’t increase
  that turn. When a racer’s tally equals or exceeds 300, that
  dinosaur crosses the finish line. A racer can try to move at the
  higher listed speed by lashing the animal furiously; in this case,
  the Animal Handling check is made with advantage, but the
  dinosaur must also make a successful DC 10 Constitution
  check at the end of this round or its speed is halved for the rest
  of the race.
  No initiative is involved. Riders can make their Animal
  Handling checks in any order, or all at the same time. If two or
  more dinosaurs cross the finish line on the same round, the
  one with the highest tally wins. If the tallies are the same, the
  racers tied. In the event of a tie, brawls are likely to break out
  in trackside betting pools.
  In the unchained event, dinosaurs can attack other
  dinosaurs if their tallies are within 50 of each other at the end
  of a round. Each dinosaur’s pertinent combat statistics are
  listed on the Racing Dinosaurs table. If a dinosaur has half or
  fewer of its starting hit points, the rider makes Animal
  Handling checks with disadvantage.
  For simplicity, riders can’t attack or be attacked, but DMs
  with a cruel streak might be tempted to relax that rule. Just be
  aware that if rider attacks are allowed, the event is more likely
  to become a straight-up dinosaur fight than anything
  resembling a race. Raising a dinosaur to be a racer is difficult
  and expensive. Most owners aren’t willing to lose one —
  especially a fast one — in a weekly bloodfest.
  Finding a Guide
  Guides can be retained in Port Nyanzaru or Fort Beluarian. All
  Port Nyanzaru guides must register and serve under the
  auspices of Jobal, who takes a princely cut of their earnings
  and findings. The Zhentarim also have a black market network
  in the city that provides guides. Jobal is aware that this
  network exists and makes it abundantly clear that guides who
  fail to register with him will be beaten, blinded, or beheaded.
  Guides working for Jobal leave their contact information
  on message boards outside inns and taverns or at the
  harbormaster’s office in Port Nyanzaru.
  Several guides are described in this section. Some will
  work for free if characters agree to certain conditions.
  Otherwise, guides charge 5 gp per day, and payment for 30
  days up front is standard, even if the expedition is expected to
  be shorter than that. A successful DC 15 Charisma (Persuasion)
  check negotiates the price down to 4 gp per day, or 3 gp per
  day if the check succeeds by 5 or more. Alternatively, guides
  might forgo wages in exchange for an equal share of treasure.
  You can roleplay preliminary meetings and conversations
  with guides, or simply describe all the available guides to the
  players and let them choose. To help the party select a guide,
  you can give players copies of handouts 2 through 10
  in appendix E. These handouts give players a sense of each
  guide’s personality. You can give the players several handouts
  at once, or provide handouts only for the guides they track
  down.
  GUIDES AS PARTY MEMBERS
  A guide who is hired by the adventurers becomes a NPC
  party member and receives an equal share of XP. However, the
  guide doesn’t gain levels as player characters do.
  You can use the optional loyalty rule in chapter 4 of the
  Dungeon Master’s Guide to track the loyalty of a guide who
  isn’t beholden to a secret master. Disloyal guides won’t risk
  their lives to save player characters and might abandon the
  party entirely to preserve themselves. The guides described in
  this chapter have goals beyond helping the characters survive.
  Helping guides fulfill their personal goals increases their
  loyalty.
  A particularly loyal guide (loyalty score of 10 or higher)
  will follow characters into a dangerous location such as Omu
  or the Tomb of the Nine Gods. A tenuously loyal guide (loyalty
  score of 1 to 9) might choose to wait for the characters outside
  the location rather than abandon the party altogether.
  Azaka Stormfang
  Weretiger (Port Nyanzaru)
  When the characters meet Azaka, give the players a copy of
  handout 2 in appendix E.
  Azaka (NG female Chultan human weretiger) works out
  of Port Nyanzaru. She conceals her lycanthropy from the
  characters for as long as possible and will guide adventurers
  for free if they agree to help her retrieve an item that was
  stolen by the pterafolk of Firefinger. If questioned about the
  stolen item, Azaka responds only that it’s a family heirloom: a
  wooden mask carved to resemble a tiger’s face. It is actually
  a mask of the beast (see appendix C).
  Azaka has wandered far and wide through the jungle in
  tiger form. She is acquainted with Saja N’baza, the powerful
  
  FOOTER 1
  and wise guardian naga of Orolunga, and gladly leads
  characters to the naga if they’re looking for guidance.
  Azaka stands 6 feet tall and weighs about 150 pounds. She
  will not willingly spread her lycanthropic curse. She is also
  afraid of heights and will not willingly put herself in a situation
  in which she’s in danger of falling more than 60 feet. Azaka’s
  damage immunities do not protect her against damage from
  falling.
  Eku
  Disguised couatl (Port Nyanzaru)
  When the characters meet Eku, give the players a copy of
  handout 3 in appendix E.
  Eku is a couatl polymorphed into a middle-aged Chultan
  woman. She is one of the few who knows the location of Omu,
  although she doesn’t advertise this fact. The couatl is looking
  for adventurers to help rid the jungle of the evil that infests it.
  She’ll work only with good-aligned adventurers.
  While in human form, Eku is clothed in light blue robes
  and carries a walking stick carved in the likeness of a stylized
  couatl. In this form, Eku stands 5 feet 6 inches tall and weighs
  110 pounds. She is on good terms with the aarakocra of Kir
  Sabal, and she’s made numerous treks to Nangalore to retrieve
  rare flowers. Eku also knows about the evil gargoyles that
  guard Omu, though she’s never fought them, and the guardian
  naga of Orolunga, whose oracular abilities are legendary. If the
  characters hire her to guide them but aren’t sure where to go,
  she recommends visiting the guardian naga.
  Eku had great love and respect for the people of Mbala,
  who were tricked and eaten by a green hag named Nanny
  Pu’pu. Eku regards the hag as one of the greatest evils in Chult.
  If the characters travel anywhere near Mbala and Eku is with
  them, she asks them to help her rid the world of Nanny Pu’pu
  once and for all.
  Faroul and Gondolo
  Incompetent fortune hunters (Port Nyanzaru)
  When the characters meet Faroul and Gondolo, give the
  players a copy of handout 4 in appendix E.
  Faroul (NG male Calishite human scout) and Gondolo (CG
  male lightfoot halfling scout with 13 hit points) are two
  dandies down on their luck in Port Nyanzaru. Spoiled and
  pompous, Faroul was shipped off by his exasperated parents
  to Port Nyanzaru and told to make his fortune there. Bursting
  with coin and ready for adventure, Faroul brought along his
  carousing companion, Gondolo. Together, they thought they’d
  soon be living the high life on distant shores. Within a few
  months, they’d squandered most of Faroul’s cash at the
  dinosaur races and were in debt to numerous bookies and
  several merchant princes. The only thing they have to show for
  their months of debauchery is a flatulent
  racing triceratops named Zongo. They purchased it for the
  races, but it was hopelessly slow; now they use Zongo as a
  pack animal.
  In desperation, Gondolo bought a treasure map from a
  fever-wracked explorer who needed cash to buy passage back
  to Baldur’s Gate. Miraculously, the map accurately indicates
  the location of Needle’s Bones. This hapless pair hope to be
  hired by adventurers on an equal-shares basis so they can lead
  the group to what they believe will be an easily claimed
  dragon’s hoard.
  Faroul is 5 feet 10 inches tall and 175 pounds. He tells
  great tales of his battle prowess but he uses his shortsword
  only in emergencies.
  Gondolo is 3 feet 6 inches tall and 80 flaccid pounds. He
  fancies himself a poet, a pugilist, and a philosopher who’ll
  make up important-sounding facts when he runs out of actual
  ones. He has a knack for narrowly escaping the jaws of peril
  and has the normal halfling’s luck.
  Hew Hackinstone
  Barmy dwarf dragon slayer (Port Nyanzaru)
  When the characters meet Hew, give the players a copy of
  handout 5 in appendix E.
  Three years ago, Hew was part of a dwarven expedition
  seeking to reopen Wyrmheart Mine. The expedition
  encountered Tinder the red dragon. Hew alone escaped, and
  only after the dragon bit off his left arm. Hew wants to return
  to the mine and slay the dragon, but he needs a band of stout-
  hearted adventurers to help him. If the characters hire him as
  a guide, Hew says he can lead them wherever they want, but
  he’ll only take them to Wyrmheart Mine.
  Hew is a shield dwarf berserker, with these changes:
  
  Hew is chaotic neutral.
  
  He has Survival +4.
  
  He has resistance to poison damage and advantage
  on saving throws against being poisoned.
  
  He has darkvision out to a range of 60 feet.
  
  He wields a battleaxe instead of a greataxe that deals
  7 (1d8 + 3) slashing damage on a hit. Hew can’t wield
  the weapon with two hands, since he’s missing his
  left arm.
  Musharib
  Albino dwarf (Port Nyanzaru)
  When the characters meet Musharib, give the players a
  copy of handout 6 in appendix E.
  Musharib (LG male albino dwarf spirit warrior;
  see appendix D) will gladly serve as a guide out of Port
  Nyanzaru, but he is secretly looking for adventurers of the
  right skill and fortitude to help him reclaim Hrakhamar — or
  at least to sneak into its treasury and retrieve Moradin’s
  Gauntlet, a dwarven relic. If there are any dwarves in the
  player characters’ party, Musharib locks onto them and
  appeals to their love of dwarvenkind to aid him in reclaiming
  his clan’s ancestral forge. In general, he directs his questions
  and answers to dwarves in the party unless there’s no way
  around speaking to someone else.
  Musharib is 4 feet 5 inches tall and weighs 140 pounds.
  He carries a wooden maul named Skullbash. His armor is
  fashioned from the spatulate bones of dinosaurs, and it’s
  gashed and scarred by weapons, claws, and teeth.
  Qawasha and Kupalué
  Chultan druid and vegepygmy (Fort Beluarian)
  When the characters meet Qawasha and Kupalué, give the
  players a copy of handout 7 in appendix E.
  Qawasha (NG male Chultan druid) is a member of the
  Emerald Enclave based in Fort Beluarian. The druid travels
  with a vegepygmy companion named Kupalué, a Chultan
  word that means “walking weed.” Qawasha often refers to his
  companion simply as Weed. They communicate with each
  other using their own unique sign language. See appendix D
  for vegepygmy statistics.
  Qawasha would like to rid the jungle of its undead menace,
  so he deliberately leads adventurers through undead-infested
  regions. As he travels through the jungle, Qawasha calls out
  
  FOOTER 1
  the names of unusual flora and fauna around him. The druid
  also has a knack for camping in places where chwingas
  (see appendix D) dwell, and he has experience dealing with the
  elemental spirits.
  If the characters hire Qawasha, he recommends that they
  also purchase a charter of exploration before leaving Fort
  Beluarian. Qawasha has witnessed firsthand the Flaming Fist’s
  mistreatment of adventurers who explore Chult without the
  requisite paperwork.
  Qawasha stands 6 feet 2 inches tall and weighs 180
  pounds. Weed stands 3 feet tall and weighs about 30 pounds
  dry (50 pounds wet).
  River Mist and Flask of Wine
  Tabaxi siblings (Port Nyanzaru)
  When the characters meet River Mist and Flask of Wine,
  give the players a copy of handout 8 in appendix E.
  River Mist and Flask of Wine (CG female and male tabaxi
  hunters; see appendix D) are siblings in league with the
  Zhentarim. Consequently, they pay no fees or fealty to any
  merchant prince; they keep their business quiet, meeting
  potential clients only in Malar’s Throat or seedier houses in
  Tiryki Anchorage. They refer to one another as River and Flask.
  River is about 5 feet 5 inches and 100 pounds. She wears
  leather armor and an eye patch. (She lost her right eye in a
  childhood mishap involving a sling.) River is furtive and
  uncomfortable in crowds, preferring the jungle where she is
  truly at home.
  Flask seldom speaks except to agree with River, often
  repeating the last few words of River’s utterance (with a slight
  lisp) while nodding in assent. Despite this laconic nature, he
  enjoys being among people and might even be considered
  gregarious, for a tabaxi. He is tall and lanky (5 feet 8 inches
  and 140 pounds).
  River and Flask can guide characters to Firefinger and
  Dungrunglung. They’ve also heard stories about and old
  woman in Mbala who can animate the dead in such a way that
  the zombies retain the abilities and memories they had in life.
  Zhentarim agents in Port Nyanzaru have instructed River
  and Flask to keep an eye out for Artus Cimber. If they
  encounter Artus, the tabaxi try to learn as much as they can
  about him. The next time they return to Port Nyanzaru, the
  tabaxi report what they’ve seen and learned to their Zhent
  masters unless they’re incentivized not to.
  Salida
  Yuan-ti spy (Port Nyanzaru)
  When the characters meet Salida, give the players a copy of
  handout 9 in appendix E.
  Salida (NE female Chultan yuan-ti pureblood
  with Survival +5) poses as a human guide in Port Nyanzaru,
  but she really works for Ras Nsi. She keeps him apprised of the
  activity of anyone who’s heading south in search of Omu. They
  communicate via sending stones. Salida keeps her sending
  stone in a pouch and tries to join the player characters’
  expedition as a guide, a warrior, or even as a lowly bearer or
  paddler.
  Salida is 5 feet 4 inches tall and 120 pounds. She is fit and
  completely looks the part of a seasoned explorer. Her garb
  covers up the scaly patches of skin that betray her true nature.
  Salida is skilled at crafting colorful insults and concocting
  believable lies to cover her true background. Her wit makes
  her an enjoyable traveling companion — a trait that she
  leverages to the fullest to join the characters’ expedition.
  Shago
  Chultan gladiator (Fort Beluarian)
  When the characters meet Shago, give the players a copy of
  handout 10 in appendix E.
  Shago (CG male Chultan gladiator with Survival +7) is a
  Chultan and the only son of Zhanthi, one of Port Nyanzaru’s
  merchant princes. He works out of Fort Beluarian, and
  although he presents himself as an independent operator, he’s
  in league with the Flaming Fist. Shago has led many Flaming
  Fist expeditions into the jungle to clear out undead, despite
  having a great fear of being turned into a zombie or ghoul.
  Despite his fears, Shago knows that the undead must be
  defeated. This is why he works with the Flaming Fist; the
  merchant princes bemoan the threat from undead but, other
  than hiring guards to defend Port Nyanzaru, they won’t pay to
  take effective action against it. His mother believes she’s
  “recruited” him to keep an eye on the Flaming Fist, but his
  sympathies are with the mercenaries and he rarely provides
  her with any secret or useful information.
  Shago is 6 feet 3 inches tall and 220 pounds, with rippling
  muscles and a friendly smile. His main goal is to impress Liara
  Portyr enough to earn a rank within the Flaming Fist. While
  Shago is their guide, characters gain advantage on Charisma
  checks made to influence members of the Flaming Fist.
  Gathering Information
  The challenge for characters isn’t getting people to tell them
  about Chult; it’s sifting the truth from the mountain of rumor,
  conjecture, and myth.
  The best people to talk to are those who actually work or
  live in the jungle: hunters, guides, and explorers. No skill
  checks are necessary to get people talking, but to acquire
  reliable information, characters must go where in-the-know
  folks gather. For each hour spent talking to knowledgeable
  travelers, a character can make a DC 15 Wisdom (Insight)
  check. If the check succeeds, roll percentile dice and consult
  the Chult Rumors table to determine what the character learns.
  Chult Rumors
  d100
  Rumor
  01–05
  Bird folk inhabit a monastery that hangs on the side of a plateau many miles up the Olung River, past the
  Laughing Gorge. The bird folk are holding the last royal heir of Chult as their prisoner.
  06–12
  Deep in the heart of the jungle is a city built by minotaurs. It’s now overrun by snake people, but even
  worse things dwell below. In visions, I have seen strange devils screaming in the dark.
  13–17
  If you head up the Tiryki River about five days by canoe, you’ll see a stone spire to the east. Natives call it
  Firefinger. “Terror folk” nest there, and if they spot you, you’re in for a fight.
  18–22
  One must purchase a charter of exploration at Fort Beluarian before undertaking any jungle expedition.
  The Flaming Fist punishes explorers who don’t have the required paperwork.
  
  FOOTER 1
  23–28
  Chult had many kings and queens, but none more beautiful than Queen Zalkoré. Thousands of warriors
  killed and died for her, but the only memorial of her reign is the garden palace of Nangalore, which lies near
  the eastern shore of the River Olung, north of Lake Luo.
  29–33
  Chult was once a playground for a green dragon. Her bones mark the location of a hidden treasure trove. If
  you travel to Mezro and head east across the Laughing Gorge, then south toward Kir Sabal, you might
  stumble on the dragon’s bones and earn yourself a place in the history books!
  34–40
  The city of Mezro was not destroyed during the Spellplague after all. Its ruins are an illusion. I heard a
  pale-skinned man whisper this to a dinosaur man with a big sword. The dinosaur man smelled like
  honeysuckle.
  41–45
  Dwarves are determined to reclaim Wyrmheart Mine, but a red dragon lives there now. Haven’t seen one
  of them in a while.
  46–50
  The jungle is full of nature spirits — weird little elemental creatures with masks. They don’t speak, and I’ve
  never known one to be harmful, but their magical powers should not be taken lightly.
  51–55
  Some city folk were expecting the arrival of a Halruaan airship called the Star Goddess. It never arrived. I
  bet it crashed in the jungle somewhere.
  56–60
  There are giant snapping turtles in Snapping Turtle Bay. One of them is as big as a house. He’s known as
  King Toba, and his shell has gemstones embedded in it.
  61–65
  The Order of the Gauntlet came here to cleanse the jungle of undead. They lost one of their encampments
  not too long ago. They’re just barely hanging on to another one. I see their emissaries all the time, heading up
  the River Soshenstar in canoes to get more supplies and templars from Port Nyanzaru.
  66–71
  Watch out for any mist with a blue tinge to it. It spreads a fever that drives people mad.
  72–77
  A dragon turtle named Aremag lives in the Bay of Chult. If you wish to set sail from Port Nyanzaru, you’ll
  need treasure to appease the greedy monster. How much treasure, I can’t say. Aremag will tell you what it
  wants, and you’d best give it what it demands.
  78–82
  A ruined city lies up the River Tath, past Kahakla Gorge. Supposedly, no one’s explored past the gorge, but
  that’s not true. It’s just that the few who made it out alive mostly keep quiet about what they found there. I
  have it on good authority that the ruins are guarded by a naga who is both wise and generous.
  83–87
  The great god Ubtao once guided the people of Chult, be he tired of their constant warring and abandoned
  them. Since then, Chultans have turned to the worship of other gods, some of which were tricksters and
  deceivers.
  88–92
  Long ago, a peaceful tribe of fisherfolk called the Aldani angered Ubtao by catching and eating all the
  lobsters in a river. As punishment for their greed, they were all transformed into monsters that dwell in the
  Aldani Basin.
  93–96
  Perched atop a plateau overlooking the Aldani Basin is a ghost village. All the people there disappeared.
  No one knows why. You can reach the Aldani Basin by following the River Soshenstar.
  97–00
  The great god Ubtao loved mazes. If you happen upon a maze of any kind, trace a path through it. You will
  earn Ubtao’s favor by doing so.
  
  FOOTER 1
  Chapter 2: The Land of Chult
  hen the adventurers mount
  their expedition into the heart of Chult,
  they have the option of striking out
  from any of several locations. Port
  Nyanzaru is the most obvious starting
  point. It offers easy access by canoe to
  two major rivers, the Soshenstar and
  the Tiryki. Journeys up these rivers
  make excellent shake-down
  expeditions for explorers just learning
  the ropes of this unforgiving land. Characters can also strike
  out from Fort Beluarian or travel by ship to coastal landing
  sites such as Jahaka Bay, Kitcher’s Inlet, Refuge Bay, Shilku Bay,
  and Snapping Turtle Bay.
  Chult is a land of adventure, and this chapter aims to
  make the characters’ wilderness journey a memorable one. By
  design, the adventure locations are not tailored to characters
  of a specific level. If the adventuring party is relatively weak,
  it’s up to the players to choose whether to flee instead of fight,
  negotiate instead of attack, or surrender instead of die. It’s up
  to you as the DM to be flexible and keep the story moving
  forward as best you can. If an encounter is going badly for the
  adventurers, you can have the monsters suddenly withdraw,
  demand the party’s surrender, or deal nonlethal damage. You
  can have an NPC show up to lend assistance. Mindless
  predators might be scared off by a sudden volcanic eruption or
  earth tremor. In short, there is always a way to turn the party’s
  misfortune into a fighting chance of survival.
  The Expedition Begins
  The sections that follow contain information that will help you
  run this part of the adventure smoothly. For each day that the
  party travels through the wilderness, follow these steps:
  
  Using the poster map, identify the hex in which the party
  is currently located. Don’t share this information with the
  players if the party is lost; otherwise, show the players
  the party’s location by pointing to the appropriate hex on
  their map of Chult.
  
  Let the players determine what direction the party wants
  to go, and whether the party plans to move at a normal
  pace, a fast pace, or a slow pace (see “Travel Distances”
  below).
  
  Let the players choose a navigator, then make a Wisdom
  (Survival) check on the navigator’s behalf to determine if
  the party becomes lost (see “Navigation” below).
  
  Check for random encounters throughout the day
  (see appendix B).
  
  At the end of the day, check to see if any party members
  are dehydrated (see “Dehydration” below).
  Travel Distances
  On the map of Chult, each hex measures 10 miles across.
  Characters moving at a normal pace can travel 1 hex per day
  on foot through coastal, jungle, mountain, swamp, or
  wasteland terrain. They can travel 2 hexes per day if they’re
  traveling by canoe on a river or lake. The rate of travel up or
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  down river is the same; the rivers are so sluggish that current
  is almost imperceptible. Without canoes, the normal rate of
  travel along a river is the same as through the surrounding
  terrain. Canoes move 1 hex per day through swamp.
  If characters move at a fast pace, the easiest way to deal
  with their progress is to roll a d4. On a roll of 3 or 4, they
  advance 1 additional hex that day. Characters moving at a fast
  pace take a –5 penalty to their passive Wisdom (Perception)
  scores, making them more likely to miss clues and walk into
  ambushes.
  If characters set a slow pace, roll a d4. On a roll of 1 or 2,
  they advance 1 fewer hex that day (in other words, 1 hex by
  canoe or none by foot). On any other result, their caution is
  rewarded, and they travel the same distance as a group
  moving at a normal pace. Characters moving at a slow pace can
  move stealthily. As long as they’re not in the open, they can try
  to surprise or sneak by other creatures they encounter.
  Tracking Miles
  Instead of tracking movement by hexes, you can keep track of
  the actual distances covered (10 miles per day at a normal
  pace, 15 miles per day at a fast pace, or 9 miles per day at a
  slow pace), but this is likely to be more bother than it’s worth
  if the group switches pace from day to day.
  A character with a flying speed of 30 feet can travel 4 miles
  per hour.
  WHERE'S ARTUS CIMBER?
  Artus Cimber and his traveling companion Dragonbait are
  good-aligned NPCs who can help the characters accomplish
  their goals. Both are described in appendix D. During the
  adventure, Artus and Dragonbait are either searching for
  Orolunga or gathering supplies and information in Port
  Nyanzaru. They can be encountered anywhere on the
  peninsula. Characters have a small chance of meeting Artus
  and Dragonbait as a random encounter (see appendix B).
  If Artus and Dragonbait don’t appear as a random
  encounter, here are a few places where they might be found:
  
  Camp Righteous (exploring the ruins)
  
  The Heart of Ubtao (spying on the Red Wizards)
  
  Jahaka Anchorage (trying to free prisoners trapped in the
  pirates’ dungeon)
  
  Kir Sabal (gathering information from the aarakocra or
  Princess Mwaxanaré)
  
  Orolunga (consulting with Saja N’baza)
  
  Literally anywhere in the jungle, fleeing from a pack of
  screaming ghouls, a horde of cannibalistic tribal
  warriors, or a tyrannosaurus zombie (see appendix D)
  Artus is reluctant to reveal why he’s exploring Chult. He
  tries to get a sense of the characters’ intentions before saying
  too much. Once he’s confident that they’re all on the same side,
  he’ll swap whatever he knows (which is as much as you want
  to tell the characters) for whatever the characters know. Once
  Artus and Dragonbait become aware of the Soulmonger and
  the danger it poses, they’re more than happy to help the party
  destroy it.
  Any party that includes Artus and Dragonbait will have an
  easier time overcoming the adventure’s challenges. However,
  Artus is being hunted by the forces of evil. Frost giants, the
  Zhentarim, Xandala (see appendix D), Valindra Shadowmantle
  (see “Heart of Ubtao” later in this chapter), and the Red
  Wizards of Thay can appear at any time and try to capture
  Artus. If Artus believes that his presence is endangering the
  characters, he will leave the party and take Dragonbait with
  him.
  Navigation
  Have the players designate one party member as the navigator.
  The navigator might be an NPC, such as a guide, and the party
  can switch its navigator day to day.
  At the start of each new travel day, the DM makes a
  Wisdom (Survival) check on behalf of the navigator. The result
  of the check determines whether or not the party becomes lost
  over the course of the day. The DC of the check is based on the
  day’s most common terrain: DC 10 for coasts and lakes, or DC
  15 for jungles, mountains, rivers, swamps, and wastelands.
  Apply a +5 bonus to the check if the group sets a slow pace for
  the day, or a –5 penalty if the group is moving at a fast pace.
  It’s possible to get lost on a river by following a tributary
  instead of the main branch.
  If the check succeeds, the navigator knows exactly where
  the party is on the players’ map of Chult throughout the day.
  If the check fails, the party becomes lost. Each hex on the
  map is surrounded by six other hexes; whenever a lost party
  moves 1 hex, roll a d6 to randomly determine which
  neighboring hex the party enters, and do not divulge the
  party’s location to the players. While the party is lost, players
  can’t pinpoint the group’s location on their map of Chult. The
  next time a navigator succeeds on a Wisdom (Survival) check
  made to navigate, reveal the party’s actual location to the
  players.
  Dehydration
  Characters who explore Chult need plenty of water to stay
  hydrated. The water found in rivers and on the ground is unfit
  for drinking unless it is boiled first. If they have a rain catcher
  (see “Buying a Special Item"), characters can use it to collect
  rain and then store the water in portable containers.
  At the end of each day, any character who hasn’t drunk at
  least 2 gallons of fresh water must succeed on a DC 15
  Constitution saving throw or suffer 1 level of exhaustion. The
  saving throw is made with disadvantage if the character is
  wearing medium armor, heavy armor, or heavy clothing.
  Characters traveling at a fast pace, instead of a normal or slow
  pace, take a –5 penalty on their saving throws against
  dehydration.
  Characters traveling with beasts of burden and other
  animals must keep them fed and hydrated as well. See “Food
  and Water” in chapter 5 of the Dungeon Master’s Guide for
  basic requirements based on creature size. Dinosaurs and
  other creatures native to Chult can forage for food and drink
  as long as they are in their native habitat.
  Diseases
  The following diseases can affect giants and humanoids
  exploring the jungles of Chult. Remember that lesser
  restoration and similar magic can cure a disease.
  Mad Monkey Fever
  A magical mist creeps through the jungles of Chult. Contact
  with this thin, blue, odorless mist can infect giants and
  humanoids with mad monkey fever. A dispel magic spell
  destroys the mist in a 20-foot square starting at a point chosen
  
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  by the caster within the spell’s range. An encounter with this
  mist typically covers 1d6 such areas (400–2,400 square feet).
  A giant or humanoid that comes into contact with the mist
  must succeed on a DC 13 Constitution saving throw or become
  infected with mad monkey fever. The infected creature gains a
  random form of long-term madness (roll on the Long-Term
  Madness table in chapter 8 of the Dungeon Master’s Guide) that
  manifests 1d6 hours after infection and lasts for the duration
  (1d10 × 10 hours). If the madness is allowed to run its full
  course, the creature must repeat the saving throw at the end of
  the madness. If the second saving throw fails, the creature
  suffers another bout of long-term madness (roll again on the
  table) that lasts for the normal duration. The madness
  symptoms continue until the disease ends.
  Shivering Sickness
  Insects native to the jungles and marshes of Chult carry this
  disease, shivering sickness. The easiest protection against it is
  a coating of insect-repelling salve on all exposed skin (for the
  cost of insect repellent, see “Buying a Special Item”).
  A giant or humanoid that takes damage from insect
  swarms or from giant centipedes, giant scorpions, or giant
  wasps is exposed to the disease at the end of the encounter.
  Those who haven’t applied insect repellent since their
  previous long rest are exposed to the disease when they finish
  a long rest.
  A giant or humanoid exposed to the disease must succeed
  on a DC 11 Constitution saving throw or become infected. A
  creature with natural armor has advantage on the saving
  throw. It takes 2d6 hours for symptoms to manifest in an
  infected creature. Symptoms include blurred vision,
  disorientation, and a sudden drop in body temperature that
  causes uncontrollable shivering and chattering of the teeth.
  Once symptoms begin, the infected creature regains only
  half the normal number of hit points from spending Hit Dice
  and no hit points from a long rest. The infected creature also
  has disadvantage on ability checks and attack rolls. At the end
  of a long rest, an infected creature repeats the saving throw,
  shaking off the disease on a successful save.
  Throat Leeches
  Minuscule parasites known as throat leeches infect the water
  in Chult’s forests, swamps, and rivers. Any giant or humanoid
  that swallows tainted water must succeed on a DC 12
  Constitution saving throw or be infested with throat leeches.
  Immediate symptoms include throat inflammation and
  shortness of breath. After 1d6 hours, the infected character
  gains 1 level of exhaustion that can’t be removed (except as
  described below) until the disease is cured. At the end of each
  long rest, the infected creature must repeat the saving throw.
  On a failed save, the creature’s exhaustion increases by 1 level;
  on a successful save, the creature’s exhaustion decreases by 1
  level. If a successful saving throw reduces the infected
  creature’s level of exhaustion below 1, the creature recovers
  from the disease.
  Explorers can avoid contracting throat leeches by
  drinking only rainwater or water that’s been boiled or
  magically purified.
  A CURE FOR DEAD CHARACTERS
  If a player character dies while exploring the wilds of
  Chult, an NPC guide might suggest that the party take its dead
  member to the ghost village of Mbala. A powerful witch is
  rumored to dwell there. According to local legends, the witch
  forged a pact with the Lord of Bones, a god who granted her
  the power to create zombies that retain their former
  personalities. For more information on the so-called witch, see
  “Mbala” later in this chapter.
  Random Encounters
  Chult is home to an immense variety of plants, beasts,
  monsters, and intelligent beings. Random encounters with the
  local wildlife are inevitable and help to make the party’s
  expedition a memorable one. Appendix B contains guidelines
  for generating random encounters in the wilderness.
  Undead Territory
  Undead creatures have nearly pushed human civilization off
  the peninsula, except for a few isolated outposts where
  Chultans and their allies take refuge behind walls. Map 2.1
  shows where the undead are thickest. Characters passing
  through territories marked with black skull-and-bones icons
  are likely to have random encounters with undead. The
  likelihood of an undead encounter increases in territories
  marked with red skull-and-bones icons. Most guides know
  these territories well. Where undead are concerned, traveling
  by river is safer than traveling by land, both because undead
  are poor swimmers at best and because it’s easier to pour on
  speed in canoes and escape across the water than to flee
  through tangled jungle.
  Locations in Chult
  Map 2.1 depicts the Chultan peninsula with key locations
  marked. The same map appears on one side of the poster map.
  The remainder of this chapter describes these key locations,
  which are presented in alphabetical order for ease of reference.
  If there’s a particular site that you want the characters to
  discover and explore, you can move the site so that it falls
  along their path, and give it a new name if necessary. For
  example, the goblin village of Yellyark doesn’t have to be in the
  location marked on your map. You can place it anywhere you
  want, or create another goblin village that has a similar
  configuration. Many other locations described in this chapter
  are just as adaptable. In addition to relocating a site, you can
  add or remove monsters and traps to make it harder or
  easier.Locations A - D
  Aldani Basin
  The Soshenstar and Tath rivers flow out of this marshy upland
  basin, which is a popular feeding ground for dinosaurs and
  swarms of biting insects. Tall plateaus and walls of dense
  foliage enclose the marsh.
  The basin is named after the aldani, a race of lobsterfolk
  (see appendix D). Many Chultans recall childhood fables about
  the eerie lobsterfolk that lived in the rivers and lakes of their
  homeland. No reliable witnesses have reported an encounter
  with aldani in decades, so most Chultans believe the aldani
  perished. In fact, the lobsterfolk retreated to the secluded
  lakes of this basin, where they’ve kept hidden for a century.
  
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  When the sky is clear, the Heart of Ubtao can be seen
  floating above the marsh from up to 50 miles distant (roll 1d4
  each day to determine how many hexes away it’s visible
  through the mist and heat haze). See “Heart of Ubtao,” for
  more information on this location.
  
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  Ataaz Kahakla
  The river canyon called Ataaz Kahakla (“Gorge of Death”)
  inspires wonder in most people who see it. The cliff walls,
  which vary from 50 to 200 feet high, are lined with row upon
  row of coral. It’s all dead, but it retains its rainbow colors,
  making the canyon into a breathtaking, pseudo-underwater
  seascape. Mixed in among the corals are intact skeletons of
  plesiosaurs, giant sharks, and other sea creatures.
  Ataaz Muhahah
  Shown in map 2.2, Ataaz Muhahah (“Laughing Gorge”) is a
  gaping chasm crossed by an ancient stone span called the
  Monkey Bridge. The structure got its name from the monkeys
  that perch on its walls and hang by their tails from its
  underside. The monkeys are a mix of living monkeys and
  ancient carvings that are part of the bridge. Most of the
  carvings have been damaged by time, but the skilled artistry
  remains apparent.
  The living monkeys chatter and shriek continually, and the
  gorge echoes with the sound of their cries. Occasionally, the
  echoes from up and down the gorge overlap in a way that
  transforms the cacophony into haughty, gloating laughter.
  When that happens, the terrified monkeys fall silent for
  several minutes as the “laughter” dies away before resuming
  their chatter.
  Symbolic mazes are carved prominently onto the bridge
  and its supports. Any Chultan and most guides can confirm
  that maze symbols and the solving of mazes are associated
  with the ancient worship of Ubtao. A character can recall this
  information with a successful DC 20 Intelligence (Religion)
  check.
  Shrine of Ubtao
  A stone shrine stands at the midpoint of the bridge. It
  consists of an imposing statue of a Chultan warrior
  wearing a war mask, hunkered down like a panther
  ready to pounce. Like the monkeys elsewhere on the
  bridge, the carving is highly stylized. Bright gems flash
  in its eye sockets.
  A human skeleton lies crumpled near the statue’s feet.
  Several of its bones are obviously broken, but it’s
  impossible tell whether these injuries happened while
  the person was alive or were caused by scavengers after
  death.
  The statue is, in fact, a stone golem created to defend the
  bridge against ancient invaders. It attacks anyone who
  desecrates it (including trying to remove its eye gems, which
  are purely decorative and worthless), who damages the bridge,
  or who passes the shrine without making the proper
  obeisance to Ubtao. The required homage involves placing a
  fingertip at the center of one of the bridge’s mazelike carvings
  and tracing an unbroken path past the statue. Guides who are
  natives of Chult would know this. The symbolic labyrinths
  aren’t terribly complex; the biggest difficulty comes from the
  lichens and moss growing over them. If these are cleared away
  with a knife or other tool before tracing the maze, it can be
  traced properly with a successful DC 5 Intelligence check. If it’s
  not cleaned first, the DC increases to 10. If it’s cleaned by
  scraping with bare hands, the golem interprets that as tracing
  the maze incorrectly and attacks. Tracing the maze with a
  
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  dagger or other tool counts as nothing; it must be done with a
  finger.
  If the golem has the opportunity in combat, it pushes
  enemies off the bridge. The golem is so heavy that it has
  advantage on Strength (Athletics) checks to resist being
  pushed. It doesn’t pursue enemies off the bridge unless they
  continue using ranged attacks or spells against it after
  retreating.
  The skeleton lying at the statue’s feet is all that remains of
  a human explorer killed by the golem. It has long since been
  picked clean.
  Bridge Gap
  Part of the bridge has fallen away, leaving a 20-foot gap.
  The stone at either edge looks crumbly and unsafe.
  The 20-foot gap is too long for most characters to cross
  with a running jump. A jump from the high edge to the low
  edge, however, is effectively only 15 feet, while jumping from
  low to high is effectively 25 feet. Crumbling remains of the
  parapets shorten the distance by another 5 feet, but landing on
  one of those thin surfaces requires a successful DC 13
  Dexterity (Acrobatics) check; a jumper who fails that check
  slips off the stone and falls into the gorge (a 100-foot drop).
  Hanging Vines
  Hundreds of vines hang below the bridge. Characters can
  cross the gorge under the bridge by moving hand-over-hand
  from vine to vine and swinging across the gap. This doesn’t
  activate the stone golem at all, but it requires two successful
  ability checks: a DC 10 Strength (Athletics) or Dexterity
  (Acrobatics) check to scramble across the vines and swing
  across the gap without falling, and a DC 10 Wisdom (Animal
  Handling) to make the passage without setting off a panic in
  the monkeys that consider the vines their home. If the Animal
  Handling check fails, the character is attacked by 1d4 baboons.
  The animals fight normally, but the character hanging in the
  vines has disadvantage on every attack roll and ability check
  while under attack.
  Ataaz Yklwazi
  Blades of black basalt thrust up from the floor of this deep,
  volcanic canyon to create a forest of sorts: one that can easily
  draw blood from unwary trekkers who brush against the ebon
  piles that are as sharp as the razor-edged weapons they’re
  named after.
  Ataaz Yklwazi (“Gorge of Blades”) forms a gateway of
  sorts to the Valley of Lost Honor from the north. The valley is
  the domain of firenewts. They protect it by patrolling the
  gorge and ambushing any intruders they believe they’re strong
  enough to defeat. A typical patrol consists of four firenewt
  warriors mounted on giant striders (see appendix D for both
  creatures’ statistics).
  The gorge is also the favored hunting ground of a
  female young red dragon named Tzindelor, dubbed Tinder by
  those who’ve seen her and survived. The treacherous terrain is
  littered with the charred skeletons of Tinder’s victims. If the
  characters take a long rest in the gorge, they encounter the
  dragon at the end of their rest. For more information on
  Tinder, see “Wyrmheart Mine."
  Bay of Chult
  Ships must pass through the Bay of Chult as they come and
  go from Port Nyanzaru or the beaches west of Fort Beluarian.
  The mouth of the bay is watched over by Aremag, a dragon
  turtle with a blind, milky left eye and a piece of its shell
  missing. Aremag demands that ships toss treasure into the bay
  to appease it. Aremag then gathers up the loot and hides it in
  its lair, which no one has yet found.
  If the characters enter or leave the Bay of Chult by ship,
  Aremag appears:
  The sea ahead roils and churns, and waves crash over
  the bow of your ship, driven by saw-toothed hills rising
  from the heaving foam. Water streams off the rising
  
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  crags like rivers crashing down a mountainside. At last
  the emerging island stops growing in size, although the
  sea around still tosses your ship like a drifting feather.
  Then a huge blast of steam erupts from the waves, and
  through the drifting, rainbow-crossed mist, you see an
  immense beak and a milky eye the size of a hogshead
  cask staring blindly in your direction. As the water
  calms, you also spot a dozen or more shark fins circling
  the ship.
  Aremag speaks first in Draconic; if no one answers
  intelligibly, it switches to Aquan.
  During the negotiation, the dragon turtle slowly circles
  the ship. At first, characters must continually circle the deck of
  the ship to maintain face-to-face contact with the creature, but
  eventually it creates an eddy that causes the sloop to revolve
  at a rate matching Aremag’s motion. It should be obvious to
  everyone that the dragon turtle could easily sink the vessel.
  Aremag demands tribute for safe passage but doesn’t
  specify an amount. Those aboard must throw valuables into a
  sack, in view of Aremag, until the dragon turtle is satisfied
  with the offering. Aremag extorts a different amount from
  every vessel, depending on how rich it suspects the cargo to be
  and how greedy it feels at the moment. To determine the
  minimum value in gold pieces Aremag will accept, roll 2d4 ×
  50 gp. As each fresh offering is displayed and added to the sack,
  the dragon turtle roars “More!” until the total reaches or
  exceeds its minimum. If characters act ridiculous about this —
  adding only a pittance at a time, for example — Aremag
  impatiently blows a blast of steam breath above the ship and
  slaps the hull with its tail, causing everyone not below deck to
  make a successful DC 15 Strength or Dexterity saving throw or
  tumble overboard. The bay is full of reef sharks, and anyone
  who stays in the water more than 3 rounds is attacked by 1d4
  of them.
  Some negotiation is possible. A successful DC 15 Charisma
  (Persuasion) check can persuade Aremag that the passengers
  have no more to give, provided they’ve placed at least 50 gp of
  value into the sack. Only one character can make the check;
  others can aid, if they contribute a convincingly pitiable plea to
  the argument. The check is made with disadvantage if the sack
  contains less than 100 gp in value, or with advantage if the
  sack contains 150 gp or more. Every time this check is tried
  and failed, Aremag reacts as described above, as if characters
  were adding only a few gold pieces at a time.
  When the offering is sufficient, Aremag announces “Heave
  it over!” The bag can be tossed onto Aremag’s craggy back, into
  his mouth, or directly into the water. The dragon turtle
  submerges without further talk, causing the ship to pitch and
  roll violently until the sea calms down. Characters can watch
  the enormous disk of its shell swimming down into the clear
  water of the bay until it disappears in the lightless depths.
  Camp Righteous
  You come upon an abandoned riverside camp strewn
  with wreckage. The tents are moldy and tattered, and all
  the permanent structures appear to have burned to the
  ground. Two intact rowboats are tied off to a short dock.
  North of the camp is a ridge, built into which is an 80-
  foot-tall stone statue carved to look like a man with a
  crocodile on his back. Between the statue’s feet is a
  stone archway leading to a dark tunnel. To the left of the
  statue is a crude animal pen with a small, panicked bird
  running around inside it. There are no other signs of
  life.
  When the Order of the Gauntlet first brought its war against
  undead to Chult, its members established this base camp (map
  2.3) around an ancient Chultan shrine, which local guides call
  the House of the Crocodile. The shrine wasn’t the focus of the
  order’s activity, but it was an object of intense curiosity.
  Despite being in ruins, the shrine’s traps were still active, and
  they overcame the order’s attempts to reach the heart of the
  shrine.
  The overconfident visitors neglected to build defenses
  around the camp, believing that their own strong arms were
  sufficient protection. A couple months ago, they were proved
  tragically wrong when hundreds of undead swarmed out of
  the jungle and overran the camp. Only a handful of warriors
  escaped from that slaughter. No bodies remain in the camp;
  the remains of everyone who died defending it have either
  been buried by the second wave of templars (now at Camp
  Vengeance) or dragged away by jungle scavengers.
  When characters arrive, the camp is being watched by a
  party of Batiri goblins consisting of two goblins per player
  character. Leading the group is a goblin boss named Yokka.
  The goblins wear wooden masks and hide in the foliage north
  of the camp. They believe the shrine is cursed, so they avoid it.
  However, Yokka had a vision of a treasure inside the shrine
  that could make him a great figure in his tribe, so he and his
  followers have spent the last tenday trying to work up the
  courage to tackle the shrine’s traps. The arrival of adventurers
  is a great boon from Yokka’s point of view. If they defeat the
  shrine’s traps, he can simply take its treasure from them as
  they emerge. If they don’t, they might at least weaken the
  shrine’s defenses.
  Yokka’s band bedevils the party without revealing its
  presence until the final moment. For example, if no guard is
  left to watch over the party’s boats, the goblins steal them or
  knock holes in their bottoms. If all the party members enter
  the shrine, the goblins set up an ambush outside. If all else fails,
  the goblins use horns and animal calls to draw the attention of
  nearby undead (1d8 zombies and 1d8 skeletons) or aggressive
  beasts (a hungry allosaurus and 1d4 + 1 axe beaks).
  1. Command Tents
  Templars from the Order of the Gauntlet removed
  everything of value from these tents when they came to
  inspect the scene of the disaster. A character who pokes
  around in one of these tents has a 1-in-6 chance of stirring up
  a poisonous snake.
  2. Soldiers’ Tents
  All the tents are ruined one way or another. Most were
  slashed by claws or weapons during the fight, and all the
  canvas is at the point of disintegration from mildew and jungle
  rot.
  3. Burned-Out Shrine
  During the battle, overturned lamps started fires in the
  templars’ partially built shrine, setting ablaze the stockpile of
  material that was meant to become permanent barracks. All
  that remains is a burnt-out ruin.
  
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  Treasure. A silver holy symbol of Torm (25 gp) still hangs
  by a leather thong from a peg on the shrine wall, overlooked
  until now.
  4. Animal Pens
  The templars kept swine in this pen for food. They’re long
  gone, but a fledgling axe beak with 6 hit points and no
  effective attacks (0 XP) has gotten itself trapped inside the
  enclosure. If characters leave it alone or set it loose, it causes
  no problems. If they attack or harass the bird, its squawks
  attract five adult axe beaks, which crash out of the jungle 2
  rounds later, ready to fight whatever they meet.
  5. Latrines
  During the attack on the camp, one templar’s courage
  failed him, and he hid from the undead by climbing down into
  the southernmost latrine. He survived the attack but couldn’t
  climb out of the reeking pit by himself, and he died of thirst
  within days.
  Treasure. Characters who search the dead templar find a
  suit of scale mail (ruined), a warhammer, and a pouch
  containing five assorted gemstones (10 gp each).
  6. House of the Man and Crocodile
  This shrine was built centuries ago by Chultans. Carved
  into a stony hillside, its entrance lies between the feet of an 80-
  foot-high stone statue depicting a man carrying a crocodile on
  his back. Any Chultan can identify this as a figure from local
  mythology and can recall the story for the characters. If
  characters ask a Chultan what the statue signifies, read:
  In the early days of the world, Man stood by the banks
  of a river, frightened. Crocodile raised his head from the
  water and asked, “What troubles you, cousin Man?”
  Man said, “I must cross this river, but I fear to enter the
  water alone, because it teems with your brethren.”
  Crocodile replied, “It’s true, you would not be safe. But I
  will carry you across the river safely on my back, if you
  promise to return the favor.” Man agreed, and Crocodile
  bore him safely across the water
  When they reached the far bank, Man asked, “How can I
  repay you?” Crocodile replied, “I wish to see the realm
  of Humans, but I fear to go there alone, because it
  teems with your brethren. You must carry me on your
  back across your realm.” Man had been tricked, but a
  promise is a promise, so he carried Crocodile safely on
  his back across the entire realm of humans, a journey
  that lasted many years. He also swore, in his anger, that
  never again would Men and Crocodiles be friends, and
  so it has remained to this day.
  This tale is a hint that can get characters safely past the
  traps in the shrine.
  Man and Crocodile. None of the traps in the shrine will be
  triggered by two characters who are imitating Man and
  Crocodile, with one riding on the other’s shoulders. Those
  characters can still be injured by a trap that’s triggered by
  someone else; they just won’t trigger it themselves. Navigating
  the shrine is difficult, however, for a two-person piggyback
  team. There’s a recurring danger that they’ll lose their balance
  or the rider will fall off. Any moment when they’re not
  carrying or riding one another, they risk setting off traps like
  anyone else. If the rider is at least one size category smaller
  than the carrier, the carrier makes requisite Strength and
  Dexterity checks and saving throws with advantage.
  Ledges. In a few places, the floor of the shrine rises 7 feet,
  forming a ledge. No check is needed to climb a ledge solo, but
  the ledge’s height makes it difficult to see what lies ahead. A
  rider/carrier team probably is tall enough to see over a ledge,
  but to climb it, the carrier must make a successful DC 15
  Strength (Athletics) check; the rider can aid this check. If the
  check fails by 5 or more, both of them sprawl to the lower
  floor and, for 1 round at least, they’re just two individuals, not
  a rider and a carrier. If the check fails by less than 5, they
  tumble forward onto the upper terrace, sprawl apart, and
  probably set off whatever trap is on that level.
  Spotting Traps. Unless indicated otherwise, a trap can be
  spotted with a successful DC 13 Wisdom (Perception) check.
  It’s best if just one character makes this check, and only the
  first check counts, no matter how many times the search is
  attempted. If players insist on having everyone crowd in and
  search for traps, goblins might steal the party’s canoes or rig
  traps of their own.
  6A. Concealed Pit Trap
  The ceiling here is 23 feet high and draped with cobwebs,
  and the stone-tiled floor is covered with a thick layer of mud,
  creepers, and blown-in leaves, so attempts to spot this pit trap
  are made with disadvantage. An individual who crosses this
  section of floor has a 50 percent chance of triggering the
  trapdoor and dropping into the 20-foot-deep pit, taking
  damage from the fall as normal.
  Once the pit opens, a narrow ledge remains around the
  outside edge. The ledge can be traversed safely with a
  successful DC 10 Dexterity (Acrobatics) check, but a character
  with someone riding on his or her shoulders makes the check
  with disadvantage.
  6B. Blade Trap
  The ceiling here is 23 feet high and draped with cobwebs.
  Each individual that passes through this section of the corridor
  has a 50 percent chance of triggering scything blades that
  sweep out from concealed wall niches. Any creature in the 10-
  foot-square section of hall between the blades must make a DC
  13 Dexterity throw, taking 18 (4d8) slashing damage on a
  failed save, or half as much damage on a successful one. Once
  identified, the trap can be jammed by hammering spikes or
  metal blades into the niches and succeeding on four separate
  DC 10 Strength checks (to hammer in the metal solidly
  enough). Each successful check jams one scythe and reduces
  the trap’s damage by 1d8.
  6C. Puzzle Floor
  To reach this section of hall, characters must climb a 7-
  foot-high ledge (see “Ledges” above). The area north of the
  ledge forms a 16-foot-high terrace, the floor of which is tiled in
  a four-by-four pattern of squares. There’s just enough room
  for a person to stand at the top of the ledge without stepping
  on the tiles, but beyond that, the pattern covers the floor from
  wall to wall, clear back to another 7-foot-high ledge that
  separates this section of hall from area 6D. The wooden door
  at area 6D has a similar four-by-four pattern carved into it. A
  character atop someone else’s shoulders can see the entire
  pattern, but a person of normal height can’t see the bottom
  row of the pattern on the door — and that’s unfortunate,
  because one square of that bottom row on the door glows
  faintly (roll a d4 to determine which square it is). Even if
  someone can see that area of the door, the glow is so faint that
  
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  a successful DC 13 Wisdom (Perception) check is needed to
  notice it.
  The pattern on the door corresponds to the pattern on the
  floor, with the bottom door row matching to the floor row
  closest to the characters. If an individual applies more than a
  few pounds of pressure to any square except the one
  corresponding to the lit-up square on the door, magical flames
  blast out from the walls. Every creature on the terrace when
  the flames appear must make a DC 13 Dexterity saving throw,
  taking 22 (4d10) fire damage on a failed save, or half as much
  damage on a successful one. If the correct tile is stepped on or
  depressed, no flames are triggered and a square in the second
  row on the door lights up — again very faintly. As characters
  advance across the floor tiles, the ledge blocks more and more
  of the pattern on the door, always making it hard for
  characters to see which square is lit unless they are riding on
  the shoulders of a companion.
  The tiled pattern on the floor can be crossed safely by stepping
  only on the squares that light up on the door, or by a two-
  person rider/carrier team. Putting pressure on any other
  square triggers the flames. This trigger and trap are magical,
  so they can’t be disarmed or jammed mechanically. Casting
  dispel magic on the floor tiles disables the trap for 1 hour.
  6D. Puzzle Door
  To reach this door, characters must climb another 7-foot-
  high ledge, above which the ceiling is 9 feet high. A wooden
  door at the back of the ledge has no apparent handle or latch.
  To open it, the four lit-up squares must be touched, in order
  from bottom to top, by a rider/carrier team emulating Man
  and Crocodile. The bottom two squares must be touched by
  the carrier and the top two by the rider. If the squares are
  pressed correctly, the door swings open into area 6E. If wrong
  squares are pressed, the squares are pressed in the wrong
  order, or they’re pressed by the wrong people, a glyph of
  warding on the door triggers a thunderwave spell. Finding the
  glyph requires a thorough search of the door and a successful
  DC 13 Intelligence (Investigation) check. Every creature on the
  ledge when the spell triggers must make a DC 13 Constitution
  saving throw. On a failed save, a creature takes 9 (2d8)
  thunder damage, is pushed 10 feet away from the door, and
  falls into area 6C, setting off the trap there. A creature that
  succeeds on the save takes half damage and is not pushed.
  6E. Treasury
  The floor of this dusty, 40-foot-high, 20-foot-wide
  chamber is littered with dinosaur bones. Webs stretch
  from the walls to a 30-foot-tall central pillar, coiled
  around which is a narrow stone staircase, its steps
  covered with dust. Carved into the pillar are reliefs of a
  man carrying a crocodile. The reliefs follow the stairs to
  the top of the pillar, on which sits a large, beautiful,
  ceramic jug.
  The staircase that spirals around the pillar is 2 feet wide,
  and each step is 1 foot higher than the one below it. Whenever
  a character who is carrying another character starts his or her
  turn on the staircase, both the rider and the carrier must make
  a DC 10 Dexterity (Acrobatics) check. If both checks fail, the
  rider and carrier fall. Otherwise, the team maintains its
  balance.
  Trapped Steps. There are thirty steps in total. Each of
  steps 3, 10, 17, and 23 has a glyph of warding spell placed on it,
  set to trigger when the step is walked on. Creatures emulating
  
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  Man and Crocodile don’t trigger the glyphs. Each triggered
  glyph releases a 20-foot-radius sphere of lightning centered on
  the step. Every creature in the area must make a DC 13
  Dexterity saving throw, taking 22 (5d8) lightning damage on a
  failed save, or half as much damage on a successful one.
  Creatures emulating Man and Crocodile have disadvantage on
  the saving throw. To spot a glyph, the dust on the step must be
  cleared away, and a character searching the step must succeed
  on a DC 13 Intelligence (Investigation) check.
  Treasure. The jug is an alchemy jug, placed here ages ago
  by Chultans who revered it as a gift from Ubtao. The only safe
  way to pick up the alchemy jug is to emulate Man and
  Crocodile. Either member of a rider/carrier team can pick up
  the jug safely and carry it out of the room. If the jug is picked
  up by anyone else, loose bricks begin to fall from the ceiling.
  Every creature in area 6E is struck by falling bricks and must
  make a DC 13 Dexterity saving throw, taking 10 (3d6)
  bludgeoning damage on a failed save, or half as much damage
  on a successful one. A creature that starts its turn in the room
  repeats the saving throw. After 3 rounds, the bricks stop
  falling.
  A rider/carrier team trying to descend the stairs while
  carrying the alchemy jug makes Dexterity (Acrobatics) checks
  with disadvantage unless the jug is placed in a backpack, or
  slung in a sack or some other hands-free carrier.
  Camp Vengeance
  Through the foliage, you see a crude timber
  fortification — a walled compound with watchtowers
  and tents inside it, encircled by a ditch bristling with
  sharpened stakes. A large gatehouse faces the river, on
  the shore of which are four rowboats tied to a wooden
  post.
  Scattered around the fort are piles of charred human
  corpses and flayed animal carcasses swarming with
  flies.
  The corpses around the fort (map 2.4) are the remains of
  beasts and undead that attacked the camp. The camp dwellers
  took meat off the dead dinosaurs and other beasts to feed
  themselves, leaving the rest to rot.
  A handful of warriors of the Order of the Gauntlet escaped
  the undead onslaught against Camp Righteous by retreating up
  the River Soshenstar toward the Aldani Basin. Three days later,
  they ended their retreat by digging in on his spot. Eventually
  they got word of their situation back to Port Nyanzaru, and
  they’ve since been reinforced. Their original, small camp has
  been transformed into a fortified base far more capable of
  withstanding attack than Camp Righteous ever was.
  That’s not to say the camp is a hale and healthy place.
  Unwholesome vapors and clouds of insects descend on it from
  the pestilential Aldani Basin lying only a few miles to the south.
  The knights stationed here are disease-ridden and exhausted
  from their constant battles against giant jungle carnivores by
  day and undead horrors by night.
  The templar in charge is a devout worshiper of Tyr named
  Niles Breakbone (LG male Chondathan human noble), a man
  who’s dedicated to everything the Order of the Gauntlet
  represents but poorly suited to commanding a post like Camp
  
  FOOTER 1
  Vengeance. Aside from Commander Breakbone, the standard
  garrison at the base consists of fifty-eight people, though the
  actual number of effective warriors at any given time is usually
  lower due to sickness. Breakbone has two captains under his
  command: Ord Firebeard (LG male gold dwarf veteran) and
  Perne Salhana (LG female Tethyrian human veteran).
  Reporting to them is a fighting force comprised of eight
  veterans and twenty-four guards. This is supplemented by a
  religious corps of six acolytes led by Sister Cyas (LG female
  Chondathan human priest of Helm). Technically, the religious
  templars are part of the fighting force, but in practice, they
  spend most of their time tending the sick and wounded. Finally,
  the fort is supported by a ragtag troop of Chultan hunters and
  scouts consisting of fifteen tribal warriors led by Lorsa
  Bilwatal (CN female Chultan human scout) and Niles
  Breakbone’s longtime friend, Wulf Rygor (CG male half-elf
  scout).
  1. Boats
  Although the camp gets much of its food by hunting, it depends
  entirely on rowboats and canoes coming up the River
  Soshenstar to bring replacement soldiers, armor, weapons,
  arrows and bolts, medicine, tents, cots, boots, clothing, and
  just about everything else. After the disaster at Camp
  Righteous, Commander Breakbone would like to have enough
  boats on hand to carry most, if not all, of the garrison to safety
  in case the camp is overrun. That’s seldom the case.
  2. Gatehouse
  The camp is ringed by a 20-foot-deep ditch lined with
  sharpened stakes backed by a stout, 12-foot-high log palisade.
  The depth of the ditch isn’t apparent because it’s perpetually
  filled with muddy water. The spikes are too big to be effective
  against undead but they’re dangerous to Large and Huge
  beasts. The gatehouse is heavy enough to withstand a charging
  triceratops, and the gates are never opened without an
  express command from one of the camp’s top three officers.
  The gatehouse consists of the ground-level entryway, an upper
  floor that serves as an armory (all of the garrison’s spare
  weapons and armor are stored here because it’s one of the few
  places that remains reliably dry), and a roofless fighting
  platform surrounded by a palisade that gives three-quarters
  cover against attacks made from the ground. Two guards are
  stationed atop the gatehouse day and night.
  The rampart under the palisade impedes the camp’s
  drainage. The entire compound is riddled with puddles and
  ankle-deep mud, which make it a breeding ground for
  mosquitoes and other vermin.
  3. Watchtowers
  Each watchtower has a defended top level (providing three-
  quarters cover) that looms above the camp palisade. A lower
  level consists of a wooden floor raised several feet above the
  ground and enclosed with a combination of thin wood and
  canvas to create a reasonably dry living space. Lorsa Bilwatal,
  Wulf Rygor, and their cadre of Chultan scouts have their
  quarters in these lower watchtower billets.
  Theoretically, each watchtower is staffed by two guards
  day and night, but personnel shortages sometimes reduce that
  to one guard or force the knights to take turns on watch.
  4. Animal Pen
  The knights built this pen for swine, but the camp proved too
  unhealthy for them and they all died. The current livestock
  consists of four sickly goats.
  5. Field Hospital Tents
  These tents are filled with sick and dying soldiers of the Order.
  At any given time, each tent holds 2d6 patients suffering from
  a range of maladies. The acolytes tending the sick are
  themselves so ill and exhausted that they can’t make effective
  use of their magic. Any help the characters provide is greatly
  appreciated, especially if they donate potions of healing or
  other magic. If characters provide substantial medical aid,
  Sister Cyas becomes their staunch defender against
  Commander Breakbone’s unreasonable demands.
  6. Command Tent
  Commander Breakbone understands war well enough when it
  involves battle lines, waving banners, trumpets, and supply
  trains, but this war of ambush and creeping through the jungle
  only mystifies and frustrates him. He spends most of his time
  in his command tent, poring over inaccurate maps and
  reviewing reports about the camp’s supplies. His two
  immediate subordinates, Ord Firebeard and Perne Salhana, do
  a commendable job of managing the camp in the absence of
  effective leadership from Breakbone.
  Commander Breakbone has two immediate problems. If
  characters arrived by boat, he needs them to carry messages
  and seven sick soldiers downriver to Port Nyanzaru. Each
  soldiers is suffering from mad monkey fever, shivering
  sickness, or throat leeches (see “Diseases”). If characters
  arrived on foot, Breakbone insists that they lead a detachment
  of his soldiers (consisting of four guards and four tribal
  warriors) on a two-week patrol back in the direction they
  came from; their orders are to destroy any undead they
  encounter. If either request is refused, Breakbone orders the
  characters arrested and tied hand and foot in separate guard
  towers, to await trial for insubordination during a military
  emergency. If they’re found guilty, the penalty is to be stripped
  of all gear, tied to trees in the forest, and left for the carnivores
  or the undead.
  Sufficiently powerful characters might actually win a fight
  against the entire camp, but even if they do, they’ll be marked
  for death by the Order of the Gauntlet wherever they go in
  Chult (and potentially elsewhere in the Realms). If characters
  escorted Undril Silvertusk to the camp and gained her respect
  (see “Side Quests”), she will intercede on their behalf and
  persuade Commander Breakbone to let the characters go.
  Otherwise, they’ll need to win over both Ord and Perne with
  persuasive arguments to avoid Breakbone’s judgment. Each of
  them can be swayed with a successful DC 15 Charisma
  (Persuasion) check, but only if the character making the check
  has a sound case for leniency.
  7. Soldiers’ Tents
  Each tent is intended to house four people in reasonable
  comfort. They have log floors to keep the occupants above the
  mud, and reed-filled cloth mattresses for sleeping on. None of
  the material, however, is suitable for long-term use in Chult.
  The canvas is riddled with mildew and fungus, dampness
  quickly seeps up through the floors, and vermin of every
  imaginable variety thrives in the mattresses.
  8. Latrines
  Anywhere but Chult, these latrines would be excellent. Here,
  daily rain floods the pits and flushes their contents through
  the camp. As if that’s not bad enough, the wooden structures
  are sinking into the soft ground around the pits, threatening at
  any moment to collapse utterly. Most soldiers in the camp
  avoid the latrines and instead relieve themselves in the jungle
  (if they can volunteer for outside work details) or over the top
  
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  of the palisade wall. Either option is safer and more sanitary
  than using the latrines.
  The Cauldron
  Lava pouring into the sea from nearby volcanoes causes
  immense columns of steam to continually erupt from this bay.
  This steam combined with billowing clouds of ash and black
  smoke from the volcanoes give the bay its name. No sea life
  survives in the bay — the poisoned water is perpetually
  covered by a layer of floating soot — and vegetation along the
  coast is all dead and coated in ash.
  Dungrunglung
  The grungs of Dungrunglung (map 2.5) toil under the
  tyranny of their despotic king, Groak, who is obsessed with
  summoning the goddess Nangnang and mating with her. To
  please their king, the grungs have erected a 60-foot-tall mud
  shrine, where Groak plans to woo the goddess and where she,
  in turn, can bless him with generations of god-touched, royal
  Groaklings.
  Although grungs are traditionally scheming, greedy, and
  generally unpleasant to deal with, the grungs of Dungrunglung
  are experiencing desperate times. Ghouls and zombies
  threaten their existence, and grung poison is ineffective
  against the undead. Consequently, the grungs are strongly
  incentivized to use outsiders to solve their undead problem
  instead of making slaves or meals out of them.
  King Groak holds absolute sway in Dungrunglung, and his
  subjects follow his orders without question. However, should
  the balance of power shift firmly to Krr’ook or Roark (see the
  “Grungs of Dungrunglung” sidebar), the grungs do not hesitate
  to tear Groak limb from limb in a cathartic frenzy. At some
  point during the adventurers’ time in Dungrunglung, they will
  be approached in secrecy by Krr’ook.
  At any given time, Dungrunglung is home to grungs
  representing all castes and colors. There is only one gold
  grung (Groak) and one red grung (Krr’ook). For grung stat
  blocks and more information on grung castes, see appendix D.
  The grungs speak no language other than their own, which
  complicates any dealings with them. How they treat
  adventurers depends on how strong they appear:
  
  If the party appears weak (few in number or needing
  assistance), 1d6 + 6 grungs with green skin (warriors)
  surround them as soon as they enter the thorn maze, and
  press them to attend an audience with the king. The
  grungs attack and subdue characters who resist. If the
  adventurers accept, they are taken through the maze to
  the shrine, where they are received by King Groak. He
  offers sanctuary and talks of the great ritual to summon
  Nangnang. Once the characters are rested, Groak
  commands them to help Krr’ook make final preparations.
  
  If the party looks capable of putting up a good fight, they
  are greeted by 1d6 + 6 grungs with green skin (warriors)
  once they reach the settlement. The grungs welcome
  them to Dungrunglung and beg the characters to hear
  what King Groak has to say. Groak entreats the
  adventurers to be part of his divine destiny, and to aid
  Krr’ook in completing the preparations to summon
  Nangnang. He offers Dungrunglung’s hospitality as well
  as information about Chult in exchange for their help.
  
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  Characters who offend King Groak are thrown in the
  prison pit (area 7). There, they are approached in secret by
  Krr’ook, who tries to explain her dilemma. If the party agrees
  to help her, Krr’ook will find a way to free the party members
  to aid in her task. Prisoners who are deemed “not useful” will
  either be roasted over a fire or sacrificed to Nangnang during
  the Great Ritual.GRUNGS OF DUNGRUNGLUNG
  The following grungs have key roles to play in
  Dungrunglung. For grung statistics, see appendix D.
  Groak (gold grung elite warrior wearing a circlet of
  blasting) is the lovestruck king who seeks to woo the goddess
  Nangnang. Charismatic but unstable, Groak can swing from
  friendly to homicidal in the span of a few seconds. Because of
  this, his people dare not even whisper a harsh word about him.
  Groak wants to be seen as a visionary and a romantic, and he
  loves to hear stories of the outside world. However, he
  threatens anyone who dares to question his inflated self-
  image. Groak tolerates adventurers as long as they entertain
  him, generally agree with everything he says, and are willing
  to aid him in his quest to realize his divine destiny to become
  Nangnang’s consort.
  Krr’ook (red grung wildling) is a grung priest who fears
  the king’s madness. She whispers favorable signs and omens in
  the king’s ear to keep in his good graces. Secretly, Krr’ook
  suspects that the Great Ritual to summon Nangnang will fail.
  Consequently, she fears for her life. She approaches the
  adventurers to see if they can help her fool the king on the
  night of the ritual. If Krr’ook senses anything out of kilter, or if
  the ritual goes awry, she scapegoats the adventurers and
  delivers them straight into the king’s infantile wrath.
  Roark (orange grung elite warrior) is a dutiful and
  dangerous grung warrior, dedicated to his mad king. Roark
  thinks all this goddess-summoning nonsense is distracting
  from the real issue at hand: defending Dungrunglung from the
  undead. Secretly, Roark’s loyalty is to the tribe first and Groak
  second, but Roark is dutifully abiding the king’s obsession for
  now. He is suspicious of adventurers yet open to help in
  defending his village from the undead.
  1. Thorn Maze
  Dungrunglung is surrounded by a 20-foot-high maze of
  magical, twisted vines. The outer wall bristles with thorns that
  zombies mindlessly skewer themselves on in their attempts to
  swarm over it.
  The maze has one visible entrance to the north and
  numerous secret entrances elsewhere around the perimeter. A
  secret entrance is simply a well-hidden doorway that requires
  a successful DC 20 Wisdom (Perception) check to spot.
  The maze’s passages are open to the sky and magically
  change configuration every minute or so, turning passageways
  into dead ends, and vice versa. Whichever character is leading
  the way through the maze must make six successful DC 15
  Wisdom (Survival) checks to find the entrance to the
  settlement (area 2). Each successful or failed check represents
  1 minute of searching the maze. Between each check, roll a
  d20 and consult the Thorn Maze Encounters table to
  determine what, if anything, the characters encounter.
  Characters can avoid the maze entirely by flying over it.
  Thorn Maze Encounters
  d20
  Encounter
  1–9
  No encounter.
  10–12
  1d6 + 6 grungs (green-skinned warriors)
  on patrol.
  13
  1d3 assassin vines (see appendix D)
  blending in with the surrounding walls.
  14
  1d4 ghouls lost in the maze.
  15
  A harmless yahcha beetle (see appendix
  C).
  16
  The characters hear a throaty croak that
  sounds at once both lusty and forlorn. Its
  source cannot be ascertained.
  17
  1d6 zombies lost in the maze.
  18–19
  A concealed pit 5 feet wide, 10 feet deep,
  and lined with poisoned wooden stakes. The
  lead character spots the pit with a successful
  DC 15 Wisdom (Perception) check. The first
  character to step on a pit falls in, taking 3
  (1d6) bludgeoning damage and landing on
  1d4 stakes, each of which deals 3 (1d6)
  piercing damage and 7 (2d6) poison
  damage.
  20
  An interior secret door. It requires a
  successful DC 15 Wisdom (Perception)
  check to spot.
  2. Main Entrance
  If the characters exit the maze at this point, read:
  Through an opening in the maze wall, you see a small
  lake surrounded by reed huts, ferns, and lily pads. Rising
  up from a flat island in the middle of the lake is a 60-
  foot-tall shrine made of painted mud bricks, shaped in
  the likeness of a giant frog. Stairs climb from the lake
  shore to an open doorway carved into the frog’s fat
  belly. Patrolling the shrine’s perimeter are several small,
  frog-like humanoids with bright orange skin and
  shortbows.
  Four green-skinned grungs (warriors) emerge from
  nearby hovels to confront strangers who approach the shrine
  unescorted. They attack if no one speaks the correct
  passphrase in Grung (“Roook, roooook, erp”). If a fight breaks
  out, reinforcements in the form of twelve grungs arrive in 2
  rounds. The grungs in area 3 begin shooting arrows at the
  same time.
  3. Groak’s Isle
  Marshy shores surround the shrine, which is 60 feet tall
  and made of carved mud blocks painted with natural dyes.
  Patrolling its base are eight grung elite warriors with orange
  skin. They wield daggers and shortbows, and are loyal to
  Roark first, King Groak second. Strangers who reach the island
  without a grung escort are attacked.
  4. Shrine
  The interior of the shrine is one large, hollow room. Just
  inside the entrance is a clear pool of water that ranges
  in depth from 2 to 5 feet. Phosphorescent fungi
  illuminate the pool with soft, dreamy hues. Short, frog-
  like humanoids of different colors are fussing with the
  fungi and tossing flower petals into the pool.
  The interior of the shrine is one large, hollow room. Just
  inside the entrance is a clear pool of water that ranges
  
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  in depth from 2 to 5 feet. Phosphorescent fungi
  illuminate the pool with soft, dreamy hues. Short, frog-
  like humanoids of different colors are fussing with the
  fungi and tossing flower petals into the pool.
  At the back of the shrine is an elevated semicircular
  basin of water 10 feet high. Wallowing in the basin is a
  grung with gold skin. On its brow rests a golden circlet.
  An orange-skinned grung perches nearby, shortbow at
  the ready.
  The shallow pool at the front of the shrine is where
  Krr’ook (a red-skinned grung wildling; see the “Grungs of
  Dungrunglung” sidebar) and her assistants (six blue-skinned
  grungs) prepare for the Great Ritual by tending the
  phosphorescent fungi and scenting the water with delicate
  perfumes. Removing the fungi from the pool is forbidden, by
  order of King Groak.
  The elevated pool at the back of the shrine is fed by an
  underground spring. King Groak (a gold-skinned grung elite
  warrior with a circlet of blasting; see the “Grungs of
  Dungrunglung” sidebar) issues commands from the pool
  during the day and sleeps here at night. He rarely has cause to
  leave the shrine these days. By his side is Roark (orange-
  skinned grung elite warrior; see the “Grungs of
  Dungrunglung” sidebar).
  Treasure. King Groak wears a circlet of blasting, which
  he’s not afraid to use against anyone who insults or defies him.
  Lining the bottom of his pool are 33 gp and a fist-sized chunk
  of green quartz (50 gp).
  5. Grung Hovels
  Dotted about the shores of the lake are several squat huts
  made from swamp moss and reeds plastered together with
  mud. The huts range from about 15 to 25 feet in diameter, and
  each has a single, low entrance. Some have small, round
  windowlike openings, and a few have stout mudchimneys.
  Each hut is large enough to accommodate six adult grungs
  plus 2d6 baby grungs (noncombatants). All the occupants of a
  given hut belong to the same caste, and thus have the same
  color skin (except the young, which are all dull green-gray).
  6. Lake Grunglung
  Lake Grunglung is really just a large pond covered with lily
  pads and duckweed, where slow-moving catfish gulp at the
  surface for air. The thick, muddy bottom is littered with the
  bones of the grungs’ feasts.
  7. Prison Pit
  This dug-out pit is 5 feet deep and covered by stout,
  wooden bars. Prisoners confined here are guarded around the
  clock by two green-skinned grungs (warriors) until they can
  be cooked and eaten. Any items taken from the prisoners are
  entrusted to purple-skinned grungs in the nearby hovels (see
  area 5).
  A character in the pit can throw aside the prison bars with
  a successful DC 20 Strength (Athletics) check. Before the check
  is made, each guard makes one opportunity attack against the
  character attempting the check.
  THE GREAT RITUAL
  Once the Great Ritual is complete, King Groak expects
  Nangnang to materialize and speak words of love, praise, and
  reassurance to him. Fearing that the ritual will fail, Krr’ook has
  concocted a desperate plan to fool the king but needs the
  adventurers’ help to pull it off.
  Krr’ook’s Plan. A while ago, Krr’ook found a box of
  Nolzur’s marvelous pigments, which she hid from the king. She
  plans to paint an image of Nangnang of such quality that Groak
  will be fooled into thinking it’s the real goddess. Krr’ook hopes
  that one of the adventurers will have the skill to illustrate
  Nangnang convincingly. She’s willing to give the magical
  pigments as a reward to the adventurers if all goes well. As a
  further reward, Krr’ook offers a ring of jumping. Anyone
  touched by a dose of poison must succeed on a DC 12
  Constitution saving throw or take 5 (2d4) poison damage. A
  dose of poison is used up once it deals damage to a creature.
  Moment of Truth. The ritual happens at night. Fires are lit
  throughout the village, whereupon scores of common grungs
  enter the lake and watch the shrine. King Groak dons
  ceremonial garb made from reeds and wild orchids, and awaits
  his love on the steps of the shrine, wringing his rubbery hands
  with anticipation.
  To fool Groak, the characters must paint an image of
  Nangnang on a surface or craft some other representation of
  her, then use magic (if they can) to give it a semblance of life.
  Animate object, major image, minor illusion, and similar spells
  can help enhance the illusion. Spells such as color spray and
  prestidigitation can also be used to dazzle an audience long
  enough to conceal a fatal flub.
  Whoever gives voice to Nangnang must “sell” the illusion
  with honeyed words, in order to convince King Groak that he
  has won a special place in Nangnang’s heart. Finally, the ritual
  must end with Nangnang’s departure, handled in such a way
  that King Groak won’t suspect he’s been fooled or abandoned
  forever. If Nangnang or her words ring false, King Groak
  orders the deaths of Krr’ook and anyone believed to have
  aided her.
  Making Nangnang. To fool Groak, the party must succeed
  at three or more of the following tasks. Have the characters
  make the requisite ability checks in the following order:
  
  Painting or crafting a representation of Nangnang
  requires a successful DC 12 Intelligence check. Using
  Nolzur’s marvelous pigments grants advantage on the
  check.
  
  Animating Nangnang convincingly requires a successful
  DC 12 Charisma (Deception) check. If multiple characters
  contribute, have one character make the check with
  advantage.
  
  Convincing Groak that Nangnang’s words are genuine
  requires a successful DC 15 Charisma (Deception or
  Performance) check. If the words are delivered in a
  language King Groak doesn’t understand, the check is
  made with disadvantage. (Groak speaks Grung only.)
  
  Selling Nangnang’s blessed departure requires a
  successful DC 15 Charisma (Deception, Intimidation, or
  Persuasion) check. The check is made with disadvantage
  if her words are spoken in a language other than Grung.
  End Result. If the characters succeed at three or more
  checks, King Groak is thoroughly duped and very happy for the
  foreseeable future. Characters who request his help will
  receive it, no questions asked. If the party’s trickery is
  discovered, King Groak orders his subjects to attack them. The
  attacking force consists of sixteen grung elite warriors
  (including Roark) and forty grungs. Groak retreats to his
  elevated pool in the shrine and makes his final stand there.
  
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  Locations F - I
  Firefinger
  Rising high above the jungle canopy is a 300-foot-tall,
  naturally formed spire of rock with smoke issuing from
  a flaming beacon at the top of it. The walls of the spire
  are sheer and dotted with small caves. Frail-looking
  ladders hang from narrow ledges at various heights.
  The rocky pinnacle called Firefinger (map 2.6) is an
  ancient Chultan signal tower. Before the Spellplague toppled
  them, many such towers were used to send messages between
  cities via colored flames at night or colored smoke during the
  day. Firefinger is one of the few still standing, if not theonly
  one.
  Firefinger has been taken over by a flock of pterafolk that
  preys on hunters and explorers along the River Tiryki. The
  tower is a perfect lair for the pterafolk; in clear weather, from
  its 300-foot-high vantage point, they can spot anything moving
  on the river less than 10 miles away, and its sheer walls and
  crumbling ladders make it potentially lethal for anything
  without wings to attempt the ascent.
  If Azaka Stormfang (see chapter 1) is with the characters,
  she insists they attack the spire. She suggests waiting until
  nightfall or rain, if none of the characters think of it. If
  characters refuse to attack the pterafolk, Azaka leaves their
  service in disgust.
  The best way to approach Firefinger without being spotted
  by the pterafolk is to stay under heavy forest canopy and
  cross open areas only when rain or darkness limits visibility. If
  these precautions aren’t taken, have the party make a DC 12
  group Dexterity (Stealth) check. If the group check fails, the
  pterafolk mount an attack from above. The attack force
  numbers two pterafolk (see appendix D) for each party
  member. If the pterafolk become outnumbered, the survivors
  flee back to the spire and warn the others (in which case, the
  characters have lost the element of surprise).
  Near the base of the spire, characters find the body of an
  elf lying in the mud. Most of his limbs are broken, the ribcage
  is crushed, and broken twigs and torn leaves are stuck in it
  what’s left of his clothes. This unfortunate explorer was
  captured on the river, fown to Firefinger, stripped of valuables,
  then tossed off the top of the tower to his death. Not far away,
  the characters find another body, and a third, and so on as they
  scan around the base of the tower. This same fate awaits any
  character captured by the pterafolk.
  The rope-and-wood ladders mounted to the spire are
  ancient and crumbling. Each character who ascends a ladder
  to the next higher level (from the ground to level 1, from level
  1 to level 2, and so on) must make a DC 8 Dexterity (Athletics)
  check. If the check succeeds, the character reaches the next
  level safely without damaging the fragile ladder. If the check
  fails, a few rungs of the ladder are damaged and the DC
  increases by 2 for everyone following behind the climber. If
  the check fails by 5 or more, the ladder is damaged and the
  climber falls — quite possibly to his or her death, unless
  precautions were taken (roping characters together, for
  example).
  Pterafolk glide around the spire constantly except when
  it’s raining. They don’t pay much attention to the spire itself,
  since they arrogantly believe they’re safe in their stronghold.
  Characters might take elaborate precautions to avoid being
  spotted, but they’re surprisingly safe as long as they reach the
  spire unseen. During rain or at night, there’s no chance they’ll
  be spotted climbing the tower. During daytime in clear
  weather, a circling pterafolk spots climbers with a successful
  DC 20 Wisdom (Perception) check, unless characters have
  taken other precautions.
  Firefinger’s caves were formed by erosion and have
  ceilings that range from 7 to 10 feet high.
  Level 1. Abandoned Cave
  A ladder clinging to the south face of the spire ends at this
  level, which is 60 feet above ground.
  The pterafolk don’t use this cave, the most prominent
  feature of which is a 10-foot-deep pit. The shortest distance
  across the pit where characters can use a long jump is 15 feet.
  Climbing into or out of the pit is easy and requires a successful
  DC 5 Strength (Athletics) check. However, the first character
  who enters the pit disturbs four giant wolf spiders that nest
  in crevices along the pit walls. Only a character with a passive
  Wisdom (Perception) score of 17 or higher is not surprised
  when the spiders attack.
  Reaching Level 2. A rock chimney leads up to level 2. It’s a
  90-foot climb with plenty of handholds but several tricky,
  twisty spots; a successful DC 8 Strength (Athletics) check is
  required to ascend or descend it without the aid of climbing
  gear or magic.
  Level 2. Stirge Cave
  A ladder clinging to the south face of the spire ends at this
  level, which is 160 feet above ground.
  The pterafolk don’t use this cave. However, the chamber in
  the northeast corner is the lair of nine stirges, which cling to
  the 10-foot-high ceiling. They don’t react unless multiple
  characters enter their lair or someone brings in a torch or
  other open flame, in which case they attack.
  Six months ago, an explorer who was captured by the
  pterafolk managed to escape and descend this far before
  falling prey to the stirges. Her desiccated corpse is slumped
  along the northern wall of the stirges’ chamber, and the glint
  of gold and gems can be seen through tattered clothing and a
  rotting purse.
  Treasure. Characters who brave the stirges and search the
  dead explorer can recover 15 gp, a gold and carnelian ring (60
  gp), and two onyx figurines representing chwingas (50 gp
  each). See appendix D for more information on chwingas.
  Reaching Level 3. Clinging to the west face of the spire is a
  ledge, above which is a ladder leading up to level 3. Whenever
  a character crosses the ledge, roll a d6. On a roll of 1, a sudden
  gust of wind threatens to blow the character off the ledge. The
  character must make a DC 9 Dexterity saving throw. If the
  saving throw fails, the character falls to the base of the spire
  unless he or she is secured by ropes.
  Level 3. Pterafolk Nest
  This level is 240 feet above ground. A ladder clinging to the
  west face of the spire connects this level to the one below.
  Pterafolk elders inhabit this area. They’ve constructed a
  traditional nest that’s better sheltered from wind and rain. The
  southwest chamber is home to four elder pterafolk (13 hit
  points each; see appendix D). They spend most of their time
  tending their fire (which makes the chamber stiflingly hot and
  smoky) and carving grisly totems from the bones of their
  
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  enemies.
  When the pterafolk have prisoners, they’re confined to the
  eastern portion of this cave. Currently, there’s one prisoner: a
  male aarakocra named Nephyr. He hails from Kir Sabal and
  was ambushed by pterafolk while on patrol. His wrists, ankles,
  and beak are bound with rope, and he has no weapons. He
  knows that at least eight pterafolk live on Firefinger’s peak,
  but he has no idea how many are there now.
  If the characters set him free, Nephyr is grateful. Before
  departing, he urges the characters to visit Kir Sabal and
  petition Asharra to perform the Dance of the Seven Winds.
  This dance, he says, is part of a magical ritual that grants
  nonflying creatures the ability to fly. Once back at Kir Sabal,
  Nephyr spreads word of the characters’ heroism. Characters
  gain advantage on Charisma checks made to influence the
  aarakocra of Kir Sabal from that point on.
  Reaching Level 4. A 50-foot-tall chimney ascends to the
  pinnacle of Firefinger. The chimney contains plenty of
  handholds and requires a successful DC 8 Strength (Athletics)
  check to climb without gear or magic. At this height, any
  significant noise in the shaft alerts the pterafolk in area 4 to
  the presence of intruders.
  Level 4. Pinnacle
  The spire’s pinnacle is flat and roughly 40 feet square.
  The edges are crumbling away; it wouldn’t be safe to
  stand too close to any of them. Vines and low brush
  grow in profusion. Bones and scraps of meat from
  dozens of creatures are scattered everywhere.
  The spire’s pinnacle is flat and roughly 40 feet square.
  The edges are crumbling away; it wouldn’t be safe to
  stand too close to any of them. Vines and low brush
  grow in profusion. Bones and scraps of meat from
  dozens of creatures are scattered everywhere.
  A crumbling stone tower rises another 30 feet above the
  northern corner of the platform. A roaring flame floats
  in the air, hovering above the tower. Tumbled debris
  from the tower is heaped around its foundation. Three
  humanoid creatures with needlelike beaks and leathery
  wings are worrying the last shreds of flesh from well-
  chewed bones near an open doorway into the base of
  the tower.
  Firefinger’s pinnacle is 300 feet above ground. When the
  sky is clear, characters can see over 20 miles around the tower.
  More importantly, they can make out the scattered plateaus,
  the Peaks of Flame and other volcanoes and mountains ringing
  the southern coast, and the enormous gaps in the jungle
  canopy that mark the Aldani Basin, Lake Luo, and the Valley of
  Embers.
  Pterafolk never use the chimney between level 3 and level
  4 other than to occasionally drop food to a prisoner. The top of
  the chimney is surrounded by rocks and low bushes, providing
  enough concealment for three Medium creatures. Hiding from
  the pterafolk requires a successful DC 12 Dexterity (Stealth)
  check, with advantage at nighttime or when it’s raining.
  Six pterafolk (see appendix D) lair atop the tower,
  including the flock’s leader, Nrak, who has 40 hit points. Nrak
  is a hate-filled creature with a scar that begins at the top of its
  
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  head and cuts down the right side of its face and chest to
  below its right wing.
  If Azaka Stormfang (see chapter 1) is with the group,
  consider adding more pterafolk to the fight; she swings the
  balance heavily in favor of the attackers. Additional pterafolk
  circle high overhead and can join the fray at any time.
  Pterafolk won’t hesitate to shove a character who foolishly
  stands at the edge of the tower. They can jump from the tower,
  circle around on the wing, and use their dive attacks to great
  advantage.
  Firefinger’s beacon is a magical plume of fire that puts out
  tremendous heat. Any creature that starts its turn within 10
  feet of the flame takes 10 (3d6) fire damage. Any creature that
  enters the flame or starts its turn there takes 35 (10d6) fire
  damage. A successful dispel magic (DC 17) cast on the flame
  dispels it.
  Treasure. Inside the tower are crude nests and four moldy
  wooden chests. The chests aren’t locked. All together, they
  hold 2,000 cp, 730 sp, four gemstones (50 gp each), and a spell
  scroll of commune with nature. One of the chests also contains
  a cloth-wrapped, wooden mask resembling a stylized tiger’s
  face. This is Azaka’s mask of the beast (see appendix C). If she’s
  with the characters, she claims it immediately.
  Fort Beluarian
  The flag of Baldur’s Gate flies over this wooden
  stockade. The whole structure sits atop a 10-foot hillock,
  the sides of which are shaved vertically to make them
  steep and difficult to climb. The fort’s main gate faces
  west. On the east side of the stockade, a tall keep holds
  a commanding view of the surrounding wilderness.
  Fort Beluarian’s elevation and lack of a ditch allows the
  stockade to drain well even in heavy rain. The fort (map 2.7) is
  garrisoned by Flaming Fist mercenaries. Immense wealth
  passes through Fort Beluarian — enough to make the nobles
  and merchants of Baldur’s Gate rich beyond the dreams of
  avarice.
  Commanding Fort Beluarian is a lawful evil Flaming Fist
  blaze (major) named Liara Portyr (see appendix D), who
  answers directly to Grand Duke Ulder Ravengard of Baldur’s
  Gate. Liara is 47 years old and has held her post for the past
  three years. To her, a posting in Chult feels like a test of mettle,
  but to many of her subordinates, it feels like banishment. The
  garrison consists of a castellan named Gruta Halsdottir (LN
  female Illuskan human knight), three corporals (veterans),
  and fifty-four privates (guards). The garrison operates in
  three eight-hour shifts, with one corporal (gauntlet) and
  eighteen privates (fists) on duty during each shift.
  Unknown to her boss, Liara is in league with pirates based
  out of Jahaka Anchorage and earns a tidy profit from their
  exploits. Liara’s spies in Port Nyanzaru furnish her with ship
  manifests and departure schedules, which she passes to the
  pirates via a sending stone; the pirate captain Zaroum Al-
  Saryak holds the matching stone (see “Jahaka Anchorage").
  Because of their arrangement, the pirates agreed to Portyr’s
  demand that they never attack ships flying the flag of Baldur’s
  Gate. Liara receives a cut of the pirate’s profits, some of which
  goes toward paying bonuses to her garrison to keep the
  soldiers happy.
  Although she’s a villain of sorts, Liara Portyr has no reason
  to be an enemy to the characters. She spends most of her time
  managing the security of her stronghold, going over field
  reports, and sifting through reports from her spies in Port
  Nyanzaru. She admires adventurers, and as long as the
  characters do nothing to antagonize her, she can provide them
  with useful advice and material aid against the myriad threats
  lurking in the jungle.
  Liara is puzzled by reports coming from her patrols to the
  south. They’ve crossed the trails of large creatures in the
  jungle that don’t match anything known to live in Chult. If the
  characters are planning to explore the region between the east
  coast and the River Tiryki, or they’ve already been there and
  seen anything unusual, she’d be grateful for any light they can
  shed on the mystery. (Her patrols are seeing signs of the frost
  giants searching for Artus Cimber.)
  Given that Baldur’s Gate is a member of the Lords’ Alliance,
  it should surprise no one that a handful of alliance operatives
  are sprinkled through the garrison. The Emerald Enclave has
  expert guides stationed here as well. One of them, a druid
  named Qawasha (see “Finding a Guide”), comes highly
  recommended.
  The main reason adventurers have for visiting Fort
  Beluarian is to buy a “charter of exploration.” Baldur’s Gate
  lays claim to everything east of the Mistcliff and north of
  Kitcher’s Inlet, and now that Mezro is picked clean, it’s trying
  to extend its claim south to Refuge Bay. No one (including the
  merchant princes of Port Nyanzaru) has the force in Chult to
  dispute this claim. So within its territory, the Flaming Fist does
  as it pleases, including demanding that explorers buy charters.
  A charter grants permission to the holder to explore Chult and
  plunder its riches, but half of an expedition’s proceeds and
  discoveries must be turned over to the Flaming Fist. The
  charter costs 50 gp, which is treated as a down payment on the
  split of profits. In addition, those who buy a charter can hire
  up to six Flaming Fist mercenaries (guards) to accompany
  them for the very reasonable rate of 1 gp per tenday each. It’s
  
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  easy enough to launch an expedition from Port Nyanzaru
  without a charter. The only risk is that if a Flaming Fist patrol
  runs into an expedition without a charter, it will attack the
  expedition and confiscate its gear.
  Everything being shipped in or out of the fort goes through
  Beluarian Landing, which is nothing more than a stretch of
  beach with a few log buildings above the tide line. Ships
  anchor a half-mile offshore, and people and supplies are
  ferried back and forth on rowboats. Six Flaming Fist guards
  defend this station; their chief duty is rowing the boats back
  and forth. In case of danger, they can barricade themselves
  inside the stoutest log building or row out to sea until
  whatever threatens them loses interest and wanders away.
  The trek from Beluarian Landing to the fort is 14 miles
  along a well-marked trail. This trail is not patrolled.
  1. West Gate
  The main entrance is closed by two massive wooden doors
  with bars that take eight people to slide aside. Because the
  area is patrolled and the fort has excellent all-round lines of
  sight, the gates stand open during the day, except when heavy
  rain restricts visibility and allows the possibility of a sneak
  attack. The western gatehouse walls are 20 feet high, and the
  parapets are patrolled day and night by six guards. The walls
  ringing the rest of the camp are 12 feet high, but they look
  higher from outside because of the fort’s elevation.
  2. Ore Gate
  Despite its name, this secondary gate on the south wall of the
  fort has nothing to do with ore. It’s a sally port the fort’s
  defenders can use to launch counterattacks against enemies
  assailing the main gate. It stays solidly closed and barred most
  of the time.
  3. Armorer/Weaponsmith
  The iron mines of Chult provide everything the garrison needs
  to make weapons, armor, and metal tools and implements.
  Korhie Donadrue (LG male Chondathan human spy) is the
  chief armorer for the fort. Having spent years as an adventurer
  himself before becoming a smith, he enjoys having
  adventurers and explorers spend time in his work area,
  swapping tales and sharing news of the world.
  Characters can buy most types of weapons, ammunition,
  and armor here, at prices 25 percent above those listed in the
  Player’s Handbook. Donadrue would charge them less, but the
  prices are set by the Flaming Fist.
  4. Bazaar
  A dozen traders live within the fort and manage its bazaar.
  Soldiers from the fort are only a tiny part of their business.
  Most of their trade involves selling gear to explorers and
  supplies to miners. The traders also buy and sell gems, hides,
  animal parts (feathers, teeth, and so forth), and small animals.
  Their prices are 50 percent higher than those in the Player’s
  Handbook, due to the remoteness of the station.
  5. Temple of Helm
  Fort dwellers pray to Helm for protection against the dangers
  of the land. Shilau M’wenye (LN male Chultan human priest) is
  in charge of the temple and accepts donations. His father was a
  Chultan priest, and his mother was a Shou mercenary posted
  in Chult. He always tries to see the best in other people
  without judging them.
  6. Stables
  Horses aren’t native to Chult, and the climate (and its many
  pests) are hard on the animals. Still, a few Tethyrian members
  of the Flaming Fist brought their horses to Fort Beluarian with
  them, and they’re now a part of the culture of the fort. The
  horses seldom leave the immediate vicinity of the fort; they’re
  all but useless in the jungle.
  The stable has stalls for a dozen horses. Only seven are
  stabled there now (two riding horses and five unarmored
  warhorses).
  The stablemaster is Thaeven the Bald (N male Tethyrian
  human commoner with Animal Handling +4). He takes
  excellent care of the animals, to the extent that’s possible in
  this climate, while complaining constantly about the
  impossibility of taking proper care of horses in this climate.
  7. Jousting Field
  The main reason horses are kept at the fort is for jousting.
  Tournaments are held once a month, and lesser bouts occur
  when enough people have time off or when two Flaming Fist
  members have an issue to settle between them.
  Tethyrian soldiers stationed at Fort Beluarian brought
  their chivalric panoply and pageantry with them, but they’ve
  combined it with a jungle aesthetic to create something unique.
  The usual symbols involving falcons, dragons, suns, and so
  forth give way in Chult to leopard-skin tabards, dinosaur-
  themed heraldry, helmets shaped like snarling panthers or
  swooping pteranodons, and armor bedecked with
  tyrannosaurus teeth and parrot feathers.
  Wealthy merchants from Port Nyanzaru sometimes make
  the journey to attend the jousting tournaments. They camp
  around the fort in colorful pavilions and place outrageous bets
  on the outcomes of matches.
  AGENTS OF THE FLAMING FIST
  If the adventurers spend a day in Fort Beluarian, Liara
  Portyr becomes aware of them and dispatches a guard to bring
  them to the great hall (area 10C). Adventurers who refuse the
  summons are banished from the fort. Those who agree to meet
  with Liara are asked to serve the Flaming Fist. For each service
  they perform, the characters receive a reward. Characters who
  decline to serve the Flaming Fist are welcome to continue
  about their business, but anything they wish to buy in Fort
  Beluarian costs five times the normal price from that point on.
  Ghoul Hunters. Portyr asks the characters to help rid the
  jungle of ghouls. If the characters are up to the task, Portyr
  gives the party a free charter of exploration. For every severed
  ghoul head the characters bring her, she’ll pay them 20 gp.
  (She has enough money to cover the reward for up to eleven
  severed ghoul heads.)
  Shilku Reconnaissance. Portyr asks the characters to set
  sail for Shilku Bay, conduct a one-week reconnaissance of the
  destroyed village of Shilku, and return to Fort Beluarian to
  report what they’ve seen. If the characters accept the mission,
  Portyr pays for their food and passage and gives the party a
  free charter of exploration. If they complete the mission, the
  characters are given free meals and guest rooms (see area 10J)
  whenever they visit Fort Beluarian, and each character
  receives one potion or scroll chosen from the ones available in
  the stores (see area 10G).
  Strangers in a Strange Land. Flaming Fist scouts have
  spotted giant footprints south of Fort Beluarian. If the
  characters find out who or what is making the tracks, and
  discover where they’re coming from and what threat (if any)
  they pose to Fort Beluarian, Portyr will reward them with five
  magic arrows (see area 10G). If the characters accept the
  mission, Portyr gives the party a free charter of exploration. To
  complete the mission, the characters must locate at least one
  
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  group of frost giants as well as their longship (see “Hvalspyd").
  To complicate matters, Portyr doesn’t believe any report that
  claims frost giants have landed in Chult and won’t pay up
  unless the characters back up their claims with compelling
  evidence (such as a frost giant’s severed head or a giant-sized
  weapon).
  8. Flaming Fist Provisioner
  The fort provisioner, or sutler, is a store that serves the
  soldiers of the Flaming Fist exclusively. It doesn’t have much
  variety and the prices aren’t great, but some elements of the
  garrison appreciate its “no civilians allowed” policy. It sells
  basic necessities during the day and serves food and drink in
  the evening. The store is run by a sharp-tongued old man
  named Jaro (NG male Chultan human commoner).
  9. Flaming Fist Barracks
  The barracks are the sleeping, eating, and general getting-out-
  of-the-rain space for the fort’s enlisted garrison.
  On particularly stifling nights, many soldiers abandon the
  barracks and sling hammocks in the guard towers. The breeze
  atop the walls provides some cooling and relief from insects.
  10. Inner Bailey
  This bastion is a fort within a fort. The bailey is 20 feet tall at
  the peak of the roof, and the attached palisade is 16 feet high,
  so the whole structure can be seen from outside Fort
  Beluarian. The gates are always open unless the fort is under
  attack or patrols have reported unusual amounts of undead in
  the neighborhood. In the event that the outer wall is breached
  and the main enclosure overrun, the garrison would retreat to
  this redoubt for its final defense.
  10A. Courtyard
  The bailey’s central courtyard is open to the sky. It can be
  sealed off with heavy gates and stoutly defended by even a
  handful of soldiers. A boardwalk is installed around the
  courtyard, so people don’t need to walk in the mud when rain
  pours down.
  A wooden statue of an armored man stands in the middle
  of the courtyard. The statue portrays Grand Duke Ulder
  Ravengard of Baldur’s Gate, leader of the Flaming Fist.
  10B. Raptor Pen
  Six hadrosauruses and four deinonychuses (see appendix D
  for both creatures’ statistics) are housed in protected stables.
  The hadrosauruses serve as mounts for small, fast-moving
  patrols or as pack animals for larger, longer patrols. The
  deinonychuses are used for hunting — like dogs, only far more
  vicious. These animals are well respected by the soldiers of the
  garrison.
  The head trainer for the fort’s reptiles is Rahl Zuberi (CG
  male human Chultan tribal warrior with Animal Handling +4).
  His face and arms are covered in tattoos and scars, and he’s
  missing half of his right hand; tooth marks are still clearly
  visible in the scar tissue. Despite Rahl’s ferocious appearance,
  he’s a jovial prankster who spends most of his off-duty time
  telling wild stories at the provisioner or one of the ale tents in
  the bazaar, in exchange for free drinks.
  10C. Hall
  The great hall of the bailey is where most of the fort’s military
  business is conducted, and where Liara Portyr (see appendix
  D) meets important visitors. It resembles a hunting lodge, with
  dinosaur heads and skulls mounted on the walls and the pelts
  of exotic animals hung like tapestries.
  
