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Hidden Pathways

of

Chult
Expanded Travel and Discovery for Tomb of Annihilation

by Alex Clippinger

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TITLE 1
I. Teleportation
second-in-command at the fort, Gruta Halsdottir,
knows the sequence of sigils.
Hidden Circles in the Jungle
The second party that knows of the circle’s
Syndra Silvane can transport the players to Chult existence is, of course, Artus Cimber. When the
at the start of the adventure using a teleportation barae secreted their city away and left the ruins
spell. During the adventure, parties who in its place, the circle remained. Artus
thoroughly investigate the Heart of Ubtao occasionally checks the ruins of Mezro and
might find a teleportation circle in one of the circle in particular, hoping that
the chambers occupied by Valindra one day his wife Alisanda will utilize
Shadowmantle. Surprisingly, though, it and return to him once more.
the base adventure makes no other
mention of additional teleportation Nangalore
circles in the peninsula. The A hidden chamber beneath
following entries list more areas Zalkoré’s lair contains an
where the players might ancient teleportation
uncover teleportation circle, utilized by the
circles, hastening their mad queen and
lategame travel around her entourage. It
the region as you deem can only be
fit. discovered upon searching the area after the
medusa’s death, though you may elect for her to
It is important to note that you may allow the offer its use in the unlikely scenario that she is
existence or use of any number of these charmed by one or more members of the party.
teleportation circles as you determine necessary
or useful to your particular adventuring group. Omu (Derelict)
Rumors exist that a teleportation circle once
Mbala stood in the lost city of Omu, but it was either
Once the city of a great kingdom, it is only destroyed with the ruination of the city or
reasonable that Mbala would have its own demolished by Acererak, who would have taken
teleportation circle. Any player taking the time to the time to sniff out any such ‘back door’ onto the
investigate the ruins of the city can discover the doorstep of his temple.
circle. Nanny Pu’pu preserved the circle in case
she someday found it useful and binds it with her Port Nyanzaru
magic; only killing the witch or forcing her to allow Wakanga O’tamu, the merchant prince, has a
its use will make it available for magical travel. teleportation circle in his private villa. Its
existence is perhaps his most closely guarded
Mezro secret, and even the good faith of Syndra Silvane
The ruins of Mezro contain a teleportation circle. is not enough to make him volunteer the
Few people in Chult are well-aware of the circle’s knowledge of its existence to the party. Syndra,
existence. The first group aware of the circle are for her part, is aware of the circle but keeps
the Flaming Fist, who have thoroughly explored Wakanga’s secret. A party that consistently
the ruins and reported the circle’s existence to interacts with Wakanga or his surrogates
their commander, Liara Portyr, who resides at throughout the campaign may find him willing to
Fort Beluarian. While some of the soldiers know share this most significant secret at the
of the circle’s existence, only Liara and her appropriate time.

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Hidden Pathways of Chult 2
II. Underchult Waterlogged Caverns
With Chult’s constant rains, the tunnels and caves
The term ‘Underchult’ is not a local one; instead, of Underchult are almost universally flooded.
it is a name given by visiting adventurers. Many Even the widest tunnels and hollows are
newcomers to the jungle learn of dangerous perpetual host to underground runoff. In many
caverns beneath the dense greenery and cases, these rivulets form shallow streams that
immediately think back to the Underdark of the wind their way into some deep crag or a tunnel’s
Sword Coast and beyond, a likely contributor to exit. In bigger voids, deep pools are host to
the name. creatures who know no world beyond their small,
subterranean lake.
In truth, the ‘Underchult’ bears little resemblance
to the Underdark of Sword Coast fame, apart from Deadly Currents
its reputation for danger. Much of Chult rests on
granite, which does well to resist the constant Danger is ever-present in these tunnels; as the
effects of its wet climate. In many areas, however, rains aboveground intensify, so too does the flow
this bedrock is struck through with veins and of water belowground. During periods of
nodes of limestone. Over the centuries, the extended rain, the tiny streams become
constant rain and moisture of the jungle has worn underground rivers. When the jungle’s all-too-
away these limestone sections, leaving caverns frequent tropical storms drown the peninsula
and twisting passages in their wake. with rain, the caverns and tunnels turn into
rushing rapids. Creatures caught in the tunnels
Unlike the deep and widespread network of during these times, or who blindly stumble into
tunnels and caverns in the traditional Underdark, their opening, often find themselves carried pell-
the tunnels and caves of Underchult are shallow mell through the rushing dark. If they are
and intermittent. The wild changes in elevation fortunate enough not to drown they are
between mountains, valleys, cliffs, and basins in nevertheless left exhausted, dazed, and
the peninsula keep tunnels from stretching for sometimes miles from their origin.
more than a few miles at the very most.
Discovering a Tunnel
A party of adventurers in the jungles of Chult have
approximately a 10% chance of stumbling across
an opening to an Underchult tunnel in any given
day. The Dungeon Master’s check to determine
whether a party will come across the Underchult
should be made after determining party direction
and whether they become lost, but prior to
random encounters. If the party is slated to
discover a tunnel entrance in their travels for the
day, you may wish to roll or select a random
encounter that will fit with the Underchult, in case
they choose to explore.

