The biggest, most exciting thing about our Season 7 D&D Adventurers League adventures is that they’re designed to be run right alongside Tomb of Annihilation. DDAL07-01 A City on the Edge can be run as 5-hour adventure hook for Tomb of Annihilation that introduces the characters to Chult and her faction representatives. Tomb of Annihilation Wizards of the Coast. At its core, Tomb of Annihilation follows a classic quest structure. The party has an objective, a deadline—Silvane is slowly dying, so each day the party spends exploring brings her closer do permanent death—and a sprawling expanse of dangerous wilderness stands in their way. Tomb of Annihilation is a Featured Article! It is one of the best articles created by the Forgotten Realms Wiki community. However, if you can update it or think of a way to further improve it, then please feel free to contribute. The biggest, most exciting thing about our Season 7 D&D Adventurers League adventures is that they’re designed to be run right alongside Tomb of Annihilation. DDAL07-01 A City on the Edge can be run as 5-hour adventure hook for Tomb of Annihilation that introduces the characters to Chult and her faction representatives. Later, DDAL07-02 Over the Edge sends the characters. New Pro Feature: Custom Sheet Sandbox Making custom character sheets is easier than ever with a special, streamlined game type to build and test them! Back to the Zoom Tool Put your scrollwheel or trackpad to good use!
Back in Port Nyanzaru, the heroes took a day and a half of rest in the only city in Chult to gather more supplies, sell off some gems, and learn some new things while in town on Day 22, including a couple more rumors:
The group was also approached by Lerek Dashlynd of the Lords Alliance who looked to trade a sailing ship for an accurate map of Chult that showed the locations of Nangalore and Orolund.
The heroes wagered on and Chidi participated in a couple more Dinosaur Races, which mixed results. Chidi finished a respectable 4th place.
Last, the heroes met with Ortimay Swift and Dark, captain of the Brazen Pegasus about hiring them to transport them via her 60-foot sloop, to another landing spot in Chult. Specifically they were looking at Kitcher’s Inlet as a possible drop-off point.
The heroes set off on Day 23 aboard the Pegasus and just a couple of hours before reaching the inlet, they spotted the frost giant ship, the Hvalspyd parked on the northeastern shoreline.
A few hours later the heroes reached Kitcher’s Inlet and moved inland. By the end of the day they saw the ruins of Mezro.
Day 24 – passed under the bridge of Araaz Muhahah to a cacophony of laughing and shrieking monkeys.
Day 26 – parked the canoe and started moving inland towards Kir Sabal.
Had a fight with girallons, four-armed white apes.
Had a fight with giant wasps, thankfully no on contracted Shivering Sickness from this attack. Postico 1 3 2 – a modern postgresql client centered.
After traversing up the dangerous and rickety walkways, the heroes finally reached the top of the aarakocra base. They met with Nephyr again who took them to meet Ashara.
She said she would be happy to perform the Dance of the Seven Winds but the ritual would require a black orchid, which could only be found in Nangalore about 50 miles SW of here.
She was impressed by the heroes, being more than gold seekers, and shared with them her thoughts, when asked, about the Soulmonger. She believes it is in the ruined city of Omu, about 200 miles WSW of here.
The heroes were then introduced to Mwaxanare and Na, living heirs to the royal family that once ruled Omu. Mwaxanare was impatient and was disappointed to find out the heroes were not here leading armies to help reclaim her throne. Na seemed like a wise and bright kid.
On the night of Day 30 the heroes found a platform up in a tree that was being used as a base for the Emerald Enclave. They spoke with Jadale, the leader of the group and exchanged stories of times in the jungle. Casino winners stories. They said they had been to the Needle’s Bones previously but found nothing.
The heroes set off for Needles Bones tp investigate when they ran across a dozen Zorbos who hissed at them. While they might look like Ewoks, the group was warned about their sour disposition and a fondness for humanoid flesh. Chidi thought…Bring it
Two rounds later the group was running for their lives, and Skelli lost his shield. They circled back around, regrouped and eventually found what was left of Green Dragon.
Down in the sinkhole no one noticed anything unusual, and definitely no treasure to be found. Azaka looked around and discovered some rock that was used to seal in a vault. An inspection of the area around the rock revealed that the plants there were poisoned. Deductive reasoning led to the idea that the green dragon magically sealed in her treasure be applying poison to the rock. Once they heroes searched for some poisonous berries, the treasure was theirs.
Day 32 – found a dead explorer today. Dwarf that was torn apart by velociraptors. Had a coin from the Ytepka Society on him.
Day 34 – avoided some hungry baboons by throwing some food at them
Day 35 – Discovered the Wreck of the Narwahl, a galleon in the middle of the jungle. living underneath it was a weretiger and a handful of vegepygmys.
Studies 1 1 4 download free. Day 38 – Got into a fight with a couple of Su-Monsters, one of them stunned Chidi right off the bat.
Day 42 – Arrived in Kitcher’s Inlet a day ahead of schedule. Took some time to explore what little there was of Port Castigliar. Found nothing. Modbo 4 0 installations.
Day 43 – Once Captain Ortimay arrived to pick us up on the Brazen Pegasus, Azaka informed us she is taking some time off. She wanted to return to the shipwreck of the Narwahl to try and convince the weretiger we met to return to civilization. She said to leave word for her at the Thundering Lizard and that she expected to be gone 2-3 weeks, after that she could possible rejoin. She did alert us that hiring an interim guide might be in our best interest.
Boom 2 1 6 9 numerology. The story continues In Search of Pirates.
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.
<u>The People of Chult</u> |
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.
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. 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.
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, broadbladed, one-handed, spear-like weapon.
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 these survivors are albinos.
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.
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.
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.
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.
The Yuan-ti once lived in the ancient city Hisari, but they were driven out. Now they have staked their claim in the jungles of Chult, where they work to restore their god to power.