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  Liara carries a set of keys to the locked storeroom doors
  (area 10G) and the iron strongbox in her quarters (area 10I). If
  the characters meet with her, she offers them one or more
  special quests (see the “Agents of the Flaming Fist” sidebar).
  10D. Kitchen
  This kitchen serves the camp officers and guests, and prepares
  special meals during feasts. The enlisted troops are largely
  responsible for preparing their own food by squads; most of
  that is handled in the barracks area.
  Sigbeorn Dunebar (NG male Illuskan human veteran) has
  logged more years in Chult than any other living member of
  the Flaming Fist, and he loves it. When he grew too old for
  fighting and patrolling in the jungle, he volunteered to transfer
  to the kitchen. Now he’s not only the head cook but, more
  important, is responsible (under the castellan) for ensuring
  the fort always has an adequate food supply.
  10E. Castellan
  The castellan of Fort Beluarian is Gruta Halsdottir (LN
  female Illuskan human knight). As castellan, she’s second in
  command to Liara Portyr, and she’s responsible for every
  detail of the day-to-day functioning of the fort. If a soldier
  breaks the rules, Gruta decides on the punishment. If a patrol
  is overdue from the jungle, it’s her duty to find out why. When
  strangers arrive, Gruta is the one who greets them, finds out
  why they’re here, and decides whether they deserve any of
  Liara Portyr’s time.
  This chamber is Gruta’s office; her sleeping quarters are
  upstairs. Her duties take her all over the fort, so she’s not often
  here during the day. She carries one set of keys to the locked
  storeroom doors (area 10G).
  10F. Bell Tower
  The bell tower rises another 10 feet above the thatched roof of
  the bailey, making it 30 feet tall overall. In a normal day, the
  bell is rung twelve times: it’s rung every four hours to signal
  the change of watch, and it’s rung 10 minutes before each of
  those to signal that a change of watch is about to occur. At the
  change of the watch, it’s rung a number of times equaling the
  number of the watch: once at the start of the first watch, twice
  at the start of the second watch, and so forth. On what the
  garrison calls “the wake-ups,” it rings once.
  In the event of a camp-wide alarm, the bell is rung
  continuously for at least a half-minute. The tolling can be
  heard from 2 miles away by creatures in the open, or 1 mile by
  creatures in the jungle.
  10G. Stores
  Reserves of vital supplies are kept under lock and key in these
  two chambers. The door to each room is locked, and Liara
  Portyr and Gruta Halsdottir carry the only keys. Each door is
  made heavy wood reinforced with iron bands (AC 17, 20 hit
  points, immunity to poison and psychic damage), and its lock
  can be picked with thieves’ tools and a successful DC 20
  Dexterity check.
  The types of supplies stored here include mundane items
  such as paper and ink, locks, clothing, boots, rope, lanterns,
  lamp oil, and candles.
  Treasure. The second room contains four potions of
  healing, four spell scrolls (two each of lesser restoration and
  purify food and drink), five +1 arrows in a quiver, and a bowl of
  commanding water elementals (to aid in any last-ditch defense
  of the fort). Portyr and Halsdottir don’t blab about these
  treasures to adventurers, no matter how trustworthy they
  seem.
  10H. Gauntlets’ Room
  This ready room was intended to house a squad of soldiers
  assigned to regular guard duty in the bailey, but it’s been taken
  over as quarters by Sigbeorn Dunebar (see area 10D) and
  three other veterans who serve as corporals (gauntlets) in the
  Flaming Fist garrison.
  10I. Command Quarters
  Liara Portyr sleeps in the southern chamber, while Gruta
  Halsdottir sleeps in the smaller, southeastern chamber. Both
  rooms contain books, clothes, and other personal effects.
  Treasure. A character who searches under the bed in Liara
  Portyr’s chamber finds a locked iron strongbox. A character
  using thieves’ tools and succeeding on a DC 18 Dexterity check
  can pop it open. The box contains 220 gp and a sending stone
  that Liara uses to communicate with the pirates of Jahaka
  Anchorage.
  10J. Guest Quarters
  Important guests sometimes come to the fort: a merchant
  prince from Port Nyanzaru, a high-ranking officer of the
  Flaming Fist, or a noble from Baldur’s Gate. Such individuals
  are housed in one or more of these chambers.
  Characters might be given the use of one or more of these
  rooms if they do something to earn that privilege. Examples
  include turning over a valuable discovery to the Flaming Fist,
  leading a counterattack against assaulting undead, or bringing
  proof that they drove off an incursion by frost giants.
  Heart of Ubtao
  A massive chunk of earth and rock torn from the earth
  drifts over the swampy forest, about a hundred feet
  above the ground. A petrified tree towers above the
  stone, with its stone roots protruding from the bottom.
  Between the shape of the rock and the branching of the
  tree’s limbs, it creates the impression of a gigantic
  stone heart hanging in the sky. The impression is only
  made more gruesome by the red liquid dripping from
  the roots.
  You see a cave mouth in the side of the slowly rotating
  “heart,” and a staircase winding from the cave up to the
  flattened top where the petrified tree stands. The
  staircase definitely isn’t natural; it was carved with tools
  into the rock.
  The Heart of Ubtao (map 2.8) is an earthmote — a massive
  chunk of earth held aloft by magic that can’t be dispelled. It
  hovers 200 feet above the ground and rotates slowly
  counterclockwise, completing one revolution every hour.
  Chultans call it the Heart of Ubtao because the earthmote is
  vaguely heart-shaped, and the petrified tree adds the
  impression of veins and arteries. The dripping red liquid is
  rainwater that was stained by filtering through iron ore
  deposits in the rock.
  Chultans who’ve seen the earthmote believe it’s actually
  the petrified heart of the god Ubtao, and they consider it
  sacred. Priests of Ubtao used to travel here on the backs of
  flying dinosaurs to seek visions inside the heart and to beseech
  Ubtao to return. Many Chultans would be incensed to learn
  that the Heart of Ubtao has become the lair of an undead
  monster.
  Valindra Shadowmantle works for Szass Tam, the most
  powerful lich among the Red Wizards of Thay, though she is
  
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  not a Red Wizard herself. She found the heart and converted it
  into a base to use while her minions search for the Soulmonger.
  Her orders from Szass Tam are to seize control of the
  Soulmonger, if possible, or destroy it otherwise. Valindra
  created a teleportation circle inside the heart that she uses to
  travel instantly to and from Thay (where her phylactery is
  safely stored), to deliver reports to Szass Tam and pick up new
  instructions.
  Characters who explore the Heart of Ubtao are certain to
  meet Valindra. She’s considered the possibility that
  adventurers might cross her path, and she won’t necessarily
  be hostile toward them. Her mission is to seize the
  Soulmonger by any means; if adventurers can help her achieve
  that, she’lluse them.
  
  Valindra is an elven lich, with these changes:
  
  Valindra is neutral evil.
  
  She speaks Abyssal, Common, Draconic, Dwarvish, Elvish,
  and Infernal.
  
  When preparing her spells, Valindra can swap out any
  spell on her list of prepared spells for another wizard
  spell of the same level.
  
  As a bonus action, Valindra can mask her shriveled flesh
  and appear to be a living elf. This magical illusion lasts
  until she ends it as a bonus action or until she uses her
  Frightening Gaze legendary action. The effect also ends if
  Valindra drops to 30 hit points or fewer, or if dispel
  magic is cast on her.
  
  She can’t take lair actions in the Heart of Ubtao.
  With her ability to appear as a living elf, Valindra can easily
  conceal her lichdom and her association to Thay. She presents
  herself as a scholarly wizard who wants to “imprison” the
  Soulmonger; that way, its unique magic can be studied while
  it’s safely quarantined from the world. She argues that
  destroying it should be a last resort.
  Valindra believes that the Soulmonger is hidden
  somewhere in the ruins of Omu. She shares this information
  with the characters even if she suspects they’ll betray her
  
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  down the road, because in the meantime, they might weaken
  some of Omu’s defenses.
  If the characters have no way to reach the earthmote when
  they first encounter it — or at least, no way for everyone to
  reach it — eventually they spot an elf woman looking down at
  them from the staircase. After a few moments, she hails them
  in Elvish, asking their names, why they’ve come, and so on. If
  this conversation goes well, she opens an arcane gate (cast
  from a scroll) and invites the player characters to come up. If
  they have many porters or NPC warriors, she asks that only
  the “key figures” come up, explaining that her home doesn’t
  have room for their entire expedition. Valindra assures
  characters that their companions will be safe on the ground.
  The lich has no interest in killing the characters as long as
  there’s any chance they could be useful. If a fight breaks out
  (and there’s little reason one should unless the characters
  start it), Valindra lets her undead servants deal with the
  adventurers, then slips through her teleportation circle back to
  Thay. The destination sigils aren’t recorded anywhere in the
  heart, so following her is impossible. She’ll return in a few
  days when things have quieted down. How she proceeds from
  that point is left to your imagination.
  1. Petrified Tree
  A swarm of bats inhabits this hollow, petrified tree. The bats
  emerge each evening to feast and attack any other warm-
  blooded creature that enters their lair. At the bottom of the
  tree is a gaping hole that opens in the ceiling of area 4.
  2. Staircase
  These stairs are smooth and don’t show much sign of wear.
  Only a handful of creatures have walked on them: Valindra, a
  few of her servants, and the priests of Ubtao who made
  pilgrimages to the heart. There’s no risk of falling off unless a
  character does something foolish, but the height is dizzying.
  3. Cave Entrance
  The floor of this entrance slopes up slightly toward the inside
  of the heart, so water streams out through it continually. The
  cave mouth appears natural, unlike the steps outside it.
  4. Valindra’s Lair
  This cave is musty and dimly lit by daylight filtering
  down through the hollow, petrified tree trunk 20 feet
  above. A pool of dirty rainwater occupies the central 20
  feet of the floor, between natural pillars formed by the
  roots of the petrified tree. Three tall bookcases stand
  against the wall to the right of the cave entrance. A desk
  and several wooden crates stand against the left-hand
  wall. Opposite the entrance are two open doorways into
  smaller chambers and, between them, a large iron cage.
  Valindra’s undead patrols sometimes capture luckless
  explorers and bring them here. Prisoners are kept in the iron
  cage while Valindra questions them, then disposed of in the
  swamp. The cage is not in use when characters arrive, unless
  you choose to place Artus Cimber and Dragonbait here as
  prisoners.
  As a lich, Valindra isn’t bothered by how dank and
  uncomfortable the cave is. If that subject comes up, she
  explains that as an elf, she has no need for a bed or for hours
  and hours of sleep; she simply meditates for a while at her
  desk each day. The rest of her time is spent poring over her
  maps and histories, searching for likely hiding spots for the
  Soulmonger.
  Treasure. The bookcases are filled with books, scrolls,
  tablets, and maps, all about Chult in one way or another. They
  cover history, geography, culture, and natural philosophy in
  great depth, but all of them predate the Spellplague. Valindra
  would literally kill to possess Syndra Silvane’s map, if she
  learns of its existence. Her spellbooks aren’t here — they’re
  safe back in Thay — but the shelves do hold two spell scrolls of
  arcane gate.
  5. Undead Guardians
  Stuffed in this closet are six Chultan zombies and two girallon
  zombies (see appendix D). They stand here inertly until
  attacked, or until Valindra calls them out to fight or act as
  servants.
  6. Teleportation Circle
  Valindra’s teleportation circle is etched onto the floor of this
  chamber. Anyone with proficiency in the Arcana skill
  recognizes what the circle is and can write down or memorize
  its sigils so it can be used as a destination from another
  teleportation circle. Valindra isn’t foolish enough to leave the
  sigils from her Thayan circle scribbled somewhere in this lair,
  so no one can follow her if she chooses to escape.
  Hisari
  This ruined yuan-ti city stands in the jungle at the foot of the
  Crown, a fuming volcano that marks the western end of the
  Sky Lizard Mountains. A powerful ward similar to that of an
  antipathy/sympathy spell prevents yuan-ti from entering the
  city. Many of the serpent folk who once dwelled here have
  since relocated to Omu.
  The earth swallowed half of the city, which rests in a
  sprawling underground cavern that has never been warmed
  by the sun. The rest of Hisari remains above ground, engulfed
  by vines and creeping flowers. Every brick and pillar is coated
  in moss, and a latticework of roots and ash covers the city’s
  cracked, golden domes.
  Hrakhamar
  Nearby volcanic eruptions forced the dwarves to abandon
  Hrakhamar (map 2.9). They always intended to reoccupy and
  reactivate the forge when it was deemed safe, but that day
  never came.
  Firenewts moved in and put the forge to work crafting
  armor and weapons for themselves. A small group of albino
  dwarves lurks in the jungle nearby and keeps watch on forge,
  but their numbers are too low to challenge the firenewts.
  If characters travel within 10 miles (1 hex) of the forge,
  four albino dwarf warriors (see appendix D) spot and
  approach them. Their spokesperson is blunt-talking Sithi
  Vinecutter. She lays out the problem (“firenewts have taken
  over our ancestral forge”) and proposes the solution (“kill
  them”). As a reward, each character will be allowed to take
  twenty 1-pound ingots of refined adamantine from the forge,
  and the dwarves will lead them to the location of a crashed
  “flying boat” from some far-off land (see “Wreck of the Star
  Goddess").
  The dwarves offer to stand guard outside while the
  characters rid Hrakhamar of firenewts. If the characters seem
  underpowered or in need of a guide, Sithi offers to accompany
  them. She remembers the layout of the forge but doesn’t know
  how many firenewts are inside, or where they might be hiding.
  When the forge was operated by the dwarves, it was linked
  by trade roads to Shilku Bay and other points on the peninsula.
  Although those roads have endured a century of neglect, in the
  vicinity of the forge they were of dwarven construction, and
  not even a century of disrepair can erase a dwarven road. The
  
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  roads are buried under ash in the Valley of Lost Honor, but
  where the mountains rise above the ash plain, the road can be
  spotted easily and followed to the forge entrance. A character
  who makes a successful DC 13 Wisdom (Survival) check while
  examining the road sees scorch marks indicative of firenewts
  or other flame creatures using it.
  When the characters reach Hrakhamar,
  read:
  The entrance is a 10-foot-tall arched doorway beneath a
  massive relief carving of a crossed hammer and tongs.
  Two iron doors were fitted to the entrance, but one lies
  on the ground, completely rusted off its hinges, and the
  other sags so badly it appears as if it could collapse at
  any moment. Several buildings once stood outside the
  forge, but they’ve been reduced to their foundations.
  The entrance gradually narrows to just 5 feet wide by 10
  feet high. The tunnel proceeds this way, sloping downward
  very slightly but with occasional staircases leading down, for
  three-quarters of a mile before reaching the forge proper.
  Scorch marks cover the walls and floor.
  1. Magma Rift
  The dwarves exploited a volcanic rift in the heart of
  Hrakhamar to smelt iron and adamantine, which they lowered
  into the magma in clay crucibles.
  A cavern of molten magma bubbles and flames before
  you. The cavern walls are lined with metal gantries and
  cranes that support immense crucibles of scorched clay.
  Huge chains stretch across the cavern, apparently to
  shuttle multi-ton buckets of ore across the lava. The
  heat takes your breath away, brings water to your eyes,
  and bakes your skin. From where you stand, the only
  obvious way across is via a narrow stone trestle built for
  rail carts. The sound of rhythmic hammering comes
  from somewhere beyond the magma rift.
  The magma is 10 feet below the level of the gantries and
  the rail cart trestles. Great chains span the rift in two places,
  allowing ore to be hoisted across in buckets.
  There’s no danger of falling if characters cross the magma
  on one of the two rail cart trestles. A successful DC 10 Strength
  (Athletics) check is needed to cross hand-over-hand along one
  of the chain conveyors. On a failed check, the character falls
  into the magma. A creature that falls in the magma or starts its
  turn there takes 55 (10d10) fire damage.
  2. Smelter
  The hammering sound grows louder, but it’s not
  coming from the chamber ahead. This enormous,
  rectangular chamber is a working smelter. A rectangular
  pit in the center of the room is filled with molten iron.
  Six devices of dwarven design and make, arranged
  around the pit, siphon off the liquid metal and draw out
  the impurities. A smaller pool in the southeast corner
  holds what appears to be molten silver.
  Creatures that look like a mix of humanoid amphibians
  and elemental fire are tending to the machines. So far,
  they haven’t noticed you.
  
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  The hammering sound comes from the east.
  Eight firenewt warriors (see appendix D) work here.
  They’re involved in their tasks and not expecting intruders,
  and the chamber is noisy, so the firenewts are surprised unless
  characters move around openly or otherwise draw attention
  to themselves.
  The central pit contains molten iron. The smaller pool
  contains molten adamantine, not silver. A creature that falls
  into either pit or starts its turn there takes 55 (10d10) fire
  damage.
  The crane to the south (overhanging area 1) is used to
  lower a crucible of ore into the magma river until the ore is
  liquid. Liquified ore is rolled along the tracks into area 2,
  where it’s dumped into the appropriate cauldron.
  3. Armory
  The dwarves’ enemies coveted the riches of Hrakhamar. To
  defend their trove, the dwarves stockpiled weapons and armor
  in this chamber. The firenewts haven’t bothered most of it;
  they prefer their own weapons over heavier dwarven designs,
  and the dwarves’ armor doesn’t fit them.
  This chamber includes six each of battleaxes, greataxes,
  mauls, morningstars, war picks, warhammers, and heavy
  crossbows, plus two hundred crossbow bolts and four suits of
  dwarven half-plate armor. If characters are led here by Sithi
  Vinecutter, she’s willing to let the characters take one weapon
  apiece.
  4. Forge
  Molten iron and adamantine from area 2 is hoisted into the
  northernmost of these two chambers, where it’s cast into
  ingots. Some of the metal was worked into tools and
  replacement parts on the anvils in the room, but most of the
  iron was moved to the treasury (area 6). Adamantine ingots
  were sent to the southern portion of the forge, where the
  massive stamping hammer in the center of the room pounded
  out impurities. The pounding sound heard throughout the
  forge comes from this machine-driven hammer.
  When characters arrive, four firenewt warriors are in the
  northern chamber, and six firenewt warriors are working in
  the southern chamber under the supervision of a firenewt
  warlock of Imix. See appendix D for the firenewts’ statistics.
  Iron Lever. The hallway between areas 4 and 6 is
  featureless except for a heavy iron lever set into the north wall
  20 feet from the door to area 4. The lever is in the down
  position and can be lifted easily. Doing so extends the walkway
  across the magma to area 6, if the trap there caused it to
  retract. Moving the lever while the gantry is extended causes
  gears to grind for a few moments deep in the rock, but nothing
  else.
  5. Stores
  In these chambers, the dwarves stored supplies of every kind,
  from food to leather aprons to protective goggles to
  parchment and ink. The firenewts looted all of it. Now the chief
  features of these rooms are “nests” of ancient dwarven
  clothing, insulated gloves, and other padded material that the
  firenewts sleep on in shifts. The smell in this area is horrid,
  like burning hair mixed with burning rubber. A disturbance in
  any of the chambers awakens and draws in all the firenewts in
  the storage area.
  The northwest room is unoccupied. In the northeast room,
  three firenewt warriors play knucklebones with dwarven
  knuckles. Four firenewt warriors sleep in a heap in the middle
  of the southwest room. The southeast room contains two
  firenewt warlocks of Imix arguing quietly over whether to
  denounce the warlock in area 4 for heresy against Imix. See
  appendix D for the firenewts’ statistics.
  6. Treasury
  Two suits of dwarven half plate armor stand on either
  side of an adamantine-banded iron door. These suits of
  armor were beautiful once, but now they’re scarred by
  weapons, scorched by fire, and smeared with filth. The
  door has two locks, one above the other.
  The dwarves sealed their treasure vault before leaving
  Hrakhamar, and it’s remained sealed to this day. Despite their
  best efforts, the firenewts have been unable to force the door
  or defeat the locks.
  Locked Door. The door’s upper lock is embedded in an
  adamantine frame resembling a stylized form of the dwarven
  rune for “beginnings.” The rune can be interpreted correctly
  by a character who reads Dwarvish. The lower lock was
  originally embedded in a golden frame in the shape of a
  stylized dwarven rune for “endings,” but the firenewts scraped
  away the gold and used it to decorate their shrine to Imix
  (area 7). Scarring on the door hints at what used to be there; it
  can be interpreted correctly by someone who reads Dwarvish
  and makes a successful DC 15 Intelligence (Investigation)
  check. Each lock can be picked with thieves’ tools and a
  successful DC 20 Dexterity check.
  The lower lock is trapped. The trap can be spotted with a
  successful DC 13 Wisdom (Perception) check, but it’s
  impossible to disarm or bypass. The trap is triggered if an
  attempt to pick the lower lock fails by 5 or more, if the wrong
  key is used in the lock, or if it’s opened by any means before
  the upper lock. The trap causes the metal gantry between the
  treasury and the forge (area 4) to retract west, leaving a 40-
  foot gap across the magma. The bridge can be re-extended
  only by lifting the lever in the corridor from area 4. The lever
  is too far away to be manipulated with mage hand by anyone
  on the treasury side of the magma river.
  The keys to the treasury were within the firenewts’ grasp.
  However, they failed to recognize the keys for what they were
  and incorporated them into a statue they built in the shrine of
  Imix (area 7).
  Side Chamber. The solution to opening the door lies in a
  seemingly empty side chamber near the treasury. Anyone
  searching this room turns up a curious box tossed into the
  corner. The box is made of iron and resembles a book, and it
  opens from both sides, rather like the front and back covers of
  a book. One side bears the dwarven rune for “beginnings,” the
  other bears the rune for “endings.” Opening either side reveals
  the impression of a key in the iron plate. The original keys for
  the treasury were stored in this box.
  With all the tools of Hrakhamar at their disposal, copies of
  both keys can be made from these impressions by a character
  who has proficiency with smith’s tools and who makes a
  successful DC 10 Intelligence check. Sithi Vinecutter has the
  needed proficiency if none of the characters do. Musharib (see
  “Finding a Guide") also has the necessary skill. After three
  failed checks, the box’s impressions are ruined, and the box
  can no longer be used to mold new keys.
  Treasure. The treasury contains the stockpiled wealth of
  Hrakhamar. Thousands of iron and adamantine ingots are
  neatly sorted, stacked, and crated. Each iron ingot is worth 1
  gp and weighs 10 pounds. Each adamantine ingot is worth 10
  gp and weighs 1 pound. If she is present, Sithi Vinecutter
  allows the characters to collect their reward, though she
  
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  watches them closely to be sure no one takes more than
  twenty ingots.
  Resting atop one crate is a gauntlet made of gold and sized
  for an adult dwarf. The dwarves of Chult call it Moradin’s
  Gauntlet, and it’s customarily worn by the overseers of
  Hrakhamar. It is finely crafted and worth 2,500 gp, though a
  wealthy dwarf would pay twice that much to acquire it.
  7. Imix Shrine
  It’s unclear what the dwarves used this area for, but the
  firenewts converted it into a shrine.
  The reek of sulfur and burning flesh assaults your
  nostrils as the tunnel opens into a small chamber. At
  the northern end of the room is a five-foot-tall statue
  made of iron, copper, gold, and silver, crudely
  hammered together into a form suggesting something
  vaguely humanoid but also fiery. Four firenewts worship
  before it.
  The worshipers are two firenewt warlocks of Imix and
  two firenewt warriors (see appendix D for the firenewts’
  statistics). They fight to the death.
  The statue weighs 150 pounds and represents Imix, the
  evil, fiery primordial at the center of the firenewts’ militarized,
  theological society. The statue has little artistic merit
  (firenewts are passable smiths but poor artists). If the gold
  and silver are separated from the other metals, they’re worth
  20 gp and 400 sp, respectively. An albino dwarf or a character
  skilled at smithing could smelt out the valuable metals with
  the equipment in Hrakhamar in a few hours.
  A character who makes a successful DC 13 Wisdom
  (Perception) check while examining (or smelting down) the
  statue of Imix recognizes an object hammered into its flames
  as having once been part of a key. It’s the only bit of
  adamantine on the statue, and only the toughness of
  adamantine prevented it from being hammered out of all
  recognition. Once the adamantine fragment is picked out, a
  more careful search turns up a second fragment of gold, so
  thoroughly hammered that it’s barely recognizable. These keys
  once unlocked the door to the treasury (area 6) and are
  beyond repair; so little of them remains that not even a
  mending spell can fix them.
  8. Smoke-Filled Caverns
  The size and shape of this area are impossible to
  determine. Clouds of roiling smoke sting your eyes, and
  drifting embers burn your throat as you breathe. You
  can, however, barely make out what looks like a lantern
  farther back in the smoke.
  These linked caverns are the lair of two smoke mephits.
  What the characters perceive as a dim lantern is a dancing
  lights spells cast by one of the mephits to lure the characters
  deeper into the noxious lair.
  All of area 8 is heavily obscured. Characters can move 10
  feet per round by following a wall with their hand; moving
  faster than that means taking 1 bludgeoning damage from
  banging heads and shins into stone protrusions. After 2 rounds
  in the smoke, each character must make a successful DC 10
  Constitution saving throw at the start of each of his or her
  turns or gain a level of exhaustion. Those who hold their
  breath won’t gain exhaustion for as long as their breath holds
  out; characters who tie wet rags across their nose and mouth
  or take similar precautions have advantage on the saving
  throw for 10 rounds, but then the rag dries out in Hrakhamar’s
  intense heat.
  The mephits aren’t interested in attacking adventurers
  directly, but they’ll gleefully loot the bodies of anyone who
  collapses in the smoke. If cornered, they beg for mercy. They
  offer to trade information for their lives if a character makes a
  successful DC 10 Charisma (Intimidation) check. They know
  the forge is infested with firenewts, where the newts’ giant
  strider mounts are kept, and that two dwarf prisoners are tied
  up in the cells due west of the mephits’ lair.
  9. Cells and Passage to Wyrmheart Mine
  Firenewts are notorious torturers and eaters of humanoid
  flesh. Prisoners are tied up, gagged, and tossed here until the
  firenewts decide how to inflict the most intense and longest-
  lasting pain on them. Most prisoners are dead within a tenday,
  but they wish for the end much sooner.
  Dwarves are the exception. There’s much about the
  workings of Hrakhamar the firenewts still don’t understand.
  Captured dwarves are tortured for hints about how the
  foundry’s tools and machines work. Two luckless albino
  dwarf warriors (see appendix D) are tied, gagged, and
  blindfolded here when characters arrive. Their names are Laz
  Drumthunder and Malkar Stonegrist. Both are wounded and
  have 1 hit point remaining. They are also starving, dehydrated,
  and suffering from 5 levels of exhaustion. Laz will recover
  normally with time and care, or magical healing. Malkar has
  gone mad; he shudders uncontrollably and screams nonstop if
  his gag is removed. A lesser restoration spell or comparable
  magic is needed to restore his sanity. If Laz and Malkar are
  taken to Sithi Vinecutter, she and her companions look after
  them.
  The tunnel winds southward 40 miles to Wyrmheart Mine,
  which has been taken over by the dragon Tzindelor and her
  kobold minions (see “Wyrmheart Mine"). The tunnel is
  passable and the rail cart tracks are intact for the full length,
  but encounters with carrion crawlers and giant spiders are
  guaranteed. As characters get closer to Wyrmheart Mine, they
  might also encounter bands of kobolds. The albino dwarves
  know where the tunnel leads but are quick to warn characters
  about the red dragon that has taken over Wyrmheart Mine.
  10. Mine Cart Bay
  The dwarves parked their ore carts and flatbed rail carts
  here when they weren’t in use. Two of each are still here, and
  both are in minimal working condition.
  The firenewts use the area as stables for twelve giant
  striders (see appendix D). The giant striders are tethered, but
  the tethers are meant only to keep them from crossing the
  westernmost line of cart tracks and wandering through the
  tunnels. An angry or alarmed strider can easily break loose,
  and these vicious creatures become both angry and alarmed
  when they see humanoids who aren’t their firenewt masters.
  As soon as a non-firenewt enters area 10, the giant striders
  begin stamping, growling, and straining at their tethers.
  Beginning on the following round, 1d3 giant striders break
  loose each round and attack or join in an ongoing battle. They
  don’t attack firenewts, and a firenewt can hop onto a giant
  strider and ride it as a mount using the standard rules for
  mounted combat.
  Hvalspyd
  The Hvalspyd (the name means “whale spear”) is a
  longship sized for frost giants: 250 feet long, with sails made
  from white dragon wings. It’s anchored 100 yards off a beach
  
  FOOTER 1
  along Chult’s northeast coast, 70 miles north of Kitcher’s Inlet.
  It’s impossible for the giants to hide the vessel; anyone sailing
  down the coast can’t miss it.
  The Hvalspyd sailed south from the Sea of Moving Ice with
  a crew of twenty frost giants. Three frost giants remain
  aboard the ship — two stand guard while the third rests. Two
  more frost giants watch the sea from the beach. The other
  fifteen giants have split into five search parties of three giants
  each, and are searching the jungle for Artus Cimber and the
  Ring of Winter. One of the frost giant hunters is the Hvalspyd’s
  captain, Drufi (NE female frost giant).
  At the behest of her lord, Jarl Storvald, Drufi led this
  expedition to retrieve the ring. Storvald wants it for reasons
  explained in the adventure Storm King’s Thunder. He believes
  that with the Ring of Winter, he can freeze the world and bring
  about the Age of Everlasting Ice — a wonderful dream that
  keeps Drufi focused on the task at hand. The giants know
  nothing of Acererak, the Soulmonger, or the death curse.
  The frost giants are out of their element in tropical jungle.
  They regard it as the worst kind of hell imaginable. They have
  no intention, however, of failing their jarl and letting the Ring
  of Winter slip through their grasp.
  Frost Giant Search Parties
  Drufi’s search party includes two male frost giants and a pair
  of winter wolves. Each of the other four search parties
  consists of three frost giants and 1d2 winter wolves. The
  frost giants can’t move through the jungle without leaving a
  trail. If characters encounter giants, they’re likely to see
  evidence hours or days before the actual meeting: trampled
  brush, broken or uprooted trees, gigantic boot prints, 3-foot-
  high runic trail markings carved into trees or etched onto
  boulders, and winter wolf droppings. Chult has many gigantic
  carnivores, so a successful DC 10 Wisdom (Survival) check is
  needed to identify these indicators as foreign to the jungle; if
  the check succeeds by 5 or more, the source is recognized as
  frost giants. A Chultan guide has advantage on this check but
  won’t make the leap to frost giants. That idea is just too far-
  fetched.
  So far, the giants’ searching has roamed from the coast to
  the River Tiryki, and from the ruins of Port Castigliar to the
  northeastern mountains. Drufi has seen Fort Beluarian from a
  distance and Port Nyanzaru from across the mouth of the
  River Tiryki, but the giants avoid Flaming Fist patrols. For
  their part, the mercenaries and scouts from the fort have seen
  many puzzling signs in the jungle to the south, but they haven’t
  yet
  concluded
  they’re
  dealing with
  frost giants.
  The giants’
  next step will
  be to push
  farther south.
  At some
  point
  (determined
  by you),
  they’ll return
  to the
  Hvalspyd,
  sail south to
  Refuge Bay,
  and start the
  search afresh from there. Obviously, this is a very inefficient
  way to search an area as large and as dense as Chult, but Drufi
  has no better idea.
  Drufi has no reason to attack or kill the characters, should
  they meet, unless the characters attack her or if she suspects
  they know more than they’re admitting about the Ring of
  Winter. Before taking any action, she’ll try to ferret out what, if
  anything, the characters know about Artus Cimber and the
  artifact. Drufi’s attempts to be cagey about her interest have all
  the subtlety of a charging mammoth. Any character who
  succeeds on a DC 10 Wisdom (Insight) check quickly
  recognizes that Drufi’s clumsy questions are about a powerful
  magic item in Cimber’s possession.
  Any meeting between the characters and the giants will be
  more dramatic if it occurs after the characters’ first encounter
  with Artus Cimber. If they admit they’ve met him but can’t
  (orwon’t) tell Drufi where he is, she has all the reason she
  needs to capture the characters and torture the information
  out of them.
  Treasure
  The Hvalspyd’s stores have been mostly depleted, and the frost
  giants didn’t bring treasure with them on the expedition.
  Ishau
  The coastal settlement of Ishau sank into the sea. Now, the
  village’s stone buildings sit completely underwater in Refuge
  Bay, a few miles from shore. Hunter sharks and reef sharks
  glide among the sunken ruins, competing with plesiosaurs for
  the position as top predator — but all of them fear and avoid
  the vicious sea hags who occasionally scour the ruins for
  human remains and waterlogged trinkets.
  Jahaka Anchorage
  Three pirate ships use Jahaka Anchorage (map 2.10) as a
  haven: the Dragonfang, the Emerald Eye, and the Stirge. All
  three are sailing ships (see chapter 5 of the Dungeon Master’s
  Guide). See the “Pirates of Jahaka Anchorage” sidebar for
  information on the captain and crew of each vessel.
  Only one pirate ship is docked at the anchorage at any
  given time. A second ship rides at anchor outside the harbor
  up to a mile away, ready to defend the anchorage. The third
  ship is always at sea, usually prowling for victims. You can
  randomly determine which ships are where. The captain of
  whichever ship is docked commands the anchorage from
  aboard his ship.
  The
  anchorage is
  sheltered
  inside a sea
  cave. It’s damp
  and echoing,
  but at least the
  cave keeps out
  the daily rain.
  The pirates
  outfitted it
  with a pier and
  a ramshackle
  fort built from
  scavenged
  planking, old
  barrels, deck
  grates, spars,
  and whatever
  
  FOOTER 1
  else they could scrounge. It incorporates a warehouse where
  they stash their stolen booty until it can be sold (area 4), a cell
  where captives are held until they’re ransomed or sold (area
  5), and a tavern where the pirates carouse (areas 6A–6C).
  The three pirate captains are in league with Liara Portyr of
  Fort Beluarian, who gives them information about vessels
  sailing into and out of Port Nyanzaru and helps the pirates sell
  their stolen cargoes. Ships flying the ensign of Baldur’s Gate
  are usually left alone, as a condition of Portyr’s cooperation.
  The Flaming Fist commander is kept apprised of upcoming
  naval patrols originating from nations on the mainland, and
  she passes this information to the pirates via a sending stone.
  Even more than their deal with Liara Portyr, the pirates’
  most important asset is this hidden base, and every pirate
  must swear a blood oath to protect its secret location. Any ship
  that sails within visual distance of the anchorage is attacked
  and chased, if necessary. The Brazen Pegasus (see “Harbor
  Ward") has a good chance to escape because she’s so fast;
  other ships are unlikely to get away.
  Anyone who wanders into the anchorage from the jungle
  or from the bay is unlikely to be allowed to leave. If characters
  stumble into Jahaka Anchorage, the pirates claim it’s a trading
  post or an exploratory base established by the Flaming Fist or
  a merchant consortium, and they’ll put up a convincing front
  to that effect. They’ll do whatever it takes to get strangers off
  their guard, then kill or capture them.
  The roof of the cave looms 60 feet above the water, on
  average (this varies a bit with the tide). It’s 50 feet above
  ground level and 20 feet above the top of the watch tower and
  gantry. Two natural stone columns sit across the mouth of the
  inlet with only a 25-foot gap between them, so that ships must
  be carefully towed into the cave by small boats and
  maneuvered with ropes once they’re inside.
  Thanks to its sheltered position and the perpetual mist in
  the bay, the cave is difficult to find unless a person knows
  where to look. An alert lookout spots the structures and
  docked ship inside the cave automatically if passing within a
  half-mile of shore. At a distance up to 2 miles, a successful DC
  15 Wisdom (Perception) check is needed. Lookouts at the
  anchorage notice a ship within 2 miles automatically.
  The pirates’ first line of defense is a ring of submerged
  rocks a quarter-mile from shore. The captain of a ship trying to
  sail though must make a DC 10 Intelligence check. If the check
  succeeds, the ship gets past the rocks safely. If it fails by 4 or
  less, the ship strikes a rock and springs a few leaks but suffers
  no serious damage and can continue seeking a passage
  through. If the check fails by 5 or more, a rock causes
  significant damage; the ship lists badly and its speed is halved
  until the hull is repaired. Striking a third rock causes the ship
  to sink. The pirates, of course, know where the rocks are and
  avoid them.
  The watchtower (area 6) and the entire elevated walkway
  from the tower to the warehouse (area 4) have crenelated
  parapets for defense. These provide half cover.
  Aside from the pirate crews, Jahaka Anchorage is home to
  a handful of pirates who answer to the tavernkeeper, Bosco
  Daggerhand (area 6A) — and only because he’s master of the
  ale.
  PIRATES OF JAHAKA ANCHORAGE
  Three pirate ships use Jahaka Anchorage as a base, and
  their captains have forged tenuous alliances with each other
  and Liara Portyr of Fort Beluarian. Use the deckplans in
  appendix C of the Dungeon Master’s Guide to represent each
  pirate ship, as needed. Each ship’s crew is described below.
  Dragonfang
  Captain Elok Jaharwon (NE male Chultan human
  wereboar) has no patience or sense of humor. He was first
  mate of the Dragonfang until a year ago, when he staged a
  mutiny and hurled the former captain overboard. The other
  captains are still adjusting to their ill-mannered new
  confederate, who seems intent on bullying his way toward
  declaring himself king of the pirates.
  Elok wants to stop sending a slice of the pirates’ profits to
  Fort Beluarian, which would end the alliance with Liara Portyr
  and probably be self-defeating; the pirates could keep more of
  their profit, but they’d take fewer prizes and incur more risk.
  The other captains see the disadvantages clearly, but Jaharwon
  is building a following among the rank-and-file pirates of all
  three crews.
  The Dragonfang’s crew includes a first mate named Mad
  Kalita (LE female Chultan human spy), fifteen Chultan bandits,
  three Chultan thugs, and a “sea witch” named Eye of the Deep
  (N female Calishite human druid).
  Emerald Eye
  The calculating Captain Zaroum Al-Saryak (LE male
  Calishite human bandit captain) has a special fondness for
  gemstones. He wears a coat with glittering gems sewn into it
  (750 gp) and wears a scimitar with gemstones embedded in
  the hilt (1,250 gp). His ship, the Emerald Eye, has cabins
  decorated like rooms in a Calishite pasha’s palace. Al-Saryak is
  fond of chopping off the heads of those who displease him and
  dangling them from his ship’s mermaid figurehead. A long-ago
  injury cost him his left eye and incised a scar in the form of a
  large X across his face. The ruined eye socket now holds a
  magical gem that allows Al-Saryak to discern ghostly pathways
  leading to treasure. The gem works for no one else. Al-Saryak
  holds the sending stone matched to Liara Portyr’s (see “Fort
  Beluarian”).
  The crew of the Emerald Eye consists of a first mate named
  Voltan (CE male Calishite human berserker), twelve Calishite
  bandits, two Calishite thugs, and five Chultan tribal warriors.
  Stirge
  Captain Laskilar (NE male Tethyrian human bandit captain
  wearing a cape of the mountebank) is a flamboyant, rakish
  pirate who’s grown tired of chasing merchant ships and
  hearing their captains whine and plead over lost revenues and
  spilled blood. He’d rather seek lost treasures and magic items,
  but not by digging into ruins and tombs; instead, he’ll happily
  pursue adventurers across jungles and oceans to steal
  whatever hard-earned plunder he believes they have. His ship,
  the Stirge, is filled with scoundrels and cutthroats eager to do
  his dirty work. Laskilar also stays in contact with a host of
  wealthy patrons in Port Nyanzaru and more distant ports who
  are eager to pay a king’s ransom for the rarest of his ill-gotten
  gains.
  The crew of the Stirge includes a first mate named Heel
  (NE male half-orc gladiator), twelve Chultan and Tethyrian
  bandits, six Chultan thugs, and a mad sea priest named Caldos
  Hellingskorn (CE male Illuskan priest of Umberlee).
  1. Jungle Gate
  The narrow strip of land between the cliff and the water is
  closed off by a 15-foot-high wall made of thick palm logs
  lashed together with stout vines. Their bottoms are set into
  the ground, and the whole wall is braced up along the inner
  side with more palm logs. The wall is meant to keep out
  undead and dinosaurs. The gates are roughly made but
  reinforced with iron bands and backed by two heavy wooden
  
  FOOTER 1
  bars. The pirates never open these gates without the approval
  of whichever captain is currently in charge of the anchorage.
  2. Pier
  Whichever pirate ship is in port is tied up at this pier. Cargo is
  offloaded using the crane at the warehouse (area 4). The pier
  is covered in slick moss and perpetually in need of repair.
  Two small boats are kept here. One is a simple dinghy used
  mainly for carrying food and water to prisoners in area 5. The
  other is a small cutter with six oars and a single mast, used for
  towing ships into and out of the anchorage. Any sailor
  recognizes that the rowboat would quickly be swamped by
  waves if it was taken out of the safe harbor, but the cutter
  could be rowed and sailed on the open sea in an emergency. It
  has a top speed of 5 mph under sail or half that when rowed,
  and it can hold up to ten Medium occupants.
  A short pier allows access to Sharkbait Rock. Prisoners
  with no value or who have information they refuse to give up,
  or pirates who’ve seriously broken the buccaneer’s code, can
  be lashed to the rock. There they’ll either drown at high tide or
  be nibbled on by sharks and other predators until their
  punishment is complete or their tongues are sufficiently loose.
  3. Officers’ Quarters Ashore
  Each of the three captains has one of these chambers for
  his private use. In practice, the captains seldom use them,
  preferring the comfort and safety of the cabins aboard their
  own ships. Instead, the use of these private quarters is meted
  out as a reward to crew members who distinguished
  themselves on the latest voyage, and as a result, they tend to
  be squalid and smelly.
  4. Warehouse
  All three captains store their booty in this common
  warehouse. The double door is sealed with an iron padlock to
  which only the captains have keys. It can be picked with
  thieves’ tools and a successful DC 20 Dexterity check.
  A fortified balustrade overlooks the anchorage to the
  south. The wooden platform extends over the water on
  pilings, and a crane on the platform serves to lift cargo
  up to the warehouse. Thrust into the rough-hewn back
  wall of the warehouse are scores of rusty blades — old
  longswords, shortswords, rapiers, scimitars, and
  daggers.
  Among the rusty blades stuck in the walls are ten flying
  swords that pull themselves free and attack when the treasure
  in the room (see “Treasure” below) is disturbed. The animated
  blades don’t attack any creature wearing an eye patch, nor do
  they animate when an eye patch-wearing creature disturbs the
  treasure.
  Treasure. The warehouse’s treasure is contained in
  numerous unlocked chests, sacks, sealed crates, and casks. The
  trove consists of 6,400 cp, 2,500 sp, 300 gp, 60 pp, ten gold
  bracelets (25 gp each), an electrum goblet (25 gp), and two
  spell scrolls (knock and Leomund’s tiny hut) in corked wooden
  tubes.
  5. The Cage
  Prisoners are held in this large but filthy cell until they’re
  ransomed or sold into slavery. High waves sometimes wash
  into the chamber, soaking everyone and leaving puddles on
  the floor. Palm logs form the bars across the front of the cage;
  
  FOOTER 1
  they’re held in place by sturdy pins that must be noisily
  hammered out before the logs can be lifted out to create a gap
  wide enough for a Small or Medium creature to slip through.
  Escape is risky for three reasons. First, pirates on watch atop
  the tower (area 6) keep an eye on the cage. Second, 1d4 + 1
  reef sharks inhabit the water below the cage. Third, the only
  place escapees can go is the jungle, which is more cruel than
  the pirates.
  Whether any prisoners are in the cell when characters
  arrive at Jahaka Anchorage is up to you, but it’s seldom empty.
  Besides captive sailors and merchants, there could also be
  Harpers, Zhents, or adventurers. Adventurers imprisoned here
  could be members of the Society of Stalwart Adventurers, a
  group from Cormyr that maps uncharted places and hunts for
  lost artifacts. Characters who have not yet encountered Artus
  Cimber and Dragonbait might find them hiding nearby,
  plotting to free the prisoners. As a former member of the
  Society of Stalwart Adventurers, Artus would be motivated to
  help other society members in jeopardy.
  6. Watchtower
  This ramshackle watchtower stands 30 feet above “dry” land.
  It’s surrounded by a crenelated parapet that provides half
  cover to defenders. A ballista is also mounted on the tower. It
  can be used against vessels intruding in the anchorage, but it’s
  primarily for defense against large reptiles threatening the
  jungle wall (area 1). Two pirates (bandits) are always on duty
  atop the tower, and more come pouring out of Bosco’s Bilge
  (area 6A) if the brass alarm bell is rung. A spiral staircase
  carved into a nearby pillar of rock allows access to Bosco’s
  Bilge.
  6A. Bosco’s Bilge
  This structure is built from the hull of a captured ship that was
  too slow to be used as a pirate ship, but it had one fine quality:
  it didn’t leak. The pirates hauled it out of the bay, hacked it
  apart, and flipped it upside down to form a building of sorts.
  It’s now Bosco’s Bilge, an ersatz tavern catering to the off-duty
  pirate crews relaxing at Jahaka Anchorage. The room contains
  benches, stools, and a few tables on a sand floor. It reeks of
  spilled beer, old food, and stale tobacco smoke.
  The proprietor is Bosco Daggerhand (NE male human thug
  who wears a ring of animal influence), so called because he
  never shakes anyone’s hand without his other hand resting
  threateningly on the dagger in his sash. He keeps a semi-tame
  deinonychus (see appendix D) as a guard animal, which he
  controls with his magic ring. The pirates refer to the raptor as
  Knuckles — because someone who’s foolish enough to let it
  nip their hand won’t have anything else left.
  Any time of the day or night, 2d6 pirates (bandits) are
  carousing in Bosco’s Bilge. Another 1d6 pirates are passed out
  on the tables or floor.
  6B. Kitchen
  Bosco’s customers aren’t very interested in food, but the
  simple fare he offers — boiled shark, roasted snake, and other
  jungle delights — is prepared here. When leftovers become so
  rancid the pirates won’t eat them, they’re either fed to the
  deinonychus or sent to the captives in the cage (area 5). The
  door to the kitchen is always closed, to keep Knuckles from
  raiding the pantry.
  6C. Bosco’s Bunk
  Bosco’s private room contains a hammock, a locked sea chest
  stuffed with clothes and trinkets, a few musty books, and a pile
  of reeds for Knuckles to sleep on. Bosco carries the key to the
  chest, or the lock can be picked with thieves’ tools and a
  successful DC 15 Dexterity check.
  Treasure. A false bottom in the sea chest can be found
  with a successful DC 12 Wisdom (Perception) check. The
  compartment holds 58 gp, 140 sp, a potion of water breathing,
  and three black eye patches. (The pirate captains don the eye
  patches before trying to remove treasure from area 4.)
  Locations J - L
  Jahaka Bay
  Pirate ships enter and leave this bay as they come and go from
  Jahaka Anchorage. The River Tath plunges down multiple
  waterfalls before spilling into the bay, so mist perpetually
  drifts out of the river mouth and across the bay. This mist isn’t
  especially heavy but its effect accumulates over distance, so it
  restricts visibility to a few miles on all but the windiest days.
  The outline of the coastal mountains can be seen from any
  distance in the bay, but finer details — something the size of a
  ship or smaller, for example — can’t be discerned from more
  than 2 or 3 miles distant. Since the bay is about 20 miles wide
  and 40 miles deep, it’s an excellent hiding spot for pirates. Any
  ship that wanders into the bay without knowing precisely
  where to look is unlikely to stumble upon Jahaka Anchorage.
  Kir Sabal
  An ancient monastery overlooks the jungle from its
  perch on the cliff of a tall plateau. Stone steps and
  rickety walkways connect the various buildings, the
  lowest of which is 500 feet above the ground. The main
  building has a circular mazelike symbol carved into its
  crumbling facade.
  Every few minutes, bird folk either land at the
  monastery or launch themselves from its balconies and
  take to the sky.
  Kir Sabal (map 2.11) is home to a flock of aarakocra and a
  peaceful sanctuary where heroes can find rest and safety — if
  they can reach it. The aarakocra are also sheltering the last
  human descendants of the royal line of Omu. If the characters
  eventually liberate Omu from the evil possessing it, the royal
  line can be restored.
  Originally, the monastery structures could be reached by
  ascending a path that combined natural stone ramps, steps cut
  into the cliff face, and wooden walkways built onto the cliff.
  The ramps and steps are still mostly intact, but the wooden
  walkways are rotting or missing entirely in many places. The
  aarakocra don’t need them and have no reason to repair them.
  To reach the monastery from the ground, a character must
  make three ability checks. Each time a check fails, the
  character must choose between either taking 10 (3d6)
  bludgeoning damage from a fall or gaining 1 level of
  exhaustion (which means disadvantage on further ability
  checks). The three ability checks are as follows:
  
  A DC 15 Strength (Athletics) check to climb around gaps
  in the walkway.
  
  A DC 15 Dexterity (Acrobatics) check to cross wide gaps
  in the wooden walkways by jumping along oddly spaced
  support beams.
  
  A DC 15 Wisdom (Perception) check to spot rotted
  planking that won’t support weight.
  The climb takes 1 hour, plus 10 minutes for every failed
  ability check. Unless characters make the climb invisibly, at
  
  FOOTER 1
  night, or during a rainstorm, it’s impossible to reach the
  monastery without the aarakocra knowing they’re coming.
  Fifty-six live in Kir Sabal, in twelve “nests” or extended
  family groups. About a third of the aarakocra population are
  juveniles; the rest are adults split evenly between males and
  females. They live primarily by hunting in the jungle, fishing
  along the River Olung, and gardening atop the plateau, where
  they’re safe from most of Chult’s predators.
  The leader of the community is an incredibly old aarakocra
  named Asharra. The others refer to her as Teacher, and they
  revere her as a living saint. Asharra is intelligent, ambitious,
  and somewhat manipulative, but never cruel or insensitive.
  Asharra is an aarakocra, with these changes:
  
  Asharra is lawful neutral.
  
  She has 31 (7d8) hit points.
  
  She has an Intelligence of 14, a Wisdom of 17, and the
  following skills: History +4, Insight +5, Perception +7.
  
  She has the Spellcasting trait described below.
  
  She speaks Auran and Common.
  
  She has a challenge rating of 2 (450 XP).
  Spellcasting. Asharra is a 5th-level spellcaster who uses
  Wisdom as her spellcasting ability (spell save DC 13; +5 to hit
  with spell attacks). She has the following druid spells prepared:
  Cantrips (at will): druidcraft, mending, produce flame
  1st level (4 slots): detect magic, faerie fire, thunderwave
  2nd level (3 slots): gust of wind, hold person, lesser
  restoration
  3rd level (2 slots): call lightning, wind wall
  The aarakocra of Kir Sabal lead ritualistic lives and follow
  strict rules of behavior laid down by tradition and the Teacher.
  To a large extent, the rules and rituals have taken on a life of
  their own irrespective of any religious observance.
  If the characters approach peacefully, they’ll be welcome in
  Kir Sabal as long as they don’t harm anyone, disrupt traditions,
  steal, or lie. Even as guests, they’re expected to spend a few
  hours a day helping with chores (sweeping floors and cleaning
  dishes, mostly).
  If the characters tell Asharra of their plan to visit Omu and
  destroy the Soulmonger, she offers to perform a ritual called
  the Dance of the Seven Winds, bestowing on the characters the
  magical ability to fly (see the “Dance of the Seven Winds”
  sidebar). To complete the ritual, she needs a black orchid,
  which can be found only in Nangalore (described later in this
  chapter). Asharra can provide directions, but she doesn’t allow
  her people to go anywhere near the ruins because of the evil,
  intelligent cranes (eblis) known to live there.DANCE OF THE
  SEVEN WINDS
  Asharra knows a ritual called the Dance of the Seven
  Winds, which temporarily grants magical flight to as many as
  ten nonflying creatures. The ritual, which takes 10 minutes to
  complete, can only be performed by an aarakocra elder and
  requires a black orchid as a material component.
  Asharra must grind the orchid to powder, inhale it, and
  dance in circles around the ritual’s beneficiaries uninterrupted
  while seven other aarakocra chant prayers to the Wind Dukes
  of Aaqa. When the dance concludes, Asharra’s wings disappear
  and she loses the ability to fly. The ritual’s beneficiaries each
  gain a magical flying speed of 30 feet (allowing them to fly 4
  miles per hour). This benefit lasts for 3 days, after which
  Asharra’s wings reappear and she regains the ability to fly.
  Seventeen-year-old Princess Mwaxanaré (see appendix D)
  is the oldest living descendant of the royal families of Omu and
  the primary heir to the fallen kingdom. She and her six-year-
  old brother Na (a noncombatant with AC 10 and 3 hit points)
  are guests of the aarakocra — although “wards” might be a
  
  FOOTER 1
  more accurate description. Their great-grandmother, Napaka,
  was the last ruling queen of Omu; their father, Omek, died in a
  fall, and their mother, Razaan, was killed by pterafolk. The
  aarakocra aim to protect the young royals (and their progeny,
  if necessary) until the evil in Omu is banished. The aarakocra
  say that they’re doing this solely for the future of Chult, but
  Asharra secretly hopes that the aarakocra will be elevated to
  key roles in any renewed Chultan kingdom, if and when it
  comes about.
  Mwaxanaré is vain, headstrong, and impatient to claim her
  throne. She doesn’t take kindly to backtalk and is
  unaccustomed to speaking to anyone except Asharra without
  condescension. In her view, she’s already Queen of Chult; the
  rest of the world is at fault for not acknowledging that.
  Unfortunately, the princess’s whole life has been sheltered
  at Kir Sabal, so her understanding of the world beyond the
  monastery is woefully, almost comically, narrow and distorted.
  For example, she never refers to other kingdoms as anything
  but principalities or holdings (“the holding of Waterdeep,” “the
  principality of Amn”); she believes that the other rulers of
  Faerûn would send thousands of soldiers to her aid in a matter
  of days if they were aware of her need; and she’s certain the
  merchant princes of Port Nyanzaru will welcome her return
  and gladly hand over rulership of the city to their rightful
  monarch. The world as she understands it is tiny and hungry
  for her leadership. Mwaxanaré isn’t a fool; for the most part,
  these are things she’s been taught by Asharra.
  Mwaxanaré believes she can garner widespread support to
  repopulate and rebuild Omu by retrieving a symbolically
  significant yet long-lost treasure called the Skull Chalice of
  Ch’gakare (see chapter 5). If the characters claim to be headed
  to Omu, she urges them to find the chalice and return it to her
  “for the good of Chult.” If the characters request something
  more substantial as a reward, she offers them 250 gp worth of
  choice pieces from her private treasury (see area 5).
  Although the aarakocra treat her well, Mwaxanaré is lonely;
  the only other human in Kir Sabal is her brother. Consequently,
  the princess is likely to fixate on one of the adventurers as a
  potential romantic partner. This attachment will be powerful,
  fiery, and jealous, and Mwaxanaré is accustomed to getting
  everything she wants.
  Against Asharra’s wishes, the princess forged a pact with
  the Wind Dukes of Aaqa, ancient beings of the Outer Planes, to
  become a fledgling warlock. She detests physical labor and
  puts her mage hand and unseen servant spells to constant use.
  Through her pact, she has also gained telepathy, which she
  enjoys using.
  If Asharra suspects that Mwaxanaré might learn disturbing
  or inconvenient truths about the world from the characters, or
  that her passion for one of them might lead to tragedy, they
  become a dangerous presence in Asharra’s eyes — and Kir
  Sabal is a precarious place for creatures without wings.
  Na wears an aarakocra costume he made himself and
  pretends to be one of the bird folk. He is uncommonly studious
  and bookish for a six-year-old boy. He is polite, deferential,
  and speaks softly with a wisdom beyond his meager years. His
  only outdoor interests are walking among the gardens atop
  the plateau, where he studies plants and insects, and launching
  complex flying toys made of wood and folded paper out the
  window of his room and watching them glide lazily across the
  jungle. Na would laugh, and then be aghast, if anyone
  suggested he would make a better monarch than Mwaxanaré.
  
  FOOTER 1
  WHEN GARGOYLES ATTACK
  The gargoyles of Omu and the aarakocra of Kir Sabal are
  bitter enemies. Aarakocra scouts watch over the distant city,
  and their brazen intrusion annoys the gargoyles. Once in a
  while, gargoyles follow a patrol back to Kir Sabal and attack
  the monastery. If this happens while the characters are visiting
  Kir Sabal, the aarakocra appreciate whatever help the party
  can provide. The attacking force consists of ten gargoyles. If six
  or more are slain, the rest fly back to Omu..
  1. Monastery
  Six aarakocra inhabit the monastery, living as monks. While
  in the monastery, they wear prayer bead necklaces and paint
  labyrinthine patterns on their beaks, hands, and feet.
  A large, circular labyrinth symbol of Ubtao is painted on
  the face of this building, but it can’t be seen from anywhere in
  Kir Sabal; it’s visible only from the air or from the ground
  below.
  1A. Refectory.
  The entrance hall of the monastery is also the dining chamber.
  The aarakocra monks take all their meals here, but it’s also
  where meetings take place. The aarakocra use backless
  benches and stools for seats, to accommodate their wings. The
  table can seat twenty.
  1B. Prayer Hall.
  This is the main hall of the monastery, and it’s an impressive
  sight. The rafters of the ceiling are fully 60 feet above the floor,
  and the peak of the thatched roof is 15 feet above that. The
  space is large enough that aarakocra can fly inside it, though
  they seldom do for the sake of decorum.
  The circular labyrinth symbol of Ubtao is laid out on a floor
  mosaic 25 feet in diameter. The aarakocra monks spend much
  of their days meditating while viewing the labyrinth from the
  lower and upper landings of the staircase. Other aarakocra
  come here only on special occasions such as weddings,
  funerals, and holy days.
  1C. Masters’ Quarters.
  The aarakocra monks use these sleeping chambers. Each
  chamber contains a bunk bed and a small table for a candle
  and washbasin. The monks have no possessions; even their
  clothes and prayer beads belong to the monastery.
  1D. Antechamber.
  Before entering the shrine, the monks prepare themselves in
  this antechamber by washing with scented oils, reading from
  inspirational scrolls, and painting labyrinthine patterns onto
  their beaks, hands, and feet.
  1E. Shrine.
  A life-size wooden statue of a noble tabaxi stands against the
  far wall, draped in flowers and beads and wreathed in incense
  smoke. Unlike the other statues in Kir Sabal, this one is in
  excellent condition, though it’s still very old. It can be
  recognized as a portrayal of Ubtao in tabaxi form with a
  successful DC 15 Intelligence (Religion) check. The aarakocra
  don’t know the statue as Ubtao; they revere it simply as a
  talisman that safeguards Kir Sabal and as a focus for
  meditation.
  1F. Training Hall.
  The aarakocra monks use this hall for instruction in
  meditation and martial arts. It contains no furniture except
  woven grass mats.
  2. Cleansing Chambers
  Aarakocra ritually cleanse themselves in this building before
  visiting the monastery. This is also where they leave offerings
  for Teacher and their mysterious guardian figure (the statues
  of Ubtao as a tabaxi).
  2A. Washroom.
  The lower chamber contains a wash basin for performing
  ablutions and smaller vessels of salt, powdered chalk, and gold
  dust (50 gp worth) for sprinkling onto one’s feathers before
  visiting the monastery.
  2B. Shrine.
  The upper chamber contains a wooden case with shelves of
  candles and head scarves for visitors to the monastery. At the
  east end of the chamber is a 5-foot-tall wooden statue with
  flowers and offerings of food placed at its feet. The statue is
  obviously very old, and it’s worn almost smooth by thousands
  of hands brushing against it, so it’s impossible to determine
  what it originally portrayed. Offerings left here are picked up
  daily by Asharra’s servant and placed on the statues in the
  monastery or the elder’s house.
  3. Elder’s House
  Asharra and an elderly female aarakocra servant named
  Yingmatona (pronounced ying-mah-TOE-nah) live in this
  grand structure. No other aarakocra ever set foot inside.
  Mwaxanaré visits occasionally, and only Na is allowed to come
  and go as he pleases. This building is off-limits to the
  characters unless they’re invited inside. Trespassing in the
  Teacher’s home is a horrendous breach of hospitality.
  3A. Shrine.
  The lower floor of the house is a single room. Yingmatona
  sleeps on a mattress under the stairs. A life-size wooden statue
  resembling a tabaxi stands opposite the door. Flowers and
  offerings of food are placed at its feet. The statue is obviously
  very old and carved in the stylized Chultan manner, so a
  successful DC 15 Intelligence (Religion) check is needed to
  recognize it as a depiction of Ubtao as a tabaxi. This realization
  is automatic if someone already figured it out in the monastery.
  The walls of the chamber bear faded frescoes of floral
  designs and — somewhat jarringly — mathematical symbols.
  A section of floor has collapsed from age. Anything falling
  through plunges hundreds of feet to the rocks below.
  3B. Asharra’s Quarters.
  The upper floor is decorated with frescoes similar to those on
  the lower floor. The landing atop the stairs has no windows,
  being set inside the cliff, but it’s dimly lit by two candles (one
  at each end of the hallway).
  The outer room is a library with a single bookcase holding
  forty-four ancient books. Na likes to come here and read the
  books, none of which is magical. They cover most areas of
  knowledge: mathematics, natural philosophy, geography,
  fabulous creatures, theology, and so forth. All the books
  predate the Spellplague, so little useful information about
  Chult can be gleaned from them.
  The inner room is Asharra’s personal chamber. It contains
  a comfortable bed, a nightstand, a few books of Chultan poetry,
  and a wardrobe holding everyday and ceremonial clothing.
  Under the bed is a small, closed box holding four potions of
  poison that are easily mistaken for potions of healing. Asharra
  might resort to these if the characters’ presence in Kir Sabal
  becomes inconvenient.
  
  FOOTER 1
  4. Dwellings
  The dwellings in Kir Sabal aren’t all identical, but they’re
  similar enough. Each is occupied by 2d4 aarakocra. A
  standard dwelling has two or three levels connected by a
  ladder (the interiors are too tight for flying). Most aarakocra in
  Kir Sabal have little in the way of valuables, aside from totems
  handcrafted from wood, feathers, scales, shells, and teeth.
  5. Royal House
  Perched between the monastery (area 1) and the elder’s house
  (area 3) is a dwelling similar to the ones described in area 4.
  However, this particular house is furnished for humans and
  belongs to Mwaxanaré and Na. It is much finer than the others,
  as befits their royal status.
  Treasure. Mwaxanaré has many beautiful trinkets: silver
  brushes and mirrors, crystal perfume bottles, writing quills
  made from multicolored parrot feathers, jewels for braiding
  into her hair, necklaces and rings set with fiery Chultan opals
  and amber. All together, these are worth 330 gp, but to be
  caught in Kir Sabal with items stolen from Mwaxanaré means
  death — and since no one in Kir Sabal would ever steal,
  suspicion automatically falls on the characters if anything
  disappears.
  Kitcher’s Inlet
  The River Olung pours into this shallow bay named after Ilyber
  Kitcher, a pompous Cormyrean explorer who claimed to have
  discovered it a few centuries ago. He did no such thing, of
  course; the inlet’s existence and location were well known
  before Kitcher missed the Bay of Chult (he was a terrible
  navigator) and unknowingly sailed down the peninsula’s
  eastern coast before a storm blew him back within sight of
  land. There is nothing remarkable about the inlet, other than it
  provides access to the ruins of Port Castigliar and Mezro.
  Lake Luo
  This lake sits above an immense geothermal sink, where it’s
  heated by volcanic vents and by lava streaming down from the
  Valley of Embers. Portions of the lake are actually boiling,
  sending up clouds of steam that can be seen for miles. The
  water is too hot and too alkaline for fish or any other type of
  aquatic life to survive in it, and the shore around the lake is a
  dead wasteland of ash and salt flats. Aside from mud mephits
  and steam mephits, few creatures thrive in the area. The water
  cools and loses most of its alkalinity as it flows north along the
  River Olung.
  Land of Ash and Smoke
  This hellish, smoky sea of black volcanic rock is traced
  with streams of lava. The Land of Ash and Smoke is a
  playground for firenewts and for Tzindelor, a young red
  dragon (see “Wyrmheart Mine”), who likes to bathe in the lava
  streams. This gray, barren valley is typically 20 to 40 degrees
  hotter than anywhere else in Chult. It receives only a fraction
  of the rain that falls on the rest of the peninsula, and what rain
  does fall rapidly evaporates in the punishing heat. Several
  expeditions have tried to explore the area, but most of what’s
  known about it (and shown on Syndra Silvane’s map) is based
  on visual observations made from atop the coastal mountains.
  Locations M - P
  Mbala
  A 1,800-foot-high plateau with sheer cliffs rises above
  heaps of boulders as large as ships. A narrow path is cut
  into the cliff face and seems to climb all the way to the
  top.
  The plateau’s sheer cliffs can be scaled, but only with a
  climbing kit, proficiency in the Athletics skill, and at least 300
  feet of rope.
  The path is a much easier route to the top. It begins on the
  north side of the plateau. Through many switchbacks, it winds
  across the cliff face for 3 miles before reaching the top. The
  path width varies but averages 5 feet. Tumbled boulders and
  tangled roots block the path in many places, but as long as
  characters aren’t being chased by anything, they can clear the
  obstructions safely. The first ascent takes 3 hours; once the
  road is cleared, it can be climbed or descended in half that
  time.
  As the characters climb ever higher above the tree line,
  they are treated to stunning views of the surrounding
  wilderness. Across the Aldani Basin to the southeast, they can
  see the Heart of Ubtao, and nestled in the jungle to the west is
  the ziggurat at Orolunga. Characters who succeed on a DC 20
  Wisdom (Perception) check also spot some sort of shipwreck
  in the jungle, beyond the plateaus to the south (see “Wreck of
  the Star Goddess”).
  About a hundred feet below the lip of the plateau, the path
  (which is proceeding west across the cliff at that point) veers
  directly into a natural cleft in the stone face. Steps are cut into
  the 15-foot-wide crevice, and scenes of jungle predators, flying
  lizards, and erupting volcanoes are carved in shallow relief
  onto the walls in ways that make creative use of the natural
  shape of the rock. When the characters reach the top of the
  steps, read:
  The stone steps emerge onto the top of the plateau
  beneath a once grand, but now decrepit wooden
  gateway. The gates that sealed this entrance are rotted
  away; only their rusted iron hinges and reinforcing
  bands remain. In their place are heaps of human skulls.
  Picked clean of all flesh and bleached white by the sun,
  they grin up at you from the roadway and down from
  atop towering mounds.
  The skulls are all that remain of Mbala’s former residents.
  The citizens were devoured by a hag posing as a witch doctor.
  All the skulls show signs of having been gnawed on. The hag is
  now Mbala’s sole living resident.
  To move off the steps, characters must either wade
  through heaps of skulls or climb over the sides of the staircase
  and go around the gate. Evidence of a wooden palisade can be
  seen, but it, too, is almost entirely gone or fallen over.
  Mbala was once the seat of a small kingdom. Most of the
  structures were wood and thatch, and they’re now just
  crumbling compost heaps demolished by rain, wind, and time.
  A few stone foundations and overgrown ramps poke up
  through the debris, indicating this was more than just a simple
  village.
  Nanny Pu’pu
  If the characters explore the ruins of Mbala, read:
  
  FOOTER 1
  The only structure still intact is a lone hut about a
  thousand yards southwest of the gate, at the edge of a
  boulder field. The hut is made from thatch and animal
  hides stretched over the rib cage of an immense reptile.
  Animal skulls, wind chimes, and totems of feathers and
  shells rattle in the breeze, and smoke drifts from hut.
  A creature shuffles slowly around the hut, hunched over
  in an animal-like posture. You realize it’s a human
  woman: impossibly old, crippled by arthritis, blinded by
  cataracts. Her dark face and bald pate are outlined with
  streaks of yellow clay suggesting the shape of a skull —
  or perhaps it’s her shriveled flesh creating that illusion.
  Nanny Pu’pu, a green hag, plays the part of an ancient
  crone to the hilt. She claims that all
  the other villagers were killed over
  the course of many years by winged
  creatures that live on the south side of
  the plateau. She is the only survivor —
  too stringy or too wily for the
  predators. She lives on the roots in her
  garden and the few birds and lizards
  she catches in snares. If asked her
  name, she needs several moments to
  recall that the villagers called her
  Nanny Pu’pu.
  The hag wants two things from the
  adventurers: for them to destroy the
  nest of pterafolk on the south side of
  the plateau (see “Pterafolk Nest”
  below), and then to become her meals
  for several months. She’s not likely to
  attack them openly. She’d rather get
  them off their guard and pick them off
  one by one, as she did with the
  villagers.
  Nanny Pu’pu isn’t entirely alone.
  With a whistle, she can call forth 2d6
  flying monkeys (see appendix D) that
  live in the trees, and she has a flesh
  golem buried in a shallow grave
  outside her small hut. The hag uses
  the flying monkeys to gather food and
  supplies, but they won’t fight for her.
  The golem will, however; it erupts
  from the earth as a bonus action if
  commanded to attack.
  Rite of Stolen Life
  Nanny Pu’pu is a worshiper of Myrkul,
  the Lord of Bones, and knows a ritual
  of transformation that can turn a dead
  humanoid into a zombielike creature.
  Characters who bring their dead
  comrades to Mbala can ask Nanny
  Pu’pu to transform them into the walking dead. However, she
  does nothing for free. Wiping out the nest of pterafolk is the
  least payment she’ll consider for this ritual. She might also
  request a lock of Commander Breakbone’s hair and a few of his
  fingernails (see “Camp Vengeance”) or one of Saja N’baza’s
  iridescent scales (see “Orolunga”). Either would certainly be
  used in casting evil magic.
  Nanny Pu’pu is the only creature in Chult who can perform
  the Rite of Stolen Life. The ritual takes 1 hour to complete and
  requires three things: a mostly intact humanoid corpse, a
  gemstone worth at least 100 gp, and, most disturbingly, the
  sacrifice of another humanoid. If characters are unwilling to
  sacrifice one of their own to save a fallen comrade, Nanny
  Pu’pu recommends they capture a goblin, a grung, or other
  humanoid and bring it to her. Nanny Pu’pu kills the sacrifice,
  captures its spirit in the gemstone, and magically embeds the
  stone in the dead humanoid’s forehead. After Nanny Pu’pu
  speaks a prayer to Myrkul, the spirit of the sacrifice gains the
  knowledge and the personality of the humanoid to which it is
  bound, in effect imitating that humanoid’s spirit. When the
  ritual is complete, the dead humanoid awakens as if from a
  deep slumber, though it is not alive.
  A character transformed by this ritual into the walking
  dead regains all its hit points and retains its statistics, except
  as noted here:
  
  The character is considered an
  undead, not a humanoid, and is
  subject to all effects that target
  undead. The character doesn’t
  need to eat, drink, sleep, or
  breathe.
  
  The character’s hit point
  maximum is reduced by 1d4 at
  dawn each day, representing the
  physical decay of the body. No
  spell or effect can halt or
  counteract this decay.
  
  If the character’s hit point
  maximum drops to 0, the
  gemstone embedded in the
  character’s forehead shatters, and
  the character becomes a corpse
  once more.
  A character that is turned into the
  walking dead and later raised or
  resurrected loses all memory of being
  an undead creature, but it doesn’t lose
  any levels or XP gained while it was
  undead.
  Treasure
  The green hag keeps nothing of value
  in her hut. Her treasure is hidden in a
  cistern in the old village. Anyone who
  moves through the ruins notices the
  cistern. The opening is 15 feet in
  diameter, and the shaft drops 15 feet to
  scummy, black water. The lip and walls
  of the cistern are brick-lined.
  The water is 40 feet deep and so
  murky that it’s heavily obscured.
  Unless characters have blindsight, they
  must feel their way with their hands.
  About 20 feet below the surface, the
  bricks have been pulled from one wall
  to create a hole. Characters searching with their hands find it
  with a successful DC 10 Dexterity check. A narrow, 10-foot-
  long tunnel leads from the hole to a cramped, completely
  flooded chamber. In the chamber is a tied sack made from
  human skin. It contains six onyx gemstones (50 gp each), a
  spell scroll of comprehend languages, and ten adamantine
  ingots (10 gp each) stamped with dwarven runes. These are
  identical to the ingots found in Hrakhamar (see “Hrakhamar”).
  
  FOOTER 1
  If characters miss the hole in the wall as they’re searching
  down the cistern wall, they find a heap of bricks on the bottom
  of the cistern. Searching upward from the discarded bricks
  leads them to the hole automatically.
  Pterafolk Nest
  A flock of twenty pterafolk nests in a cave just below the
  southern lip of the plateau. It can be reached by climbing down
  the cliff face, but characters who scout the area carefully and
  succeed on a DC 13 Wisdom (Perception) check locate a chute
  in the rocks 70 feet back from the cliff. This chimney is wide
  enough for a Small creature, or for a Medium creature who’s
  wearing nothing heavier than light armor, to squeeze through.
  After worming down 30 feet, it drops into the back of the
  pterafolk cave, which is roughly triangular in floor plan: 30
  feet wide at the mouth, 60 feet deep, and 20 feet high. The
  pterafolk are unaware that this back entrance to their cave
  exists.
  The pterafolk keep no watch, believing their cliffside
  retreat is impregnable. Stealthy characters can enter the cave
  unnoticed. At any given time, 2d6 pterafolk (see appendix D)
  are present in the cave. The rest are out hunting, but they’ll
  return before nightfall.
  Treasure. In the back half of the cave are the bodies of two
  partially eaten explorers. A discarded backpack near them
  contains 6 gp in a pouch, a silvered dagger, and a potion of
  greater healing.
  Mezro
  Nothing about this Chultan city is what it seems. By all
  accounts, Mezro was destroyed by the Spellplague, and its
  ruins indicate as much. In truth, the city’s immortal defenders
  — the barae — used their god-given magic to transport the
  entire city to a paradise (a magically constructed demiplane,
  far from prying eyes). Empty ruins were left behind to create
  the impression that Mezro had been destroyed. It is not known
  if and when the Mezroans and their city will return.
  One of the barae, a human paladin named Alisanda, is wed
  to Artus Cimber. The two fell in love more than a century ago,
  after Artus helped defend Mezro against the evil warlord Ras
  Nsi and his undead horde. Before she allowed herself to be
  spirited away along with the rest of the city, Alisanda
  promised Artus that she would return to Chult when the city
  was no longer in peril.
  Artus won’t endanger the Mezroans by revealing the truth
  about their city. Although the Ring of Winter makes him
  immortal, he has grown impatient in the intervening years and
  longs for Alisanda’s return. He visits the ruins from time to
  time to see what, if anything, has changed. When he’s not at
  the ruins, he’s searching the jungles of Chult for Orolunga,
  another ruined city, in the hopes of consulting with a prescient
  guardian naga believed to dwell there.
  Exploring the Ruins
  The ruins that were left behind form a circle. Four main
  avenues to the north, south, east, and west meet at a central
  plaza. The whole ruin has subsided over the centuries, so that
  water from the River Olung flows over the ancient wharfs.
  Crumbling, vine-covered buildings rise above the flooded
  streets that are now more like canals than roadways. The site
  is eerily quiet.
  The ruins have been thoroughly ransacked by the Flaming
  Fist in the name of Baldur’s Gate, and Flaming Fist patrols still
  visit the site regularly — partly as training for new recruits,
  partly to make sure nothing was missed. Neither treasure nor
  clues remain for the player characters to find here.
  Mistcliff
  The Mistcliff is a 1,000-foot-high wall of volcanic rock that
  stretches for 200 miles along Chult’s west coast. There is no
  beach whatsoever, just immense, jagged rocks and plunging,
  crashing waves. If that isn’t enough to keep most people away,
  the cliffs are home to large aarakocra settlements, as well as
  nests of pteranodons and quetzalcoatluses.
  Nangalore
  This great garden (map 2.12) was built to honor Zalkoré, a
  vain Omuan queen. Its builder, Thiru-taya, was Zalkoré’s
  foremost general and consort. In their time, the garden was
  called Ka-Nanji, the Hanging Garden of Dreams. Ka-Nanji was a
  palatial retreat from the intrigues and pressures of Omu, and
  the beautiful, tiered garden was praised as a worthy tribute to
  the queen.
  Unceasing flattery festered with poisonous vanity in
  Zalkoré’s mind until she bargained with an erinyes to retain
  her youth and beauty forever. The erinyes fulfilled the deal by
  transforming the queen into a medusa. When knowledge of
  her evil bargain spread through the realm, the army forced
  Zalkoré to abdicate and exiled her to Ka-Nanji, which became
  known ever after as Nangalore, the Garden of Lost Dreams.
  Believing that Thiru-taya was among the generals who
  exiled her, Zalkoré defaced all the statues and portraits of him
  in Nangalore. She learned he had stayed true to her all his life,
  through decades of imprisonment and disgrace in Omu, only
  when his ashes were brought to the garden for interment, as
  was his dying wish. Zalkoré cultivates hallucinogenic plants in
  the garden, because only in their narcotic, lotus dreams can
  she conjure up the face of her dead love.
  Characters can discover Zalkoré’s tragic story by
  interpreting carvings throughout the garden. If that makes
  them sympathetic toward her, so be it, but her tragedy didn’t
  ennoble Zalkoré or make her a better person; it turned her
  into a monster.
  The medusa is not alone in the cursed garden. Eblis serve
  her as sentinels and spies. Colorful parrots and canaries flock
  to the garden’s great variety of plants, some of which are
  hostile toward visitors. Finally, brave Chultans sometimes
  seek out Zalkoré as a sort of jungle mystic, either to learn the
  secrets of her hallucinogenic plants or to ask questions about
  the distant past.
  Nangalore lies a half-mile from the River Olung. Thanks to
  centuries of silting and erosion, one of the river’s tributaries
  floods right up to the garden gate (area 1), making the site
  easy to reach by boat. Traveling to Nangalore by foot is a
  nightmare, since the land within 1 mile is nothing but boggy
  marsh.
  The garden has multiple levels. Map 2.12 uses elevation
  markers to indicate how high the levels are relative to the
  ground. Some keyed locations contain multiple levels; for
  example, area 4 is 25 feet above ground level, with a crumbled
  10-foot-high balcony (35 feet above ground level) and a 20-
  foot-deep pit (5 feet above ground level).
  Throughout Nangalore are inscriptions written in Old
  Omuan. A character with the cloistered scholar or sage
  background can translate an Old Omuan inscription with a
  successful DC 10 Intelligence (History) check. A warlock with
  the Eyes of the Rune Keeper invocation can do so
  
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  automatically. Otherwise, a comprehend languages spell or
  similar magic is needed.
  1. Entrance
  A fantastic edifice rises up out of the jungle: a hanging
  garden of exotic beauty. Water streams down the steps
  between two massive elephant carvings. Beyond them, a
  broad, flooded avenue runs arrow-straight for more than
  a hundred feet before ending at a carving of a
  tyrannosaurus face. Water pours from the
  tyrannosaurus’s jaws and flows the length of the
  concourse to drain down the steps in front of you. Five-
  foot-high terraces flank the boulevard. Low archways —
  three on each side — are built into the terrace walls.
  These archways are in various stages of collapse, as are
  the tunnels beyond them. Beautifully carved, larger-
  than-life stone faces are mounted between the arches.
  A wild profusion of plants grows on the upper terraces,
  and multicolored parrots and canaries flit and sing
  among them. To the north, a dilapidated brick dome
  rises above the tyrannosaurus-head waterspout.
  Smaller, bell-shaped domes surmount the highest
  terraces to your left and right.
  Four crocodiles live in the flooded marsh south of the
  garden. They ignore characters in boats, attack anyone in the
  water, and won’t climb up the stairs.
  The water flowing down the main concourse is only 1 foot
  deep, and the current isn’t particularly strong. Originally, the
  six side branches off the main avenue were roofed over, but
  two of the roofs have caved in, and three others are partially
  collapsed. Debris chokes the walkways where the tunnel roofs
  fell. The roofs that remain intact have vines and roots hanging
  down from them. The covered tunnels are only 4 feet high and
  contain a foot of water.
  Stone Faces. The four stone visages staring across the
  avenue between the walkways portray a regal woman
  (Zalkoré) whose expression changes slightly with each visage.
  Inscribed above each face are phrases in Old Omuan. The
  phrases form a message. To get the message in sequence, it
  should be read from the south end of the concourse to the
  tyrannosaurus spout while alternating from the left (west)
  side to the right (east).
  Face 1 (lower west) has a bemused expression. The
  message above it reads, “This garden is dedicated to Zalkoré,
  queen of Omu and jewel of Chult.”
  Face 2 (upper west) has a condescending expression. The
  message above it reads, “Worshiped by her people and by
  Thiru-taya, who loves BETRAYED her.” (The word “loves” has
  been chipped away, and the word “BETRAYED” is scratched
  into the stone above it.)
  Face 3 (upper east) has a stern expression. The message
  above it reads, “In this, the tenth year of her reign, may she
  govern forever in splendor.”
  Face 4 (lower east) has a serene expression. The message
  above it reads, “And may the gods themselves marvel at this
  humble reflection of her beauty.”
  2. Terraces
  Untamed overgrowth can’t hide the fact that this garden
  is a haven for exotic plants that don’t grow naturally in
  the surrounding jungle. Unfamiliar flowers, towering
  ferns, and even stranger plants resembling giant pine
  cones or lily pads spread and tangle everywhere. Bright
  canaries flit between them, and parrots with striped
  beaks squawk at you.
  These terraces overlooking the main concourse are home
  to myriad creatures, many of them dangerous.
  A mantrap (see appendix D) grows on the eastern terrace
  between two of the partially collapsed tunnels. When it senses
  movement within 30 feet of it, the mantrap releases its
  attractive pollen.
  Characters who explore the western terrace encounter six
  yellow musk zombies (see appendix D) lurking among the
  trees and plants. The zombies blend in with their
  surroundings, and any character with a passive Wisdom
  (Perception) score lower than 12 is automatically surprised by
  them. Coiled around the northernmost tree on the western
  terrace is a yellow musk creeper (see appendix D) that uses
  its musk when one or more characters come within 30 feet of
  it.
  At the north end of the garden, two arched doorways open
  into the southwest and southeast flower gardens (area 5).
  Steps still climb up to the doorway on the east, but the western
  steps collapsed and fell into the walkway below. A character
  can reach the western doorway with an easy jump and a
  successful DC 10 Dexterity (Acrobatics) check to catch the
  ledge.
  Garden Discoveries. A character who spends at least 10
  minutes searching a garden terrace for treasure inevitably
  stumbles upon a hidden creature or exotic plant, determined
  by rolling a d20 and consulting the Garden Discoveries table.
  After the party makes five such discoveries, no more canbe
  found.
  Garden Discoveries
  d20
  Discovery
  1
  1d4 almiraj (see appendix D)
  2–3
  1 assassin vine (see appendix D)
  4–5
  1 chwinga (see appendix D) hiding in a
  flower.
  6–7
  1d4 flying monkeys (see appendix D)
  perched in a tree. The monkeys playfully hurl
  dancing monkey fruit (see appendix C) at
  nearby characters. They fly away if attacked.
  8–9
  1d4 jaculis (see appendix D)
  10–11
  Menga bush with 2d6 ounces of leaves
  (see appendix C)
  12–13
  1d4 ryath roots (see appendix C)
  14–15
  4d6 sinda berries growing on a bush
  (see appendix C)
  16–17
  1d4 wildroots (see appendix C)
  18–19
  Yahcha beetle (see appendix C)
  20
  The rotting corpse of a human mage who
  was strangled to death by an assassin vine.
  A search of the corpse yields a scholar’s
  pack, a pouch containing 15 gp, and
  
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  a folding boat. This discovery can only be
  made once. If this result comes up again, re-
  roll on the table.
  3. Spirit Domes
  A bell-shaped dome of sculpted stone rises from the
  end of each upper walkway. The dome to the east is
  beginning to crumble with age. The one to the west is
  wrapped and draped with thick webs.
  These two domes were built to attract nature spirits.
  Western Dome. This dome has been taken over by a giant
  spider missing one of its legs. The seven-legged arachnid lurks
  in its webs and attacks anyone who approaches within 10 feet
  of its home. Characters who kill the spider and search the
  webs find the cocooned, desiccated corpses of an albino dwarf
  and a goblin, but no treasure.
  Eastern Dome. Three chwingas (see appendix D) live in
  this dome. They emerge from the stone to spy on creatures
  that pass by. One chwinga is fascinated by tall people and
  might bestow a charm of restoration (see chapter 7 of the
  Dungeon Master’s Guide) on the tallest party member, should
  it take a shine to the party. The other two chwingas are shy
  and suspicious of strangers.
  4. Ruined Palace
  Traces of gold-colored plaster still cling to this dome in
  a few spots, but everywhere else you see old weathered
  bricks, more than a few of which have fallen through.
  The larger-than-life-size elephant carvings and the
  graceful, towering spire are still magnificent sights, even
  if their glory is dimmed by time and decay.
  A character can climb the outside of the dome with a
  successful DC 10 Strength (Athletics) and peer inside through
  any one of a number of holes. The top of the dome has been
  weakened by time and collapses under the weight of a
  creature weighing 200 pounds or more. Any creature standing
  on or clinging to the roof when it collapses falls, taking damage
  as normal and possibly landing in the cistern.
  Iron doors on the eastern side of the dome are rusted shut
  and can be forced open only with a successful DC 17 Strength
  (Athletics) check — but the impact causes a portion of the
  ceiling to collapse. Whoever forced the doors open must make
  a DC 15 Dexterity saving throw, taking 9 (2d8) bludgeoning
  damage on a failed save, or half as much damage on a
  successful one. Identical doors on the western side of the
  dome are rusted completely off their hinges.
  When characters enter the ruined palace, read:
  An 18-foot-tall stone statue of a Chultan warrior in splint
  armor, wearing a helmet festooned with tyrannosaurus
  teeth and bearing a shield of intricately patterned
  leopard hide, towers over the chamber and looms above
  a wide, octagonal cistern. The chamber echoes with the
  sound of rainwater dripping from the ceiling into the
  gaping pit. The face of the giant warrior statue is
  obliterated by deep gouges, but the rest of the statue
  remains intact. Clutched in the statue’s right hand is a
  stone spear, and resting on the floor beneath it is a clay
  urn. North of the statue is an open balcony overlooking
  a flooded garden.
  Standing to one side of the giant warrior is another
  statue, this one much smaller. Exquisitely lifelike, it
  depicts a man reaching for the urn, his face turned
  toward the balcony. In his lifeless eyes, you see terror.
  Stone steps ascend along the curved wall to the level of
  a second floor, but that floor is almost entirely
  collapsed. Someone’s been up there, however, because
  a message of some sort is scrawled across the domed
  ceiling.
  When it was intact, the second floor was actually a
  mezzanine that wrapped around three sides of the dome. The
  head, chest, and shoulders of the warrior statue rose above the
  mezzanine level.
  The 20-foot-deep pit contains 1d4 + 2 inches of rainwater
  and is home to two swarms of poisonous snakes. The
  swarms are content to remain in the pit and attack any
  creature that joins them, except for Zalkoré, whom the snakes
  obey. The walls of the pit can’t be climbed without gear or
  magic.
  Rainwater pouring into the pit through holes in the roof
  drains via pipes through the tyrannosaurus spout at the head
  of the main concourse (area 1). The snakes can also come and
  go through the pipes, which are 6 inches wide.
  Mezzanine Message. The message scrawled on the inside
  of the dome can be read only by climbing to the mezzanine,
  but the decrepit condition of the stairs and balcony makes this
  venture risky. A character who climbs the steps must make a
  successful DC 10 Dexterity (Acrobatics) check to move without
  jarring the flooring; otherwise, the steps collapse and the
  character takes 1d6 bludgeoning damage from the fall. A Small
  character has advantage on the check. Without the steps,
  climbing the inward-curving wall requires a climbing kit and a
  successful DC 15 Strength (Athletics) check.
  The message, scrawled in Old Omuan, states, “True love,
  faithful general, safe will you rest in Nangalore eternal. None
  will disturb you while I live. Such is my vow of penance, and
  for my sins I cannot die.”
  Statues. The large statue portrays Thiru-taya. Zalkoré had
  it commissioned out of appreciation and affection, but defaced
  it when she believed the general betrayed her. The face is
  completely destroyed. Gouged across its back in Old Omuan
  are the words “Forgive me.”
  The smaller statue is actually a petrified adventurer named
  Gowl (NG male Chultan human scout). He came to Nangalore
  in search of riches and was turned to stone by Zalkoré while
  reaching for the urn. Scratched into the floor next to him are
  the following words, in Old Omuan: “Once a thief, forever a
  slave!”
  Urn. The clay urn contains Thiru-taya’s ashes.
  5. Hallucinogenic Plants
  Zalkoré cultivates hallucinogenic plants in these four
  sheltered gardens. From the plants, she brews a narcotic
  tincture that allows her to dream of Thiru-taya. Without it, she
  can’t recall his face.
  