If a party comes across an entrance to the


Underchult during a tropical storm or heavy rain

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Hidden Pathways of Chult 3
(at the DM’s discretion), the party must succeed observations can be made during the course of a
on a group DC 15 Dexterity saving throw or be short rest. The check is made with disadvantage if
sucked into the wild current of the tunnel. A party there is insufficient light to investigate the tunnel
who is swept into the current is expelled at the and the player lacks some other means of seeing
other end of the Underchult tunnel (or a in darkness.
randomly selected exit if more than one exists).
Each member of the adventuring party takes 3d6 Creatures of Underchult
bludgeoning damage and suffers one level of
exhaustion. This exhaustion replaces the level Few creatures can stand to survive in the caverns
they might normally receive for travelling during a of Underchult—the methodical washing out of
tropical storm. The party is also considered lost, most of its tunnels prevents almost any smaller or
unless they happen to come out of the Underchult humanoid creatures from establishing a home of
at or within sight of a previously visited or known any permanence there.
location.
Many aquatic creatures make a tenuous living in
Traversing Underchult the pools and ponds below the surface. Fish take
shelter below rocky shelves when the current
The possible advantage to discovering an swells, emerging again when the waters calm to
Underchult tunnel system is that your players gain feed on whatever the rains have swept down into
the benefit of moving at a fast pace (gaining an their domain. In some rare, larger caves,
additional hex of movement on a 3 or 4 result of a predators like Plesiosaurs lurk in bigger ponds,
1d4 roll) while still be considered to be moving at always happy to snatch living or dead prey as it is
a normal pace (they do not take a -5 to passive carried past on the rain-swollen rapids.
perception, for example). Of course, the tunnel
might not lead them in a direction they want to go In what few tunnels curve above the rush of
in the first place. waterlogged flow, occasional colonies of
Myconids thrive in the warm, damp environs.
An Underchult tunnel’s direction can be chosen by Hidden in these rare hollows, they will live out
the Dungeon Master, or have multiple, random generations without ever seeing another
exits in various living, sentient creature.
directions. See the
Underchult Tunnel The most expected
tables below to danger is, of course,
randomly generate the undead.
a tunnel or small Helplessly drawn
network. Players into the Underchult
can determine the during the storms
direction of an and often too dim to
Underchult tunnel find their way back out,
system with a DC 15 the dark chasms have
Wisdom (Survival) slowly begun to swell
check. Players must with their ranks. Zombies,
spend approximately trapped in rocky nooks but
an hour investigating with no need to breathe, are
the tunnel, observing happy to lie in wait beneath
evidence of water flow, or similar. These

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Hidden Pathways of Chult 4
underground pools, ready to snatch anyone
unfortunate enough to cross their path. 1d4 Standing water: this section has…
1 Little pools, barely enough to support life.
2 Small pools or ponds.
Rumors abound that rarer monstrosities reside in 3 Deep pools; larger creatures could dwell here.
Underchult’s larger caves. Green and black 4 A huge underground pond or small lake.
dragons have been known to seclude themselves
in the Underchult, shaping lairs in flooded caves
and far from the reach of most intrepid
adventurers. These wyrms particularly enjoy
finding Underchult tunnels with an outlet off of a
sheer cliff, which the dragon veils with vines and
other overgrowth. The sheer rock face makes the
lair nigh-invisible and well-protected from
flightless foes.

Underchult Tunnel Tables


As a Dungeon Master, you can determine the
features of an Underchult section, or use the
tables below to determine them randomly. When
randomly deciding on tunnel exits, simply use a d6
to determine a random adjacent hex, as you
would if the party became lost.

1d4 Exits: this section has…


1 One exit (roll a d6 to determine adjacent hex).
2 Two exits (roll a d6 to determine adjacent hexes).
3 Three exits (roll a d6 to determine adjacent hexes).
4 Four exits ((roll a d6 to determine adjacent hex).

1d4 Tunnels: this section has…


1 Mainly five-foot-wide tunnels.
2 Tunnels approximately ten feet wide.
3 Tunnels approximately fifteen feet wide.
4 Tunnels that split wildly or vary in size (roll twice).

1d4 Caverns: this section has…


1 No caverns or voids.
2 Small caverns.
3 At least one larger cave area.
4 A series of caverns or grottoes.

1d4 Running Water: this section has…


1 Small streams or rivulets
2 An underground river—watch your step!
3 Wet stone but no visible streams.
4 Pools or bodies of water only.

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Hidden Pathways of Chult 5
Acknowledgements and Credits
Cover and internal art by The Forge Studios, located via DriveThruRPG.

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Hidden Pathways of Chult 6

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