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  The plants in this enclosed garden are like nothing
  you’ve ever seen. Their shapes are fantastic, and their
  colors are like gems sparkling in the sun. Enclosed by 5-
  foot-high walls, this strangely beautiful garden imparts a
  sense of serenity.
  A message is deeply scratched into the wall.
  Four of these gardens are situated around the palace (area
  4). Any humanoid that spends 1 minute or longer in any one of
  them must make a DC 10 Constitution saving throw. On a
  failed save, the creature becomes poisoned. While poisoned in
  this way, the creature is also charmed by every other creature
  in Nangalore. A creature can repeat the saving throw at the
  end of each hour, ending the effect on itself on a success. If any
  saving throw after the initial one fails by 5 or more, the
  creature falls unconscious and remains so until it takes
  damage or until it succeeds on a saving throw against this
  effect.
  A character who has proficiency in both Medicine and
  Nature recognizes these plants as soporifics after 2 rounds of
  examination. A character with proficiency in either skill, but
  not both, recognizes the plants with a successful DC 15 check
  in the trained skill.
  A single character who spends 30 minutes in a garden can
  strip it of its hallucinogenic plants, gathering 3 pounds of
  leaves in the process. Jessamine (see chapter 1) is willing to
  pay 20 gp for each pound of leaves.
  Zalkoré and the eblis don’t miss the opportunity to strike
  while characters are drugged, or to offer them poisoned fruit
  and wine if they’ve done nothing offensive (see area 8).
  5A. Southwest Garden. An open archway in the south wall
  of the garden overlooks a flooded tunnel with a collapsed roof
  (see area 1). Written on the south wall in Old Omuan are the
  words “Without dreams, eternity is unbearable.”
  5B. Southeast Garden. Three tri-flower fronds (see
  appendix D) grow in this garden. Any character who moves
  through the garden can’t help but brush up against one of
  these beautiful but deadly plants. Written on the south wall in
  Old Omuan are the words “Great Ubtao, free me!”
  5C. Northwest Garden. The steps leading to the upper
  walkway are overgrown by tree roots. Scrawled on the north
  wall in Old Omuan are the words “For the lies of a few, all must
  pay.”
  5D. Northeast Garden. This garden has been taken over
  by a mantrap (see appendix D), which lies hidden under other
  plants. It attacks any creature that’s not Zalkoré or an eblis.
  Scrawled on the east wall in Old Omuan are the words “To
  dream, to dance.”
  6. Pagoda
  This crumbling pagoda must have been lovely once,
  with its wide, graceful arches inviting the breeze to blow
  through, and overlooking the silent pool below. But
  time, decay, and some bestial presence have given it a
  sinister air. It smells foul, and dark stains cover the floor
  and seep down the white steps.
  This pagoda houses six eblis (see appendix D) that serve
  as Zalkoré’s sentries and servants. The interior is filthy, with
  gnawed bones strewn everywhere and the floor thick with
  droppings. Unless the characters creep through the garden
  with uncommon stealth, the eblis see or hear them coming, in
  which case this nest will be empty. Three eblis move to
  Zalkoré’s lair (area 8), while the others take up positions in
  trees, on walls, or on rooftops. Their job is not to attack
  intruders on sight, but to alert Zalkoré and be ready to back up
  whatever she does.
  Treasure. Characters who search through the refuse find
  some baubles tucked away by the eblis, including a pouch
  containing seven assorted gemstones (10 gp each), a painted
  gold bracelet shaped like a couatl (50 gp), and a wooden scroll
  tube engraved with skeletons, which contains a scroll of
  protection (undead).
  7. Flooded Garden
  The water in this pool is unusually clear. A dozen or
  more large fish, turtles, and lizards swim lazily through
  it, and waterbirds paddle on the surface. Their ripples
  obscure something on the bottom of the pool, so you
  can’t quite make it out, but he bottom appears
  blanketed in oddly shaped stones.
  An immense stone bust of Zalkoré once rose above the
  pool atop the dais. It was the most beautiful sculpture in the
  garden. After Zalkoré learned the truth about Thiru-taya, she
  destroyed the likeness of herself in an act of self-revulsion.
  The stones in the pool are a 2-foot-deep layer of fish,
  turtles, lizards, and water birds petrified by Zalkoré as they
  swam in the water. They’ve been piling up in the bottom of the
  pool for centuries. The petrified animals could be sold to
  collectors in Port Nyanzaru for 1 gp apiece. Each one weighs 1
  pound. Beneath the petrified animals are the petrified forms of
  Kwani and Shabarra, two adventurers (CN female Chultan
  scouts) who ran afoul of Zalkoré many decades ago.
  8. Zalkoré’s Lair
  This bell-shaped dome appears intact: it has no obvious
  holes in the roof, and the bronze double door hangs squarely
  in its frame. The doors are closed but not locked. Unless
  characters have been uncommonly stealthy (or Zalkoré is
  already dead), the queen is expecting them.
  The single, large chamber inside the dome is
  obviously a royal apartment — or was, centuries ago.
  Now the bright, floral murals are dim and gray, bits of
  colored glass are heaped beneath a cracked mosaic,
  enameled wooden tables are split and tilting, and
  every bit of cloth is frayed and streaked.
  At the center of the room, a long divan stands atop a
  circular dais. Reclining on the divan is a woman
  dressed in a flowing robe made from parrot feathers
  in stunning colors. Despite the heat, her arms, head,
  and face are covered in feathery veils. Next to her, a
  black orchid grows out of a large clay pot at the head
  of the divan. She addresses you in a voice tinged with
  odd inflections. “Strangers have come to Nangalore,
  my love. What boon do our subjects beseech?”
  Bits of shattered stone rest atop a square dais that
  rises from middle of the pool — evidence of a
  sculpture that once stood atop it. Part of the
  sculpture lies in the pool, west of the dais: a large
  stone face staring up at the sky.
  The medusa isn’t completely insane, but thanks to her plant
  extract, she continually hallucinates that Thiru-taya is
  standing at her side. Most of Zalkoré’s comments include him
  somehow; try to make these references as puzzling as possible
  for the characters. She also believes that she’s still queen of
  Omu while simultaneously remembering and
  
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  understanding that she was exiled here. She can make
  contradictory statements about herself and her past without
  any apparent cognitive dissonance.
  Characters can have a pleasant, somewhat informative
  encounter with Zalkoré if they abide by three conditions:
  
  Disturbing Thiru-taya’s ashes or damaging his statue are
  unpardonable. If characters did either, then a fight to the
  death is guaranteed.
  
  The first time someone makes a disparaging remark
  about Thiru-taya or refers to his “betrayal,” they draw a
  furious response from Zalkoré, but she recomposes
  herself. If it happens a second time, a battle is assured.
  
  If someone snatches away Zalkoré’s veil, makes a grab
  for the black orchid, or brings out a mirror, their fate is
  sealed. If someone asks why she wears a veil, Zalkoré
  replies that she no longer desires to show her face to
  anyone but her beloved Thiru-taya.
  As long as the meeting remains cordial, Zalkoré can reveal
  much about Omu. She can direct characters to its general
  location (“between the fire peaks and the great iron mine of
  the dwarves”) and warns them that yuan-ti covet the city. She
  knows nothing about the Soulmonger or the death curse. She’s
  heard that at least one of her descendants is in hiding with the
  bird folk of Kir Sabal, awaiting the restoration of the monarchy.
  (These are examples of how Zalkoré simultaneously thinks of
  herself as still the ruling queen of Omu as it was centuries ago,
  and is also aware the city has fallen and she’s in exile. Both
  situations coexist in her hallucinatory reality.)
  Black Orchid. Characters in search of a black orchid for
  Asharra’s ritual (see “Kir Sabal”) find one here, but Zalkoré
  won’t part with it unless the characters offer her something of
  equal beauty. As payment, she demands a gemstone, a piece of
  jewelry, or an art object worth at least 500 gp. (She won’t
  accept lesser quality goods of equal value.) Zalkoré is also
  attracted to characters with a Charisma of 16 or higher and
  will accept one such character as a slave in exchange for the
  flower. The black orchid in Zalkoré’s possession is the only one
  to be found in Nangalore.
  Poisonous Hospitality. If Zalkoré resolves to kill the
  characters over an offense but the situation is still more-or-
  less cordial, she offers food and drink. She rings a silver
  handbell, and an eblis servant (see appendix D) arrives with a
  tray of fruit and wine. All of it is artfully drugged; the
  contamination can be detected only by someone who has
  proficiency in Medicine and who succeeds on a DC 13 Wisdom
  (Medicine) check. Zalkoré partakes, but she’s built up such a
  tolerance that this dose won’t affect her. Characters who eat or
  drink must make a successful DC 15 Constitution saving throw
  or be poisoned for 1 hour or until they drink 2 quarts of water.
  Thiru-Taya. When Zalkoré is reduced to 63 hit points or
  fewer, she calls out to her dead lover for protection. The spirit
  of Thiru-Taya answers the call, appearing as a barely visible
  10-foot-tall apparition of a Chultan warrior wielding a massive
  spear of force. The apparition is impervious to damage and
  spells, and it can’t be turned or controlled. It looms above
  Zalkoré until she dies or regains all her hit points. Once per
  turn, when a creature within 15 feet of Zalkoré damages her,
  Thiru-Taya’s apparition unerringly hits the attacker with its
  spear, dealing 15 (2d8 + 6) force damage to it.
  Treasure. Most of what remains in Zalkoré’s lair has little
  value. Her feathered dress is worth 50 gp, if it wasn’t too
  damaged in the fight (the dress is ruined if more than half the
  damage done to Zalkoré was slashing, acid, or fire damage, or
  if she was hit by a fireball or similar effect). Her lair contains
  2d6 vials of her dreaming tincture. Each vial contains a single
  dose and can be sold for 10 gp in Port Nyanzaru. Any character
  that drinks a dose of the tincture must succeed on a DC 15
  Constitution saving throw. Characters who are immune to the
  poisoned condition succeed automatically. On a failed save, the
  character begins to experience illusory sights, sounds, smells,
  and sensations that seem real. Casting a lesser restoration
  spell or similar magic on the character ends the effect, which
  otherwise lasts for 1d4 + 4 hours.
  Needle’s Bones
  A wide sinkhole yawns before you, the earth around it
  littered with goblin bones. The opening is 90 feet
  across and roughly circular, and the stone walls are
  nearly vertical. Thirty feet down, the sinkhole is filled
  with murky green water. Hundreds of frogs hop from
  one floating plant to another.
  The massive rib cage and fine wing bones of a dragon
  rise above the murk. Vines, moss, and lichen hang
  from the bones. Judging from how much of the
  skeleton is exposed, the water can’t be more than 3 or
  4 feet deep.
  The walls of the sinkhole are rough and draped with
  dozens of stout vines, so climbing into or out of the grotto is
  easy and automatically successful.
  The bones are the remains of Ormalagos, an adult green
  dragon better known during her lifetime as Needle. She used
  this grotto as a lair but feared Batiri goblins had sniffed out its
  location and were getting ready to raid it. Needle was in the
  process of moving her treasure to other locations when the
  goblins struck. While the dragon was away, they dumped
  baskets full of quippers into the sinkhole. When the dragon
  returned, they trapped her in the sinkhole with vine nets. As
  the quippers devoured the dragon from below, the Batiri
  showered Needle with spears from above until she finally died.
  Nearly the entire goblin tribe perished in the fight, too.
  The characters’ first impression of the water is correct; it
  varies from 3 to 4 feet deep everywhere. A search of the
  muddy bottom turns up hundreds of goblin bones and stone
  spear heads, greatly annoys the multitude of frogs, and draws
  attacks from two swarms of quippers. Someone who
  examines the dragon bones and succeeds on a DC 13
  Intelligence (Investigation) check sees enough regularity in
  the vines draped across the ribs to conclude the dragon was
  tangled in a net. To identify the remains as a green dragon,
  characters must lift its skull out of the water and muck; that
  feat takes a successful DC 15 Strength (Athletics) check.
  Treasure
  A 10-foot-wide, 10-foot-high secret door in the northwest
  wall of the grotto conceals a 15-foot-deep alcove. The secret
  door is carved from natural rock and disguised to look like
  part of the wall, and all the plants around it are dead. The
  secret door can be detected with a successful DC 17 Wisdom
  (Perception) check. Characters who inspect the plants around
  the door and succeed on a DC 15 Intelligence (Investigation)
  or DC 15 Wisdom (Medicine) check can tell that the plants
  were killed by poison. Needle opened the secret door by
  breathing poison gas on it; smearing or spraying poison on the
  door also causes it to swing open. Otherwise, a knock spell or
  similar magic is needed to open it.
  
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  Needle hid the following items in the alcove: a purse made
  from triceratops hide, a small box made from two velociraptor
  skulls cleverly fitted together, and a hollow dinosaur bone
  with a wax plug at one end. The purse contains 55 gp, 800 sp,
  and three blue quartz rings (10 gp each). The skull box is
  worth 12 gp and contains a wand of fear and two diamonds
  (500 gp each). The hollow dinosaur bone contains five +1 sling
  bullets.
  Nsi Wastes
  This vast tract of jungle was ravaged by blight long ago and
  never recovered. The plants here are sickly and poisonous. In
  the heart of this wasteland is the ruined palace of the warlord
  Ras Nsi: a crumbled stone fortress that once stood on the
  backs of a dozen giant undead turtles. Its destruction by Ras
  Nsi’s rampaging undead was so complete that nothing remains
  of this once-awesome structure except the crushed shells and
  bleached bones of the turtles, and heaps of stone so jumbled
  that not even the outlines of the ancient walls can be picked
  out, slowly sinking into the muck. The chance for a random
  encounter is doubled in this region.
  Omu
  The lost city of Omu is described in chapter 3.
  Orolunga
  All that remains of the ancient city of Orolunga is a crumbling
  ziggurat watched over by a guardian naga. The naga is
  thousands of years old and a font of useful information —
  perhaps the best source of information in Chult. However,
  she’s not easy to reach.
  A massive brick and stone ziggurat rises from the
  jungle. Two staircases angle up and across the front
  face, one from the right, the other from the left, to
  meet at a landing on the second level 30 feet above
  your heads. That layout repeats on the second level,
  and the third level, but with each successive layer
  adding less height than the one below it. The fourth
  level, 60 feet above the jungle floor, is an enclosed
  shrine or temple, its walls adorned with labyrinth
  symbols.
  The jungle encroaches right up to and onto this
  ancient structure. The first flights of steps are choked
  with creepers, tree roots, and flowering vines. It
  might have been surrounded by a city long ago, but
  the jungle is so dense that it would take hours of
  searching to find buried foundations and tumbled
  stones.
  The ziggurat is encased in magic, which becomes obvious if
  anyone casts detect magic. This protective shell prevents
  anyone from ascending the ziggurat by any means other than
  climbing the stairs. Characters who try to fly up rise above the
  trees but never get any closer to the ziggurat, as if they’re
  flying into a powerful headwind they can’t detect. Those who
  try to climb a wall get halfway up, then inexplicably loses their
  grip and slide back down. A ladder built to scale a wall never
  reaches the top, no matter how long the ladder. A rope-and-
  hook thrown up to catch the edge always falls short. Casting
  teleport or misty step moves the caster sideways instead of up
  to the next level. Bypassing the tests by any means is flat-out
  impossible. It might help to think of the whole situation as a
  fairy tale; it doesn’t need to make sense, because the magic of
  Orolunga is on a mythic scale that overpowers the ability of
  any mortal.
  First Steps
  The steps from the ground to level 1 of the ziggurat are 50 feet
  long and rise 30 feet. A tangle of roots, vines, and creepers
  covers the steps. Characters can climb the first 10 feet as
  difficult terrain. After 10 feet, they begin getting scratched by
  thorns. If they continue, they take 1 slashing damage per foot
  climbed. After 20 feet, that increases to 2 slashing damage per
  foot. The thorns regrow as quickly as they’re slashed, burned,
  or destroyed, and they can’t be parted by magic or by abilities.
  No damage is incurred for moving down the steps.
  After the characters’ first attempts to climb the steps, they
  notice a chwinga (see appendix D) standing among them. It’s
  about a foot tall, and its mask resembles a triceratops’ head.
  It’s also carrying a large orange and purple orchid. After a
  moment, it charges up the steps; the thorns part before it and
  close immediately behind it.
  To ascend the steps, characters must find more of the
  orange and purple orchids. They can be found in the jungle in
  30 minutes if anyone in the group has proficiency in the
  Nature skill, or 60 minutes otherwise. Each character climbing
  the stairs needs his or her own orchid.
  Second Steps
  The steps from level 1 to level 2 are 33 feet long and rise 20
  feet. The stone is crumbling from age and decay. Those who
  try climbing the steps find that, after the first few, the stone
  crumbles into gravel beneath them so they can’t make any
  more progress. However much the characters try to climb and
  demolish the steps, they never seem to get any worse and the
  gravel never piles up any deeper.
  After the characters’ first attempts to climb, they notice
  another chwinga standing among them at the base of the
  steps. Its mask resembles a chameleon’s head. It’s carrying an
  orange and purple orchid and a red parrot feather, and it races
  up the steps with ease, literally light as a feather on the fragile
  stones.
  Characters can find parrot feathers in the jungle or lying
  around on this level after just a few minutes of searching. They
  need both the feather and the orchid to climb the steps.
  Third Steps
  The steps from level 2 to level 3 (the level of the shrine) are 20
  feet long and rise 12 feet. The stairs are in excellent condition,
  but swarms of poisonous snakes slither over them. If snakes
  are killed, more crawl out through holes in the stone to replace
  them, so the swarms can never be destroyed or even
  weakened. No spells or abilities prevent the snakes from
  attacking someone who climbs the stairs.
  After a few moments of examining the stairs, the
  characters notice a third chwinga standing among them at the
  base of the steps. Its mask resembles a mongoose’s face, and it
  carries a red parrot feather and an orange and purple orchid.
  At the bottom step, the chwinga whacks a snake with its orchid
  to make it angry, then strokes the snake’s flank with the
  feather to calm it down, then lies down facing the snake,
  whereupon the reptile crawls through the mouth of the mask
  and inside the chwinga. The chwinga then slithers up the steps
  like a snake, untroubled by any of the other poisonous snakes.
  To climb the steps safely, characters must do the same thing,
  but this stage isn’t automatic. Using the orchid and the feather
  are easy, but a character must make a successful DC 10
  Constitution saving throw after swallowing a snake. Evil-
  aligned characters have disadvantage on the saving throw. If
  
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  the save succeeds, the character can slither up the steps safely.
  If the saving throw fails, the character takes 17 (5d6) psychic
  damage and can try again, but the DC increases to 11. The DC
  increases by 1 more with each successive failure.
  Saja N’baza’s Shrine
  The shrine atop the ziggurat is a simple, rectangular structure
  of brick. The outside walls are decorated with labyrinth
  symbols of Ubtao. Beyond the open doorway is a barren, dusty
  room, but any character with a passive Wisdom (Perception)
  score of 13 or higher notes the aroma of incense.
  Characters who enter without their orchid and feather find
  the shrine empty. Leaving and coming back with the items
  changes nothing; it’s too late. Characters who enter with their
  orchid and feather find themselves in the same room, but as it
  was centuries ago. They can enter the naga’s presence once.
  Someone who leaves and comes back in sees only the bare
  room.
  Read the following to players whose characters find
  themselves in the naga’s presence:
  Hanging lamps illuminate the room, while incense
  burners fill it with exotic scents and curling smoke.
  Cushions and reed mats cover the floor, pots of
  blooming flowers line the plastered walls, and singing
  birds flit from plant to plant.
  An immense snake with iridescent scales rests on a
  heap of cushions opposite the doorway. It rises
  slowly to a height of 5 feet, staring directly into your
  eyes as it moves. Its face is remarkably humanlike,
  and its tongue flicks before it speaks.
  “I am Saja N’baza. What do you seek in this ancient
  place? Speak truly, for I hear your hearts!”
  If the characters haven’t yet encountered Artus Cimber
  and Dragonbait, the duo might be conferring with the
  guardian naga when the party arrives. Saja N’baza knows
  what happened to the city of Mezro (see “Mezro”) and tells
  Artus that it won’t return as long as Ras Nsi lives. This gives
  Artus incentive to accompany the party to Omu.
  The naga knows through visions that Ras Nsi and his yuan-
  ti followers are scheming to end the world from their lair in
  Omu. She doesn’t know much about the death curse, but when
  characters describe it, she confirms that it fits with various
  omens tied to Omu. The naga knows that Omu lies between the
  Peaks of Flame and the Valley of Lost Honor, and she also
  knows it’s sunken below the level of the surrounding jungle, so
  the best way to spot it will be from the air or from the nearest
  high ground.
  The naga remembers Ras Nsi’s first uprising, and she urges
  the characters to kill him both as punishment for his past
  atrocities and to prevent any possibility of a recurrence. Each
  character who agrees receives a supernatural charm (see
  chapter 7 of the Dungeon Master’s Guide) to aid their task.
  Assign charms to characters that are appropriate to their roles
  in the party. Characters who seem reluctant might have geas
  cast on them.
  Leaving the Shrine
  After characters leave the shrine, nothing they do brings them
  back to Saja N’baza’s presence. The shrine is a barren chamber
  every time they reenter. It’s dawn of the next day, no matter
  what time it was when they entered. They can descend the
  ziggurat with no difficulty, with or without the orchid and
  feather; the snakes are gone, the steps are solid, and a clear
  path extends through the plants and thorns. When they reach
  the ground, characters see blue tulips blooming all around the
  base of the ziggurat. The tulips are beautiful but nonmagical.
  Port Castigliar
  Port Castigliar (pronounced kah-STEE-lee-ar) is a port in name
  only. In fact, it’s nothing more than a stretch of beach with an
  abandoned supply depot, seven battered huts made of bamboo
  and thatch, and a defiled graveyard. Undead drove away the
  inhabitants long ago, and ghouls dug up the graves.
  Locations R - S
  Refuge Bay
  Refuge Bay has a reputation for being a relatively safe place to
  make landfall. Many explorations of Chult have begun on its
  white sand beach, which stretches as far as the eye can see
  around the entire shore of the bay. A Chultan town called
  Ishau once stood at the head of the bay, but its foundations
  sank into the sea during the Spellplague. The town’s buildings
  are still largely intact but they now lie more than a mile from
  dry land, and they’re prowled by sharks, plesiosaurs, and sea
  hags.
  River Olung
  Steaming-hot water from Lake Luo cools quickly as it tumbles
  down rapids and low cataracts. This river is recognized by
  guides and explorers as an important boundary. To the east is
  “normal” jungle; to the west is undead territory. For this
  reason alone, some expeditions choose to enter the peninsula
  through Refuge Bay.
  River Soshenstar
  The Soshenstar flows north from the Aldani Basin to the Bay of
  Chult, tumbling down waterfalls every ten to fifteen miles.
  River Tath
  This river springs from the Aldani Basin and meanders
  westward, passing over waterfalls and through the canyon of
  Ataaz Kahakla before washing into Jahaka Bay.
  River Tiryki
  The Tiryki spills from the back of a mist-shrouded canyon and
  flows north toward the Bay of Chult, plunging over waterfalls
  every few miles. This makes it arduous to traverse by canoe
  upriver — everything must be laboriously portaged around
  the cataracts — and dangerous to travel downriver, lest a
  canoe gets caught in the current and swept over a waterfall or
  smashed in rapids. What’s worse, jungle predators and undead
  prowl both riverbanks. Considering the pterafolk nesting at
  Firefinger and the grungs living above the gorge, it’s easy to
  see why the Tiryki is considered the most dangerous river in
  Chult.
  Shilku
  This abandoned coastal village was both destroyed and
  preserved by volcanic eruption. The silent streets are buried in
  ash, and the harbor is choked with cooled lava. Since Mezro is
  now largely “cleared out,” Liara Portyr of Fort Beluarian is
  under pressure from her patrons in Baldur’s Gate to begin
  exploring and excavating Shilku for the treasures that are
  undoubtedly entombed there. Such an undertaking would
  require building a new fort from scratch somewhere on the
  
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  southwestern coast, and Liara has neither the hands nor the
  funds for that. She might try to enlist the player characters into
  making a voyage to scout possible locations for such a fort, if
  only so she can reassure her impatient superiors in Baldur’s
  Gate that progress is being made.
  Although devoid of human life, the city is far from dead.
  Mephits, firenewts, salamanders, and other heat-loving
  creatures prowl its ashen alleys and bore tunnels into cellars
  long sealed by volcanic stone.
  Shilku Bay
  Lava still erupts from the volcano that destroyed Shilku, and it
  flows like a glowing river down into this bay. The sulfurous
  water is poisonous, so most of the bay’s sea life is dead and the
  surrounding shore is barren. Safe landing spots can still be
  found on the beaches along the western shore, but a sailing
  ship that cruises along the eastern shore near Shilku is likely
  to lose its sails — and possibly much more — to the red-hot
  stones that infrequently rain down from the sky or to the
  burning ash that drifts miles out into the bay before finally
  extinguishing itself in the stinking, hissing water.
  Snapping Turtle Bay
  This bay is beautiful beyond compare. Though the sky is dark
  with clouds of smoke and ash streaked with lightning, the
  white sand beaches, lush forests, bright coral reefs, and
  colorful wildlife make this a restful retreat from the horrors of
  Chult. The shore is not without its dangers, but even they are
  inviting and wondrous to behold. Tri-flower fronds, mantraps,
  and jaculis are common, as are the fierce and aggressive giant
  snapping turtles that give the bay its name. See appendix D for
  more information on these creatures.
  Cyclopes roam the shore and lair in mountain caves
  overlooking the bay. These simple creatures aren’t inherently
  hostile, but they are suspicious and wary around newcomers.
  Any show of malicious intent on the part of strangers is
  enough to shift the cyclopes from cautious to hostile. They are
  experts at surviving the dangers of Snapping Turtle Bay, which
  makes them valuable allies if characters offer them something
  they want. The cyclopes always need metal tools (shortswords
  make dandy daggers), and they’re delighted by whimsical
  magical trinkets. For generous inducements, cyclopes could
  even be hired to serve as bearers, guards, or guides for an
  expedition headed north into the immense jungle between the
  Peaks of Flame and the Valley of Dread.
  King Toba
  A giant snapping turtle (see appendix D) of unusual size (120
  hit points) likes to sun itself on the beaches during the day.
  Chultans refer to the beast as King Toba. Residual magic from
  the Spellplague has crystallized parts of its shell. The shell’s
  magic grants King Toba advantage on saving throws against
  spells and other magical effects.
  Treasure. If the mighty turtle is defeated, sixty crystals can
  be broken off its shell and sold for 10 gp each.
  Snout of Omgar
  Once a mountainous peninsula, the Snout of Omgar was split
  apart by the sea during the upheaval of the Spellplague. A
  narrow strait allows passage between the mainland and what
  is now a large island. Mariners and cartographers consider this
  feature to mark the boundary between the shores of Chult and
  the shores of Samarach.
  Locations V - Y
  Valley of Dread
  Explorers entering Chult from the east are likely to trek
  through this passage, which is contained by the windworn Sky
  Lizard Mountains to the north and the jagged Sanrach
  Mountains to the south. The valley of dense jungle is well
  named; it’s a stomping ground for dinosaurs of all kinds. It’s
  also home to savage kingdoms of lizardfolk ruled by heartless
  lizard kings and queens.
  Valley of Embers
  This burned-out valley surrounds Lake Luo. Most of the
  vegetation around the southern and eastern shore of the lake
  has been wiped out by pyroclastic flows, rivers of lava, and
  drifting ash. Fiery embers belched from the Peaks of Flame
  drift across the sky and fall like rain onto a blackened
  wasteland. The marshland north of the lake is wet enough to
  survive, but the accumulation of ash atop the water has turned
  into an almost impassable expanse of knee-deep muck. Mud
  mephits and steam mephits abound.
  Valley of Lost Honor
  The undead hordes of Ras Nsi wiped out a tribe of Chultans in
  this valley. The bones of the fallen Eshowe are gone, along
  with everything else — swallowed up by lava pouring out of
  the volcano west of Hrakhamar. Firenewts have taken over
  that old dwarven forge in the mountains, and their territorial
  claim extends the entire length of this valley. Firenewt
  warriors mounted on giant striders (see appendix D) enforce
  that claim, making the valley very dangerous for interlopers.
  Tzindelor, the young red dragon inhabiting Wyrmheart Mine,
  is the only creature whose might and authority the firenewts
  begrudgingly respect. Tzindelor and the firenewts leave each
  other alone for now, but both of them covet what the other has:
  Tzindelor would like to possess Hrakhamar, and the firenewts
  would profit from controlling the iron resources in Wyrmheart
  Mine.
  Vorn
  Standing next to some rocks and ferns is an 8-foot-
  tall statue, humanoid in shape with bronze fists, iron
  joints, an adamantine breastplate, and an iron helm
  with slits for eyes. The rest of the statue is made of
  sculpted wood reinforced with bands and rivets of
  adamantine. Scattered around its feet are offerings of
  food, feathers, colored stones, and skulls.
  The statue is actually a deactivated shield guardian that
  once served as a wizard’s bodyguard. The wizard died from
  extreme bad luck decades ago — he fell out of a tree during a
  particularly bad bout of mad monkey fever, hit his head on a
  rock that knocked him unconscious, and rolled into a puddle,
  where he drowned. The shield guardian has stood impassive
  and unmoving, awaiting orders, ever since. A character with
  proficiency in the Arcana skill recognizes the shield guardian
  for what it is with a successful DC 10 Intelligence (Arcana)
  check.
  A character who searches the area and succeeds on a DC
  10 Wisdom (Survival) check finds footprints in the dirt —
  evidence of nomadic tribes of goblins, grungs, and
  vegepygmies that revere the construct as a lesser god. They
  trim back the jungle vines and creepers that would otherwise
  
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  swallow the construct, and they leave offerings at its feet. The
  area around it for several miles is a “neutral zone” where these
  tribes allow each other to enter without triggering conflict.
  Anyone who finds the shield guardian’s control amulet
  (see “Yellyark”) can animate the construct and take control of
  it. Reactivating the construct and marching it away infuriates
  local goblin, grung, and vegepygmy tribes. Random encounters
  with such creatures are automatically hostile unless
  characters placate the tribes with treasure or convince them of
  Vorn’s “wish” to be moved elsewhere.
  Wreck of the Narwhal
  Through some magical mishap, a seafaring galleon called
  the Narwhal ended up in the heart of the jungle. It lies upside
  down, its hull encrusted with barnacles and overgrown with
  ivy. The crew is gone without a trace, but the old ship still has
  occupants: a reclusive weretiger and a small tribe of
  vegepygmies share it. Since the weretiger kills more than he
  eats and leaves the surplus for the vegepygmies, the tiny
  community gets along fine. The vegepygmies thrive in the
  damp, dark area under the ship and in its hold, while the
  weretiger lives more elegantly in the airy, well-furnished
  (albeit upside down) captain’s cabin.
  The vegepygmy tribe consists of a vegepygmy chief,
  twelve vegepygmies, and three thornies (see appendix D for
  the vegepygmies’ and thornies’ statistics). The weretiger (N
  male Chultan human) uses no name anymore, but he was
  called Bwayes O’tamu years ago. He is a cousin of Wakanga
  O’tamu (see “Merchant Princes” ), and the two were quite
  close as children. The family resemblance is strong; characters
  who’ve met Wakanga see the similarity when the weretiger
  assumes human form. The weretiger speaks Common and
  Vegepygmy, though he’s forgotten much of the former through
  disuse.
  When characters enter the same hex as the Narwhal, roll
  any die. On an odd result, Bwayes is out hunting and
  automatically detects the characters’ presence before they’re
  aware of him; on an even result, Bwayes is resting at the hull,
  meaning characters are likely to encounter the vegepygmies
  before the weretiger. If Bwayes detects the characters, he
  tracks them covertly, out of curiosity rather than bloodlust.
  He’d like to meet them and find out what they’re after. He’ll
  even bring them back to the ship and trade gems for wine, if
  they have any. Unless the characters are accompanied by
  Bwayes, the vegepygmies are hostile toward them.
  If the characters befriend the weretiger and inquire about
  other places in Chult, he shares the following information:
  
  The bones of a great dragon lie in a grotto to the
  southwest. (Bwayes can lead characters to Needle’s
  Bones if they ask him nicely.)
  
  Between the River Olung and the Nsi Wastes lie the ruins
  of a once-beautiful garden palace said to contain treasure
  beyond compare. (Bwayes can lead the characters to
  Nangalore but won’t explore it out of respect.)
  Treasure
  The weretiger’s cabin contains enough scavenged gear to
  create a set of cartographer’s tools and a set of
  leatherworker’s tools, as well as an herbalism kit. A battered
  wooden trunk near the weretiger’s hammock holds an
  explorer’s pack, a spyglass, a set of Three-Dragon Ante cards
  (the weretiger doesn’t know how to play), a leather pouch
  containing four assorted gemstones (100 gp each), and two
  potions of healing.
  
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  Wreck of the Star Goddess
  A wooden vessel is caught high in the tree branches,
  broken into three chunks. It resembles a ship, but
  there are differences that mark it clearly as not a
  seagoing vessel. The stern is the lowest piece,
  hanging precariously by its rigging about 50 feet
  above ground. The middle section appears to be 15
  feet higher, and the bow section is firmly wedged into
  a nest of branches another 10 feet above that.
  A weak voice calls out, “Hallo, on the ground. Can
  you help us?”
  The Star Goddess was a 90-foot skyship from Halruaa. It
  flew like a blimp, with the aid of an amazing lighter-than-air
  gasbag. A crew of Halruaan adventurers was using it to
  explore Chult from the air when it was attacked by a flock of
  pterafolk. The pterafolk slashed the airbag, and the vessel
  crashed into the jungle canopy. As shown in map 2.13, the
  wooden gondola broke into three pieces, which now hang
  precariously in the treetops at three different heights. The
  deflated balloon is tangled in the branches above. The crash
  could have occurred anytime within the past 3d10 days.
  Climbing up to the wreck is relatively easy, thanks to many
  vines in the trees and lines of rigging hanging from the ship. A
  successful DC 10 Strength (Athletics) check is enough to reach
  the ship from the ground. The same check must be repeated to
  move from one section of the ship to another; alternatively, a
  character can jump down from a higher to a lower section with
  a successful DC 10 Dexterity (Acrobatics) check.
  Crash Survivors
  The voice calling to the party belongs to Thasselandra
  Bravewing, the ship’s captain (NG female Halruaan human
  noble). She explains the situation briefly before she weakens
  and her voice becomes too soft to hear from the ground. The
  other crash survivors include the ship’s navigator, Ra-das (N
  male Halruaan human scout); the master-of-arms, Falx
  Haranis (CN male Halruaan human veteran); and three other
  crewmen named Brax, Nhar, and Veliod (N male Halruaan
  human guards). Ra-das and Falx are in the stern section; the
  other NPCs are all in the midsection.
  The ship was carrying supplies, but most of the cargo
  spilled to the ground when the gondola broke apart. The
  survivors can catch rainwater in buckets, but they’ve been
  without food for several days. As a result, all the NPCs have 4
  levels of exhaustion (see appendix A of the Player’s Handbook
  for effects) and are not strong enough to climb to the ground
  on their own.
  Undead Scavengers
  When characters first arrive on the scene, they see eight
  ghouls lurking in the foliage below the wreck. Each ghoul has
  a small blue triangle tattooed on its forehead — the symbol of
  Ras Nsi. The ghouls have three-quarters cover from trees, and
  they withdraw from the area temporarily if the situation gets
  too hot.
  A few minutes after characters climb up to the wreck, it’s
  attacked by three girallon zombies (see appendix D). The
  monsters approach from the east, and because they have a
  climbing speed, they can move anywhere on the map as easily
  as on the ship. The NPCs fight back, but they aren’t very
  effective given their exhaustion. The girallon zombies aren’t
  above grabbing enemies and tossing them off the ship; one or
  two of the NPC guards should die that way. A character who
  falls or is thrown off the ship can halve the falling damage with
  a successful DC 10 Dexterity (Acrobatics) check, representing
  clutching at vines and branches on the way down.
  Treasure
  There is no treasure aboard the Star Goddess or amid the
  debris under it, but characters can salvage weapons, clothing,
  and enough supplies to assemble one explorer’s pack and one
  priest’s pack.
  Wyrmheart Mine
  A clan of shield dwarves operated this iron mine (map 2.14)
  up until forty years ago, when it was conquered by a young red
  dragon named Tzindelor. Hew Hackinstone (see “Finding a
  Guide”) hopes to reclaim and reopen the mine, and he gladly
  enlists the characters to his aid (or ropes them in unwillingly,
  if he must).
  Tzindelor has amassed a following of kobolds, who call her
  Tinder. She occasionally leaves to hunt but spends most of her
  time sleeping at the bottom of the mine. The kobolds rig their
  shared lair with numerous traps. Many parts of the mine still
  show signs of the dwarves’ battle against Tinder, including the
  scattered and charred bones of those who died.
  The dwarves left three ore carts in the mine, all in working
  order or repairable. The cart track circling the main shaft is
  quite steep; not as steep as stairs, but steeper than most ramps.
  The ore carts are built so that the downhill end (the front) is
  higher than the uphill end (the back). This allows them to sit
  level on the sloping track, but they look odd on level ground. A
  heavy draw rope and harness are hooked to the back of each
  cart so that a trained dinosaur could pull the heavy load up the
  track. A stout, lever-operated brake controls its descent.
  Carts can be shunted onto the side passages if the tracks
  are switched using a crowbar (one is stashed near each siding).
  When characters arrive, the tracks are set to bypass all the
  sidings and run straight through to the bottom.
  Some carts’ brakes are in better condition than others. If a
  brake fails, the cart races out of control round and round the
  pit until it smashes into the barrier at the bottom of the track.
  Everyone in the cart when it hits takes 1d6 bludgeoning
  damage per 20 vertical feet the cart descended. Those who bail
  out before the cart hits takes half damage, based on how far
  the cart descended before they jumped, but each creature
  must also succeed on a DC 10 Dexterity saving throw or
  tumble over the edge of the track and plunge to the bottom of
  the shaft.
  1. Office
  This building has walls made of closely fitted stone
  with large windows, and a wide, overhanging tile roof.
  It’s now overgrown with vines and creepers, but the
  structure is still solid.
  The door is swollen shut and must be forced open with a
  successful DC 12 Strength (Athletics) check, but the windows
  can be climbed through easily. Startled lizards and birds flee
  through the windows when anyone enters.
  The building’s contents have all rotted. Ledgers mildewed into
  slime long ago. Tables and cabinets are covered with creepers,
  bird droppings, and the bones of small animals. Stools collapse
  if any weight is put on them. There’s no information and
  nothing of use here.
  
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  2. Supply Shed
  This building is made from closely fitted stones and
  has a tile roof, but no windows. Portions of the wall
  are crumbling where tree roots are pushing the
  stones apart. Gouges and scars show where
  someone tried to hack through the heavy door with
  axes but gave up after making little headway.
  The axe marks are only a few feet off the ground (having
  been made by kobolds). The door can be forced open with a
  successful DC 10 Strength (Athletics) check.
  Dozens of crates and barrels are stacked inside. Several
  have been toppled over by tree roots growing beneath them.
  Stored food and water is inedible, but the other supplies are
  mostly still usable, even if they won’t be especially useful to
  adventurers. They consist of tools for mining, stone-working,
  and iron-working, shovels, lanterns and candles, miners’
  helmets, heavy gloves, spare wheels, axles, and brakes for ore
  carts, grease, thick rope, tar, brushes, brooms, and so forth.
  3. Ore Cart
  An ore cart sits on the tracks at the entrance to the
  mine, held in place by a block under the wheels.
  The cart’s metal box is still solid, but one of the axles is
  broken and the other screeches horribly. The supply shed
  (area 3) contains the parts and grease to get it rolling again.
  The old brake looks solid, but each time it’s used, it has a 10
  percent chance to fail utterly. This risk is recognized by
  someone who inspects the brake and makes a successful DC 10
  Intelligence check. The brake can be repaired with spare parts
  from the supply shed.
  4. Upper Shaft
  Inside the mine, the cave opens into an enormous, 250-foot-
  deep pit. The dwarves left a stout stone column in the middle
  to support the roof, and they built a wooden walkway to span
  the pit from south to north. Despite many broken or missing
  planks, the walkway is fundamentally solid. Tracks for the ore
  carts descend around the walls of the pit in a clockwise fashion.
  Enough daylight filters through the mine opening to create
  dim illumination to the bottom of the shaft.
  The kobolds living in the mine believe (correctly) that this
  upper level is haunted by dwarven spirits. The kobolds avoid
  the upper level of the mine except when they must exit or
  enter. They use the wooden bridge exclusively and never walk
  along the cart track past area 5.
  5. Haunted Forge
  This was the dwarves’ forge and workshop. Many of the
  miners retreated here when Tinder attacked, but the dragon
  incinerated their barricades and then burned them out with
  her breath. The entire area from the bottom of the steps to the
  backs of the chambers is scorched and black. A dozen or more
  (it’s difficult to sort them out) charred skeletons litter the
  chambers. One dwarf skeleton is more recent than the others
  (the body has been dead for three years) and not charred; it
  lies near the base of the steps, in a face-down, head-down
  position that implies the dwarf died while scrambling down
  the steps. This was a member of Hew Hackinstone’s expedition
  who fell victim to the haunted forge.
  Six specters haunt the forge, three in each chamber. They
  
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  are all that’s left of the mine’s dwarven defenders. The first
  character to enter either chamber is attacked by the specters
  in that chamber, and those from the adjoining chamber arrive
  2 rounds later. The specters can’t leave the forge.
  Treasure. Most of the dwarves’ possessions were burned
  or melted by dragon fire, but one skeleton wears a mithral
  breastplate that survived the flames.
  6A. Ledge
  This platform is lit by a torch in a wall sconce and guarded by
  two kobold inventors (see appendix D). Rough-hewn steps
  descend to area 6B.
  6B. Egg Nursery
  Seven small reptilian humanoids guard this room,
  the walls of which have niches carved into them. Each
  niche is lined with moss and holds a brown egg the
  size of a small orange.
  Seven kobolds guard this room, which serves as the
  kobolds’ egg nursery. These kobolds protect their eggs with
  flinty resolve. The mossy niches in the walls contain a total of
  thirty eggs.
  6C. Rolling Stone Trap
  A tripwire stretches across the mouth of the tunnel where the
  lower passage joins the cart track. It can be spotted with a
  successful DC 13 Wisdom (Perception) check. If the tripwire is
  missed, each character who passes through the tunnel mouth
  has a 50 percent chance to trip it and trigger two mechanisms.
  The first mechanism is a spring-loaded wooden contraption
  resembling a claw that swings out from the wall of the mine
  shaft up-slope from this tunnel to snap across the tunnel
  mouth. Whoever triggered the trap must succeed on a DC 13
  Dexterity throw or take 7 (2d6) bludgeoning damage from the
  claw. One round later, the second mechanism releases a 5-
  foot-diameter stone sphere that drops into the cave (marked T
  on the map) and rolls into the wooden claw across the tunnel
  mouth, which is demolished by the sphere’s impact — but not
  before diverting the sphere onto the cart tracks. The sphere
  careens down the tracks until it reaches area 11, where it
  derails and smashes into the urds’ living quarters. (The urds
  easily hear it coming and get out of the way.) Everyone in the
  sphere’s path must succeed on a DC 13 Dexterity saving throw
  or take 22 (4d10) bludgeoning damage and be knocked prone.
  Instead of being hit by the sphere, a character who fails the
  saving throw can opt to leap off the tracks and fall to the
  bottom of the shaft; this succeeds automatically. The sphere
  can’t be slowed down by Strength checks because of the steep
  incline of the tracks.
  7. Upper Landing
  Two kobolds stand guard near some old crates. One keeps
  an eye on the cart track, while the other watches the stairs to
  the south. If one kobold falls, the other flees down the stairs to
  warn its kin in area 8.
  Ore Cart. The ore cart north of this area appears to be in
  working condition, though its brakes have a 10 percent chance
  to fail each time they’re used.
  8. Main Living Quarters
  The north passage connecting this chamber to the cart track is
  trapped with a swinging log studded with spikes. A character
  moving through the passage has a 50 percent chance to trip
  the trigger wire, which can be spotted with a successful DC 13
  Wisdom (Perception) check. Each creature in the passage
  when the log swings through must make a successful DC 13
  Dexterity saving throw or take 10 (3d6) piercing damage and
  be knocked prone.
  A fire smolders in a pit in the middle of the chamber,
  with lizards, bats, and quippers slowly roasting on
  sticks propped around it. The fire illuminates the
  cave’s kobold occupants.
  During daytime, this room contains 2d6 kobolds; at night,
  that number swells to 6d6 kobolds. Day or night, half of the
  occupants are noncombatants. Unless some loud disturbance
  has awakened them, the kobolds sleep piled atop one another
  on mounds of reeds that are infested with small lizards and
  other vermin.
  Shrine. The chamber to the east is a shrine to Kurtulmak. It
  contains two empty barrels, atop one of which is a 3-foot-tall
  statue of the kobold deity assembled from bits of metal, glass,
  wood, and stone. Offerings of food are piled around the base.
  None of the statue’s components are valuable, but it would be
  worth 10 gp to any curio collector in Port Nyanzaru. The
  statue weighs 15 pounds. Other than the statue of Kurtulmak,
  there is no treasure. Everything the kobolds find of value is
  surrendered to Tinder.
  9. Inventors’ Quarters
  Old crates and barrels have been converted into sleeping
  hovels for the tribe’s kobold inventors, two of which are
  present (see appendix D). The other two are in area 6A.
  10. Big Smash
  A boulder is precariously balanced on a ledge above the cart
  track at this point. A rope tied round the boulder passes
  through an iron ring on the central pillar and through another
  near the kobolds’ chambers. If the kobolds hear an ore cart
  rumbling down the tracks, four of them race out and prepare
  to yank this rope, timing it so the boulder smashes down on
  the cart. They make an attack roll (+4 to hit) against the cart’s
  AC, which depends on its speed. Rolling at top speed (no
  brakes), the cart has AC 16. If occupants are using the brakes
  to control its speed, the cart has AC 8. If the cart’s occupants
  engage or release the brake when they see the kobolds pulling
  the rope, to change the cart’s speed, it has AC 12.
  If the boulder hits, every creature in the cart takes 5 (1d10)
  bludgeoning damage. Roll a d6 to determine what happens to
  the cart and its occupants:
  1–2. The cart continues down the track unhindered.
  3–5. The cart derails into area 11. Each creature in the cart
  is thrown out, lands prone, and must succeed on a DC 12
  Dexterity saving throw or take 5 (1d10) bludgeoning damage.
  6. The cart tumbles off the track and falls 125 feet to area
  12. A creature in the cart can make a DC 12 Dexterity saving
  throw to leap out before the cart goes over the edge and falls.
  On a successful save, the creature lands prone on the cart
  track. On a failed save, the creature goes over the edge with
  the cart and takes damage from the fall, as normal.
  11. Urds’ Quarters
  Once used as a secondary work and storage area for the
  dwarven miners, this cave now serves as living quarters for
  eight urds (winged kobolds). The urds don’t mingle with
  their wingless kin and attack intruders on sight, fleeing up the
  shaft if half or more of them are killed.
  Ore Cart. The ore cart on the siding below this area
  appears to be in working order, but the brake handle will snap
  off the first time it’s used.
  
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  12. Bottom of the Shaft
  The floor at the bottom of the shaft is littered with
  charred dwarven skeletons. A 60-foot-high waterfall
  pours out of the north wall, forming a large pool
  about 10 feet deep. All you can hear is the sound of
  crashing water.
  A dozen charred dwarven skeletons litter the floor. Eight of
  them are ancient and covered with calcium deposits, but four
  are fresher (they’re from Hew Hackinstone’s ill-fated
  expedition three years ago). The kobolds stripped them of
  anything valuable.
  An underground stream pours out of the north wall 35 feet
  above the cart track (60 feet above the floor) and plunges
  through the trestle before splashing into a pool on the mine
  floor. It’s only a thin curtain of water, but it makes a lot of
  noise and it raises enough mist to keep the bottom of the shaft
  perpetually damp. The pool is home to 2d6 quippers. A fishing
  net is rolled up nearby.
  Passage to Hrakhamar. An elevated cart track enters a
  tunnel in the north wall and continues northward (more or
  less) for 40 miles to the firenewt-infested smelter and forge of
  Hrakhamar. It’s passable and the tracks are intact for the full
  length, but encounters with kobolds and other monsters are
  likely.
  13. Audience Chamber
  This cave looks out over a much larger cave. Hanging
  from pegs at the back of the overlook are four
  ferocious-looking wooden masks and four capes
  made of scaly dinosaur hide dyed bright red.
  When the kobolds have tribute for Tinder or need the
  dragon’s advice or approval, they send their fawning,
  groveling emissaries to this ledge overlooking the dragon’s lair.
  The kobolds don the ceremonial wooden masks and capes
  before addressing their overlord.
  If characters put on the masks and capes before peering
  into area 14, and they make themselves seem kobold-sized,
  they have a chance to fool the dragon into believing they’re
  kobolds, but it’s easy to slip up. First, the kobolds speak only
  Draconic to the dragon. Second, they fill their speech with
  flattery and overblown honorifics such as “your titanic, blazing
  majesty” and “thou unquenchable, unendurable furnace.”
  Third, they never, ever question the dragon’s proclamations or
  judgments. Whenever one of these precepts is broken, Tinder
  can make a Wisdom (Perception) check contested by the
  characters’ Charisma (Deception) checks to see through the
  ruse. If additional characters are hiding on the overlook during
  a conversation with the dragon, each must succeed on a DC 19
  Dexterity (Stealth) check (with advantage if they’re completely
  out of sight from area 14) to evade notice.
  14. Tinder’s Lair
  Tzindelor, a female young red dragon better known as
  Tinder, spends most of her time here, dozing atop her treasure
  hoard. Otherwise, she’s out hunting and terrorizing her
  neighbors. Characters have improved chances to sneak up on
  her from area 12, thanks to the loud waterfall there (either
  they have advantage on Stealth checks or Tinder has
  disadvantage on Perception checks, whichever is more
  appropriate to the situation). The dragon can’t be surprised if
  kobolds triggered the boulder trap in area 10, and she can’t
  miss the sound of an ore cart rolling down the tracks or a loud
  spell going off anywhere in the complex.
  The dragon is inclined to kill anyone she doesn’t recognize
  but might converse with adventurers who have something
  interesting to say. Being young, she still has much to learn
  about the world. If flattered and offered a sufficient bribe
  (offerings worth at least 500 gp), she can even provide basic
  directions to any landmark within 100 miles of Wyrmheart
  Mine.
  The dragon doesn’t hold back when it comes to using her
  breath weapon; she loves watching her prey scream and burn
  in the flames. In a desperate situation, she’s confident she can
  fly up the mine shaft and escape faster than any intruders can
  pursue.
  Treasure. The dragon’s hoard contains 3,300 gp, 15,000
  sp, 45,000 cp, a gold-embroidered scabbard (25 gp), a dragon-
  shaped medal and chain fashioned from gold (50 gp), a copper
  mug with jade inlay (100 gp), and a potion of greater healing.
  Old crates and barrels near the south wall contain 1d12
  each of dwarf-made breastplates, helmets, shields,
  warhammers, and battleaxes. One of the dwarf-made
  battleaxes is actually a +1 battleaxe that floats on water and
  other liquids, and grants its bearer advantage on Strength
  (Athletics) checks made to swim. Etched into the haft of the
  battleaxe are Dethek (Dwarvish) runes that spell the weapon’s
  name: Bob.
  Yellyark
  Yellyark (map 2.15) is home to the Biting Ant tribe of Batiri
  goblins. These goblins wear stylized wooden ant masks and
  mark the perimeter of their territory with the heads and skulls
  of their enemies (humanoids and beasts). In this context,
  “territory” refers to a single hex on Syndra Silvane’s map.
  To protect themselves against giant carnivores, the goblins
  built the important structures of the village atop a “net” of
  strong, supple tree branches bound together with vines. The
  net is rigged to a heavy tree, bent down like a giant spring.
  When a predator threatens to overrun the village, goblins cut
  the vine and the entire village is rolled into a ball and flung a
  thousand yards over the jungle! The huts inside are cushioned
  from impact by layers of leaves and moss; damage to the
  flexible structures can be repaired, and most of the village’s
  precious totems, food, basketwork, and spare weapons are
  saved.
  Forty goblins live in the village: Queen Grabstab (a goblin
  boss), twenty-four adult goblins, and fifteen noncombatant
  children. For more information on Batiri goblins and their
  tactics, see “Races of Chult.”
  The tribe’s survival depends on getting an early warning of
  approaching danger, so sentries are always posted around the
  village. They wear ponchos made of vines and leaves, which
  give them advantage on Dexterity (Stealth) checks while
  remaining perfectly still, but impose disadvantage on
  
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  Dexterity (Stealth) checks when they move. The sentries also
  ring the village with tripwires attached to shells and skulls
  filled with pebbles. Characters who search for such things
  while approaching the village notice the tripwires with a
  successful DC 13 Wisdom (Perception) check; otherwise,
  they’re noticed by anyone with a passive Wisdom (Perception)
  score of 13 or higher. If approaching enemies are noticed by
  sentries or trigger a tripwire, the village goes on alert, making
  it impossible to sneak in.
  1. Canoes
  Three canoes are pulled up on the bank of the stream.
  2. Larder
  The goblins store fresh meat, fish, and other perishable food in
  this hut. It doesn’t get launched with the rest of the village; in
  case of attack, this food is left behind to keep carnivores
  occupied while the goblins escape.
  3. Queen Grabstab’s Hut
  The queen’s hut is no larger than the others, but two goblins
  always stand guard outside. Queen Grabstab (a goblin boss)
  and four more goblins (her adult children and attendants) are
  inside, bickering with one another over matters that concern
  only them. One of the queen’s attendants proudly wears the
  key to the wooden cage (area 4) on a loop of rope around its
  neck.
  Treasure. The queen wears a bronze and adamantine
  medallion that has the word “Vorn” etched into it. This is the
  control amulet for a shield guardian (see “Vorn”). None of the
  goblins have any notion the amulet is related to the object they
  venerate as a minor deity.
  4. Wooden Cage
  This lashed-together bamboo cage can hold animals or
  prisoners, as the situation demands. Prisoners are seldom
  ransomed, since the Batiri have no use for coin. Usually,
  they’re kept here until the goblins are ready to eat them. One
  of the goblins in area 3 carries the key to the cage’s crude
  padlock. A character with thieves’ tools can pick the lock with
  a successful DC 11 Dexterity check. The check is made with
  disadvantage if the character is trying to pick the lock from
  inside the cage.
  5. Ant Hills
  This particular Batiri tribe is skilled at ant husbandry, and the
  village is situated between three ant hills that are each 10 feet
  across at the base and stand 8 feet high. The three ant hills are
  joined together by tunnels.
  Damaging or destroying an ant hill causes six ant swarms
  (swarm of insects) to erupt from an underground nest. Two
  ant swarms emerge from each hill. The ants ignore the Batiri
  goblins and go after anything else they detect nearby.
  6. Launch Mechanism
  The bent-down tree that launches the village is anchored at
  this point. The launch is triggered by cutting the thick vine,
  which has AC 15, 15 hit points, vulnerability to slashing
  damage, resistance to fire and piercing damage, and immunity
  to bludgeoning, poison, psychic, and thunder damage. The
  entire mechanism is well camouflaged to prevent intruders
  from sneaking in and launching the village as a surprise attack.
  A character who gets a good look at the village in daylight and
  succeeds on a DC 18 Wisdom (Perception) check spots the
  network of vines and the bent tree and recognizes them as a
  
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  gigantic spring trap. Those with proficiency in the Survival
  skill have advantage on this check.
  Goblins don’t launch themselves in this contraption; it’s
  too deadly. Anyone inside the net when the village is launched
  and hits the ground must make a DC 15 Dexterity saving throw,
  taking 28 (8d6) bludgeoning damage on a failed save, or half
  as much damage on a successful one.
  
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  Chapter 3: Dwellers of the Forbidden City
  mu lies in a basin hidden in the depths of the
  rainforest, surrounded on all sides by sheer
  cliffs. The city is notoriously hard to find.
  Those who try must contend with miles of
  trackless jungle inhabited by natural
  predators, cannibals, and the remnants of Ras
  Nsi’s undead army. Even skilled guides have
  difficulty threading their way through.
  To enter the Tomb of the Nine Gods,
  adventurers must tread cautiously, contend with the dwellers
  of the ruined city, and learn all they can about the nine
  trickster gods of Omu and their ancient rivalries.
  Omu
  To the untrained eye, Omu appears abandoned, yet its raised
  streets and splintered plazas are far from uninhabited. If the
  characters reach a point where they can see the city in its
  entirety, either by flying above it or by looking down on it
  from a cliff’s edge, give the players a copy of handout 12 in
  appendix E.
  Approaching the City
  Two main routes lead into Omu. To the northeast, a river
  snakes down from the foothills of the Peaks of Flame and
  flushes into the city through a canyon (see area 17). The
  second access point is a staircase to the southwest (see area 1).
  Entering the City
  When the characters see Omu for the first time,
  read:
  The jungle parts to reveal a dead city enclosed by sheer
  cliffs. Ruined buildings and stone boulevards rise like
  ghosts from the floor of the misty basin. Colorful birds
  glide overhead.
  A waterfall pours into the basin, creating a swollen river
  that floods much of the city before draining into a deep
  rift filled with molten lava. A ruined palace lies a few
  hundred feet from the edge of the steaming abyss.
  A waterfall pours into the basin, creating a swollen river
  that floods much of the city before draining into a deep
  rift filled with molten lava. A ruined palace lies a few
  hundred feet from the edge of the steaming abyss.
  The cliffs surrounding Omu are 100–150 feet high and
  composed of crumbling rock. Thick jungle hugs the clifftops,
  with ferns, orchids, and moss spilling over the edges. Every
  100 feet or so, a gargoyle perches on the brink of the precipice.
  When a character gets a good look at one of these creatures,
  read:
  O
  
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  A vine-draped gargoyle perches on the clifftop, staring
  down at the ruined city. It has the face of a devil, with its
  mouth agape in a silent scream.
  The gargoyles attack anyone who flies over the city or tries
  to climb up or down the cliffs, but they ignore intruders who
  enter by the river or the ravine to the southwest. They serve
  Acererak and take orders from his undead tomb custodian,
  Withers (see chapter 5).
  History of Omu
  The tragic history of Omu is written in its ruins. As the
  characters explore, use the information provided here to bring
  the city to life.
  Forbidden City
  Omu was once a jewel in Chult’s crown. Built over rich mineral
  veins, the city garnered wealth in abundance. Omuan jewelry
  was coveted far and wide, and the city’s merchants grew fat on
  commerce. To enter Omu, it was said, was to enter the gates of
  paradise itself. Such wealth brought greed. Omu’s hunger for
  slaves made her rulers demand ever greater tribute from their
  neighbors. When their vassals couldn’t pay in flesh, they paid
  in blood. Omu’s feared legions marched across Chult.
  The Omuans’ greed and hubris angered the god Ubtao,
  causing him to turn his back on Omu two hundred years
  ago — long before he abandoned the rest of Chult. Omu’s
  clerics lost their spells, and the city fell to sickness and disease.
  Slave uprisings wracked Omu, and its nobles fled in droves.
  Maps showing Omu’s location were destroyed, and its coins
  were melted down and reminted. Fallen from grace, Omu
  became known as the Forbidden City.
  Nine Trickster Gods
  With Ubtao gone, primal spirits arose from the rainforest to
  bewitch the few remaining Omuans. They disguised
  themselves as jungle creatures and promised great power in
  return for devotion. Desperate for redemption, the Omuans
  tore down their temple to Ubtao and raised shrines to these
  nine trickster gods.
  The new deities were divisive and often cruel. Too weak to
  grant miracles to every follower, they concocted elaborate
  trials to winnow the clergy. On holy days, the mettle of
  aspirant priests was tested in their nine shrines, with deadly
  consequences for failure. The trials provided entertainment
  for the degenerate Omuans and fed their weakling gods with
  much-needed sacrifices.
  For nine decades, the city folk lived by the mantras of their
  trickster gods. They built statues in their names and schemed
  against each other to assert their chosen god’s dominance.
  Omu’s glorious past was lost, but its people endured. Such
  mercy did not last long.
  Fall of Omu
  Omu’s bloody trials drew the attention of Acererak, an archlich
  who wanders the cosmos in search of souls to harvest.
  Acererak, who is fond of deathtraps, marveled at the trials
  concocted by the Omuans. They inspired him to create his own
  dungeon below the city.
  A little over a century ago, Acererak entered Omu and slew
  all nine trickster gods. He then enslaved the Omuans and
  forced them to carve out a tomb for their defeated gods. When
  the tomb was complete, Acererak murdered the Omuans and
  sealed them in the tomb with their false gods. The archlich
  resumed his odyssey across the planes, content that the
  dungeon would feed his phylactery with the souls of dead
  adventurers. The jungle reclaimed Omu, and it fell into ruin.
  Rise of Ras Nsi
  Fifty years ago, a brood of yuan-ti from Hisari (see chapter 2)
  slithered into Omu and made it their new home. They built an
  underground temple beneath the old palace and patiently
  waited for their god, Dendar the Night Serpent, to come forth
  and swallow the world. Earthquakes shook Omu and cracked
  it open like a fig, causing the river to burst its banks. Chance
  spared the yuan-ti temple from destruction, but scores of
  yuan-ti died, including their leader (a yuan-ti abomination).
  The evil warlord Ras Nsi, who had raised an army of
  undead to wage war on the holy city of Mezro, only to suffer a
  terrible defeat, arrived in Omu shortly after the yuan-ti. Ras
  Nsi wormed his way into the yuan-ti’s favor and underwent a
  ritual to transform into a malison. Before long, he became their
  ruler. Today, beneath the cracked and broken streets of Omu,
  Ras Nsi holds sway and plots to bring Dendar the Night
  Serpent into the world, sealing its doom.
  Legend of the Nine Gods
  Stories of Omu’s nine trickster gods died with the Omuans
  who worshiped them. As characters explore the gods’ shrines,
  the players piece together fragments of the following legend,
  which provides clues on how to enter the Tomb of the Nine
  Gods.
  Long ago, the god Ubtao hardened his heart and vowed to
  weep for the people of Omu no longer. The rains stopped, the
  jungle withered and died, and death swept through Omu.
  One morning, a wise zorbo emerged from her hollow tree
  and spoke to the dying Omuans. To convince Ubtao of their
  worth, she decided to cook him a stew made from all their
  good qualities. Catching such virtues wouldn’t be easy, so she
  asked a wily almiraj to help her. The almiraj snuck
  recklessness in the pot, which she saw as a virtue, and Ubtao
  spat out the stew when he tasted it. From that day on, Obo’laka
  the zorbo and I’jin the almiraj became terrible enemies.
  At noon, a brave kamadan hopped down from her rock.
  She saw the evil in the Omuans’ hearts and decided to lance it
  like a troublesome boil. The kamadan fashioned a holy spear,
  but she left it by the riverbank and a crafty grung stole it. In
  her rage, Shagambi the kamadan forgot all about the Omuans
  and chased Nangnang the grung forever across the sky.
  When evening came, a wily eblis stepped from his reed hut.
  He didn’t like the Omuans, but without them he’d have no one
  to play his tricks on. The eblis sent a marsh frog to reason with
  Ubtao, but the frog was angry and decided to wrestle the god
  instead. This amused Ubtao, so he gave the frog tentacles to
  make it stronger. When Kubazan the froghemoth returned to
  Papazotl the eblis, he chased Papazotl into the swamp with his
  new tentacles.
  That night, a su-monster broke into Ubtao’s palace and
  stole a pail of water for the Omuans. When the god came
  running to find it, the su-monster hid the pail in a jaculi’s
  burrow. Ubtao asked the jungle animals where his water was
  hidden, and Moa the jaculi was too honest to lie. When Wongo
  the su-monster found out how Moa had betrayed him, he
  vowed to catch the jaculi and eat him up.
  All the while, Unkh the flail snail lived deep under the
  earth. The noise of the other animals fighting made her slither
  
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  up to the surface, and when day dawned over her shell, the
  light blinded Ubtao and made his eyes water. Life returned to
  Omu, and the people built shrines to honor the animals who’d
  saved them.
  City Inhabitants
  Several factions dwell within Omu, including yuan-ti, grungs,
  vegepygmies, and kobolds. Explorers also come here in search
  of gold and glory. Presently, these include Red Wizards and
  three tabaxi hunters. Each of these groups can play as much of
  a role in the story as you desire. They could serve as enemies
  or as allies brought together by mutual interests.
  Yuan-ti
  Yuan-ti offer sacrifices to Dendar the Night Serpent in a
  sprawling underground temple beneath the ruins of Omu’s
  royal palace (area 20); the temple is described in chapter 4.
  The yuan-ti guard the entrances to the city, patrol its streets,
  and send raiding parties into the surrounding jungle. Ras Nsi
  rules over them, but traitorous priests plot his downfall.
  Salida’s Treachery. One of the guides presented in
  chapter 1 is Salida, a pureblood yuan-ti loyal to Ras Nsi. If
  Salida escorts the characters into the city, she’ll surreptitiously
  use her sending stone to contact Ras Nsi so that he can prepare
  an ambush. When night falls, Salida uses a lantern to signal the
  yuan-ti attack. The attacking force consists of one type 3 yuan-
  ti malison and two yuan-ti purebloods per party member.
  Ras Nsi is keen to capture the characters so he can question
  them about their mission.
  Grungs
  A small colony of grungs lives on the rooftops around
  Nangnang’s shrine (area 18). Ras Nsi regularly mounts raids
  on them to thin their numbers.
  The grungs worship Nangnang and view her shrine as holy
  ground for their chieftain and his elite guards. Yorb, the mad
  grung chieftain, craves vengeance against Ras Nsi but hasn’t
  yet found a worthy attack plan.
  Vegepygmies
  Years ago, a meteorite fell from the heavens and created the
  city’s Great Rift. Stardust rained over the ruins and formed
  patches of russet mold out of which vegepygmies arose. Their
  tribes prowl the flooded backstreets. Yuan-ti have learned to
  shun these areas and kill the “moldies” on sight.
  Omu contains several small tribes of vegepygmies. They
  clash over territory and are unified only in their reverence of
  the Great Rift. Even if the vegepygmies could communicate
  with the characters, they have little desire to work with them.
  Their chiefs aren’t clever, and the characters could trick the
  vegepygmies to unify against a common enemy.
  Kobolds
  Nine deadly shrines hold the secret to entering the Tomb of
  the Nine Gods. To maintain the shrines’ traps, Acererak
  recruited a tribe of kobolds to act as shrine menders. These
  creatures dwell in cellars beneath a ruined marketplace (area
  15). Acererak has promised to transform their sorcerer,
  Kakarol, into a dragon if the kobolds keep their end of their
  bargain. Too impatient to wait for his ascension, Kakarol has
  taken to sleeping on a small hoard of treasure and insists his
  underlings address him as Great Wyrm. If the characters cut a
  deal with the kobolds, the sorcerer’s greed is easily
  manipulated.
  Acererak hasn’t told the kobolds about his alliance with
  Ras Nsi. For their part, the yuan-ti are barely aware of the
  kobolds’ existence.
  Red Wizards of Thay
  A group of Red Wizards entered the city a couple of days prior
  to the characters’ arrival. They camped in the ruined
  compound at area 2, but Ras Nsi’s forces nearly wiped them
  out in a night raid. Those who survived the attack continue to
  search the ruins for the Soulmonger.
  The survivors include four Red Wizards (LE male and
  female Thayan human mages) named Dyrax (male), Thazma
  (female), Yamoch (male), and Zagmira (female). Their red
  robes, shaved heads, and sallow complexions betray their
  allegiance to Thay. Eight mercenaries (LE male and female
  human thugs of various ethnicities) escort the wizards. The
  highest ranking mage, Zagmira, appears just eighteen years
  old, yet one half of her face is wizened and old. This effect is a
  holdover from a terrible ritual she performed to inhabit the
  body of her own granddaughter. All four mages carry
  spellbooks that contain all their prepared spells.
  Zagmira has seen the entrance to the Tomb of the Nine
  Gods (area 14) and believes the Soulmonger is held within.
  The Red Wizards have separated to find the puzzle cubes
  needed to unlock the tomb (see “Puzzle Cubes”).
  A man named Orvex (see area 2) serves the Red Wizards
  as a scribe and translator, but his loyalty to them is tenuous.
  The adventurers can easily befriend him.
  Tabaxi Hunters
  In the twilight of their lives, venerable tabaxi sometimes leave
  their families and venture into the jungle to claim a hunter’s
  death. A divine being known as the Cat Lord leads the bravest
  to Omu, where they spend their final days hunting dinosaurs
  and other jungle beasts.
  Three elderly tabaxi hunters (see appendix D) stalk the
  city when the characters arrive. Their names are Hooded
  Lantern (male), Bag of Nails (male), and Copper Bell (female).
  The hunters know the city well, but care little for its history
  and keep clear of its shrines. They hunt alone and avoid
  contact with explorers. Rare weapons and hunting gear are the
  only items the characters could offer to gain their help.
  Hooded Lantern has graying black fur, and cataracts cloud
  his left eye. He is preparing himself for a glorious death
  fighting the great tyrannosaurus rex known as the King of
  Feathers (see area 13). Copper Bell has speckled ginger fur
  and wears a torn blue cloth over her bony shoulders — the
  blanket used to comfort her cubs when they were infants. She
  retains much of her inquisitiveness and wry humor. Bag of
  Nails has gone mad and is described in area 7.
  OLD OMUAN
  The Omuans wrote in Old Omuan, a cuneiform script that
  bears little resemblance to any other alphabet. A character
  with the cloistered scholar or sage background can translate
  an inscription written in Old Omuan with a successful DC 10
  Intelligence (History) check, while a warlock with the Eyes of
  the Rune Keeper invocation can translate Old Omuan script
  without a check. If the characters recover the “queen’s decree”
  from the chwinga cart at area 11, they can use it to decode
  inscriptions written in Old Omuan. Without the queen’s decree
  
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  or a character with the appropriate background, the
  characters can translate Old Omuan writing only by using a
  comprehend languages spell or similar magic.
  Puzzle Cubes
  To unlock the Tomb of the Nine Gods, the characters must first
  recover nine puzzle cubes from shrines hidden throughout the
  city. The Red Wizards are already searching for the cubes, and
  Ras Nsi does what he must to prevent the Red Wizards or the
  characters from obtaining all of them.
  A puzzle cube is a stone cube 3 inches on a side and
  engraved with images of a specific trickster god. Each cube
  weighs half a pound. A detect magic spell or similar effect
  reveals an aura of abjuration magic around each cube.
  The puzzle cubes can’t be destroyed by any means. If
  they’re discarded, buried, or taken more than a mile outside
  Omu, they teleport back to their resting places inside their
  respective shrines. If the characters return to a previously
  cleared shrine, there’s a cumulative 20 percent chance per day
  that kobolds have reset its traps.
  Learning of the Shrines
  A few clues can point the players toward the shrines, including
  a lost journal found at a campsite (area 9). Characters can also
  discover the shrines on their own or learn about them from
  Orvex Ocrammas (area 2).
  Race for the Puzzle Cubes
  The characters need not explore all nine shrines. The Red
  Wizards find at least two of the puzzle cubes, and Ras Nsi
  always steps in to claim the final cube. Things play out
  differently if the players find a way to foil their enemies’
  plans — by killing them, for example.
  On the day the characters claim their first puzzle cube, the
  Red Wizards clear a separate shrine within the city. While the
  Red Wizards remain active, there’s a cumulative 25 percent
  chance per day that they claim another puzzle cube from a
  random shrine. If the players arrive at a cleared shrine, they
  discover a scene of devastation: traps sprung, monsters slain,
  and the cube missing.
  Once five puzzle cubes have been taken from their shrines,
  Ras Nsi begins to set ambushes. When the characters arrive at
  their next shrine, three type 1 yuan-ti malisons and six yuan-
  ti purebloods ambush them. Their orders are to capture
  characters and bring them to the Fane of the Night Serpent for
  interrogation.
  Once eight puzzle cubes have been claimed, Ras Nsi steals
  the ninth cube for himself and leaves an obvious trail leading
  pursuers to the main entrance of his underground temple (see
  area 20A). The characters must infiltrate the temple and either
  take the puzzle cube by force or convince Ras Nsi to part with
  it. For more information on the temple and its inhabitants, see
  chapter 4.
  An Uneasy Alliance
  The characters could form an alliance with the Red Wizards to
  recover the puzzle cube taken by the yuan-ti. If an accord is
  reached, Zagmira reveals that she has a spy in the yuan-ti
  temple: a yuan-ti pureblood named Ishmakahl (pronounced
  ISH-mah-kawl). Zagmira doesn’t reveal that this spy is a
  doppelganger.
  Zagmira encourages human characters to infiltrate the
  yuan-ti temple disguised as purebloods, with nonhuman
  characters posing as their slaves. If no human characters are
  present, Zagmira is willing to spend a 5th-level spell slot to
  cast invisibility on up to four party members. If the characters
  recover the puzzle cube taken by Ras Nsi, the Red Wizards
  turn against the characters and try to claim all the puzzle
  cubes for themselves once the characters emerge from the
  yuan-ti temple. If Artus Cimber is with the party, the Red
  Wizards also try to take the Ring of Winter from him.
  If the Red Wizards obtain all nine puzzle cubes, they use
  them to enter the Tomb of the Nine Gods and, one by one, fall
  prey to the tomb’s insidious traps.
  Navigation
  The city basin is densely packed with ruined villas and
  overgrown courtyards. Buildings in Omu are shaped from
  limestone. Thick, broad-leaved vines engulf most structures,
  while ferns and thorny bushes choke the streets. Statues
  representing the trickster gods leer from many junctions.
  Cautious characters can move through the city at a rate of
  200 feet every 5 minutes. Even if they throw caution to the
  wind, the density of the undergrowth makes it tricky to move
  faster than 200 feet per minute. If the characters stop to
  search for treasure, each building takes 30 minutes to clear.
  Whenever the party searches a ruined building, roll percentile
  dice and consult the Ruin Interior table to see what, if anything,
  the building contains.
  Ruin Interior
  d100
  Ruin Contents
  01–40
  —
  41–50
  Assassin vines
  51–55
  Collapsing floor (and roll again)
  56–65
  Mad monkey mist (and roll again)
  66–70
  Nest
  71–75
  Plant discovery
  76–85
  Treasure
  86–00
  Vegepygmies
  Assassin Vines
  This ruin is choked with vines, lurking among which are 1d3
  assassin vines (see appendix D).
  Collapsing Floor
  As the characters explore this building, choose one character
  at random to make a DC 12 Dexterity saving throw. On a
  failure, the floor collapses and the character falls 20 feet into a
  lower level, taking damage from the fall as normal. Roll again
  on the Ruin Interior table to see if there’s anything interesting
  in the lower level.
  Mad Monkey Mist
  A thin, odorless blue mist lingers inside the ruin. Characters
  who enter the building expose themselves to mad monkey
  fever (see “Diseases”). Roll again on the Ruin Interior table to
  see if there’s anything else in the building.
  Nest
  Vermin have made a nest in the building. Roll a d6 and consult
  the Nest Occupants table to determine the nest’s inhabitants.
  Any character damaged by a giant wasp must succeed on a DC
  
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  11 Constitution saving throw at the end of the encounter or
  become infected with shivering sickness (see “Diseases”).
  Nest Occupants
  d6
  Creatures
  1–2
  1d6 giant wasps
  3–4
  2d6 stirges
  5–6
  1d3 swarms of poisonous snakes
  Plant Discovery
  The ruin contains one or more rare plants, determined by
  rolling a d6 and consulting the Plant Discovery table. These
  plants are described in appendix C.
  d6
  Plant
  1
  2d6 dancing monkey fruit hanging from a
  tree
  
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  2
  Menga bush with 1d6 ounces of leaves
  3
  1d6 ryath roots growing in the ground
  4
  4d6 sinda berries growing on a bush
  5
  1d6 wildroots
  6
  2d6 zabou growing on the floor
  Treasure
  The ruin contains 1d6 Omuan art objects (jade rings, painted
  pottery, silver-inlaid wooden statuettes of trickster gods,
  crystal vases, and so forth). Each art object is worth 25 gp.
  Vegepygmies
  Hiding in the ruin are 1d4 vegepygmies (see appendix D).
  They are not in a fighting mood and cower from interlopers. If
  attacked, they flee through cracks in the walls and attempt to
  hide in the surrounding marsh.
  Random Encounters in Omu
  Adventurers are likely to have one or more random
  encounters as they explore Omu. See appendix B for more
  information on random encounters in the city.
  Locations in the City
  The following descriptions correspond to areas marked on
  maps 3.1 and 3.2.
  1. City Entrance
  A guardhouse stands near the entrance to the city.
  Arrow slits are cut into its limestone walls, and a
  lopsided iron portcullis hangs over the gateway, beyond
  which you see an open plaza.
  If the characters enter the guardhouse, read:
  Much of the interior has collapsed into rubble. Creepers
  cling to the walls, and high grasses sprout between the
  flagstones amid evidence of long-dead campfires. One
  wall is covered with graffiti — some words painted,
  others etched.
  The graffiti (written in Common) provides hints about the
  challenges that await:
  “Fear the fangs of Ras Nsi!”
  “Erik, I’ve gone in search of the nine shrines. V.”
  “The puzzle cubes are the key.”
  “Beware the frog monster!”
  “Who is Unkh?”
  “All hail the King of Feathers!”
  “The snakes are not what they seem.”
  “Kubazan = bravery. Shagambi = wisdom. Moa = ?”
  Ras Nsi’s Scouts
  Five yuan-ti malisons watch this entrance to the city from a
  small cave carved into the cliffside. A narrow goat track
  zigzags up the cliff to their hideout.
  The group consists of two type 1 malisons, two type 2
  malisons, and one type 3 malison. They follow the characters
  into Omu and shadow them through the streets. Their goal is
  to ambush the characters and capture at least one of them. If
  they remain out of sight, the yuan-ti launch their attack when
  the characters try to take their first long or short rest in the
  city.
  Treasure
  The type 3 malison’s longbow is painted and carved like a
  serpent with tiny amber gemstones for eyes. The weapon is
  worth 250 gp as an art object.
  2. Walled Compound
  Smoke drifts lazily from a walled compound. The gate
  lies in splinters, and scorch marks deface the buildings.
  Near the center of the compound is a plaza littered with
  charred human corpses. One of the corpses is being
  torn apart by a pack of wild dogs.
  The Red Wizards seized this compound as their base of
  operations in Omu, but yuan-ti attacked and nearly wiped
  them out. Thirty corpses are scattered across the
  compound — the remains of three Red Wizards, twenty
  human mercenaries, and seven bearers hired in Port Nyanzaru.
  The yuan-ti looted all the supplies they found and stole their
  enemies’ weapons. Six wild dogs (use jackal statistics) feed on
  one of the Red Wizards. The dogs pose no threat if the
  characters keep their distance.
  Spirit Pole
  The yuan-ti burned their dead comrades and arranged their
  bones into a spirit pole. Characters who explore the compound
  discover this effigy:
  A glaive has been thrust into remains of a burned-out
  pyre. Charred snake skulls and blackened inhuman
  vertebrae are lashed to the spear. On a wall nearby, a
  symbol has been daubed in ash: a snake curled in a
  spiral, gripping a circle in its jaws.
  With a successful DC 15 Intelligence (Religion) check, a
  character
  recognizes the sigil
  on the wall as the
  symbol of Dendar
  the Night Serpent
  devouring the world.
  Orvex
  Ocrammas
  During the attack,
  an explosion buried
  a member of the
  Red Wizards’
  expedition under a
  fallen section of wall.
  Orvex is dying of
  thirst and
  exhaustion. As
  characters search
  the compound, they
  
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  hear him calling out for help from under the rubble. If the
  characters free Orvex, he begs to join their band until he finds
  sanctuary.
  Orvex serves as scribe and translator for the Red Wizards.
  He’s a pragmatic, balding human in his early forties who
  serves the Red Wizards because, as he puts it, they pay well.
  Orvex has the statistics of a spy, with these changes:
  
  Orvex is neutral.
  
  He has 3 hit points remaining and 3 levels of exhaustion
  (see appendix A of the Player’s Handbook for exhaustion
  effects).
  
  He speaks Common and Grung.
  If the characters befriend Orvex, he can help them forge a
  truce with any surviving Red Wizards. Orvex can translate Old
  Omuan, and his studies of Omu’s carvings taught him the
  legend of the nine trickster gods (see “Legend of the Nine
  Gods”), which Orvex is happy to recount once he’s fully healed
  and rested.
  Despite the obvious risks, Orvex looks forward to
  exploring more of the city and unlocking its secrets. If he’s still
  with the characters when they retrieve all nine puzzle cubes,
  he jumps at the chance to accompany them on their descent
  into the Tomb of the Nine Gods.
  3. Kubazan’s Shrine
  A rectangular pool of murky water stretches before this
  vine-draped shrine. Rope bridges that once spanned the
  water float on the surface, tangled with other debris. The
  shards of a toppled monolith form stepping stones to
  the middle of the pool, where a statue of a stone frog
  rises above the water.
  The shrine to the trickster god Kubazan (represented as a
  froghemoth) contains one of nine puzzle cubes needed to
  enter the Tomb of the Nine Gods.
  3A. Froghemoth Pool
  This pool is 6 feet deep and clouded with mud and algae. A
  character who succeeds on a DC 14 Wisdom (Perception)
  check spots the eyestalk of a froghemoth (see appendix D)
  sticking out of the pool. The froghemoth attacks anyone who
  disturbs the water or tries to reach the shrine, heaving itself
  from the pool to pursue prey.
  The shattered monolith is slippery with moss, and the
  rotted rope bridges sink as soon as anyone steps on them. Any
  character who jumps across the stepping stones must succeed
  on a DC 10 Dexterity (Acrobatics) check to keep from falling in
  the pool.
  Stone Key. A character who examines the mouth of the
  frog statue spots a stone key set into an indentation on the
  statue’s tongue. This key opens the locked gate at area 3B.
  3B. Locked Gate
  Carved into the lintel above this locked gate is an inscription
  written in Old Omuan: “Kubazan urges us to tread without fear
  and to give back as much as we take.” A character who heeds
  the words gains some insight into the trial that awaits in area
  3C.
  To pick the lock, a character with thieves’ tools must
  succeed on a DC 20 Dexterity check. Whether the check
  succeeds or fails, a glyph of warding spell targets the character
  with a fear spell (save DC 15). The glyph doesn’t trigger if the
  door is unlocked using the stone key from the froghemoth pool
  (area 3A).
  3C. Chamber of Bravery
  Steps descend to a ledge overlooking a pit of sharpened
  stakes. An alcove on the far wall holds a pedestal with a
  stone cube resting on it. A relief carved into the back of
  the alcove shows a monstrous frog with tentacles
  fighting a crane. Wooden beams radiate from the walls
  at floor height, with four-foot gaps between them.
  Carved frog heads extrude from the walls above the
  beams.
  The wall relief shows Kubazan (a froghemoth) fighting
  Papazotl (an eblis). An inscription written in Old Omuan tells
  how Kubazan earned his tentacles from the god Ubtao (see
  “Legend of the Nine Gods").
  Spiked Pit. The pit is 30 feet deep. A creature that falls into
  the pit takes 10 (3d6) bludgeoning damage from the fall and
  must make a DC 12 Dexterity saving throw. On a failed save,
  1d4 stakes impale the creature for an additional 1d6 piercing
  damage per stake.
  Wooden Beams. A creature can move around the
  perimeter of the room by hopping from beam to beam. To hop
  onto a beam without falling, a creature must succeed on a
  Dexterity (Acrobatics) check, the DC of which is 5 + the
  distance (in feet) between the two beams. When weight is
  applied to and lifted from a beam, it retracts and becomes
  flush with the wall, preventing it from being used again. The
  beams reset to their original positions after all of them have
  retracted into the walls.
  Puzzle Cube. If Kubazan’s puzzle cube is removed from its
  pedestal, the gate in area 3B slams shut and locks. Checks
  made to pick the gate lock from within the shrine have
  disadvantage. At the same time, the carved frog heads on the
  walls open their mouths, belch forth enough poisonous gas to
  fill the shrine, and then close their mouths. Placing an object of
  equal weight to the puzzle cube (half a pound) on the pedestal
  prevents the gate closure and the release of gas.
  The gas fills the shrine for 1 minute, then dissipates. Any
  creature that starts its turn inside the shrine while the gas is
  present must succeed on a DC 12 Constitution saving throw or
  take 10 (3d6) poison damage. Creatures are affected even if
  they hold their breath or don’t need to breathe.
  4. Shagambi’s Shrine
  A ruined shrine stands at the heart of this walled
  compound. Tall monoliths flank the entrance, decorated
  with images of a jaguar with six snakes sprouting from
  its shoulders. A stone door is set into the shrine beyond.
  The shrine to the trickster god Shagambi (represented as a
  kamadan) contains one of nine puzzle cubes needed to enter
  the Tomb of the Nine Gods.
  Two mated kamadans (see appendix D) use a cart at the
  back of the shrine as their lair. If they hear intruders
  approaching the shrine, the kamadans try to ambush them.
  The kamadans fight tooth and claw to protect their three
  young cubs. Kamadan cubs are noncombatants that look like
  baby leopards and grow to adult size within a year. The cubs’
  snakes won’t sprout from their shoulders for another 6
  months. Characters can capture the cubs and spend months
  trying to domesticate them, but the kamadans turn on their
  would-be masters once they reach adulthood in a year.
  
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  4A. Shrine Entrance
  Flanking the entrance are two stone monoliths, each one 15
  feet tall and draped in vines. Characters who examine the
  carvings uncover an inscription written in Old Omuan:
  “Shagambi teaches us to fight evil with honor.” Reliefs on the
  monoliths show Shagambi overseeing Chultan warriors as
  they train with spears and swords.
  The door to the shrine is not locked, but it hangs heavy on
  its hinges. It weighs 600 pounds, so one or more characters
  must have a combined Strength score of 20 or higher to push it
  open.
  4B. Arena Gallery
  When one or more characters enter the shrine, read:
  Steps descend into a fifteen-foot-high, moss-covered
  room. Four statues of Omuan warriors stand in alcoves
  to either side, overlooking a barred gladiatorial pit in the
  floor. Each statue looks like it was meant to hold a
  spear, but its weapon is missing. On the far side of the
  chamber, a stone pedestal stands conspicuously bare. A
  relief on the wall behind it shows a monstrous jaguar
  with six snakes protruding from its shoulders, fighting
  off a squat, frog-like humanoid armed with a spear. To
  the left of the relief is a narrow tunnel with stairs leading
  down.
  The statues can’t be moved from their alcoves, and they
  are impervious to damage and spells. The tunnel in the north
  wall slopes down to the bottom of the gladiatorial pit (area 4D)
  and leads to a cellblock beyond (area 4C).
  The wall relief depicts Shagambi (a kamadan) fighting
  Nangnang (a grung). Just below, an inscription written in Old
  Omuan tells the story of how Nangnang stole Shagambi’s spear
  (see “Legend of the Nine Gods”). With a successful DC 15
  Wisdom (Perception) check, a character notices tiny holes in
  the relief. Stuffing the holes with cloth or wax prevents the
  poison gas from penetrating through when the pedestal is
  disturbed (see below).
  Pedestal. The pedestal is a 4-foot-high stone cylinder that
  is impervious to damage and spells. Close inspection reveals a
  stone hatch in the top of it. Any physical attempt to force open
  the hatch releases a cloud of gas through the holes in the wall
  relief. The gas fills a 15-foot cube directly in front of the mural.
  Creatures in the area must make a DC 12 Constitution saving
  throw, taking 14 (4d6) poison damage on a failed saving throw,
  or half as much damage on a successful one. The gas affects a
  creature even if it holds its breath or doesn’t need to breathe.
  The gas doesn’t linger.
  Puzzle Cube. To obtain Shagambi’s puzzle cube, the
  characters must obtain the four bronze spears from the
  monsters in area 4C and place the weapons in the hands of the
  four warrior statues. Only by defeating the monsters in the
  gladiatorial pit can the spears be obtained. When all four
  spears are placed in the hands of the statues, read:
  The pedestal begins to turn on the spot, and an ornate
  stone cube corkscrews up from a hatch in its top.
  Once it rises up out of the pedestal, Shagambi’s puzzle cube
  can be safely removed.
  4C. Gladiator Cells
  This hallway contains four cramped cells behind iron
  portcullises. The portcullises are locked in place and can be
  raised only with a knock spell or by stepping on the pressure
  plate in area 4D. Each cell contains a Chultan gladiator made of
  painted clay. Each gladiator is a golem-like creature with a
  bronze spear in one hand and a wooden shield in the other. It
  has the statistics of a gladiator, with these changes:
  
  The clay gladiator is an unaligned construct with an
  Armor Class of 17 (natural, shield).
  
  It has a climbing speed of 30 feet and can climb difficult
  surfaces, including upside down on ceilings, without
  needing to make an ability check.
  
  It is immune to poison damage as well as the charmed,
  frightened, and poisoned conditions. It doesn’t need to
  eat, drink, sleep, or breathe.
  
  It doesn’t speak.
  
  It can’t make ranged attacks, and it can’t be disarmed.
  A clay gladiator fights if attacked or when called to the
  gladiatorial pit (area 4D). If reduced to 0 hit points outside of
  the gladiatorial pit, the gladiator disappears along with its
  possessions, reappears in its cell at full health with spear and
  shield in hand, and returns to the gladiatorial pit if it can. If
  defeated in the gladiatorial pit, the gladiator leaves its spear
  behind before reforming in its cell. The spear can then be
  taken back to area 4B. If taken from the shrine, the spear
  disappears and reappears in the gladiator’s hand.
  The gladiators can go anywhere in the shrine but can’t
  leave it. When the shrine has no other creatures inside it, the
  gladiators return to their cells, and the portcullises drop
  behind them.
  4D. Gladiatorial Pit
  This pit is 20 feet deep, and its bars are spaced 2 feet apart. A
  Medium or smaller creature can easily slip between the bars,
  but the walls of the pit are too smooth to climb without the aid
  of climbing gear or magic.
  Six-foot-high archways stand opposite one another at the
  bottom of the pit, the floor of which is one large pressure plate.
  Applying 50 pounds or more to the floor causes the
  portcullises in area 4C to rise with a loud clatter, whereupon
  the clay gladiators emerge from their cells and quickly make
  their way to the pit.
  5. Great Rift
  Tumbledown ruins cling to the lip of a rift overlooking a
  lake of bubbling lava.
  A creature that falls from the top of the cliff into the lava
  takes 70 (20d6) bludgeoning damage from the fall and 55
  (10d10) fire damage from the lava. A creature that starts its
  turn in the lava takes the fire damage again.
  Sacrifice of Fire
  The first time the characters arrive, they encounter a small
  vegepygmy tribe preparing to sacrifice a grung (see appendix
  D) to the rift. The grung, Imbok, is bound with vines and
  restrained. As the grung struggles, the vegepygmies encircle
  him and perform a strange, ritualistic dance. Unless the
  characters intervene, the vegepygmies roll their captive off the
  edge of the cliff. A couple of vegepygmies leap off after him,
  caught in the throes of devotion.
  The tribe consists of one vegepygmy chief, eight
  vegepygmies, and the chief’s thorny pet. Statistics for all
  these creatures appear in appendix D. Their grung captive is
  the beloved one hundred and eightieth son of the grung
  chieftain Yorb. If the characters free Imbok, he grovels at their
  feet. He doesn’t speak Common but promises to bury his
  benefactors in gold if they escort him back to his father’s
  
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  shrine (area 18). Imbok’s promise is empty, but he has nothing
  else to offer his saviors.
  6. Moa’s Shrine
  This shrine perches on a pinnacle of rock high above the great
  rift (area 5).
  A column of rock rises 200 feet above the lava. A walled
  ruin overgrown with palms perches on the summit.
  At its narrowest point, the gulf between the shrine and the
  rest of the city is 60 feet wide. Characters with rope and
  grappling hooks can throw a line across the gap.
  The shrine to the trickster god Moa (represented by a
  jaculi) contains one of nine puzzle cubes needed to enter the
  Tomb of the Nine Gods.
  6A. Shrine Entrance
  Palm trees grow in front of this squat building, and
  worn steps ascend to an archway that forms the
  entrance. Reliefs of coiled serpents flank the entrance.
  Four jaculis (see appendix D) lurk in the courtyard, using
  their camouflage to hide while coiled around tree trunks. If the
  characters enter the courtyard, the jaculis spring forth and
  attack.
  6B. Trapped Passage
  The walls of this rubble-strewn corridor are carved with
  serpents, and arrow slits are spaced along them every 5
  feet. Cobwebs fill the arrow slits and hang like drapes
  from the corridor ceiling. Above the entrance, a stone
  plaque bears a cuneiform message.
  The message on the plaque is written in Old Omuan and
  reads, “Moa teaches us that secrets hide the truth.” Explorers
  must heed this message to find the shrine’s puzzle cube.
  The arrow slits are 6 inches wide, 2 feet tall, and 1 foot
  deep. A character who peers through an arrow slit after
  clearing out the cobwebs can see into the room beyond (area
  6D), provided the character has a light source or can see in the
  dark.
  Pits. Three covered pits are spaced along the corridor in
  the positions marked X on the shrine map. Their covers
  remain locked until the puzzle cube is moved from the
  pedestal in area 6C. Thereafter, a creature stepping on a pit
  cover causes it to swing open and falls in unless it succeeds on
  a DC 15 Dexterity saving throw. Each pit is 10 feet deep and
  has a patch of green slime (see chapter 5 of the Dungeon
  Master’s Guide) at the bottom of it.
  A character who searches the hallway floor for traps finds
  a pit trap with a successful DC 15 Wisdom (Perception) check.
  The lids are cleverly constructed and can be jammed shut only
  by using magic such as an arcane lock spell.
  6C. Chamber of Deception
  In the middle of this room, a stone cube rests on a plain
  stone pedestal. Statues of twelve tribal warriors jut from
  the surrounding walls, aiming bows at the pedestal. The
  floor in front of the pedestal bears a mosaic depicting a
  monstrous serpent constricting a furious monkey. Moss
  obscures much of the detail.
  The mosaic shows Moa (a jaculi) fighting Wongo (a su-
  monster). If a character peels the moss aside, they uncover the
  following message written in Old Omuan: “Death rewards a
  thief deceived. Truth comes from the serpent’s mouth.”
  Another inscription encircles the floor and tells the story of
  how Moa upheld the truth to Ubtao and betrayed Wongo’s
  trust (see “Legend of the Nine Gods”).
  The puzzle cube on the pedestal is illusory, though it feels
  real to the touch. A detect magic spell or similar effect reveals
  an aura of illusion magic around the cube. When taken from
  the shrine, it vanishes in a puff of green smoke. If a creature
  removes the puzzle cube from the pedestal or tries to damage
  one of the statues, the archers animate and open fire on all
  creatures in the room. The archers can detect the presence of
  creatures even if they are invisible. Before they open fire,
  arrows magically appear in their bows. The archers remain
  animated for 1 hour, after which they revert to their inanimate
  state.
  The twelve archers act on initiative count 20. On its turn, a
  statue shoots one arrow (+6 to hit). A creature hit by an arrow
  takes 5 (1d8 + 1) piercing damage. Each statue is a Medium
  object with AC 17; 30 hit points; immunity to bludgeoning,
  piercing, and slashing damage from nonmagical attacks; and
  immunity to poison and psychic damage.
  Secret Doors. Characters who search the walls for secret
  doors find one on each side of the entrance tunnel with a
  successful DC 12 Wisdom (Perception) check.
  6D. Western Secret Room
  A statue of a coiled serpent dominates this web-filled
  room. The statue is missing its head, which lies broken
  on the floor next to a stone cube.
  The statue is 7 feet tall without its head. The puzzle cube
  lying on the floor next to the head’s shattered remains is fake
  and vanishes in a puff of green smoke when taken from the
  shrine. Bringing it into area 6C activates the statues there.
  6E. Eastern Secret Room
  A large statue of a coiled serpent dominates this web-
  filled room. Clutched in the statue’s jaws is a stone
  cube.
  The statue is 8 feet tall and harmless.
  Puzzle Cube. The cube is Moa’s puzzle cube. It can be
  removed from the statue’s jaws and the shrine safely.
  7. Fallen Tree
  A fallen tree bridges the river ahead. Its trunk is wider
  than a man and stretches more than 100 feet. On both
  banks lie ruined buildings.
  An elderly tabaxi hunter named Bag of Nails ambushes the
  characters if they try to ford the river here. The fallen trunk is
  wide enough for two Medium creatures to pass each other
  safely. Under the tree, the water churns toward the falls 200
  feet downriver. A creature that tumbles into the river or tries
  to swim across it must succeed on a DC 14 Strength (Athletics)
  check to reach the bank. If the check fails, the current pulls the
  creature toward the falls at a speed of 50 feet per round.
  Bag of Nails
  Bag of Nails yearns for a hunter’s death. Senility has taken hold,
  and now he sees all creatures as his prey.
  When the characters arrive, Bag of Nails is hiding in a
  ruined building on the east bank of the river, 150 feet from the
  fallen tree. To spot him, a character must succeed on a DC 22
  Wisdom (Perception) check. When a character crosses the
  bridge, Bag of Nails opens fire. After each shot, he leaps across
  the rooftops to a new firing position and tries to hide.
  
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  
  Bag of Nails is a tabaxi assassin, with these changes:
  
  Bag of Nails is chaotic neutral.
  
  He has a climbing speed of 20 feet and the Feline Agility
  trait (see below).
  
  He has darkvision out to a range of 60 feet.
  
  He knows Common, Dwarvish, and thieves’ cant.
  
  As an action, he can make a melee weapon attack with
  his claws (+3 to hit), dealing 1d4 slashing damage on a
  hit.
  
  He carries a longbow instead of a crossbow (range
  150/600 ft.).
  Feline Agility. When the tabaxi moves on its turn in
  combat, it can double its speed until the end of the turn. Once
  it uses this trait, the tabaxi can’t use it again until it moves 0
  feet on one of its turns.
  If Bag of Nails drops to fewer than half his maximum hit
  points, he surrenders to his enemies, leads them to his lair (a
  ruined basement), and offers them stew in a show of
  friendship. While distributing bowls of stew, he explains that
  he came to Omu to find a fabled treasure called the Navel of
  the Moon (see chapter 5). He hoped to use its alleged powers
  to find his lost son, but he has long since given up hope of ever
  finding it. A successful DC 15 Wisdom (Insight) check reveals
  that the tabaxi has no intention of letting the characters leave
  his domain alive. He laces the stew with midnight tears (see
  “Poisons” in chapter 8 of the Dungeon Master’s Guide).
  Treasure
  Characters who search through the tabaxi hunter’s lair find
  five doses of midnight tears in a hollow gourd and enough gear
  to make an explorer’s pack.
  8. Unkh’s Shrine
  Swirly carvings decorate two obelisks at the entrance to
  this compound. An overgrown courtyard lies under the
  shade of tall palms. Stone doors seal the entrance to a
  windowless shrine, with a smaller ruin standing nearby.
  The shrine to the trickster god Unkh (represented by a flail
  snail) contains one of nine puzzle cubes needed to enter the
  Tomb of the Nine Gods.
  8A. Shrine Entrance
  Above the doors is written an inscription in Old Omuan: “Unkh
  urges us to contrast all options before acting.” Unkh’s priests
  were contemplative but prone to indecision. Their message is
  a clue to solving the shrine’s puzzle. The doors to the shrine
  are not locked and hang heavy on their hinges. Each door
  weighs 600 pounds, so one or more characters need a
  combined Strength score of 20 or higher to heave them open.
  8B. Ruined Workshop
  The roof of this workshop collapsed long ago, and now
  a thick mass of plants grows from the rubble. Through
  the moss, you see hundreds of iron keys hanging from
  hooks on the wall. Some are bent and broken, while
  others are rusted beyond repair. The rest look
  serviceable.
  One of the keys unlocks the pedestal in area 8C. If the
  characters know which key to look for, they find it after a few
  minutes of searching.
  8C. Chamber of Contemplation
  A statue of a giant snail looms before you. In place of
  antennae, it has five pseudopods ending in rocky clubs.
  Along the walls, six iron keys hang in small niches above
  stone plinths. Behind the statue, a carved pedestal in a
  wide alcove has a keyhole set into its base.
  The statue is 9 feet tall and represents the trickster god
  Unkh as a flail snail. Three ghasts (undead Chultan tribesfolk)
  hide behind it. Each ghast has Ras Nsi’s symbol — a small blue
  triangle — tattooed on its forehead. The ghasts leap out from
  behind the statue and attack as soon as the characters enter
  the room.
  None of the keys in this room unlock the pedestal.
  However, they are all similar in size. If a character takes all six
  keys and overlaps them, their overlapping teeth form a
  particular pattern. A search of the ruined workshop (area 8B)
  yields a single key that matches this pattern. This key unlocks
  the pedestal.
  Puzzle Cube. Unkh’s puzzle cube is hidden inside the
  pedestal. If a character inserts the correct key in the keyhole
  and turns the key a quarter turn clockwise, the puzzle cube
  emerges from a concealed hatch:
  The pedestal grinds around on the spot. As it turns, an
  ornate stone cube corkscrews up from a concealed
  hatch in its surface.
  The puzzle cube can now be safely removed from its
  pedestal.
  Using thieves’ tools, a character can pick the lock on the
  pedestal with a successful DC 25 Dexterity check. A character
  who fails the check by 5 or more accidentally triggers the trap.
  Trap. If a character inserts the wrong key into the keyhole
  at the base of the pedestal or botches an attempt to pick the
  
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  lock, the shell of the flail snail statue emits dazzling rays of
  light that fire in all directions. When this happens, each
  creature in the shrine must make a DC 18 Dexterity saving
  throw. Any creature that fails the save is struck by a ray and
  takes 33 (6d10) radiant damage. The statue can’t emit rays
  while wholly or partly contained with an antimagic field.
  9. Adventurers’ Camp
  Amid the ruins is an abandoned campsite. Torn
  backpacks and rotted gear litter the ground around the
  three moldering tents. At the center of the camp, a
  scrap of dirty yellow cloth hangs from a crude wooden
  flagpole.
  This camp was made by the Company of the Yellow Banner,
  a party of explorers that arrived in Omu over six months ago.
  All the explorers are now dead. For further details, see chapter
  5.
  Characters who search the area discover a moldy
  parchment caught in the lining of one of the tents; give the
  players a copy of handout 13 (see appendix E). The leader of
  the company, Lord Brixton, left this letter behind for a missing
  comrade. The rest of the camp has since been looted.
  Development
  If the characters stay at the camp for an hour or more, a
  randomly determined Red Wizard (see “Red Wizards of Thay”)
  stumbles upon them. The Red Wizard is accompanied by two
  mercenaries and is searching for Omuan shrines. A battle is
  certain unless the party has struck up an alliance with Zagmira,
  in which case the Red Wizard offers to join forces with the
  party.
  10. I’jin’s Shrine
  Cracked monoliths flank the entrance to this ruin. Saw-
  edged ferns grow in the courtyard between broken
  flagstones. A pair of stone doors provide entry to a
  large, flat-roofed ruin.
  The shrine to the trickster god I’jin (represented by an
  almiraj) contains one of nine puzzle cubes needed to enter the
  Tomb of the Nine Gods.
  10A. Shrine Entrance
  A harmless almiraj (see appendix D) lives in a burrow
  underneath the courtyard and goes to ground as soon as it
  senses intruders. When a character approaches the door, read:
  Sculptural reliefs decorate the doors of this shrine. The
  carvings show a horned rabbit charging a small, feral-
  looking bear with sharp claws. A cuneiform message is
  etched above the doors.
  The message is written in Old Omuan and reads, “I’jin
  teaches us to take the path least expected.” I’jin taught her
  followers to live unpredictable lives, always changing course
  and never sticking to a plan. Characters would do well to heed
  her message inside the shrine.
  Smaller inscriptions hidden underneath the carvings tell
  the story of how I’jin (an almiraj) earned the ire of Obo’laka (a
  zorbo) by spoiling a stew prepared for the god Ubtao. For
  details, see “Legend of the Nine Gods."
  10B. Puzzle Floor
  A ten-foot-wide hallway strikes off into the gloom.
  Carved tiles depicting various beasts decorate the
  hallway floor.
  Give the players a copy of handout 14 in appendix E.
  Thirty-two tiles cover a 20-foot-long, 10-foot-wide stretch
  of the hallway. Each tile is 5 feet square, and the tiles are
  arranged in eight rows of four. The beasts depicted on the tiles
  are almiraj (see appendix D), dragonflies, eagles, giraffes,
  monkeys, tigers, warthogs, and zebras.
  Poison Darts. To cross the hallway safely, a character
  must avoid stepping on the same animal more than once. If
  more than 20 pounds of pressure is exerted on the wrong
  picture tile, four poison darts shoot from holes in the walls.
  Each dart makes a ranged weapon attack (+5 to hit) against a
  random target within 10 feet of the triggering tile. A single
  creature can be attacked by multiple darts. A creature hit by a
  dart takes 2 (1d4) piercing damage and must succeed on a DC
  15 Constitution saving throw, taking 7 (2d6) poison damage
  on a failed save, or half as much damage on a successful one. A
  character can spot the holes with a successful DC 13 Wisdom
  (Perception) check. Stuffing the holes with cloth or wax
  prevents the darts from launching.
  Characters can avoid the trap by flying or teleporting
  across the hallway, or by using spider climb spells to crawl
  along the walls or ceiling. The walls are too smooth to climb
  otherwise.
  Almiraj Tiles. A detect magic spell reveals an aura of
  abjuration magic around each almiraj tile. A creature that
  steps on an almiraj tile gains 2d10 temporary hit points. Once
  a tile has bestowed this benefit, it loses its magic until the next
  dawn. Casting dispel magic on a tile has the same effect.
  10C. Labyrinth
  Traps are riddled throughout this dusty maze. Hidden
  pressure plates in the floor are located in the positions marked
  X on the shrine map. If more than 20 pounds of pressure is
  exerted on a pressure plate, a sharpened axe blade swings
  from a hidden compartment in the ceiling. The blade makes a
  melee attack (+6 to hit) against any creature standing on the
  pressure plate. On a hit, the target takes 8 (1d8 + 4) slashing
  damage. A character searching for traps spots a pressure plate
  and ceiling compartment with a successful DC 16 Wisdom
  (Perception) check. Wedging an iron spike or other object
  under a plate prevents the trap from triggering. Using thieves’
  tools, a character can dismantle an axe blade with a successful
  DC 15 Dexterity check. If the check fails by 5 or more, the trap
  triggers and makes an attack against the character with
  disadvantage.
  10D. Puzzle Cube
  The doors of this chamber are not locked or trapped.
  A shaft of natural light spills from a tiny square hole in
  the ceiling onto a carved stone pedestal. An ornate
  stone cube rests on its surface.
  The cube is I’jin’s puzzle cube. It is not trapped and can be
  safely removed from the pedestal.
  
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  11. Chwinga Wagon
  An overturned wagon lies on the street ahead. Rotting
  flower petals litter the ground around it, and bees nest
  in its broken wheels. A freshly cut garland of jungle
  flowers hangs from the wagon’s tongue.
  The wagon is home to a chwinga (see appendix D). The
  vegepygmies in the area are afraid of the chwinga and bring it
  gifts of flowers to appease its wrath. In truth, the chwinga is
  harmless.
  The chwinga uses its magic to hide in a mossy stone disk
  underneath the cart (see “Queen’s Decree” below). Characters
  who approach the cart notice that the area is unusually lush
  and full of life. If they leave an offering, the chwinga timidly
  presents itself to them. If not, the chwinga’s natural curiosity
  forces it to shadow the characters and spy on them.
  The scent of honey foreshadows the chwinga’s appearance,
  and harmless bees follow it around. It has a fascination for
  humanoid hair and is likely to latch onto a bearded dwarf or a
  character with curly tresses. While the chwinga accompanies
  the party, any vegepygmies that encounter the group flee as
  soon as they discern the chwinga’s presence. The chwinga’s
  affinity for the natural world keeps it from following
  characters into shrines or dungeons.
  Queen’s Decree
  If the characters look under the wagon, read:
  A moss-covered stone disk lies half-buried in the mud
  underneath the wagon. Concentric rings of inscriptions
  cover its surface — some written in Common and
  others etched in jagged cuneiform.
  The tablet is a proclamation from an Omuan queen to her
  rivals in Mezro. The Mezroans couldn’t read the Omuans’
  native script, so the tablet contains the same message written
  both in Common and Old Omuan. It reads, “Queen Napaka
  proclaims that the free people of Omu fear nothing. Brave new
  gods protect us, as Ubtao did before but does no longer. Omu
  will rise again, and Napaka shall reclaim all that is hers by
  right of conquest.”
  Using the tablet, the characters can translate any message
  written in Old Omuan. The tablet is 3 feet in diameter and
  weighs 200 pounds, but characters with ink and parchment
  can copy it or take a rubbing. If the characters move the tablet
  from the cart, they end up taking the chwinga with it.
  12. Wongo’s Shrine
  Carvings of monkeys hanging by their tails decorate two
  cracked obelisks that stand before a shrine enclosed by
  broken walls. Past the obelisks is a courtyard filled with
  horsetails and arum lilies. Five archways open into
  darkness at the base of the ruin. Mounted above the
  central arch is a stone plaque bearing a cuneiform
  inscription.
  The shrine to the trickster god Wongo (represented by a
  su-monster) contains one of nine puzzle cubes needed to enter
  the Tomb of the Nine Gods. The inscription above the central
  arch is written in Old Omuan and reads as follows: “Better to
  be Wongo’s friend than his enemy.”
  Portcullises. Portcullises are raised into the lintels above
  four of the five entrance corridors. When a character claims
  the puzzle cube from area 12B, the portcullises slam shut and
  seal off these corridors. Each portcullis weighs 600 pounds
  and can be lifted by one or more characters with a combined
  Strength score of at least 20. A character can prevent a
  portcullis from dropping by jamming it with at least two iron
  spikes.
  12A. Cracked Obelisks
  Creatures that pass between these two obelisks hear in their
  heads a cacophony of shrieking monkeys. The sound fades
  once the creatures move elsewhere. The shrieks are annoying
  but harmless. The obelisks are not magical, and their effect
  can’t be dispelled.
  12B. Test of Friendship
  A ten-foot-tall stone statue of an evil-looking monkey
  balances on its tail atop a stone dais in the middle of
  this twenty-foot-high chamber. The statue’s limbs are
  splayed, with hands and feet cupped. On the wall
  behind, a sculpted relief shows a monkey-like creature
  tearing into a giant serpent. Cuneiform inscriptions are
  carved above and below the relief. Four masks of
  painted stone protrude from the walls; they depict the
  heads of a lion, a zebra, a boar, and a vulture.
  The wall relief shows the trickster god Wongo (a su-
  monster) fighting his hated enemy, Moa (a jaculi). Inscriptions
  in Old Omuan explain how Moa betrayed Wongo to the god
  Ubtao (see “Legend of the Nine Gods”).
  Statue and Puzzle Cube. A detect magic spell or similar
  effect reveals an aura of conjuration magic around the statue,
  which is easy to climb. A character who searches the statue’s
  base uncovers the following inscription written in Old Omuan:
  “Wongo’s friend knows where to pour the water.” Wongo’s
  “friend” (the vulture) can be identified by figuring out the logic
  puzzle written above the masks in the viewing corridors (area
  12C).
  When a character pours a pint or more of water into the
  statue’s right hand or one of its cupped feet, the liquid sizzles
  and transforms into 1d3 steam mephits that fight until
  destroyed. The statue can create up to six steam mephits in
  this fashion, after which no more mephits can be created until
  the next dawn. A steam mephit reduced to 0 hit points loses its
  form and disappears.
  When a pint or more of water is poured into the statue’s
  cupped left hand, Wongo’s puzzle cube appears by magic on
  the statue’s head. When the puzzle cube appears, the character
  who poured the water hears a snarling, disembodied voice say,
  “Take the prize and curse your friends, or fight my children to
  claim it. What is your choice?” If a character takes the puzzle
  cube, the masks on the walls deliver their curses (see area
  12C). If no character takes the cube immediately, the
  portcullises slam shut over the entrance corridors in area 12A
  as four su-monsters (see appendix D) are teleported into the
  room, clinging to the statue like startled children to a
  protective parent. The su-monsters leap down and attack.
  Once the su-monsters appear, taking the puzzle cube doesn’t
  trigger the masks’ curses. The summoned su-monsters are real,
  and their bodies don’t disappear whenthey die.
  Masks. Characters who examine the stone masks on the
  walls see that their eyes are open holes, allowing one to peer
  into the adjoining corridors (area 12C). The masks are
  extensions of the walls and can’t be removed without
  destroying them.
  12C. Viewing Corridors
  Each of these four corridors ends in a molded stone mask that
  juts into area 12B. A detect magic spell reveals an aura of
  
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  transmutation magic around each mask. Inscriptions in Old
  Omuan are carved into the walls above the masks on this side.
  Lion Mask (L). The inscription above this mask reads, “I
  ate one of the boar’s friends.” A character who peers through
  the mask sees a ray of blue light falling from the ceiling onto
  the right hand of the statue in area 12B.
  Boar Mask (B). The inscription above this mask reads,
  “The vulture is lucky to be alive.” Through this mask, a
  character sees a ray of blue light falling onto the left foot of the
  statue in area 12B.
  Zebra Mask (Z). The inscription above this mask reads,
  “My only friend starved to death.” Through this mask, a
  character sees a ray of blue light falling onto the right foot of
  the statue in area 12B.
  Vulture Mask (V). The inscription above this mask reads,
  “One of the others has no friends.” Through this mask, a
  character sees a ray of blue light falling onto the left hand of
  the statue in area 12B.
  When the masks deliver their curses (see area 12B), any
  character who has looked through a mask in the last hour
  must succeed on a DC 15 Constitution saving throw or
  transform into the creature depicted on the last mask they
  looked through. This curse functions as a polymorph spell and
  ends after 24 hours.
  A zebra has the same statistics as a riding horse. Statistics
  for the boar, lion, and vulture also appear in the Monster
  Manual.
  13. Amphitheater
  A ruined amphitheater looms over the surrounding
  buildings. Vines cling to its steps, and animal statues
  line its stands. The muddy ground outside is stripped
  clean of vegetation. An eerie silence hangs over the
  area. No birds cry, no insects chirp, nothing stirs.
  The amphitheater is the lair of the King of Feathers, a
  powerful tyrannosaurus rex with magical abilities. As they
  approach the amphitheater, characters can’t fail to notice giant
  clawed footprints in the mud. From toe to heel, each footprint
  spans over 5 feet. Closer to the ruin, they find long, slender
  feathers in scarlet, orange, and green hues, and heaps of dung
  large enough to bury a dwarf.
  The amphitheater is an open-air, semicircular structure
  with tiered seats overlooking a ruined stage. The Omuans used
  it for public debates and plays both comic and tragic. Narrow
  passages and rubble-strewn chambers spread beneath the
  grandstands. This darkened maze is home to five
  deinonychuses (see appendix D). While the tyrannosaurus is
  out hunting, the deinonychuses leave their lair and prowl
  throughout the amphitheater, attacking other creatures on
  sight. Strewn about their lair are Omuan relics (see “Treasure”
  below).
  Hail to the King
  During the day, there is a 50 percent chance that the King of
  Feathers rests in the amphitheater. At night, this chance
  decreases to 25 percent. If the beast is out hunting, there is a
  cumulative 20 percent chance per hour of it returning. The
  King of Feathers is a feathered tyrannosaurus rex, with these
  changes:
  
  The King of Feathers is a monstrosity with 200 hit points.
  
  It can see invisible creatures and objects as if they were
  visible.
  
  It can innately cast misty step at will, requiring no
  components. Its spellcasting ability is Wisdom.
  
  It has the Legendary Resistance trait and the Summon
  Swarm action option (see below). It can’t use the
  Summon Swarm action while it is grappling a creature
  with its jaws.
  Legendary Resistance (3/Day). If the King of Feathers
  fails a saving throw, it can choose to succeed instead.
  Summon Swarm (Recharge 5–6). The King of Feathers
  exhales a swarm of insects (wasps) that forms in a space
  within 20 feet of it. The swarm acts as an ally of the King of
  Feathers and takes its turn immediately after it. The swarm
  disperses after 1 minute.
  Treasure
  A search of the rooms under the amphitheater uncovers an
  electrum platter inscribed with images of Chultan feasting
  rituals (25 gp), an Omuan death mask made of painted gold
  (250 gp), and a helm of telepathy.
  THE KING OF FEATHERS
  The monstrous tyrannosaurus known as the King of
  Feathers is the undisputed lord of Omu. Most other dwellers of
  the Forbidden City live in fear of its thunderous approach and
  steer well clear of the amphitheater, its lair.
  The King of Feathers can be encountered anywhere within
  Omu. At first, tease the characters with glimpses of it moving
  through distant fog or have them hear its roar echoing over
  the ruins. It might appear while the heroes are exploring the
  ruins or taking a rest. Alternatively, it might interrupt a fight
  that’s going badly for the party (or is too easy).
  14. Tomb of the Nine Gods
  A vine-draped obelisk marks the entrance to the Tomb of the
  Nine Gods. For full details, refer to chapter 5.
  15. Ruined Bazaar
  A derelict market hall stands on the street corner ahead.
  Frayed cloth awnings hang in tatters above a broad alley
  lined with stalls.
  Kobolds live in hidden cellars underneath the ruined
  market hall and have set six traps throughout the bazaar. A
  character has a cumulative 20 percent chance of finding a trap
  for each minute spent searching the bazaar. When a trap is
  found, have the character make a DC 15 Wisdom (Perception)
  check. If the check succeeds, the character spots the trap (a
  hidden, spring-loaded catapult) and its triggering mechanism
  (a tripwire or pressure plate) without triggering it. Once
  spotted, the trap is easily disarmed or avoided (no check
  required). A failed check indicates that the character
  accidentally set off the trap, which duplicates the Weapon
  Invention attack of a kobold inventor (see appendix D).
  After the characters find three traps, they spot a kobold
  disappearing down a well-hidden staircase on the outskirts of
  the bazaar. If they follow the creature, it leads them to the
  cellars under the marketplace.
  
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  Kobold Cellars
  The kobolds live in cellars not shown on map 3.1. All but one
  of the staircases leading into their lair has been caved in or
  blocked with heaps of furniture. As the characters make their
  way through the cellars, read:
  Guttering torches cast dim light under the arches of a
  wine cellar roughly 20 feet square. The cracked ceiling is
  8 feet high. In an alcove on the far side of the room, a
  pile of treasure twinkles in the torchlight. Kobolds
  gather around it.
  Kakarol, a kobold scale sorcerer, rests on the pile of
  treasure. Two kobold inventors and ten kobolds are also
  present. Statistics for the kobold scale sorcerer and kobold
  inventor appear in appendix D.
  The kobolds rally to defend Kakarol. While they fight off
  intruders, Kakarol and his inventors make ranged attacks from
  the rear. If things look dire, Kakarol throws himself at the
  characters’ mercy.
  Treasure
  Kakarol wears a torn, 6-foot-long tapestry of a macaw
  decorated with garnet beads (75 gp) as a cloak. His hoard
  contains 30 gp, 250 sp, 1,800 cp, a colored glass statuette of a
  dragonfly (25 gp), four bloodstones (50 gp each), and a potion
  of greater healing.
  Development
  Kakarol believes that Acererak is going to transform him into a
  dragon. As such, the kobold is arrogant, greedy, and vain —
  traits that can be used against him. He knows nothing of
  Acererak’s true aims, nor has he been told about the
  Soulmonger. Kakarol’s kobolds spy on most other factions in
  the city. If gifted with enough treasure, he could become a
  useful early warning system for the adventurers.
  16. Papazotl’s Shrine
  Crocodiles wallow in this muddy lake bed, from which
  rises a walled ruin. Two columns flank the entrance,
  carved with images of a long-legged bird with a needle-
  like beak. At the building’s front, slimy steps ascend to
  an entry arch.
  The shrine to the trickster god Papazotl (represented by
  an eblis) contains one of nine puzzle cubes needed to enter the
  Tomb of the Nine Gods. The water around the shrine is 2 feet
  deep.
  16A. Shrine Entrance
  A plaque above the shrine entrance displays an inscription in
  Old Omuan: “Papazotl teaches us to bow before no one.”
  Characters who remember the cult’s motto gain an edge when
  they explore Papazotl’s tomb in chapter 5.
  Four hungry crocodiles lurk in the shrine’s flooded
  courtyard. These creatures are the offspring of a giant
  crocodile that nests to the rear of the shrine. If the characters
  attack the crocodiles, their mother joins the fray 2 rounds later.
  16B. Mosaic Floor
  Moss clings to the stonework throughout this hall. The
  mosaic floor depicts a tall bird using its long, pointy
  beak to pin a monstrous frog-like creature with tentacles
  sprouting from its shoulders. Set into the far wall is a
  set of heavy stone doors.
  The mosaic shows the trickster god Papazotl (an eblis)
  fighting his enemy, Kubazan (a froghemoth). Inscriptions in
  Old Omuan surround the mosaic. If the characters translate
  these, they learn the story of how Kubazan disobeyed Papazotl
  and was cursed (see “Legend of the Nine Gods”).
  The doors are not locked but hang heavy on their hinges.
  Each door weighs 600 pounds, so one or more characters must
  have a combined Strength score of 20 or higher to force it
  open.
  16C. Chamber of Command
  Moss clings to the stonework throughout this hall. The
  mosaic floor depicts a tall bird using its long, pointy
  beak to pin a monstrous frog-like creature with tentacles
  sprouting from its shoulders. Set into the far wall is a
  set of heavy stone doors.
  A character who examines the pedestal finds a riddle
  inscribed on its base. (Give players a copy of handout 15 in
  appendix E.) Unlike other inscriptions in the trial chambers,
  this riddle is etched in Common:
  Comes with sunshine
  Leaves with night
  Hides in darkness
  Does not bite
  Always joined to its caster
  Never strays from its master
  The answer to the riddle (“a shadow”) is a clue to finding
  the secret chamber (area 16D). If a character holds a light
  source close to the statue with the head of a bat, a crawlway
  appears in its shadow. The crawlway entrance is otherwise
  hidden behind an illusory wall that can be dispelled with a
  dispel magic spell. The crawlway, which is 2 feet wide and 3
  feet high, leads to area 16D.
  Puzzle Cube. If a character searches the pedestal, they
  discover the outline of a stone hatch on its upper surface. No
  matter how hard the characters try, they cannot pry the hatch
  open. Papazotl’s puzzle cube within only emerges when all six
  statues are blindfolded (see area 16D). When this occurs, read:
  The pedestal rotates, and an ornate stone cube emerges
  from a hatch on its surface.
  The characters can now safely take the puzzle cube.
  16D. Hidden Room
  A strange grid is etched into the far wall of this stone
  cell.
  When a character enters this chamber, give the players a
  copy of handout 16 in appendix E. This grid is a puzzle key. If
  the letters from the riddle in area 16C are entered into the grid
  (minus spaces), the letters in the darkened squares spell out
  “cover eyes.” This phrase provides a clue to obtaining the
  puzzle cube in area 16C.
  17. Waterfall
  A river courses through a rocky ravine before plunging 50 feet
  into a 30-foot-deep pool. A creature that goes over the
  waterfall must make a DC 10 Dexterity saving throw, taking 12
  
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  (5d4) bludgeoning damage on a failed save, or no damage on a
  successful one. There is no safe path from the top of the
  waterfall to the city below.
  Vision of Acererak
  The first character to look out across the city from the clifftops
  near the waterfall sees a vision of Omu’s fall:
  A city of magnificent, whitewashed buildings stretches
  out before you. Sunlight sparkles off of glass domes and
  windows, yet all is not well. Black smoke coils from fires
  across the city, corpses litter the streets, and wraiths
  circle the rooftops like vultures. A sphere of utter
  darkness grows out from the heart of the city, blotting
  out the light as it expands toward you. You turn away,
  and when you look back, the darkness is gone. The city
  is a half-flooded, overgrown ruin.
  While in Omu, the character who saw the vision has the
  same dark dream whenever he or she takes a long rest. In the
  dream, the character is standing in the city during its fall and
  sees a skeletal figure walking alone through the dead streets.
  He wears tattered robes and holds a skull-tipped staff, and his
  sunken eyes contain points of dead light. With each dream, the
  figure (Acererak) gets a little closer.
  18. Nangnang’s Shrine
  Monoliths adorned with prancing, frog-like figures rise
  from the swamp. Beyond, a ruined edifice shaped like
  an arrowhead squats in the muddy water. Bushes and
  trees grow from its roof. At the pointed front of the
  building, steps ascend to a stone door caked in slime.
  The shrine to the trickster god Nangnang (represented by
  a grung) contains one of nine puzzle cubes needed to enter the
  Tomb of the Nine Gods. The water around the shrine is 2 feet
  deep.
  18A. Shrine Entrance
  The shrine is home to a gold-skinned grung elite warrior
  named Chief Yorb. Four orange-skinned grung elite warriors
  wallow in the flooded courtyard with Yorb and his trained
  hadrosaurus mount. One red-skinned grung wildling and
  seven green-skinned grungs lurk on the shrine’s 20-foot-high
  rooftop. See appendix D for these creatures’ statistics.
  The grungs on the roof unleash arrows to ward off
  intruders. If the intruders fight back, more green-skinned
  grungs close in from nearby buildings, with 1d4 appearing at
  the end of each round until twenty have arrived.
  The grungs are jumpy and distrustful of strangers. At first,
  Yorb is more interested in scaring away intruders than he is
  talking with them. If the characters rescue his favored son in
  area 5 and have the means to communicate with the chief,
  Yorb opens up to them. He currently has no idea his son is
  missing.
  The grungs worship the dead trickster god Nangnang. If
  the characters enter into negotiations with Yorb, he can
  recount the full legend of Omu’s nine trickster gods (see
  “Legend of the Nine Gods”).
  Shrine Doors. The doors to the shrine stand ajar. If the tide
  of battle turns against Chief Yorb, he retreats into the shrine
  with his elite guards and bars the doors. A character can force
  open the barred doors with a successful DC 25 Strength check.
  18B. Chamber of Greed
  Torches shed light over rooms filled of treasure: chests
  heaped with coins, polished amphorae, strings of
  pearls, and ornate pieces of armor. Set into the floor in
  front of another double door is a mosaic depicting a
  frog-like humanoid beating a leopard that has snakes
  emerging from its shoulders. Cuneiform inscriptions are
  woven above and below the combatants.
  The inscriptions are written in Old Omuan. The one above
  the mosaic reads, “Nangnang teaches us to serve only
  ourselves.” The inscriptions below tell how Nangnang (a grung)
  stole a spear belonging to Shagambi (a kamadan). For details,
  see “Legend of the Nine Gods."
  While the treasures remain in the shrine, they look and
  feel real. If a character removes a treasure from the shrine, the
  illusion drops and the treasure reverts to its true form: gold
  coins become disks of tin, silver decanters revert back to clay
  jugs, and glittering armor becomes rusty scrap metal. A detect
  magic spell reveals that the treasures radiate auras of illusion
  magic while in the shrine. None of these “treasures” are
  valuable.
  Locked Doors. The stone doors to area 18C are locked,
  with neither keyhole nor handle. Above the double door, the
  following message is carved into the stonework in Old Omuan:
  “Whoever among you is the richest, bring me your gifts.” To
  date, even Chief Yorb hasn’t learned what lies on the other side
  of the doors. A detect magic spell reveals an aura of divination
  magic around the doors. The doors swing open if a creature
  approaches them while carrying one or more of the treasures
  found in the shrine. However, if another creature in the shrine
  is also carrying such treasure, the doors remains closed. A
  knock spell also opens the doors.
  18C. Puzzle Cube
  In the middle of this dusty room, a stone cube rests on
  a pedestal carved and painted to resemble a squat,
  humanoid frog.
  
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  Nangnang’s puzzle cube can be safely removed from its
  pedestal.
  19. Obo’laka’s Shrine
  A pair of needlelike columns mark the entrance to a
  walled ruin. In the courtyard beyond, banyan roots
  envelop a squat building. The stone doors that seal the
  entrance are carved with images of snarling bears with
  long, sharp claws.
  The shrine to the trickster god Obo’laka (represented by a
  zorbo) contains one of nine puzzle cubes needed to enter the
  Tomb of the Nine Gods.
  19A. Shrine Entrance
  A plaque above the shrine’s entrance bears the following
  message in Old Omuan: “Obo’laka teaches us to tread warily
  and stay in the light.” This message sheds light on how to
  obtain Obo’laka’s puzzle cube. The doors are slightly ajar and
  have rusty hinges that squeal loudly when the doors are
  opened.
  When the characters arrive, four zorbos (see appendix D)
  are lurking around the perimeter of the shrine. They
  investigate the sound of the squealing doors but won’t attack
  large groups, preferring to pick off loners and stragglers.
  19B. Gallery of Carvings
  The walls of this dark corridor are covered with painted
  reliefs showing Omuan people hunting, harvesting fruit,
  planting crops, crafting weapons, feasting, fighting,
  weaving, and skinning animals. Eight empty torch
  brackets protrude from the walls under the reliefs.
  To disarm the puzzle cube trap in area 19E, the magic
  torches from that room must be placed in the brackets in this
  hall.
  Barred Secret Door. A character who searches the walls
  and succeeds on a DC 17 Wisdom (Perception) check spots a
  secret door just inside the entrance. The door is triple-barred
  from the west side. It can’t be opened manually from this side,
  though three knock spells will do the trick.
  19C. Sun Pool
  A glorious sun is carved on the ceiling, directly above a
  pool of still water. The ceiling reflected in the pool
  doesn’t show a sun carving, but rather a moon carving.
  The pool is a magic portal that connects to the pool in area
  19D. Characters who immerse themselves in the pool surface
  in area 19D.
  19D. Moon Pool
  If the characters enter this room via the pool, read:
  A full moon is carved on the ceiling here, directly above
  the pool. The walls are decorated with reliefs of the
  Omuan people carrying out daily chores.
  The ceiling reflected in the pool doesn’t show a moon
  carving, but rather a sun carving. To travel back to area 19C, a
  character must duck under the pool’s surface.
  Locked Secret Door. A secret door in the south wall
  requires a successful DC 15 Wisdom (Perception) check to
  spot. Even when found, there’s no obvious way to open the
  door, although a knock spell works.
  A character who studies the wall reliefs and succeeds on a
  DC 10 Intelligence (Investigation) check observes that one of
  the figures on the wall is crafting a key. If the character pushes
  the key, the secret door pops open, revealing a dusty, web-
  filled tunnel (area 19F) beyond.
  19E. Chamber of Sacraments
  Eight torches illuminate this room. The light washes
  over a floor mosaic showing two creatures locked in
  combat: a small bear with sharp claws and a rabbit with
  a spiral horn on its forehead. In the middle of the room,
  a robed figure stands next to a waist-high pedestal, atop
  which rests a stone cube. The figure is bald and has one
  hand on the cube. It takes a moment to realize that the
  figure is a statue.
  The floor mosaic shows Obo’laka (a zorbo) fighting I’jin (an
  almiraj). Inscriptions in Old Omuan underneath the mosaic
  explain how I’jin ruined Obo’laka’s attempt to placate Ubtao
  (see “Legend of the Nine Gods”).
  The statue is a petrified Red Wizard (LE male Thayan
  human mage) named Voj. He failed to disarm the puzzle cube
  trap before touching it, and its magic turned him to stone. If a
  greater restoration spell or similar magic is cast on Voj, he
  reverts to flesh, realizes he’s not alone, and attacks anyone
  who would deny him the cube.
  Voj takes orders from Zagmira and knows the legend of
  Obo’laka and I’jin. If the characters defeat him, they find some
  valuables on his person (see “Treasure” below) that aren’t
  obtainable while Voj is petrified.
  Puzzle Cube. Any creature that touches the puzzle cube
  must make a DC 15 Constitution saving throw or be petrified.
  Even on a success, a creature holding the cube must repeat the
  saving throw at the end of each of its turns until the puzzle
  cube is removed from the shrine. When the torches in this
  room are inserted into the empty brackets in area 19B,
  Obo’laka’s puzzle cube can be handled safely.
  Torches. Each torch burns with a flame that never wears
  its wood down. The torches can be extinguished, but they
  reignite every time they reenter this chamber. Relighting a
  torch by any other method proves impossible. If all eight
  torches are inserted into the empty brackets in area 19B, the
  puzzle cube can be handled safely.
  Treasure. Voj carries an immovable rod, a leather pouch
  containing three tiger eye gemstones (10 gp each), and a red,
  leather-bound spellbook, which contains all the spells he has
  prepared.
  19F. Secret Passage
  This dark passage is choked with dust and webs. It’s
  clear that no one has been through here in years.
  Traversing this corridor is the easiest way to transport the
  torches in area 19E to area 19B without dousing their flames
  in the pools. The secret door leading to area 19B has three
  wooden bars across it. Once the bars are removed, the door
  pulls open easily.
  20. Royal Palace
  Thousands of bats swirl above a great ruin. Behind a 15-
  foot-high circular wall, you see crumbling arcades, vine-
  choked statues, empty plazas, and buildings overgrown
  with banyan roots. Streets that aren’t flooded are
  choked with rubble.
  The palace looks abandoned and has been looted of all
  treasure. Snakes slithering through the rubble are mostly
  
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  harmless (but see area 20A and 20B below). The bats flying
  above the ruin are also harmless.
  The Fane of the Night Serpent (see chapter 4) lies under
  the palace. There are two entrances: a large entrance to the
  north (area 20A) and a hidden entrance to the south (area
  20B). Watching over each entrance are three type 1 yuan-ti
  malisons in snake form. They slither out of hiding, revert to
  their true forms, and attack anyone who isn’t accompanied by
  yuan-ti.
  20A. Main Entrance to the Fane
  The north entrance to the Fane of the Night Serpent is easy to
  find:
  A worked tunnel descends into the earth here. Muddy
  cart-tracks wind back and forth from the entrance.
  The tunnel slopes down to area 1 of the yuan-ti temple
  (see chapter 4).
  20B. Secret Entrance to the Fane
  The south entrance to the Fane of the Night Serpent is hidden
  behind palms and thorny bushes. Yuan-ti who pass through
  here always try to cover their tracks. To find the entrance, a
  character must succeed on a DC 15 Wisdom (Perception) or
  Wisdom (Survival) check while searching the vicinity.
  Lifting aside the palm fronds, you uncover a narrow,
  rough-hewn passage descending into the earth.
  This passage connects to area 23 of the yuan-ti temple (see
  chapter 4).
  
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  Chapter 4: Fane of the Night Serpent
  nder the ruined palace of Omu lies a
  yuan-ti temple dedicated to an
  apocalyptic god known as Dendar the
  Night Serpent. The temple was originally
  part of the palace, but the yuan-ti have
  expanded and modified it to suit their
  needs over the years. When Ras Nsi
  steals one of Omu’s puzzle cubes (see
  chapter 3), the characters must delve
  into the temple to recover it. Characters
  captured by yuan-ti also end up here.
  Schemes of the Yuan-ti
  Before running this chapter, review the information on
  yuan-ti in the Monster Manual. Additional information
  appears in Volo’s Guide to Monsters.
  Ras Nsi
  Ras Nsi leads the yuan-ti of Omu on a divine mission to
  usher forth Dendar the Night Serpent and trigger the end of
  the world (see appendix D for more information on Ras Nsi
  and his evil plans). His version of the apocalypse is not
  imminent, since Ras Nsi is distracted with fears of his own
  mortality. He has fallen victim to the death curse and is
  growing weaker by the day, and neither he nor his yuan-ti
  priests have been able to ascertain the cause or find a
  remedy. As Ras Nsi’s power wanes, his rivals are preparing
  to dispose of him and continue their holy mission.
  Acererak promised to help the yuan-ti if they would
  guard the Tomb of the Nine Gods. Ras Nsi doesn’t know that
  Acererak is playing him for a fool. If the characters convince
  Ras Nsi that Acererak is a common enemy, he is of a mind
  not to stand in their way, provided that they vow to destroy
  the Soulmonger. Above all else, Ras Nsi values his own life.
  Fenthaza
  The cruel yuan-ti malison Fenthaza is second in power
  only to Ras Nsi and serves as the temple’s high priest. As one
  of Dendar’s “nightmare speakers,” she interprets the dream
  visions of the serpent god and pleases her with torture and
  sacrifice.
  Fenthaza has long resented Ras Nsi for hanging onto the
  threads of his humanity. Now her visions portend ruin at Ras
  Nsi’s hands, and she actively plots against him. Her dreams
  have revealed a treasure called the Black Opal Crown,
  hidden deep within the Tomb of the Nine Gods. She’s
  convinced that the crown is the key to unleashing Dendar
  the Night Serpent. Fenthaza wants to murder Ras Nsi and
  obtain the crown from the tomb. The priest is patient and
  cunning, and she won’t take action against Ras Nsi unless the
  odds are stacked in her favor. Captive characters soon
  become cat’s-paws in Fenthaza’s coup.
  TEMPLE ROSTER AND REINFORCEMENTS
  If the yuan-ti detect intruders inside the temple who aren’t
  prisoners, they try to ring the loud gong in area 9. The Temple
  U
  
  FOOTER 1
  Roster table summarizes the positions of yuan-ti across the
  lair and indicates how they react when intruders are detected
  or the gong is struck.
  Once an alarm is raised, begin tracking how much time the
  characters spend in the temple. At the end of each hour, roll
  percentile dice and consult the Temple Reinforcements table
  to see what else arrives. Reinforcements enter the temple from
  area 1 or 23 and behave as you desire.
  The temple is a living community. Outside combat,
  inhabitants move between chambers, feed, wash, rest, and
  engage in all the villainous deceptions of yuan-ti life. You can
  use the Temple Reinforcements table to simulate this.
  Getting Inside
  The two entrances to the yuan-ti temple are located amid the
  ruins of Omu’s royal palace (see chapter 3, area 20). Map 4.1
  provides an overview of the temple. The main entrance leads
  to area 1 on the map, and the secret entrance leads to area
  23.
  Adventurers are most likely to enter the temple as
  infiltrators or captives. If they’ve forged an alliance with the
  Red Wizards in chapter 3, they’ll be looking for Zagmira’s
  spy in the temple harem (area 10).
  Infiltrating the Temple
  Human characters can pose as yuan-ti purebloods if they
  dress and act appropriately, and can even lead other
  characters into the temple as captives. They must bluff their
  way past the yuan-ti guards. Malisons are the easiest to fool:
  their inherent disdain for the lower strata of yuan-ti society
  means that they pay little heed to purebloods moving
  through the temple.
  The temple denizens have racial tics that are difficult to
  mimic and they speak in a patois that combines the Common
  and Draconic tongues. To avoid drawing suspicion when
  talking, a human character pretending to be a yuan-ti
  pureblood must succeed on a DC 15 Charisma (Deception)
  check.
  Nonhumans have a much harder time fooling the yuan-ti
  without the aid of magic. Nonhuman characters attempting
  to pose as yuan-ti purebloods have disadvantage on any
  ability checks made to act in disguise.
  Captured by the Yuan-ti
  Characters captured by the yuan-ti are stripped of their gear,
  fitted with manacles (one set binding the wrists and another
  binding the ankles), and confined to the pits in area 8. Their
  gear is stored in area 13 until it can be studied and
  inventoried by the storeroom’s guardian, Azi Mas. If the
  characters don’t escape within 1 hour, they are visited by the
  yuan-ti spymaster Yahru and his bodyguards (see area 17).
  Yahru asks questions about their mission. He and his
  bodyguards then escort the characters to Ras Nsi or
  Fenthaza.
  Yahru enjoys political games and uses the characters to
  play Ras Nsi and Fenthaza against one another. If the
  characters answered Yahru’s questions angrily or arrogantly,
  they are taken to Ras Nsi. If they reacted in a calm, civil
  manner, they are brought to Fenthaza.
  Audience with Ras Nsi
  Ras Nsi meets with prisoners in the throne room (area 11).
  He wants to know why the characters invaded Omu. If he
  finds their answer unsatisfactory, he views them as
  dangerous and has them put to death immediately. If Ras Nsi
  learns that they’ve come to put an end to the death curse, he
  is intrigued. If they reveal that the cause lies in the Tomb of
  the Nine Gods, he releases them, gives them any remaining
  puzzle cubes they need to enter the tomb, and grants them
  safe passage out of Omu if they succeed in destroying the
  Soulmonger. He won’t help them further, since that could
  incite a yuan-ti revolt.
  Audience with Fenthaza
  Fenthaza meets with prisoners in her quarters (area 5). She
  sees the characters as pawns in her plot to overthrow Ras
  Nsi. To determine whether they can be trusted, she assigns
  them to work as slaves under Slavemaster Issar (area 19).
  Issar assigns each character a labor, determined by rolling
  percentile dice and consulting the Slave Labors table. (More
  than one character can be given the same task.) As they
  perform labors, characters see how the temple functions and
  might find ways to escape.
  If the characters perform their labors without incident or
  complaint for 1 day, they are brought before Fenthaza once
  more. She promises them their freedom if they agree to
  overthrow Ras Nsi. She also allows them to keep any puzzle
  cubes in Ras Nsi’s custody. If they agree, she gives them the
  armory passphrases (see area 4) and encourages them to
  carry out a slave uprising. She also offers to ritually
  transform human characters into yuan-ti purebloods so they
  can get closer to Ras Nsi (see area 9). While the characters
  sow confusion, she assembles her guards and priests (see
  areas 6 and 7), ambushes Ras Nsi, and attempts to kill him.
  If the coup is thwarted, Fenthaza and her confederates
  are put to death. If the coup succeeds, Fenthaza concludes
  that the characters have outlived their usefulness and tries
  to eliminate them. If the characters flee before she can
  betray them, Fenthaza sends her air elemental (see area 5)
  to hunt them down and kill them.
  Slave Labors
  d100
  Labor
  Development
  01–15
  Muck out the dinosaur pen in
  area 2.
  The character learns that Nahth (area 1) is susceptible to bribery.
  16–40
  Help Azi Mas rearrange the
  contents of the storeroom (area 13).
  Azi Mas shares his suspicions that Fenthaza is planning a coup.
  41–60
  Assist Xopal in the poison
  distillery (area 14).
  Xopal sends the character, unescorted, to gather fungi from area 22.
  
  FOOTER 1
  61–75
  Scrub the yuan-ti bathing in area
  16.
  The character learns that Fenthaza had a prophetic dream about the
  Black Opal Crown, a treasure which the yuan-ti believe has the power to
  usher forth Dendar the Night Serpent.
  76–90
  Clean the yuan-ti nests in area
  18.
  The character overhears one yuan-ti whisper to another, in Common,
  “White feather, black mask.” See area 4 for the significance of these
  words.
  91–00
  Feed a dead prisoner to the
  hydra in area 21.
  The characters find a folded-up piece of parchment hidden on the
  dead prisoner. On one side, it bears a crude map of the temple.
  Temple Roster
  Area
  Creature(s)
  Notes
  1
  Nahth (type 1 yuan-ti malison),
  4 yuan-ti broodguards, 3 swarms of
  poisonous snakes
  The yuan-ti remain here, pulling reinforcements from area 2. The
  swarms are confined to the pits.
  2
  Soakosh (yuan-ti pureblood),
  4 yuan-ti broodguards, 2 basilisks,
  1 triceratops
  If combat erupts, one broodguard tries to strike the gong in area 9,
  placing the entire temple on alert. If the gong is struck by someone else,
  all the yuan-ti and basilisks leave to investigate. The triceratops
  stampedes toward area 1 if attacked or threatened with fire.
  4
  1 bone naga, 2 minotaur
  skeletons
  The undead remain here.
  5
  Fenthaza (yuan-ti nightmare
  speaker),
  2 yuan-ti malisons (type 2), 1 air
  elemental
  If threatened, the yuan-ti pull reinforcements from area 6. The
  elemental remains in its urn until Fenthaza releases it.
  6
  4 yuan-ti broodguards
  The yuan-ti broodguards remain here unless drawn to area 5 by
  sounds of combat.
  7
  3 yuan-ti malisons (type 3
  variants)
  The malisons remain here.
  10
  1 doppelganger, 11 yuan-ti
  purebloods,
  2 yuan-ti broodguards
  The doppelganger helps characters working with the Red Wizards of
  Thay. The broodguards protect the purebloods.
  11
  Ras Nsi (daytime only), Sekelok
  (champion variant), 2 yuan-ti
  malisons (type 1), 3 yuan-ti
  broodguards, 4 ghouls
  Ras Nsi retreats to area 12 if threatened. If the gong in area 9 is
  struck, Sekelok, the malisons, and the broodguards investigate while the
  ghouls remain here.
  12
  Ras Nsi (present only at night or
  when forced to flee from area 11)
  Ras Nsi flees or negotiates if outmatched.
  13
  Azi Mas (awakened giant
  constrictor snake)
  The snake remains here.
  14
  Xopal (yuan-ti pureblood),
  5 zombies
  The yuan-ti and zombies remain here.
  15
  swarm of poisonous snakes
  The swarms are confined to the pit.
  16
  2 yuan-ti malisons (type 2),
  4 yuan-ti purebloods
  If the gong in area 9 is struck, the yuan-ti leave to investigate. If
  combat erupts here, reinforcements arrive from area 17.
  16
  2 yuan-ti malisons (type 2),
  4 yuan-ti purebloods
  If the gong in area 9 is struck, the yuan-ti leave to investigate. If
  combat erupts here, reinforcements arrive from area 17.
  17
  Yahru (type 1 yuan-ti malison),
  2 gladiators
  If the gong in area 9 is struck, or if they detect a disturbance in area
  16, the malison and the gladiators leave to investigate.
  18
  6 yuan-ti malisons (2 each of
  types 1, 2, and 3), 6 yuan-ti
  purebloods
  If the gong in area 9 is struck, the yuan-ti leave to investigate.
  Otherwise, they rest here.
  19
  Issar (type 3 yuan-ti malison),
  3 yuan-ti broodguards
  The yuan-ti remain here.
  20
  4 yuan-ti broodguards
  The yuan-ti guard the secret entrance. If combat erupts, one of them
  flees to area 19 to alert the yuan-ti there. Intruders caught trying to sneak
  
  FOOTER 1
  past the guards are taken to area 19 for questioning.
  21
  1 hydra
  The hydra attacks swimmers as well as creatures that travel north
  of area 18. If a rowboat bell is rung, the hydra appears in 1d6 rounds and
  attacks unless it is properly fed.
  Temple Reinforcements
  Locations in the Temple
  Map 4.1 shows the layout of the entire temple. The following
  features are common throughout.
  Ceilings
  Unless otherwise noted, chamber ceilings are 20 feet high and
  corridor ceilings are 10 feet high.
  Doors
  Doors are made from worked stone, with 4-inch-wide holes
  spaced along their bottoms to allow Medium and smaller
  snakes to pass through. Doors are unlocked unless noted
  otherwise.
  Illumination
  Oil lamps provide dim light throughout the complex. Each
  lamp burns with a tall green flame as bright as torchlight.
  Portcullises
  Iron portcullises secure certain areas of the temple. The bars
  of a portcullis are 1 inch thick and spaced 4 inches apart. A
  portcullis can be raised or lowered using an iron lever nearby.
  If the lever can’t be reached, the portcullis can be forced up or
  down by characters with a combined Strength of 30 or more,
  but doing so breaks the mechanisms that keep the portcullis
  from dropping. A knock spell also raises a closed portcullis.
  Ramps
  In place of stairs, the temple has stone ramps, which snake-
  bodied yuan-ti find much easier to climb.
  Teleporters
  Ras Nsi created five magical teleporters (in areas 8 through 12)
  that no one else is permitted to use. Each looks like a raised,
  faintly glowing stone disk with a serpentine glyph carved into
  the top of it. Each disk radiates an aura of conjuration magic
  under the scrutiny of a detect magic spell.
  If Ras Nsi steps onto one of these disks, he can continue his
  movement from any other disk in the temple. A character with
  proficiency in the Arcana skill can do the same thing by
  stepping onto the teleporter and succeeding on a DC 20
  Intelligence (Arcana) check. If the check succeeds but the
  character has no destination disk in mind, he or she appears
  atop a randomly determined one.
  1. Main Gate
  If characters approach this area from the north, read:
  A wide passage slopes down to a set of bronze doors.
  Coiled serpents decorate the metal, with a sliding hatch
  at head height. Four-inch-wide holes pierce the base of
  each door.
  When opened, the bronze doors slide into wall niches to
  either side of the tunnel. To pull the doors apart, the yuan-ti
  broodguards under Nahth’s command tug on heavy chains on
  the south side of the gate. To bypass the doors without
  opening them, yuan-ti malisons transform into snakes and
  slither through the holes at the bottom of the doors.
  d100
  Creature(s)
  01–15
  1d4 yuan-ti purebloods escorting a type 3 yuan-ti malison.
  16–30
  1d4 + 1 yuan-ti purebloods escorting 2d4 captives (male and female Chultan human commoners of any
  alignment).
  31–45
  2d4 yuan-ti purebloods returning to the temple from an expedition or patrol.
  46–60
  4 yuan-ti broodguards (see appendix D) carrying a type 2 yuan-ti malison on a litter.
  61–70
  1 yuan-ti malison returning to the temple. Roll a d6 to determine its type: 1–2, type 1; 3–4, type 2; 5–6, type 3.
  71–75
  1 yuan-ti abomination arriving at the temple to challenge Ras Nsi’s leadership. If Fenthaza is alive, she uses
  her influence to arrange a showdown between Ras Nsi and the abomination in the fane (area 9). If Fenthaza is
  incapacitated or dead, the abomination bullies its way to Ras Nsi’s throne room (area 11), where it is killed.
  76–85
  2d4 insane cult fanatics (NE male and female humans of mixed ethnicities) seeking an audience with Ras
  Nsi, to pledge their devotion to Dendar the Night Serpent. The cult fanatics bring tribute in the form of treasure
  (roll once on the Treasure Hoard: Challenge 0–4 table in chapter 7 of the Dungeon Master’s Guide).
  86–00
  2d6 tribal warriors (N male and female Chultan humans) delivering tribute to Ras Nsi. This tribute consists
  of food, drink, and treasure (roll once on the Treasure Hoard: Challenge 0–4 table in chapter 7 of the Dungeon
  Master’s Guide).
  
  FOOTER 1
  
  FOOTER 1
  A type 1 yuan-ti malison named Nahth (pronounced
  NAWTH) and four yuan-ti broodguards (see appendix D)
  defend the main gate. Strangers are denied entry unless they
  are accompanied by one or more yuan-ti.
  Nahth is greedy. After allowing characters to pass through
  the gate, he demands a bribe in the form of food (preferably
  meat) or treasure (minimum 10 gp). If the characters refuse to
  pay up, Nahth picks a fight with them. Combat here draws
  reinforcements from area 2.
  Snake Pits
  Beyond the main gate are three pits covered with iron grates.
  When enemies attack, the broodguards remove the grated
  covers and form up in a defensive line on the south side of the
  open pits. Each pit is 5 feet across, 10 feet deep, and filled with
  a swarm of poisonous snakes. The walls of each pit are too
  smooth to climb without the aid of gear or magic. A creature
  can skirt around the edge of a pit with a successful DC 10
  Dexterity (Acrobatics) check but falls if the check fails. A
  creature can also attempt to clear the pits with a standing
  jump or running jump (see the Player’s Handbook for jumping
  rules), provided there are no broodguards lined up along the
  far side.
  Treasure
  Nahth has a crocodile skin pouch containing 28 gp and wears
  gold ceremonial bracers sculpted to resemble bats (150 gp for
  the pair).
  2. Hall of War
  Four pillars carved with serpent reliefs support the 20-
  foot-high ceiling of this large room, in the middle of
  which is an 18-foot-high statue of a coiled cobra, facing
  north. Torches with green flames flicker on the walls,
  and the air reeks of dung. Two wagons are parked in
  one corner, and a triceratops is confined to a metal pen
  in another. To the west are a pair of dark alcoves, and to
  the south is a wide, pillared hall.
  Yuan-ti troops muster in this hall before heading into the
  city. Unless they have been drawn elsewhere, a yuan-ti
  pureblood named Soakosh (pronounced SOH-kawsh) and
  four yuan-ti broodguards (see appendix D) are stationed
  here. Two basilisks chained to hooks in the western alcoves
  are trained not to look their yuan-ti masters in the eye.
  Chewed bits of stone (the remains of petrified victims) litter
  the floor in the alcoves. The triceratops confined to the metal
  pen in the northwest corner is docile until threatened. The
  yuan-ti use it to pull supply wagons.
  Soakosh is fat and has a forked tongue. He’s rarely seen
  without a bag of his favorite food at hand: candied grung eggs.
  If the alarm is raised, Soakosh commands the broodguards
  to unchain the basilisks from their hooks and lead them into
  battle like war hounds. If the alarm has not been raised but
  combat ensues here, one broodguard runs to sound the gong
  in area 9.
  If the triceratops is threatened with fire or injured by an
  attack, it smashes through the walls of its pen and heads
  toward area 1.
  Giant Cobra Statue
  The statue is not dangerous. A character can climb it with a
  successful DC 15 Strength (Athletics) check.
  Wagons
  The supply wagons in the northeast corner are empty.
  3. Hall of Serpents
  The walls of this pillared hall bear reliefs of a giant
  serpent and its yuan-ti worshipers doing terrible things.
  The wall reliefs show the legend of Dendar the Night
  Serpent and the rise of Ras Nsi. Characters who examine them
  see the following tableaus:
  
  A giant serpent coils in the underworld, devouring the
  dreams of sleeping creatures.
  
  Yuan-ti terrorize Chultans, feeding their nightmares to
  the great serpent.
  
  A yuan-ti malison (Ras Nsi) wielding a flaming sword and
  wearing a gold crown set with a black opal leads the
  snake people to a great door to the underworld.
  
  The door to the underworld opens, releasing the serpent.
  It devours the sun and plunges the world into terror and
  darkness.
  A character who searches the reliefs and succeeds on a DC
  15 Wisdom (Perception) check discovers that the black opal in
  Ras Nsi’s crown is a stone button. If the check succeeds by 5 or
  more, the character also sees tiny holes hidden among the
  scales of the Night Serpent carvings.
  If a character presses the button in Ras Nsi’s crown, the
  carvings of the Night Serpent expel a soporific gas that fills the
  hallway and lingers for 1 minute. Any creature that moves into
  the gas or starts its turn inside it must make a DC 13
  Constitution saving throw. The gas has no effect on creatures
  that cannot be poisoned, and creatures that fail the save fall
  unconscious for 1 hour. Using cloth or wax, characters can
  plug the hundreds of holes and prevent the gas from flowing
  out.
  4. Armory
  The armory door has an arcane lock spell cast on it.
  Officially, only Ras Nsi, Sekelok, and Fenthaza know the
  command phrase to bypass the spell (“white feather”).
  Speaking the command phrase while standing within 5 feet of
  the door suppresses its magic for 1 minute, during which time
  the door can be opened normally. The door can also be forced
  open with a knock spell or a successful DC 25 Strength
  (Athletics) check.
  When the characters peer inside, read:
  Gleaming scimitars, serpent helms, and suits of scale
  armor cram the racks of this vault. Large bones and
  horned skulls litter the floor, and a shield made from the
  shell of a tortoise hangs on the far wall.
  A large skeletal serpent slithers out from behind the
  racks, raises its head, and says in Common, “They will
  tell us the passphrase! So Ukurlahmu has spoken.”
  A bone naga named Ukurlahmu (pronounced oo-ker-LAH-
  moo) has orders to protect the armory from thieves, but it
  
  FOOTER 1
  struggles to remember faces. It only attacks creatures who fail
  to speak the correct passphrase. The current passphrase is
  “black mask.” Characters are given three chances to utter the
  correct phrase before Ukurlahmu attacks. Before it attacks, the
  naga uses a bonus action to speak a magic command word that
  causes two minotaur skeletons to rise from the bones on the
  floor. The skeletons obey the naga.
  Ukurlahmu speaks strangely. When it asks a question or
  makes a demand, it prefaces every sentence with “It will …” or
  “They will …” (for example, “It will tell us why it is here and
  what it wants”). When it makes a statement or answers a
  question, it always ends its sentences with “… so Ukurlahmu
  has spoken.”
  Treasure
  The armory contains ten suits of scale armor, fifty scimitars,
  twenty longbows, twenty shortbows, and fifty quivers
  containing twenty arrows each. A detect magic spell reveals an
  aura of transmutation magic around the shield hanging on the
  wall. The shield has a minor magical property: words spoken
  by the shield’s bearer are amplified and sound ten times
  louder than normal.
  The tortoise-shell shield belongs to Sekelok, and only he is
  allowed to touch it. If a character removes the shield from the
  wall, Ukurlahmu coldly demands that it be returned it to its
  hook, attacking if this instruction is ignored.
  5. Fenthaza’s Quarters
  Two type 2 yuan-ti malisons stand guard in the corridor
  outside this room. Combat in the hallway alerts the yuan-ti
  broodguards in area 6, which arrive in 1 round. The room can
  be described as follows:
  A haze of incense lingers inside the chamber. Faded
  murals decorate the walls, and throw rugs and cushions
  lie scattered on the floor. An engraved chest rests in one
  corner next to a stone urn covered with snake carvings.
  A creature with the head and upper body of a dark-
  skinned woman and the lower body of a serpent coils in
  the middle of the room.
  Fenthaza, a yuan-ti nightmare speaker (see appendix D),
  lairs here. If an alarm is raised, Fenthaza relies on her guards
  to protect her while she releases the creature trapped in the
  stone urn (see below). Fenthaza tries to incapacitate
  interlopers and confine them to area 8. A particularly irksome
  foe might be shackled to the altar in area 6, where she can
  torture it at her leisure.
  One of the more powerful figures in the temple, Fenthaza
  ruled the yuan-ti after their abomination leader died, and she
  performed the ritual that transformed Ras Nsi into a malison.
  Recently, her visions have led her to doubt Ras Nsi’s
  capabilities. In turn, Ras Nsi has started to cede power to his
  champion, Sekelok (area 12).
  Stone Urn
  The stone urn stands 4 feet tall and weighs 250 pounds. Its
  stone lid weighs 25 pounds. Trapped within the urn is an air
  elemental that obeys Fenthaza. If the urn’s lid is removed by
  someone other than Fenthaza, the elemental flies out and
  attacks.
  Fenthaza uses the elemental to hunt down and slay
  escaped prisoners. Once it has completed its task, the
  elemental always returns to its mistress.
  Treasure
  Fenthaza carries a ring of keys that unlock the manacles and
  shackles worn by the prisoners in area 8. She wears a holy
  symbol of Dendar the Night Serpent (25 gp) around her neck.
  The chest is unlocked and contains 200 gp, a black leather
  quiver embroidered with a quartz-studded star map (75 gp),
  and a ceremonial dagger in a gold scabbard embossed with a
  scene of stampeding jungle animals (25 gp).
  6. Sacrificial Chamber
  Unless they are lured to area 5 by sounds of battle, four yuan-ti
  broodguards (see appendix D) stand guard in this chamber,
  one in each corner.
  A bloodstained altar stands in the middle of this room.
  It has shackles bolted to its top and niches carved into
  its sides. Housed in each niche is a human skull.
  Grooves run down the altar to gutters on the floor,
  allowing spilled blood to drain into the walls. Clay urns
  overflow with wet bones and gore.
  Fenthaza routinely sacrifices prisoners on the altar. As
  they die, their blood drains into the pool in area 9. A captured
  character who insults or otherwise annoys Fenthaza might
  end up here, shackled to the altar.
  
  FOOTER 1
  Chanting Skulls
  The altar has six niches (one at each end and two on each long
  side). The human skull in each niche radiates an aura of
  abjuration magic under the scrutiny of a detect magic spell. If
  combat ensues here, the skulls start to chant in Abyssal. The
  skulls stop chanting when they are removed from their niches
  or when combat ends. Each skull has AC 9, 1 hit point, and
  immunity to poison and psychic damage. As long as one or
  more skulls are chanting, all yuan-ti in the room gain the
  following benefits:
  
  Resistance to bludgeoning, piercing, and slashing damage
  from nonmagical attacks
  
  Advantage on saving throws against spells and other
  magical effects
  Portcullis
  A portcullis seals the entrance to area 8. A bronze lever is set
  into the wall south of the gate, out of sight of area 8. Lifting the
  lever raises the portcullis, and pulling the lever down causes
  the portcullis to drop.
  7. Evil Oracle
  Steam rises from a stone basin filled with viscous black
  and purple liquid. Three serpentine creatures surround
  the pool. Each has the head and upper body of a dark-
  skinned woman and the lower body of a snake.
  Yuan-ti priests use the pool to commune with Dendar the
  Night Serpent. Three priests named Arakiti, Kultha, and Nyss
  are here at all times. They are loyal to Fenthaza and are type 3
  yuan-ti malisons, with these changes:
  
  Add the following to the list of spells that the yuan-ti can
  innately cast at will: eldritch blast (2 beams; +5 to hit;
  1d10 + 3 force damage per beam), minor illusion, and
  poison spray.
  
  They don’t carry longbows.
  Oracle Pool
  The sludge within the pool conducts the reveries of Dendar
  the Night Serpent. A creature that enters the sludge or starts
  its turn in the pool takes 5 (1d10) psychic damage.
  Any creature that gazes into the pool for more than a few
  seconds receives a brief, nightmarish vision. In this vision, the
  creature is being swallowed whole by a giant snake. When the
  vision ends, the creature must make a DC 15 Wisdom saving
  throw. On a failed save, the creature takes 5 (1d10) psychic
  damage and is afflicted with a random form of long-term
  madness (see “Madness” in chapter 8 of the Dungeon Master’s
  Guide).
  PRISONERS OF THE YUAN-TI
  Yuan-ti captives not put to work as slaves are imprisoned
  in cells until they can be sacrificed to Dendar the Night
  Serpent. Ten sample prisoners are described below, and you
  can create others. All prisoners wear manacles on their wrists
  and ankles (see area 8 for details). They’ve been stripped of
  their armor and weapons unless noted otherwise. All seek to
  escape the temple and make their way back to their tribes or
  return to civilization.
  
  Tahvo, a ten-year-old boy (LG male Chultan human
  noncombatant with AC 10 and 2 hit points), wears a
  flower garland and prays constantly to Tymora.
  
  Sev, a yuan-ti pureblood who looks human except for
  his forked tongue, succumbed to mad monkey fever and
  is confined here until he regains his sanity. Roll on the
  Long-Term Madness table in chapter 8 of the Dungeon
  Master’s Guide to determine Sev’s form of madness.
  
  Oloma Authdamar (CG female Turami human scout) is a
  former crew member of the Star Goddess (see chapter 2).
  She leapt from a porthole as the ship crashed, and the
  yuan-ti captured her in the jungle. Oloma carries a
  concealed dagger.
  
  Pottery Shard, a tabaxi minstrel (see appendix D), was
  kidnapped while traveling from Port Nyanzaru to Fort
  Beluarian.
  
  Gorvax, a firenewt warrior (see appendix D) is eager to
  escape and return to the Valley of Lost Honor.
  
  A Harper named Lomar Dral (LG male Turami human
  mage with no spell slots remaining). While searching for
  Artus Cimber in Port Nyanzaru, he was drugged by the
  yuan-ti guide Salida and woke up a prisoner in Omu.
  
  Mung, a Batiri goblin, was caught by the yuan-ti while
  foraging in the jungle. He is malnourished and suffers
  from 3 levels of exhaustion (see appendix A of the
  Player’s Handbook).
  
  Kanush Natombe (N male Chultan human tribal
  warrior) foolishly traveled to Omu to prove his worth to
  another man. Kanush is malnourished and suffers from 4
  levels of exhaustion.
  
  Zilla Atazi (LE female Chultan human bandit) was a
  pirate aboard the Dragonfang. Captain Elok Jaharwon
  threw Zilla overboard for insubordination. The yuan-ti
  captured her after she washed ashore.
  8. Prisoner Pits
  An iron portcullis seals this chamber. The lever to raise it is
  located in area 6.
  Characters captured by the yuan-ti are confined here. If
  this is how the characters first arrive, read:
  The stench of sweat fills the humid air. You are chained
  to the wall of a dank, partially flooded pit. Other
  prisoners whimper nearby, lit by faint torchlight from
  the hole above.
  If characters peer into this room through the portcullis,
  use this description instead:
  Muffled sobs and moans rise from four pits with circular
  iron grates covering them. A chain hooked to each grate
  stretches over a pulley bolted to the ceiling and coils
  around an iron winch set into a nearby wall. Iron
  manacles dangle from hooks on the south wall. To the
  north, a faintly glowing stone disk covers the floor of an
  otherwise empty alcove, and carved into the top of the
  disk is a serpentine symbol.
  The room contains four pits, each one a bell-shaped
  chamber 10 feet deep and 10 feet in diameter. The pits are
  flooded to a depth of 3 feet. Covering each pit is a 600-pound
  circular iron grate that requires one or more characters with a
  combined Strength score of at least 20 to lift. Alternatively, a
  character can use the iron winch near each pit to lift or lower
  its lid with a successful DC 12 Strength check. Climbing the
  
  FOOTER 1
  slippery, sloped walls of a pit requires a DC 25 Strength
  (Athletics) check.
  New prisoners are slapped in chains and dropped into a
  random pit. The yuan-ti strip all prisoners of their belongings,
  which are kept in the storeroom (area 13) until they are
  properly inventoried. If the yuan-ti need to get a prisoner out
  of the pit, they disconnect a hook from the lid and use it to
  hoist the prisoner out by the manacles.
  Each pit contains 1d3 prisoners, and the “Prisoners of the
  Yuan-ti” sidebar describes several. If a player character dies,
  you could introduce a replacement character here as a
  prisoner hoping to be rescued.
  Prisoners are forced to wear manacles on their wrists and
  shackles on their ankles. The manacles impose disadvantage
  on ability checks made to climb or swim. The shackles reduce
  a prisoner’s walking speed by half and impose disadvantage
  on ability checks made to jump. Fenthaza (see area 5) carries
  the keys for these bindings. See “Adventuring Gear” in chapter
  5 of the Player’s Handbook for rules on breaking, escaping, and
  unlocking manacles (and shackles).
  Teleporter
  The engraved stone disk in the northern alcove is one of
  Ras Nsi’s magic teleporters (see “Teleporters”).
  9. The Fane
  An underground cathedral opens before you. At one
  end, a sculptured balcony perches atop five rearing
  stone serpents. Blood dribbling from the serpents’ jaws
  falls into a semicircular basin, and from there flows
  along a sloped trough into a wide stone bowl set into
  the floor. South of the bowl is a mezzanine, prominently
  situated atop which is a cauldron of steaming broth that
  exudes fleshy odors. To the west, a huge gong carved
  with snake patterns stands on a second balcony.
  During rituals, the fane swells with yuan-ti, but the room is
  unguarded otherwise. When struck, the gong can be heard
  throughout the temple complex. One strike announces the
  start of a serpent ritual: when sounded, all the yuan-ti within
  the temple complex arrive here within half an hour. Two or
  more strikes in quick succession signal an alarm: when
  sounded, yuan-ti throughout the temple converge on this
  location as quickly as possible (see the Temple Roster table).
  Blood Pool
  Blood spilled in area 6 is channeled into this room, and the
  central pool contains 3d6 inches of viscid, days-old blood from
  previous sacrifices. The yuan-ti wallow in the blood from time
  to time, and slaves are sometimes brought here to be eaten
  alive by crazed revelers or transformed into yuan-ti (see
  “Yuan-ti Rituals” below).
  Cauldron
  A stew made from boiled flesh sloshes inside the cauldron,
  which is heated by a volcanic vent in the floor underneath it.
  Upturning the cauldron is an action that requires a successful
  DC 15 Strength check. When the cauldron is tipped, each
  creature on the floor within a 15-foot cone of the cauldron
  must make a DC 12 Dexterity saving throw, taking 4 (1d8) fire
  damage on a failed save, or half as much damage on a
  successful one.
  North Balcony and Teleporter
  Ras Nsi and Fenthaza use the north balcony to address
  underlings. To climb up, a character must succeed on a DC 13
  Strength (Athletics) check. The balustrades around the
  balcony provide half cover against ranged attacks originating
  from the room below.
  Set into the back wall is an alcove with an engraved stone
  disk on the floor — one of Ras Nsi’s magic teleporters (see
  “Teleporters”).
  Portcullis
  A portcullis seals the entrance to area 10. A bronze lever is set
  into the wall north of the gate, out of sight of area 10. Lifting
  the lever raises the portcullis, and pulling the lever down
  causes the portcullis to drop.
  Yuan-ti Rituals
  Once every ten days, the yuan-ti gather in the fane for a
  depraved ritual. The ceremony takes place over the course of
  one night, with a skeleton crew guarding the rest of the temple
  complex during these periods.
  During the ritual, mesmerizing incense is burned in the
  wall sconces. (See area 13 for more information on the
  incense.) Fenthaza preaches to the congregation from the
  north balcony. As the ceremony reaches fever pitch, she joins
  the revelers in the blood pool to feast on the slaves before
  slithering back to her quarters. On occasion, human slaves are
  transformed into yuan-ti purebloods or broodguards during
  these rituals. To undergo the change, slaves must bathe with
  snakes in the blood of sacrificial victims while under the
  influence of temple drugs. The transformation leaves each
  slave with 1d6 levels of exhaustion. Once they’ve shed their
  old skin, those who survive the process are taken to their new
  home in the yuan-ti nests (area 18) to recuperate. Those who
  die are fed to the hydra in area 21.
  Fenthaza can arrange for captured human characters to be
  transformed into yuan-ti purebloods so they can roam freely
  within the temple complex and get closer to Ras Nsi. The
  transformation can be undone only by a wish spell or divine
  intervention. Characters who survive it gain a random form of
  indefinite madness (see “Madness” in chapter 8 of the
  Dungeon Master’s Guide). A human that undergoes and
  survives the ritual retains its traits and gains the following
  yuan-ti racial traits.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim light.
  You can’t discern color in darkness, only shades of gray.
  Innate Spellcasting. You know the poison spray cantrip.
  You can cast animal friendship an unlimited number of times
  with this trait, but you can target only snakes with it. Starting
  at 3rd level, you can also cast suggestion with this trait. Once
  you cast it, you can’t do so again until you finish a long rest.
  Charisma is your spellcasting ability for these spells.
  Magic Resistance. You have advantage on saving throws
  against spells and other magical effects.
  Poison Immunity. You are immune to poison damage and
  the poisoned condition.
  10. Harem
  An iron portcullis seals the entrance to this chamber. To raise
  it, a creature must lift a lever in area 9.
  
  FOOTER 1
  A fountain of cool water bubbles on the floor ahead. The
  scent of lilies fills the air, and silken drapes drift lazily in
  the heat. Archways open into shaded booths heaped
  with cushions and trays of sugared sweets. Lounging
  about are a dozen scantily clad humanoids with eyes
  like those of snakes and scaly patches on their arms,
  legs, necks, and backs. Watching over them are a pair of
  inhuman bipedal reptiles.
  Ras Nsi’s concubines live in luxury within these chambers.
  Eleven yuan-ti purebloods and a doppelganger disguised as
  a pureblood comprise the harem. Two yuan-ti broodguards
  (see appendix D) watch over the harem at all hours.
  Ras Nsi used to spend much of his time here, sampling the
  harem’s delights. Since the death curse took hold of him, he
  has cloistered himself elsewhere. The purebloods neither help
  nor hinder the characters, and they fear Ras Nsi enough not to
  betray him willingly. Despite Ras Nsi’s efforts to hide the
  effects of the death curse, the concubines know that he is sick
  and dying.
  Ras Nsi’s yuan-ti champion, Sekelok (area 11), is fascinated
  by the concubine Neema and courts disaster by visiting her in
  the dead of night. Neema browbeats the other concubines to
  cover up her affair.
  Doppelganger Spy
  The doppelganger infiltrated the temple by killing and
  assuming the form of a male yuan-ti pureblood named
  Ishmakahl (pronounced ISH-mah-kawl). It has been sent by
  Zagmira, a Red Wizard, to spy on Ras Nsi. Unfortunately for its
  employers, the doppelganger has had little contact with Ras
  Nsi since arriving at the fane; however, it has learned a few
  things by eavesdropping on Sekelok and Neema’s intimate
  conversations.
  Ishmakahl appears as a handsome Chultan man with eyes
  like a snake’s. If the characters make contact with the
  doppelganger on behalf of the Red Wizards, it offers to help
  them steal any puzzle cubes from Ras Nsi’s lair (area 12).
  Ishmakahl knows the layout of the temple and knows there’s a
  secret door somewhere in the throne room (area 11) that
  leads to Ras Nsi’s lair. The doppelganger also knows that Ras
  Nsi’s lair can be reached via the fane’s teleporters, though it
  doesn’t know how to activate them. It advises the characters to
  break into the lair when Sekelok next visits the harem.
  Ishmakahl is secretly contemplating a defection to the
  yuan-ti. If its plan shows any signs of backfiring, the
  doppelganger reveals itself to Ras Nsi or Sekelok, and warns
  him about the intruders.
  Teleporter
  The eastern booth contains an alcove, set into the floor of
  which is a faintly glowing stone disk engraved with a
  serpentine symbol. This is one of Ras Nsi’s magic teleporters
  (see “Teleporters").
  Treasure
  Characters who loot these chambers gain the following
  treasures: a white gold tiara made from two intertwined
  vipers with topaz eyes (750 gp), a jade trinket box shaped like
  a flytrap with curling golden leaves (250 gp), and two golden
  cobra candlesticks (75 gp each).
  11. Throne Room
  Four pillars support the vaulted ceiling, and steps
  ascend to an iron throne carved in the likeness of a
  hydra. Painted on the wall behind it is a large blue
  triangle. To the south, an engraved stone disk is set into
  the floor of an alcove. A ten-foot-wide opening in the
  east wall leads to a flooded cave.
  Circumstances determine this room’s occupants:
  
  During the day, Ras Nsi (see appendix D) “sits” in the
  throne while addressing two type 1 yuan-ti malisons
  who routinely advise him. Standing guard in the middle
  of the room is Ras Nsi’s champion, Sekelok (see below),
  and three yuan-ti broodguards (see appendix D). Hidden
  behind the throne are four ghouls that obey Ras Nsi’s
  commands. Each ghoul has a blue triangle tattooed on its
  forehead.
  
  At night, Ras Nsi retires to area 12, leaving the other
  yuan-ti (including Sekelok) and the ghouls here. Sekelok
  sometimes sneaks off to the harem (area 10).
  
  If the gong in area 9 is struck, Sekelok and the other
  yuan-ti leave to investigate while the ghouls hide behind
  the throne and Ras Nsi withdraws to area 12.
  Sekelok
  Sekelok is a tall, muscular yuan-ti pureblood. He has the
  statistics of a champion (see appendix D), with these changes:
  
  Sekelok is neutral evil.
  
  He wears no armor, but his scales are as hard as steel (AC
  18).
  
  He is immune to poison damage and the poisoned
  condition.
  
  He has darkvision out to a range of 60 feet.
  
  He speaks Abyssal, Common, and Draconic.
  
  He has advantage on saving throws against spells and
  other magical effects.
  
  He has the Innate Spellcasting trait described below.
  Sekelok is Ras Nsi’s trusted bodyguard and takes grim
  pleasure in slaughtering his master’s enemies. Ras Nsi delights
  in forcing those who offend him to duel Sekelok, either to the
  first cut or to the death.
  Sekelok has a secret affair with Neema, one of Ras Nsi’s
  concubines (see area 10). His motivations here are confused:
  while he remains staunchly loyal to Ras Nsi, the subterfuge
  fuels his ego. If Ras Nsi discovers the affair, he flays both
  parties alive for their betrayal and feeds them to his pet hydra
  (see area 21).
  Secret Door
  A secret door in the western corner of the north wall leads
  to Ras Nsi’s lair (area 12). To locate the secret door, a
  character must succeed on a DC 16 Wisdom (Perception)
  check while searching the walls. If the characters have been
  told about the secret door, they gain advantage on the skill
  check.
  Innate Spellcasting. Sekelok’s spellcasting ability is Charisma
  (spell save DC 13). He can innately cast the following spells,
  requiring no material components:
  At will: animal friendship (snakes only), poison spray
  3/day: suggestion
  
  FOOTER 1
  Teleporter
  The engraved stone disk in the southern alcove is one of
  Ras Nsi’s magic teleporters (see “Teleporters").
  13. Ras Nsi’s Lair
  Shadows dance over this opulent bedchamber.
  Cushions lie in one corner, and decorative shields line
  the walls. Treasures are heaped around the room: gold
  and silver coins; a gilded harp; a jeweled wine flask;
  pillows of silk; and fine clothes draped over wooden
  mannequins. To the east, an engraved stone disk is set
  into the floor of an alcove. To the west, a rectangular
  steel plate mounted on the wall is polished to a mirror-
  like sheen.
  At night, Ras Nsi (see appendix D) rests here, weakened by
  the death curse that is slowly consuming him. If enemies
  corner Ras Nsi, shields leap from the walls to protect him (see
  “Flying Shields” below). During waking hours, Ras Nsi returns
  here only if he’s in danger.
  If the characters defeat Ras Nsi and question him, he
  reveals the following information to save his skin:
  
  Ras Nsi is slowly rotting to death. He doesn’t know the
  cause of his affliction and has no way to cure it.
  
  Before he dies, Ras Nsi wants to bring forth Dendar the
  Night Serpent and destroy the world.
  
  The yuan-ti believe there’s a locked gate somewhere
  under the Peaks of Flame that prevents the Dendar from
  entering the world. Acererak has promised to help Ras
  Nsi unlock the gate and bring forth the Night Serpent. In
  return, Ras Nsi defends the Tomb of the Nine Gods.
  
  Nine stone puzzle cubes are needed to enter the Tomb of
  the Nine Gods. Ras Nsi doesn’t know how to use the
  cubes to unlock the tomb.
  
  The tomb entrance is marked with an obelisk. (Ras Nsi
  can provide directions and/or an escort.)
  
  Acererak slew the nine gods of Omu before enslaving the
  city’s inhabitants, which he used to build his tomb.
  Flying Shields
  As a bonus action, Ras Nsi can speak a command word
  (“Ssilum”) that causes five shields to fly off the walls and
  levitate around him. While they’re active, Ras Nsi gains a +10
  bonus to his AC. If an attack that would normally hit Ras Nsi is
  blocked by the shields, one of the shields is struck and
  disabled as it falls to the floor, reducing Ras Nsi’s bonus to AC
  by 2. When there are no more active shields, the effect ends,
  and Ras Nsi can’t use this power again until he finishes a long
  rest. A detect magic or similar effect reveals an aura of
  transmutation magic around the shields. Only Ras Nsi can
  activate the shields, and the effect is confined to this room.
  Teleporter
  The engraved stone disk in the eastern alcove is one of Ras
  Nsi’s magic teleporters (see “Teleporters").
  Treasure
  Ras Nsi wields a flame tongue longsword and carries a sending
  stone. The companion stone is in Salida’s possession (see
  “Finding a Guide").
  Ras Nsi’s lair contains treasures from distant lands. The
  collection includes a Sembian wine flask (50 gp), a bejeweled
  Amnian doublet with matching money pouch (75 gp), a fine
  Cormyrean cloak (100 gp), a gilded Moonshae harp (250 gp),
  and three large cushions covered in Turami silk (25 gp each).
  Hidden under one of the cushions is Ras Nsi’s leather-bound
  spellbook, which contains all the spells he has prepared (see
  appendix D). In addition, his hoard contains thirty 50 gp
  gemstones in a clay urn, 150 pp in an unlocked wooden chest,
  350 gp and 900 sp scattered on the floor, and a froghemoth
  statuette made of painted wood with three amethyst
  gemstones for eyes (100 gp each).
  Puzzle Cubes. If Ras Nsi has taken one or more puzzle
  cubes from the shrines of Omu, they can be found among the
  items in his hoard.
  13. Storeroom
  The southwest double door is locked. Using thieves’ tools, a
  character can pick the lock with a successful DC 15 Dexterity
  check.
  Stacks of sturdy wood crates, bundles of cloth, and clay
  amphorae litter the floor.
  Supplies gathered from the world above are stored in this
  chamber. An awakened giant constrictor snake named Azi
  Mas serves as custodian for the provisions. When fresh goods
  arrive, Azi Mas personally checks them and mentally catalogs
  them. The rest of the time, he remains coiled in the shadows.
  The snake is bored and enjoys chatting with yuan-ti visitors.
  Should other creatures enter from the southwest, Azi Mas
  ambushes them and tries to take a hostage. If outmatched, he
  whines and pleads for mercy.
  Long ago, a jungle druid used an awaken spell on Azi Mas,
  giving him an Intelligence of 10 and the ability to speak
  Common. After serving him for the duration of the
  enchantment, the serpent slithered off and found its way to
  Omu. Azi Mas has a good memory; he can remember names
  and faces and is quick to warn his masters if yuan-ti pass
  through whom he hasn’t seen before.
  Treasure
  The storeroom contains fifty bolts of cloth; six crates of bronze
  bars; three barrels of salt and spices; and three chests
  containing rope, oil, lanterns, paper, and blankets. From the
  supplies, characters can assemble enough gear to make five
  explorer’s packs.
  Mesmerizing Incense. Also present is a sealed case
  containing ten blocks of temple incense. Lighting a block
  creates a hazy cloud that fills a 20-foot-diameter sphere and
  moves with the block. Any creature that starts its turn in the
  cloud and breathes the air must succeed on a DC 16
  Constitution saving throw or fall into a dreamlike stupor laced
  with nightmarish visions. Though it remains awake, the
  creature is poisoned. Even yuan-ti are vulnerable to this effect,
  which lasts for 1 hour after a creature leaves the cloud, or until
  it receives a lesser restoration spell or similar magic.
  14. Venom Distillery
  The south door is locked, and the lock contains a cleverly
  hidden poison needle trap. To pick the lock, a character with
  thieves’ tools must succeed on a DC 15 Dexterity check.
  Finding the trap requires a successful DC 20 Wisdom
  (Perception) check; once found, it can be disabled with a
  successful DC 12 Dexterity check. A character who tries to pick
  the lock without first disabling the trap must make a DC 16
  
  FOOTER 1
  Dexterity saving throw. On a failed save, the character is
  pricked by the needle, takes 5 (1d10) poison damage, and is
  blinded. The blindness is permanent but can be cured with a
  lesser restoration spell or similar magic.
  The air in here is moist and sticky. Natural light spills
  from cracks in the ceiling, and mud coats the floor.
  Stone workbenches are laden with clay bottles of various
  shapes and sizes. Toadstools, snakeroot, and
  belladonna plants grow among the clutter, fed by water
  seeping from above. Standing near the plants is a
  hairless man with scaly skin and a bronze syringe.
  Lurking in the shadows around him are five slouching
  humans that reek of decay.
  Yuan-ti use this chamber to extract venom from snakes.
  Xopal (pronounced zoh-PAUL), a yuan-ti pureblood, bottles
  and blends the venom to create deadly new strains. Five
  human zombies serve Xopal as laborers.
  Xopal carries a bronze syringe containing three doses of a
  poison cocktail. As an action, he can make a melee weapon
  attack with the syringe (+3 to hit), which deals 1 piercing
  damage and injects one dose of poison on a hit. Any creature
  injected with a dose of poison must make a DC 14 Constitution
  saving throw, taking 10 (3d6) poison damage on a failed save,
  or half as much damage on a successful one. In addition, the
  creature is poisoned for 1 hour whether or not its save
  succeeds.
  Xopal believes it’s his destiny to transform into a much
  more powerful form of yuan-ti — a metamorphosis that will
  occur when he develops a poison so virulent that even innate
  immunity to poison can’t withstand it. Xopal uses the zombies
  as test subjects; once he’s overcome their immunity, he plans
  to conduct further tests on live yuan-ti.
  Bottled Poisons
  The presence of so many poisons makes combat in this room
  hazardous. If a workbench is exposed to explosive force, such
  as that generated by a thunderwave or fireball spell, the
  bottles smash and create a 15-foot-radius sphere of poisonous
  vapors that lasts for 1 minute. Any creature that enters the
  area for the first time on a turn or starts its turn within the
  sphere must make a DC 15 Constitution saving throw, taking
  18 (4d8) poison damage on a failed save. Creatures are
  affected even if they hold their breath or don’t need to breathe.
  Among the poisons is a stoppered bronze jug used for
  fermenting jungle roots into soporific gas. Removing the
  stopper releases the gas, which fills a 15-foot-radius sphere
  centered on the jug. See area 3 for the effect of the soporific
  gas.
  Treasure
  Xopal carries a brass key that unlocks the south door.
  Characters who search through the poisons can loot twenty
  doses of serpent venom, five doses of essence of ether, and five
  doses of torpor (see “Poisons” in chapter 8 of the Dungeon
  Master’s Guide).
  15. Snake Pit
  A rickety wooden walkway threads around the walls of a
  deep pit. Foul odors waft up from below. Somewhere in
  the gloom beneath you, thousands of snakes writhe.
  Despite appearances, the rickety wooden walkway is safe.
  The yuan-ti sometimes hurl disobedient slaves into the pit to
  be devoured by the serpents. The pit is 50 feet deep and filled
  with poisonous snakes. When a creature falls or sets foot in
  the pit, a swarm of poisonous snakes forms around it and
  attacks. A virtually inexhaustible number of swarms can be
  created in this fashion. A swarm that has nothing to attack
  ceases to exist as its constituents slither apart.
  To climb the wet cavern walls, a character must succeed on
  a DC 15 Strength (Athletics) check.
  16. Blood Baths
  The iron stench of blood floods this chamber. Along one
  wall, a row of gore-filled pools sink into the floor. Blood
  trails and bloody footprints run between the pools.
  When they awake each day, the yuan-ti ritually bathe in
  the blood of sacrifices. The blood is contained within these
  stone baths and heated by thermal vents underneath each pool.
  When the characters enter, four yuan-ti purebloods and two
  type 2 yuan-ti malisons bathe in the warm pools. Five slaves
  in loincloths (male and female Chultan human commoners of
  various alignments) tend to their every need. Give names to
  slaves as needed (see the “Chultan Names” sidebar in the
  book’s introduction).
  The blood-drenched yuan-ti keep their weapons at the
  back of each alcove. If they hear the gong alarm sound, the
  yuan-ti command their slaves to remain here while they arm
  themselves and head quickly to area 9. If combat breaks out
  here, reinforcements from area 17 arrive in 1d3 rounds.
  17. Sauna
  Heat rises from an enormous oval stone set into the
  floor of this chamber. Discarded skins are heaped
  around it, and shelves underneath it are lined with jars.
  A snake-headed yuan-ti sheds his skin while two strong,
  bare-chested human men with spears look on.
  The oval stone is 8 feet tall and made of porous rock.
  Situated atop a volcanic vent, it transfers heat evenly
  throughout the room. The yuan-ti come here to shed their
  skins and polish their scales.
  Thirty jars line the shelves underneath the oval stone, and
  each one contains a scented ointment that yuan-ti use to keep
  their skin supple and to ease the shedding of their skin. The
  ointment is not valuable.
  Unless they have been fought and defeated elsewhere, two
  enslaved men (NE male Chultan human gladiators) watch
  Yahru (pronounced YAH-roo), a type 1 yuan-ti malison, as he
  sheds his skin (a process that can take up to an hour). Yahru is
  Ras Nsi’s spymaster, and he doesn’t like to be disturbed.
  Characters passing themselves off as yuan-ti purebloods are
  instructed to leave the room at once. Enslaved characters are
  ordered to smear ointment on Yahru’s skin to expedite the
  skin-shedding process.
  Yahru abhors physical combat, and he values his
  bodyguards too much to risk their lives in a pointless battle.
  Unless the characters provoke a fight, he tries to find out more
  about them and learn any secrets they might possess, while
  providing as little information as possible. If Yahru obtains
  information that would clearly benefit Ras Nsi or Fenthaza, he
  
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  chooses which superior to bequeath it to. Yahru enjoys playing
  them off against each other.
  If his bodyguards are defeated and he is facing death,
  Yahru offers small bits of information for the promise of
  freedom. In addition to the layout and defenses of the temple,
  Yahru knows the following:
  
  Ras Nsi commands the yuan-ti of Omu, but his command
  is tenuous. The high priest, Fenthaza, is Ras Nsi’s chief
  rival.
  
  Ras Nsi is slowly being eaten away by a magical disease
  for which there is no known cure.
  
  Ras Nsi has made a pact with a powerful lich named
  Acererak, who conquered Omu long ago and built a tomb
  beneath the city. The tomb’s entrance is marked with an
  obelisk. (Yahru can provide directions.)
  
  Acererak slew the nine gods of Omu before enslaving the
  city’s human and minotaur inhabitants, which he used to
  build his tomb.
  18. Yuan-ti Nests
  These dank catacombs have been converted into
  sleeping quarters. The walls are lined with alcoves that
  now serve as nests for yuan-ti.
  When the characters arrive, twelve of the eighteen alcoves
  are occupied by six yuan-ti malisons (two each of types 1, 2,
  and 3) and six yuan-ti purebloods. The remaining six alcoves
  are currently not in use. Passing through the area without
  being spotted is impossible unless the characters use magic to
  hide themselves.
  If the gong in area 9 is struck, all the yuan-ti in this room
  gather their weapons and investigate.
  19. Slave Grotto
  These dank catacombs have been converted into
  sleeping quarters. The walls are lined with alcoves that
  now serve as nests for yuan-ti.
  When they’re not working, 2d10 slaves (commoners of
  various races, alignments, and genders) dwell here. For slave
  names, see the “Chultan Names” sidebar in the book’s
  introduction. Three yuan-ti broodguards (see appendix D)
  guard the slaves for Slavemaster Issar, a type 3 yuan-ti
  malison wearing a red cloth headdress. Issar is more
  interested in gazing at his own reflection in a hand mirror than
  putting the slaves to work.
  Issar is too stately to speak to the “meat” under his
  command. Instead, he’s chosen a Chultan slave boy named
  Khoti to translate his subtle, unspoken gestures. A twitch of
  the tail could be interpreted as an order to fetch water, or the
  flick of the tongue an approval. In truth, Khoti makes up most
  of what he sees. Issar couldn’t care less either way, as long as
  the correct amount of deference is shown. If strangers appear
  before Issar, Khoti questions them on his master’s behalf.
  Slaves
  Under Issar’s supervision, the slaves are supposed to be
  widening these caverns to create new sleeping quarters for the
  yuan-ti. However, progress has been slow. The slaves wore
  down or broke most of their tools, and Issar is waiting for the
  delivery of new tools.
  The slaves are physically healthy, but their wills have been
  broken by mental trauma and tranquilizing drugs. Their
  emotions surface only during rest, when the dreams of the
  Night Serpent wrench them screaming from their troubled
  sleep.
  The slaves are not chained. Presented with an opportunity
  to escape, most become paralyzed with indecision. Breaking
  their fugue requires strong words and a successful DC 17
  Charisma (Persuasion or Intimidation) check. Armed slaves
  who come to their senses try to slaughter as many yuan-ti as
  they can. They know the temple’s defenses and general layout,
  except with regard to areas 11 and 12 (which they’ve never
  seen).
  Treasure
  Issar carries an iron key that unlocks the double door to area
  13. His red cloth headdress is sewn with malachite gemstones
  (250 gp), and he preens in a golden hand mirror (75 gp).
  20. Underground River
  An underground river opens before you. Stalactites hang
  low over its surface, and dripping water echoes in the
  dark.
  The river links various sections of the complex. The water
  varies between 5 and 30 feet deep, and the current isn’t strong
  enough to present a hazard to swimmers. To the north and
  south, the river descends into submerged tunnels that spread
  for miles under the jungle.
  Rowboats
  When the characters arrive, a pair of rowboats are pulled up
  on the shore near the tunnel to area 23 (see chapter 5 of the
  Dungeon Master’s Guide for more information on rowboats). A
  cowbell dangles from a hook at the prow of each boat. Ringing
  either bell summons the hydra in area 21, which arrives in 1d6
  rounds.
  Yuan-ti Broodguards
  Guarding the rowboats and watching the secret entrance
  (area 23) are four yuan-ti broodguards (see appendix D). If
  they detect intruders not disguised as yuan-ti, one broodguard
  runs to warn the yuan-ti stationed in area 19 while the others
  attempt to repel the interlopers.
  The broodguards stop and question characters disguised
  as yuan-ti purebloods. To bluff their way past the guards, the
  characters must succeed on a group DC 10 Charisma
  (Deception) check. If the group check succeeds, the
  broodguards wave them inside without checking their story. If
  the group check fails, the broodguards march them to meet
  Slavemaster Issar in area 19.
  21. Hydra’s Lair
  An underground river widens to form a flooded grotto.
  To the west, a pebble-strewn bank rises to a door
  recessed in the cavern wall. Near the middle of the lake,
  bones cling like a tide mark to a rocky pillar.
  A hydra lurks underwater in this vicinity. Ras Nsi treats
  the monster as his beloved pet and regularly feeds it slaves,
  prisoners, and subordinates who’ve defied him. The hydra’s
  victims are bound and ferried on rowboats over the deepest
  
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  part of the river. To call the monster, their captors sound the
  rowboat bell and hurl the hogtied victim (or victims) into the
  water.
  While it remains fed, the hydra avoids any boats that ply
  back and forth. When a rowboat bell is sounded, the hydra
  surfaces within 1d6 rounds. If it’s not fed immediately, it
  attacks the boat. The hydra attacks any boats that venture
  north of area 18. Swimmers are also fair game.
  22. Fungi Cavern
  The passage widens into a cavern filled with fungi.
  Toadstools, puffballs, and other tuberous growths cover
  the walls and floor. Against the far wall, a malformed
  skeleton lies buried under a patch of buttery mold. A
  brass key hangs around its neck.
  A patch of green slime (see chapter 5 of the Dungeon
  Master’s Guide) clings to the ceiling above the entrance and
  drops on the first creature that passes underneath.
  A patch of yellow mold (see chapter 5 of the Dungeon
  Master’s Guide) covers the skeletal corpse. If a creature
  touches the mold, it ejects a cloud of deadly spores.
  The corpse belongs to Kukuga, a yuan-ti pureblood who
  secretly worshiped Zuggtmoy (the demon queen of fungi).
  Kukuga concocted a fungal brew that would transform his
  body into a form closer to that of his demonic mistress. Instead,
  it led to his sudden and horrific death. Xopal (area 14)
  occasionally ventures into the cavern to harvest poisonous
  toadstools from his corpse.
  To remove the brass key without disturbing the mold, a
  character must succeed on a DC 12 Dexterity (Sleight of Hand)
  check. The key unlocks the door to the venom distillery (area
  14).
  23. Secret Entrance
  If characters enter this tunnel from the surface, read:
  The passage winds into the bowels of the earth. The air
  is wet and sticky, and the walls are slick with moisture.
  Harmless centipedes crawl across the floor as you
  descend.
  The tunnel is roughly 100 feet long. Characters who climb
  the tunnel toward the surface emerge amid the ruins of Omu’s
  royal palace (see chapter 3, area 20B).
  
  FOOTER 1
  Chapter 5: Tomb of the Nine Gods
  cererak built the Tomb of the Nine Gods
  not only to house the remains of Omu’s
  trickster gods, but also to slay interlopers.
  However, few today even know the tomb
  exists, and thus it remains an enigma. Rare
  are the tavern tales that lure adventurers
  to its gates, and its horrors remain
  undocumented in the libraries of
  Candlekeep. The reason for this is simple:
  not one person who has entered the tomb
  has lived to tell the tale.
  History of the Tomb
  As the characters plumb the depths of the Tomb of the Nine
  Gods, they’ll learn snippets of its grisly past.
  Rise of the Tomb
  After Acererak murdered Omu’s gods, he enslaved the Omuans
  and forced them to carve a grand tomb under one of the cliffs
  surrounding the city. The archlich devised brutal trials for
  each burial chamber, and sprinkled riddles and illusions
  throughout to deceive intruders. When the building work was
  done, he fed his slaves into the death trap to test its efficacy.
  The archlich turned some of his victims into undead and flesh
  golems, then locked them inside the tomb to serve as
  guardians. Acererak then resumed his wanderings.
  In Acererak’s absence, the tomb snared adventurers from
  faraway lands and harvested their souls to feed the archlich’s
  phylactery, which remained hidden on another plane. Every
  few decades, Acererak returned to tinker with his dungeon’s
  traps, add treasure to its vaults, and reap a bounty of hoarded
  souls. His planar wanderings have influenced the tomb’s
  mishmash of architectural styles, and have populated it with
  strange and deadly monsters.
  Nourishing the Atropal
  On one of his journeys through the cosmos, Acererak stumbled
  upon an atropal (see appendix D). He brought it to Toril,
  ensconced it in the cradle of his tomb, and began feeding it
  necromantic energy, hoping to transform it into a deity: one
  able to claim dominion over death. Unleashed on Toril, the
  newborn death god would glut itself on life until none but the
  dead walked the world.
  To nurture the atropal, Acererak needed an untold number
  of souls. The archlich made a bargain with the Sewn Sisters, a
  coven of night hags feared throughout the Lower Planes.
  Seduced by the prospect of a near-endless supply of souls, the
  hags joined Acererak in his tomb. With their assistance, the
  archlich crafted the Soulmonger — a necromantic device that
  could reap the souls of the dying from across Toril and feed
  them to the atropal. Leaving the Sewn Sisters behind as
  nursemaids, Acererak abandoned his tomb to watch the rise of
  the death god from afar.
  Exploring the Tomb
  To survive the tomb’s horrors, the player characters must call
  on every ounce of their cunning and willpower.
  A
  
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  General Features
  The following features are common throughout the tomb.
  Some levels of the tomb have additional features that are
  described at the beginning of their respective sections.
  Ceilings
  Unless specified otherwise, ceilings in the tomb are 8 feet high
  in corridors and 12 feet high in rooms.
  Crawlways
  Certain areas of the tomb are accessible only by way of narrow
  tunnels. These crawlways are 3 feet high and 2 feet wide.
  Lighting
  All areas of the tomb are unlit unless noted otherwise.
  Secret Doors
  Most secret doors within the tomb slide open on stone runners.
  The handles that unlock them are hidden within the features
  of relief carvings along the walls, including inside the jaws of
  many graven skulls.
  A secret door can be spotted by any character within 5 feet
  of it who has a passive Wisdom (Perception) score of 20 or
  higher, or with a search and a successful DC 20 Wisdom
  (Perception) check.
  Staircases
  Stairs in the tomb are carved out of the living rock, and each
  step is topped with a single slab of cut stone. The skulls and
  bones of dead Omuans fill niches along the walls of each
  staircase. Staircases run 25 feet between each level of the
  tomb.
  Tracks
  Explorers have broken into the tomb recently, and Withers
  and his tomb dwarves make frequent patrols. Their trails
  crisscross back and forth, making other creatures in the tomb
  difficult to track. The freshest tracks belong to the skeleton
  keys (see “Tomb Inhabitants” below). Any character who tries
  to follow a skeleton key’s trail can do so with a successful DC
  12 Wisdom (Survival) check, finding the way to the nearest
  unexplored location marked with a skull symbol on the
  dungeon map.
  Tomb Inhabitants
  A grim pageant of monstrous residents lurks in the tomb,
  waiting to greet visitors.
  Withers and the Tomb Dwarves
  Withers, Acererak’s undead custodian, oversees the undead
  maintenance crew that keeps the tomb’s traps in working
  order. To assemble that team, Acererak abducted dwarf
  miners and transformed them into wights to exploit their
  expertise at underground construction. Withers acts as
  supervisor for the dwarves and serves as Acererak’s adjunct
  when the archlich visits the tomb. Using his scrying pool at
  area 25, Withers can command Omu’s gargoyles and speak to
  agents on the surface world.
  Withers and his crew use the staircase at area 26 to roam
  unseen through the tomb’s many levels. When their work is
  done, they retreat to their secret headquarters on level 2 of the
  tomb (areas 27 and 28). Withers avoids contact with the
  characters when possible, confident that Acererak’s traps will
  defeat them.
  Legendary Monsters
  Two legendary monsters dwell in Acererak’s tomb: a beholder
  guarding a treasure vault (area 44) and an aboleth lurking in
  an underground lake (area 65). These creatures can’t use lair
  actions within the tomb, and the regional effects of each
  creature’s lair are localized to the levels where they dwell.
  Despite being the dungeon’s creator, Acererak doesn’t
  count the Tomb of the Nine Gods as his lair. Consequently, no
  lair actions or regional effects are ascribed to the archlich in
  this adventure.
  Skeleton Keys
  To unlock the final gate to the Soulmonger, the adventurers
  must acquire five skeleton keys — each the carved skull of an
  animated human skeleton that roams the tomb. The characters
  can capture and control these skeletons, or can simply snap a
  skull off its spine.
  A skeleton key has the statistics of a skeleton, with these
  changes:
  
  The skeleton key is unaligned.
  
  It has a climbing speed of 30 feet and can climb difficult
  surfaces, including upside down on ceilings, without
  needing to make an ability check.
  
  It wields a pair of daggers and can make two melee
  weapon attacks (+4 to hit) as an action. Each dagger
  attack deals 4 (1d4 + 2) piercing damage on a hit.
  
  When reduced to 0 hit points, a skeleton key falls apart,
  though its skull and bones remain intact.
  
  A skeleton key does not trigger any trap placed in a room
  or on a door of the tomb.
  Each skeleton key has a skull that extends into a carved
  key-like shape. These shapes match the keyholes of the
  skeleton gate in the lair of the Sewn Sisters (area 71). The
  Skeleton Keys table summarizes the location and shape of each
  key.
  Finding a Skeleton Key. Each of the first five levels of the
  tomb has its own skeleton key. A skeleton key can be
  encountered in any of the locations marked with a skull
  symbol on the level map. You choose a skeleton key’s location.
  You can also change your mind and relocate the skeleton key
  to make it easier or harder to find.
  Apart from unlocking the skeleton gate in area 71, the
  skeleton keys perform no function. When the characters enter
  an area containing a skeleton key, it might be standing in the
  middle of the room, standing in a corner, walking across the
  ceiling, or clinging to a wall. A skeleton key’s primary goal is to
  avoid capture or destruction, so it flees if it can.
  Tomb Level
  Key Shape
  1
  Triangle
  2
  Square
  3
  Pentagon
  4
  Hexagon
  5
  Octagon
  
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  The Sewn Sisters
  In the lowest level of the tomb, a coven of night hags nurses
  the atropal to its apotheosis. See area 71 and “The Sewn
  Sisters” sidebar near that section for more information on the
  hags.
  Tomb Guardians
  Adventurers who have perished inside the tomb are stitched
  together by tomb dwarves and bolted into suits of armor. Once
  complete, these shambling golems are released into the tomb
  to hunt intruders.
  A tomb guardian is a flesh golem clad in plate armor, giving
  it AC 17. One or two tomb guardians should appear whenever
  you feel the need for combat. As the characters delve deeper
  into the tomb, they should come to know these monsters well.
  Trickster God Spirits
  The spirits of the nine trickster gods of Omu haunt the
  tomb. Although they cannot escape it, these spirits can inhabit
  adventurers within the tomb (see "Spirits of the Nine Trickster
  Gods").
  Fabled Treasures
  Among the many treasures hidden in the tomb are four
  fabled art objects that hold special value. Acererak uses them
  to lure adventurers to the tomb.
  Any character with proficiency in the History skill who lays
  eyes on one of these treasures can recall its lore with a
  successful DC 20 Intelligence (History) check.
  Black Opal Crown
  The Black Opal Crown was once worn by the archmage
  Sadamor of Netheril. Legend speaks of how Sadamor saw the
  depths of humanity’s evil reflected in the opal of his crown.
  Heartbroken, he created a doomsday device — a sphere of
  annihilation — to swallow the world but was consumed by his
  own creation.
  The yuan-ti nightmare speaker Fenthaza (see chapter 4)
  believes that the Black Opal Crown can awaken Dendar the
  Night Serpent. If the characters find the crown, Fenthaza tries
  to kill them before they escape Chult with it. The crown rests
  in the maze of death (area 49).
  Eye of Zaltec
  For centuries, this fist-sized ruby surmounted the Great
  Pyramid in Nexal, capital city of the Maztican Empire. The gem
  is a relic of the cult of Zaltec, and its dagger-like point was
  plunged into the hearts of countless sacrifices.
  An adventuring band known as the Company of the Yellow
  Banner entered Omu to find the Eye of Zaltec and was never
  seen again. The Eye of Zaltec is guarded by a stone juggernaut
  (area 62).
  Navel of the Moon
  Said to be carved from a chunk of the moon, this polished egg-
  shaped stone was given as a gift by the ruling syl-pasha of
  Calimport to his sailor daughter. It is said that anyone who
  holds the stone can always find the way home to his or her
  loved ones.
  The tabaxi hunter Bag of Nails (see chapter 3) came to
  Omu in search of the Navel of the Moon but failed to find it.
  The Navel of the Moon is set into the pendulum of a
  grandfather clock inside a secret room (area 56).
  Skull Chalice of Ch’gakare
  This jeweled goblet was crafted from the skull of a long-
  dead Omuan king and served as a symbol of office for the royal
  line of Omu. The legendary Chultan hero Ch’gakare
  (pronounced chuh-GAH-kah-ree) is said to have beheaded the
  king after escaping the Nine Hells on the back of amastodon.
  Princess Mwaxanaré (see "Kir Sabal," and appendix D) is
  keen to recover the Skull Chalice of Ch’gakare as part of her
  bid to reclaim the throne of Omu. To obtain it, characters must
  first survive the perils of the hall of the golden mastodon (area
  67).
  Spell Restrictions
  Many spells have altered effects when cast in the Tomb of
  the Nine Gods, including spells cast from magic items or
  artifacts, and class abilities that duplicate the effects of spells.
  Acererak’s magic and the magic of the amulet of the black skull
  (see appendix C) are unaffected.
  Spells that would normally allow creatures to transport
  into and out of the tomb either fail or deposit their recipients
  in area 57. Spells that normally allow one to pass through
  stone fail, and divination spells cast within the tomb provide
  false readings. Spells designed to communicate over long
  distances are similarly foiled. These alterations are
  summarized in the Modified Spells table. Spells not included in
  the table might suffer similar alterations, at your discretion.
  Magic that summons creatures or objects from other
  planes functions normally, as does magic that involves the
  creation of an extradimensional space. Any spells cast within
  an extradimensional space (such as that created by rope trick)
  are subject to the same restrictions as magic cast in the tomb.
  Modified Spells
  Spells
  Effect
  Antimagic
  field
  This spell does not prevent the
  spirits of trickster gods from
  inhabiting hosts. The spell also has
  no effect on the Soulmonger.
  Arcane gate
  Any creature that tries to enter
  or leave the tomb using this spell
  appears in area 57.
  Astral
  projection
  This spell fails if cast in the tomb
  or if its intended destination is
  inside the tomb.
  Augury
  This spell returns false readings
  if cast in the tomb.
  Banishing
  smite
  Any creature banished by this
  spell appears in area 57.
  Banishment
  Same as banishing smite.
  .
  Clairvoyance
  This spell fails if the sensor is
  meant to appear inside the tomb.
  Commune
  This spell returns no answer if
  cast in the tomb.
  Dimension
  door
  Same as arcane gate.
  
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  Divination
  Same as augury.
  Etherealness
  The caster enters the Border
  Ethereal but can’t move through
  surfaces or doors in the tomb.
  Ethereal characters might encounter
  one or more of the Sewn Sisters.
  Find traps
  This spell fails if cast in the
  tomb.
  Gate
  Any creature in the tomb that
  steps through the gate created by
  this spell appears in area 57.
  Passwall
  This spell does not allow
  passage through surfaces or doors
  in the tomb.
  Plane shift
  Same as arcane gate.
  Stone shape
  This spell has no effect on
  surfaces, doors, sarcophagi, stone
  blocks, or statues in the tomb.
  Teleport
  Same as arcane gate.
  Teleportation
  circle
  Same as arcane gate.
  Transport via
  plants
  Same as astral projection.
  Tree stride
  Same as astral projection.
  Wish
  This spell can’t be used to
  escape the tomb.
  Word of
  recall
  Same as arcane gate.
  Replacing Dead Characters
  If a character dies in the Tomb of the Nine Gods and you need
  a hook to introduce a new party member, choose from the
  suggestions below or work with the character’s player to
  devise something appropriate:
  
  The replacement character broke into the tomb centuries
  ago but was imprisoned inside a magical carving. When
  one of the other characters accidentally leans against this
  carving, the replacement character is released from
  captivity.
  
  The replacement character hails from another world
  (Athas, Krynn, Oerth, medieval Earth, or any other milieu
  of your choosing) and is trapped in stasis within the
  tomb as one of Acererak’s trophies. If the character is
  touched, the archlich’s binding magic ends.
  
  The replacement character is a clone of the fallen
  adventurer. The hags in area 71 created and tortured the
  clone to gain information about the adventurers’
  presence in the tomb. Having escaped, the new character
  suffers from amnesia and has scant memory of the hags.
  The clone has gear scavenged from dead adventurers.
  
  The new character is the sole survivor of a doomed
  adventuring company that breached the tomb in order to
  find and destroy the Soulmonger.
  Spirits of the Nine
  Trickster Gods
  Acererak trapped the spirits of Omu’s nine trickster gods in
  the tomb he constructed in their name, and they’re not happy
  about it. The spirits don’t know the tomb’s layout or defenses,
  but they offer advice and magical powers to those they inhabit.
  Of course, their assistance comes at a price.
  Trickster Gods
  Spirit
  Align.
  Personality
  Inherited Flaw
  Enemy
  Power
  I’jin
  (female)
  CN
  Fickle and
  unpredictable
  “I never stick to a
  plan.”
  Obo’laka
  The host’s Dexterity score
  becomes 23, unless it is already
  higher.
  Kubaza
  n (male)
  CG
  Wild and
  spirited
  “I am fearless and not
  afraid to take great risks.”
  Papazotl
  The host’s Strength score
  becomes 23, unless it is already
  higher.
  Moa (m
  ale)
  LG
  Truthful
  and kind
  “I must always speak
  the truth.”
  Wongo
  The host can use an action to
  turn invisible. Anything the host
  is wearing or carrying is invisible
  as long as it is on the host’s
  person. The effect ends if the
  host attacks, casts a spell, forces
  a saving throw, or deals damage.
  Nangna
  ng (female)
  NE
  Selfish and
  cruel
  “I won’t share with
  others.”
  Shagambi
  The host can move up, down,
  and across vertical surfaces and
  upside down along ceilings, while
  leaving its hands free. It gains a
  climbing speed equal to its
  walking speed.
  Obo’lak
  a (female)
  LN
  Nervous
  and obsessive
  “I am risk-averse and a
  slave to routine.”
  I’jin
  The host can attune to one
  additional magic item. When
  Obo’laka leaves the host, all
  magic items to which the host is
  
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  attuned are no longer attuned to
  it.
  Papazo
  tl (male)
  LE
  Shrewd and
  conniving
  “I bow before no one
  and expect others to do as
  I command.”
  Kubazan
  The host can’t be surprised,
  gains advantage on all Wisdom
  checks, and never takes damage
  from falling.
  Shaga
  mbi
  (female)
  NG
  Wise and
  virtuous
  “I never show mercy to
  evildoers.”
  Nangnang
  The host can make one extra
  attack when taking the Attack
  action on its turn.
  Unkh (f
  emale)
  N
  Self-
  absorbed and
  indecisive
  “I am incapable of
  making decisions.”
  None
  The host’s Constitution score
  becomes 23, unless it is already
  higher.
  Wongo
  (male)
  CE
  Violent and
  deranged
  “I act without concern
  for the well-being of
  others.”
  Moa
  The host can use an action to
  unleash a psionic assault on a
  creature it can see within 60 feet
  of it. The target must succeed on
  a DC 16 Wisdom saving throw or
  be stunned until the end of the
  target’s next turn.
  Spiritual Inhabitation
  The spirits are bound inside magic items scattered throughout
  the tomb. When a creature of the humanoid type touches such
  an item, the trickster god bound within attempts to inhabit
  that creature. With a successful DC 16 Charisma saving throw,
  the creature resists the god’s power, and that god can’t
  attempt to inhabit the same creature for the remainder of the
  adventure. On a failed save — or if the creature chooses to
  forgo the save — the god’s spirit inhabits the creature’s body.
  The trickster gods can tell whether or not a creature is
  humanoid, and they have no interest in possessing other types
  of creatures.
  While inhabiting a host body, a trickster god acts like an
  overbearing passenger. The host creature remains in control
  of its actions but inherits a flaw from the god, as well as a
  special power. When a trickster god inhabits a player
  character, give the player that god’s card (see appendix F). A
  character doesn’t know what power and flaw are gained from
  a specific trickster god until that god inhabits the character for
  the first time. Both the flaw and the power end when the spirit
  leaves the host.
  Leaving a Host
  A trickster god never willingly leaves a host, but its spirit is
  forced out if a host dies or leaves the tomb, or if a host is
  targeted by the break enchantment function of the dispel evil
  and good spell. A trickster god can also be forced out by
  another trickster god (see “Fighting Over a Host” below).
  When the spirit of a trickster god is forced out of a host, it
  returns to the magic item to which it is bound and cannot
  inhabit that host again for the remainder of the adventure. If
  the item is destroyed or taken from the tomb, the trickster
  god’s spirit finds another object within the tomb to inhabit.
  The spirits of the trickster gods can’t be destroyed and can
  never leave the tomb.
  Fighting Over a Host
  When the spirit of one trickster god inhabits a host that is
  already inhabited by a trickster god, the two gods battle for
  the right to remain in the host. Assign “even” to one god and
  “odd” to another, then roll any die. The result determines
  which god is victorious, with the losing god forced out of the
  host. The host has no influence over which god gets forced out.
  Roleplaying the Spirits
  A trickster god can use the host character’s senses and speak
  to the host’s mind. The character retains his or her alignment
  and can think independently. However, if the character has a
  flaw that runs counter to the trickster god’s flaw, the
  character’s flaw is suppressed until the trickster god’s spirit
  leaves the character’s body.
  You can roleplay the voices of the trickster gods in the
  characters’ heads, but let the players roleplay their characters’
  inherited flaws. If a player neglects to roleplay a trickster god’s
  flaw, have the inhabiting spirit attempt to goad the character
  into behaving more like it. You can award inspiration to a
  player who roleplays a trickster god’s flaw particularly well.
  All the trickster gods are eager to get their revenge on
  Acererak. They can offer only limited guidance regarding the
  tomb and its denizens, but they encourage the characters to
  seek out other trickster god spirits and offer supernatural
  assistance in the final battle against the archlich.
  Each trickster god (except Unkh) has its own rival in the
  tomb that it would prefer to avoid. The Omuans dreamed up
  colorful stories to explain these antipathies, but in truth, the
  spirits simply represent conflicting points on the alignment
  axes. When rival spirits occupy different characters in the
  same group, they try to make their hosts bicker and defy each
  other whenever possible.
  Level 1: Rotten Halls
  Map 5.1 shows this level of the dungeon. The air is stale
  and humid here. Moss covers the walls, which are decorated
  with screaming skulls and hung with rotting tree roots and
  dead vines.
  Ceiling Cracks
  Thin shafts of daylight and moonlight spill through tiny rock
  fissures, forming pools of natural light as shown on map 5.1. A
  Tiny creature can use these narrow fissures to enter and leave
  the tomb.
  
  FOOTER 1
  Underground River
  Muddy rainwater seeps from the jungles above, flowing
  through the tomb as a sluggish underground river that is
  treated as difficult terrain. The water is 3 feet deep, with the
  tunnel ceiling above it varying from 6 inches to 3 feet over the
  surface. The water is unfit for drinking.
  1. Acererak’s Warning
  Near the base of the cliffs, a fifteen-foot-tall obelisk of
  cracked stone is draped with vines and black moss.
  Behind it, you see a dark passageway obscured by
  withered creepers. A second, smaller tunnel burrows
  into the base of a cliff to the east.
  The tunnel leading to the tomb’s true entrance (area 4) is
  obscured by vegetation and cannot be detected unless the
  characters search for it. However, any character who succeeds
  on a DC 10 Wisdom (Perception) check around the areas of the
  false entrance (area 2) or the open gallery (area 3) notices
  something more:
  Three stone gargoyles watch you from narrow ledges
  carved into the cliff side. Each has the face of a bearded
  devil, its mouth agape in a silent scream.
  The three gargoyles are perched on the ledges overlooking
  the obelisk, at the points marked G on map 5.1. The ledges are
  30 feet above the ground, 5 feet wide, 2 feet deep, and spaced
  25 feet apart. The gargoyles swoop down and attack anyone
  who tries to topple or damage the obelisk, or who attacks
  them first.
  Obelisk
  The obelisk radiates a strong aura of abjuration magic under
  the scrutiny of a detect magic spell or similar magic, and a
  paladin using Divine Sense can detect a fiendish presence
  within the obelisk. Clearing the vines and moss from the south
  face of the obelisk exposes a message carved into it in
  Common. (Give the players a copy of handout 17 in appendix
  E.) The message reads as follows:
  Fear the night when the forsaken one seizes death’s
  mantle and the seas dry up and the dead rise and I,
  Acererak the Eternal, reap the world of the living. Those
  who dare enter take heed: The enemies oppose.
  One stands between them.
  In darkness, it hides.
  Don the mask or be seen.
  Speak no truth to the doomed child.
  The keys turn on the inside only.
  The warnings Acererak has placed on the obelisk and on
  the grand staircase (area 7) provide clues to overcoming some
  of the challenges of the tomb. The obelisk’s clues pertain to
  features and locations on level 1, specifically the true entrance
  (area 4), the devil face (area 5B), Obo’laka’s tomb (area 10),
  Moa’s tomb (area 14), and Wongo’s tomb (area 16).
  Characters with a combined Strength of 60 or more can
  topple the obelisk, breaking it off at the base. Breaking or
  destroying the obelisk releases a cloud of black smoke that
  coalesces into a nalfeshnee demon. The demon appears in an
  unoccupied space within 30 feet of the obelisk and attacks
  those responsible for the obelisk’s desecration. After 1 minute,
  the demon disappears and returns to the Abyss.
  The teleportation function of the ebon pool (area 81)
  returns characters to the obelisk even if it is toppled or
  destroyed.
  2. Gallery of Tricksters
  Alcoves run the length of a narrow tunnel, each one
  featuring a bestial statue standing or squatting above a
  basin of oil.
  The statues depict the nine trickster gods, with each facing
  pair of alcoves dedicated to two trickster gods who oppose
  each other. Moving down the hall from west to east, the
  opposing statues depict Moa (jaculi) and Wongo (su-monster),
  I’jin (almiraj) and Obo’laka (zorbo), Papazotl (eblis) and
  Kubazan (froghemoth), and Nangnang (grung) and Shagambi
  (kamadan).
  Each statue is 3 feet tall and can’t be moved from its
  pedestal. When any character carrying a puzzle cube (see
  chapter 3) enters the tunnel, the oil basin matching the cube’s
  trickster god bursts into flame. A detect magic spell or similar
  effect reveals an aura of divination magic around the statues.
  The oil basins give off an aura of conjuration.
  Only eight trickster gods are initially visible; the statue of
  Unkh (flail snail) is hidden behind a secret door at the end of
  the tunnel, though it functions the same as the others. Bringing
  Unkh’s puzzle cube into the tunnel lights Unkh’s brazier, giving
  characters advantage on ability checks made to find the secret
  door.
  Treasure
  A golden pendant shaped like an eye hangs on the Unkh statue.
  It is worth 25 gp and radiates an aura of divination magic. If a
  character wearing the pendant passes within 10 feet of the
  obelisk at area 1, the pendant tugs the character toward the
  hidden tomb entrance (area 4). The pendant is also of use in
  area 79.
  3. False Entrance
  After 20 feet, a puzzle door sealing off a small chamber beyond
  blocks this false entrance into the tomb.
  A short tunnel ends at a slab of worked stone, whose
  edges are marked by relief carvings of grinning skulls.
  Four lines engraved at the center of the slab cross one
  another to form a star, with both ends of each line
  marking the location of a cube-shaped cavity cut into
  the door — eight cavities in all.
  Each cavity is sized to hold one of the puzzle cubes
  recovered from the shrines of Omu (see chapter 3). However,
  there are nine puzzle cubes in total and only eight cavities.
  If puzzle cubes representing every trickster god except
  Unkh are inserted into the cavities in such a way that the cubes
  of rival gods are opposite to one another, a stone block slowly
  descends over the tunnel entrance. Any character in the tunnel
  must decide whether to stay or to flee, which requires a
  
  FOOTER 1
  successful DC 10 Strength (Athletics) check. Characters who
  stay or who fail the check are trapped when the stone block
  seals off the tunnel. Once the tunnel is sealed, caustic gas
  billows out from the mouths of the relief-carved skulls. Any
  creature trapped in the tunnel must succeed on a DC 15
  Constitution saving throw or take 5 (1d10) poison damage and
  5 (1d10) acid damage. While any affected creature remains in
  the tunnel, it must repeat the saving throw at the start of each
  of its turns. After 10 rounds, the gas valves close and the stone
  block rises back into the ceiling. Any puzzle cubes still in their
  cavities are pushed out, and the trap resets.
  Any character searching the tunnel for traps spots the
  raised stone block with a successful DC 16 Wisdom
  (Perception) check. The weight of the block makes it
  impossible to hinder its descent. Any character who examines
  the puzzle door and succeeds on a DC 14 Wisdom (Perception)
  check notices holes in the mouths of the skulls. Stuffing the
  holes with cloth or wax prevents the gas from being released.
  Doing so while the trap is active is difficult, requiring six
  successful DC 10 Dexterity checks, each made as an action.
  Beyond the false door is a gas-filled chamber. Any creature
  that starts its turn in this area takes 11 (2d10) poison damage
  and 11 (2d10) acid damage.
  4. True Entrance
  Thick foliage conceals the true entrance to the Tomb of the
  Nine Gods. Any character searching the base of the cliff at this
  location finds the entrance with a successful DC 10 Wisdom
  (Perception) check.
  Pulling aside the heavy undergrowth, you uncover an
  archway in the cliff face. Stone skulls peer down from
  the lintel, and old bones litter the threshold. As light
  strikes the entrance, a swarm of bats screeches out from
  within.
  The bats are harmless. Jungle predators use this tunnel as
  shelter, and the bones are a mix of grung and velociraptors.
  Any character who searches for tracks discovers boot prints
  leading into the tomb. The tracks are not recent and belong to
  the last group of treasure seekers to enter here.
  4A. First Puzzle Door
  A slab of worked stone blocks the overgrown tunnel
  some twenty feet from the entrance. Grinning skulls
  mark the edges of the slab, in the center of which are
  nine cube-shaped cavities arranged in three rows of
  three.
  Give the players copies of the god symbols in handout 11
  of appendix E. The individual squares can be cut out to be
  arranged by the players as they wish, or they can simply make
  notes on paper.
  To open the door, the characters must fill the cavities with
  all nine puzzle cubes retrieved from the shrines of Omu (see
  chapter 3), but in the proper configuration. The cubes
  representing the trickster gods must be placed so that each
  god is opposite its rival’s cube on the grid, with Unkh (who is
  neutral and has no rivals) in the middle. For example, a puzzle
  cube inserted into a corner of the grid must have its rival in
  the diagonally opposite corner. Diagram 5.1 shows one
  possible configuration, though others will work as long as
  
  FOOTER 1
  Unkh is situated between I’jin (CN) and Obo’laka (LN),
  between Kubazan (CG) and Papazotl (LE), between Moa (LG)
  and Wongo (CE), and between Nangnang (NE) and Shagambi
  (NG).
  If a puzzle cube is placed incorrectly, any previously placed
  cubes pop out. Electricity then erupts from the incorrectly
  placed cube, dealing 18 (4d8) lightning damage to any
  creature within 20 feet of the door. A mage hand spell can be
  used to place the cubes from farther away and avoid this
  damage.
  A detect magic spell or similar effect reveals an aura of
  evocation magic around each of the cavities. If the characters
  place the cubes correctly, read:
  The nine cubes flare with light, then disappear. Growling
  like an angry beast, the slab begins to slide up into the
  ceiling.
  When the door opens, the puzzle cubes teleport back to
  their respective shrines in Omu. Once the door has fully risen,
  it remains open for 1 hour before slowly sinking back into
  place. Characters who are outside when the door closes must
  revisit the city to recover the cubes.
  4B. Second Puzzle Door
  When the characters move past the first door, read:
  Another slab blocks the hallway twenty feet beyond the
  first door. An iron lever is set into the door’s surface,
  with a graven stone skull leering down from above.
  When a character reaches the midpoint of the hall, read:
  The skull’s jaws creak open, and a skeletal hand holding
  a crystal hourglass-style timer emerges from within.
  With a click, the timer rotates and sand starts to trickle
  into its lower globe.
  Count down slowly from 10, and let the players tell you
  what, if anything, their characters do in that time. If the
  characters don’t pull the lever by the time you’ve finished your
  countdown, the lever and the sand timer retract as the door
  sinks into the floor, revealing area 5 beyond. The sand timer
  can’t be budged or damaged.
  After remaining open for 1 hour, the door slowly rises to
  seal off the passage once more. Characters can prevent the
  door from rising by jamming iron spikes into the surrounding
  floor seams. The lever resets when the door returns to its
  closed position. The door can’t be opened from the north side.
  Pit Trap. Pulling the lever causes the floor between the
  two doors to split open along a central seam. Each creature
  standing on the floor when the lever is pulled tumbles into a
  20-foot-deep pit lined with poisoned spikes. With a successful
  DC 15 Dexterity saving throw, the character who pulled the
  lever can avoid falling by hanging onto it. The pit remains open
  until the lever is reset to its original position.
  Each creature falling into the pit takes 11 (2d10)
  bludgeoning damage and is impaled on 1d4 spikes, each of
  which deals 3 (1d6) piercing damage and 5 (1d10) poison
  damage. Any creature that takes poison damage from one or
  more spikes is poisoned for 24 hours, or until the condition is
  removed with a lesser restoration spell or similar magic.
  Spotting the seam along the floor requires a successful DC
  15 Wisdom (Perception) check. Characters can hammer spikes
  into the floor to prevent it from dropping, but at least ten
  spikes are needed because of the floor’s size and weight.
  5. Trapped Corridor
  A moss-covered corridor extends beyond the second
  door. Tree roots hang from the sagging ceiling, and the
  air reeks of rot and damp. Ahead, a bas-relief carving of
  a bearded devil’s face adorns the wall at a T-shaped
  intersection. The devil’s open mouth is a well of utter
  darkness.
  5A. Poison Darts
  Each X on the map marks a 5-foot-square pressure plate
  triggered by 20 pounds or more. When a plate is triggered,
  four poisoned darts shoot out from spring-loaded tubes in the
  walls. Each dart makes a ranged attack (+8 to hit) against a
  random target within 10 feet of the pressure plate. Any
  creature hit by a dart takes 2 (1d4) piercing damage and must
  make a DC 15 Constitution saving throw, taking 14 (4d6)
  poison damage on a failed save, or half as much damage on a
  successful one.
  Moss obscures the tiny holes in the walls through which
  the darts are fired, but they can be spotted with a successful
  DC 15 Wisdom (Perception) check. With a careful inspection of
  the floor and a successful DC 15 Wisdom (Perception) check, a
  character notes irregularities in the floor’s tile patterns that
  reveal the pressure plates. Wedging an iron spike or similar
  object under a plate prevents that plate from being triggered.
  Stuffing the wall holes adjacent to a pressure plate with cloth
  or wax prevents the darts from being fired.
  5B. Devil Face
  Magical darkness and a permanent silence spell fills the mouth
  of the devil face and a large cavity behind it. The face is
  sculpted from stone and melds seamlessly with the
  surrounding wall, and its mouth is wide enough for a Medium
  or smaller creature to crawl through. A detect magic spell or
  similar effect reveals an aura of illusion magic over the face.
  The cavity behind the devil’s mouth is home to a shadow
  demon that can see normally in the magical darkness. If any
  creature reaches into the mouth, the demon makes an attack
  against it with advantage, then continues attacking if any
  creature enters its abode.
  A successful dispel magic (DC 16) cast on the demon’s lair
  dispels the magical darkness and the silence. If the darkness is
  dispelled, the shadow demon emerges and attacks until
  reduced to half its hit points or fewer, at which point it flees to
  a darker area of the tomb.
  5C. Floor Hatch
  A rusted iron grate is set into the corridor floor. Through
  its bars, you see muddy water flowing slowly past.
  The bars cannot be bent or broken, but they are spaced
  widely enough that a Small creature can squeeze through them.
  The grate can also be lifted by one or more creatures with a
  combined Strength score of 24 or more. Any creature that
  passes through the hatch drops into the sluggish underground
  river, which flows toward area 17.
  
  FOOTER 1
  6. Crystal Window
  Creepers and vines cling to the walls of this corridor, at
  the end of which is an arched crystal window, six feet
  wide and ten feet high. Through it, you can see a dark
  chamber.
  The crystal window peers into Obo’laka’s tomb (area 10),
  cannot be opened, and blocks all sound between area 6 and
  area 10. The window has AC 5, a damage threshold of 15, 10
  hit points, and immunity to poison and psychic damage.
  When any character approaches the crystal window and
  peers through it, read the boxed text in area 10, omitting the
  last sentence about the window.
  If the characters enter area 10 through the broken window
  without taking appropriate steps to conceal themselves, the
  undead creatures in Obo’laka’s tomb attack (see area 10 for
  more information).
  7. Grand Staircase
  Creepers and vines cling to the walls of this corridor, at
  the end of which is an arched crystal window, six feet
  wide and ten feet high. Through it, you can see a dark
  chamber.
  The grand staircase connects the first four levels of the
  tomb, each of which is 25 feet below the level above. The
  balcony is 5 feet wide.
  7A. We Are Not Alone
  The first character to reach this point on the map glimpses a
  tomb dwarf on the level below:
  A hunched figure glares up at you from the balcony
  below, wearing a mask that is a replica of the devil face
  at the tomb entrance. Without saying a word, the figure
  steps out of sight.
  If the characters take action at once, they can catch the
  tomb dwarf. The tomb dwarf uses the statistics of a wight,
  except that it wields a battleaxe and a light crossbow. If it is
  not caught, the creature moves silently through the secret
  door to area 25. To any character leaning over the balcony to
  see where the figure went, it appears to have vanished into
  thin air.
  7B. Acererak’s Second Warning
  A bronze plaque is fixed to the east wall of the balcony on level
  2, engraved with another of Acererak’s cryptic warnings in
  Common. (Give the players a copy of handout 18 in appendix
  E.) It reads as follows:
  The ring is a path to another tomb.
  The dead abhor sunlight.
  Only a jewel can tame the frog.
  Bow as the dead god intoned.
  Into darkness descend.
  The clues on this plaque pertain to locations on level 2,
  specifically the gravity ring (area 19), the false tomb (area 20),
  Nangnang’s tomb (area 24), Papazotl’s tomb (area 22), and the
  devil pit (area 18).
  7C. Acererak’s Third Warning
  Another bronze plaque appears on the north wall of the
  balcony on level 3. (Give the players a copy of handout 19 in
  appendix E.) This warning reads as follows:
  Walk through water with weapon in hand.
  Slake your shadow at the font.
  The vulture is the first step.
  Right the gods.
  The walls of history tell all.
  The clues on this bronze plaque pertain to features and
  locations on level 3, specifically the reflected hall (area 31), the
  magic font (area 33), I’jin’s tomb (area 35), the golem pit (area
  39), and Kubazan’s tomb (area 42).
  7D. Acererak’s Fourth Warning
  The last warning is on a bronze plaque mounted to the
  west wall of the balcony on level 4. (Give the players a copy of
  handout 20 in appendix E.) It reads as follows:
  Death to fire, dine or drown, precious air, and falling
  sand.
  The army sleeps in silence.
  The mirror holds twelve.
  Find the iron scepter’s twin.
  The maze holds the key.
  The clues on this bronze plaque pertain to features and
  locations on level 4, specifically the elemental traps (area 47),
  Shagambi’s tomb (area 48), the mirror of life trapping (area
  50), the scepter in the crypt of the Sun Queen (area 53), and
  Unkh’s tomb (area 55).
  8. Magical Attraction
  A rusting statue of a knight stands at the west end of
  this hall, gripping a large iron shield. Shards and flakes
  of rusted metal cover the floor around the statue’s feet.
  A magical field around the statue attracts metal objects of
  any kind (not just ferrous metal). Any metal object that comes
  into direct contact with the shield disintegrates, showering the
  floor with powdered rust. Artifacts are immune to this
  corrosion. Any metal object not being worn or carried that
  enters the room is instantly drawn to the shield if it weighs
  150 pounds or less. Any creature wearing or carrying metal
  items that enters the room or starts its turn there can feel the
  pull of the statue and must succeed on a DC 10 Strength
  (Athletics) check to resist it. On a failed check, the creature
  loses its footing, flies across the chamber, and slams into the
  statue, taking 1d6 bludgeoning damage for every 10 feet it
  moved. If the character is wearing metal armor, the check is
  
  FOOTER 1
  made with disadvantage. The shield disintegrates only metal
  objects that come into direct contact with it, so a metal object
  stored in a backpack would be protected from destruction by
  the pack’s leather.
  A detect magic spell or similar effect reveals an aura of
  transmutation magic over the shield. The statue and shield are
  treated as a single Large object with AC 17; 40 hit points;
  immunity to piercing, bludgeoning, and slashing damage from
  nonmagical attacks; and immunity to poison and psychic
  damage. If the statue and shield are destroyed, the trap is
  disabled. A successful dispel magic (DC 17) cast on the statue
  shuts down the attractive field for 1 hour.
  9. Magic Fountain
  A large fountain crusted with moss rises in the middle
  of a circular room. Three marble maidens stand in the
  fountain, holding pitchers out of which water flows.
  Advice from the Spirits
  Any characters inhabited by the spirits of Obo’laka or
  Wongo receive advice when entering this area:
  
  Cautious Obo’laka advises against anyone drinking from
  the fountain.
  
  Reckless Wongo encourages his host to drink from the
  fountain.
  Magic Fountain
  Any creature that drinks from the fountain experiences a
  random magical effect, determined by rolling a d4 and
  consulting the Magic Fountain Effects table. Water removed
  from the fountain and stored in a container retains its magical
  properties, and a different effect occurs each time someone
  drinks from the container. Under the scrutiny of a detect magic
  spell or similar effect, the fountain radiates an aura of
  transmutation magic.
  Magic Fountain Effects
  d4
  Effect
  1
  The creature drinking the water
  must make a DC 12 Constitution
  saving throw, taking 44 (8d10)
  necrotic damage on a failed save, or
  half as much damage on a
  successful one. If this damage
  reduces the creature to 0 hit points,
  it dies and turns to dust.
  2
  The creature drinking the water
  loses the ability to speak for 8 hours.
  A lesser restoration spell or similar
  magic ends this effect.
  3
  The creature drinking the water
  magically changes sex. A greater
  restoration spell restores the
  creature’s original sex, as does
  another drink from the fountain that
  yields this same result.
  4
  The creature drinking the water
  gains 2d10 temporary hit points.
  10. Obo’laka’s Tomb
  This vaulted tomb is overgrown with moss and
  creepers. A stone sarcophagus rests on a stepped dais
  in the middle of the floor. On the wall behind the
  sarcophagus, two large statues of bears grip a five-foot-
  diameter bronze disk embossed with a dozen glaring
  eyes. Six desiccated corpses slump on thrones in niches
  along the walls. Each corpse wears a black mask made
  of papier-mâché and feathers. An arched crystal window
  to the east offers a view of the tunnel beyond.
  See area 6 for a description of the crystal window.
  The corpses slumped on the thrones are six dormant
  wights. If the eyes on the bronze disk spot intruders in the
  tomb (see “Disk of Eyes”), the wights rise and attack. The
  wights also attack if one or more of them takes any damage.
  They won’t leave the chamber to pursue intruders. Once all
  intruders are dead or gone, the wights return to their thrones
  and fall dormant once more.
  Disk of Eyes
  Any character who studies the disk notices that its eyes are
  moving, their bronzed pupils flicking back and forth to scan
  the tomb for intruders. These eyes have darkvision out to a
  range of 30 feet. If the eyes spot any humanoids inside the
  tomb, the wights awaken and attack. The disk of eyes can’t
  perceive any humanoid that dons one of the papier-mâché
  masks worn by the wights, nor can it see in magical darkness
  or while covered with a blanket or similar object.
  The bronze disk weighs 250 pounds. The bear statues grip
  the disk tightly in their stone paws, so that it can’t be pried
  free without smashing the statues. Each statue is a Large
  object with AC 17; 45 hit points; immunity to bludgeoning,
  piercing, and slashing damage from nonmagical attacks; and
  immunity to poison and psychic damage. A detect magic spell
  or similar effect reveals an aura of divination magic around the
  disk.
  Sarcophagus
  Any creature wearing one of the wights’ papier-mâché masks
  can push aside the lid of the sarcophagus with a successful DC
  13 Strength (Athletics) check. To all other creatures, the lid is
  magically locked and cannot be opened without a knock spell
  or a successful DC 20 Dexterity check made by a character
  using thieves’ tools.
  Secret Doors
  Secret doors are set into the back walls of two alcoves — one
  to the north and the other to the south. The secret door to the
  south has edges made of flint. Opening this door creates
  sparks that ignite the odorless gas in area 11 (see that area for
  details).
  Treasure
  The bones of a zorbo (Obo’laka’s animal form; see appendix D)
  lie in a dusty pile within the sarcophagus. A ring of protection
  rests atop the pile. The ring turns to dust and is destroyed if it
  leaves the Tomb of the Nine Gods (but see "Lost Treasures").
  Obo’laka’s Spirit. The spirit of Obo’laka tries to inhabit any
  character who touches the ring (see "Spirits of the Nine
  Trickster Gods"). When Obo’laka’s spirit manifests, read:
  
  FOOTER 1
  As you touch the ring, the dust swirls into the shape of a
  small, feral, bear-like creature that billows toward you
  with a ghostly roar.
  If the spirit successfully inhabits the character, give the
  player Obo’laka’s card (see appendix F). If the attempt fails, the
  spirit returns to the ring and waits for another character to
  touch it.
  11. Gas Pocket
  This section of the underground river contains a buildup of
  flammable gas that has a rotten odor. If a torch, lantern, or
  other open flame is brought into the area, or if the secret door
  to area 10 is opened, the gas explodes. Each creature in the
  area of the gas pocket or within 15 feet of it must make a DC
  15 Dexterity saving throw, taking 22 (4d10) fire damage on a
  failed save, or half damage on a successful one. The explosion
  burns away the gas, which builds up again after 8 hours.
  12. Trapped Chest
  Water pours from cracks and seams in the rough walls
  of this cavern, whose floor is a muddy pool that flushes
  out into the tunnel beyond. Just above the pool’s
  surface, a large treasure chest dangles from rusty chains
  embedded in the ceiling.
  The chest is 6 feet long, 3 feet wide, 3 feet high, and
  suspended 1 foot above the surface of the 5-foot-deep pool. A
  keyhole shaped like a cackling demon skull decorates the front
  of the lid. Encircling the keyhole, a tiny inscription in Common
  reads, “I devour all but the greatest thieves.”
  The chest is locked and doesn’t appear to be trapped.
  However, a detect magic spell or similar effect reveals an aura
  of evocation magic around it. Picking the lock requires a
  successful DC 22 Dexterity check made using thieves’ tools.
  This also disarms the lock’s magical trap, allowing the chest to
  be opened safely.
  If the check fails, the demon skull bites down on the
  thieves’ tools and destroys them. If the check fails by 5 or more,
  the magical trap teleports the character making the check
  inside the locked chest, whereupon the character is restrained.
  The chains holding the chest then release it into the water,
  where it sinks to the bottom of the pool. Even if the chest is
  removed from the water, a character trapped within runs out
  of air after 5 rounds (see “Suffocating” in chapter 8 of the
  Player’s Handbook).
  The chest is a Medium object with AC 13, 30 hit points, and
  immunity to poison and psychic damage. Any character who
  attempts to pick the lock or hit the chest with a melee or
  ranged attack while it’s underwater does so with disadvantage.
  Treasure
  The chest interior is lined with lead and contains 300 gp, a
  gold tankard embossed with a sad face that smiles when the
  tankard is filled (250 gp), and a stoppered bone tube
  containing a spell scroll of remove curse.
  13. Stone Skull
  As you touch the ring, the dust swirls into the shape of a
  small, feral, bear-like creature that billows toward you
  with a ghostly roar.
  Any character who peers through the skull can see into
  area 14 (see the description below). The skull’s jaws are
  opened wide enough to allow a Medium or smaller creature to
  climb though.
  Each time a creature climbs through the skull’s jaws, one of
  the flames in its eye sockets snuffs out. The third time a
  creature climbs through, the jaws clamp shut, making a melee
  weapon attack with a +10 bonus. On a hit, the target creature
  takes 22 (4d10) bludgeoning damage and is grappled (escape
  DC 19). While it remains grappled, the creature takes 5 (1d10)
  bludgeoning damage at the start of each of its turns. When that
  creature exits the jaws, the flames in the skull’s eye sockets
  reignite, the jaws open, and the trap resets.
  The flames within the eye sockets give off no heat or
  smoke, and they can’t be extinguished except in the manner
  described above. Any character searching the skull and
  succeeding on a DC 15 Wisdom (Perception) check notes that
  the lower jaw is hinged. A stout object jammed into the skull’s
  jaw holds it open for as long as the object can withstand the
  damage. A detect magic spell or similar effect reveals an aura
  of transmutation magic around the skull.
  14. Moa’s Tomb
  Skulls crusted with dried mud glower from niches cut
  into the walls of this tomb. A stone sarcophagus stands
  at the center of the chamber, its lid adorned with a
  coiled serpent carved in relief. Behind the sarcophagus,
  resting atop a marble pedestal, is an ornate crystal box
  with a small humanoid skull floating inside it.
  If the characters enter this tomb from the secret passage
  along the river, they see the concave inner surface of the stone
  skull at area 13.
  A maze of tiny passages is cut into the walls beyond the
  niches, and any character who succeeds on a DC 10 Wisdom
  (Perception) check can hear the faint yet grotesque scuttling of
  insects from within. Hundreds of tarantula-sized undead
  spiders crawl through these warrens.
  Nepartak’s Skull
  The skull in the crystal box belongs to Nepartak, the 10-year-
  old granddaughter of Napaka, the last queen of Omu. The
  magic of the crystal box preserves her consciousness, but
  centuries of solitude and horror have caused her mind to
  blank out the details of her plight. The first character to enter
  the tomb hears Nepartak call out telepathically:
  The voice of a young girl echoes in your mind: “What’s
  happening? Why can’t I see?”
  Nepartak magically senses the presence of intruders, using
  telepathy to question all the characters. Roleplay her as a
  terrified child lost in the dark. In her panic, she might ask any
  of the following questions:
  
  “Where am I? How did I get here?”
  
  “Why can’t I see anything?”
  
  “Are you friends of my father? Is he looking for me?”
  
  FOOTER 1
  To safely explore this area, the characters must calm
  Nepartak without revealing her true predicament. Lying to her
  requires a successful DC 12 Charisma (Deception) check. If the
  characters reveal that she’s nothing more than a disembodied
  skull, if they fail three Charisma checks to deceive her, or if
  they simply ignore her, Nepartak grows increasingly anxious,
  then flies into a murderous rage.
  The voice shrieks in horror as the skull’s eye sockets
  flare with green flame. With a shattering crash, the
  crystal box explodes and the skull levitates into the air.
  Nepartak has the statistics of a flameskull but doesn’t
  speak, instead communicating using telepathy out to a range
  of 30 feet. When she attacks, swarms of mummified spiders
  pour out from the niches at the start of the following round.
  Undead Spider Warrens
  Six swarms of undead spiders inhabit the warrens within the
  walls of the tomb. They are treated as swarms of insects
  (spiders), except that they are susceptible to effects that can
  target undead.
  The warrens are too narrow for Medium and larger
  creatures to enter, and Small creatures must squeeze to
  traverse them (see “Movement and Position” in chapter 9 of
  the Player’s Handbook). Tiny creatures can move through the
  warrens freely. The swarms attack any creatures that enter
  the warrens or any creatures in Moa’s tomb if Nepartak
  becomes enraged.
  Treasure
  The stone sarcophagus isn’t locked and can be opened with a
  successful DC 15 Strength (Athletics) check. Inside, a bundle of
  faded cloth holds the serpentine bones of a jaculi (the trickster
  god Moa’s animal form; see appendix D). A staff of the python
  rests atop these remains. The staff turns to dust and is
  destroyed if it leaves the Tomb of the Nine Gods (but see "Lost
  Treasures").
  Moa’s Spirit. The spirit of Moa tries to inhabit any
  character who touches the staff (see "Spirits of the Nine
  Trickster Gods"). When Moa’s spirit manifests, read:
  Green smoke billows from the staff, coiling around you
  like a serpent. A sibilant voice whispers in your ear: “Let
  me help you! I promise to be good.”
  If the spirit successfully inhabits the character, give the
  player Moa’s card (see appendix F). If the attempt fails, the
  spirit returns to the staff and waits for another character to
  touch it.
  15. Wind Tunnel
  Carved birds soar across the walls of this corridor.
  Blocking the passage near its northern end is a large
  adamantine propeller with five sharp blades.
  With a successful DC 15 Wisdom (Perception) check, a
  character discerns that the entire floor of the corridor is a
  single pressure plate. The adamantine propeller has AC 20, 30
  hit points, and immunity to all damage except force damage. It
  thunders into motion whenever more than 20 pounds of
  pressure is placed on the corridor floor. Once activated, the
  propeller spins up to full speed in 6 seconds. If the weight is
  removed from the floor, the blades take a full minute to slow
  to a stop.
  While the propeller is spinning up or slowing down, a
  creature can leap through a gap between two blades with a
  successful DC 20 Dexterity (Acrobatics) check. On a failed
  check, the character takes 33 (6d10) slashing damage as it
  passes through the blades.
  At full speed, the propeller deals 66 (12d10) slashing
  damage to any creature that passes through it, and the blades
  are turning too fast for a creature to leap between them. The
  rapidly spinning propeller also creates a wind tunnel effect,
  such that any creature that comes within 10 feet of the
  propeller or starts its turn there must succeed on a DC 15
  Strength saving throw. A creature that fails the save is hurled
  northward into the pit in area 16. If this forced movement
  causes the creature to pass through the propeller, the creature
  takes damage from the spinning blades.
  One can jam the propeller by fixing an immovable rod in
  place between two of the blades. Other magic items wedged
  between the blades are knocked aside as the propeller turns.
  The propeller destroys all nonmagical objects lodged between
  its spinning blades.
  While the propeller is motionless, a creature that isn’t
  incapacitated can jam the mechanism with its body. When the
  propeller begins to turn, the creature must make a DC 20
  Strength (Athletics) check. If the check succeeds, the propeller
  is jammed until the start of the creature’s next turn, when it
  can use its action to repeat the check. A creature that fails the
  check or chooses to extricate itself takes 11 (2d10) slashing
  damage and is ejected north of the propeller.
  If the propeller is jammed for 3 consecutive rounds, it
  breaks down and becomes nonfunctional. At dawn the next
  day, Withers sends tomb dwarves to repair the damage and
  return the trap to its operational state.
  16. Wongo’s Tomb
  The pit is 20 feet deep. To unlock Wongo’s sarcophagus, the
  characters must turn three keys hidden inside the treasure
  chests.
  Treasure Chests
  Each chest is 5 feet long, 3 feet wide, and 3 feet high. All three
  are unlocked and (for the most part) empty. The chests cannot
  be moved, and they are impervious to damage and spells.
  Opening any chest reveals a 3-inch-long gold key
  protruding from an adamantine keyhole set into the underside
  of the chest’s lid. The key cannot be removed, and adamantine
  clamps prevent it from being turned while the chest is open.
  When the chest lid closes, a muffled click sounds from within
  the lid as the clamps around the key release. Any character
  who climbs inside a chest and closes its lid can turn its golden
  key with ease.
  If a chest’s key is turned while the chest is shut, the chest
  locks and the clamps snap shut on the key once more. Any
  character inside the chest when this happens is trapped. At the
  same time, a button magically appears on the lid of Wongo’s
  sarcophagus.
  Sarcophagus
  The sarcophagus lid is carved with a stylized image of Wongo
  in his su-monster form (see appendix D) and has been melded
  to the rest of the sarcophagus with powerful magic.
  Consequently, the lid cannot be removed. The stone
  sarcophagus is impervious to damage and spells.
  
  FOOTER 1
  Whenever one of the three chests is locked, a carved
  button magically appears on the sarcophagus lid above the
  monstrous image of Wongo. The material of each button
  matches its corresponding chest: onyx, rusty iron, or silver.
  Pressing the button simultaneously unlocks the associated
  chest and triggers a trap within it:
  
  Pushing the onyx button forces any creature inside the
  onyx chest to succeed on a DC 15 Constitution saving
  throw or take 75 (10d6 + 40) force damage. A creature
  reduced to 0 hit points by this damage turns to a pile of
  dust, leaving behind whatever gear it was holding or
  wearing.
  
  Pushing the rusty iron button causes any nonmagical
  metal objects inside the rusty iron chest (including
  objects carried or worn by a creature in the chest) to
  corrode into worthless piles of rust. Objects partly made
  of metal are ruined as their metal components decay.
  
  Pushing the silver button causes any creature inside the
  silver chest to make a DC 15 Constitution saving throw,
  taking 45 (10d8) cold damage on a failed save, or half as
  much damage on a successful one.
  Once all three buttons on the sarcophagus lid have been
  pressed, read:
  The stone sarcophagus turns to transparent crystal,
  revealing a mummified monkey-like creature within.
  Clutched in its desiccated claws is a fearsome mace.
  When the sarcophagus turns crystalline, it becomes brittle,
  having AC 5, 10 hit points, vulnerability to bludgeoning and
  thunder damage, and immunity to poison and psychic damage.
  It shatters if reduced to 0 hit points, whereupon the su-
  monster mummy within animates and attacks. In its first
  round of combat, the mummy activates its mace of terror to
  unleash a wave of terror against the characters. Thereafter, it
  makes melee attacks using the mace or its rotting fists.
  Treasure
  Wongo’s mummy clutches a mace of terror. The mace turns to
  dust and is destroyed if it leaves the Tomb of the Nine Gods
  (but see "Lost Treasures").
  Wongo’s Spirit. Wongo’s spirit is bound to the mace. If the
  mace hits or otherwise comes into contact with any character,
  Wongo’s spirit tries to inhabit that character (see "Spirits of
  the Nine Trickster Gods"). When Wongo’s spirit manifests,
  read:
  Red smoke seethes from the head of the mace, forming
  the outline of a monkey with a long tail. With a roar, the
  smoky apparition leaps at you, screaming, “Let me in!”
  If the spirit successfully inhabits the character, give the
  player Wongo’s card (see appendix F). If the attempt fails, the
  spirit returns to the mace and waits for another character to
  come into contact with it. The mummy is friendly toward any
  character inhabited by Wongo’s spirit, treating that character
  as an ally.
  17. Underground Waterfall
  The underground river plunges down into a dark, rocky
  chasm. Cold air swirls up from below like the breath of
  some monstrous creature. Through the gloom, you spot
  an ornate treasure chest resting on a ledge opposite.
  The treasure chest is a mimic in disguise. If any creature
  touches it, the mimic attacks in object form.
  Ledge
  The ledge is 15 feet from the lip of the waterfall. A successful
  DC 14 Strength (Athletics) check is required to climb around
  to the ledge.
  The ledge is slippery and uneven. Any creature that takes
  damage while standing on the ledge must succeed on a DC 10
  Dexterity saving throw or fall into the rift, plunging 100 feet
  into the water at area 64. The fall deals 35 (10d6) bludgeoning
  damage, or no damage with a successful DC 10 Dexterity
  saving throw.
  Level 2: Dungeon of Deception
  Map 5.2 shows this level of the dungeon. Mocking devil faces
  are graven into the walls, and the air reeks of rotting flesh.
  With no light to nourish it, the vegetation that fills much of
  level 1 doesn’t extend down here.
  18. Devil Pit
  The walls and floor of this fifteen-foot-square room are
  cracked and carved with images of terrified humanoids
  falling. Set into the middle of the floor is a stone bas-
  relief of a bearded devil face, painted green. Forlorn
  cries echo from the black void of its gaping maw.
  The devil face forms the mouth of a 5-foot-wide cylindrical
  shaft that descends 10 feet before opening up in the ceiling of
  area 35. Magical darkness fills the mouth and the shaft. A
  detect magic spell or similar effect reveals auras of evocation
  and illusion magic within the shaft.
  A successful dispel magic (DC 16) cast on the darkness
  dispels it. If the darkness is dispelled, its fading essence
  magically coalesces into a swarm of bats that flies up out of the
  shaft and attacks any creatures in the room.
  19. Gravity Ring
  At a four-way intersection, the corridors to north and
  south curve upward and out of sight, but with no rails or
  steps to allow them to be climbed. The corpse of a half-
  human, half-goat creature in robes sprawls ten feet to
  the north. It grips a staff tipped with a bronze goat’s
  head.
  The curving corridor forms a perfect circle, imbued with
  magical gravity that keeps creatures bound to the floor as they
  walk along it. A detect magic spell or similar effect reveals an
  aura of transmutation within the corridor.
  The corpse belongs to Devlin Bashir, a Calishite wizard and
  member of the Company of the Yellow Banner. Devlin’s goat-
  like features are the result of a curse, and he was killed by
  tomb dwarves after he became separated from his companions.
  Any inspection of his remains reveals that he was killed by
  wounds from axes and crossbow bolts. Devlin’s ink-stained
  robes contain a journal that hints at the tomb’s mysteries (see
  “Devlin’s Journal” below). A search of the corpse also yields
  more valuable belongings (see “Treasure” below).
  
  FOOTER 1
  Advice from the Spirits
  Any characters inhabited by the spirits of Papazotl or
  Shagambi receive advice when entering this area:
  
  Bossy Papazotl urges his host to order another character
  to walk the length of the circular hall.
  
  Wise Shagambi warns her host that the staff held by the
  fallen wizard might be cursed.
  Mirror Tomb
  The halfway point of the circular corridor, directly “opposite”
  the intersection, is an invisible planar gate that cannot be
  detected with magic. Any creature passing through this gate
  emerges into a parallel reality. Characters who walk the length
  of the circular corridor notice that Devlin’s body is no longer
  present — nor are any companions who waited behind for
  them. If they step back through the gate, they return to their
  own world.
  To test his traps, Acererak crafted a "mirror tomb" and hid
  it inside a demiplane. This mirror tomb is identical to the real
  tomb as it stood exactly one year ago. All objects and creatures
  encountered in the mirror tomb appear real, but they fade
  away if taken to the real world. The mirror tomb has the same
  magical defenses as the true tomb, and any character who dies
  in the demiplane is trapped by the Soulmonger.
  Each dawn, Acererak’s magic replaces the mirror tomb
  with a fresh fabrication. Slain monsters reappear in their
  original locations, and moved objects teleport back to where
  they were found. When this occurs, characters inside the
  mirror tomb witness a strange distortion ripple through the
  air.
  Devlin’s Journal
  When the characters find Devlin’s journal, give the players a
  copy of handout 21 in appendix E, showing the journal’s final
  entry. Earlier entries chronicle the exploits of the Company of
  the Yellow Banner in Chult. The company made landfall at
  Kitcher’s Inlet and followed the River Olung to Lake Luo before
  cutting southwest into the jungle toward Omu. The journal
  describes harrowing encounters, the adventurers’ search for
  puzzle cubes in Omu, their brushes with the yuan-ti, and the
  discovery of the true tomb entrance. Only the final entry
  mentions their experiences in the tomb, but no mention is
  made of Devlin’s staff (see “Treasure” below).
  Any character who spends 10 minutes poring over the
  journal can note a few brief mentions of the other company
  members: Lord Brixton (a Cormyrean knight), Bravus
  Boulderborn (a gold dwarf cleric of Moradin), Seward (a
  Chondathan human ranger), and Sephirius (a dragonborn
  paladin often referred to as “Seph”).
  Treasure
  A search of Devlin’s body also turns up an ink pot that never
  runs dry (100 gp) and a spellbook containing the following
  spells:
  1st level: alarm, comprehend languages, detect magic,
  expeditious retreat, identify, illusory script, sleep, Tenser’s
  floating disk
  2nd level: arcane lock, cloud of daggers, flaming sphere,
  knock
  3rd level: dispel magic, fireball
  
  FOOTER 1
  Devlin’s staff is a staff of striking, but any character who
  attunes to it transforms into a goat-humanoid hybrid over the
  course of 3 days. Tieflings are immune to this curse.
  Throughout the first day, shaggy fur begins to grow all over
  the cursed character’s body. After 24 hours, the character’s
  eyes become goat-like, and stumpy horns sprout from the
  brow. On the last day, the character’s fingers and toes meld
  into double digits, and the horns grow to full length. This
  transformation doesn’t prevent the character from wielding
  weapons or casting spells. Remove curse, greater restoration,
  or any other effect that ends a curse restores the character’s
  original appearance, but only a wish spell can rid the staff of
  its power to transform those who attune to it.
  20. False Tomb
  Nested in the ceiling of the western tunnel is a stone block. A
  character who searches the tunnel spots the block with a
  successful DC 15 Wisdom (Perception) check. The block is part
  of the room’s trap (see “Trap” below).
  This room smells of wine. On a checkerboard marble
  floor, a gilded coffin sparkles in sunlight streaming
  down from the chamber’s vaulted ceiling, which arches
  twelve feet overhead. Four huge stone gargoyle heads,
  their mouths agape, protrude from the walls.
  Illusion magic generates the sunlight that shines on the
  coffin. This light is treated as real sunlight, and creatures
  averse to sunlight are affected by it. The gargoyle heads are 5
  feet tall and 5 feet wide, with mouths that are 2 feet in
  diameter. Behind each head, an airtight stone valve blocks a
  crawlway. The valves remain closed until the room’s trap
  activates, though a knock spell or a successful DC 25 Strength
  (Athletics) check can force open a valve. Casting dispel magic
  on the illusory sunlight dispels it and prevents the trap from
  triggering.
  Advice from the Spirits
  Any characters inhabited by the spirits of Kubazan or Moa
  receive advice when entering this area:
  
  Spirited Kubazan tries to persuade his host to throw
  open the coffin lid and pummel whatever is inside.
  
  Truthful Moa points out that this tomb doesn’t match the
  symbolism of any of his godly companions.
  Trap
  The closed coffin is stuck to the floor with sovereign glue and
  has a hinged lid. A detect magic spell or similar effect reveals
  an aura of abjuration magic around the coffin. A wooden
  plaque inside the coffin reads “Drown your sorrows” in
  Common.
  If the illusory sunlight falling from the ceiling strikes the
  plaque when the coffin is opened, the stone block in the
  corridor outside the room slowly descends, sealing the
  entrance in 6 seconds. A creature that wishes to enter or leave
  the tomb during this time can do so, moving up to its speed. If
  the creature ends its movement under the block, it must make
  a DC 15 Dexterity saving throw. If the save succeeds, the
  creature manages to get out from under the block on the side
  it was moving toward. If the save fails, the creature takes 55
  (10d10) bludgeoning damage. If this damage reduces the
  creature’s hit points to 0, it is crushed to a pulp; otherwise, the
  creature is shoved into the room. The block is impervious to
  damage and spells. When fully lowered, the block is air-tight
  and refuses to be budged.
  Four enormous cisterns filled with red wine are hidden in
  the walls behind the gargoyle heads. When the stone block
  seals off the entrance, the valves behind the heads open,
  causing the wine to pour from the gargoyles’ mouths and
  nostrils. The wine floods the tomb at a rate of 1 foot per round.
  Trying to crawl into a gargoyle’s mouth while wine is gushing
  out of it requires a successful DC 25 Strength (Athletics) check.
  As the wine begins pouring into the room, all creatures
  present must roll initiative. Track the passage of rounds:
  
  At the start of round 3, three wine weirds (use water
  weird statistics) flow into the tomb from the northwest,
  northeast, and southeast cisterns. The weirds attack
  anyone in the tomb and are invisible while fully
  immersed in wine.
  
  After 12 rounds, the wine fills the tomb. Use the
  underwater combat rules in chapter 9 of the Player’s
  Handbook to handle fighting in these conditions.
  Visibility within the wine is limited to 5 feet.
  The ability to breathe water does not help a character
  drowning in wine. When 10 minutes have passed, the stone
  block sealing the tomb rises back up to its niche in the ceiling.
  The wine cascades down the west tunnel, pouring down the
  grand staircase (area 7). At dawn the next day, Withers sends
  tomb dwarves to clean up the room and tunnel, after which the
  wine cisterns magically refill and the trap resets.
  Escape Tunnel
  The southwest crawlway ascends to area 24. When the tomb
  floods with wine, the liquid reaches as far as the sloped section
  of the crawlway.
  21. Zombie Door
  Adventurers on the balcony hear guttural moans coming from
  this door.
  Three oval holes are carved into a nine-foot-wide, nine-
  foot-high stone door at human head height. As you
  approach, three humanoid heads stick out of the holes,
  each covered in putrid flesh and gnashing on an iron bit
  bolted to a chain bridle.
  The gnashing heads belong to three zombies that are
  chained to a pulley bolted to the ceiling on the south side of
  the door. The pulley is set up in such a way that when all three
  zombies move away from the door, they heave it open. The
  zombies won’t move while fresh meat tempts them from the
  balcony, but if they are successfully turned, they raise the door
  as they flee toward the south.
  The door weighs 1,000 pounds. Characters with a
  combined Strength score of 33 or more can lift the door. The
  zombies attack any creatures they can reach. Withers and his
  tomb dwarves replace destroyed zombies within 24 hours.
  22. Papazotl’s Tomb
  Six glass cauldrons brimming with humanoid bones line
  the walls of this tomb, at the center of which stands an
  ancient chariot bearing a bronze sarcophagus with
  treasure strewn atop it. Paintings on the chariot’s body
  show a tall bird with a long, sharp beak. On the south
  wall, a bronze shield bears the embossed image of a
  
  FOOTER 1
  Chultan warrior carrying a spear, below an inscription
  that reads, “Bow before no one.” Four bronze statues
  stand on pedestals to either side of the shield. They
  depict Chultan warriors: one holding a sword, two with
  spears, and one missing its face.
  Papazotl’s bones are contained within the sarcophagus,
  but they are well protected (see “Glass Cauldrons” and “Bronze
  Shield” below).
  Advice from the Spirits
  Any characters inhabited by the spirits of Nangnang or
  Obo’laka receive advice when entering this area:
  
  Greedy Nangnang encourages her host to grab some of
  the treasure from the chariot.
  
  Nervous Obo’laka warns its host that the cauldrons
  contain the bones of Papazotl’s most zealous devotees
  who, even in death, might seek to protect him.
  Glass Cauldrons
  Disturbing the chariot, the sarcophagus, or the treasure lying
  atop it causes twelve skeletons to crawl out of the glass
  cauldrons (two per cauldron). All the skeletons act on the
  same initiative count. A cauldron disgorges one additional
  skeleton at the start of the skeletons’ turn each round until
  the cauldron is destroyed or the tomb is cleared of interlopers.
  When no enemies remain, any remaining skeletons return to
  the cauldrons.
  Destroying the cauldrons stops the flow of skeletons, as
  does bowing before the faceless statue (“Bow before no one”).
  Each cauldron is a Large object with AC 15, 22 hit points,
  vulnerability to bludgeoning and thunder damage, and
  immunity to poison and psychic damage. A detect magic spell
  or similar effect reveals an aura of conjuration around the
  cauldrons. An empty cauldron weighs 500 pounds.
  Bronze Shield
  The bronze shield hangs from the wall on leather straps. It
  radiates conjuration magic to a detect magic spell or similar
  effect.
  If the chariot, the sarcophagus, or the treasure is disturbed,
  or if the shield is removed from the wall, the hunter embossed
  on it animates. Each round on initiative count 20, it flings a
  magical spear of force at the nearest character it can see,
  ignoring any creature that has bowed before the faceless
  bronze statue. The hunter can’t see any creature behind the
  front-facing side of the shield. When it hurls a spear at a
  creature, the hunter makes a ranged spell attack (+10 to hit)
  and deals 18 (4d8) force damage on a hit. A target reduced to 0
  hit points by this attack is disintegrated and turns to dust.
  To stop the shield’s hunter from attacking, a character
  must blind it by draping something opaque over the shield
  (such as a sack or cloak) or turning the shield to face a wall.
  The shield can also be destroyed; it has AC 15, 10 hit points,
  and is immune to all damage except force damage. If taken
  from the room, the shield vanishes and reappears on the wall
  between the statues.
  Sarcophagus
  The sarcophagus contains the brittle skull and bones of an
  eblis (Papazotl’s animal form; see appendix D).
  Treasure
  The following treasures are strewn atop the sarcophagus: a
  gold torc (250 gp), three gold cups (75 gp each), five gold cloak
  pins (25 gp each), and an amulet of health. The amulet turns to
  dust and is destroyed if it leaves the Tomb of the Nine Gods
  (but see "Lost Treasures").
  Papazotl’s Spirit. The spirit of Papazotl tries to inhabit any
  character who touches the amulet of health (see "Spirits of the
  Nine Trickster Gods"). When Papazotl’s spirit manifests, read:
  Strange shadows shift across the walls, forming the
  outline of a long-legged bird. Its beak stabs at you as a
  voice echoes through your mind: “You will do as I
  command!”
  If the spirit successfully inhabits the character, give the
  player Papazotl’s card (see appendix F). If the attempt fails, the
  spirit returns to the amulet and waits for another character to
  touch it.
  23. Bottled Genie
  Ancient cobwebs fill this narrow corridor, whose
  midpoint features an arched alcove. Within the alcove, a
  dusty bottle stands on a table.
  The bottle is stoppered and contains a dao named Keshma
  al-Wazir, who was trapped centuries ago by Acererak. Anyone
  examining the bottle spots the genie waving from within and
  hears her muffled voice calling out. Keshma speaks Terran
  only. At first, she orders the characters to release her. If they
  refuse, she tries to bargain with them (see “Roleplaying the
  Dao” below). While trapped inside the bottle, Keshma can’t
  attack or cast spells. Once she’s released, she can cast the
  tongues spell to better communicate with her liberators.
  If the bottle is broken or unplugged, the dao emerges in a
  whirlwind of sand. She fulfills whatever promise she made to
  the characters in exchange for her freedom, then casts plane
  shift in an effort to return to the Elemental Plane of Earth. (The
  attempt fails, naturally, and she winds up trapped in area 57.)
  Advice from the Spirits
  Any characters inhabited by the spirits of Moa, Nangnang, or
  Papazotl receive advice when seeing the genie in the bottle:
  
  Truthful Moa advises his host not to break any bargains
  made with the dao.
  
  Greedy Nangnang advises her host to cut deals with the
  dao that benefit only the host and her.
  
  Proud Papazotl encourages his host to treat the dao like a
  servile lickspittle.
  Roleplaying the Dao
  Decades of imprisonment have done little to dent Keshma’s
  imperious nature. As befits a dao, she regards the characters
  as lesser creatures and bargains with them only if they refuse
  her commands.
  At first, Keshma promises the characters riches in
  exchange for freedom — the sapphires coiled through her
  braided hair and the platinum armbands (see “Treasure”
  below). Such baubles mean little to the dao in the greater
  scheme of things, but she feigns anguish in surrendering them.
  If the characters press for more, Keshma promises to take
  them anywhere in the multiverse. Finally, she offers to travel
  with them through the tomb and aid them three times with her
  spells.
  
  FOOTER 1
  Once freed, Keshma remains true to her word. However,
  she won’t tolerate any slight to her honor. If she feels insulted,
  she attacks the characters and attempts to enslave them.
  The dao could become a thorn in the characters’ side or a
  difficult ally. Her ignorance of the tomb’s defenses confines her
  to area 57 if she casts plane shift. If she escapes from area 57,
  she expects the characters to help her find a safe way out of
  the tomb. When she learns of the trickster gods, Keshma
  encourages the characters to seek them out and use them to
  defeat Acererak.
  Treasure
  The dao wears two sapphire cords (1,250 gp each), two
  platinum armbands engraved with dueling dragons (750 gp
  each), and a topaz belly-button gemstone (500 gp).
  24. Nangnang’s Tomb
  The air here reeks of sulfur and brimstone. On the floor
  of this chamber, a pentagram traced in salt surrounds
  an ornate sarcophagus, its lid covered with figurines of
  prancing frog-like humanoids.
  An invisible gray slaad paces inside the salt pentagram.
  Magical wards prevent the slaad from disturbing the salt or
  leaving the circle’s confines. If another creature attacks the
  slaad, enters the area of the boundary circle, or breaks any
  part of the circle or pentagram by sweeping or brushing away
  the salt, the slaad is freed. Hungry for carnage, the creature
  vents its rage on the characters before leaving the room in
  search of its control gem, not knowing that it is kept in area 28.
  Advice from the Spirits
  Any characters inhabited by the spirits of Obo’laka or Wongo
  receive advice when entering this area:
  
  Cautious Obo’laka thinks the salt pentagram could use
  more salt and encourages her host to add to it. if any salt
  is available. (Doing so doesn’t break the wards that trap
  the slaad.)
  
  Reckless Wongo doesn’t care much for salt pentagrams,
  and he urges his host to wreck the symbol and see what
  happens.
  Sarcophagus
  Arranged atop the sarcophagus are twelve painted wooden
  statuettes depicting grungs. They are cute but worthless. The
  lid of the sarcophagus can be lifted and pushed aside with a
  successful DC 17 Strength (Athletics) check. Within is a
  varnished clay urn containing the skull and bones of a grung
  (Nangnang’s animal form; see appendix D), as well as a
  number of valuables (see “Treasure” below).
  A detect magic spell or similar effect reveals an aura of
  enchantment surrounding the clay urn. The first creature to
  touch the urn or disturb its contents must succeed on a DC 21
  Wisdom saving throw or be affected by an Otto’s irresistible
  dance spell. Until the effect ends, the creature also takes 11
  (2d10) psychic damage at the end of each of its turns as
  discordant, percussive music overwhelms its mind. Any
  creature under the effect of a mind blank spell or similar magic
  doesn’t hear this music or suffer the psychic damage. A
  successful dispel magic (DC 18) dismisses the effect on the urn,
  allowing it to be touched safely.
  Treasure
  Inside the sarcophagus are a potion of poison disguised as a
  potion of supreme healing and a petrified grung egg that
  functions as a pearl of power. A spellcaster that attunes to the
  egg also gains resistance to poison damage. The egg turns to
  dust and is destroyed if it leaves the Tomb of the Nine Gods
  (but see "Lost Treasures").
  Nangnang’s Spirit. The spirit of Nangnang tries to inhabit
  any character who touches the egg (see "Spirits of the Nine
  Trickster Gods"). When Nangnang’s spirit manifests, read:
  As you touch the egg, a tendril of slime rises from its
  surface and transforms into a frog-like head that bobs
  toward you. A croaking voice sounds out in your mind:
  “Nangnang will help you now.”
  If the spirit successfully inhabits the character, give the
  player Nangnang’s card (see appendix F). If the attempt fails,
  the spirit returns to the egg and waits for another character to
  touch it.
  25. Scrying Pool
  Behind the secret door, water fills a carved stone font.
  Withers uses this font to speak to creatures outside the
  tomb and contact his tomb guardians. A detect magic spell or
  similar effect reveals an aura of divination over the water.
  When any character gazes into the font, read:
  As the water begins to swirl, eerie light emanates from
  within the basin. Slowly, an image resolves on the
  water’s surface.
  Those gazing into the font can see through the eyes of a
  random tomb guardian as it patrols the dungeon. Pick a
  random level (or roll a d6) and describe the guardian’s path
  through it. The guardian relies on darkvision to see, so images
  in the pool are in black and white. The images fade and the
  scrying effect ends if no character gazes into the water.
  Unless one of the characters gazing into the pool is
  wearing an amulet of the black skull (see appendix C and area
  28), the tomb guardian becomes aware of the party’s scrying
  after 1 minute. When that happens, read:
  The surface of the pool explodes, and a hulking figure
  wearing plate armor and a bucket helm heaves itself up
  from the font.
  The tomb guardian is a flesh golem clad in plate armor
  (AC 17). As it emerges from the font, it attacks everyone in the
  chamber, fighting until destroyed. When the guardian appears,
  the pool loses its scrying power until the next dawn.
  26. Spiral Staircase
  Three archways overlook a circular chamber where a
  spiral staircase descends into darkness. The staircase
  walls are lined with unlit torches in iron sconces and set
  with niches containing moldering humanoid skulls and
  bones.
  This staircase descends from level 2 to levels 3, 4, and 5,
  with each level 25 feet below the level above. The bones and
  skulls in the niches belong to dead Omuans whom Acererak
  
  FOOTER 1
  sacrificed to build the tomb. Withers and his tomb dwarves
  use these stairs to move between levels.
  The torches can be removed from their brackets and taken
  elsewhere.
  27. Forge of the Tomb Dwarves
  Old wooden benches and shelves along the walls of this
  chamber are covered with gears, chains, trap
  components, and cages filled with rats. Lit iron braziers
  hang by chains from the ceiling. Along the north wall, a
  stepped dais is set with a bulky contraption: an iron
  maiden of sorts, attached to a network of steaming
  pistons, tubes, and bubbling vats of blood. Five masked
  dwarves operate the contraption.
  When the characters arrive, five tomb dwarves are
  working inside the chamber. Each one has the statistics of a
  wight, except that it wields a battleaxe and a light crossbow. If
  the adventurers leave this area, there’s a 50 percent chance
  that 1d4 of the other tomb dwarves prowling the dungeon are
  present when they return.
  Any character who searches the forge uncovers enough
  gear to assemble two sets of thieves’ tools, a set of artisan’s
  tools, a set of alchemist’s supplies, a set of mason’s tools, and a
  set of smith’s tools. The caged rats are used to test traps.
  Iron Kiln
  The dwarves use the iron contraption on the dais to craft
  tomb guardians from the corpses of slain adventurers. As the
  characters arrive, the tomb dwarves are in the process of
  unleashing their newest creation.
  The iron contraption shudders as it opens, releasing a
  hissing cloud of steam. Through the roiling vapor, an
  armored figure wearing a bucket helm stomps into view.
  The creature that emerges from the contraption is a tomb
  guardian — a flesh golem encased in plate armor (AC 17).
  This guardian was fashioned using the salvaged remains of
  Seward, an adventurer with the Company of the Yellow
  Banner, and a number of other unfortunate trespassers. Now a
  mindless undead, it attacks the characters on sight.
  Treasure
  Any character who searches the forge finds a ghost lantern
  (see appendix C) that once belonged to Seward. It lies on a
  bench next to some tools.
  The spirit of a female moon elf warlock known as the
  Starfallen resides within the ghost lantern. If any character
  touches the lantern, the spirit can be seen within it. The spirit
  is insubstantial and can’t be harmed, nor can it cause harm. It
  speaks and understands Common, Elvish, and Sylvan. If the
  lantern is destroyed, the spirit becomes trapped in the
  Soulmonger.
  The Starfallen was slain almost a thousand years ago by a
  fomorian. After her death, her soul inhabited the lantern. The
  Company of the Yellow Banner found the lantern and began
  questing for a way to return the Starfallen to life. The fabled
  Eye of Zaltec was said to possess the power to raise the
  
  FOOTER 1
  ancient dead. The company tracked the jewel to the tomb and
  perished without ever finding it.
  The spirit of the Starfallen has weakened over time and
  grown forgetful. She remembers little of her past or her travels
  with the Company of the Yellow Banner, but certain things
  might jog her memory. If the players get stuck, you can use the
  Starfallen as a means to provide hints to keep the adventure
  on track.
  28. Withers’s Office
  Candles dimly illuminate a cluttered office. A skeletal
  songbird rasps at you from a filthy cage in one corner.
  Other furnishing include a wooden writing desk and a
  tall-backed chair. Anatomical drawings sketched in
  charcoal hang on the wall behind the desk. Seated in the
  chair is the shriveled corpse of a humanoid wearing
  moldy robes and a bronze mask sculpted to look like a
  frowning visage. Around the figure’s neck hangs a black
  skull-shaped amulet, and a number of severed hands
  crawl on the desk and floor around him.
  Before he was turned into an undead creature, Withers
  was an Omuan engineer named Gorra. Like all of Omu’s
  citizens, Gorra was enslaved and put to work constructing the
  tomb. When Acererak sacrificed his workers to their own
  dungeon, Gorra’s traps performed the best. This pleased the
  archlich enough that he transformed Gorra into a wight, with
  these changes:
  
  Withers has an Intelligence of 16 (+3).
  
  He wears an amulet of the black skull (see appendix C)
  and doesn’t carry a longbow.
  
  He has the Spellcasting feature described below.
  
  He has a challenge rating of 4 (1,100 XP).
  When the characters arrive, Withers is working at his desk.
  Seven crawling claws follow him around and obey his
  commands.
  Withers is fiercely loyal to Acererak. His passion for
  learning followed him into undeath, granting him a rare
  chance to study for eternity. The walls of his office are covered
  in papers on natural history and anatomy, and he uses the
  scrying pool in area 25 to study the natural world through the
  eyes of Omu’s gargoyles.
  When he encounters the characters, Withers is keen to
  learn everything he can before killing them. He’s particularly
  interested in current affairs in Chult and in the history of
  foreign lands. If the characters humor him, he behaves
  cordially while they answer his questions. Then with some
  regret, he finally announces that it’s time for them to die.
  Withers would rather escape than be destroyed or captured,
  so he uses his spells to retreat if the battle goes against him,
  saving wall of fire to cut off pursuers when he flees.
  Journals
  Withers is a diligent scribe. His moldy journals track the
  history of Omu and the Tomb of the Nine Gods, and detail the
  arrival of the atropal and the construction of the Soulmonger.
  Any character who spends 10 minutes flipping through the
  journals finds an entry that stands out. Give that character’s
  player a copy of handout 22 in appendix E. To flesh out the
  Spellcasting. Withers is a 9th-level spellcaster. His
  spellcasting ability is Intelligence (spell save DC 13; +5 to hit
  with spell attacks). He has the following wizard spells
  prepared:
  Cantrips (at will): acid splash, mage hand, minor illusion,
  prestidigitation
  1st level (4 slots): detect magic, expeditious retreat, feather fall,
  thunderwave
  2nd level (3 slots): darkness, hold person, rope trick
  3rd level (3 slots): dispel magic, lightning bolt
  4th level (3 slots): blight, wall of fire
  5th level (1 slot): telekinesis
  
  FOOTER 1
  journals further, refer to the “History of Omu” section in
  chapter 3 and “History of the Tomb” earlier in this chapter.
  Treasure
  Withers has enough equipment on his desk to assemble a
  scholar’s pack. A manual of golems (clay) lies open on his desk
  next to a spellbook containing all the spells he has prepared.
  On the inside back cover of the spellbook is what appears to be
  a name: Khomara Blackfire. “Khomara” and “Blackfire” are
  actually the command words for the mirror of life trapping in
  area 50.
  The desk drawer contains a translucent, fist-sized gray
  stone that radiates an aura of enchantment to a detect magic
  spell or similar effect. This stone is the control gem for the
  gray slaad in area 24. For more information on control gems,
  see the “Slaadi” entry in the Monster Manual.
  Withers’s skeletal songbird is tame but cantankerous. It
  can’t fly, but it can be sold to a buyer in Port Nyanzaru for 75
  gp. Withers’s bronze mask is worth 25 gp.
  Level 3: Vault of Reflection
  Map 5.3 shows this level of the dungeon, which an invisible
  beholder named Belchorzh the Unseen (see area 44) claims as
  its home. It doesn’t have access to lair actions and regional
  effects; instead, it has infected its home with weird alien
  growth.
  Alien Growth
  The beholder’s aberrant influence permeates the
  stonework across this level of the tomb, causing purple mold
  to sprout from the floors, walls, and ceilings. The mold smells
  like rotting corpses and occasionally releases clouds of
  harmless spores. As characters move through areas with alien
  growth, tiny eyeballs emerge from the mold to scrutinize them.
  Belchorzh can see through these eyes and uses them to track
  the party’s progress.
  Any effect that deals fire, necrotic, or radiant damage
  destroys a patch of alien growth on contact. However, the
  beholder doesn’t take kindly to the mold’s destruction. When a
  patch of growth is destroyed, the next nearest patch sprouts a
  stubby eyestalk that shoots a randomly determined eye ray at
  the nearest character. (Roll a d10 and consult the beholder
  stat block to determine which ray it produces.) After making
  this attack, the eyestalk quickly disappears back into the mold.
  29. Jackal Mask
  A huge carving of a snarling jackal’s head protrudes
  from the wall at the end of this corridor. A chamber is
  visible through the gaps between its fangs.
  The gaps between the teeth are only 2 inches wide, but any
  character who looks through can see into area 35:
  Four torches illuminate stone sphinxes crouched in the
  corners of this fifteen-foot-high room. The torches cast
  flickering light across hieroglyphs carved into the tiled
  floor. At the center of the room, a gold-inlaid funeral
  barge stands atop a three-foot-tall stone dais. Resting
  on the deck of the barge is a small golden sarcophagus
  decorated with horned rabbits. A dark shaft opens in the
  ceiling directly above the barge.
  This view is a magical window into the past. Whoever
  looks through the jackal’s jaws sees a vision of I’jin’s tomb
  (area 35) as it was just before the last person entered it. After
  a few moments, the vision reveals a person entering the
  chamber.
  A slab of wall suddenly grinds upward to the east, and a
  dwarf wearing a turban and chain mail creeps into the
  tomb. He brandishes a shield in front of him as he
  treads cautiously across the floor.
  The magic here records the last moments of Bravus
  Boulderborn, hero of the Company of the Yellow Banner. The
  dwarf ignores any attempts by the characters to communicate
  with him.
  A loud click sounds out as the dwarf steps onto one of
  the floor tiles. Then a deafening buzzing rises as locusts
  pour out from the mouths of the sphinx statues, quickly
  engulfing him. He tries to fight them off, to no avail.
  When the cloud of insects vanishes, nothing of the
  dwarf remains except its bones and gear.
  If all the characters turn away, the vision resets. When any
  character next looks through the mask, the dwarf is seen
  entering I’jin’s tomb once more.
  The jackal mask radiates an aura of divination to a detect
  magic spell or similar effect. If any character uses teleportation
  or other magic to bypass the teeth and enter the tomb, the
  dwarf’s moldering skeleton is discovered in area 35.
  30. Iron Barrier
  Ahead of you, the face of a snarling minotaur is etched
  into a sheet of iron that bisects the crawlway. Its eyes
  have been cut out, letting you see through the sheet,
  beyond which the tunnel continues onward.
  The minotaur face is etched into both sides of a 1-inch-
  thick, sharp-edged iron sheet that blocks the crawlway. The
  holes that form the eyes are 2 inches wide. The characters can
  use spells such as gaseous form and misty step to move past the
  iron sheet.
  Any character who examines the barrier discovers that it
  slides up into the ceiling. Coiled springs provide resistance,
  and a successful DC 17 Strength (Athletics) check is needed to
  lift the sheet. If the check succeeds, a hidden latch locks the
  sheet in place, allowing creatures to crawl underneath it.
  Unless it is wedged in place with an iron spike, a stout weapon,
  or a similar object, the barrier snaps down after 1 minute,
  sealing the crawlway once more. Any creature underneath the
  sheet when it snaps shut must succeed on a DC 15 Dexterity
  saving throw or take 44 (8d10) slashing damage. Any creature
  reduced to 0 hit points by this damage is chopped in two.
  31. Reflected Hall
  A curtain of water separates two hallways that are
  basically mirror images of one another. When characters enter
  the first hall, read:
  
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  Still puddles of water cover the floor of this fifteen-foot-
  wide hallway. The walls are slick with moisture and set
  with murals showing animal-headed humanoids in
  armor, most of which appear to brandish real weapons
  hanging on the walls. A three-foot-high crawlway in the
  east wall is flush with the floor. At the far end of the hall,
  a rippling, transparent curtain of water fills a stone
  archway. Beyond the curtain, you see another hallway
  that looks similar to the one in which you stand.
  The tarnished weapons hanging on the walls are in poor
  condition and are held in place with hooks to make it appear
  as though the painted warriors are holding them.
  Twelve painted figures line each hall, six on the west wall
  and six on the east wall, directly across from one another.
  Figures on facing walls are perfect reflections of each other.
  South Hall. From south to north, the warriors and
  weapons in this hall are as follows:
  
  Stork-headed males with handaxes (the figure on the
  east wall has the crawlway to area 36 between its legs)
  
  Lizard-headed females with maces
  
  Panther-headed males with blowguns
  
  Unarmed hawk-headed females (the east mural is
  illusory; see area 31A)
  
  Goat-headed males with sickles
  
  Frog-headed females with tridents
  North Hall. From south to north, the warriors and
  weapons in this hall are as follows:
  
  Frog-headed females with tridents
  
  Goat-headed males with sickles
  
  Unarmed hawk-headed females (the east mural is
  illusory; see area 31A)
  
  Panther-headed males with blowguns
  
  Lizard-headed females with maces
  
  Stork-headed males with handaxes (the figure on the
  east wall has the crawlway to area 32 between its legs)
  31A. Hidden Alcoves
  Two alcoves are hidden behind 5-foot-wide, 8-foot-tall
  illusions of damp stone walls bearing paintings of hawk-
  headed female warriors. Touching the surface of either section
  of wall reveals that its stones and the images on them are
  illusions.
  Each alcove contains a plinth bearing a crystal eyeball 1
  inch in diameter: a pale purple eyeball to the south and a
  bright green eyeball to the north.
  Crystal Eyes. The nonmagical crystal eyes are two of the
  ten keys needed to open the vault of the beholder (area 44).
  31B. Curtain of Water
  Clear water forms a 1-foot-thick, 7-foot-high, 10-foot-wide
  curtain between the two hallways, radiating an aura of
  conjuration magic to a detect magic spell or similar effect. A
  successful dispel magic (DC 17) cast on the curtain causes it to
  vanish, leaving the archway open. The curtain magically
  reappears after 1 hour.
  If any creature passes through the curtain of water
  carrying a trident, nothing happens. Any trident will do, not
  just the ones in the hallways.
  If any creature passes through the curtain without a
  trident, the water erupts as a fierce wave flowing north and
  
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  south. Any creature in either hall is slammed by the water and
  must make a DC 15 Strength saving throw. On a failed saving
  throw, the creature takes 14 (4d6) bludgeoning damage and is
  swept to the end of the hall with such great force that it falls
  prone. A creature that succeeds on the saving throw takes half
  damage and falls prone, but is not swept away. The weapons
  hooked on the walls remain where they are.
  Water expelled by the curtain disappears before it can flow
  beyond the confines of the hallways. The water also does not
  enter either of the hidden alcoves (area 31A), so creatures
  there are safe from the waves’ effect.
  The water conjured by the curtain leaks out of the hall
  through tiny cracks in the floor, leaving puddles behind.
  32. Rotating Crawlways
  Any character searching for traps or secret doors in this tunnel
  notices a narrow seam in the stonework with a successful DC
  15 Wisdom (Perception) check. This seam marks one end of a
  25-foot-long section of crawlway (marked “Tunnel A” on map
  5.3) that rotates. If the check succeeds by 5 or more, the
  character can deduce that the seam represents a point where
  two sections of tunnel can detach from one another.
  When 50 pounds or more of weight is applied to the floor
  at the midpoint of tunnel A, a mechanism causes the tunnel to
  quickly rotate 90 degrees clockwise and sink 5 feet as it turns.
  Both ends of the tunnel are immediately cut off, trapping
  creatures inside. At the same time, a second crawlway
  perpendicular to the first (marked “Tunnel B” on map 5.3)
  rotates 90 degrees clockwise and sinks into place, positioned
  where tunnel A used to be. Characters who are flying, in
  gaseous form, or otherwise effectively weightless do not
  trigger the trap and can move through the tunnel safely.
  Rotating Tunnel
  Read the following text to players the first time their
  characters are caught in a rotating tunnel:
  With a loud grinding noise, this section of crawlway
  begins to rotate, instantly cutting off the exits ahead and
  behind. You can feel the passage sink about five feet as
  it turns. After a few seconds, it comes to a stop and the
  grinding abates.
  When tunnel B connects to the rest of the crawlway, a new
  passage running north to south is formed. Tunnel B is trapped
  similarly to tunnel A, except that both tunnels ascend 5 feet as
  they rotate 90 degrees counterclockwise when the trap
  triggers. The only way to return tunnel A to its original
  position is to trigger the trap from tunnel B, and vice versa.
  Characters trapped in a section of tunnel not connected to
  the rest of the crawlway have no clear means of escape. The
  tunnel is airtight. A single creature consumes the available air
  supply in 24 hours, with multiple creatures dividing that time
  up between them. For example, four creatures trapped in the
  tunnel could survive 6 hours before they begin to suffocate.
  Skeletal Remains
  Any character who can see into tunnel B notices the body of an
  unlucky adventurer.
  As a new tunnel rotates into place, you see a skeletal
  corpse lying on the floor of that tunnel, about ten feet
  away.
  The corpse belongs to Sephirius, dragonborn paladin of the
  Company of the Yellow Banner. Looting the body reveals
  several items of interest (see “Treasure” below).
  Treasure
  Sephirius wore no armor but carried a +1 yklwa (see “Buying a
  Special Item” in chapter 1 for more information on this
  weapon), a dungeoneer’s pack, a pouch containing 8 gp, an
  ivory back scratcher shaped like a dinosaur claw (25 gp), a
  holy symbol of Bahamut (25 gp), and a red crystal eyeball
  measuring 1 inch in diameter.
  Crystal Eye. The nonmagical crystal eye is one of the ten
  keys needed to open the vault of the beholder (area 44).
  33. Chamber of Opposition
  This chamber contains a stone font filled with a
  steaming green liquid. Beyond it, a shadowy figure
  stands at an open door on the far side of the room. The
  figure’s back is toward you.
  The stone font is attached to the floor and can’t be tipped
  over. It is also impervious to damage and spells. It appears to
  hold 40 pints (5 gallons) of hot soup, but the liquid is illusory.
  Tactile exploration reveals that the liquid has no substance
  and the font is dry.
  The dark figure is a magical, illusory duplicate of
  whichever character opened the door to the room. It copies
  the character’s movements, allowing a shrewd player to use
  the duplicate to dispense with the liquid in the font. The
  shadow duplicate has the statistics of a commoner and is
  immune to poison damage. It perfectly matches the motions of
  the character who created it, always keeping its back to its
  creator as though it was a projected image 15 feet ahead.
  If the character who created the shadow duplicate moves
  backward, the duplicate moves toward the font. If the
  character then mimes drinking from the font, the duplicate
  slurps up the “soup” at a rate of 5 pints per round, draining the
  font in 8 rounds. Once the font is drained of illusory soup, a
  treasure appears in the font that wasn’t there before (see
  “Treasure” below). Casting dispel magic on the font causes the
  illusory soup to vanish, but the treasure does not appear. The
  illusory soup reappears 1 minute later.
  The shadow duplicate can’t exert pressure on objects and
  glides through any obstacles it encounters. Casting dispel
  magic on the figure causes it to vanish. It doesn’t react to
  taking damage but disappears if it drops to 0 hit points or is
  made to leave the chamber. Closing the door to the room and
  reopening it creates a new duplicate of whoever opened the
  door. There can be only one shadow duplicate at a time.
  The shadow duplicate has a terrible and deadly aspect. Any
  creature that looks upon its face sees a horrific visage locked
  in a silent scream and must succeed on a DC 15 Wisdom saving
  throw or drop to 0 hit points. A creature that cannot be
  frightened automatically succeeds on the saving throw.
  Treasure
  If a shadow duplicate drinks all the illusory soup in the
  font, a 1-inch-diameter eyeball made of incandescent orange
  crystal appears at the bottom of the font and can easily be
  removed. If the eye is taken from the font and later put back, it
  disappears and the illusory soup effect is reset.
  
  FOOTER 1
  Crystal Eye. The nonmagical crystal eye is one of the ten
  keys needed to open the vault of the beholder (area 44).
  Empty Closet
  East of the font is a dusty, empty room.
  34. Peephole
  If one or more characters approach this area from the
  south, read:
  The corridor turns sharply to the left. At the corner just
  before the turn, a peephole is carved into the stone wall
  at a height of 6 feet.
  The peephole forms one end of a 5-foot-long tube cut
  through the solid rock wall. Magnifying lenses set throughout
  the tube give anyone who peers through the hole a clear view
  of the gold medallion in area 35A and the hieroglyph visible on
  the dial behind it. In addition, a creature looking through the
  peephole can communicate telepathically with creatures in
  area 35B. Using the peephole, a character can identify the
  correct sequence of floor tiles to step on in area 35B and
  communicate that information to everyone in I’jin’s tomb.
  35. I’jin’s Tomb
  Characters can reach this area via area 18, by lowering the
  stone block in the east wall (area 35A), or by slipping between
  the teeth of the jackal visage at area 29.
  35A. Stone Block
  A 5-foot-wide, 5-foot-thick, 12-foot-tall block of solid stone
  fills the doorway leading to I’jin’s tomb (area 35B). The block
  is featureless on the side that faces the tomb, and it is
  impervious to damage and spells. If the characters approach
  the block from the east, read:
  The corridor ends at a block of stone on which is
  painted a seven-foot-tall jackal-headed humanoid with a
  circular gold medallion around its neck. All around the
  figure are carvings of locusts.
  Close inspection reveals that one of the carved locusts is a
  button that can be pushed. When this happens, the stone block
  sinks into the floor, creating an open passage to the tomb (area
  35B).
  The “medallion” worn by the jackal-headed painting is
  actually a 6-inch-diameter gold disk engraved with the face of
  a horned devil, its mouth agape. Lodged behind this disk is a
  clay dial etched with eight hieroglyphs. One hieroglyph (a
  vulture) is visible through a hole that forms the devil’s gaping
  mouth, but the dial is locked in place and its remaining seven
  hieroglyphs are hidden from view behind the medallion.
  If any character steps on a vulture floor tile in area 35B,
  the dial turns, revealing a new hieroglyph: a serpent. One
  hieroglyph at a time, the dial reveals the correct sequence of
  floor tiles to stand on: vulture, serpent, door, reed, scarab,
  scepter, foot, and urn. Stepping on a floor tile that matches the
  hieroglyph on the dial causes the dial to turn, revealing the
  next symbol in the sequence.
  The gold medallion is attached to the stone block with
  sovereign glue, and removing it requires universal solvent.
  However, one can simply destroy the medallion to get at the
  dial underneath. Removing or destroying the medallion
  exposes the dial and its eight hieroglyphs.
  Once the medallion is out of the way, the dial can be easily
  removed from its spoke inside the stone block. However,
  removing the dial releases a corrosive gas trapped within the
  block. The gas escapes through tiny holes hidden behind the
  dial and fills the 5-foot space directly east of the block. Any
  creature in this area when the gas is released must make a DC
  14 Constitution saving throw, taking 44 (8d10) acid damage
  on a failed save, or half as much damage on a successful one. A
  character who searches for traps can detect the holes hidden
  behind the dial with a DC 25 Wisdom (Perception) check; once
  found, these holes can be plugged with wax before the dial is
  removed, preventing the gas from escaping.
  35B. Tomb
  Four torches illuminate stone sphinxes crouched in the
  corners of this fifteen-foot-high room. The torches cast
  flickering light across hieroglyphs carved into the tiled
  floor. At the center of the room, a gold-inlaid funeral
  barge stands atop a three-foot-tall stone dais. Resting
  on the deck of the barge is a small golden sarcophagus
  decorated with horned rabbits. A dark shaft opens in the
  ceiling directly above the barge, while to the south, a
  corridor is visible through a set of fangs carved into the
  wall.
  The skeleton of a dwarf sprawls on the floor east of the
  barge, clad in a tattered yellow turban and dusty chain
  mail, and clutching a bronze shield.
  To unlock I’jin’s sarcophagus, eight floor tiles must be
  stepped on in the correct sequence (see “Hieroglyphic Floor”
  below and handout 23 in appendix E). Stepping on the tiles in
  the wrong order triggers a trap (see “Sphinx Statues” below).
  The skeletal remains were once Bravus Boulderborn, a
  gold dwarf cleric of Moradin and former member of the
  Company of the Yellow Banner. Bravus died as a result of
  stepping on floor tiles in the wrong order, and his body lies
  atop a floor tile bearing the “foot” hieroglyph. A search of the
  body yields some valuables (see “Treasure” below).
  Four torches light the room. As long as they remain in their
  brackets, they never burn out. If a torch is removed from its
  bracket, it burns down normally.
  Advice from the Spirits
  Any characters inhabited by the spirits of Nangnang or
  Shagambi receive advice when entering this area:
  
  Skittish yet greedy Nangnang wants her host to loot the
  corpse of the dead dwarf before anyone else can.
  
  Wise Shagambi suggests that there might be a clue
  nearby to suggest which floor tiles are safe to walk on.
  Hieroglyphic Floor
  The floor around the dais and the statues is covered with
  5-foot-square stone tiles, each one etched with a hieroglyph.
  Give the players handout 23 in appendix E.
  Characters can avoid triggering the floor tiles by flying or
  by climbing along the walls and ceiling. Climbing the walls
  requires a successful DC 20 Strength (Athletics) check. Those
  who set foot on the tiles must traverse them in the proper
  sequence or suffer the consequences.
  If any character steps onto a tile and the passage to the
  east is open, the stone block at area 35A rises to seal the
  tunnel. Any creature atop the block when it meets the ceiling
  must succeed on a DC 7 Dexterity saving throw to leap clear in
  
  FOOTER 1
  one direction or the other. On a failed save, the creature takes
  55 (10d10) bludgeoning damage. Any creature reduced to 0
  hit points by this damage is crushed to a pulp. Otherwise, the
  creature falls prone inside the tomb.
  The correct sequence of floor tiles matches the order in
  which the hieroglyphs appear on the clay dial in area 35A:
  vulture, serpent, door, reed, scarab, scepter, foot, urn. Each
  time a character steps on a correct floor tile, a new hieroglyph
  clicks into view on the clay dial, with that view accessible by
  any character using the peephole in area 34. The dial rotates
  through all the hieroglyphs in the correct order. If any
  character steps on a hieroglyph out of order, the statues react
  as described in “Sphinx Statues.” Stepping on the wrong tile
  does not reset the sequence.
  When the final tile in the sequence is stepped on, the
  following things all happen at once:
  
  I’jin’s sarcophagus opens.
  
  The stone block at area 35A sinks into the floor, creating
  an open passage to the east.
  
  Any locusts conjured by the sphinx statues are dispelled.
  
  The hieroglyphic floor is disabled. After 24 hours,
  Withers sends 1d4 tomb dwarves to reset the trap.
  Sphinx Statues
  Each of these statues depicts a life-size gynosphinx, and all
  four radiate auras of abjuration and conjuration to a detect
  magic spell or similar effect. The statues are impervious to
  damage and spells.
  When any creature steps on an incorrect floor tile, all four
  statues yawn and masses of magically summoned locusts fly
  out of their mouths. The locusts form a single cloud that fills a
  15-foot cube centered above the offending floor tile. Each
  creature in the cloud when it forms, as well as any creature
  that enters the cloud for the first time on a turn or starts its
  turn there, takes 44 (8d10) piercing damage. Any creature
  reduced to 0 hit points by this trap is killed and eaten to the
  bone by the devouring locusts. The cloud lasts for 1 minute or
  until another cloud of locusts is created.
  Sarcophagus
  I’jin’s golden sarcophagus cannot be opened by any means
  other than stepping on eight floor tiles in the correct order.
  The sarcophagus is worth 7,500 gp intact but weighs 75
  pounds. Removing it from the funeral barge causes four floor-
  to-ceiling walls of force (like those created by a wall of force
  spell) to surround the dais on all four sides. The walls last until
  destroyed or until the sarcophagus is returned to the barge.
  The sarcophagus contains the fragile bones of an almiraj
  (I’jin’s animal form; see appendix D), as well as its spiral horn,
  which functions as a wand of wonder. The horn turns to dust
  and is destroyed if it leaves the Tomb of the Nine Gods (but see
  "Lost Treasures").
  I’jin’s Spirit. The spirit of I’jin tries to inhabit any character
  who touches the horn (see "Spirits of the Nine Trickster
  Gods"). When I’jin’s spirit manifests, read:
  Streamers of light emanate from the tip of the horn. As
  they swirl around you, they form into a spectral rabbit
  with a single horn on its brow. A female voice whispers,
  “Quick, quick, let me in! We must stop Acererak!”
  If the spirit successfully inhabits the character, give the
  player I’jin’s card (see appendix F). If the attempt fails, the
  spirit returns to the horn and waits for another character to
  touch it.
  Treasure
  Bravus’s yellow turban is set with a peridot gemstone (500 gp).
  A search of Bravus’s corpse also yields a nonmagical shield
  and a belt pouch containing a 500 gp diamond (the material
  component of a raise dead spell) and two 1-inch-diameter
  crystal eyeballs — one dark blue and one vibrant purple.
  Crystal Eyes. The nonmagical crystal eyes are two of the
  ten keys needed to open the vault of the beholder (area 44).
  36. Chamber of Respite
  The tomb’s keepers have all but forgotten this tiny room
  lodged between two crawlways. Characters who shelter here
  are rewarded with undisturbed rest.
  37. Winds of Pandemonium
  Two balconies face each other over a vast pit. Between
  the balconies hover five wooden platforms, each one a
  disk ten feet across. A single torch burns above each
  balcony. On the east balcony stands a rough-hewn,
  fifteen-foot-tall statue of a hulking fiend with furled
  wings and clenched fists. Set into the wall on the west
  balcony is a rusty lever in the up position.
  Climbing the walls requires a successful DC 15 Strength
  (Athletics) check. A crawlway is set into the northwest corner,
  at the same height as the balconies and floating platforms.
  Another crawlway extends off the east balcony. At the back of
  the west balcony, a staircase descends 10 feet to a landing and
  a secret door.
  Advice from the Spirits
  Any characters inhabited by the spirits of I’jin or Kubazan
  receive advice when entering this area:
  
  Fickle I’jin urges her host to pull the lever. What harm
  could it do?
  
  Fearless Kubazan insists that his host jump to the
  platforms, even if others are better equipped to do so.
  Floating Platforms
  The circular wooden platforms are 10 feet in diameter and
  hover between 6 and 12 feet apart, as shown on map 5.3. They
  float at the same level as the balconies, 15 feet below the
  ceiling and 60 feet above the pit floor. A detect magic spell or
  similar magic reveals auras of abjuration and transmutation
  around each platform. Each disk is wide enough that
  characters can move 10 feet before jumping (see “Movement”
  in chapter 8 of the Player’s Handbook). The platforms bob
  slightly when anything lands on them, as though they were
  floating on water. Any creature that falls from a platform to
  the pit floor takes 21 (6d6) bludgeoning damage. Casting
  dispel magic on a platform causes it to fall.
  Wailing Winds
  If the lever on the west balcony is pulled, the fiendish
  statue unclenches its fists to reveal a marble-sized object in
  the palm of each hand (see “Treasure” below). Simultaneously,
  howling winds rise up and fill the room. Returning the lever to
  its original up position causes the winds to abate and the
  statue’s fists to close.
  
  FOOTER 1
  Have all party members roll initiative whenever the winds
  begin to howl. While the winds are howling, any creature not
  standing on a floating platform that starts its turn in the room
  must succeed on a DC 20 Wisdom saving throw or gain a
  random form of short-term madness, determined by rolling on
  the Short-Term Madness table in chapter 8 of the Dungeon
  Master’s Guide. Constructs and undead are immune to this
  madness. In addition, the winds cause creatures in the room to
  suffer disadvantage on all Strength-based skill checks,
  including checks made to jump to and from the floating
  platforms and checks made to climb the walls.
  Statue
  Any character who succeeds on a DC 15 Intelligence (Arcana)
  check realizes that the statue depicts a nycaloth. A detect
  magic spell or similar effect reveals auras of transmutation
  magic radiating from the statue’s clenched fists.
  The statue weighs 15,000 pounds and is impervious to
  damage and spells. Casting a knock spell on the statue causes
  one of its fists to unclench for 1 round, during which time the
  object in that hand can be safely removed.
  Treasure
  The statue clutches a 1-inch-diameter pearly white crystal
  eyeball in its left hand and a similarly sized scarlet crystal
  eyeball in its right hand.
  Crystal Eyes. The nonmagical crystal eyes are two of the
  ten keys needed to open the vault of the beholder (area 44).
  38. Revolving Room Trap
  Three separate areas comprise this section of the tomb: a
  control room (area 38A), an access corridor (area 38B), and a
  revolving death trap (area 38C). Diagram 5.2 shows a side
  view of these areas.
  38A. Control Room
  This room is dark and dusty. A hulking figure wearing a
  bucket helm stands to the west, with one hand on an
  iron lever set into the wall. The south wall is sloped and
  has a large rectangular window five feet wide by seven
  feet high. The window looks into a hallway, through a
  rectangular hole in the hallway floor, and farther down
  into a well-lit room shaped like a cylinder tipped on its
  side.
  The helmed figure is a tomb guardian: a flesh golem clad
  in plate armor (AC 17). Its task is to pull the lever when it sees
  adventurers enter area 38C. The tomb guardian fights only in
  self-defense and has orders from Withers to not leave the
  control room. If it goes berserk, it ignores these orders.
  Window. The window in the south wall is stone magically
  rendered transparent from this side only. A successful dispel
  magic (DC 17) cast on the stone causes it to lose its
  transparency. If the tomb guardian is prevented from seeing
  into areas 38B and 38C, it won’t pull the lever.
  Iron Lever. The lever protrudes from a vertical slot cut
  into the northwest wall. It rests in the up position. Pulling the
  lever down activates the trap in area 38C.
  38B. Access Tunnel
  This hallway is 10 feet high and 5 feet wide. If the characters
  enter the hall through the crawlways from areas 30 or 37, read:
  The walls of this narrow tunnel slope inward as they
  approach the ten-foot-high ceiling. Patches of mold
  cling to the walls and floor in the eastern half of the hall.
  Cut into the floor at the west end of the corridor is a
  three-foot-wide, four-foot-long rectangular hole with
  bright light spilling out of it.
  Any character standing next to the hole can peer down into
  a cylindrical room (area 38C), the curved floor of which is 15
  feet below the hole.
  The wall north of the hole acts as a one-way window, but it
  appears no different from the rest of the tunnel from this side.
  Creatures in area 38A can see into this tunnel, but creatures in
  the tunnel can’t see into area 38A. Spells such as detect magic
  and true seeing do not reveal the window from this side.
  38C. Revolving Drum
  The characters can enter this room through the
  rectangular hole in the ceiling (area 38B) or through a stone
  door in the south wall.
  This room is shaped like a drum or cylinder lying on its
  side, with its south end tapering toward a small stone
  door. Carvings of demons decorate the stonework, with
  flickering flames in all their eyes.
  The flickering flames were created by continual flame
  spells, which fill the room with bright light.
  When the lever in area 38A is pulled, three hidden locks
  seal the south door, a wall of stone spell blocks the rectangular
  hole in the ceiling (cutting off escape to area 38B), and the
  room begins revolving. When that happens, all creatures
  present should roll initiative.
  Any creature that is not firmly attached to a wall, flying, or
  under the effect of a gaseous form spell or similar magic is
  knocked about the revolving room. The creature must make a
  DC 15 Dexterity saving throw at the start of each of its turns,
  
  FOOTER 1
  taking 11 (2d10) bludgeoning damage on a failed save, or half
  as much damage on a successful one.
  Revolving Room Effects
  While the room is revolving, an additional effect is
  triggered at the end of initiative count 10. Roll a d20 and
  consult the Revolving Room Effects table.
  The room stops tumbling if the lever in area 38A is raised,
  or if the south door is opened or destroyed. The door’s locks
  are hidden in the walls and can’t be picked with thieves’ tools,
  and it takes three separate knock spells to unlock them. The
  door can also be wrenched open with a successful DC 26
  Strength (Athletics) check or attacked. It has AC 17; 50 hit
  points; and immunity to fire, piercing, poison, psychic, slashing,
  and thunder damage.
  39. Golem Pit
  A fifteen-foot-wide, fifteen-foot-deep pit dominates this
  chamber. At the bottom of the pit, an eight-foot-tall clay
  figure stands motionless beside a stone treasure chest.
  A silver key hangs from a cord around the figure’s neck.
  Two nine-foot-tall stone statues stand atop plinths on
  either side of the pit. A third plinth against the south
  wall stands empty. One of the statues depicts a hooded
  and bearded male figure with his left hand held high,
  index finger pointed up. The other portrays an armored
  male knight with his gauntleted right hand extended, its
  palm facing inward toward the knight.
  An invisible wall of force (as created by the wall of force
  spell) covers the top of the pit, shielding the clay golem and
  the chest below. By manipulating the statues, characters can
  teleport the golem up to their level, or send one of their own
  into the pit.
  Advice from the Spirits
  Any characters inhabited by the spirits of Moa or Papazotl
  receive advice when entering this area:
  
  Thoughtful Moa warns that adamantine or magic
  weapons are needed to harm a clay golem.
  
  Bossy Papazotl insists that someone stand on the third
  plinth. (“It must be empty for a reason!”)
  God Statues
  The two statues facing the pit represent Azuth (god of
  wizardry) and Torm (god of courage and self-sacrifice). Either
  can be identified with a successful DC 12 Intelligence (Religion)
  check. A detect magic spell or similar effect reveals an aura of
  abjuration magic around each statue.
  Any examination of the plinths reveals that each statue is
  set on a rotating, spring-loaded gear. If the statue of Azuth is
  rotated to the right, one creature inside the pit teleports onto
  the third plinth, forcing aside any other creature standing
  there. If multiple creatures are in the pit, randomly determine
  which creature is teleported. Rotating the statue of Torm to
  the right teleports anything on or above the third plinth into
  the pit. Even if nothing is there, a popping is heard as air
  rushes in to fill the empty space. When a statue that has been
  turned is released, it grinds back to its starting position.
  The clay golem has orders to attack any creature that it
  sees and can reach. If the golem is destroyed, Withers uses his
  manual of golems in area 28 to create a new one after 30 days.
  Stone Chest
  The chest and its hinges are made of stone. The chest
  weighs 250 pounds and is fitted with a silver locking
  mechanism. Opening the lock requires the silver key that the
  golem wears around its neck. A mage hand spell or similar
  magic can lift the key from around the golem’s neck without
  causing the golem to attack. A character using thieves’ tools
  can pick the lock with a successful DC 20 Dexterity check.
  However, opening the chest by any means other than the silver
  key releases a cloud of gas that fills a 15-foot cube centered
  above the chest (filling the entire pit). The gas instantly
  corrodes and destroys all nonmagical metal that comes into
  contact with it, including armor and weapons. Metal objects
  sealed in containers are protected.
  The chest is a Small object with AC 12, 10 hit points, and
  immunity to poison and psychic damage.
  Treasure
  The chest contains two 1-inch-diameter glass eyeballs
  resting on a red cushion. One eyeball is pale green and the
  other is pink.
  Crystal Eyes. The nonmagical crystal eyes are two of the
  ten keys needed to open the vault of the beholder (area 44).
  40. Curse of the Golden Skull
  A golden skull rests on a pedestal in the middle of this
  small, dusty room.
  This cursed human skull plated in gold is the remains of a
  fool named Yaka — an entertainer who once amused the royal
  family of Omu. If any character touches it, the skull levitates
  into the air and begins to follow that character everywhere.
  d20
  Effect
  1-6
  The demon faces exhale jets of a
  soporific gas that dissipates quickly. Each
  creature in the room that is not immune to
  the poisoned condition must succeed on a
  DC 15 Constitution saving throw or fall
  unconscious. An unconscious creature can
  repeat the saving throw each time it takes
  damage, ending the effect on itself on a
  success.
  7–12
  The demon faces exhale jets of
  sparkling dust, which blind any creature in
  the room that does not succeed on a DC 15
  Wisdom saving throw. A creature’s
  blindness lasts until it is cured with a lesser
  restoration spell or similar magic.
  13–18
  Stone spikes 6 inches long magically
  protrude from the walls. Any creature that
  takes damage from the room at the start of
  its turn takes an additional 11 (2d10)
  piercing damage from the spikes. The
  spikes retract when the next room effect is
  triggered.
  19–20
  The demon faces spew jets of an
  incendiary gas that promptly ignites, filling
  the room with fire. Each creature in the
  room takes 45 (10d8) fire damage.
  
  FOOTER 1
  The skull never strays more than a few feet away, teleporting
  back to the character’s side if it loses sight of him or her. As it
  hovers, Yaka’s skull supplies a stream of deadpan banter in a
  mocking, hollow voice. Unless the skull is magically silenced,
  its inopportune comments cause the character to make all
  ability checks with disadvantage.
  Roleplay the skull as cruel and cynical, with a dark sense of
  humor. It knows nothing of the tomb but pretends to know all.
  Acererak has warded the skull with powerful magic, rendering
  it impervious to damage and spells. Its curse is too powerful to
  be broken with any spell other than wish, which can be used
  either to destroy the skull or end the curse. If the curse ends
  but the skull survives, it teleports back to its pedestal and
  waits for another character to touch it.
  The curse can also be ended by feeding gemstones to the
  skull, which it craves. The skull chews up and destroys any
  nonmagical gem fed to it, leaving no trace of the gem behind.
  Once it destroys 10,000 gp worth of gemstones, the skull
  teleports back to its pedestal and the curse ends for the
  affected character.
  41. Tomb Guardians
  Two hulking figures stand in alcoves along this long
  hall, facing each other. Armor is bolted to their flesh,
  and they wear bucket helms and spiked gauntlets. Iron
  collars around their necks are connected by a spiked
  chain that stretches across the corridor.
  The tomb guardians in the alcoves attack any creature that
  attacks them or tries to move past them. They are flesh
  golems, with these changes:
  
  The golems are clad in plate armor (AC 17).
  
  With its spiked gauntlets, a tomb guardian deals 13 (2d8
  + 4) bludgeoning damage plus 7 (2d6) piercing damage
  with each successful Slam attack.
  
  Each tomb guardian has a challenge rating of 6 (2,300
  XP).
  Spiked Chain
  The magical spiked chain that binds the guardians together
  prevents them from moving more than 15 feet apart.
  Additionally, as long as the chain is intact, damage dealt to
  either guardian is divided evenly between them. The spiked
  chain can be attacked separately and has AC 18, a damage
  threshold of 10, 5 hit points, and immunity to poison and
  psychic damage. If the chain breaks, both tomb guardians
  instantly go berserk.
  42. Kubazan’s Tomb
  A four-columned portico juts out from the far wall,
  beneath which a stone sarcophagus rests in a wall
  recess. Four ceramic frog masks hang in niches around
  the sarcophagus. Beneath the masks, humanoid bones
  are strewn across the floor. To the east, a large carving
  of a tentacled frog-monster squats above a shrine.
  Offerings lie on a shelf before it. Four rectangular
  frescoes adorn the adjacent walls.
  To unlock sarcophagus, the characters must perform a
  simple ritual at the shrine while wearing the frog masks. The
  wall frescoes reveal what must be done.
  Advice from the Spirits
  Any characters inhabited by the spirits of Nangnang, Obo’laka,
  or Shagambi receive advice when entering this area:
  
  Greedy Nangnang urges her host to snatch up the gold
  coins on the wall shrine.
  
  Cautious Obo’laka warns against trying on the masks.
  
  Wise Shagambi is convinced that the frescoes are clues to
  understanding the power of the wall shrine.
  Frescoes
  Four frescoes line the east wall of the tomb, two on each side
  of the shrine.
  Fresco 1. This fresco shows a time when Kubazan used his
  tentacles to help the Omuans cast down a statue of the god
  Ubtao:
  A frog-like behemoth uses its tentacles to help the
  Omuan people knock down a mighty statue. In the
  foreground, an old woman wearing a frog mask tosses
  five coins from her hand as though sowing seeds.
  Fresco 2. This fresco shows a time when Kubazan helped a
  group of Omuan hunters kill a giant crocodile that was
  threatening the city:
  A frog-like behemoth wraps its tentacles around a giant
  crocodile as Omuan hunters stab the crocodile with
  their spears. In the foreground, an old man wearing a
  frog mask holds a bug up to his open mouth.
  Fresco 3. This fresco shows a time when Kubazan helped
  the Omuans find a missing child in the jungle:
  A frog-like behemoth with four Omuan hunters riding
  on its back finds a small boy in the jungle. The hunters
  seem elated. In the foreground, a young woman wearing
  a frog mask holds a knife in one hand and a headless
  chicken in the other.
  Fresco 4. This fresco shows a time when Kubazan got angry
  and the Omuans appeased him with treasure:
  A frog-like behemoth wallows in a shallow pool as
  Omuans offer it urns of food and treasure as tribute.
  Cracks in the fresco obscure the head of the human
  figure in the foreground, but you can see that it grasps a
  lit candle.
  A search of the wall shrine reveals several items:
  
  A 6-inch-tall stone statuette of a froghemoth (see
  appendix D), which weighs 5 pounds and has an
  inscription on its base in Old Omuan: “Give thanks to me
  as others have done since the dawn of time.”
  
  A copper bowl containing rat bones
  
  Four dead cockroaches
  
  A green wax candle with a salvageable wick
  
  5 gp (loose)
  Performing the Ritual
  To open the sarcophagus, one or more characters must stand
  before the wall shrine and perform the following actions in no
  particular order:
  
  Donate at least 5 gp to the shrine while wearing a frog
  mask.
  
  Light a candle before the shrine while wearing a frog
  mask.
  
  FOOTER 1
  
  Spill the blood of a living creature into the copper bowl
  while wearing a frog mask.
  
  Eat a bug (living or dead) while wearing a frog mask.
  If any of these actions are performed incorrectly, three
  wraiths rise from the bones on the floor. The wraiths attack
  until they are destroyed and pursue any characters who flee
  this area. When the wraiths appear, any character wearing one
  of the frog masks is polymorphed into a frog, as though it had
  failed a saving throw against the polymorph spell.
  Sarcophagus
  Kubazan’s sarcophagus is bereft of adornment, though a detect
  magic spell or similar effect reveals auras of abjuration and
  evocation magic around it.
  When the ritual is performed correctly, the sarcophagus lid
  unlocks and slides open. It contains the bones of a froghemoth
  (Kubazan’s animal form; see appendix D) as well as some
  valuable items (see “Treasure” below). The sarcophagus lid is
  otherwise sealed shut with an arcane lock spell. It can be
  opened with a knock spell or forced open with a successful DC
  25 Strength (Athletics) check. However, if the sarcophagus is
  opened by any means other than the ritual, a prismatic spray
  spell (save DC 19) erupts from the wall behind the
  sarcophagus. All creatures in the room, as well as creatures in
  the narrow hallway to the south, become targets of the spell.
  Treasure
  The sarcophagus contains a pair of bracers of archery and
  twenty brittle arrows in a rotting leather quiver. Each arrow
  shatters on impact and deals only 1 piercing damage on a hit.
  Carvings of froghemoths adorn the bracers, which keep the
  skin of any character attuned to them disturbingly moist. The
  bracers turn to dust and are destroyed if they leave the Tomb
  of the Nine Gods (but see "Lost Treasures").
  Kubazan’s Spirit. The spirit of Kubazan tries to inhabit
  any character who touches either of the bracers (see "Spirits of
  the Nine Trickster Gods"). When Kubazan’s spirit manifests,
  read:
  The bracers glow as watery light ripples across the walls.
  A monstrous, tentacled shadow rises from the
  sarcophagus, and the air fills with the stench of a
  swamp. A rumbling voice echoes through the tomb:
  “You are brave to summon me. Together, we will crush
  the undying one!”
  If the spirit successfully inhabits the character, give the
  player Kubazan’s card (see appendix F). If the attempt fails, the
  spirit returns to the bracers and waits for another character to
  touch one of them.
  43. Veils of Fear
  This room lies beyond a double door, the outside of which is
  carved with leering and laughing skulls. The doors are neither
  locked nor trapped, and they swing inward on rusty hinges to
  reveal the room beyond.
  Ten feet from the doors, a thick tapestry curtain hangs
  from wall to wall. Its embroidery shows a scene of
  merriment: nobles feasting around a banquet table, a
  roast boar on a platter, and servants pouring wine.
  Two more curtains hang beyond the first, each showing
  the same image descending into horror. When the second
  curtain is revealed, read:
  Another curtain hangs behind the first, showing the
  same scene but descended into depravity. The nobles
  fight with each other, partake in carnal encounters on
  the table, or sprawl on the floor in puddles of vomit.
  Behind the second curtain is a third:
  A scene of horror confronts you: nobles feasting on
  servants, eating each other alive, and setting fire to the
  hall. The roast boar is alive and laughing on its platter.
  A detect magic spell or similar effect reveals an aura of
  enchantment magic radiating from the third curtain. Any
  creature that looks at this curtain must succeed on a DC 14
  Wisdom saving throw or be frightened of it. A frightened
  creature tries to leave the room as quickly as possible and
  cannot reenter. Once outside the room, a creature can repeat
  the saving throw at the end of each of its turns, ending the
  effect on itself on a success. A creature that saves against this
  effect is unaffected by the curtain thereafter and can reenter
  the room.
  Lord of the Feast
  When the final tapestry curtain is pulled aside, the dreaded
  Lord of the Feast confronts the characters:
  The rotting head of a giant boar is mounted to the wall
  behind the final curtain. Fresh blood and gore spatters
  its tusks, dribbling down the wall beneath it.
  Any humanoid that can see the severed boar’s head must
  succeed on a DC 16 Wisdom saving throw or be charmed by it.
  On its turn, a charmed creature does nothing except approach
  the severed head and put its own head in the boar’s mouth.
  Only one head can fit in the mouth at a time. If the boar’s
  mouth is already full, a charmed creature waits patiently until
  the mouth is clear. Any creature that ends its turn with its
  head in the boar’s mouth takes 22 (4d10) slashing damage as
  the boar’s jaws clamp down. If this damage reduces the
  creature to 0 hit points, it is decapitated. A charmed creature
  can repeat the saving throw each time it takes damage, ending
  the effect on itself on a success. Once a creature successfully
  saves against this effect, it cannot be affected by the boar’s
  head for 24 hours.
  Destroying the Lord of the Feast ends its charm effect on
  all creatures. The boar’s head is a Medium object with AC 5
  and 22 hit points.
  Treasure
  Destroying the boar’s head reveals three items lodged
  between its teeth: a bent pair of gold spectacles (25 gp), a
  leather eye patch set with a bloodstone (50 gp), and a
  platinum hair pin (75 gp).
  44. Vault of the Beholder
  An invisible beholder lairs in this circular chamber. To enter,
  adventurers must pass through a locked door.
  44A. Eyes of the Beholder
  Ten feet from the doors, a thick tapestry curtain hangs
  from wall to wall. Its embroidery shows a scene of
  merriment: nobles feasting around a banquet table, a
  roast boar on a platter, and servants pouring wine.
  
  FOOTER 1
  The door is sealed tight and can’t be opened with ability
  checks or magic. To open the door, ten crystal eyes found
  elsewhere in the dungeon (see areas 31A, 32, 33, 35B, 37, and
  39) must be inserted into the indentations. Each eye lights up
  as it clicks into place. With each eye that is inserted, the
  reflections of the characters in the mirror become
  progressively unhealthier — losing weight, hair, and teeth as
  they come to resemble undead.
  When all ten eyes are in place, they disappear and the door
  grinds open and remains open henceforth.
  44B. Inside the Vault
  When the door opens, read:
  The vault door grinds upward, revealing a domed,
  candlelit room fifty feet high. The polished marble floor
  is so perfectly reflective that it creates the illusion of
  standing at the entrance to a sphere. Nine alcoves filled
  with glit tering treasure open up along the walls. In the
  middle of the chamber, a large spherical object hovers
  under a black silk drape twenty feet above the floor.
  The beholder, Belchorzh (pronounced BEL-korj), floats at
  the top of the room. Acererak cast a wish spell to render
  Belchorzh invisible. A successful dispel magic (DC 19) cast on
  the beholder or contact with an antimagic field ends its
  invisibility. Belchorzh reacts to intruders as described in the
  “Beholder Tactics” section below.
  The hall contains one hundred lit candles. While the
  candles remain inside this vault, they burn indefinitely. If a
  candle is taken from the room, it burns down normally.
  The floor beneath the dome is magically slick. Any creature
  that steps onto or starts its turn on the floor must succeed on a
  DC 10 Dexterity saving throw or fall prone. When an
  untethered creature is shoved or otherwise moved across the
  floor, it travels in one direction and does not stop until it
  comes into contact with a wall or other barrier.
  The alcoves contain treasure (see “Treasure” below).
  Advice from the Spirits
  Any characters inhabited by the spirits of Kubazan,
  Obo’laka, or Wongo receive the following advice:
  
  Impulsive Kubazan urges his host to attack whatever is
  hiding under the black drape, with no warning or
  negotiation.
  
  Cautious Obo’laka thinks a beholder is hidden under the
  black drape and urges her host to flee at once.
  
  When he becomes aware of the beholder, reckless
  Wongo suggests that his host attack another party
  member, to trick the beholder into thinking it has an ally.
  Black Drape, Iron Sphere
  The black drape conceals a magical sphere of iron, 6 feet in
  diameter and floating 20 feet above the floor. A Nystul’s magic
  aura spell placed on the sphere makes it seem like an evil
  aberration to features or magic that can sense such
  information.
  The iron sphere is hollow and immobile, and it remains
  inert while the drape covers it. Belchorzh can use its
  telekinetic eye ray to remove the drape at any time, revealing
  the sphere and causing it to emit a magical magnetic field.
  Each creature in the room wearing metal armor is pulled to
  the sphere and becomes stuck to it, as does any metal weapon
  or object that isn’t secured or being held. Any creature stuck to
  the sphere is restrained until the magnetic field deactivates.
  Any ranged attack made in the chamber that uses
  ammunition made wholly or partly from metal has
  disadvantage on the attack roll; if the attack misses, the
  ammunition becomes stuck to the sphere.
  Throwing the black drape over the sphere renders it
  temporarily inert, with creatures and objects stuck to it falling
  to the floor. A successful dispel magic (DC 16) cast on the
  sphere dispels the Nystul’s magic aura spell, permanently
  deactivates the magnetic field, and causes the sphere to crash
  to the floor. This sends a web of cracks through the marble,
  negating the floor’s frictionless effect and allowing creatures
  to move across it normally. The sphere also deactivates and
  falls if it comes into contact with an antimagic field or is
  destroyed.
  The sphere is a Large object with AC 20; 100 hit points;
  resistance to bludgeoning, piercing, and slashing damage from
  nonmagical attacks; and immunity to poison and psychic
  damage. It weighs 1,000 pounds. While the magnetic field is
  active, any attack made against the sphere with a metal
  weapon automatically hits, though the weapon becomes stuck
  to the sphere after impact.
  Beholder Tactics
  The Tomb of the Nine Gods is not truly the beholder’s
  domain, so it can’t use lair actions.
  The invisible beholder puts as much distance between
  itself and the adventurers as possible, while making sure to
  not catch the iron sphere in its Antimagic Cone.
  Belchorzh doesn’t pursue intruders who flee its vault.
  However, if the adventurers steal even one copper piece from
  its trove, the beholder uses the alien growth throughout this
  level of the dungeon against them. Whenever the characters
  come near a patch of the growth, it sprouts an eyestalk and
  attacks (see "Alien Growth").
  The beholder knows Deep Speech and Undercommon, and
  it refers to itself in the third person. Haughty and defiant, it
  delights in the destruction of tomb robbers while refusing to
  yield. Any character who understands its words can translate a
  few of Belchorzh’s choice sayings:
  
  “You fight like flumphs!”
  
  “You are no match for Belchorzh the Unseen’s terrible
  eye rays!”
  
  “What ugly, imperfect creatures you are.”
  Treasure
  The nine alcoves contain the following treasures:
  
  12,000 cp, 5,000 sp, and 2,200 gp
  
  A clay chameleon statuette covered in crystal beads that
  change colors (25 gp)
  
  Three painted gold masks sized for children and shaped
  like the faces of a bat, a monkey, and a parrot,
  respectively (75 gp each)
  
  A gold coronet shaped like an octopus with mother-of-
  pearl eyes (2,500 gp)
  
  A potion of diminution, a bead of force, and a bronze +1
  shield shaped like a screaming devil’s face
  Level 4: Chambers of
  Horror
  Map 5.4 shows this level of the dungeon. These corridors
  and chambers are choked with dust, their floors littered with
  rubble and the bones of dead Omuans.
  
  FOOTER 1
  45. Gargoyle Guardians
  At the bottom of the grand staircase, a resonant
  mechanical rumbling emanates from a dark shaft
  opening up in the middle of this chamber’s floor. Four
  cylindrical stone pedestals surround the shaft, each ten
  feet tall, five feet wide, and featuring a tiny slot in its
  side. Squatting atop each pedestal is a large four-armed
  gargoyle.
  Any character looking down on the room from one of the
  balconies above or another high vantage point notices
  something else:
  Each gargoyle is contained within a square made of
  metallic tiles embedded in the top of its pedestal.
  Starting with the northernmost pedestal and going
  clockwise, the tiles are copper, silver, gold, and
  platinum.
  Four giant four-armed gargoyles (see appendix D) are
  perched atop the pedestals, each one crouched within its
  square of tiled precious metal. The gargoyles remain
  motionless until they are provoked.
  The slots in each pedestal are 4 feet above the floor and
  roughly the size of a standard coin. All humanoids must pay a
  tithe before leaving this room to avoid provoking the
  gargoyles’ wrath. Specifically, each humanoid must insert a
  coin of the appropriate type into each pedestal (1 cp in the
  north pedestal, 1 sp in the east pedestal, 1 gp in the south
  pedestal, and 1 pp in the west pedestal). A gargoyle will
  always accept a more precious coin than the one required, so a
  character inserting a platinum coin into every pedestal could
  exit the room safely. A gargoyle will also accept a tithe of
  multiple coins of equal or greater value (10 cp instead of 1 sp
  in the east pedestal, for example). The pedestals have hollow
  cavities within them to store the coins (see “Treasure” below).
  The gargoyles always know when they’re being cheated. If
  any humanoid leaves the room without offering sufficient coin,
  any cheated gargoyles spring to life and attack the cheapskate.
  A gargoyle also springs to life and attacks if it or its pedestal is
  damaged in any way. The metallic tiles atop the pedestals can
  be pried loose, but they turn to dust if removed from this
  chamber.
  Shaft
  The shaft in the floor is 10 feet wide and 15 feet deep. It
  opens into the ceiling of area 58. To scale the smooth walls of
  
  FOOTER 1
  the shaft, a character needs climbing gear or magic.
  Treasure
  Each pedestal is a hollow stone cylinder with 6-inch-thick
  walls. Characters with appropriate tools can smash through
  the stone to get at the coins within each pedestal.
  The north pedestal holds 5 sp and 100 cp. The east
  pedestal hides 1 gp, 120 sp, and 200 cp. The south pedestal
  conceals 2 pp, 90 gp, 350 sp, and 500 cp. The west pedestal
  holds 10 pp, 630 gp, 7,200 sp, 5,000 cp, and the skeletal
  remains of an Omuan engineer.
  46. Lizard Den
  A six-foot-tall green devil face is carved into the far end
  of this hallway, its mouth agape. Painted murals on the
  walls show faceless humanoid figures doubled over in
  pain, clutching at their heads and ears.
  Despite the ominous murals and the devil face carving, this
  hall is devoid of traps. Any character who searches the devil
  face finds a lizard hiding in the carving’s shallow mouth cavity.
  The recipient of an awaken spell cast by a Chultan druid, the
  lizard has an Intelligence score of 10 and speaks Druidic. The
  Company of the Yellow Banner captured it in Omu and
  brought it to the tomb thinking it might be useful for setting
  off traps. The lizard escaped and wound up here. It doesn’t
  know what became of its captors and helps the characters any
  way it can if they promise to return it to Omu.
  47. Elemental Cells
  To reach Shagambi’s tomb (area 48), the adventurers must
  pass through four cells thematically linked to fire, water, air,
  and earth. Unless the characters destroyed him, Withers (see
  area 28) senses when the secret door to area 47A is opened
  and uses the scrying pool in area 25 to observe the
  adventurers as they contend with the cells.
  An antimagic field fills each cell, rendering magic items
  useless, suppressing ongoing magical effects, and preventing
  all spellcasting. See the spell’s description in the Player’s
  Handbook for full information.
  47A. Fire Cell
  Waves of heat blast out of this cramped cell. The walls
  are scribed with relief carvings showing volcanoes
  setting cities ablaze. Rows of tiny holes are bored into
  the floor and the ten-foot-high ceiling. A human
  skeleton embedded in the opposite wall holds an iron
  sconce with a burning red candle in it.
  The skeleton is all that remains of a dead Omuan engineer.
  As long as the candle remains in this cell, it burns indefinitely.
  If taken from the area, it burns down normally.
  Secret Door. If Withers is watching, he tries to trap as
  many characters as he can in the cell by whispering a
  command word that causes the secret door in the south wall to
  slide shut and lock. No keyhole or visible opening mechanism
  can be found on the secret door. The secret door remains
  sealed until the characters escape from the cells or die trying.
  A wedge, spike, or similar object can be used to prevent the
  door from closing.
  Lava Trap. Molten lava begins pouring from the tiny holes
  in the ceiling as soon as any character comes within 1 foot of
  the candle or removes it from the sconce. The lava rains down
  and magically drains away through the holes in the floor. Each
  creature in the cell when the lava begins to fall must make a
  DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on
  a failed save, or half as much damage on a successful one. Any
  creature that enters the cell for the first time on a turn or
  starts its turn there must repeat the saving throw. Because of
  the cell’s antimagic field, magic items and spells that provide
  resistance to fire offer no protection here.
  Extinguishing the Candle. If the candle is extinguished
  inside the cell, the antimagic field is dispelled and all creatures
  in the cell are teleported to one of the other cells, as follows:
  
  If the candle’s flame is doused with water or some other
  liquid, creatures in the cell are teleported to the water
  cell (area 47B).
  
  If the candle’s flame is blown out or smothered by a lack
  of oxygen (including being ground out against the wall or
  floor), creatures are teleported to the air cell (area 47C).
  47B. Water Cell
  You appear in a cell that smells moldy. Its damp walls
  are covered with living snails and oysters, and feature
  sculptural reliefs of tidal waves destroying coastal cities
  and ships. A merfolk skeleton embedded in one wall
  clutches an iron sconce fitted with a burning red candle.
  Suddenly, lukewarm water begins to pour into the cell
  through rows of tiny holes in the ten-foot-high ceiling.
  The candle is a distraction and offers no way out of the cell.
  As long as it remains in this cell, the candle burns indefinitely
  until extinguished. If taken from the area, it burns down
  normally.
  Flood Trap. The water fills the cell at a rate of 1 foot per
  round, taking 10 rounds to fill the room. If the candle is left in
  its sconce, the rising water extinguishes it on the fourth round.
  Trying to stuff or block the holes doesn’t stop the water from
  pouring in. Because of the cell’s antimagic field, spells and
  magic items that enable characters to breathe underwater
  don’t function here. Any character who runs out of air begins
  to suffocate (see “The Environment” in chapter 8 of the
  Player’s Handbook).
  Snails and Oysters. There are dozens of snails and oysters
  clinging to the walls. A character can use an action to remove
  an oyster or snail from a wall, crack it open, and eat it. The first
  time an oyster or snail is removed from a wall, the cell’s
  antimagic field is dispelled. Eating an oyster teleports a
  character (along with his or her possessions) to the air cell
  (area 47C), while eating a snail teleports a character (along
  with his or her possessions) to the earth cell (area 47D).
  When the last character leaves the cell, rows of tiny holes
  open in the floor, allowing the water to drain out at a rate of 1
  foot per round.
  47C. Air Cell
  You immediately begin to choke as you are teleported to
  a room with no light, no sound, and no air.
  The cell’s antimagic field douses magical lights, and
  nonmagical flames are snuffed out because of the lack of
  oxygen in the room. Creatures that can see in the dark can see
  the following:
  
  FOOTER 1
  Sculptural reliefs on the walls of this dark cell show
  tornadoes uprooting trees and tearing cities apart. An
  aarakocra skeleton embedded in one wall holds an iron
  sconce bearing an unlit red candle.
  Any creature that requires air to breathe immediately
  begins to suffocate unless it took the precaution of holding its
  breath before teleporting here (see “The Environment” in
  chapter 8 of the Player’s Handbook).
  Any character who cannot see can use an action to blindly
  search the cell by touch, then make a DC 13 Wisdom
  (Perception) check. If the check succeeds, the character
  discerns one key feature of the room: either the wall carvings,
  the aarakocra skeleton, or the candle.
  Aarakocra Bones. The aarakocra skeleton embedded in
  the wall has hollow bones containing stale yet breathable
  air — each one essentially a tube sealed with wax. A character
  with a dagger or similar tool can use an action to pry a bone
  out of the wall, pierce the wax seal, and inhale the air within.
  The first time a bone is removed from a wall, the cell’s
  antimagic field is dispelled. Any character who inhales the air
  is teleported (along with his or her possessions) to area 48.
  Unlit Candle. The candle can’t be lit without air, but let
  characters waste time trying. The candle is not the means by
  which characters can escape the cell. If somehow lit, the candle
  burns indefinitely as long as it remains in this cell. If taken
  from the area, it burns down normally.
  47D. Earth Cell
  The walls of this stone cell are covered with reliefs
  showing desert sands swallowing the ruins of
  civilization. A bas-relief of a robed medusa dominates
  one wall. It wears a stone necklace with an obsidian
  pendant and clutches an iron sconce with a burning red
  candle in it. Sand begins to fall from tiny holes bored
  into the ten-foot-high ceiling, and you hear a rumbling
  noise under the floor.
  The candle can be extinguished and relit, but is of no use to
  characters trying to escape the room. As long as it remains in
  this cell, the candle burns indefinitely. If taken from the area, it
  burns down normally.
  Any character who searches the cell and succeeds on a DC
  10 Wisdom (Perception) check notices a seam running down
  the middle of the floor from north to south. The seam suggests
  the existence of a pit trap.
  Trap. The falling sand fills the room at a rate of 6 inches
  per round, turning the floor into difficult terrain after 1 round.
  Any character who can reach the ceiling can use an action to
  stuff a number of holes with cloth or wax, slowing the sand by
  1 inch per round. If the sand reaches a depth of 12 inches, the
  floor splits open along its seam. When the pit opens, half of the
  floor swings down to the west and the other half drops to the
  east, and the sand stops falling. A 6-inch-wide ledge surrounds
  the pit on all sides. Any creature standing on the floor when it
  opens must make a DC 15 Dexterity check; those standing
  along the walls have advantage on the check. On a successful
  save, a creature finds purchase on the ledge. A creature that
  fails the save falls.
  The 10-foot-deep pit contains two giant stone rollers with
  interlocking stone teeth. Anything larger than a grain of sand
  gets chewed up between these rollers, taking 132 (24d10)
  force damage. Any creature reduced to 0 hit points by this
  damage is ground to a pulp. A creature that passes through the
  rollers with at least 1 hit point remaining lands on an iron
  grate 5 feet below the grinders. A stone button is set into one
  of the walls above the grate and is visible only to creatures
  under the rollers. When pressed, the button causes the rollers
  to stop turning and retract into the walls, allowing creatures
  that survived the horrid trap to climb out with a successful DC
  15 Strength (Athletics) check.
  The pit is within the cell’s antimagic field, so spells and
  magical effects that might otherwise allow a character to
  survive the rollers or ascend the pit won’t work.
  Secret Door. Any character who searches the medusa bas-
  relief and succeeds on a DC 11 Wisdom (Perception) check
  notices seams around the carving, suggesting the presence of a
  secret door. A successful check also reveals that the medusa’s
  obsidian pendant is a button. The button won’t depress unless
  the pit is open. A character can try to unlock the button using
  thieves’ tools, doing so with a successful DC 17 Dexterity check.
  Pressing the unlocked pendant causes the secret door’s lock to
  release with a dull clunk, after which the door can be swung
  open to reveal area 48 beyond. The secret door has springs
  that cause it to close automatically unless it is held or wedged
  open. The door locks when it closes and can be opened only
  from within the cell.
  48. Shagambi’s Tomb
  Each character who teleports into this tomb from area 47C
  appears atop a randomly determined teleportation rune (see
  “Teleportation Runes” below). Characters can also enter the
  tomb through the secret door at area 47D.
  This tomb is filled with terracotta warriors, kneeling in
  neat ranks around a polished wooden coffin. Between
  the warriors, four aisles scattered with broken pottery
  lead up to the coffin, whose painted lid shows a leopard
  with serpents sprouting from its shoulders.
  If intruders are heard within the tomb, the terracotta
  warriors rise to defend it (see “Terracotta Warriors” below).
  To steal Shagambi’s treasures, characters must move quietly.
  Advice from the Spirits
  Any characters inhabited by the spirits of Unkh or Wongo
  receive advice when entering this area:
  
  Nervous Unkh suggests that her host leave the tomb at
  once using one of the teleportation runes, though she
  can’t decide which rune is best.
  
  Impulsive Wongo thinks it’s a good idea to shatter as
  many terracotta warriors as possible, as quickly as
  possible.
  Teleportation Runes
  Three teleportation runes are scribed on the floor along the
  north, east, and south walls of the tomb. A detect magic spell or
  similar effect reveals that each rune has a different aura —
  strong, steady conjuration magic from the eastern rune;
  flickering conjuration magic from the northern rune; and a
  combination of conjuration and transmutation magic from the
  southern rune.
  Whenever a creature teleports into the tomb, roll a d6 to
  determine which rune it arrives on: 1–2, north rune; 3–4, east
  rune; 5–6, south rune. If more than one creature is teleported
  to the same rune, the previous creature is pushed harmlessly
  off the rune when the new creature appears. Additionally, the
  
  FOOTER 1
  north rune is malfunctioning, and any creature arriving there
  takes 18 (4d8) force damage.
  Any creature that moves from outside a rune into its space
  is instantly teleported to area 50. A creature that uses the
  south rune to teleport is also polymorphed into a random
  beast, as though it had failed its saving throw against the
  polymorph spell. Roll a d4 to determine the new form: 1,
  baboon; 2, bat; 3, flying snake; 4, quipper.
  Terracotta Warriors
  Forty-eight terracotta warriors guard the tomb. Use animated
  armor statistics, with these changes:
  
  Each terracotta warrior wields a shortsword. As an
  action, it can attack twice with the weapon (+4 to hit),
  dealing 5 (1d6 + 2) piercing damage on a hit.
  
  If a critical hit is scored against a terracotta warrior, it
  shatters and is destroyed.
  The terracotta warriors remain perfectly still and pose no
  threat as long as the tomb remains relatively quiet. If any
  character talks loudly, steps on a piece of broken pottery, or
  makes any other equivalent noise while in the tomb, read:
  All the terracotta warriors turn their heads to face you.
  As one, they pull their swords a few inches from their
  scabbards.
  After this single warning, the terracotta warriors attack if
  they hear any other noise. Without the use of magic, any
  creature walking through the tomb must succeed on a DC 12
  Dexterity (Stealth) check to remain quiet. Moving through
  pottery shards imposes disadvantage on the check. Once
  roused into action, the terracotta warriors attack all the
  creatures in the tomb.
  Coffin
  Shagambi’s coffin is trapped but not locked. When its lid is
  opened, a music box inside the coffin is activated, rousing the
  terracotta warriors if they can hear its haunting melody (even
  if the adventurers have been silent up to that point). Any
  character who succeeds on a DC 14 Wisdom (Perception)
  check while gently lifting the coffin lid spots the trap’s trigger
  wire, which can then be cut with thieves’ tools and a successful
  DC 12 Dexterity check. The music box is activated on a failed
  check.
  The bones of a kamadan (Shagambi’s animal form; see
  appendix D) are bound in cloth inside the sarcophagus, along
  with valuables (see “Treasure” below).
  Treasure
  The following treasures are heaped around Shagambi’s
  bones: 200 gp, five moonstones (50 gp each), the fine music
  box activated by the trap (250 gp), and an instrument of the
  bards (Canaith mandolin). The instrument turns to dust and is
  destroyed if it leaves the Tomb of the Nine Gods (but see "Lost
  Treasures").
  Shagambi’s Spirit. The spirit of Shagambi tries to inhabit
  any character who touches the mandolin (see "Spirits of the
  Nine Trickster Gods"). When Shagambi’s spirit manifests, read:
  Six shadowy serpents slither out of the mandolin and
  coil around your body. You hear a purring voice in your
  mind say, “I am not your enemy.”
  If the spirit successfully inhabits the character, give the
  player Shagambi’s card (see appendix F). If the attempt fails,
  the spirit returns to the mandolin and waits for another
  character to touch it.
  49. Maze of Death
  Stone slabs seal off the entrances to this corner of the
  dungeon.
  49A. Stone Slabs
  When the characters reach either entrance, read:
  A stone slab blocks the end of this corridor. Painted on
  the slab is the image of a gaunt male humanoid wearing
  a hooded cloak, its face a mask of stars. The figure’s
  withered left hand is raised with palm extended.
  The stone slabs are impervious to damage and spells, and
  they are fitted so snugly that even creatures in gaseous form
  can’t slip past them. If any character stands in front of a slab
  and raises his or her left hand with palm extended, both slabs
  open at the same time, regardless of any efforts taken to
  prevent them from doing so. When this happens, read:
  The slab sinks into the floor, revealing a dusty
  passageway beyond. Relief carvings on the walls depict
  crowds of humanoids fleeing a black star in the sky, with
  rays of light extending from it to turn those they strike to
  dust.
  If the stone slabs are raised up to seal off the exits once
  more (see area 49C), characters within the maze see a second
  image on the inner surface of each slab:
  Painted on the inside of the slab is a male humanoid
  wearing a hooded cloak, once again with stars where his
  face should be. The figure holds up his right arm, which
  is severed neatly at the elbow.
  This image is visible only while the slabs are in their raised
  positions. From inside the maze, a character can make both
  slabs sink back down into the floor by standing in front of
  either slab while holding up his or her right arm — as long as
  that arm has been severed at the elbow. It doesn’t matter how
  the arm is cut off, but sticking it in the sphere of annihilation in
  area 49B is one way to do it.
  49B. Green Devil Face
  A green stone face of devilish countenance protrudes
  from the wall. The devil’s mouth is agape and filled with
  darkness.
  
  FOOTER 1
  The devil face is 6 feet tall, with a mouth 2 feet in diameter.
  A detect magic spell or similar effect reveals an aura of
  transmutation magic on the face.
  The darkness within the mouth is a sphere of annihilation,
  which can’t be controlled or moved. Any character who stands
  within 5 feet of the sphere can hear a faint whisper emanating
  from it. A successful DC 12 Wisdom (Perception) check allows
  a character to make out words in Abyssal that translate as
  follows: “Darkness is coming for you. Your doom is at hand.”
  49C. Black Opal Crown
  In this central open space, a gold crown topped with a
  glittering black opal rests on a marble pedestal.
  If any creature removes the crown from the pedestal, two
  things happen simultaneously:
  
  The stone slabs in area 49A rise up to seal off both exits
  from the maze.
  
  Two bodaks (see appendix D) magically emerge from the
  sphere of annihilation in area 49B, seemingly unaffected
  by it, and begin scouring the maze for prey. Any creature
  killed by the bodaks is dragged back to the sphere and
  tossed into it. The bodaks crawl back into the sphere only
  if they’re satisfied that there’s nothing left in the maze to
  kill.
  Treasure. The Black Opal Crown is worth 5,000 gp but can
  fetch up to four times that value if sold at auction in any major
  city. For more information on this item, see "Fabled
  Treasures."
  50. Mirror of Life Trapping
  Any creature teleported here from area 48 appears in a
  random spot near the center of the room and facing west,
  much to its peril.
  This dusty room is fifteen feet square and empty except
  for an ornate, rectangular mirror mounted on the wall
  opposite the room’s only exit.
  Attached to the west wall with sovereign glue is a mirror of
  life trapping. Any creature within 30 feet of the mirror that
  sees its reflection must succeed on a DC 15 Charisma saving
  throw or be imprisoned within one of the mirror’s twelve
  extradimensional cells, along with anything it is wearing or
  carrying. Constructs automatically succeed on the saving
  throw.
  The mirror currently has three vacant cells. If the mirror
  traps a creature when its twelve cells are already occupied, it
  releases one trapped creature at random to accommodate the
  new prisoner. The Prisoners of the Mirror table lists the
  mirror’s current prisoners and summarizes how they react if
  set free or spoken to. Otherwise, roleplay them as you see fit.
  The mirror has two command words. Speaking the word
  “Khomara” while standing within 5 feet of the mirror
  deactivates or reactivates it. (The mirror can’t trap creatures
  while deactivated.) Speaking the word “Blackfire” along with a
  cell number frees the creature trapped in that cell.
  Casting an identify spell on the mirror reveals its command
  words and magical properties. The command words are also
  written in the spellbook found in area 28.
  Destroying the Mirror
  If the mirror is destroyed, all creatures trapped within it
  are released at once. (See chapter 7 of the Dungeon Master’s
  Guide for the mirror’s statistics.) Rather than running combat
  with so many creatures, assume that only the invisible
  stalker and the troll attack the party initially. The other
  creatures react to their liberation by turning on one another or
  running away, as follows:
  
  Lukanu and Zaal attack the gargoyle, destroying it in 4
  rounds, and then help the characters deal with the
  invisible stalker and the troll.
  
  The stirge attacks A’tan, killing him in 1 round. After
  draining A’tan’s blood, the stirge flies away to digest its
  meal.
  
  The doppelganger tries to flee but doesn’t go far, hoping
  that the characters survive and returning to thank them
  if they prevail.
  
  Tlad Xolbrys uses his magic to help the characters unless
  it looks like they’re near defeat, whereupon the drow
  turns against them.
  Prisoners of the Mirror
  Cell
  Prisoner
  Notes
  Reaction if Released
  1
  A’tan (CN male Chultan
  human commoner)
  Omuan merchant trapped shortly
  after the fall of Omu; driven insane by
  his long incarceration
  Follows his liberators around,
  talking nonsense
  2
  —
  —
  —
  3
  Invisible stalker
  Mirror guardian
  Tries to kill whoever released it,
  and vanishes if it succeeds
  4
  Zaal (minotaur)
  Trapped by Acererak shortly after
  Omu’s fall
  Attacks any other creature it sees
  except Lukanu, whom it obeys
  5
  —
  —
  —
  6
  Yraggath (troll)
  Driven insane by its captivity
  Attacks anything it can eat
  7
  Tlad Xolbrys (NE male
  drow mage)
  A visitor to Omu who was trapped
  during the construction of the Tomb
  of the Nine Gods
  Aids or betrays his liberators to
  ensure his own survival
  8
  Pox (doppelganger)
  Disguised as a male human
  adventurer named Biff Longsteel;
  followed the Company of the Yellow
  Tries to join the party and stay out
  of harm’s way
  
  FOOTER 1
  51. Ghastly Door
  What appears to be a large stone door looms at the end
  of the hallway, but it bears no handles or hinges. Jutting
  from the wall on either side of the door are two
  matching bronze sculptures — each the head and neck
  of a serpent with fangs bared. On the lintel above the
  door is inscribed the following message in Common:
  “Warm like flame, cold for the cruel, still for the dead,
  gruel for the ghoul.”
  The stench of rotting flesh wafts from the bronze serpents.
  Close examination reveals dried blood in each statue’s mouth
  and tiny tubes at the back of its neck. The tubes extend into
  secret rooms on either side of the door, where six ghasts are
  confined (three per room).
  The stone door opens when a pint or more of fresh blood is
  poured into the mouth of each bronze serpent. The blood drips
  into the chambers holding the ghasts, driving them into a
  slurping frenzy that can be heard through the serpents’ open
  mouths. Once sated with blood, the ghasts yank chains to hoist
  the door open.
  The door weighs 1,000 pounds and can be lifted by
  characters with a combined Strength of 33 or more. If the
  characters do so, secret doors on either side of the hallway
  behind the door unlock and slide open. This releases the
  hungry ghasts, which fight until turned or destroyed. Each
  locked secret door can be opened with a knock spell or forced
  open by a character who succeeds on a DC 22 Strength
  (Athletics) check.
  52. Throne Room
  This vaulted chamber features a ten-foot-deep sunken
  floor surrounded by ledges without railings. Alcoves
  along the ledges hold painted wooden statues of hornet-
  headed humanoid warriors, each wearing a grass skirt
  and clutching a spear.
  A gruesome throne lashed together of bone and strips
  of skin stands atop the west ledge. A fearsome horned
  skull surmounts the throne, and small skulls are piled
  around it. The seat of the throne appears to be made of
  stretched skin and has a metal scepter resting on it.
  This vaulted chamber features a ten-foot-deep sunken
  floor surrounded by ledges without railings. Alcoves
  along the ledges hold painted wooden statues of hornet-
  headed humanoid warriors, each wearing a grass skirt
  and clutching a spear.
  A gruesome throne lashed together of bone and strips
  of skin stands atop the west ledge. A fearsome horned
  skull surmounts the throne, and small skulls are piled
  around it. The seat of the throne appears to be made of
  stretched skin and has a metal scepter resting on it.
  Shuffling about the sunken portion of the room are
  three gaunt humanoid figures in dusty robes draped in
  cobwebs, their eyes and mouths stitched shut. Armed
  with brushes and clay pots of pigment, they paint the
  walls and pillars with grim, poorly rendered illustrations.
  Four pillars support the ceiling, which is 15 feet above the
  ledges and 25 feet above the sunken floor. The wooden statues
  are harmless (their spears are merely decorative) and weigh
  150 pounds each.
  Advice from the Spirits
  Any characters inhabited by the spirits of Obo’laka or Papazotl
  receive advice when entering this area:
  
  Cautious Obo’laka advises her host to not disturb the
  throne or pick up the scepter, but admits not knowing for
  certain that either is harmful.
  
  Shrewd Papazotl realizes that the throne is made from
  the bones of dead Omuans and the skull of Omu’s great
  minotaur champion, Karagos.
  Blind Artists
  The three creatures skulking about the room are undead
  servants of
  Acererak.
  Despite their
  blindness, each
  has the magical
  ability to
  perceive and
  paint scenes of
  pain, carnage,
  and death that
  have occurred
  in the Tomb of
  the Nine Gods.
  One of the
  artists is
  presently
  painting over
  scenes
  depicting the
  fall of the Company of the Yellow Banner. All that remains is an
  Banner into the tomb
  9
  Giant four-armed gargoyle
  (see appendix D)
  Mirror guardian
  Attacks all other creatures, then
  stands guard next to the mirror
  10
  —
  —
  —
  11
  Lukanu (N female Chultan
  champion; see appendix D)
  Bodyguard to Queen Napaka of
  Omu, trapped during the city’s fall;
  wears scorpion armor (see appendix
  C)
  Helps her liberators, but won’t
  leave Omu until she learns what
  happened to Queen Napaka (see area
  53)
  12
  Stirge
  Trapped when it flew toward the
  mirror
  Attacks the nearest warm-blooded
  creature
  
  FOOTER 1
  image of a human male (the late Lord Brixton, whose remains
  can be found in area 63) choking on poisonous gas. The other
  two artists are in the process of painting images that capture
  the player characters’ harrowing exploits in the tomb thus far.
  (Choose memorable moments in which one or more party
  members were badly wounded or killed.)
  The undead artists have the statistics of zombies, with
  these changes:
  
  Instead of darkvision, each artist has blindsight out to a
  range of 30 feet. The artists are blind beyond this radius
  and immune to the blinded condition.
  
  They have no effective attacks and are worth 0 XP.
  If the characters turn or destroy any of the artists, a
  tyrannosaurus zombie (see appendix D) bursts up from a
  cavity beneath the floor and attacks, leaving a 20-foot
  diameter hole and shattered floor tiles behind. While it’s too
  big to squeeze down any 5-foot-wide corridors, it can easily
  traverse the wider passageway to the east.
  Throne of Acererak
  The throne is made from the skin and bones of slain Omuan
  warriors, and the skulls of Omuan children are piled around it.
  The skull atop the throne once belonged to a minotaur
  guardian of Omu named Karagos. Any creature that touches
  the skull or sits in the throne must succeed on a DC 16
  Charisma saving throw or become cursed with the Rage of
  Karagos. When cursed, the creature gains 50 temporary hit
  points and goes berserk. Until the curse is lifted, the victim is
  forced to attack the nearest creature it can see with melee
  attacks. It can’t make ranged attacks or cast spells, and if it
  can’t see any creatures to attack, it does nothing. The curse
  ends if the berserk creature drops to 0 hit points, or if a
  greater restoration or remove curse spell is cast on it. When the
  curse ends, the temporary hit points granted by it disappear.
  Acererak’s Scepter. The scepter on the throne is made of
  solid iron and has an adamantine head. It is nonmagical,
  weighs 12 pounds, and can be wielded as a mace. Its magical
  twin is hidden in area 53.
  Secret Doors
  Behind the statue in the northwest alcove, a secret door leads
  to area 53. The door is slightly ajar, and any character who
  searches the alcove finds it.
  A properly closed secret door in the southeast corner of
  the room leads to a spiral staircase going up and down (area
  26).
  53. Crypt of the Sun Queen
  The walls of this room are adorned with tile mosaics of
  a jungle city intermingled with frescoes of flowering
  plants, birds, insects, and humans wearing gold skirts
  and carrying spears and ornate jugs. The ceiling is
  painted to look like a clear blue sky. A small bejeweled
  cockroach rests atop a sarcophagus of black basalt in
  the middle of the room. A two-foot-diameter orb
  hanging from a chain above the sarcophagus is made of
  hammered gold to resemble a smiling sun.
  After Acererak slew the trickster gods of Omu and
  enslaved the city, Napaka, the city’s elderly queen, chose not to
  flee, and instead offered herself as a sacrifice in exchange for
  the release of her people. Acererak was impressed by the
  queen’s courage — not enough to spare her life or honor her
  request, but enough to place her in a special crypt.
  A detect magic spell or similar effect reveals auras of
  evocation magic around the golden sun and the bejeweled
  cockroach (see “Treasure” below).
  The lid of the black sarcophagus bears a name etched in
  Common: NAPAKA. The lid is sealed with strips of melted lead
  that can be easily pried away. Once the lead is removed, the lid
  can be pushed aside with a successful DC 15 Strength
  (Athletics) check. The interior of the sarcophagus is lined with
  lead and contains several treasures (see “Treasure” below).
  Golden Sun
  Whenever the sun or its chain are touched or damaged, the
  sun’s smile fades to an inscrutable expression, and it emits
  tremendous heat in a 20-foot-radius sphere centered on itself.
  Any creature that starts its turn in the area takes 10 (3d6) fire
  damage. This effect ends if all creatures leave the affected area.
  The first time the queen’s remains or any of her treasures
  are removed from the sarcophagus, the sun’s expression turns
  angry as it emits rays of searing light. Each creature within 30
  feet of the sun that doesn’t have total cover against it must
  succeed on a DC 14 Dexterity saving throw or be struck by a
  ray, which deals 42 (12d6) fire damage.
  The sun and its chain are treated as a single Small object
  with AC 15; 22 hit points; and immunity to fire, poison, and
  psychic damage. The sun loses its magical properties when it
  shoots its rays or is destroyed.
  Treasure
  The jewelry box and the sarcophagus contain treasure.
  Jewelry Box. The cockroach-shaped jewelry box is made of
  gold, set with precious gems (including tiny black pearls for its
  eyes), and worth 1,500 gp. It weighs 5 pounds and contains
  two items: a small jade key shaped like a crocodile (designed
  to fit in the keyhole in area 62B) and a necklace of fireballs
  with eight beads remaining. Acererak placed a curse on the
  necklace, which can be revealed by an identify spell.
  When any creature dons the cursed necklace, all its beads
  detonate at once. Each creature in a 20-foot-radius sphere
  centered on the exploding necklace must make a DC 15
  Dexterity saving throw, taking 56 (16d6) fire damage on a
  failed save, or half as much damage on a successful one. The
  wearer of the necklace fails the saving throw automatically. A
  remove curse spell or similar magic removes the curse from
  the necklace.
  Sarcophagus. The sarcophagus contains the magically
  preserved remains of Queen Napaka. She wears the tattered
  remnants of a black gown and a hornet mask made of painted
  gold (250 gp).
  In her left hand, Napaka holds an iron scepter with an
  adamantine head, which is lighter than it appears (5 pounds).
  A detect magic spell or similar effect reveals an aura of
  transmutation magic around the scepter, which can be used to
  destroy the stone juggernaut in area 62. Casting an identify,
  legend lore, or similar spell on the scepter reveals that its
  singular purpose is to destroy a construct named after Napaka.
  If the scepter is removed and not immediately replaced
  with its nonmagical twin from area 52, or if Napaka’s remains
  are removed from their resting place, the queen’s corpse
  opens its mouth in a wide yawn and exhales a baleful black gas
  that fills a 15-foot cube centered on it. Each creature in the
  area must make a DC 18 Constitution saving throw, taking 45
  
  FOOTER 1
  (7d12) necrotic damage on a failed save, or half as much
  damage on a successful one.
  Questioning Napaka
  Queen Napaka has been dead for more than a century. If a
  speak with dead spell is cast on her corpse, the characters can
  ask it questions about Omu and receive honest answers.
  Napaka came to believe that the gods of Omu were not truly
  divine beings but rather trickster spirits that had fooled the
  Omuan people into worshiping them. The queen remembers
  Acererak killing the trickster gods and enslaving the Omuans,
  but she knows nothing about the Tomb of the Nine Gods,
  which was built after her death. She knows that a few
  members of the royal family fled Omu, but she is unaware that
  the aarakocra are sheltering her great-grandchildren at Kir
  Sabal. Napaka knows that her grandmother, Zalkoré,
  languishes in the ruins of Nangalore.
  Even in death, Napaka pines for Omu to be reborn and
  repopulated. However, what she desires above all is the
  destruction of Acererak.
  54. Rolling Doom
  After ten feet, this dusty corridor becomes a staircase
  that descends fifteen feet to a lower tunnel. Resting on
  the floor at the bottom of the staircase is an old treasure
  chest with a rusty built-in lock. Just beyond the chest,
  the tunnel opens up to a huge, dark chamber.
  The chest (area 54A) is the trigger for a trap. When the
  chest or its lid is lifted, a heavy stone ball (area 54B) tumbles
  down the stairs. Adventurers fleeing the stone ball stumble
  into a hidden pit (area 54C).
  54A. Treasure Chest
  The lock on the chest can be picked with a successful DC 10
  Dexterity check made using thieves’ tools. Within the chest is
  an invisible key, 3 inches long and made of brass. Any
  character who manually searches inside the chest feels the key,
  which unlocks the clock in area 56.
  If the chest is smashed by the granite ball (see below), the
  invisible key is lost in the wreckage but can be found with a
  successful DC 15 Wisdom (Perception) check.
  A detect magic spell or similar effect also reveals the
  presence of the key, either in the chest or among the wreckage.
  A successful dispel magic (DC 14) cast on the key renders it
  visible.
  54B. Granite Ball
  A 5-foot-diameter sphere of solid granite balances within a
  secret compartment at the top of the stairs. Finding the
  compartment requires that a character search the tunnel
  ceiling and succeed on a DC 15 Wisdom (Perception) check.
  The hatch can be jammed with an iron spike or with a
  successful DC 20 Dexterity check made using thieves’ tools.
  When released, the stone ball thunders down the stairs
  and tumbles into the pit at 54C. Any character on the stairs or
  in the tunnel below can stay ahead of the ball by running
  toward the pit. A character can also leap over the ball with a
  successful DC 15 Dexterity (Acrobatics) check. Any character
  who fails the check or can’t move out of the ball’s way is struck
  for 22 (4d10) bludgeoning damage and knocked prone. The
  ball also flattens the treasure chest (54A) as it tumbles
  through.
  54C. Acid Pit
  The walls of this 10-foot-deep pit are lined with thick glass,
  and the pit is filled with green acid to a depth of 5 feet. The
  pit’s lid is crafted of interlocking stone tiles that fall apart
  beneath 100 pounds or more of weight. Any character who
  searches the floor notices the unusual stonework and smells
  the acid below with a successful DC 13 Wisdom (Perception)
  check.
  A creature in the area of the pit when the floor collapses
  can avoid a fall and grab the edge of the pit with a successful
  DC 15 Dexterity saving throw. The saving throw is made with
  disadvantage if the character was unaware of the pit. Any
  creature that enters the acid for the first time on a turn or
  starts its turn there takes 66 (12d10) acid damage. The walls
  of the pit are too smooth to climb without the aid of magic or
  climbing gear.
  The pit’s acid can be safely contained in glass vials if the
  characters have any at hand, and can then be used as the acid
  in chapter 5, “Equipment,” of the Player’s Handbook.
  55. Unkh’s Tomb
  Four marble columns support the ceiling of this grand
  tomb. Twin staircases ascend to an upper gallery, where
  a carving in the form of a giant maze adorns the wall.
  On the floor of the tomb stands an opaque crystal
  sarcophagus that is constantly changing color. Minotaur
  murals adorn the walls on the lower level of the tomb.
  The walls of the tomb are lined with secret doors that slide
  open to reveal chambers strewn with minotaur bones — ten
  chambers in all. One of these chambers has a hallway at the
  back of it leading to area 56.
  Advice from the Spirits
  Any characters inhabited by the spirits of I’jin or Kubazan
  receive advice when entering this area:
  
  Fickle I’jin suggests waiting for the sarcophagus to turn
  gold before trying to open it. (Gold is I’jin’s favorite color.)
  
  Brave Kubazan urges his host to inspect the maze carving
  and be the first one to touch it.
  Maze
  When the wall carving is examined, read:
  The intricate carving shifts before your eyes, its
  configuration ever-changing. The maze has no exits, and
  its corridors are lit by tiny torches and clouded by fog.
  Any non-undead creature that touches the wall carving
  vanishes and reappears in a demiplanar maze, the
  configuration of which matches that of the carving. The first
  time this happens, all the secret doors slide open as the
  minotaur bones knit together, forming ten minotaur
  skeletons that emerge from their chambers and attack anyone
  in the tomb. All creatures present should roll initiative,
  including anyone trapped in the maze. The keys to open
  Unkh’s sarcophagus are hidden in the maze.
  When a character arrives in the maze, describe it as
  follows:
  
  FOOTER 1
  You stand within a fifteen-foot-high passageway walled
  by smooth, featureless stone, which is lit by torches and
  shrouded by fog. There’s no ceiling, and when you look
  up, you see a distorted view of the room you left behind.
  Characters standing near the wall carving can see
  characters trapped in the maze but can’t hear them. Similarly,
  characters in the maze can see giant, distorted versions of any
  creatures standing within 10 feet of the wall carving, but they
  can’t hear anything outside the maze.
  The configuration of the maze constantly changes to
  ensure that characters within it remain separated and unable
  to find each other. Visibility within the maze is limited to 20
  feet because of the churning fog. Spells that are altered within
  the tomb are similarly altered in the maze (see "Spell
  Restrictions").
  The walls of the maze can be climbed with a successful DC
  20 Strength (Athletics) check. Any character who climbs to the
  top of the walls or flies beyond them is expelled from the maze,
  taking 22 (5d8) force damage and reappearing with a loud pop
  in an unoccupied space near the wall carving.
  Finding a Key. Any character in the maze can spend time
  exploring it. At the end of each turn spent exploring the maze,
  roll percentile dice and use the Maze Discoveries table to
  determine what, if anything, the character finds. Any character
  who finds a crystal key and picks it up is teleported to an
  unoccupied space next to Unkh’s sarcophagus, along with all
  gear and possessions.
  Maze Discoveries
  Sarcophagus
  Any character who examines the sarcophagus notices a tiny
  keyhole carved into its lid. The keyhole does not penetrate to
  the interior of the sarcophagus, and there are no mechanisms
  within it to pick or disarm. The sarcophagus is impervious to
  damage and spells.
  The crystal sarcophagus changes color every 6 seconds,
  shifting through the following repeating cycle: blue, gold,
  purple, green, red, black. If a crystal key claimed from the
  maze is inserted into the keyhole when the sarcophagus and
  the key are the same color, the sarcophagus lid disappears,
  and the contents of the sarcophagus are revealed (see
  “Treasure” below). At the same time, the character who
  retrieved the key from the maze receives a supernatural gift
  from a mysterious benefactor (see “Acererak’s Gift” below).
  If a crystal key is inserted when the sarcophagus and the
  key are not the same color, the key is teleported back to the
  maze and the sarcophagus remains sealed.
  Treasure
  The sarcophagus is filled with salt, within which are buried ten
  opalescent bracelets (75 gp each) made from the shell of a flail
  snail (Unkh’s animal form; see appendix D) and a robe of
  scintillating colors. The robe turns to dust and is destroyed if it
  leaves the Tomb of the Nine Gods (but see "Lost Treasures").
  Unkh’s Spirit. The spirit of Unkh tries to inhabit any
  character who touches the robe of scintillating colors (see
  "Spirits of the Nine Trickster Gods"). When Unkh’s spirit
  manifests, read:
  Slime pours from the folds of the scintillating robe to
  take the form of multiple flail-like pseudopods. A female
  voice echoes through the chamber: “I can help you. At
  least, I think that’s what I’m supposed to do.”
  If the spirit successfully inhabits the character, give the
  player Unkh’s card (see appendix F). If the attempt fails, the
  spirit returns to the robe and waits for another character to
  touch it.
  Acererak’s Gift
  The character who retrieves the crystal key used to open
  Unkh’s sarcophagus receives a supernatural gift from Acererak
  that varies based on the key’s color. The character becomes
  aware of the gift when Acererak’s arcane sigil appears
  somewhere on his or her body. The source of the gift cannot be
  confirmed without consulting a higher power, but the mark
  can be removed with a lesser restoration spell or similar magic.
  These gifts otherwise follow the rules for charms in “Other
  Rewards,” chapter 7 of the Dungeon Master’s Guide.
  Black Key. The recipient gains a charm of nine lives. When
  you drop to 0 hit points as a result of taking damage, you can
  choose to drop to 1 hit point instead. Once used nine times, the
  charm goes away.
  Blue Key. The recipient gains a charm of the crystal heart.
  This charm grants you immunity to piercing and slashing
  damage from nonmagical attacks, but you gain vulnerability to
  bludgeoning damage. These effects last for 10 days, after
  which the charm vanishes from you.
  Gold Key. The recipient gains a charm of treasure sense.
  While this charm lasts, you can use an action to pinpoint, by
  scent, the location of precious metals and stones, such as coins
  and gems, within 30 feet of you. The effect lasts for 3 days,
  after which the charm vanishes from you.
  Green Key. The recipient gains a charm of the swollen hag.
  This charm allows you to spit up a frog as an action. The frog
  understands you and obeys your commands. Once used three
  times, the charm goes away.
  Purple Key. The recipient gains a charm of the maimed.
  This charm allows you to regrow a lost appendage or organ,
  such as an arm, a foot, or an eye. After it is used once, the
  charm goes away.
  Red Key. The recipient gains a charm of the ghoul. This
  charm allows you to use an action to eat a mouthful of flesh
  from a humanoid that has been dead no longer than 1 day.
  When you do, you regain 3d8 + 3 hit points. Once used three
  times, the charm goes away.
  d100
  Discovery
  01–70
  Nothing
  71–75
  Skeletal remains of an Omuan child
  76–84
  Minotaur that fights to the death
  85–87
  Blue crystal key
  88–90
  Gold crystal key
  91–93
  Purple crystal key
  94–96
  Green crystal key
  97–99
  Red crystal key
  00
  Black crystal key
  
  FOOTER 1
  56. Grandfather Clock
  Any character approaching this room hears a rhythmic ticking
  sound from within.
  This room contains a wooden cabinet with a numbered
  dial at its top set with two ornate metal spokes. Beneath
  the dial, a pendulum swings inside an open
  compartment. An egg-shaped stone adorns the
  pendulum's tip.
  This long-case clock radiates an aura of transmutation
  magic to a detect magic spell or similar effect.
  Advice from the Spirits
  Any characters inhabited by the spirits of Unkh or Wongo
  receive advice when entering this area:
  
  Indecisive Unkh is struck by the technological wonder of
  the clock and wants to stay and marvel at its beauty.
  
  Deranged Wongo finds the ticking of the clock oddly
  soothing and urges his host to stay for a while.
  Clock
  Bronze chimes within the clock ring at the top of each hour.
  Any creature within 30 feet of the clock when it strikes the top
  of the hour must succeed on a DC 17 Constitution saving throw
  or age by ten years. The effect can be reversed by a greater
  restoration spell, but only within 24 hours of it occurring.
  When characters first arrive, assume the time is 5d10 + 5
  minutes past the hour.
  An invisible locked metal door shields the compartment
  containing the clock’s pendulum. The invisibility effect on the
  door can’t be dispelled, but the keyhole can be located by
  touch. The invisible key from the treasure chest in area 54A
  opens the lock, as does a knock spell. To pick the lock, a
  character must succeed on a DC 20 Dexterity check made
  using thieves’ tools. If the character thinks to blow powdered
  chalk, dust, or a similar substance into the lock to highlight its
  gears, the check is made with advantage.
  Treasure
  The egg-shaped jewel fixed to the tip of the pendulum is
  the fabled Navel of the Moon. The fist-sized stone is worth
  2,500 gp but can fetch up to three times that value if sold at
  auction in any major city. For more information on this item,
  see "Fabled Treasures."
  If the egg is removed from the pendulum, the clock loses
  its magical properties and stops working.
  57. Oubliette
  Any creature that tries to magically transport itself out of
  the tomb arrives here instead.
  You arrive in a room half-filled with rotting corpses.
  Protruding from one wall is a large green devil’s face, its
  flared nostrils set just above the putrescent mass. A
  sconce above the face holds a flickering torch.
  The torch burns with a continual flame spell, illuminating
  the humanoid corpses that fill the room to a depth of 6 feet
  and make the area difficult terrain. As needed, Acererak’s
  magic draws new corpses here from graveyards across the
  world, all in various states of decay.
  An otyugh feeds on the corpses and is presently buried
  under the heap in the southwest corner. Any character who
  succeeds on a DC 14 Wisdom (Perception) check spots the
  creature’s eyestalk poking up above the reeking mass. The
  otyugh eagerly attacks a lone character but avoids
  confrontations with multiple enemies. Once killed, the otyugh
  is not replaced.
  Green Devil Face
  The 8-foot-high devil face protrudes from the north wall. Any
  close inspection reveals that its nostrils contain hollow
  cavities, each one containing a stone lever. A pulled lever locks
  into place and can’t be moved until it resets.
  Pulling the lever in the left nostril causes the mouth of the
  devil face to open wide, revealing a gullet filled with
  impenetrable darkness that pulls in everything in the room.
  Initiative should be rolled for all creatures in the area. Any
  creature that starts its turn in the room and isn’t secured in
  some fashion must succeed on a DC 11 Dexterity saving throw
  or be pulled into the gullet and destroyed. If a character fails
  the saving throw, another character within reach, or any
  character bound to the first character by a rope, can use his or
  her reaction to grab on and grant the first character a reroll.
  After 1 minute, the lever resets with an audible clunk. The
  gullet remains open until the lever resets. Magic has no effect
  on the gullet or the darkness within.
  Pulling the lever in the right nostril causes the devil’s eyes
  to glow red as all living creatures in the room (including the
  otyugh, if it’s still alive) are teleported in front of the devil face
  at area 5B, along with whatever they are wearing or carrying.
  The lever then resets.
  If the characters return to this room at a later time, the
  effects of the levers are reversed.
  Level 5: Gears of Hate
  Map 5.5 shows this level of the dungeon. The Soulmonger
  draws power from the machinery on this level. The rumbling
  of that machinery echoes throughout all areas here, setting up
  tremors in the riveted metal panels that clad many of the walls,
  floors, and ceilings. The malign influence of an aboleth also
  pollutes this level.
  Aboleth Slime
  Puddles of viscid gray slime cover the floor in some areas,
  as marked on map 5.5. These areas are difficult terrain, and
  any creature that starts its turn in a puddle of slime or comes
  into contact with it for the first time on a turn takes 5 (1d10)
  psychic damage. A slime puddle is destroyed if it takes any
  cold, radiant, or necrotic damage. It is immune to all other
  types of damage.
  Great Stone Gears
  Areas 58, 59, and 60 are constructed within giant stone
  gears. When the characters arrive on this level for the first
  time, the gear rooms are configured as shown on map 5.5.
  Thereafter, the rooms can be rotated using the controls in area
  61. Their ceilings are disconnected from the walls, allowing
  the chambers to turn without reorienting the ceilings or the
  shaft in area 58.
  
  FOOTER 1
  58. Cog of Rot
  A pungent stench fills this pentagonal room, the walls of
  which are covered with riveted sheets of iron. A wild
  garden full of sickly plants and rotting compost takes up
  most of the interior, and a narrow path hugs the walls
  between two exits. Jutting from the middle of the garden
  is a six-foot-tall rusty sprinkler. In the ceiling above the
  sprinkler, a ten-foot-wide shaft leads straight up.
  Whenever this room is rotated by the controls in area 61,
  the sprinkler draws water from the underground lake (area 65)
  to spray the plants in the room. Magic keeps the plants alive
  despite the lack of sunlight.
  If the cogs are turned so that one of the doorways lines up
  with area 63 to the north, gas from that area billows into the
  garden and transforms random piles of compost into three
  shambling mounds, which rise up and attack any other
  creatures in the room. After 1 hour, the shambling mounds
  revert to dead compost.
  The shaft in the ceiling ascends 15 feet to area 45. To scale
  the smooth walls of the shaft, a character needs a climbing
  gear or magic.
  59. Cog of Acid
  An acidic stench fills this pentagonal chamber, which
  has two exits. The walls are covered with riveted sheets
  of iron, and the pockmarked stone floor has a large
  puddle of gray slime in the middle of it. Friezes along
  each wall just beneath the ceiling depict five black
  dragons.
  Gouts of acid are meant to rain down from the mouths of
  the dragon friezes whenever this room is rotated by the
  controls in area 61, but the acid compartments in the ceiling
  are currently empty. Consequently, nothing happens when the
  room turns. Any character who can get close enough to the
  ceiling to examine the friezes notices tiny holes in the dragons’
  mouths.
  60. Cog of Blood
  Five teak wardrobes stand against the ironclad walls of
  this chamber, each with a door bearing a carved image
  or scene. Puddles of gray slime cover parts of the floor.
  The room has two exits, including an adamantine
  portcullis blocking a passage to the north. Set into a
  metal plate above the portcullis is a row of five red
  crystals shaped like drops of blood.
  The adamantine portcullis is impervious to damage and
  spells, and its bars are spaced 4 inches apart. A Tiny or
  gaseous creature can slip between the bars easily.
  To raise the portcullis, monsters from all five wardrobes
  must be summoned and slain in this room. Only one wardrobe
  can be opened at a time, and until that wardrobe’s monsters
  are defeated, all other wardrobes in the room are sealed and
  unopenable. When all of a wardrobe’s monsters die, the
  wardrobe disappears and one of the red crystals above the
  
  FOOTER 1
  portcullis lights up. When all five crystals are lit, the portcullis
  rises and remains up for 24 hours. Once this duration ends, the
  portcullis lowers back into place, the crystals go dark, and the
  wardrobes reappear with their doors closed.
  Each wardrobe contains a one-way gate to another plane,
  which deactivates if the wardrobe is removed from this
  chamber or destroyed. Any creature attempting to pass
  through a wardrobe’s gate from this side is forced back and
  cannot enter.
  Each wardrobe weighs 250 pounds, stands 6½ feet tall,
  and radiates an aura of conjuration magic to a detect magic
  spell or similar effect. A wardrobe is a Medium object with AC
  11, 30 hit points, and immunity to poison and psychic damage.
  Acheron Wardrobe
  The scene on this door depicts an army of orcs clashing with
  an army of hobgoblins. When the door is opened, read:
  Dust and smoke billow from the wardrobe, and the air
  around you sounds out with the roar of battle. Beyond
  the doors, armies fight under a blood-red sky that has
  an iron cube floating in it like a huge, distant moon.
  Clouds of ash suddenly fly out of the wardrobe,
  transforming into screaming orcs before your eyes.
  Opening the wardrobe summons an orc war chief and
  seven orcs. Their bodies, armor, and weapons remain in this
  chamber when they die.
  Gehenna Wardrobe
  This door depicts a grinning night hag with a swaddled human
  infant in her arms. When it is opened, read:
  The door opens above the caldera of an active volcano.
  Shards of black rock float above the molten magma.
  Perched atop one shard are two man-sized creatures
  with insectoid features and four arms apiece.
  Opening the wardrobe reveals two mezzoloths, which
  teleport into the room and attack. When a mezzoloth dies, its
  body transforms into wisps of oily smoke, though its trident
  remains.
  Mechanus Wardrobe
  This door is carved to depict the face of an ornate clock. When
  the door is opened, read:
  Enormous interlocking gears and cogs stretch as far as
  you can see. Suddenly, a spherical construct with
  spindly legs and small wings tumbles through the open
  doorway.
  Opening the wardrobe summons a clueless, disoriented
  monodrone that lands prone at the characters’ feet. It then
  tries to right itself and reenter the wardrobe, but is rebuffed
  by the wardrobe’s magic. The modron fights only in self-
  defense and disintegrates if destroyed.
  Nine Hells Wardrobe
  The scene on this door depicts twisted, screaming humanoid
  faces wrapped in chains. When the door is opened, read:
  Waves of heat assail you as the door opens, revealing an
  iron road leading to a basalt citadel surrounded by the
  charred remains of defeated armies. Prisoners scream
  from iron gibbets that festoon the citadel walls.
  Suddenly, a single glowing ember flies out of the
  wardrobe and transforms into a winged, bony fiend with
  a smiling, skull-like visage.
  Opening the wardrobe summons a bone devil. When it
  dies, its body transforms into a pool of stinking ichor.
  Shadowfell Wardrobe
  The scene on this door depicts ghouls gnawing on bones.
  When the door is opened, read:
  You gaze out across an ancient cemetery, its canted
  tombstones shrouded in fog. Eerie, hungry shapes
  move among the graves in the distance. Suddenly,
  bright glowing balls of light appear in the room behind
  you.
  Opening the wardrobe summons four will-o’-wisps, which
  are invisible until they attack. Nothing remains of them when
  they are destroyed.
  61. Control Room
  A four-foot-high, seven-foot-wide iron lectern in the
  middle of this rusty, iron-plated room is topped by a
  slanted control panel. Set into the control panel are a
  gold lever with a star-shaped handle, two dials in red
  and blue, and two buttons of the same colors. Wall
  engravings behind the control panel show five groups of
  circles, with a small crystal embedded in the wall under
  each one. The crystal under the configuration labeled
  “3” glows bright green. Three six-inch-diameter rusty
  iron pipes jut from the wall above the engravings.
  When the characters reach this room, give the players a
  copy of handout 24 in appendix E. It shows the control panel
  atop the iron lectern, as well as the wall engravings and rusty
  pipes. Inspection of the pipes reveals traces of the same gray
  slime found in puddles throughout this level.
  Advice from the Spirits
  Any characters inhabited by the spirits of Papazotl, Unkh, or
  Wongo receive advice when entering this area:
  
  Shrewd Papazotl asserts that the blue controls are
  helpful and the red controls are baleful. (This is pure
  guesswork on his part.)
  
  Fretful Unkh thinks she can figure out what the controls
  do by studying them. If her host allows her an hour of
  study and contemplation, she concludes that the controls
  are a mystery and should be left alone.
  
  Violent Wongo urges his host to smash the controls.
  Concealed Crawlway
  A hidden crawlway runs from the underside of the lectern to
  area 70, but it cannot be accessed from inside this chamber.
  Any character who enters the crawlway from area 70
  discovers a stone lever in the wall at the south end of the
  crawlway. Pulling the lever slides the lectern aside to reveal an
  access point.
  
  FOOTER 1
  Control Panel
  The control panel is a Medium object with AC 15, a damage
  threshold of 10, 15 hit points, and immunity to poison and
  psychic damage. Destroying the panel disables the controls
  and causes arcs of lightning to momentarily erupt from the
  iron lectern. Each creature in the room must succeed on a DC
  16 Dexterity saving throw or be struck by lightning, taking 11
  (2d10) lightning damage.
  The controls atop the iron lectern have no labels, so their
  purpose must be discovered with experimentation.
  Blue Dial. This dial can be turned to the left or right, and it
  snaps back to center if released. The blue dial determines
  which wall crystal is lit. Currently, the crystal under
  configuration 3 is illuminated. If the dial is turned, the
  currently lit crystal goes out and the crystal to the left or right
  (the direction the dial is turned) lights up.
  Blue Button. Pushing the blue button orients the cog
  rooms (areas 58 through 60) to match whichever
  configuration has its crystal lit. The entire level trembles as the
  giant cogs rotate. If the blue button is pushed while the cog
  rooms are rotating or already in their proper configuration,
  nothing happens.
  Gold Lever. The lever begins in the up position. If pulled to
  the down position, the lever locks in place and aboleth slime
  (see "Aboleth Slime") begins to pour into the room through the
  iron pipes above the wall engraving. If the pipes are plugged
  with cloth before the lever is pulled, the slime is prevented
  from flowing into the room, but the pipes can’t be stuffed
  while slime is pouring out of them.
  The slime covers the floor to a depth of 1 inch per round. If
  the crawlway to area 70 is exposed (see “Concealed Crawlway”
  above), the slime does not accumulate in the room and instead
  pours into the crawlspace.
  The lever’s locking mechanism can be released with a
  successful DC 15 Dexterity check made by a character using
  thieves’ tools. If released, the lever automatically shifts to the
  up position, shutting the valves in the pipes and stopping the
  flow of slime. The lever can be torn from the console with a
  successful DC 15 Strength (Athletics) check, which has the
  same effect.
  The gold lever has another function, which is revealed in
  area 67.
  Red Button. Pushing the red button causes a 6-inch-thick
  wall of iron to drop from the ceiling in the doorway, sealing off
  the east exit. Any creature in the doorway when the wall drops
  must make a DC 15 Dexterity saving throw. On a successful
  save, the creature is pushed to one side of the barrier or the
  other (its choice). On a failed save, the creature is pinned
  under the wall, falls prone, and takes 44 (8d10) bludgeoning
  damage. A pinned creature is restrained, can’t stand up, and
  takes 11 (2d10) bludgeoning damage at the start of each of its
  turns until it crawls out from under the door or another
  creature pulls it free, either of which requires an action and a
  successful DC 25 Strength (Athletics) check. The iron wall
  remains locked in place for 1 hour, after which it rises back
  into the ceiling on its own. It can't be lifted or pried open,
  though a knock spell causes it to retract into the ceiling. While
  the iron wall is down, pushing the red button has no effect.
  Red Dial. This dial can be turned to the left or right, and it
  snaps back to center if released. Turning the dial to the left
  establishes a two-way telepathic link between the creatures in
  this room and the aboleth in area 65. Turning the dial to the
  right ends the link. The telepathic link to the aboleth also ends
  for any creature that leaves the control room. Because the
  communication is telepathic, all participants can understand
  one another even if they don’t speak the same language.
  Roleplay the aboleth using the information in area 65.
  The aboleth is accustomed to speaking only with Withers
  and refers to the wight by his original name of Gorra. If the
  characters activate the telepathic link, the first thought the
  aboleth sends is an exasperated, “What now, Gorra?” Once the
  aboleth realizes it’s telepathically linked to strangers, it wants
  to know all about them for no reason other than to satisfy its
  curiosity.
  Cog Configurations
  Handout 24 (see appendix E) shows the five different
  configurations for this level of the dungeon:
  Configuration 1. Open doorways connect area 58 to areas
  60 and 63. Area 59 is cut off, as are exits to areas 61, 62, and
  67.
  Configuration 2. An open doorway connects areas 58 and
  63, but a doorway leading to area 59 ends in a blank wall. Area
  60 is also cut off, as are exits to areas 61, 62, 67, and 68.
  Configuration 3. As shown on map 5.5.
  Configuration 4. An open doorway connects area 58 to
  area 62. Area 59 and area 60 are cut off, as are exits to areas
  61, 67, and 68.
  Configuration 5. Open doorways connect areas 59 and 61,
  as well as areas 60 and 67. Area 58 is cut off, as are exits to
  areas 62 and 68.
  62. Stone Juggernaut
  This area is a dead end — in more ways than one.
  62A. “Awaken Napaka!”
  This hall is choked with dust and cobwebs. Up ahead,
  flickering lights dimly illuminate a larger hall running
  perpendicular to this one. Where the two halls meet,
  words have been scrawled on the ceiling in dried blood.
  A secret door in the west wall slides open to reveal a dark
  tunnel leading to areas 26 and 66. At the spot marked X on
  map 5.5, bloody words on the ceiling read, “AWAKEN
  NAPAKA!”
  62B. Sloped Hall
  Large puddles of gray slime spread across the floor of
  this ten-foot-wide, gently sloping hallway. Candles flicker
  on riveted sconces, casting dim light across a sequence
  of sculpted reliefs depicting humanoids with bestial
  heads kneeling before a black star. At the lower end of
  the hall, a thick purple drape hangs wall to wall. At the
  upper end, the hallway terminates.
  The hall slopes down toward area 62C. Area 62D lies to the
  west, behind a secret door that spans the entire wall (see that
  area for more information).
  Candles. Six magic candles are spaced 10 feet apart on
  alternate sides of the hallway. The candles don’t burn down as
  long as they remain in this area.
  
  FOOTER 1
  Secret Crawlway. Hidden behind a bas-relief depicting a
  crocodile-headed humanoid holding up a trapezoidal chest, a
  crawlway leads to area 62D. Close inspection of the relief
  reveals that the chest’s keyhole is real. The jade key found in
  area 53 can be used to unlock the relief and swing it open,
  revealing the crawlway. The lock can also be picked with a
  successful DC 21 Dexterity check made by a character using
  thieves’ tools. But if the check fails by 5 or more, the secret
  door in the west wall slides open to release the stone
  juggernaut (see “Napaka Awakens” in area 62D).
  62C. Broken Statue
  The hallway comes to a dead end 15 feet beyond the purple
  drape.
  A six-foot-tall statue of a leering four-armed gargoyle
  stands against the back wall. One of its arms has broken
  off and lies on the floor in front of it, its hand curled into
  a tight fist. The other three arms have their clawed
  hands open in such a way as to suggest they’re meant
  to hold something. Carved into the wall above the statue
  is a riddle: Three I need
  Then three more
  Three more still
  Opens the door
  The gargoyle statue is impervious to damage and spells,
  but its broken-off arm is not. If three gemstones are placed in
  the three open hands of the statue, the hands magically close
  into fists that crush the gemstones to powder. The statue’s
  hands then open again. If this exercise is performed twice
  more, so that nine gemstones in total are crushed, the hand of
  the broken-off arm opens and a fist-sized ruby appears in it.
  The ruby is the Eye of Zaltec, which is teleported from area
  62D by the sacrifice of the gems. If the ruby is plucked from
  the gargoyle’s hand, the statue magically opens its mouth and
  exhales a cloud of soporific gas that fills the eastern 15 feet of
  the hall. At the same time, the secret door at the west end of
  the hallway slides open, and the stone juggernaut in area 62D
  rolls down the corridor.
  Each creature in the gas cloud that is not immune to the
  poisoned condition must succeed on a DC 15 Constitution
  saving throw or fall unconscious for 1 hour. The effect ends on
  a creature that takes damage.
  62D. Secret Room
  The secret door to this room spans the entire wall and can’t be
  opened by force or magic. It opens only when triggered by the
  characters’ actions in area 62B or 62C.
  Two-thirds of this room is taken up by Acererak’s stone
  juggernaut (see appendix D). The archlich named the
  juggernaut after Napaka, a dead Omuan queen (see area 53). If
  the characters enter the room through the crawlway and
  haven’t yet awakened the juggernaut, it remains inert and
  does not attack unless it takes damage or the secret door
  slides open.
  Napaka Awakens. When the stone juggernaut is activated,
  read:
  The wall at the west end of the hall slides back to reveal
  a stone juggernaut on rollers. The construct fills the
  height and width of the hall and barrels toward you at
  alarming speed.
  All creatures present must roll initiative. On its turn, the
  juggernaut rolls down the hallway, making a Slam attack
  against any creature standing in its way and using its
  Devastating Roll feature to crush small or prone enemies.
  When no enemies are left alive, it returns to the secret room.
  The juggernaut can’t fit into any space less than 10 feet wide,
  
  FOOTER 1
  and it doesn’t have room in the hallway to turn. It attacks by
  rolling forward and backward.
  Hidden in the tomb of the real Napaka (area 53) is a magic
  scepter, the adamantine head of which reduces the juggernaut
  to 0 hit points and turns it to dust on contact. While the
  juggernaut is inert, no attack roll is needed to strike it with the
  scepter. If the juggernaut has been awakened, a character can
  use the scepter to make a melee weapon attack against the
  juggernaut, reducing it to 0 hit points and turning it to dust on
  a hit.
  Treasure. Unless it has been teleported to area 62C, a
  lustrous, spiked ruby as big as a human fist sits on a stone
  shelf that juts from the west wall of the room. This gemstone is
  the fabled Eye of Zaltec. It is worth 5,000 gp but can fetch up to
  five times that value if sold at auction in any major city. For
  more information on the Eye of Zaltec, see "Fabled Treasures."
  If the Eye of Zaltec was teleported to area 62C, the shelf is
  bare.
  63. Gas-Filled Room
  This chamber is closed off and inaccessible most of the time.
  The characters can reach this area by reorienting the cogs so
  that a doorway opens up to area 58.
  Thick green gas billows out of skull-shaped nozzles set
  into the walls of this cramped room. A rotting corpse
  clad in studded leather armor lies on the floor, mouth
  open and hands grasping its throat. Wrapped around
  one of its arms is a yellow band.
  The green gas that fills this room fills area 58 when the
  two rooms are open to each other, but the gas is too heavy to
  rise up the shaft into area 58. The gas has two effects:
  
  It transforms the dead vegetation in area 58 into three
  shambling mounds (see that area for details).
  
  It is poisonous to non-plants. Any creature susceptible to
  the gas that starts its turn in a gas-filled area must make
  a DC 13 Constitution saving throw, taking 18 (4d8)
  poison damage on a failed save, or half as much damage
  on a successful one. A creature is affected even if it holds
  its breath or doesn’t need to breathe.
  Stuffing the nozzles with cloth prevents more gas from
  spilling into the room. If the characters block the flow of gas,
  the lingering gas disperses after 1 minute.
  Treasure
  The dead figure on the floor is Lord Brixton, the Cormyrean
  leader of the doomed Company of the Yellow Banner. He died
  when Withers rotated the cogs from area 61 and trapped him
  in this room.
  The corpse wears studded leather armor and carries a
  sheathed longsword with a dragon-shaped hilt. The sword has
  a minor magical property: its bearer gains the ability to speak
  and understand the Draconic language.
  Next to Lord Brixton’s body is a dungeoneer’s pack, tucked
  inside which is a pouch containing six carnelian gemstones (50
  gp each).
  64. Base of the Waterfall
  Anything that falls from area 17 ends up here.
  The walls of this grotto are slick with slime, and the air
  reeks of decay. Filthy water tumbles down from a hole in
  the ceiling, then courses along a rough-hewn tunnel
  toward a murky lake. The din of machinery echoes from
  that direction.
  Climbing the slimy walls requires a successful DC 15
  Strength (Athletics) check. The water here is 30 feet deep.
  Characters who allow themselves to be carried by the current
  are swept gently into area 65.
  65. Underground Lake
  A dark underground lake opens up before you, its ceiling
  festooned with chains and gears — some of which
  appear to have dwarves dangling from them. A gigantic
  motionless stone cog rises from the water, with two
  matching cogs connected to it. Rusty metal conduits
  stretch from the cavern walls to the cogs. The water of
  the lake is slimy, with pinpricks of phosphorescent light
  twinkling in the murk.
  The cavern ceiling is 20 feet above the foul surface of the
  lake, which is 20 feet deep. Any creature that drinks the water
  is poisoned until it regurgitates the liquid, which happens
  automatically in 1d4 minutes. The lights at the bottom of the
  lake are phosphorescent crabs that feed on the muck. Each
  crab sheds dim light in a 5-foot radius but stops glowing 10
  minutes after being removed from the water.
  The three stone cogs of areas 58 to 60 are half-submerged
  in the water and rise 10 feet above its surface. Their uneven
  upper surfaces are difficult terrain, and their smooth outer
  walls can’t be scaled without climbing gear or magic.
  The Mechanus chain (area 69) drives the machinery in this
  cavern, feeding power to the Soulmonger and to the many
  traps and other mechanisms within the dungeon. At any given
  time, 1d4 + 1 tomb dwarves in leather harnesses dangle from
  the ceiling while performing routine maintenance on the gears
  and giant cogs. Each tomb dwarf has the statistics of a wight,
  except that it wields a battleaxe and a light crossbow. The
  tomb dwarves ignore intruders unless they are attacked, in
  which case they defend themselves with their crossbows.
  Lurker in the Lake
  An aboleth named G’lyh’rul (guh-LEE-rool) lives in the lake.
  When Acererak enslaved it, the aboleth lost its mind and
  developed a split personality. Its dominant aspect awaits the
  coming of the death god, which it believes heralds the fall of
  divinity. Until that day, the aboleth humbly obeys Withers
  (whom the creature refers to by his original name of Gorra)
  and attacks anyone seeking to prevent the atropal’s ascension.
  The aboleth’s other personality is that of a humanoid child —
  harmless, gleeful, and insanely curious. In this state of mind,
  the aboleth poses no threat to anyone and flees if attacked.
  Roll any die to determine which personality is dominant at any
  given time. On an even result, the aboleth’s childlike
  personality is dominant.
  If the characters explore the lake using the rowboats in
  area 66, the aboleth ignores them regardless of its current
  demeanor, unless they draw undue attention to themselves. In
  the event of combat, the aboleth is not the master of the lake
  and has no lair actions as a result.
  
  FOOTER 1
  Ancient beyond reckoning, G’lyh’rul has accumulated tens
  of thousands of years of knowledge. If the characters establish
  telepathic communication with the aboleth and it is inclined to
  speak to them, it can provide information as if the characters
  had cast a commune spell. (Since they’re not actually casting
  the spell, this effect is not subject to the restrictions on
  spellcasting within the Tomb of the Nine Gods.) After sharing
  this information, the aboleth grows bored and withdraws to a
  dark corner of the lake to dream of evil things.
  66. Door of Devouring
  If the characters approach this area by way of the spiral
  staircase (area 26), read the following when they reach the
  bottom of the stairs:
  At the bottom of the staircase, a dark corridor leads
  south, while a stone door with iron hinges and a brass
  knob stands to the east.
  If the characters approach this area from the lake, read:
  A worked stone column stretches from the bottom of
  the lake to the cavern roof and is attached to the nearby
  wall by a stone conduit. On one side of the column,
  steps of moss-covered stone climb from a stone dock to
  a landing whose stone door shows no handles or
  hinges. Ropes lash a pair of rowboats to a dock post,
  and a rusty iron cage wallows in the slime, held afloat by
  chain and winch. Phosphorescent crabs gather at the
  bottom of the lake below the cage.
  The stone door separating the mooring area from the
  spiral staircase (area 26) radiates auras of abjuration,
  conjuration, and illusion to a detect magic spell or similar
  effect. The door can be opened easily from the west side
  simply by pulling on the brass knob. The door is much harder
  to open from the east side.
  Hungry Door
  The mossy staircase that climbs up out of the lake and the
  landing at its top are strewn with bits of crab shell. If any
  character touches or inspects the door, read:
  A monstrous mouth forms on the door’s surface, calling
  out with a deep drawl: “I’m so hungry I could eat you
  alive, but I’ll settle for somethin’ else. Somethin’ livin’.
  Somethin’ light!”
  The mouth is similar to that created by a magic mouth spell,
  but more powerful. A successful dispel magic (DC 19) cast on
  the door suppresses its magic for 10 minutes, preventing the
  mouth from forming. However, the door cannot be opened
  without the mouth except from the west side, not even with a
  knock spell.
  The mouth isn’t programmed to say anything else, but its
  words (and the crab shells underfoot) provide the characters
  with a clue regarding how to open the door. If the mouth is
  offered a live phosphorescent crab, it opens wide, chomps
  down to consume the crab, then spits out its crushed shell.
  Once the mouth has been fed, it disappears and the door into
  area 26 swings open. The door locks and the spell resets if the
  door is closed again.
  If a character tosses anything into the mouth that isn’t a
  phosphorescent crab, the mouth spits it out. If the character is
  within 10 feet of the door when this happens, the door wraps
  its tongue around the character and swallows the character
  whole. No attack roll or saving throw is required. A character
  “devoured” in this manner is teleported to area 57.
  Diving Cage
  A rusty iron gate on the side of the cage provides ingress for
  two Medium or smaller creatures. The cage radiates
  transmutation magic to a detect magic spell or similar effect,
  and bestows the effect of a water breathing spell on any
  creatures within it. The stout bars grant half cover against
  attacks originating from outside the cage.
  Using the winch, a character on the steps can lower the
  cage 20 feet to the lakebed, allowing characters in the cage to
  easily harvest 2d6 phosphorescent crabs from the muck.
  The creaking descent of the cage draws the attention of the
  aboleth in area 65. If the aboleth’s crueler personality is
  dominant, it attempts to enslave any characters in the cage. If
  it succeeds, it sends them back to the surface with orders to
  entice others down into the depths. If the aboleth’s childlike
  personality is dominant, it swims over and uses its telepathy
  to strike up a friendly conversation with the divers.
  Rowboats
  The two rowboats have the names Predator and Prey etched
  into their transoms. A detect magic spell or similar effect
  reveals an aura of transmutation magic around each vessel.
  Each boat can hold up to four Small or Medium creatures and
  their gear, and each contains two oars, an empty wooden
  bucket, and a 50-foot-long coil of hempen rope.
  Predator. Creatures aboard the Predator have advantage
  on attack rolls while the boat is in the water. A filled bullseye
  lantern hangs off the boat’s bow.
  Prey. Creatures aboard the Prey have advantage on saving
  throws while the boat is in the water.
  67. Hall of the Golden Mastodon
  A character who searches for traps in the tunnel approaching
  this room notices a block of stone lodged in the ceiling with a
  successful DC 20 Wisdom (Perception) check. The block
  remains there until the room’s trap is activated.
  A life-size golden statue of a mastodon stands atop a
  one-foot-high stone cog at the center of this room.
  Jeweled tusks sweep from its jowls, and its trunk is
  raised in a roar. Inscriptions coil around the statue’s
  body, and murals on the walls show a Chultan warrior
  riding a living mastodon through a series of hellish
  landscapes. In each scene, a different breed of devil
  assails them.
  The murals on the walls tell the story of Ch’gakare
  (pronounced chuh-GAH-kah-ree), a Chultan warrior who stole
  his king’s prized steed: a mastodon named Ghom. As
  punishment, the king’s sorcerers banished Ch’gakare and
  Ghom to the Nine Hells, but the two fought their way back
  home. On his return, Ch’gakare chopped off the king’s head
  and turned his skull into a jeweled chalice. Any character who
  studies the murals and succeeds on a DC 15 Intelligence
  (History) check recognizes the legend and can recount it. The
  murals show Ch’gakare and Ghom fighting spined devils,
  bearded devils, barbed devils, horned devils, and erinyes.
  Advice from the Spirits
  Any characters inhabited by the spirits of I’jin, Obo’laka, or
  Shagambi receive advice when entering this area:
  
  FOOTER 1
  
  Unpredictable I’jin wants to ride the golden mastodon!
  
  Nervous Obo’laka is afraid of the golden mastodon and
  urges her host to not provoke its anger.
  
  If the challenges faced by Ch’gakare and Ghom are
  recounted to her, wise Shagambi concludes that the hall
  was constructed to present similar challenges.
  Golden Mastodon
  When the characters first enter the room, the 10-foot-high
  mastodon statue is facing the entrance. The statue’s lifelike
  qualities owe to the fact that this is Ghom, whose body was
  preserved in magical iron and covered with a thin layer of
  hammered gold, and whose tusks have been set with gems
  (see “Treasure” below).
  The inscriptions on the statue are written in Old Omuan.
  They read as follows:
  Let your bones watch over my treasure, brave Ghom. As
  you carried me from the inferno, so shall I rise from
  death to defend my riches.
  Scratches on the floor beneath the stone cog indicate that it
  can rotate, yet no amount of pressure budges it. Any search of
  the top of the statue reveals a star-shaped indentation on the
  back of its head. Those who have seen the gold lever in area 61
  recognize the lever’s star-shaped handle as a perfect match. If
  the lever is claimed and set head-first into the indentation,
  read:
  A thunderous trumpeting sound erupts from the
  mastodon’s trunk, causing a block of stone to seal off
  the room. The cog under the mastodon’s feet then
  begins to revolve, letting the statue face each of the
  murals in turn.
  The block of stone fills the space in the hallway indicated
  on map 5.5. Any creature under the block when it falls must
  make a DC 15 Dexterity saving throw. On a success, the
  creature moves out of the block’s way in whichever direction it
  prefers. On a failed save, the creature takes 55 (10d10)
  bludgeoning damage. If this damage reduces the creature’s hit
  points to 0, the creature is crushed to a pulp; otherwise, it is
  shoved into the room.
  When the mastodon statue begins to revolve, all creatures
  present should roll initiative. The statue turns
  counterclockwise and completes one 360-degree revolution
  on initiative count 0 of each round.
  When the statue completes its first revolution, magical fire
  engulfs the floor and the cog, flaring up 6 feet high. Any
  creature that enters the fire for the first time on a turn or
  starts its turn there takes 10 (3d6) fire damage. Any character
  perched on the golden mastodon is shielded from the flames.
  Up to six Medium creatures can perch on the mastodon at
  once — four on its back and one on each of its curved tusks.
  Each time the statue turns to face north, one or more
  devils emerge from the murals and attack all other creatures
  in the room. Roll initiative for each group of new arrivals. Each
  magically summoned devil vanishes in a puff of smoke when it
  drops to 0 hit points or when there are no creatures left to
  attack. The devils appear in the following order, emerging
  from the walls wherever you see fit:
  Round 2: Four spined devils
  Round 3: Three bearded devils
  Round 4: Two barbed devils
  Round 5: One horned devil
  Round 6: One erinyes
  If the characters try to strike a bargain with the devils, only
  the erinyes is willing to engage them — but it demands the
  willing sacrifice of one character’s soul. A character who offers
  his or her soul to the erinyes is destroyed by fire. The
  character’s soul becomes trapped in the Soulmonger, the
  character’s belongings are left behind, and all remaining devils
  in the room disappear in clouds of smoke.
  Ch’gakare
  When the last devil is defeated or when the party strikes a deal
  with the erinyes, the mastodon statue returns to its original
  north-facing position and stops revolving. When this happens,
  read:
  The fires go out, though smoke still hangs in the air. A
  warm wind blows through the hall, carrying the scent of
  jasmine, frankincense, and grave dust. The smoke
  coalesces into a decayed warrior wrapped in bandages.
  He holds up a gruesome chalice made from a human
  skull.
  The undead warrior is Ch’gakare, barely recognizable as
  the man riding the mastodon in the wall murals. He has the
  statistics of a revenant, but he can’t be destroyed. If reduced
  to 0 hit points, Ch’gakare turns to smoke, vanishes, and
  reforms in his tomb somewhere in the distant jungle.
  Ch’gakare does not speak but holds up the chalice in a
  manner that suggests he’s offering it as a gift. If the chalice is
  taken from his hand, Ch’gakare turns to smoke and is gone.
  The stone block that seals off the room retracts into the ceiling
  when Ch’gakare disappears.
  Treasure
  If stripped off, the
  mastodon’s gold leaf is
  worth 2,500 gp, though it
  takes a character 30 hours
  to claim it all. Multiple
  characters working
  together can shorten the
  time proportionately. Fifty
  gemstones (100 gp each)
  can also be pried loose
  from the mastodon’s tusks.
  Ch’gakare’s gift is the
  fabled Skull Chalice of
  Ch’gakare. This item is
  worth 2,500 gp but can
  fetch up to four times that
  value if sold at auction in
  any major city. Alternatively, returning the chalice to Princess
  Mwaxanaré yields its promised reward (see "Kir Sabal"). For
  more information on the chalice, see "Fabled Treasures."
  
  FOOTER 1
  68. Hall of Decay
  Graven images of rotting corpses decorate this hall, and
  the floor is littered with tarnished coins, pieces of
  armor, broken shields, axe heads, and other bits of
  scrap metal.
  All nonmagical objects made of cloth, leather, wood, or
  metal that enter this corridor instantly decay or corrode to the
  point of being useless and worthless. Clothing and armor falls
  apart, shields and weapons become brittle and ineffective, and
  so forth. A mending spell cannot repair an object damaged in
  this fashion.
  An archway stands at the west end of the hall, through
  which characters can see into area 69.
  This yawning archway has a keystone adorned with an
  iron bull’s skull, which bites down on an ivory ring.
  A detect magic spell or similar effect reveals an aura of
  necromancy magic emanating from the ivory ring. If the ring is
  yanked from the skull’s jaws, it disintegrates and the
  destructive effect in the hallway ends.
  The staircase on the south side of the hallway descends 25
  feet to area 71 on level 6.
  69. Mechanus Chain
  Hot wind tinged with the smell of burning oil blows
  down a forty-foot-diameter vertical shaft. Stone
  balconies protrude from the walls on opposite sides of
  this expanse, with the west balcony fifteen feet higher
  than the east one. Two thick chains rattle in the gulf
  between the balconies — one ascending two hundred
  feet before disappearing into a cloudy vortex lit by arcs
  of purple lightning; the other wrapping around an
  enormous metal gear floating one hundred feet below.
  Another hundred feet below the gear, a second vortex
  rages.
  To drive his infernal machinery, Acererak contaminated a
  workforce of modrons from the plane of Mechanus. Under the
  stewardship of a corrupt pentadrone, the modrons rerouted
  one of their great chains into the tomb. The sections of the
  shaft above and below the balconies exist outside of normal
  space, preventing the shaft from intersecting with the tomb’s
  other levels.
  Modron Intervention
  The first time any character moves out onto a balcony, read:
  A rip forms in the vortex high above, and nine cube-
  shaped creatures with wings and shortbows fly through.
  They are quickly followed by a large crystal decahedron
  that holds a weird starfish-shaped creature.
  A pentadrone leads a squad of nine quadrones through
  the upper planar vortex, which allows safe passage into the
  shaft but not out of it. Knowing that they cannot return to
  Mechanus, the modrons fight until destroyed. Once these
  modrons are dealt with, the shaft becomes undefended. No
  other modrons are sent through the vortex.
  The pentadrone can’t fly on its own, but it gains a flying
  speed of 30 feet and can hover while encased in the crystal
  decahedron, which grants its occupant total cover against
  attacks that originate outside the vehicle. The pentadrone
  can’t make melee attacks through the decahedron, but it can
  use a bonus action to open a small hole in any of the
  decahedron’s facets in order to spray creatures with its
  paralysis gas.
  The decahedron has AC 16, 50 hit points, immunity to
  poison damage, resistance to piercing and slashing damage,
  and vulnerability to bludgeoning and thunder damage. If it is
  reduced to 0 hit points, the crystal decahedron shatters and
  the pentadrone falls.
  The crystal decahedron has enough room to accommodate
  one Small or Medium creature in addition to the pentadrone if
  a character thinks to enter the vehicle using misty step,
  dimension door, or similar magic. Inside the vehicle, the
  pentadrone can attack as normal. When the pentadrone dies,
  the decahedron shatters.
  Planar Lore
  Characters with proficiency in the Arcana skill can make an
  Intelligence (Arcana) check to determine what, if anything,
  they recall about planar vortices and Mechanus chains. With a
  successful check, a character learns the appropriate lore and
  all lore with a lower DC:
  DC 10: Planar vortices are incredibly destructive. No one
  can expect to enter a vortex and survive.
  DC 15: The chain is called a Mechanus chain. Such chains
  are crafted by modrons and used in conjunction with other
  machinery to keep the plane of Mechanus in working order.
  DC 20: This Mechanus chain has been repurposed for the
  tomb. One chain would be enough to keep the tomb’s traps
  and other mechanisms in working order.
  DC 25: Destroying a Mechanus chain requires the casting
  of three wish spells.
  The Shaft
  The shaft is 400 feet high in total and features deadly planar
  vortices at top and bottom. Any creature in the shaft that
  enters a planar vortex is torn apart, its body and possessions
  scattered across the multiverse.
  The Mechanus chain forms a loop in constant motion. One
  part of the chain descends at a rate of 50 feet per round,
  wrapping around the giant gear that floats 100 feet below the
  east balcony, while the other part of the chain climbs to enter
  the upper vortex at the same rate.
  The two balconies are separated by a 15-foot-wide gulf,
  through which jangling chain links rise and fall. Magic that
  allows characters to fly or to walk on walls makes it easy to
  cross from one balcony to the other. Any character who moves
  at least 10 feet beforehand can jump from the west balcony to
  the east balcony. Because the west balcony is 15 feet higher
  than its eastern counterpart, a character must either pole vault
  across the gap (using a 10-foot pole or similar item) or use
  magic. A character can also cross the expanse by leaping from
  one balcony to the nearest chain, from that chain to the other,
  and finally to the opposite balcony. Each of these jumps
  requires a successful DC 10 Strength (Athletics) check. Any
  character who fails a check made to jump to a balcony or chain
  falls down the shaft and into the lower planar vortex unless
  somehow halted. A falling character can land on the floating
  gear 100 feet below with a successful DC 10 Dexterity saving
  throw but takes falling damage as normal.
  
  FOOTER 1
  70. Armillary Sphere
  This chamber contains a bronze apparatus centered on
  a hinged arm. Slowly rotating within the arm is a 10-
  foot-diameter globe decorated by a topographic map of
  landforms and oceans. Concentric rings of brass
  constrain the device, all rotating and bearing their own
  lesser spheres. One of those spheres has sharp points
  and appears sunlike. Carvings of tall, headless
  humanoids decorate the walls of the room.
  The armillary sphere depicts Toril, its moon, the sun, and
  other planetary bodies in Realmspace. Any character who has
  viewed large-scale maps of Faerûn will recognize certain
  geographical features on the globe.
  Activating the Sphere
  The first time any creature moves within 5 feet of the
  central globe, read:
  The apparatus suddenly swings around, its rings
  rotating out of the way as the surface of the globe peels
  back to reveal a dark, hollow interior. Inside this cavity is
  a padded bronze chair with levers built into its armrests.
  When a creature sits on the armillary chair, the globe
  closes again. Any attempt to prevent that closing overloads the
  mechanism; until the blockage is removed, any creature within
  5 feet of the armillary sphere that isn’t seated on the chair
  takes 18 (4d8) lightning damage.
  When the creature seated on the chair stands up, the
  globe’s hatch opens, closing again only when another creature
  sits on the chair or when there are no creatures within 5 feet
  of the armillary sphere.
  While the globe is sealed, the character sitting in the chair
  can see through the globe as if it were made of transparent
  glass. Pulling the levers at the end of each armrest causes the
  armillary sphere’s rings to spin the representations of the sun,
  the moon, and other planetary bodies in one direction or the
  other.
  Monster in the Moon
  A nycaloth is crammed inside the bronze orb representing
  Toril’s moon, Selûne. The first time a creature inside the
  armillary sphere reorients its rings and outer orbs, the
  nycaloth bursts out of the moon, shattering it. The nycaloth
  then tries to kill all other creatures in the room, pursuing
  fleeing enemies. It ignores creatures inside the globe but
  attacks any creature that exits it.
  When this nycaloth rolls a natural 20 on an attack roll
  made with its greataxe, it cuts off the target's head (or one of
  the target's heads, if it has more than one). If the target can’t
  survive without the lost head, it dies. A target that is immune
  to slashing damage is immune to this effect. The target is also
  spared decapitation if it doesn’t have or need a head, has
  legendary actions, or if its head is too big to be cut off with the
  greataxe, though it still takes the damage from the weapon’s
  critical hit.
  Critical Conjunction
  If the rings are spun so that all the celestial bodies are
  lined up, roll on the Armillary Sphere Conjunction table to
  determine what happens. Once a conjunction effect occurs, the
  armillary sphere breaks down, causing the levers to lock in
  place and the hatch to lock shut.
  The locked hatch is a Large object with AC 11, 25 hit points,
  and immunity to poison and psychic damage. As long as the
  outer rings and orbs aren’t in motion, the hatch can be forced
  open with a successful DC 20 Strength (Athletics) check, or
  opened with a successful DC 20 Dexterity check made by
  character using thieves’ tools.
  Armillary Sphere Conjunction
  Secret Crawlway
  A secret door in the south wall conceals a crawlway that
  leads south and passes underneath the control room. See area
  61 for details.
  Level 6: Cradle of the Death God
  Map 5.6 shows this level of the dungeon. Here, the dreaded
  Soulmonger nurses the atropal to godhood. A coven of hags
  called the Sewn Sisters guards the nursery, which remains
  sealed until five skeleton keys are used to unlock it. If the
  characters failed to obtain all five skeleton keys from the
  upper levels, they won’t get far on this level. If you want to
  keep the adventure moving forward rather than have the
  characters backtrack, place the remaining skeleton keys in
  area 71 or somewhere else nearby.
  d100
  Conjunction Effect
  01–05
  The armillary sphere and any creatures
  inside it disappear. The DM ultimately
  decides where they end up, if anywhere.
  Possibilities include Mechanus, the Vast
  Swamp on Oerth, Mount Nevermind on
  Krynn, a desert on Athas, Victorian London
  on Earth, or the sun.
  06–15
  The creature sitting in the armillary
  chair is touched by an unknown entity and
  suffers a radical personality change. Work
  with the player to determine an appropriate
  change.
  16–30
  A cloudkill spell is cast within the globe.
  31–50
  The sun-shaped orb splits open,
  spilling 5,000 gp onto the floor.
  51–65
  The creature sitting in the armillary
  chair gains a charm of heroism (see
  “Supernatural Gifts” in chapter 7 of the
  Dungeon Master’s Guide).
  66–80
  Every creature within 20 feet of the
  armillary sphere regains 50 hit points.
  Creatures inside the globe do not gain this
  benefit.
  81–90
  A gem of brightness appears on the lap
  of the creature seated in the armillary chair.
  91–99
  The Intelligence score of the creature
  seated in the armillary chair permanently
  increases by
  1d4 + 1, up to a maximum of 22.
  00
  The creature seated in the armillary
  chair is granted the ability to cast the wish
  spell once.
  
  FOOTER 1
  71. Lair of the Sewn Sisters
  Green smoke billows out from a bronze cauldron in the
  middle of this twenty-foot-high vaulted hall. Barely
  visible through the haze are three rocking chairs, several
  work benches heaped with haberdashery, a spinning
  wheel, and a rusty iron cage containing a prisoner.
  Galleries stand ten feet above the floor to either side of
  the room.
  The green smoke makes this chamber lightly obscured and
  blocks the characters’ view of a great green door to the south
  (see “Skeleton Gate” below). The iron cage and its prisoner are
  described in the “Cage” section.
  When the characters are in a position to get a better view
  of the upper galleries, read:
  Five wooden doors are set into the walls of the galleries,
  each carved with a geometric symbol: a triangle, a
  square, a pentagon, a hexagon, and an octagon.
  This chamber belongs to the Sewn Sisters, a coven of three
  night hags loyal to Acererak. Together, the hags mother the
  atropal and guard the Soulmonger. They eagerly await the
  atropal’s apotheosis, when the downfall of civilization
  promises an abundance of souls to harvest. The Sewn Sisters
  spy on intruders from the Border Ethereal. Any character who
  can perceive creatures and objects on the Ethereal Plane sees
  the hags as spectral figures huddled in the middle of the room.
  See “The Sewn Sisters” sidebar for more information.
  Hag Dolls
  Each hag has created a cruel plaything: a doll brought to
  life through the implantation of a child’s soul. When the
  adventurers arrive, these dolls scurry into view:
  Three tiny figures waddle toward you through the smoky
  haze: a straw doll with rusty pins sticking into its body, a
  faceless child molded from clay, and a stuffed monkey
  with the lower body of a unicycle. The straw doll says,
  “You need to run away! The Sewn Sisters will be back
  any moment now!”
  Each doll is a Tiny construct with AC 10, 1 hit point, a
  walking speed of 10 feet, immunity to poison damage and the
  poisoned condition, and no attacks. Destroying a doll causes
  the child’s soul within it to become trapped in the Soulmonger.
  The straw doll, Strawbundle, usually speaks for the group.
  Clay No-Face can speak only if it molds a mouth onto its blank
  face, and Joho the monkey coughs on its stuffing when it tries
  to talk. Given a chance, the dolls share the following
  information:
  
  The Sewn Sisters are three night hags. The dolls refuse to
  mention the hags by name, lest the hags hear their names
  being uttered.
  
  The dolls were made from the souls of children and want
  to be free of the captors.
  
  The hags are nursing some kind of creature that lurks on
  the other side of the skeleton gate (the great green door),
  but the dolls don’t know what the creature is.
  
  To learn more about the adventurers, the hags have been
  torturing the “lookie-like” in the cage.
  
  FOOTER 1
  If the characters take an interest in the skeleton gate, the
  dolls reveal what they know about it:
  
  Five skeleton keys are needed to unlock the skeleton gate.
  Each key looks like an animated skeleton with a skull
  that extends into a carved key-like shape.
  
  The skeleton keys wander the upper levels of the tomb.
  
  Before the skeleton keys can be used, the skeleton gate’s
  five keyholes must first be opened. The five adjoining
  rooms (areas 72 to 76) contain trials that can be
  overcome to open the five keyholes.
  The dolls don’t know the nature of the trials in areas 72
  through 76, and they can’t leave this chamber unless they are
  picked up and carried out.
  If any character makes an effort to befriend one of the dolls,
  the soul of the child trapped inside the doll bestows a magical
  charm on that character. Each doll can bestow its charm once.
  These charms are similar to the ones described in chapter 7 of
  the Dungeon Master’s Guide and follow the same rules.
  Strawbundle’s Charm. While you have Strawbundle in
  your possession, this charm allows you to cast the etherealness
  spell as an action, no components required. After it is used
  three times, the charm vanishes.
  Clay No-Face’s Charm. While you have Clay No-Face in
  your possession, you don’t need to eat, drink, or breathe.
  These benefits last for 30 days while the doll is in your
  possession, after which the charm vanishes from you.
  Joho’s Charm. While you have Joho in your possession, it
  grants you the benefit of a helm of comprehending languages.
  This benefit lasts for 7 days while the doll is in your possession,
  after which the charm vanishes from you.
  THE SEWN SISTERS
  Acererak recruited three night hags for their expertise in
  stitching soul bags — a craft they adapted for the creation of
  the Soulmonger. The hags are a frightful lot:
  Widow Groat has tarnished gold coins covering her eyes
  and ants nesting in her skull. The ants serve as her spies, and
  their presence often portends her arrival. She carries a
  heartstone, a soul bag, and an iron ring with eight keys. The
  keys unlock the shackles in area 78.
  Peggy Deadbells wears a string of chattering children’s
  teeth and thumps about on a heavy peg leg. When she laughs,
  yellow gas billows out of her nose and ears. Around her neck,
  she wears a pouch made from gnome skin, inside which is a
  heartstone and five lustrous black marbles (see area 81). Tied
  to Peggy’s rope belt is a soul bag.
  Baggy Nanna has a squirming leather sack sewn over her
  head. The bag also contains a cockerel, a viper, and a terrier.
  One animal can emerge from the bag in place of her own head
  to speak on her behalf, and the animals become smoke when
  Baggy Nanna dies. In her pockets, she carries a heartstone, a
  soul bag, and three goblin fingers.
  The night hags have a shared pool of spells (see the “Hag
  Covens” sidebar in the Monster Manual). The scarecrow Mister
  Threadneedle (see area 74) carries the coven’s hag eye.
  For more information on heartstones and soul bags, see
  the “Night Hag Items” sidebar in the Monster Manual.
  Cage
  A heavy padlock secures the gate of the rusted cage, inside
  which a naked figure cowers under a bloodstained blanket.
  Mister Threadneedle (see area 74) carries the key to the
  padlock, which can otherwise be unlocked with a successful
  DC 15 Dexterity check made using thieves’ tools. The lock can
  also be broken off easily enough.
  
  FOOTER 1
  The cage’s prisoner is a degenerate clone of one of the
  player characters and is instantly recognizable as such. It was
  created from blood or strands of hair obtained by one of the
  hags while the character slept. Characters had a slight chance
  of meeting the hag as a random wilderness encounter (see
  appendix B); however, when and where the theft occurred is
  up to you.
  The clone is not a perfect copy. It is shorter and scrawnier
  than the character after whom it’s modeled, and it has
  deformities. Use the commoner statistics to represent this
  creature, applying racial traits as appropriate.
  The clone has no name and no memory of having been
  created. However, the hags have forged a magical link between
  the clone and the character from which it was made. The clone
  knows everything the character knows, up to and including all
  present knowledge. The hags have been interrogating the
  clone to learn everything about the adventurers. Now that
  they have no more use for such information, the Sewn Sisters
  plan to kill and eat the clone.
  Cauldron
  A tarry greenish-black brew fills the bronze cauldron. Any
  creature that drinks the brew is stunned for 1d10 minutes.
  While stunned, the creature succumbs to seizures brought on
  by the dark dreams of the atropal.
  The bronze lid of the cauldron lies on the floor nearby. If
  the lid is placed on the cauldron, the green smoke that fills the
  room dissipates after 1 minute.
  Skeleton Gate
  When the characters get close enough to make out the details
  of the green door, read:
  This twelve-foot-high, ten-foot-wide door is made of
  green stone, its surface carved with grinning goblin
  skeletons. A belt of smooth stone spans the door at a
  height of four feet, set with five gold symbols in a row: a
  triangle, a square, a pentagon, a hexagon, and an
  octagon. Each symbol is engraved on a recessed circular
  seal.
  The geometric symbols are 6 inches across, 1 foot apart,
  and set into stone disks 8 inches in diameter. Hidden behind
  the seals are five keyholes that conform in size and shape to
  the heads of the skeleton keys found on the other tomb levels
  (see "Skeleton Keys").
  Each time the characters complete a trial in areas 72
  through 76, one stone seal rolls aside, exposing the keyhole
  behind it. When a skeleton key is inserted into its
  corresponding keyhole and turned clockwise, a tumbler inside
  the door unlocks. When all five tumblers unlock, the skeleton
  gate can be pulled open like a normal (albeit heavy) door,
  revealing a wide staircase that descends 20 feet to area 77.
  The door and its seals are impervious to damage and spells,
  and cannot be opened in a manner other than that which is
  prescribed above.
  Facing the Night Hags. If the characters manage to open
  all five keyholes and have the requisite skeleton keys in their
  possession, the Sewn Sisters emerge from the Border Ethereal
  and attack them. The hags’ goal is to seize one or more of the
  skeleton keys, thus preventing the characters from reaching
  the Soulmonger. If a hag obtains a skeleton key, it cackles as it
  returns to the Border Ethereal with it.
  If two hags die, the third tries to bargain with the
  characters, offering useful information in exchange for her life.
  The hag makes the characters swear on their mortal souls not
  to harm her once her information is divulged. Any character
  
  FOOTER 1
  who reneges on the agreement contracts slimy doom, as
  though he or she had failed a saving throw against the
  contagion spell. The hag reveals the following information
  (and nothing more) once an agreement is reached:
  “Hidden on this level of the dungeon is a library of lost lore,
  guarded by an arcanaloth whose true name is Ygga Raxyg.”
  (See area 80 for details.)
  
  “There is only one way to leave the dungeon: the ebon
  pool. Charred bones point the way.” (See area 81 for
  details on the ebon pool. “Charred bones” refers to the
  charred skeleton on the floor in area 79.)
  
  “The Red Trail leads to death.” (See area 79.)
  72. Trial of the Triangle
  The door to this area has a triangle carved into it. When the
  characters open the door, read:
  A five-foot-wide, floor-to-ceiling glass cylinder near the
  back wall of this room is filled with light, the source of
  which is not apparent. A tiny triangular hole is cut
  through the glass, five feet above the floor. Inside the
  cylinder, an iron lever is set into a metal plate on the
  floor.
  To reach the lever, the characters must figure out a way to
  enter or bypass the cylinder. If the lever is pulled, the triangle
  seal on the skeleton gate in area 71 rolls aside, revealing a
  triangular keyhole behind it.
  The cylinder is 5 feet in diameter, shaped of glass 2 inches
  thick. The triangular hole in the glass is 1 inch wide. The
  cylinder is normally impervious to damage and spells, and it
  can’t be moved. A character in gaseous form can enter the
  cylinder through the hole, while an ethereal character can pass
  through the glass. A character can also use misty step,
  dimension door, or similar magic to enter the cylinder. A
  magically summoned creature can appear inside the cylinder,
  as can an unseen servant, either of which can be commanded
  to pull the lever. The lever is too heavy to be moved with a
  mage hand spell but responds to a telekinesis spell.
  If three creatures stand around the glass cylinder, forming
  the points of a triangle around it, the cylinder turns brittle and
  can be shattered with any solid hit. Once the cylinder is
  destroyed, anyone can walk up to the lever and pull it.
  73. Trial of the Square
  The door to this area has a square carved into it. When the
  characters open the door, read:
  This room is filled with flying sheets of parchment, with
  writing on the pages visible as they flutter by. A metal
  plate bolted onto the far wall is set with a ghostly lever.
  The flying pages are from a spellbook and are destroyed if
  they take any amount of fire damage. A character can use an
  action to grab a page as it flutters past with a successful DC 10
  Dexterity check. Written on the page is a random spell; roll a
  d6 to determine the spell’s level, then randomly choose a spell
  of that level from the wizard spell list.
  If more than three pages are taken, all the remaining pages
  in the room turn to dust, which coalesces into a hostile dust
  mephit and three illusory duplicates created by a mirror
  image spell. The mephit attacks all other creatures in the room,
  with its duplicates appearing to follow suit.
  The mephit knows three command words: “bloatbug,”
  “frogspittle,” and “spindledash.” While in this room, it can
  speak one command word as a bonus action on it turn,
  triggering the associated magical effect below. It can’t speak
  the same command word two rounds in a row.
  Bloatbug: The mephit targets one creature within 30 feet
  of it that it can see, which immediately increases its weight by
  50 percent. Any spell that ends a curse, such as greater
  restoration or remove curse, ends the effect and returns the
  creature to its normal weight.
  Frogspittle: Each creature in the room must succeed on a
  DC 10 Constitution saving throw or take 9 (2d8) poison
  damage. (The mephit is immune to poison damage.)
  Spindledash: The effect targets a random creature in the
  room. Have the players roll a d20 for each character in the
  room, and roll a d20 for the mephit and each other creature in
  the room. Whichever creatures roll the lowest take 21 (6d6)
  force damage.
  When the dust mephit dies, it collapses and transforms
  into a stick of black chalk.
  Phantom Lever
  The lever on the north wall is carved from bone but is
  insubstantial, such that a character’s hand passes right
  through it. The lever appears solid to a creature on the
  Ethereal Plane, and an ethereal creature can pull it normally.
  Dispel magic has no effect on the lever, which remains
  insubstantial even within the area of an antimagic field. If any
  creature uses chalk to draw a square on the wall around the
  lever, the lever becomes solid. If the square is erased, the lever
  turns insubstantial again.
  If the lever is pulled, the square seal on the skeleton gate in
  area 71 rolls aside, revealing a square keyhole behind it.
  74. Trial of the Pentagon
  The door to this area has a pentagon carved into it. When the
  characters open the door, read:
  The delicious aroma of spiced meat greets you. At the
  end of a twenty-foot-long corridor, a room opens up
  with red tapestries covering the walls. A feast is spread
  out on three tables, consisting of roast boar, squash
  stew, and a tray of iced cakes. Flagons of frothy beer
  complete the banquet.
  A gaunt human male in a dusty black suit quietly
  arranges the items on the cake table, taking notice of
  your intrusion. Without a word, he gestures for you to
  come forward and sample the feast.
  The gaunt gentleman is Mister Threadneedle, the Sewn
  Sisters’ manservant. A detect magic spell or similar effect
  reveals an aura of illusion magic around him. A successful
  dispel magic (DC 16) reveals his true form.
  Mister Threadneedle is a scarecrow disguised with magic
  to appear human. In a pocket, he carries the Sewn Sisters’ hag
  eye (see the “Hags” entry in the Monster Manual) and one
  lustrous black marble (see area 81). Mister Threadneedle
  understands Common but can’t speak. He communicates by
  nodding and shaking his head, or with gestures and facial
  expressions.
  
  FOOTER 1
  Warned of the adventurers’ arrival, the hags prepared this
  magical feast and instructed Mister Threadneedle to lay it out.
  The scarecrow attacks the characters only if they attack first,
  or if the hags command him to.
  Advice from the Spirits
  Any characters inhabited by the spirits of Kubazan or
  Nangnang receive advice when entering this area:
  
  Wild Kubazan urges his host to try the roast boar.
  
  Greedy, skittish Nangnang urges her host to hoard all the
  iced cakes and shun the frothy beer.
  Magical Feast
  The food is well prepared and delicious, and the beer is rich.
  Any character who partakes of the feast gains benefits and
  suffers detrimental effects based on what is consumed. Do not
  reveal detrimental effects to the players until those effects
  come into play.
  Roast Boar: The character feels stronger and has
  advantage on Strength checks, but has disadvantage on attack
  rolls made against Widow Groat. Both effects have a duration
  of 24 hours.
  Squash Stew: The character feels healthier and gains
  advantage on Constitution saving throws, but has
  disadvantage on attack rolls made against Peggy Deadbells.
  Both effects have a duration of 24 hours.
  Iced Cakes: The character feels energized and gains 2d10
  temporary hit points, but has disadvantage on attack rolls
  made against Baggy Nanna for the next 24 hours.
  Frothy Beer: The character gains a special die: a d6.
  Anytime in the next 24 hours, the character can roll this die
  once and add the result to a d20 roll he or she just made.
  Additionally, if the character is inhabited by the spirit of a
  trickster god, the power normally granted by the spirit is
  suppressed for 24 hours.
  Characters who enter the room but do not partake of the
  food or drink are cursed with crippling hunger as soon as they
  leave this area. The effect imposes disadvantage on attack rolls
  and ability checks, and it can be ended on a character with
  greater restoration, remove curse, or similar magic.
  Tapestries
  Five red tapestries hang from iron rods bolted to the walls.
  Each is made up of pentagonal patches stitched together. Any
  character who inspects the tapestry on the southwest wall and
  succeeds on a DC 15 Wisdom (Perception) check sees
  something more: a subliminal devil’s face cleverly hidden in
  the design. The devil’s open mouth forms a pentagon. A
  character can reach into the devil’s mouth as though the fabric
  wasn’t there, uncovering a small extradimensional
  compartment with a glass lever set into the back of it. The
  compartment can be accessed only from the front side of the
  tapestry, and only while the tapestry is hanging on the wall. If
  the tapestry is taken from the room or destroyed, a new one
  materializes on the wall in 4d6 hours.
  If the lever in the tapestry is pulled, the pentagon seal on
  the skeleton gate in area 71 rolls aside, revealing a pentagonal
  keyhole behind it.
  75. Trial of the Hexagon
  Carved into the door of this room is a hexagon. When the
  characters open the door, read:
  A large, cracked, six-sided mirror is mounted above a
  stone shelf protruding from the opposite wall. Five unlit
  candles stand on the shelf, each made of yellow wax and
  covered with tiny black sigils. Scrawled on the wall
  above the mirror in dried blood are the words “PIGGY
  PIGGY PIGGY.”
  A sixth candle, identical to the five in plain view, is tucked
  out of sight under the stone shelf. Any character who searches
  the shelf for traps or hidden compartments automatically finds
  the sixth candle. Both the mirror and the candles radiate auras
  of conjuration magic to a detect magic spell or similar effect.
  Cracked Mirror
  The cracked mirror can’t be pried from the wall or damaged
  more than it already is.
  If all six candles are lit, a character who looks in the mirror
  and says the word “piggy” three times in a row sees the
  reflected candlelight reveal a wooden lever set into a metal
  panel on the north wall. If fewer than six candles are lit when
  the words are spoken, the lever appears on the south wall
  instead. These levers exist only in the mirror’s reflection, not
  in reality.
  Only a character who can see a lever reflected in the
  mirror can pull it. As this likely puts the lever out of the
  character’s reach, he or she can cast a mage hand or telekinesis
  spell, conjure an unseen servant, lasso the lever with a rope, or
  undertake any suitably clever solution.
  True Lever. If the north lever is pulled, the hexagon seal on
  the skeleton gate in area 71 rolls aside, revealing a hexagonal
  keyhole behind it.
  False Lever. If the south lever is pulled, three insane
  wereboars in hybrid form magically spring from the mirror,
  land in the middle of the room, and fight to the death. When
  the wereboars have nothing left in the room to fight, they join
  the night hags in area 71.
  The wereboars can be summoned only once. Pulling this
  lever again has no effect.
  76. Trial of the Octagon
  Carved into the door of this room is an octagon. When the
  characters open the door, read:
  The ceiling of this plaster-walled room is fifteen feet
  high. A leather-backed tome rests open atop a wooden
  lectern bolted to the floor. Set into the wall behind the
  lectern are eight human skeletons, arranged so that they
  appear to be falling and screaming.
  The skeletons are inanimate remains embedded into the
  plastered walls. The lectern is held in place by four bolts set
  deep into the floor and is impervious to damage, spells, and
  attempts to move it. The book’s covers are secured to the
  lectern with sovereign glue, preventing it from being easily
  removed. The eight-page book contains an eight-line nursery
  rhyme written by the Sewn Sisters in Infernal, with each page
  bearing one line of the poem. The book is open to pages 4 and
  5 when the characters first arrive.
  
  FOOTER 1
  Hidden in the leg of the lectern, on the side facing the east
  wall, is a secret compartment that can be found with a
  successful DC 10 Wisdom (Perception) check.
  If the lines of the nursery rhyme (see below) are read
  aloud in reverse order, starting with the last line and ending
  on the first, the doors of the secret compartment open,
  revealing a brass lever inside. If the lever is pulled, the octagon
  seal on the skeleton gate in area 71 rolls aside, revealing an
  octagonal keyhole behind it.
  The compartment can also be opened with a knock spell, or
  with a successful DC 20 Dexterity check made by a character
  using thieves’ tools. Opening the compartment in either
  manner triggers the trap (see “Spider Fan Trap” below).
  Nursery Rhyme Book
  Any character who understands the Infernal tongue can
  translate the hags’ nursery rhyme as follows:
  Page 1: Backward, backward, eight to one.
  Page 2: Speak the rhyme until it’s done.
  Page 3: Keep the spider locked away.
  Page 4: See the lever, clear as day.
  Page 5: Spin, spin, iron spider.
  Page 6: Turn their flesh and bones to cider.
  Page 7: Speak the rhyme and meet your fate.
  Page 8: Forward, forward, one to eight.
  Spider Fan Trap
  Any character who inspects the floor of the room and succeeds
  on a DC 15 Wisdom (Perception) check notices thin seams
  along the floor’s perimeter that suggest a pit below. The seams
  are meant to deceive adventurers and make them wary of the
  floor, which doesn’t actually have a pit underneath it.
  The real danger is the ceiling, which appears to be smooth-
  cut stone but is actually thin plaster. Five feet above the false
  plaster ceiling is the room’s true ceiling, which has a bladed
  fan shaped like a giant iron spider mounted to it.
  If a character in the room reads the entire nursery rhyme
  beginning with the first line on page 1 and ending with the last
  line on page 8, or if the compartment in the lectern is opened
  improperly, the ceiling fan begins to twirl as a reverse gravity
  spell activates within the room. The lectern is the only fixed
  object in the room. Any creature within reach of it can, with a
  successful DC 17 Dexterity saving throw, grab the lectern and
  avoid falling upward. A creature that can’t grab the lectern or
  isn’t secured in some other way “falls” upward through the
  fake plaster ceiling into the rotating blades of the fan, taking
  44 (8d10) slashing damage. The creature takes that damage
  again each time it starts its turn on the ceiling. The reverse
  gravity effect lasts for 1 minute, after which creatures on the
  ceiling fall back down to the floor 20 feet below. Once the spell
  ends, the ceiling fan stops twirling. The trap does not reset.
  77. Death God’s Nursery
  Opening the skeleton gate in area 71 reveals a 10-foot-wide,
  20-foot-long staircase of polished black marble that descends
  to this area. When the characters reach the bottom of the
  stairs, read:
  Crumbling balconies overlook a pool of lava filling this
  triangular chamber, above which is suspended an
  enormous crystal cylinder held in place by three
  adamantine struts. Wraithlike forms swirl inside the
  cylinder, and otherworldly screams hang in the air. Four
  long, writhing tentacles sprout from the cylinder’s cap.
  A shriveled monstrosity the size of an elephant floats
  near the cylinder. Its body is wet and malformed, its
  arms and legs are atrophied, and its oversized head
  drips black goo. The creature is attached to the cylinder
  by a twisted umbilical cord.
  The cylindrical device is the Soulmonger. The malformed
  creature floating next to it is an atropal (see appendix D),
  which feeds on the captured souls of the dead. The atropal
  attacks any creature that threatens it or tries to damage its
  food source. If the atropal dies, Acererak arrives to take his
  revenge (see “Acererak’s Revenge” below).
  The ceiling of the vault is 30 feet high, and the walls along
  the north balcony are lined with alcoves containing piles of
  skulls and bones — the remains of Old Omuans and their
  minotaur protectors.
  Advice from the Spirits
  Any characters inhabited by trickster spirits receive advice
  when entering this area:
  
  Fickle I’jin encourages her host to investigate the mist-
  filled archway on the south balcony (see “Mist Gate”
  below).
  
  Adventurous Kubazan expects his host to make the
  ultimate sacrifice and die in a blaze of glory.
  
  Kind Moa wants to free the souls trapped inside the
  Soulmonger.
  
  Greedy Nangnang urges her host to search the balconies
  and bone-filled alcoves for treasure.
  
  Nervous Obo’laka is concerned that the bones in the
  northern alcoves might rise up and attack.
  
  Shrewd Papazotl suspects that the atropal might be
  vulnerable to radiant damage and that killing it might
  summon forth its evil master.
  
  Virtuous Shagambi recognizes that the atropal is unholy
  and orders her host to destroy it at once.
  
  Contemplative Unkh urges her host to communicate with
  the atropal. Perhaps the creature is just misunderstood.
  
  Deranged Wongo wants his host to attack the tentacles
  sprouting from the top of the Soulmonger.
  The Soulmonger
  The Soulmonger is an upright crystal cylinder 20 feet high and
  10 feet in diameter. The adamantine struts that suspend it
  above the lava attach to an adamantine ring around the
  cylinder’s midsection.
  Under the scrutiny of a detect magic spell or similar effect,
  the Soulmonger radiates an intense aura of necromantic magic.
  Destroying the Soulmonger not only ends the effects of the
  death curse (see the introduction to the adventure) but also
  frees all the souls trapped within the device. Freed souls travel
  to the afterlife, and any creature whose soul is set free can be
  brought back from the dead by magical means.
  The Soulmonger is an artifact of evil — a Huge object with
  AC 15; 200 hit points; vulnerability to radiant damage; and
  
  FOOTER 1
  immunity to bludgeoning, piercing, and slashing damage from
  nonmagical attacks.
  Adamantine Struts. One way to destroy the Soulmonger is
  to break any of the three adamantine struts that suspend it
  above the lava. Each strut is a Large object with AC 20; 100 hit
  points; immunity to bludgeoning, piercing, and slashing
  damage from nonmagical attacks; and immunity to fire, poison,
  and psychic damage. When a strut drops to 0 hit points, it
  breaks and causes the other two struts to snap as the
  Soulmonger falls.
  The struts are wide enough that Medium or Small
  creatures can walk along them without difficulty. However,
  any creature that takes damage while standing on a strut must
  succeed on a DC 10 Dexterity saving throw or fall off it,
  plunging into
  the lava unless
  the creature is
  somehow
  secured.
  Unless
  likewise
  secured, any
  creature
  standing on an
  adamantine
  strut when the
  strut breaks
  falls into the
  lava. If the
  creature is
  within reach
  of a balcony, it
  can leap onto
  the balcony
  and avoid the fall with a successful DC 10 Dexterity saving
  throw.
  Tentacles. Once per turn, in response to any creature
  making a successful melee weapon attack against the cylinder
  or one of its struts, the Soulmonger attacks that creature with
  one of its 30-foot-long tentacles. The tentacle has a Strength
  score of 22 and makes one melee weapon attack against the
  creature: +7 to hit, 24 (4d8 + 6) bludgeoning damage. Instead
  of dealing damage, a tentacle can grapple its target (escape DC
  16). If the target weighs 330 pounds or less, the tentacle can
  also lift the grappled creature and move it to any unoccupied
  space within its 30-foot reach, or drop it inthe lava.
  The tentacles can be attacked and destroyed. Each one is a
  Huge animated object with AC 15, 30 hit points, and immunity
  to poison and psychic damage.
  Destroying the Soulmonger. When the Soulmonger drops
  to 0 hit points, read:
  The crystal cylinder shatters, and a myriad of tiny lights
  pour forth from within. These bright souls coil through
  the air like a tornado, blazing upward and then
  vanishing in a blinding, spectral flash.
  If the atropal has not been destroyed, it shrieks as the
  souls of the dead escape from the wreckage of the Soulmonger.
  Lava Pit
  The lava pit is 30 feet below the floor of the room and 100 feet
  deep. Any creature that falls into the lava or starts its turn
  there takes 55 (10d10) fire damage. Any object that falls into
  the lava takes damage on initial contact and once per round
  thereafter until it is removed from the lava or destroyed.
  Phylacteries
  Along the east and west walls of the chamber, two balconies
  stand 30 feet above the lava pit.
  Two facing balconies halfway along the room are littered
  by ornate glass bottles, fluted silver urns, ivory caskets,
  and other vessels — all of them inscribed with baleful
  sigils.
  Acererak has disciples scattered throughout the multiverse,
  including
  many liches
  that seek to
  become as
  powerful as
  him. He keeps
  their
  phylacteries
  here.
  Each
  balcony has
  2d6 + 5 lich
  phylacteries
  on it. Any
  character
  who succeeds
  on a DC 15
  Intelligence
  (Arcana)
  check
  recognizes
  the phylacteries for what they are. Destroying a phylactery is
  no simple task and often requires a special ritual, item, or
  weapon. The phylacteries here are all unique, and discovering
  the key to each one’s destruction will require time and
  expensive research. There’s a 10 percent chance that any one
  of these phylacteries would be destroyed by hurling it into the
  lava.
  Mist Gate
  The balcony at the south end of the room holds the gateway to
  the final chambers of the Tomb of the Nine Gods.
  An ornate archway looms over this balcony. Grinning
  skulls are molded into its frame, and glowing mist swirls
  within.
  A detect magic spell or similar effect reveals an aura of
  conjuration magic around the gate. Any creature that steps
  into the archway emerges from a similar archway in area 78,
  along with anything it is wearing or carrying.
  Acererak’s Revenge
  If the characters kill the atropal, read:
  A skeletal figure wrapped in moldering robes and
  clutching a skull-tipped staff appears on the south
  balcony. Hateful pinpricks of white light burn in its eye
  sockets, and a two-foot-diameter sphere of utter
  darkness floats in the air beside it.
  Acererak (see appendix D) rolls initiative and attacks with
  all his power, hoping to slay the intruders and reap their souls.
  
  FOOTER 1
  The archlich carries the Staff of the Forgotten One (see
  appendix C) and is accompanied by a sphere of annihilation,
  which he controls using a talisman of the sphere worn about
  his neck. Because the Tomb of the Nine Gods is not Acererak’s
  home, he has no access to lair actions during this battle.
  Acererak speaks to the adventurers in condescending
  tones, referring to them as “puny mortals” as he sets out to
  destroy them.
  Wrath of the Trickster Gods. When Acererak appears, any
  character inhabited by the spirit of a trickster god hears that
  spirit cry out for vengeance. In addition to the power granted
  by his or her trickster god, the character gains the following
  benefits while he or she can see Acererak:
  
  The character gains 50 temporary hit points at the start
  of each of his or her turns.
  
  When the character makes an attack roll against
  Acererak and hits, the attack deals an extra 3d6 psychic
  damage.
  Acererak’s Defeat
  If Acererak drops below 100 hit points, he casts teleport on his
  next turn and flees. As he departs, read:
  “We’ll meet again, fools!” says the lich. “And on that
  day, you will die!” With that, Acererak raises his staff,
  utters some arcane syllables, and is gone.
  If the characters succeed in killing Acererak before he has
  a chance to escape, read:
  A look of horror passes over the lich’s face as his body
  turns to dust. His tattered robes fall to the ground, as
  do his staff and talisman.
  Acererak’s body reforms near his phylactery, which is
  hidden in some far-flung demiplane, but his possessions are
  left behind for the characters to pilfer. The sphere of
  annihilation remains stationary until someone takes control of
  it using the talisman. Because it’s not a creature, the sphere is
  not teleported if it enters the mist gate (see “Mist Gate” above).
  78. Chapel of Hate
  Any creature that passes through the mist gate in area 77
  emerges from a similar arch set into the south wall of this
  room. The gate also allows travel back to area 77.
  You step out of the mist into an underground chapel
  with black basalt pillars and a polished obsidian altar.
  Resting on the altar is a leather bag the size and shape
  of a human body, and which appears to have been sewn
  shut. Beyond the altar, a heavy black drape hangs from
  an archway.
  Eight emaciated, green-skinned creatures are shackled
  to the walls of the chapel, each one gazing toward you
  with a single baleful eye. The monsters begin to gibber
  and drool as they shake their manacles, eager to be set
  free.
  Once the atropal has fed on enough souls, Acererak plans
  to baptize it in the blood of a worthy sacrifice. This chapel was
  built for that dark ceremony. The Sewn Sisters obtained an
  appropriate sacrifice and have stitched it inside the leather
  body bag that rests on the altar.
  Advice from the Spirits
  Any characters inhabited by the spirits of Moa or Wongo
  receive advice when entering this area:
  
  Kind Moa suggests freeing the shackled creatures.
  
  Violent Wongo urges his host to stab the body bag,
  making sure that whatever is inside it is dead.
  Body Bag
  The leather body bag can be cut open to reveal an unconscious
  prisoner, whose identity is yours to decide. It might be Artus
  Cimber, Dragonbait, Volothamp Geddarm, or some other NPC
  the characters never got the chance to meet. It could also be an
  NPC who became separated from the party in the course of the
  adventure.
  If no suitable NPC springs to mind, use a captured member
  of the Order of the Gauntlet named Zalder Faelrond (LG male
  Tethyrian human knight of Torm, with no armor or weapons).
  Zalder’s story is that he was kidnapped by the Sewn Sisters
  while patrolling the jungle. If set free, he requests an escort
  back to Camp Vengeance (see chapter 2).
  The night hags’ magic keeps the prisoner alive and
  unconscious. With a successful DC 17 Intelligence (Arcana or
  Religion) check, a character determines that the effect can be
  ended only by splashing the prisoner with holy water.
  Devotees of Acererak
  The creatures shackled to the chapel walls are eight nothics —
  former disciples of Acererak who lost their minds trying to
  learn their master’s arcane secrets. The nothics are restrained
  by the shackles and can’t make melee attacks until they are set
  free. They speak Undercommon and demand to be released.
  The night hag Widow Groat (see area 71) carries the keys
  to the nothics’ shackles, which can also be picked with a
  successful DC 13 Dexterity check made by a character using
  thieves’ tools, or sundered with a good, hard weapon strike.
  If the characters ignore the nothics’ demands, the spiteful
  creatures attack them using their horrid Rotting Gaze. If the
  characters unshackle them, the nothics loiter in the chapel and
  leave the party alone. They also provide the following helpful
  information if their liberators question them:
  
  If the characters are searching for an exit to the tomb,
  one nothic hops over to the black curtain, pulls it aside,
  points down the tunnel to the north (area 79), and
  shouts (in Undercommon), “Mind the bones!”
  
  If the characters are searching for treasure, another
  nothic performs the same actions as above, except it
  shouts, “Follow the purple trail!”
  79. Hall of Finality
  Behind the curtain is a ten-foot-wide, forty-five-foot-long
  hallway set with four decorative archways that have
  blank walls within them. Three paths marked out in red,
  gold, and purple tile snake along the floor, each leading
  to one of three archways. A charred skeleton on the floor
  points to the fourth archway, which has no path leading
  to it.
  A single torch burns in a wall sconce at the far end of
  the hall. Mounted below it is a bronze plaque that bears
  a warning in Common: “Behold the fate of those who
  defy me!”
  
  FOOTER 1
  The torch remains lit and doesn’t burn down as long as it
  remains in this corridor. If taken from the hall, it burns down
  normally.
  Advice from the Spirits
  Any characters inhabited by the spirits of I’jin or Shagambi
  receive advice when entering this area:
  
  Fickle I’jin wants her host to follow the purple-tiled
  pathway to see where it leads. (Purple is I’jin’s favorite
  color, at least for now.)
  
  Wise Shagambi urges her host to not stray from the tiled
  pathways.
  Charred Skeleton and Secret Door
  The charred skeleton points to the arch containing a secret
  door that slides open to reveal area 81 beyond.
  Glyph of Warding. Opening the secret door triggers a
  glyph of warding spell, which targets all creatures in a 20-foot-
  radius sphere centered on the door. The sphere spreads
  around corners. Each creature in the area must make a DC 24
  Dexterity saving throw, taking 22 (5d8) cold damage on a
  failed save, or half as much damage on a successful one. The
  triggering glyph is at the bottom right corner of the door and
  can be found with a successful DC 24 Intelligence
  (Investigation) check.
  Wall of Fire. When the glyph of warding spell activates or
  is dispelled, a magical wall of fire springs up at the south end
  of the hallway, setting the black curtain ablaze if it still hangs
  there. The wall of fire spans the width and height of the hall.
  Any creature that enters the wall, starts its turn inside the wall,
  or starts its turn within 5 feet of the north side of the wall
  takes 22 (5d8) fire damage.
  When the wall of fire appears, all creatures present should
  roll initiative. Each round on initiative count 15, the wall
  moves 10 feet northward, stopping only when it reaches 5 feet
  from the north wall. The wall lasts until there are no creatures
  in the hallway, or until it is dispelled with a successful dispel
  magic (DC 14).
  Golden Trail and Secret Door
  The trail of gold-colored tiles leads to the archway in the west
  wall that contains a secret door. Any character wearing the
  eye-shaped pendant found in area 2 can find the secret door
  without needing to make a check and can open the secret door
  without setting off the trap (see below). Behind the secret
  door is a dusty, web-filled hallway filled with sweet dulcimer
  music. The music gets louder as one approaches area 80.
  Glyph of Warding. Opening the secret door triggers a
  glyph of warding spell, which targets all creatures in a 20-foot-
  radius sphere centered on the door. The sphere spreads
  around corners. Each creature in the area must make a DC 24
  Dexterity saving throw, taking 22 (5d8) thunder damage on a
  failed save, or half as much damage on a successful one. The
  triggering glyph is at the bottom right corner of the door and
  can be found with a successful DC 24 Intelligence
  (Investigation) check.
  Purple Trail
  A trail of purple-colored tiles leads to the hall’s northernmost
  arch. If a character walks along the trail without stepping off it,
  then touches the wall within the archway, the wall takes on
  the consistency of thick mud for 1 hour. While this effect lasts,
  any creature that passes through the wall, or any object
  pushed through the wall, emerges from the back wall of the
  alcove in area 80.
  Red Trail
  The short trail of red-colored tiles ends in front of the
  hallway’s southernmost arch. A creature that walks along the
  red trail without ever stepping off of it, then touches the wall
  within the archway, is pulled into the wall and
  unceremoniously dumped into area 57.
  80. Red Library
  The characters might arrive here by way of the tunnel to the
  east, or through the alcove in the southwest corner if they
  activate the purple-trail archway in area 79.
  Soft dulcimer music fills this room, the walls of which
  are painted the color of dried blood. Bookcases draped
  in cobwebs and dust line the walls and stand four deep
  in the middle of the room. Hundreds of leather-bound
  tomes weigh down their sagging shelves. At one end of
  the room, a small study contains a padded leather chair,
  a footstool, and a small table — as well as three corpses
  dangling upside down from shackles and chains bolted
  to the ceiling near the north wall. A lantern-shaped
  device resting atop the table appears to be the source of
  the music. An old man lies asleep in the chair, his horn-
  rimmed spectacles slipping down to the end of his
  nose.
  The library contains the collected wisdom of a hundred
  sages, along with a few spellbooks and scrolls (see “Treasure”
  below).
  The corpses hanging along the north wall are the remains
  of three archmagi who tried to meddle in Acererak’s affairs. A
  successful DC 12 Wisdom (Medicine) check confirms that all
  three died within the past month and that destructive spells
  were the cause of their demise.
  The old man sleeping in the chair is an arcanaloth under
  the effect of its alter self spell. The fiend has one of the library’s
  spellbooks lying open on its lap and pretends to be asleep. If
  approached, the man appears to wake and asks, “Why do you
  disturb me?” The creature won’t reveal its true name, instead
  referring to itself as “Mr. Fox.” The arcanaloth is bound to the
  library by Acererak’s magic and can’t leave, nor can it allow
  any of the library’s books or scrolls to be removed.
  If any character speaks the arcanaloth’s true name (“Ygga
  Raxyg”; see area 71) within earshot of the fiend, it is stunned
  for 1 minute. Once the stunned effect wears off, repeating the
  arcanaloth’s name has no effect on it for the next 24 hours. If
  killed, the arcanaloth melts into a pool of ichor, leaving behind
  its robes and horn-rimmed spectacles (see “Treasure” below).
  Alcove
  The alcove in the southwest corner of the room is empty. If the
  magic at the end of the purple trail is still active (see area 79),
  the back wall of the alcove has the consistency of thick mud.
  Any creature that passes through the wall, or any object
  pushed through the wall, emerges from the northernmost
  archway in area 79.
  Treasure
  The arcanaloth’s horn-rimmed spectacles aren’t magical, but
  they are worth 250 gp. The spectacles are also a gate key that
  opens a portal in the planar city of Sigil. The portal is a two-
  
  FOOTER 1
  way door to the plane of Arcadia. A legend lore spell cast on the
  spectacles reveals this information and raises their potential
  value to 2,500 gp if they are sold to a wizard or sage.
  The object on the table is a music box made of dark wood
  with gold filigree. A detect magic spell or similar effect reveals
  an aura of conjuration magic around it. Each of its five sides is
  sculpted with the image of a horned woman playing a different
  musical instrument: a dulcimer, a flute, a harp, a lyre, and a
  viol. While touching the box, a creature can use an action to
  make it play music featuring one of the instruments shown,
  which can be heard up to 60 feet away. The character can also
  use an action to stop the music. The music box is worth 750 gp.
  The library contains two hundred historical texts (50 gp
  each), sixty tomes of arcane lore (100 gp each), three dusty
  spell scrolls (create undead, fabricate, and resurrection), and six
  spellbooks. The first three spellbooks contain 1d6 spells each
  of 1st through 3rd level. The fourth and fifth spellbooks
  contain 1d4 spells each of 4th through 6th level. The sixth
  spellbook has a title (X the Mystic’s Arcane Grimoire) burned
  into its spine and contains 1d3 spells each of 7th through 9th
  level.
  81. Ebon Pool
  A pool of jet-black ooze glistens inside this silent
  chamber, whose walls are decorated with relief carvings
  depicting black stars.
  The pool radiates an aura of conjuration magic to a detect
  magic spell or similar effect. Creatures that come into contact
  with the ooze are unharmed. Any object that isn’t being worn
  or carried by a creature disappears if submerged in the black
  ooze. Such items are permanently lost, having been
  transported to a secret demiplane whose location cannot be
  divined. Any amount of ooze that is removed from the pool
  disappears instantly.
  Activating the Pool
  Peggy Deadbells (in area 71) and Mister Threadneedle (in area
  74) have black marbles in their possession that can be used to
  activate the pool. If one of these black marbles is tossed into
  the pool, read:
  The black marble sinks into the ooze, which rises up
  suddenly to form a four-foot-tall black obelisk — a
  miniature version of the obelisk that stood outside the
  tomb entrance.
  Any creature that touches the ooze obelisk is teleported,
  along with all objects it is wearing and carrying, to an
  unoccupied space within 10 feet of the obelisk outside the
  tomb entrance (area 1). This effect is not subject to the magical
  wards that prevent teleportation spells from functioning
  within the tomb.
  The ooze obelisk sinks back into the pool and disappears
  after 1 minute. Tossing another black marble into the pool
  causes the obelisk to reform.
  Conclusion
  Destroying the Soulmonger frees the souls trapped inside it
  and ends Acererak’s death curse. Characters who accomplish
  this goal will have saved many lives, and if word spreads of
  their heroism, wealthy and influential NPCs come forward
  bearing gifts of thanks. These gifts can take many forms,
  including parcels of land and special favors (see “Marks of
  Prestige” in chapter 7 of the Dungeon Master’s Guide). If the
  characters allow the atropal to survive in the depths of the
  tomb, it eventually attracts nihilistic devotees of Acererak who
  feed it their own dark souls as nourishment.
  Lost Treasures
  As they explore the tomb, characters are likely to find one or
  more fabled treasures as well as magic items inhabited by the
  spirits of Omu’s dead trickster gods. What happens to these
  items when the characters leave the tomb is discussed below.
  Relics of the Past
  Acererak placed four treasures in the tomb as lures: the Black
  Opal Crown, the Eye of Zaltec, the Navel of the Moon, and the
  Skull Chalice of Ch’gakare. These items can be kept, sold to
  interested buyers, or returned to their rightful owners.
  Black Opal Crown (Area 49). The yuan-ti of Omu are after
  this treasure. If they can’t wrest it from the characters, they
  attempt to buy or steal the crown from the individual to whom
  the characters sell it. Whether the crown has the power to set
  loose Dendar the Night Serpent is up to you. Should the crown
  fall into the wrong hands, characters might need to venture
  into the caverns below the Peaks of Flame to retrieve it before
  the world ends.
  Eye of Zaltec (Area 62). The Company of the Yellow
  Banner was vanquished trying to obtain this lost jewel, which
  is rumored to have the power to resurrect the ancient dead. If
  the Eye of Zaltec indeed has such power, it requires a great
  many sacrifices to function. Tabaxi thieves might try to steal
  the jewel and bear it safely back to Maztica, perhaps trading it
  for the release of enslaved loved ones. Conversely, a villain
  might buy the jewel and use it to resurrect a dead tyrant, an
  evil archmage, or some even greater threat.
  Navel of the Moon (Area 56). If the characters try to sell
  this stone in Baldur’s Gate, Port Nyanzaru, or some other city,
  word of the sale quickly reaches the spies of wealthy Calishite
  merchants. A bidding war might ensue, or assassins might be
  sent to retrieve the stone and quietly dispose of its new owner.
  Whether the stone has its purported power to reunite families
  separated by time and fate is entirely up to you.
  Skull Chalice of Ch’gakare (Area 67). Princess
  Mwaxanaré can’t afford to pay characters what this treasure is
  worth, and she will despise them for selling it to someone else.
  Three of Port Nyanzaru’s merchant princes express interest in
  buying the chalice: Ifan Talro’a wants to add it to his private
  collection of Chultan relics, Kwayothé wants to melt it down,
  and Zhanthi wants it for sentimental reasons. Denying any one
  of them would be a grave mistake on the characters’ part and
  might result in them receiving an ominous Ytepka Society
  token.
  Magic Items of the Trickster Gods
  Certain magic items — specifically those in which the spirits of
  the nine trickster gods reside — turn to dust and are
  destroyed as soon as they exit the tomb. These items include
  Obo’laka’s ring of protection (area 10), Moa’s staff of the python
  (area 14), Wongo’s mace of terror (area 16), Papazotl’s amulet
  of health (area 22), Nangnang’s egg-shaped pearl of power
  (area 24), I’jin’s horn-shaped wand of wonder (area 35),
  Kubazan’s bracers of archery (area 42), Shagambi’s instrument
  of the bards (area 48), and Unkh’s robe of scintillating colors
  (area 55).
  
  FOOTER 1
  If, in your estimation, a player did an extraordinary job
  roleplaying a trickster god’s flaw, the god’s spirit might reward
  that player’s character by allowing its magic item to exist
  outside the tomb, provided that character is attuned to the
  item when it leaves the tomb.
  Syndra’s Fate
  Characters who survive the Tomb of the Nine Gods won’t
  know the fate of Syndra Silvane until they return to Port
  Nyanzaru, use a spell such as scrying to spy on her, or reach
  out to her with a sending spell or similar magic. If the
  characters destroy the Soulmonger and Syndra is still alive,
  priests quickly restore her to full health, and the characters
  can collect their promised reward. If Syndra dies but her soul
  is saved before the atropal devours it, she is raised from the
  dead within a tenday of the Soulmonger’s destruction and
  honors her agreement with the party. In the event that Syndra
  dies and her soul is devoured, her body lies in state pending a
  funeral and proper burial.
  Artus and the Ring of Winter
  Artus Cimber is unwilling to part with Ring of Winter. He is
  justifiably concerned that the ring would dominate and control
  any other owner. Furthermore, Artus would begin to age as a
  normal human without the ring, and he wants to live forever
  with his beloved Alisanda.
  Xandala, the Harpers, the Zhentarim, and frost giants loyal
  to Jarl Storvald won’t stop searching for the Ring of Winter. If
  the characters make their way back to civilization with Artus
  in tow, they should encounter one or more of these groups
  along the way. Valindra Shadowmantle and the Red Wizards of
  Thay also won’t pass up a chance to take the ring by force.
  With or without the ring, Artus Cimber continues to await
  Mezro’s return while searching for the means to reach or
  summon the displaced city. Nothing matters to him more than
  reuniting with his wife. Characters interested in helping Artus
  can use divination spells or downtime to conduct research.
  They might also consult with the Harpers, who have access to
  lore that might assist Artus in his quest, but they demand the
  ring in exchange for their assistance. Forced to choose
  between the Harpers’ assistance and the ring, Artus chooses
  the latter. Alternatively, a portal to Mezro’s demiplane might
  be hidden somewhere in Chult, creating the seeds of a
  wonderful new adventure.
  Dragonbait
  If he’s with the characters when they escape from the Tomb of
  the Nine Gods, Dragonbait is eager to put Omu and this
  adventure behind him. As long as Artus Cimber is alive,
  Dragonbait remains committed to helping his friend find the
  displaced city of Mezro. If Artus is dead and there’s no hope of
  raising him, Dragonbait opts to return to Port Nyanzaru,
  where he drowns his sorrows in a few casks of tej before
  enjoying some downtime. The saurial gives off the scent of
  roses as he waves farewell to the party. He eventually crosses
  paths with Volothamp Geddarm, and the two explorers
  embark on numerous adventures together.
  Omu
  Unless the characters cleared out the Fane of the Night Serpent,
  Omu remains in the clutches of the yuan-ti. If Ras Nsi is still
  alive, he has no further use for the characters once the death
  curse is ended. Believing they know too much for their own
  good, he sends a party of yuan-ti to capture or kill them before
  they leave the city. If the party obtained the Black Opal Crown,
  they can trade the item for their lives.
  If Fenthaza lives, Ras Nsi makes the mistake of putting her
  in charge of the team sent to kill the characters, and she offers
  the party a deal instead. If the characters agree to kill Ras Nsi,
  they can go free and keep whatever treasure they take from
  the fane except for the Black Opal Crown, which Fenthaza
  insists be given to her at once. If the characters defeat Ras Nsi
  handily, Fenthaza honors her end of the deal. If they emerge
  from the fane weakened, she tries to destroy them.
  Princess Mwaxanaré wants to restore Omu to its former
  glory and build a new kingdom there. With the Skull Chalice of
  Ch’gakare in her possession, she can win the support of
  Chultans eager to return to the old ways. However, the
  merchant princes of Port Nyanzaru aren’t willing to back her
  claim, and the yuan-ti won’t give up Omu without a fight. It
  could take years for Mwaxanaré’s dream to come true, if it
  ever does.
  Red Wizards of Thay
  News of the Soulmonger’s destruction annoys Valindra
  Shadowmantle. Using her teleportation circle, she returns to
  Thay and informs Szass Tam that her mission in Chult has
  failed. Angered by the party’s interference, Szass Tam sends
  new operatives and powerful undead to spy on the characters,
  learn their weaknesses, and (eventually) dispose of them. If
  the characters have friendly ties to the Harpers or the
  Zhentarim, spies working for one faction or the other learn of
  the Red Wizard plot and can warn the characters.
  Acererak the Eternal
  Acererak keeps his phylactery hidden, and neither gods nor
  spells can divine its location. If his physical body is destroyed,
  Acererak reforms next to his phylactery in 1d10 days. The
  archlich isn’t quick to avenge his defeat. He prefers to let
  time — his most powerful ally — slay the adventurers. Once
  they’re dead and gone, he sets out to make life miserable for
  their descendants.
  More Adventures
  This concludes Tomb of Annihilation. Space limitations
  preclude us from exploring Chult in its entirety, but you can
  create your own Chult-based adventures and publish them at
  the Dungeon Masters Guild (www.dmsguild.com).
  
  FOOTER 1
  Appendix A: Character Backgrounds
  During character creation, players can select the following
  backgrounds for their characters with your approval. These
  backgrounds are appropriate for any character or campaign
  associated with the discovery and exploration of exotic
  cultures and lost civilizations.
  Anthropologist
  You have always been fascinated by other cultures, from the
  most ancient and primeval lost lands to the most modern
  civilizations. By studying other cultures’ customs, philosophies,
  laws, rituals, religious beliefs, languages, and art, you have
  learned how tribes, empires, and all forms of society in
  between craft their own destinies and doom. This knowledge
  came to you not only through books and scrolls, but also
  through first-hand observation — by visiting far-flung
  settlements and exploring local histories and customs.
  Skill Proficiencies: Insight, Religion
  Languages: Two of your choice
  Equipment: A leather-bound diary, a bottle of ink, an ink
  pen, a set of traveler’s clothes, one trinket of special
  significance, and a pouch containing 10 gp
  Cultural Chameleon
  Before becoming an adventurer, you spent much of your
  adult life away from your homeland, living among people
  different from your kin. You came to understand these foreign
  cultures and the ways of their people, who eventually treated
  you as one of their own. One culture had more of an influence
  on you than any other, shaping your beliefs and customs.
  Choose a race whose culture you’ve adopted, or roll on the
  Adopted Culture table.
  Adopted Culture
  Suggested Characteristics
  Anthropologists leave behind the societies into which they
  were born to discover what life is like in other parts of the
  world. They seek to see how other races and civilizations
  survive — or why they did not. Some anthropologists are
  driven by intellectual curiosity, while others want the fame
  and recognition that comes with being the first to discover a
  new people, a lost tribe, or the truth about an ancient empire’s
  downfall.
  d6
  Personality Trait
  1
  I prefer the company of those who aren’t
  like me, including people of other races.
  2
  I’m a stickler when it comes to observing
  proper etiquette and local customs.
  3
  I would rather observe than meddle.
  4
  By living among violent people, I have
  become desensitized to violence.
  5
  I would risk life and limb to discover a
  new culture or unravel the secrets of a dead
  one.
  6
  When I arrive at a new settlement for the
  first time, I must learn all its customs.
  d6
  Ideal
  1
  Discovery. I want to be the first person to
  discover a lost culture. (Any)
  2
  Distance. One must not interfere with
  the affairs of another culture — even one in
  need of aid. (Lawful)
  3
  Knowledge. By understanding other races
  and cultures, we learn to understand
  ourselves. (Any)
  4
  Power. Common people crave strong
  leadership, and I do my utmost to provide it.
  (Lawful)
  5
  Protection. I must do everything possible
  to save a society facing extinction. (Good)
  6
  Indifferent. Life is cruel. What’s the point
  in saving people if they’re going to die
  anyway? (Chaotic)
  d6
  Bond
  1
  My mentor gave me a journal filled with
  lore and wisdom. Losing it would devastate
  me.
  2
  Having lived among the people of a
  primeval tribe or clan, I long to return and
  see how they are faring.
  3
  Years ago, tragedy struck the members of
  an isolated society I befriended, and I will
  honor them.
  4
  I want to learn more about a particular
  humanoid culture that fascinates me.
  5
  I seek to avenge a clan, tribe, kingdom,
  or empire that was wiped out.
  6
  I have a trinket that I believe is the key to
  d8
  Culture
  1
  Aarakocra
  2
  Dwarf
  3
  Elf
  4
  Goblin
  5
  Halfling
  6
  Human
  7
  Lizardfolk
  8
  Orc
  FEATURE: ADEPT LINGUIST
  You can communicate with humanoids who don’t speak
  any language you know. You must observe the humanoids
  interacting with one another for at least 1 day, after which you
  learn a handful of important words, expressions, and
  gestures — enough to communicate on a rudimentary level.
  
  FOOTER 1
  finding a long-lost society.
  d6
  Flaw
  1
  Boats make me seasick.
  2
  I talk to myself, and I don’t make friends
  easily.
  3
  I believe that I’m intellectually superior to
  people from other cultures and have much
  to teach them.
  4
  I’ve picked up some unpleasant habits
  living among goblins, lizardfolk, or orcs.
  5
  I complain about everything.
  6
  I wear a tribal mask and never take it off.
  Archaeologist
  An archaeologist learns about the long-lost and fallen cultures
  of the past by studying their remains — their bones, their
  ruins, their surviving masterworks, and their tombs. Those
  who practice archaeology travel to the far corners of the world
  to root through crumbled cities and lost dungeons, digging in
  search of artifacts that might tell the stories of monarchs and
  high priests, wars and cataclysms.
  Skill Proficiencies: History, Survival
  Tool Proficiencies: Cartographer’s tools or navigator’s
  tools
  Languages: One of your choice
  Equipment: A wooden case containing a map to a ruin or
  dungeon, a bullseye lantern, a miner’s pick, a set of traveler’s
  clothes, a shovel, a two-person tent, a trinket recovered from a
  dig site, and a pouch containing 25 gp
  Dust Digger
  Prior to becoming an adventurer, you spent most of your
  young life crawling around in the dust, pilfering relics of
  questionable value from crypts and ruins. Though you
  managed to sell a few of your discoveries and earn enough
  coin to buy proper adventuring gear, you have held onto an
  item that has great emotional value to you. Roll on the
  Signature Item table to see what you have, or choose an item
  from the table.
  Signature Item
  d8
  Item
  1
  10-foot pole
  2
  Crowbar
  3
  Hat
  4
  Hooded lantern
  5
  Medallion
  6
  Shovel
  7
  Sledgehammer
  8
  Whip
  FEATURE: HISTORICAL KNOWLEDGE
  When you enter a ruin or dungeon, you can correctly
  ascertain its original purpose and determine its builders,
  whether those were dwarves, elves, humans, yuan-ti, or some
  other known race. In addition, you can determine the
  monetary value of art objects more than a century old.
  Suggested Characteristics
  Few archaeologists can resist the lure of an unexplored ruin or
  dungeon, particularly if such a site is the source of legends or
  is rumored to contain the treasures and relics of wizards,
  warlords, or royalty. Some archaeologists plunder for wealth
  or fame, while others consider it their calling to illuminate the
  past or keep the world’s greatest treasures from falling into
  the wrong hands. Whatever their motivations, archaeologists
  combine the qualities of a scrappy historian with the self-made
  heroism of a treasure-hunting scoundrel.
  d6
  Personality Trait
  1
  I love a good puzzle or mystery.
  2
  I’m a pack rat who never throws anything
  away.
  3
  Fame is more important to me than
  money.
  4
  I have no qualms about stealing from the
  dead.
  5
  I’m happier in a dusty old tomb than I
  am in the centers of civilization.
  6
  Traps don’t make me nervous. Idiots
  who trigger traps make me nervous.
  7
  I might fail, but I will never give up.
  8
  You might think I’m a scholar, but I love
  a good brawl. These fists were made for
  punching.
  d6
  Ideal
  1
  Preservation. That artifact belongs in a
  museum. (Good)
  2
  Greed. I won’t risk my life for nothing. I
  expect some kind of payment. (Any)
  3
  Death Wish. Nothing is more
  exhilarating than a narrow escape from the
  jaws of death. (Chaotic)
  4
  Dignity. The dead and their belongings
  deserve to be treated with respect. (Lawful)
  5
  Immortality. All my exploring is part of a
  plan to find the secret of everlasting life.
  (Any)
  6
  Danger. With every great discovery
  comes grave danger. The two walk hand in
  hand. (Any)
  d6
  Bond
  1
  Ever since I was a child, I’ve heard stories
  about a lost city. I aim to find it, learn its
  secrets, and earn my place in the history
  books.
  
  FOOTER 1
  2
  I want to find my mentor, who
  disappeared on an expedition some time
  ago.
  3
  I have a friendly rival. Only one of us can
  be the best, and I aim to prove it’s me.
  4
  I won’t sell an art object or other treasure
  that has historical significance or is one of a
  kind.
  5
  I’m secretly in love with the wealthy
  patron who sponsors my archaeological
  exploits.
  6
  I hope to bring prestige to a library, a
  museum, or a university.
  d6
  Flaw
  1
  I have a secret fear of some common
  wild animal — and in my work, I see them
  everywhere.
  2
  I can’t leave a room without searching it
  for secret doors.
  3
  When I’m not exploring dungeons or
  ruins, I get jittery and impatient.
  4
  I have no time for friends or family. I
  spend every waking moment thinking about
  and preparing for my next expedition.
  5
  When given the choice of going left or
  right, I always go left.
  6
  I can’t sleep except in total
  darkness.
  
  FOOTER 1
  Appendix B: Random Encounters
  Random encounters can occur in Port Nyanzaru, in the wilds
  of Chult, and in Omu. Such encounters add mystery and
  atmosphere to the adventure, even as they increase tension by
  winnowing away at the party’s resources. Random encounters
  are best used whenever there’s a lull in the game session or
  when your players seem restless. No more than one or two per
  session is recommended, since overusing random encounters
  can bog down the adventure and cause the players to lose
  track of the story.
  Port Nyanzaru Encounters
  Port Nyanzaru has a lot going on even without random
  encounters, but if the characters spend time exploring the city,
  a few random incidents can help bring that experience to life.
  Roll a d20 three times per day of game time, checking for
  encounters each morning, afternoon, and evening or night. An
  encounter occurs on a roll of 16 or higher. Roll a d20 and
  check the Port Nyanzaru Encounters table to determine what
  the characters encounter, or simply choose an encounter you
  like.
  d20
  Encounter
  1
  A parrot poops on a random character’s
  head.
  2
  Near the harbor, an ankylosaurus that
  tows boats through the warehouse canals
  goes on a rampage and must be calmed,
  restrained, or killed.
  3
  A merchant shouts, “Stop! Thief!” as a
  furtive youngster (commoner) rushes past
  the characters. If the thief is caught, the
  grateful merchant can introduce characters
  to a merchant prince or provide them one
  other favor.
  4
  A drunk foreign sailor (unarmored
  veteran) is loudly trying to pick a fight with
  three local commoners, who are clearly no
  match for the lout. If the characters
  intervene, the grateful locals become a
  reliable source of information about Port
  Nyanzaru, but the sailor and his shipmates
  ambush the characters elsewhere in the city
  later on.
  5
  A beggar (commoner) grabs a character
  by the arm and shouts, “The ancient one
  beneath the Forbidden City gives birth to a
  terrible new god! The snake-men know! They
  know!” Then he stumbles away into the
  crowd. Passersby tell the adventurers to
  ignore the beggar, and that his predictions
  are wrong most of the time.
  6
  Alarm horns declare that undead are
  attacking Malar’s Throat. Mercenaries keep
  the monsters out of the city proper, but
  people are trapped in the temple of Tymora
  and besieged by 2d6 zombies and 2d6
  skeletons led by a ghoul. If the characters
  defeat the undead, the temple rewards them
  with 5 gallons of tej and a potion of healing.
  7
  Shouts of “Look out!” give a character a
  brief warning as a water barrel, building
  stone, or other heavy weight crashes down.
  The character must succeed on a DC 12
  Dexterity saving throw or be struck, taking 14
  (4d6) bludgeoning damage. Any character
  who succeeds on a DC 15 Wisdom
  (Perception) check spots a disguised yuan-ti
  pureblood slinking away from the scene.
  8
  A tabaxi minstrel (see appendix D) asks
  one of the characters for a gold piece to
  stake her for gambling, promising to pay it
  back. If the character agrees, the tabaxi
  makes good on her promise the next day,
  returning a pouch containing 10 gp.
  9
  A thief (spy) tries to pick the pocket of
  one of the characters.
  10
  The characters run into Volothamp
  "Volo" Geddarm (see appendix D), who is
  delivering a copy of his new book to one of
  the city’s merchant pr inces. There is a 50
  percent chance that Volo is drunk.
  11-20
  The characters meet an NPC with a side
  quest (see “Side Quests,” page 16).
  Wilderness Encounters
  While the characters are exploring or camping in the
  wilderness, roll a d20 three times per day of game time,
  checking for encounters each morning, afternoon, and evening
  or night. An encounter occurs on a roll of 16 or higher. Roll
  percentile dice and check the Wilderness Encounters table for
  the terrain appropriate to where the characters are. After
  determining what the characters encounter, you can use the
  information presented later in this appendix to bring the
  encounter to life.
  The maps of Chult have regions marked as undead
  territory (lesser or greater). The Wilderness Encounters table
  has separate columns you should use when determining
  encounters in these undead-infested regions, or in regions
  with no undead.
  If your players tire of random encounters, make such
  encounters less common by having them occur on a roll of 18
  or higher, or only 20. You can also let the players narrate their
  way through avoiding easy encounters, or you can increase the
  difficulty of easy encounters to keep them exciting. One way to
  make an encounter more challenging is to have it trigger a
  second random encounter. For example, a fight with goblins
  might attract a nearby pack of ghouls or dinosaurs. You can
  also shorten encounters by having monsters flee when they
  lose the tactical advantage or most of their hit points.
  Random encounters aren’t tailored to characters of a
  particular level. If the characters encounter hostile creatures
  beyond their ability to defeat, give them opportunities to run,
  hide, negotiate, or otherwise avoid certain death. You can also
  
  FOOTER 1
  have other creatures arrive and provide a distraction that the
  characters can use to make their escape. For example, if a
  character needs to make a crucial ability check or saving
  throw, you can have a chwinga (see appendix D) appear, cast
  guidance or resistance on the character, and then disappear on
  its next turn.
  Encounter
  Beach
  — — — Jungle — — —
  Moun-
  tains
  Rivers
  Ruins
  Swamp
  Waste-
  land
  No
  Undead
  Lesser
  Undead
  Greater
  Undead
  Aarakocra
  01-07
  —
  —
  —
  01-11
  01-3
  -
  -
  -
  Albino
  dwarves
  -
  01
  01
  -
  12-17
  -
  01-02
  -
  -
  Aldani
  -
  -
  -
  -
  -
  04-07
  -
  01-10
  -
  Almiraj
  -
  02
  -
  -
  -
  -
  03
  -
  -
  Apes
  -
  03-04
  -
  -
  18-20
  -
  04-06
  -
  -
  Artus
  Cimber
  08
  05
  02
  01
  -
  08-09
  07-08
  11
  01
  Assassin
  vines
  -
  06-07
  03-05
  02
  -
  10
  09-12
  12-14
  -
  Axe beaks
  -
  08
  06
  -
  -
  -
  -
  -
  -
  Baboons
  -
  -
  -
  -
  21-22
  -
  13-14
  -
  -
  Cache
  09-10
  10-11
  07-08
  03-05
  23-25
  11-12
  15-18
  -
  02-05
  Cannibals
  -
  12-13
  09-10
  -
  -
  13-15
  -
  -
  -
  Chwinga
  11-12
  14-15
  -
  -
  -26-27
  16-18
  19
  15-16
  -
  Crocodiles
  -
  -
  -
  -
  -
  19-23
  -
  17-21
  -
  Cyclops
  -
  16
  -
  -
  28-29
  -
  20-21
  -
  -
  Dinosaurs,
  allosaurus
  13-14
  17
  11
  06
  -
  -
  -
  22
  -
  Dinosaurs,
  ankylosaurus
  -
  18
  12
  07
  -
  -
  -
  23
  -
  Dinosaurs,
  brontosaurus
  -
  19
  -
  -
  -
  24
  -
  24-25
  -
  Dinosaurs,
  deinonychus
  -
  20-21
  13
  -
  -
  -
  22
  -
  -
  Dinosaurs,
  dimetrodon
  15-16
  -
  -
  -
  -
  25-26
  -
  26-30
  -
  Dinosaurs,
  hadrosaurus
  -
  22-23
  14
  08
  -
  27-28
  -
  31-33
  -
  Dinosaurs,
  plesiosaurus
  17-21
  -
  -
  -
  -
  29-31
  -
  -
  -
  Dinosaurs,
  pteranodon
  22-28
  24
  15
  09
  30-38
  32-34
  -
  34-35
  -
  Dinosaurs,
  quetzalcoatlus
  29-31
  -
  -
  -
  39-42
  35-36
  -
  -
  -
  Dinosaurs,
  stegosaurus
  -
  25-26
  16-
  10
  -
  -
  -
  -
  -
  Dinosaurs,
  triceratops
  -
  27-28
  17
  -
  -
  -
  -
  -
  -
  Dinosaurs,
  tyrannosaurus
  -
  29-30
  18
  11-12
  -
  -
  -
  -
  -
  Dinosaurs,
  velociraptor
  32-37
  31-35
  -
  13-14
  -
  -
  23
  -
  -
  Dragon,
  faerie
  -
  36
  -
  -
  -
  37
  -
  -
  -
  Dragon, red
  38-40
  -
  -
  -
  43-45
  -
  -
  -
  06-09
  Eblis
  -
  37
  -
  -
  -
  38-40
  -
  36-39
  -
  
  FOOTER 1
  Emerald
  Enclave
  41-42
  38-42
  19-20
  15-16
  46-47
  41-43
  24-26
  -
  -
  Explorer,
  dead
  -
  43-44
  21-22
  17-20
  48-50
  44-45
  27-28
  40-41
  10-18
  Explorers
  43-46
  45
  23
  21
  51-53
  46-49
  29-31
  42-45
  19
  Firenewts
  -
  -
  -
  -
  -
  -
  -
  -
  20-37
  Flail snail
  -
  46
  -
  -
  -
  -
  32-33
  46-47
  -
  Flaming
  Fist
  47-49
  47-50
  24-26
  22-23
  -
  50-51
  34-36
  -
  -
  Flying
  monkeys
  50-52
  51
  -
  -
  54-59
  52-53
  37-38
  -
  -
  Flying
  snakes
  53-55
  52-53
  27
  -
  60-61
  54-55
  39
  48-50
  -
  Frost giants
  56-57
  54-55
  -
  -
  -
  -
  40-41
  -
  -
  Giant boars
  -
  56
  -
  -
  62
  -
  -
  -
  -
  Giant
  crocodile
  -
  -
  -
  -
  -
  56-58
  -
  51-53
  -
  Giant frogs
  -
  57
  -
  -
  -
  59-60
  -
  54-56
  -
  Giant
  lizards
  58-63
  58
  28
  -
  63
  -
  42
  57-58
  -
  Giant
  scorpions
  -
  59
  -
  -
  -
  -
  43-45
  -
  38-45
  Giant
  snapping turtle
  64-67
  -
  -
  -
  -
  61-62
  -
  59-60
  -
  Giant
  wasps
  -
  60
  29
  24
  64-65
  63
  46-48
  61-62
  -
  Girallons
  -
  61-62
  30-31
  -
  66-70
  -
  49-50
  -
  -
  Goblins
  -
  63-64
  32-33
  -
  -
  -
  51-52
  -
  -
  Grungs
  -
  65-66
  -
  -
  -
  64-66
  -
  63-64
  -
  Jaculis
  -
  67
  -
  -
  -
  67
  53-54
  -
  -
  Kamadans
  -
  68
  -
  -
  -
  -
  55-57
  -
  -
  Lizardfolk
  68-71
  69-70
  -
  -
  -
  68
  58
  65-66
  -
  Mad
  monkey mist
  -
  71-72
  36-39
  -
  -
  69-70
  59-60
  67-69
  -
  Magmins
  -
  -
  -
  -
  -
  -
  -
  -
  46-54
  Mantraps
  -
  73
  40-41
  25
  -
  -
  -
  -
  -
  Mephits
  -
  -
  -
  -
  -
  -
  -
  70
  55-71
  Night hag
  -
  74
  42
  -
  71-73
  -
  61
  71
  72-78
  Pterafolk
  -
  75
  43-44
  26
  74-80
  71-72
  -
  -
  -
  Rare
  plants(s)
  -
  76
  45
  27
  73
  62
  72
  -
  Red Wizard
  72-74
  77
  46
  28
  81
  74
  63
  -
  -
  Salamander
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Sea hags
  75-84
  -
  -
  -
  -
  75-76
  -
  -
  -
  Shambling
  mound
  -
  -
  -
  -
  -
  -
  73-76
  -
  Snake,
  constrictor
  -
  78-79
  47-48
  29-31
  -
  77-79
  -
  77-80
  -
  Snake,
  giant
  constrictor
  -
  80
  49
  32
  -
  80
  -
  81-82
  -
  Snake,
  giant
  -
  81
  50
  33
  82-84
  -
  64-66
  -
  -
  
  FOOTER 1
  poisonous
  Spiders
  -
  82
  51-52
  34-36
  -
  -
  67-68
  -
  -
  Statue of
  Ubtao
  -
  83-85
  53-55
  37-40
  -
  81
  69-73
  83-85
  79
  Stirges
  85-87
  86
  56-57
  41-44
  85-87
  82-83
  74-75
  86-87
  -
  Su-
  monsters
  -
  87
  58-59
  45
  -
  -
  -
  -
  -
  Swarms of
  bats
  88-89
  88
  60-62
  46
  88-90
  -
  76-77
  88-89
  -
  Swarms of
  insects
  -
  89
  63-65
  47-49
  -
  84-85
  -
  90-94
  -
  Swarms of
  quippers
  -
  -
  -
  -
  -
  86-91
  -
  90-94
  -
  Tabaxi
  hunter
  90-94
  90
  -
  -
  92-92
  92-93
  78
  -
  -
  Tiger
  -
  91
  -
  -
  -
  -
  -
  -
  -
  Tri-flower
  frond
  95-00
  92
  66
  50
  -
  -
  79-80
  -
  -
  Troll
  -
  -
  67
  51
  93-97
  -
  81
  -
  80-83
  Undead,
  ghouls
  -
  -
  68-72
  52-63
  -
  94
  82-84
  95
  84-85
  Undead,
  skeletons
  -
  -
  73-77
  64-67
  -
  95
  85-87
  96-97
  86-95
  Undead,
  specter
  -
  -
  78-79
  68-70
  -
  -
  88-89
  -
  -
  Undead,
  wight
  -
  -
  80
  71-73
  -
  -
  90-91
  -
  96-97
  Undead,
  zombies
  -
  -
  81-89
  74-85
  -
  96
  92-93
  98
  98
  Vegepygmi
  es
  -
  93
  90-91
  86-87
  -
  -
  -
  -
  -
  Wereboar
  -
  94
  92
  88-89
  98-00
  -
  -
  -
  -
  Weretiger
  -
  95
  93
  90-91
  -
  -
  94
  -
  -
  Winterscap
  e
  -
  96
  94
  92
  -
  -
  95
  -
  -
  Yellow
  musk creeper
  and zombies
  -
  97
  95-96
  93-96
  -
  -
  96
  99
  -
  Yuant-ti
  -
  98
  97-98
  97-98
  -
  97-98
  97-98
  00
  -
  Zhentarim
  -
  99
  99
  -
  -
  99-00
  99-00
  -
  99-00
  Zorbos
  -
  00
  00
  99-00
  -
  -
  -
  -
  -
  Caches
  d20
  Cache
  1
  Rain catcher (see chapter 1) and mess kit
  2
  10-day supply of preserved rations
  3
  20-day supply of preserved rations
  4
  50-day supply of preserved rations
  5
  1d4 casks of water holding 5 gallons each
  6
  1d4 casks of tej (see chapter 1)
  7
  1d4 climber’s kits
  8
  Coffer containing 2d4 vials of antitoxin
  9
  20-day supply of insect repellent salve
  (see chapter 1) in a leather tube
  10
  1d4 quivers, each containing 1d20 arrows
  11
  Canoe with six paddles
  12
  2 hooded lanterns and 10 flasks of lamp
  oil
  13
  Two-person tent and 1d4 explorer’s packs
  14
  Wooden box containing 2d10 daggers
  (low quality, of the type used as trade goods)
  15
  Set of navigator’s tools
  
  FOOTER 1
  16
  1d10 changes of woolen clothing
  17
  Set of cartographer’s tools
  18
  Two-person tent and 1d4 healer’s kits
  19
  2 two-person tents, folding camp table,
  and four folding stools
  20
  Wooden box containing 2d4 potions of
  healing
  Aarakocra
  Any character with a passive Wisdom (Perception) score of 15
  or higher spots 1d4 + 1 aarakocra flying overhead. These
  creatures are scouts from Kir Sabal or another aerie. They
  observe the party from a safe distance but don’t approach
  unless the characters demonstrate peaceful intentions. The
  bird folk are friendly and can point characters in the direction
  of nearby landmarks.
  Albino Dwarves
  The characters are ambushed by 1d4 + 3 albino dwarf
  warriors (see appendix D) that attack from hidden burrows.
  Any character with a passive Wisdom (Perception) score of 13
  or higher spots the dwarves, but all others are surprised. The
  dwarves knock characters out rather than killing them,
  stealing food, water, and gear from those rendered
  unconscious. They break off their attack if any character
  speaks Dwarvish to them or demonstrates peaceful intentions.
  Aldani
  The characters are shadowed by 1d4 aldani (lobsterfolk) (see
  appendix D), which are noticed by any character with a
  passive Wisdom (Perception) score of 12 or higher. The aldani
  don’t communicate with others unless they must, and they
  won’t fight unless the characters refuse to take a bribe to leave
  the area. The aldani will aid the characters only if they’re
  offered something of great value in return — for example, an
  offer to drive off a pack of predatory dinosaurs encroaching on
  their territory.
  Almiraj
  Any character with a passive Wisdom (Perception) score of 12
  or higher spots 1d6 almiraj (see appendix D) 60 feet away.
  The almiraj run from any creature that they can see within 30
  feet of them. Any character who successfully traps an almiraj
  can use an action to make a DC 14 Wisdom (Animal Handling)
  check. If the check succeeds, the almiraj becomes calm and
  doesn’t attack the character or run away unless it feels
  threatened or is harmed.
  Apes
  The characters stumble upon 2d4 apes enjoying some
  excellent fruit. The apes feel threatened and show signs of
  defending their food. If the characters immediately back away
  slowly, the apes do nothing but make threatening displays.
  Otherwise, they attack.
  Artus Cimber
  Artus Cimber (with or without his saurial traveling
  companion, Dragonbait) can be encountered almost
  anywhere. See appendix D for more information on these NPCs.
  The characters might stumble into Artus’s camp in the evening,
  or he might walk into theirs. They could find him at the camp
  of another group of explorers, or telling a story to Dragonbait.
  He could appear out of nowhere and use the powers of the
  Ring of Winter to help characters caught up in a tough
  encounter.
  Assassin Vines
  The characters unwittingly enter the hunting grounds of 1d3
  assassin vines (see appendix D). The vines are
  indistinguishable from normal plants and can’t be spotted
  with Wisdom (Perception) checks. However, they draw
  carrion to their roots, so characters might smell a dead body
  nearby. Because assassin vines can move, an encounter in the
  evening or at night might involve the vines creeping into the
  characters’ camp and strangling them as they sleep.
  Axe Beaks
  A flock of 1d6 + 3 axe beaks stampede through the characters.
  The characters can hear the birds charging toward them but
  can’t see anything through the thick undergrowth until the axe
  beaks burst forth and attack, slashing at anyone they can reach.
  Baboons
  A pack of 3d6 baboons take umbrage at the characters’
  intrusion. The baboons can be distracted by tossing each of
  them a day’s supply of food. Otherwise, they attack.
  Cache
  The party finds a cache of supplies left behind by other
  explorers. There’s no way to tell from the cache whether those
  who left it are still alive and coming back for it, or dead. Roll a
  d20 and consult the Caches table to determine what the
  characters find.
  Cannibals
  Chultan cannibals prowl the jungles in small groups, killing
  and eating zombies while avoiding faster, more dangerous
  undead. Abandoned by their gods, the cannibals have turned
  to the worship of Dendar the Night Serpent and pay tribute to
  Ras Nsi in exchange for his favor and protection. They paint a
  blue triangle (Ras Nsi’s symbol) on their foreheads as proof of
  their devotion and are known to venture into Omu to hunt and
  deliver tribute.
  If this encounter occurs during the day, the characters spot
  3d6 tribal warriors feeding on the rotting remains of a
  dismembered zombie. If the characters remain quiet and keep
  their distance, they can move away without being noticed by
  the cannibals.
  If this encounter occurs at night, 3d6 tribal warriors try
  to sneak into the adventurers’ camp and murder them. Any
  character on guard is warned of the attack with a successful
  DC 10 Wisdom (Perception) check.
  Chwinga
  A chwinga (see appendix D) takes an interest in the characters.
  It attempts to steal something valuable from an unguarded
  pack or canoe, but is noticed by any character with a passive
  Wisdom (Perception) score of 17 or higher. The chwinga
  always leaves something else in exchange: a pretty shell, a
  handful of nuts, or an uncut gemstone (10 gp).
  Crocodiles
  Any character with a passive Wisdom (Perception) score of 12
  or higher sees and hears 1d4 + 1 crocodiles moments before
  they attack; all other characters are surprised. A crocodile can
  
  FOOTER 1
  capsize a canoe and throw its occupants into the water by
  using its action and succeeding on a DC 15 Strength (Athletics)
  check.
  Cyclops
  A cyclops is journeying toward its home near Snapping Turtle
  Bay. It isn’t looking for a fight, but any sudden moves or
  hostility from the characters might trigger one. The cyclops
  knows the region around Lake Luo and the western end of the
  Valley of Dread quite well, and it’s never seen anything like
  Omu in those areas.
  Roll twice on the Treasure Drops table to see what treasure, if
  any, the cyclops has.
  Dinosaurs
  Encounters with “honkers” are common in Chult, though not
  all such creatures are hostile.
  Allosaurus. The party’s scent attracts 1d3 allosauruses,
  which appear 100 yards away when the characters first notice
  them. Any character who succeeds on a DC 15 Wisdom
  (Survival) check can find a safe refuge (a high branch, a small
  crevice, a hollow log, and so forth) that the predators can’t
  reach or enter.
  Ankylosaurus. An ornery ankylosaurus is gorging on
  plants, but it attacks any characters who disturb it.
  Brontosaurus. A lone brontosaurus (see appendix D)
  lumbers toward the characters, oblivious to their presence.
  Though it might step on characters who don’t get out of its
  way, it fights only in self-defense.
  Deinonychus. A wild boar races across the party’s path,
  followed closely by a hunting pack of 1d4 + 2 deinonychuses
  (see appendix D). The predators decide the characters are
  more interesting prey.
  Dimetrodon. A pack of 2d6 dimetrodons (see appendix D)
  are spotted along a sunny riverbank or on rocks above the
  water. Roll any die. On an odd result, the dimetrodons take no
  notice of the characters; on an even result, they’re hungry and
  attack at the slightest provocation, or if the characters
  approach within 100 feet of them.
  Hadrosaurus. A herd of 3d6 hadrosauruses (see
  appendix D) are grazing nearby, with 1d6 noncombatant
  young among them. The adults don’t attack unless they’re
  attacked or antagonized. The young are Small beasts that can
  be sold to Ifan Talro’a in Port Nyanzaru for 50 gp each, or for
  100 gp if a character succeeds on a DC 15 Charisma
  (Persuasion) check to negotiate the price. The young
  dinosaurs are easy to handle if separated from their parents,
  but the adults fight if their young are captured.
  Plesiosaurus. Two plesiosauruses are fighting over a
  dead giant octopus. If the characters are on a river, the
  creatures are spotted at a distance of 300 feet, whereupon
  they bellow menacingly and move to attack the party. To
  paddle a canoe to a safe spot along the riverbank, one
  character in the canoe must succeed on a DC 13 Strength
  (Athletics) check, with other characters in the canoe using the
  Help action. Canoes that don’t reach the bank are flipped and
  demolished by the reptiles, which then attack swimmers in the
  water.
  Pteranodon. A flock of 2d6 pteranodons is spotted
  overhead. They keep their distance and attack only if
  threatened.
  Quetzalcoatlus. A flight of 1d4 + 1 quetzalcoatluses (see
  appendix D) is spotted overhead. They keep their distance and
  attack only if threatened.
  Stegosaurus. This lone stegosaurus (see appendix D) is in
  a genial mood. It approaches the characters out of curiosity,
  but anyone who touches it triggers a swipe from its tail.
  Triceratops. A triceratops that appears to be grazing
  alone is actually a mother with a nearby nest containing one
  noncombatant hatchling and two unhatched eggs. The mother
  eyes the characters suspiciously but doesn’t attack unless they
  position themselves between her and the nest. Ifan Talro’a in
  Port Nyanzaru offers 50 gp for an intact triceratops egg or
  hatchling, or a character can talk him up to 150 gp with a
  successful DC 15 Charisma (Persuasion) check.
  Tyrannosaurus. The characters spot a tyrannosaurus
  rex 300 yards away. There’s a 50 percent chance that the
  hungry behemoth is fighting either a stegosaurus, a triceratops,
  a pair of giant constrictor snakes, a giant ape, or a mob of
  ghouls and zombies. None of these creatures will voluntarily
  team up with the party, but their presence might weaken the
  tyrannosaurus to the point where the characters have a
  chance of slaying it.
  Characters can avoid an encounter with the tyrannosaurus
  if they keep their distance and succeed on a DC 15 group
  Dexterity (Stealth) check. If any character is trained in the
  Survival skill, all the characters’ checks are made with
  advantage.
  Velociraptor. A pack of 3d6 velociraptors (see appendix
  D) burst out from behind cover and attack. Make a single
  Dexterity (Stealth) check for the dinosaurs, with advantage.
  Any character whose passive Wisdom (Perception) score
  equals or exceeds the velociraptors’ check result is not
  surprised.
  Treasure Drops
  d100
  Treasure
  01-50
  None
  51-52
  A crude map drawn on a scrap of
  tanned dinosaur hide, showing a route to
  Port Nyanzaru and the location of a
  randomly determined landmark or lair (250
  gp)
  53–54
  1d4 gemstones (10 gp each) in a small
  pouch
  55–56
  A malachite ring inlaid with electrum
  (50 gp)
  57–58
  An empty corked vial made from an
  aarakocra’s engraved wing bone (5 gp)
  59–60
  A rotting quiver containing 1d10
  silvered arrows
  61–62
  A gold nugget the size of a dwarf’s fist
  (50 gp)
  63–64
  A stoppered vial of serpent venom (see
  chapter 8 of the Dungeon Master’s Guide)
  65–66
  An engraved ivory smoking pipe (25
  gp)
  67–68
  Case containing 2d12 blocks of insect
  repellent incense
  69–70
  An iron token bearing the symbol of a
  triceratops (the sign of the Ytepka Society),
  worth 50 gp in Port Nyanzaru
  71–72
  Potion of animal friendship
  
  FOOTER 1
  73–74
  Potion of vitality
  75–76
  Spell scroll (choose a 1st-level spell)
  77–78
  A stoppered vial of wyvern poison (see
  chapter 8 of the Dungeon Master’s Guide)
  79–80
  An obsidian knife (25 gp)
  81–82
  A stoppered, wooden tube containing
  1d4 gemstones (50 gp each)
  83–84
  A small onyx orb with maze-like
  patterns carved into its surface (75 gp),
  usable as an arcane or druidic focus
  85–86
  A Batiri goblin mask made of painted
  wood, set with nine gemstones (10 gp
  each)
  87–88
  A spyglass (1,000 gp)
  89–90
  A lute (35 gp) with one broken string
  91–92
  A set of thieves’ tools (25 gp)
  93–94
  An excellent lock (50 gp) that requires a
  successful DC 20 Dexterity check to pick
  using thieves tools (the lock’s key is
  missing)
  95–96
  Jar of Keoghtom’s ointment
  97–98
  Horn of blasting
  99–00
  Wand of secrets
  Dragon, Faerie
  An invisible green faerie dragon takes an interest in the
  adventurers and follows them for a while. If the characters are
  in good spirits, the tiny dragon plays harmless pranks on them
  during the party’s next short or long rest. If the characters are
  not angered by this trickery, the dragon appears and truthfully
  answers three of their questions before bidding the party
  farewell. If the characters seem dour or mean, or if the faerie
  dragon’s pranks sour them, it flutters off without providing
  any sort of aid.
  The faerie dragon visited Omu recently and knows about
  the evil gargoyles and “snake people” that watch over the city.
  It also knows things about other nearby landmarks or
  locations, as you determine.
  Dragon, Red
  If the characters are within 50 miles of Wyrmheart Mine (see
  chapter 2), they see the young red dragon known as
  Tzindelor or Tinder circling over that location. If they’re
  farther away, they see her flying in the direction of the mine.
  The dragon ignores the characters unless they do something to
  attract her attention.
  Eblis
  If the characters are on the move when this encounter occurs,
  they stumble across 1d4 + 1 eblis (see appendix D) living in
  reed huts built on stilts above a swampy marsh or pond. The
  eblis attack wounded or weak-looking characters but offer to
  trade information for precious gemstones if faced with a
  strong, well-armed group. For 50 gp worth of gems, they point
  the adventurers in the direction of nearby landmarks. If the
  characters follow these directions, they have advantage on
  checks made to reach those landmarks (see “Navigation,” page
  38). If the characters defeat the eblis and search the huts, roll
  three times on the Treasure Drops table to determine what, if
  anything, the eblis have stashed in their homes.
  If this encounter occurs while the party is camped, the
  eblis sneak into the camp and try to drag one character away.
  Emerald Enclave
  The characters encounter a band of Emerald Enclave scouts or
  stumble upon one of their outposts. Choose whichever
  encounter works best for the circumstances and location.
  Enclave Scouts. The party meets 1d4 + 1 members of the
  Emerald Enclave working to rid the jungle of its undead
  menace. The group works with a priest of Mielikki, but all
  other members are scouts. If one of the adventurers has died
  recently, you can use this encounter to introduce a new
  character — either a member of the Emerald Enclave,
  someone the scouts have rescued, or a character who hired the
  scouts as guides.
  The scouts are willing to trade information on an equal
  basis with a non-evil party. Characters can also convince the
  scouts to join their party for up to 3 days by succeeding on a
  DC 12 group Charisma (Persuasion) check. The Emerald
  Enclave scouts have enough food and water to nourish
  themselves, and each scout has an explorer’s pack. The priest
  carries a priest’s pack.
  Enclave Outpost. Any character with a passive Wisdom
  (Perception) score of 13 or higher spots a wooden platform in
  a tree. The platform is 2d6 × 5 feet above ground, and a
  successful DC 12 Strength (Athletics) check is required to
  climb the tree. The platform is 10 feet square and sturdy
  enough to support six characters and their gear.
  Explorer, Dead
  Chult is strewn with the corpses and bones of those who
  have fallen victim to its terrors. When the characters discover
  one such victim, roll a d20 and consult the Dead Explorers
  table to determine what they find. Then roll once on the
  Treasure Drops table to see what, if anything, can be found on
  or near the remains.
  Dead Explorers
  d20
  Remains
  1
  The bloated corpse of a dead halfling,
  riddled with tiny arrows and dangling from
  a tree vine. (The halfling trespassed on
  grung sacred ground, and the corpse was
  hung here as a warning.)
  2
  The bones of an unarmored humanoid,
  lashed to a tree by vines. (This explorer
  was captured by Batiri goblins, doused in
  honey, and left to be devoured by hungry
  insects.)
  3
  The crushed remains of an unarmored
  dwarf, showing signs that she was
  stomped to death by a rampaging
  dinosaur.
  4
  The gnawed and charred bones of a
  humanoid. (This unfortunate was
  murdered and cannibalized by his starving,
  fever-crazed companions.)
  5
  The mangled body of a half-elf,
  seemingly bludgeoned to death. (She was
  
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  dropped from high altitude by pterafolk.)
  6
  The scattered bones of a dwarf, torn to
  pieces before being devoured. (A hunting
  pack of velociraptors did the dwarf in.)
  7
  The swollen, purple corpse of an elf,
  dead only a few days ago from the bite of a
  poisonous snake.
  8
  A fresh human corpse stuffed into a
  hollow tree. (Girallons plan to return and
  devour it later.)
  9
  The skeleton of a humanoid seated on
  a folding camp stool, clutching a knife and
  fork in its bony hands.
  10
  The desiccated husk of a gnome,
  cocooned in giant spider webs.
  11
  The body of a human — from the waist
  up. Signs show that the explorer crawled a
  considerable distance after being bitten in
  half by a tyrannosaurus. (A Flaming Fist
  charter found on the corpse identifies it as
  Lord Onovan IV, of the Dales.)
  12
  A charred elf’s skeleton inside a
  charred constrictor snake’s skeleton. (Both
  were killed by a lightning bolt spell.)
  13
  The rotting body of a giant frog with the
  blade of a shortsword poking out its back.
  (If the frog is cut open, the partially
  digested body of a halfling is found inside.)
  14
  A tabaxi spread-eagled on the ground,
  but with its limbs and head severed from
  its torso and crudely stitched back on in
  the wrong arrangement.
  15
  A half-orc spiked to an enormous tree
  by the broken-off horn of a triceratops.
  16
  A gnome, spitted over a burned-out fire
  pit and thoroughly overcooked, but not
  eaten. (Goblin weapons and tools are
  scattered around amid velociraptor tracks.)
  17
  A headless humanoid, hung upside
  down from a tree and with six Batiri goblin
  spears thrust symmetrically through the
  body. (It was a Red Wizard, judging by the
  robes. The head is nowhere to be found.)
  18
  An elf, balanced on a tree branch 40
  feet above the ground, arms and legs
  dangling downward. (A note pressed
  between the body and the branch explains
  that the elf climbed the tree to get away
  from a prowling allosaurus and was too
  terrified to come down.)
  19
  The moldering remains of a human
  wearing a Flaming Fist-style helmet, his
  legs broken. (He succumbed to a faerie
  dragon’s euphoria breath weapon and
  stepped off a cliff. A companion tried to
  carry him back to Fort Beluarian, but the
  warrior died en route.)
  20
  A dwarf with six large holes piercing her
  armor and chest. (A stegosaurus caught
  her squarely with a swipe of its tail.)
  Explorers
  The party runs into another band of explorers, consisting of a
  mage, a priest, a scout, and 1d6 tribal warriors. Roll a d6 to
  determine the group’s situation:
  1–2. The explorers are lost and hungry.
  3–4. The explorers are in good shape but are actively
  hunted by firenewts, ghouls, goblins, or grungs (see the
  appropriate entry in this appendix).
  5. The explorers are healthy and headed toward the
  nearest landmark, intent on exploring it.
  6. The explorers are healthy and heading back to Port
  Nyanzaru for rest and supplies.
  Firenewts
  A light firenewt patrol consists of 1d4 firenewt warriors
  mounted on giant striders. A heavy patrol consists of 2d4
  firenewt warriors and a firenewt warlock of Imix, all
  mounted on giant striders. Statistics for all these creatures
  appear in appendix D. The firenewts always strike their final
  blows with the intention of knocking out enemies, who are
  then taken back to the creatures’ cave lair to be tortured and
  eaten.
  Flail Snail
  Characters spot the slimy trail of a flail snail (see appendix D).
  If they wish to follow it, a successful DC 10 Wisdom (Survival)
  check correctly deduces which direction the snail was
  traveling.
  Flaming Fist
  The soldiers of the Flaming Fist know the dangers of Chult
  better than most, and they don’t take the wilderness lightly. A
  typical patrol is made up of a knight or veteran leading an
  acolyte, a scout, and 2d6 guards — and is sometimes
  accompanied by 1d4 deinonychuses (see appendix D) trained
  to fight and hunt alongside their handlers. The Flaming Fist is
  friendly and helpful toward adventurers possessing a charter
  of exploration issued by Commander Liara Portyr of Fort
  Beluarian. If the party has no such document, the patrol tries
  to confiscate the adventurers’ critical gear and advises them to
  replace it at Fort Beluarian — and to obtain a proper charter
  while they’re at it.
  Flying Monkeys
  The sound of wings heralds the arrival of 3d6 flying monkeys
  (see appendix D), which swoop through the adventurers in a
  wave of grasping hands and feet. Each character must succeed
  on a DC 12 Dexterity saving throw or lose a useful piece of
  gear to the furry thieves. If this encounter occurs near Mbala
  (see chapter 2), the monkeys are servants of the green hag
  Nanny Pu’pu.
  These sociable creatures are curious about humanoids and
  have little fear of them. A flying monkey that is successfully
  grappled, caught in a net, or otherwise prevented from
  escaping can be trained to perform simple tricks by a
  character with proficiency in Animal Handling who spends a
  few hours a day working with the monkey. At the end of 1
  week, the character makes a DC 10 Wisdom (Animal Handling)
  check. On a success, the flying monkey learns to perform a
  simple trick on command (such as fetching a specific object or
  
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  dancing to music). An individual monkey can learn a maximum
  1d6 tricks and can be taught one trick per week.
  Flying Snakes
  Roll a die. On an even result, the party encounters a single
  flying snake. On an odd result, the characters encounter 2d6
  flying snakes. These snakes attack only when threatened. A
  flying snake that is successfully grappled can be stuffed in a
  sack or other soft container. After 1 hour of confinement, the
  snake settles down. A character who succeeds on a DC 13
  Wisdom (Animal Handling) check can remove a calm snake
  from the container without causing it to attack or fly away.
  Characters can sell captured flying snakes to Ifan Talro’a in
  Port Nyanzaru. He offers 25 gp for each snake, but a character
  who succeeds on a DC 15 Charisma (Persuasion) check can
  talk him up to 50 gp.
  Frost Giants
  The characters hear the sound of huge creatures stomping
  through the wilderness. If they follow the noise, they
  encounter a search party of three frost giants accompanied by
  1d2 winter wolves. For each such encounter, there is a 20
  percent chance that this is Drufi’s search party (see
  “Hvalspyd,” page 64).
  The frost giants are concerned chiefly with locating the
  Ring of Winter, and they might help characters who can
  provide useful information. They immediately attack
  characters who withhold information, or who threaten to
  reveal the giants’ presence to the Flaming Fist. The frost giants
  carry no treasure with them while they hunt.
  Giant Boars
  The characters see and hear 1d4 + 1 giant boars foraging
  ahead of them. Skirting around the boars to prevent them from
  charging requires a successful DC 12 group Dexterity (Stealth)
  check.
  Giant Crocodile
  Before it rises out of the water, make a Dexterity (Stealth)
  check for the giant crocodile. Any character with a passive
  Wisdom (Perception) score less than the check result is
  surprised when the monstrous creature attacks.
  Giant Frogs
  These 2d6 giant frogs have come together in hunger and try
  to eat everything that crosses their path. The characters have
  plenty of warning as the amphibians hop noisily toward them.
  Giant Lizards
  The characters encounter 1d6 giant lizards sunning
  themselves on warm rocks. The lizards pose no threat unless
  they’re attacked, and they’re too set in their ways to be trained
  as pack animals.
  Giant Scorpions
  Any character with a passive Wisdom (Perception) score of 11
  or higher spots 1d3 giant scorpions moments before they
  emerge from hiding and attack. At the end of the encounter,
  any character damaged by a giant scorpion must succeed on a
  DC 11 Constitution saving throw or become infected with
  shivering sickness (see “Diseases,” page 40).
  Giant Snapping Turtle
  The characters spot a giant snapping turtle (see appendix D)
  sunning itself on the shore. The turtle attacks any character it
  can see within 30 feet of it.
  Giant Wasps.
  A droning sound announces the presence of 1d6 giant wasps
  before the characters see them. The wasps attack at once,
  ignoring heavily armored targets in favor of those with little or
  no defensive protection. At the end of the encounter, any
  character damaged by a giant wasp must succeed on a DC 11
  Constitution saving throw or become infected with shivering
  sickness (see “Diseases,” page 40).
  Girallons
  Two girallons (see appendix D) hang in the trees, perch atop
  rocks, or lumber between crumbling, vine-covered ruins. The
  characters spot them automatically and can avoid a hostile
  encounter if they withdraw and succeed on a DC 13 group
  Dexterity (Stealth) check.
  If the characters defeat the girallons or frighten them away,
  a search of the area reveals a hidden cache, determined by
  rolling on the Caches table. The girallons might also have some
  treasure hidden near the cache; roll once on the Treasure
  Drops table to determine what, if anything, is found after a
  search of the area.
  Goblins
  A typical Batiri patrol or hunting party consists of a goblin
  boss leading 2d6 + 3 goblins, all wearing painted wooden
  masks. They move quietly through familiar areas and seldom
  range outside their home territory. Batiri prefer to hunt at
  night and lay low in ambush positions during the day.
  A night encounter with Batiri goblins involves an attack on
  the characters’ camp. Each party member standing watch must
  attempt a DC 16 Wisdom (Perception) check, made with
  disadvantage because of the noise of the jungle at night. On a
  success, a character detects the goblins moving into attack
  positions and can rouse the rest of the party. If no one on
  watch succeeds on the check, all the characters are surprised.
  If this encounter occurs while the characters are traveling
  during the day, have each party member make a DC 16
  Wisdom (Perception or Survival) check to spot the telltale
  signs of an ambush: disadvantageous terrain coupled with an
  eerie silence not normal for the jungle.
  Goblins bargain for their lives if captured. If the characters
  can force or coerce a vow of cooperation from goblin prisoners,
  the Batiri will serve as guides. They have the following
  additional skill: Survival +1.
  Grungs
  A grung hunting party consists of 2d6 grungs led by a grung
  elite warrior (see appendix D for both). If this encounter
  occurs while the characters are traveling, the grungs have set
  up an ambush in the trees. Any character with a passive
  Wisdom (Perception) score of 14 or higher spots them just in
  time. All other characters are surprised.
  If this encounter occurs while the party is camped, the
  grungs spotted the characters earlier in the day and have
  shadowed them unseen. Each character standing watch must
  succeed on a DC 14 Wisdom (Perception) check, made with
  disadvantage because of the noise of the jungle at night. On a
  success, a character detects the encroaching grungs and can
  
  FOOTER 1
  rouse the rest of the party. If no one on watch succeeds on the
  check, all the characters are surprised.
  If the characters capture one or more grungs, the frogfolk
  offer to lead the characters to treasure in exchange for a
  promise of freedom. The “treasure” is a half-mile away from
  the party’s present location and consists of a cache, which you
  can randomly determine by rolling on the Caches table.
  Jaculis
  Without warning, 1d6 jaculis (see appendix D) launch
  themselves at the party from the trees. Any character with a
  passive Wisdom (Perception) score of 14 or higher is able to
  react, but all others are surprised.
  Kamadans
  The party is ambushed by 1d2 kamadans (see appendix D).
  Any character with a passive Wisdom (Perception) score of 16
  or higher gets a warning of the attack, but all others are
  surprised. Characters who prevail against the kamadans can
  search the area for their lair, finding it with a successful DC 15
  Wisdom (Survival) check.
  A kamadan lair has a 25 percent chance of containing 1d3
  noncombatant young the size of house cats. With their snakes
  not yet grown out, they look like leopard cubs. Ifan Talro’a in
  Port Nyanzaru will pay 150 gp for a live kamadan cub, but a
  successful DC 15 Charisma (Persuasion) check talks him up to
  300 gp.
  Lizardfolk
  The characters encounter 2d4 lizardfolk and a lizardfolk
  shaman. These lizardfolk belong to a tribe or kingdom in the
  Valley of Dread and can be appeased with food (one day’s
  supply per lizardfolk in the group). Otherwise they attack.
  Mad Monkey Mist
  A bank of blue mist drifts toward the party, covering an area of
  1d6 20-foot squares. Any character with a passive Wisdom
  (Perception) score of 13 or higher notices the mist and can
  warn others of its approach. If the encounter occurs while the
  party is camped, the mist drifts through the camp at a speed of
  5 feet per round. Characters who come into contact with the
  mist are exposed to mad monkey fever (see “Diseases,” page
  40).
  Magmins
  The characters are attacked by 2d6 magmins, which flee if
  reduced to fewer than half their starting number.
  Mantraps
  The characters blunder into a patch of 1d4 + 1 mantraps (see
  appendix D), which are undetectable until they attack. The
  plants are 10 feet apart, so that only one plant attacks on the
  first round. The others must wait until characters maneuver
  within 5 feet of them.
  Mephits
  The characters might encounter magma mephits, mud
  mephits, smoke mephits, or steam mephits (each appearing
  as a group of 2d6). The mephits don’t attack unless they
  outnumber the characters two to one, but they’re reluctant to
  be helpful unless they themselves are outnumbered.
  Night Hag
  One of the Sewn Sisters (see chapter 5) shadows the party
  while staying in the Border Ethereal. During the party’s next
  long rest, the night hag materializes and snatches some blood
  or hair from a random character before returning to the
  Ethereal Plane.
  Pterafolk
  Looming in the sky, 1d4 + 2 pterafolk (see appendix D) watch
  the characters’ every move and wait until they blunder into
  danger. The next time a random encounter occurs, the
  pterafolk take advantage of the distraction and attack from the
  air, launching javelin attacks at wounded characters while
  staying out of melee. If they meet firm resistance, the pterafolk
  fly away, but they might regroup for a follow-up attack at your
  discretion.
  Rare Plant(s)
  The characters find one or more unusual plants (see appendix
  C), determined by rolling a d6:
  1. 2d6 dancing monkey fruit growing on a tree
  2. Menga bush with 2d6 ounces of leaves
  3. 1d4 ryath roots growing in the ground
  4. 4d6 sinda berries growing on a bush
  5. Wukka tree with 2d6 wukka nuts
  6. 1d6 zabou growing on a dead tree
  Red Wizard
  This group consists of a Red Wizard (LE male or female
  Thayan human mage), 1d6 guards, and 1d6 skeletons, all
  answerable to Valindra Shadowmantle (see “Heart of Ubtao,”
  page 58). If this encounter occurs outside of Omu, these
  reinforcements are on their way to the city. If the encounter
  takes place in Omu, the Red Wizard is searching the city for
  shrines (see chapter 3). The Thayans aren’t spoiling for a fight;
  if defeat seems inevitable, the Red Wizard surrenders and
  offers a crude map of Chult marking the regions occupied by
  undead (see map 2.1). The characters can use the map to steer
  clear of these regions.
  Salamander
  The characters see a salamander tending a nest of 1d6 fire
  snakes. The salamander has no interest in fighting and attacks
  only to protect itself and the snakes.
  Sea Hags
  The characters encounter three sea hags that comprise a
  coven. Their favorite trick is to pull a damaged or abandoned
  canoe onto a riverbank and pretend to be stranded or
  wounded explorers in need of rescue.
  If the characters defeat the sea hags and search the area,
  roll three times on the Treasure Drops table to determine
  what, if anything, they find. Whatever treasure the hags have is
  stowed inside a rotted wooden chest.
  Shambling Mound
  Roll any die when a shambling mound encounter occurs. On
  an even result, the characters hear the creature trudging
  through the muck before it attacks them. On an odd result, the
  shambling mound lurks within a mass of vegetation, where it
  can be noticed by any character with a passive Wisdom
  (Perception) score of 15 or higher.
  
  FOOTER 1
  Snake, Constrictor
  A constrictor snake attacks a random party member from
  hiding. The character targeted by the snake is surprised unless
  he or she has a passive Wisdom (Perception) score of 12 or
  higher.
  Snake, Giant Constrictor
  A giant constrictor snake attacks from hiding in the same
  manner as a constrictor snake.
  Snake, Giant Poisonous
  A giant poisonous snake shoots out from the undergrowth to
  attack a random character. The character targeted by the
  snake is surprised unless he or she has a passive Wisdom
  (Perception) score of 14 or higher.
  Spiders
  Giant spider webs are easily concealed in Chult’s dense jungles
  and swamps. Any character with a passive Wisdom
  (Perception) score of 13 or higher spots the webs in time to
  alert the other characters to an encounter with 1d6 giant
  spiders. Otherwise, the spiders attack with surprise when the
  lead party member blunders into a sticky web and becomes
  grappled by it (escape DC 12). Hundreds of baby giant spiders
  crawl through the webs, but they are harmless.
  Statue of Ubtao
  Any character with a passive Wisdom (Perception) score of 12
  or higher spots a 10-foot-tall statue overgrown with vines. The
  statue depicts a stylized Chultan king — a representation of
  Ubtao. Roll a d4 to determine what’s special about the statue:
  1. Treasure lies at the foot of the statue, left there as
  tribute by some jungle creature. Roll once on the Treasure
  Drops table to determine what treasure is found. If the roll
  indicates no treasure, the characters find worthless pieces of
  bone jewelry instead.
  2. Goblin, grung, and su-monster skulls are piled around
  the statue’s base.
  3. A glyph of warding is inscribed on the statue. To spot the
  glyph, a character searching the statue must succeed on a DC
  15 Intelligence (Investigation) check. If any creature touches
  the statue, the glyph erupts with magical energy in a 20-foot-
  radius sphere centered on the statue. Each creature in the area
  must succeed on a DC 14 Dexterity saving throw, taking 22
  (5d8) thunder damage on a failed save, or half as much
  damage on a successful one. The thunderous noise has a 75
  percent chance of attracting stirges or a troll lurking nearby
  (see “Stirges” and “Troll” below).
  4. The statue has grooves carved into its stomach that form
  a maze. Any character who studies the grooves and succeeds
  on a DC 10 Intelligence check sees a clear pathway through the
  labyrinth. That character is then bestowed with the power to
  cast the find the path spell as an action, no components
  required, by tracing the same path with his or her finger. Once
  used, this ability goes away. Once the statue has granted this
  benefit, it can’t do so again until the next dawn.
  Stirges
  Chult is rich in caves, ruins, and hollow logs in which stirges
  can hide. By day, the characters disturb 2d6 stirges as they
  move through the jungle. At night, the same number of stirges
  descend on the party’s camp.
  Su-monsters
  The party comes across 1d4 + 1 su-monsters (see appendix
  D). The su-monsters approach cautiously, feigning curiosity. If
  allowed to get close, each su-monster uses its Psychic Crush in
  the hope of stunning an adventurer before attacking with its
  bite and claws. The su-monsters flee to their treetop lairs if the
  fight goes against them.
  The su-monsters might have treasure stashed in one of
  their trees; roll once on the Treasure Drops table to determine
  what, if anything, a search of the tree yields.
  Swarms of Bats
  Ruins, hollow trees, and hidden caverns can all be homes to
  bats. This encounter sees the characters disturb 1d4 swarms
  of bats that have become unnaturally aggressive from feeding
  on undead flesh.
  Swarms of Insects
  The characters are beset by 1d4 swarms of insects
  (centipedes). At the end of the encounter, any character
  damaged by a swarm must succeed on a DC 11 Constitution
  saving throw or become infected with shivering sickness (see
  “Diseases,” page 40).
  Swarms of Quippers
  This encounter indicates that 1d4 swarms of quippers catch
  sight of the party, but these creatures are dangerous only if the
  characters are in the water with them. Creatures on the shore
  or in canoes are safe, but in both cases, the swarms follow the
  characters until they’re out of sight and away from the water.
  Tabaxi Hunter
  Any character with a passive Wisdom (Perception) score of 15
  or higher spots a tabaxi hunter (see appendix D) watching
  the party from a vantage point 300 feet away. If the tabaxi
  goes unseen, it might shadow the characters for a while, then
  suddenly appear to help them fight off a tough encounter or
  warn them of danger in the vicinity.
  If this encounter takes place in Omu, see chapter 3 for
  more information on the tabaxi hunters found there.
  Tiger
  A tiger lies in wait for the party but is noticed by any character
  whose passive Wisdom (Perception) score is 16 or higher. If
  not detected, the tiger pounces at a character who comes
  within 40 feet of it. The tiger retreats if it loses more than half
  its hit points.
  Tri-flower Frond
  If this encounter occurs while the characters are traveling,
  they wander into a patch of 1d4 tri-flower fronds (see
  appendix D) which seem like ordinary plants until they strike.
  If the encounter occurs while the party is camped, the plants
  try to infiltrate the camp, anesthetize characters with their
  orange blossoms, then slay them with their yellow and red
  blossoms.
  Troll
  A hungry troll comes crashing out of the jungle, intent on
  eating the characters.
  
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  Undead
  Undead are spreading through the jungles of Chult like a
  plague. The Emerald Enclave, the Order of the Gauntlet, and
  the Flaming Fist are all taking steps to contain this menace, but
  their efforts to date have fallen short.
  Ghouls. Any character with a passive Wisdom (Perception)
  score of 12 or higher hears and smells a ghoul pack
  approaching, consisting of 2d6 ghouls led by a ghast. The
  ghast has a blue triangle tattooed on its forehead — an
  indicator that it once served Ras Nsi.
  Skeletons. The characters come across 3d6 skeletons. If
  the encounter occurs while the party is traveling, the skeletons
  are either lying on the ground or buried under it, ready to
  spring up when wayward explorers pass by. If the party is
  camped, the skeletons wander into the camp and attack.
  Specter. The evil remnant of a dead explorer has become a
  specter that attacks the party. The explorer’s body can be
  found with a successful DC 13 Wisdom (Survival) check. If the
  characters locate the body, see “Explorer, Dead” earlier in this
  section to determine what they find.
  Wight. The characters encounter a wight that has lurked
  in the Chultan jungle since before the Spellplague. It harbors
  an eternal hatred for Chultans and everything related to Ubtao.
  If the party includes any Chultans or any character wearing
  the holy symbol of Ubtao, the wight attacks those characters in
  preference to other targets.
  Zombies. Characters catch the scent of death on the air and
  hear the undead lumbering through the jungle. Roll a d10 to
  determine what appears:
  1–3. 3d6 zombies
  4–5. 1 ankylosaurus zombie (see appendix D)
  6–7. 1d4 girallon zombies (see appendix D)
  8–9. 1d4 ogre zombies
  10. 1 tyrannosaurus zombie (see appendix D)
  Vegepygmies
  The characters cross paths with 1d4 vegepygmies, each one
  mounted on a thorny (see appendix D for both). These
  vegepygmy hunters have wandered far from their tribe. They
  flee if outnumbered; otherwise, they attack.
  Wereboar
  A wereboar masquerading as a Chultan priest takes a dim
  view of explorers encroaching on its territory and demands
  that the characters turn back. Around its neck, it wears a
  wooden holy symbol of Ubtao (a labyrinthine pattern carved
  into a circular disk). The wereboar might be guarding a shrine
  to Ubtao, a grove of wukka trees (see appendix C), or a cave it
  uses as a lair. The creature might also have treasure in its lair;
  roll three times on the Treasure Drops table to determine
  what, if anything, a search of the wereboar’s lair yields.
  Weretiger
  A weretiger in human form offers to escort the party through
  a particularly dangerous stretch of wilderness. It has no
  ulterior motive and doesn’t ask for payment. If the characters
  accept its assistance, they have no hostile random encounters
  while the weretiger is with them. It leaves after accompanying
  the party for 24 hours or when it reaches a location it does not
  wish to explore, including Omu, Nangalore, or Orolunga.
  Winterscape
  The characters stumble into a wondrous sight: a 120-foot-
  radius sphere of winter weather. To drive off some monsters,
  Artus Cimber (see appendix D) created the sphere using the
  Ring of Winter. All plants and surfaces within the sphere are
  covered with glittering ice and frost, and the temperature
  within the sphere is a biting −30 degrees Fahrenheit. The
  effect was created by an artifact and can’t be dispelled.
  Yellow Musk Creeper and Zombies
  The characters pass close to a ruin inhabited by 3d6 yellow
  musk zombies (see appendix D). The zombies might be
  spread across the area or bunched together, depending on the
  terrain. In the heart of the ruin, a yellow musk creeper (see
  appendix D) clings to a crumbling archway, statue, or polluted
  well.
  If this encounter occurs while the party is camped, the
  zombies emerge from a nearby ruin to attack the camp and
  attempt to knock characters unconscious. They then drag
  those characters back to the yellow musk creeper.
  Yuan-ti
  Yuan-ti patrols consist of 1d6 + 1 yuan-ti purebloods, which
  keep their distance as they try to gather information to take
  back to Ras Nsi. The yuan-ti are camouflaged, but any
  character who succeeds on a DC 13 Wisdom (Perception)
  check made with disadvantage catches sight of the serpent folk
  as they withdraw.
  If this encounter occurs within 25 miles of Omu, the patrol
  is instead made up of 1d4 yuan-ti malisons (type 1), and it
  takes a DC 14 Wisdom (Perception) check to spot them. If the
  characters chase after the malisons, they transform into
  snakes and vanish into the jungle.
  Zhentarim
  A Zhent assassin with a flying snake pet leads a priest, 2d6
  thugs, and 1d6 tribal warriors through the wilderness in
  search of Artus Cimber and the Ring of Winter. If Artus is with
  the characters, the Zhents demand the ring and attack if they
  don’t receive it quickly. Otherwise, they show little interest in
  the characters.
  Roll once on the Treasure Drops table to determine what
  treasure, if any, the Zhents carry.
  Zorbos
  If this encounter occurs while the characters are traveling,
  they spot 2d6 zorbos (see appendix D) in wukka trees (see
  appendix C). The creatures growl and bare their teeth if any
  characters approach them. If the characters act in a
  threatening manner, the zorbos attack.
  If this encounter occurs while the party is camped, the
  hungry zorbos drop from the surrounding trees and attack.
  Omu Encounters
  Random encounters in Omu can take place in ruined buildings
  and streets, in the fetid swamps around the buildings, and in
  the ruined royal palace. Roll a d20 three times per day of game
  time, checking for encounters each morning, afternoon, and
  evening or night. An encounter occurs on a roll of 18 or higher.
  
  FOOTER 1
  Roll percentile dice and check the Omu Encounters table for
  the appropriate terrain to see what the characters encounter.
  Four random encounters that occur only in Omu are
  described below.
  Gargoyles
  Perched on a cliff are 2d4 gargoyles that swoop down to
  attack. Two of them carry a net between them. As an action,
  either gargoyle can use the net to make a melee weapon attack
  (+4 to hit) against one Small or Medium creature. If the attack
  hits, the gargoyles hoist the character into the air and fly off
  with their catch. It takes both gargoyles to lift the net if it has a
  creature caught in it. The gargoyles flee if reduced to half their
  number.
  Giant Wolf Spiders
  The characters are attacked by 1d6 giant wolf spiders living
  in hidey-holes in the nearby ruins. A search of the spiders’ lair
  might yield treasure; roll once on the Treasure Drops table to
  determine what, if anything, is found.
  King of Feathers
  The characters encounter the tyrannosaurus rex known as the
  King of Feathers. See chapter 3 for more information on this
  unique beast.
  Kobolds
  Moving through the city or palace ruins are 1d4 + 1 kobolds
  led by a kobold inventor (see appendix D). Characters with a
  passive Wisdom (Perception) score of 12 or higher spot the
  kobolds, which flee if approached or attacked. The kobolds
  serve the kobold scale sorcerer Kakarol (see chapter 3). They
  might be on their way to one of the city’s shrines to reset its
  traps, or they might be returning to their lair with a recently
  discovered treasure. Roll once on the Treasure Drops table to
  determine what, if anything, the kobolds found.
  Omu Encounters
  Encounter
  Ruins
  Palace
  Swamp
  Apes
  01–05
  —
  —
  Baboons
  06–10
  01–10
  —
  Cannibals
  11–15
  —
  —
  Crocodiles
  —
  —
  01–10
  Dragon, faerie
  16–20
  11–15
  —
  Gargoyles
  21–25
  16–25
  11–15
  Giant wasps
  26–30
  —
  16–25
  Giant wolf spiders
  31–35
  26–35
  —
  Goblins
  36–40
  36–40
  —
  Grungs
  41–45
  —
  26–35
  King of Feathers
  46–50
  41–50
  36–50
  Kobolds
  51–55
  51–60
  —
  Red Wizard
  56–60
  61–70
  —
  Shambling mound
  61–65
  —
  51–60
  Su-monsters
  66–70
  71–75
  —
  Tabaxi hunter
  71–75
  76–80
  —
  Undead, ghouls
  76–80
  —
  61–65
  Undead, zombies
  81–85
  —
  66–70
  Vegepygmies
  86–90
  —
  71–80
  Yellow musk creeper and yellow musk
  zombies
  91–95
  81–90
  81–90
  Yuan-ti
  96–00
  91–00
  91–00
  
  FOOTER 1
  Appendix C: Discoveries
  Chult is a land filled with untold wonders and lost treasures.
  Adventurers will discover this for themselves as they explore
  the peninsula’s uncharted wilderness.
  Flora and Fauna
  This section describes unusual wildlife native to Chult. Any
  character with proficiency in the Nature skill recognizes one of
  these plants or creatures on sight, and can recall its properties
  with a successful DC 15 Intelligence (Nature) check. If the
  character is a native of Chult, this check is made with
  advantage.
  The wildlife described here can be bought and sold in Port
  Nyanzaru and other settlements for the amounts listed in the
  Flora and Fauna table.
  Some of these things inflict the poisoned condition on a
  creature for an hour or more. Remember that lesser
  restoration and similar magic can end that condition.
  Item
  Cost
  Dancing monkey fruit
  5 gp
  Menga leaves (1 ounce)
  2 gp
  Ryath root
  50 gp
  Sinda berries (10)
  5 gp
  Wildroot
  25 gp
  Wukka nut
  1 gp
  Yahcha
  1 gp
  Zabou
  10 gp
  Dancing Monkey Fruit
  This rare magical fruit produces enough juice to fill a vial. Any
  humanoid that eats a dancing monkey fruit or drinks its juice
  must succeed on a DC 14 Constitution saving throw or begin a
  comic dance that lasts for 1 minute. Humanoids that can’t be
  poisoned are immune to this magical effect.
  The dancer must use all its movement to dance without
  leaving its space and has disadvantage on attack rolls and
  Dexterity saving throws, and other creatures have advantage
  on attack rolls against it. Each time it takes damage,the dancer
  can repeat the saving throw, ending the effect on itself on a
  success. When the dancing effect ends, the humanoid suffers
  the poisoned condition for 1 hour.
  Menga Leaves
  The dried leaves of a menga bush can be ground, dissolved in a
  liquid, heated, and ingested. A creature that ingests 1 ounce of
  menga leaves in this fashion regains 1 hit point. A creature
  that ingests more than 5 ounces of menga leaves in a 24-hour
  period gains no additional benefit and must succeed on a DC
  11 Constitution saving throw or fall unconscious for 1 hour.
  The unconscious creature awakens if it takes at least 5 damage
  on one turn.
  A healthy menga bush usually has 2d6 ounces of leaves.
  Once picked, the leaves require 1 day to dry out before they
  can confer any benefit.
  Ryath Root
  Any creature that ingests a ryath root gains 2d4 temporary hit
  points. A creature that consumes more than one ryath root in a
  24-hour period must succeed on a DC 13 Constitution saving
  throw or suffer the poisoned condition for 1 hour.
  Sinda Berries
  These berries are dark brown and bitter. A full-grown sinda
  berry bush has 4d6 berries growing on it. A bush plucked of all
  its berries grows new berries in 1d4 months. Picked berries
  lose their freshness and efficacy after 24 hours.
  Fresh sinda berries can be eaten raw or crushed and added
  to a drink to dull the bitterness. A creature that consumes at
  least ten fresh sinda berries gains advantage on saving throws
  against disease and poison for the next 24 hours.
  Wildroot
  Introducing the juice of a wildroot into a poisoned creature’s
  bloodstream (for example, by rubbing it on an open wound)
  rids the creature of the poisoned condition. Once used in this
  way, a wildroot loses this property.
  Wukka Nuts
  These fist-sized nuts grow on wukka trees, which are popular
  haunts for jaculi, su-monsters, and zorbos. A wukka nut rattles
  when shaken, causing its shell to shed bright light in a 10-foot
  radius and dim light for an additional 10 feet. This magical
  light fades after 1 minute, but shaking the nut again causes the
  light to reappear. If the shell of the nut is cracked open, it loses
  its magic.
  Yahcha
  A yahcha (pronounced YAH-chah) is a harmless, meaty beetle
  about the size of a human hand, which feeds on worms and
  maggots. It moves slowly (walking speed 10 feet) and is easy
  to catch. A creature with mad monkey fever that eats a raw or
  cooked yahcha can immediately make a saving throw with
  advantage against that disease (see “Diseases,” page 40).
  Zabou
  Zabou mushrooms feed on offal and the rotting wood of dead
  trees. If handled carefully, a zabou can be picked or uprooted
  without causing it to release its spores. If crushed or struck, a
  zabou releases its spores in a 10-foot-radius sphere. A zabou
  can also be hurled up to 30 feet away or dropped like a
  grenade, releasing its cloud of spores on impact. Any creature
  in that area must succeed on a DC 10 Constitution saving
  throw or be poisoned for 1 minute. The poisoned creature’s
  skin itches for the duration. The creature can repeat the saving
  throw at the end of each of its turns, ending the effect on itself
  on a success.
  
  FOOTER 1
  Magic Items
  The following items appear in various locations in the
  adventure.
  Amulet of the Black Skull
  Wondrous item, very rare (requires attunement)
  This amulet is carved from obsidian and shaped like a
  screaming humanoid skull, with ruby eyes and emeralds for
  teeth. It hangs from an iron chain necklace.
  The amulet has 6 charges and regains 1d6 charges daily at
  dawn. While wearing the amulet, you can use an action to
  expend 1 of its charges to transport yourself and anything you
  are wearing or carrying to a location within 100 feet of you.
  The destination you choose doesn’t need to be in your line of
  sight, but it must be familiar to you (in other words, a place
  you have seen or visited), and it must be on the same plane of
  existence as you. This effect isn’t subject to the magic
  restrictions placed on the Tomb of the Nine Gods; thus, the
  amulet can be used to enter and exit the tomb.
  If you aren’t undead, you must make a DC 16 Constitution
  saving throw each time you use the amulet to teleport. On a
  failed saving throw, the black skull cackles as you are
  transformed in transit. The transformation takes effect as soon
  as you arrive at the destination, and is determined randomly
  by rolling percentile dice and consulting the Black Skull
  Transformation table.
  Black Skull Transformation
  d100
  Transformation
  01–20
  The symbol of Acererak is burned
  into your flesh, a curse that can only be
  removed with a remove curse spell or
  similar magic. Until the curse ends,
  your hit points can’t be restored by
  magic.
  21–35
  You grow larger as if affected by an
  enlarge/reduce spell, except the effect
  lasts for 1 hour.
  36–50
  You grow smaller as if affected by
  an enlarge/reduce spell, except the
  effect lasts for 1 hour.
  51–70
  You arrive at the destination
  wearing nothing but the amulet of the
  black skull. Everything else that you
  were wearing or carrying appears in a
  random unoccupied space within 100
  feet of you.
  71–95
  You are paralyzed for 1 minute or
  until this effect is ended with a lesser
  restoration spell or similar magic.
  96–00
  You become petrified. This effect
  can be ended only with a greater
  restoration spell or similar magic.
  Bookmark
  Weapon (dagger), legendary (requires attunement)
  This +3 dagger belongs to Artus Cimber (see appendix D).
  While you have the dagger drawn, you can use a bonus action
  to activate one of the following properties:
  
  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
  your 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 it targets only
  spiders that are beasts. Once this property is used, it
  can’t be used again until the next dawn.
  Ghost Lantern
  Wondrous item, rare (requires attunement)
  A restless spirit is trapped inside this lantern. While
  holding the lantern, you can
  command the spirit as a bonus
  action to shed bright light in a 30-
  foot radius and dim light for an
  additional 30 feet.
  While holding the lantern, you
  can use an action to order the
  spirit to leave the lantern and
  duplicate the effect of the mage
  hand spell. The spirit returns to
  the lantern when the spell ends.
  If you fall unconscious within
  10 feet of the lantern, the spirit
  emerges from it, magically
  stabilizes you with a touch, and
  then quickly returns to the
  lantern.
  The spirit is bound to the
  lantern and can’t be harmed, turned, or raised from the dead.
  Casting a dispel evil and good spell on the lantern releases the
  spirit to the afterlife and renders the lantern nonmagical.
  Mask of the Beast
  Wondrous item, uncommon
  This wooden
  mask is shaped in the
  likeness of a beast’s
  visage and has 3
  charges. While
  wearing the mask,
  you can expend 1
  charge and use the
  mask to cast the
  animal friendship
  spell as an action. The
  mask regains all
  expended charges at
  dawn.
  
  FOOTER 1
  Ring of Winter
  Ring, artifact (requires attunement)
  Artus Cimber (see appendix D) has kept this item in his
  possession for over a century. The Ring of Winter is a golden
  band that resizes to fit snugly
  on the finger of its wearer. A
  thin layer of frost coats the
  outside of the ring, which
  normal heat can’t melt. The ring
  feels ice cold to the touch and
  initially numbs the hand that
  wears it, but this cold ceases to
  be felt by one who is attuned to
  the ring.
  The Ring of Winter is
  sentient and tries to take
  control of any creature that
  wears it (see “Sentient Magic
  Items” in chapter 7 of the
  Dungeon Master’s Guide). If it
  succeeds, the ring compels its
  wearer to cause undue harm to
  everyone and everything
  around it, in a cold-hearted
  attempt to incur the wrath of
  enemies and bring about the
  wearer’s doom.
  Sentience. The Ring of Winter is a sentient chaotic evil item
  with an Intelligence of 14, a Wisdom of 14, and a Charisma of
  17. The ring communicates by transmitting emotion to the
  creature carrying or wielding it, and it has hearing and normal
  vision out to a range of 60 feet. The ring craves destruction,
  and it likes inflicting indiscriminate harm on others.
  Nondetection. The Ring of Winter defies attempts to
  magically locate it. Neither the ring nor its wearer can be
  targeted by any divination magic or perceived through magical
  scrying sensors.
  Frozen Time. As long as you wear the ring, you don’t age
  naturally. This effect is similar to suspended animation, in that
  your age doesn’t catch up to you once the ring is removed. The
  ring doesn’t protect its wearer from magical or supernatural
  aging effects, such as the Horrifying Visage of a ghost.
  Cold Immunity. While attuned to and wearing the ring,
  you have immunity to cold damage and don’t suffer any ill
  effects from extreme cold (see chapter 5 of the Dungeon
  Master’s Guide).
  Magic. The Ring of Winter has 12 charges and regains all
  its expended charges daily at dawn. While wearing the ring,
  you can expend the necessary number of charges to activate
  one of the following properties:
  
  You can expend 1 charge as an action and use the ring to
  lower the temperature in a 120-foot-radius sphere
  centered on a point you can see within 300 feet of you.
  The temperature in that area drops 20 degrees per
  minute, to a minimum of –30 degrees Fahrenheit. Frost
  and ice begin to form on surfaces once the temperature
  drops below 32 degrees. This effect is permanent unless
  you use the ring to end it as an action, at which point the
  temperature in the area returns to normal at a rate of 10
  degrees per minute.
  
  You 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 a 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
  (2charges).
  
  You can expend the
  necessary number of
  charges as an action 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 (your 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 you. 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. Use the guidelines in
  chapter 8 of the Dungeon Master’s Guide to determine the
  hit points of an inanimate object if they become
  necessary.
  Other Properties. The Ring of Winter is rumored to
  possess other properties that can be activated only by an evil
  being whose will the ring can’t break. Frost giants have long
  believed that the ring can be used to freeze entire worlds,
  while a djinni in the service of a Calishite pasha once claimed
  that the ring could be used to summon and control white
  dragons, as well as a mighty ice primordial named Cryonax.
  Destroying the Ring. The ring is nigh indestructible,
  resisting even the most intense magical heat. If it is placed on
  the finger of the powerful archfey known as the Summer
  Queen, the ring melts away and is destroyed forever.
  Scorpion Armor
  Armor (plate), rare (requires attunement)
  This suit of plate armor is fashioned from giant scorpion
  chitin. While wearing this armor, you gain the following
  benefits:
  
  The armor improves your combat readiness, granting
  you a +5 bonus to initiative as long as you aren’t
  incapacitated.
  
  FOOTER 1
  
  The armor doesn’t impose disadvantage on your
  Dexterity (Stealth) checks.
  
  The armor doesn’t impose disadvantage on saving
  throws made to resist the effects of extreme heat (see
  chapter 5 of the Dungeon Master’s Guide).
  Curse. This armor is cursed. Whenever you don or doff it,
  you must make a DC 15 Constitution saving throw, taking 100
  (10d10 + 45) poison damage on a failed save, or half as much
  damage on a successful one. Only a wish spell can remove the
  armor’s curse.
  Staff of the Forgotten One
  Staff, artifact (requires attunement by a sorcerer, warlock, or
  wizard)
  This crooked staff is carved from bone and topped with the
  skull of a forgotten archmage whom Acererak destroyed long
  ago. Etched into the skull’s forehead is Acererak’s rune, which
  is known on many worlds as a sign of death.
  Beneficial Properties. While the staff is on your person,
  you gain the following benefits:
  
  Your proficiency bonus to Intelligence (Arcana) and
  Intelligence (History) checks is doubled.
  
  You can’t be blinded, charmed, deafened, frightened,
  petrified, or stunned.
  
  Undead with a challenge rating of 2 or lower will neither
  threaten nor attack you unless you harm them.
  
  You can wield the staff as a +3 quarterstaff that deals an
  extra 10 (3d6) necrotic damage on a hit.
  Invoke Curse. The Staff of the Forgotten One has 7 charges
  and regains 1d4 + 3 expended charges daily at dawn. While
  holding the staff, you can use an action to expend 1 charge and
  target one creature you can see within 60 feet of you. The
  target must succeed on a Constitution saving throw (using
  your spell save DC) or be cursed. While cursed in this way, the
  target can’t regain hit points and has vulnerability to necrotic
  damage. A greater restoration, remove curse, or similar spell
  ends the curse on the target.
  The Forgotten One. The bodiless life force of a dead
  archmage empowers the staff and is imprisoned within it. The
  rune carved into the staff’s skull protects Acererak from this
  spirit’s vengeance. Each time a creature other than Acererak
  expends any of the staff’s charges, there is a 50 percent chance
  that the life force tries to possess the staff wielder. The wielder
  must succeed on a DC 20 Charisma saving throw or be
  possessed, becoming an NPC under the DM’s control. If the
  intruding life force is targeted by magic such as a dispel evil
  and good spell, it becomes trapped in the staff once more.
  Once it takes control of another creature, the insane spirit of
  the dead archmage attempts to destroy the staff.
  Destroying the Staff. A creature in possession of the staff
  can use an action to break it over one knee or a solid surface.
  The staff is destroyed and releases its remaining magic in an
  explosion that expands to fill a 30-foot-radius sphere centered
  on it. Each creature in the area must make a DC 18 Dexterity
  saving throw, taking 132 (24d10) force damage on a failed
  save, or half as much damage on a successful one. When the
  staff is destroyed, the life force of the Forgotten One is
  released to the afterlife. Where it goes is anyone’s guess.
  Casting the staff into a sphere of annihilation destroys both
  the staff and the life force trapped within it. The staff doesn’t
  explode if destroyed in this manner, but its destruction causes
  the sphere to be destroyed as well.
  
  FOOTER 1
  Appendix D: Monsters and NPCs
  This appendix details monsters and nonplayer characters that appear in this book and not in the Monster Manual, the introduction
  of which explains how to interpret a stat block.
  The creatures are presented in alphabetical order.
  Monsters A - D
  Acererak
  Acererak is an archlich who travels between worlds and is
  known to take sick pleasure in devouring the souls of
  adventurers, whom he lures into trap-ridden dungeons where
  they suffer horrible deaths. One such dungeon lies under the
  lost city of Omu. This dungeon is called the Tomb of the Nine
  Gods, for Acererak slew nine false gods and sealed them within
  it. More recently, he built a necromantic device called the
  Soulmonger, then hid it in the heart of the tomb.
  Acererak
  Huge construct, neutral evil
  Armor Class 21 (natural armor)
  Hit Points 285 (30d8 + 150)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13(+1)
  16(+3)
  20(+5)
  27(+8)
  21(+5)
  14 (+2)
  Saving Throws Con +12, Int +15, Wis +12
  Skills Arcana +22, History +22, Insight +12, Perception +12,
  Religion +15
  Damage Resistances cold, lightning
  Damage Immunities necrotic, poison; bludgeoning, piercing, and
  slashing from nonmagical weapons
  Condition Immunities linded, charmed, deafened, exhaustion,
  frightened, paralyzed, petrified, poisoned, stunned
  Senses truesight 120 ft., passive Perception 22
  Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant,
  Infernal, Primordial, Undercommon
  Challenge 23 (50,000 XP)
  Special Equipment. Acererak carries the Staff of the Forgotten
  One (see Appendix C). He wears a talisman of the sphere and has
  a sphere of annihilation under his control.
  Legendary Resistance (3/Day). If Acererak fails a saving throw, he
  can choose to succeed instead.
  Rejuvenation. Acererak’s body turns to dust when he drops to 0
  hit points, and his equipment is left behind. Acererak gains a new
  body after 1d10 days, regaining all his hit points and becoming
  active again. The new body appears within 5 feet of Acererak’s
  phylactery, the location of which is hidden.
  Spellcasting. Acererak is a 20th-level spellcaster. His spellcasting
  ability is Intelligence (spell save DC 23, +15 to hit with spell
  attacks). Acererak has the following wizard spells prepared:
  Cantrips (at will): mage hand, ray of frost, shocking grasp
  1st level (at will): ray of sickness, shield
  2nd level (at will): arcane lock, knock
  3rd level (at will): animate dead, counterspell
  4th level (3 slots): blight, ice storm, phantasmal killer
  5th level (3 slots): cloudkill, hold monster, wall of force
  6th level (3 slots): chain lightning, circle of death,
  disintegrate
  7th level (3 slots): finger of death, plane shift, teleport
  8th level (2 slots): maze, mind blank
  9th level (2 slots): power word kill, time stop
  Turn Resistance. Acererak has advantage on saving throws
  against any effect that turns undead.
  Actions
  Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one
  creature. Hit: 10 (3d6) cold damage. The target must succeed on a
  DC 20 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.
  Staff (+3 Quarterstaff). Melee Weapon Attack: +11 to hit, reach 5
  ft., one creature. Hit: 7 (1d6+4) bludgeoning damage plus 10
  (3d6) necrotic damage, or 8 (1d8+4) bludgeoning damage plus 10
  (3d6) necrotic damage when used with two hands.
  Invoke Curse. While holding the Staff of the Forgotten One,
  Acererak expends 1 charge from it and targets one creature he can
  see within 60 feet of him. The target must succeed on a DC 23
  Constitution saving throw or be cursed. Until the curse is ended,
  the target can’t regain hit points and has vulnerability to necrotic
  damage. Greater restoration, remove curse, or similar magic ends
  the curse on the target.
  Legendary Actions
  Acererak 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. Acererak regains
  spent legendary actions at the start of his turn.
  At-Will Spell. Acererak can cast one of his at-will spells.
  Melee Attack. Acererak uses Paralyzing Touch or makes one
  melee attack with his staff.
  Frightening Gaze (Costs 2 Actions). Acererak fixes his gaze on
  one creature it can see within 10 feet of him. The target must
  succeed on a DC 20 Wisdom saving throw against this magic or
  become frightened for 1 minute. The frightened target can repeat
  the saving throw at the end of each of its turns, ending the effect
  on itself on a success. If a target’s saving throw is successful or
  the effect ends for it, the target is immune to Acererak’s gaze for
  the next 24 hours.
  Talisman of the Sphere (Costs 2 Actions). Acererak uses his
  talisman of the sphere to move the sphere of annihilation under
  his control up to 90 feet.
  Disrupt Life (Costs 3 Actions). Each creature within 20 feet of
  Acererak must make a DC 20 Constitution saving throw against
  this magic, taking 42 (12d6) necrotic damage on a failed save, or
  half as much damage on a successful one.
  
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  Acererak’s Traits
  Ideal. “Why be a god when I can be a creator of gods?”
  Bond. “I build dungeons to trap and slay powerful
  adventurers. Their deaths and souls are my nourishment.”
  Flaw. “I underestimate the resolve of my enemies.”
  Albino Dwarves
  The albino dwarves of Chult were driven from their
  subterranean homes by volcanic activity, and those who didn’t
  seek refuge in Port Nyanzaru adapted to living in the jungle.
  They make armor out of dinosaur hide; shape weapons out of
  dinosaur bones, flint, and wood; and craft ornate jewelry out
  of bones, feathers, tusks, and stone beads. Albino dwarves
  haven’t forgotten how to forge metal, but they seldom have the
  means to do so.
  Albino Dwarf Warrior
  Medium humanoid (dwarf), any alignment
  Armor Class 13 (hide armor)
  Hit Points 30 (4d8 + 12)
  Speed 25 ft.ii
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13(+1)
  13(+1)
  17(+3)
  12(+1)
  14(+2)
  11(+0)
  Skills Perception +4, Stealth +3, Survival +4
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Dwarvish
  Challenge 1/4 (50 XP)
  Dwarven Resilience. The dwarf has advantage on saving throws
  against poison.
  Actions
  Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Albino Dwarf Spirit Warriors
  An albino dwarf can become so attuned to the land of Chult
  that a benevolent nature spirit takes notice and bestows a
  powerful charm on the dwarf, granting it innate spellcasting
  abilities. These dwarf spirit warriors dedicate themselves to
  preserving the natural beauty of Chult and battling unnatural
  threats. An albino dwarf spirit warrior has the statistics of an
  albino dwarf warrior, except it has a challenge rating of 1
  (200 XP) and gains the following additional feature:
  Innate Spellcasting. The dwarf’s innate spellcasting ability
  is Wisdom. It can innately cast the following spells, requiring
  no material components:
  
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  1/day each: hunter’s mark, jump, pass without trace, speak
  with animals, speak with plants
  Aldani
  Many Chultan natives can recall childhood fables of the
  aldani, the eerie lobsterfolk that lived in the rivers and lakes of
  their homeland. As there have been no sightings of the aldani
  in years, it is widely believed that they were wiped out. In
  truth, many aldani survived and retreated to the lakes of the
  Aldani Basin in the heart of Chult.
  An aldani looks like a giant lobster that walks upright. Its
  face is mostly encased in armor, looking almost humanoid
  except for its long eyestalks. Despite their frightful appearance,
  aldani avoid conflict. Reclusive and xenophobic, they hide in
  their lakes and rivers.
  Aldani Bribes. If disturbed, aldani try to frighten intruders
  away without killing them. When confronted by creatures who
  aren’t easily startled, they offer bribes in exchange for being
  left alone. These bribes take the form of treasures that the
  aldani collect from the bottoms of rivers and lakes.
  Cursed by Ubtao. The aldani are the monstrous
  descendants of Chultan humans belonging to the Aldani tribe.
  The fishers of the tribe trapped the lobsters of the rivers by
  the thousands, until no lobsters remained. Their greed made
  Ubtao angry, and he cursed the fishers by transforming them
  into lobsterfolk. The fishers accepted their punishment and
  embraced their new existence. However, they were scorned by
  other members of their tribe and forced to take refuge in the
  rivers they had once plundered. Although the Aldani tribe
  went extinct, the lobsterfolk remain to this day.
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Tomb of Annihilation (FG Rip).pdf