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Use the "Tavern Patrons" section earlier to flesh out the occupants of this area as needed. Amrik hurls a smoke bomb up to 20 feet one eager to play Baldur's Bones here.

The bomb explodes on impact, creating a cloud of black The tavern is lit by hanging oil lanterns and whatever smoke that fills a foot-radius sphere. The area within the natural light slips through the glass hatch and the ship's cloud is heavily obscured. A strong wind disperses the cloud, grimy portholes.

Those portholes are l 1il feet in diame- which otherwise remains until the end of Amrik's next turn. He is more than long chains. The windowless deck contains a bar, happy to provide one, up to a limit of gp the amount couches, coffee tables, and tables where patrons can so- currently carried by his bodyguard VhaJtus.

Amrik's ciaJize and gamble. Three of Laraelra's bouncers thugs terms are simple: he expects repayment in a tenday and stand in plain view across the deck. As a member Amrik Vanthampur see the accompanying stat of the influential Vanthampur family, Amrik has plenty block has turned a pair of couches and a coffee table of muscle he can bring to bear against anyone who near the aft wall into his personal office.

He runs a defaults on a loan, and his family's influence extends moneylending business from this location, and many beyond Baldur's Gate. In exchange for this space, without the intention of paying it back. Characters who Amrik pays for the wine that is delivered to the Low plan to rip off Amrik must succeed on a Charisma De- Lantern, making Laraelra's business profitable. He keeps the port couch open for clients and Characters can try to interrogate Amrik for informa- employs two bodyguards.

Kasharra, a spined devil, tion, but he's a practiced liar who won't incriminate him- perches on the back of Amrik's couch. Vhaltus, a sleepy- self or any family member he fears, including bis mother eyed lawful evil human thug with red hair in a ponytail, and older brother.

If the characters mention Mortlock, sits at the closest end of the bar. Vhaltus carries a small Amrik accuses that "scar-faced hulk" of consorting sack containing gp, which Amrik loans to clients. Amrik's utter disdain for his younger concealed smoke bomb before fleeing up the stairs, leav- brother is palpable, though he won't admit to his partjc- ing his bodyguards to cover his escape. He has trained Laraelra's staff shift the blame to Mortlock.

Failing that, he invokes his to recognize a variety of innocuous hand gestures that mother's name and reputation as a shleld, hoping the signal them to deliver drinks to the table.

If he wants characters will think twice about offending or harming poison added to his clients' drinks, he has a secret sign the favored son of Duke Thalamra Vanthampur. Hidden behind the bar is a small bottle con- Amrik never battles to the death, and he surrenders taining four doses of torpor see "Poisons" in chapter if he can't fight, talk, or slither his way out of a perilous 8 of the Dungeon Master's Guide , which the kenku situation.

If the characters defeat Amrik's bodyguards bartender can use to spike drinks when Amrik gives and take him prisoner, he does what he's told untiJ an the signal. The staff of the L7. This guest cabin is not currently occupied.

Its furnish - If the characters kill Amrik aboard the Low Lantern, ings include a bed, a wardrobe, an empty desk, and a Laraelra warns them that his death will incur the wrath chair.

An oil lantern hangs from a rusty hook bolted of Duke Thalamra Vanthampur. She suggests that they to the mast. Ree Baldur's Gate at once- before they end up as fish The Jock on the cabin door has rusted to the point of food at the bottom of the harbor. Read the following to the players: lot of noise. One gloved hand rests on the hilt of a longsword. Puddles of water collect in The other pulls back a cowl to reveal the face of a teen- areas where the floor has bowed, and the whole space ager with brown skin, red hair, and a haunting gaze.

Four alcoves here are set with cheap cots where drunks can sleep off their hangovers. In the bow are The cloaked figure is Reya Mantlemorn, a lawful good four hammocks that serve a similar purpose. At any female human Hellrider use the veteran stat block. If the characters wish to rob them, each com- city of Elturel to train as a Hellrider when she was moner has a belt pouch containing ld6 sp and 2d6 cp.

As a faithful follower of Torm, Reya is prepared and has trained to sacrifice herself for the greater good. She watched in disbelief as the Compan- Vanthampur Villa is located in the Upper City, which is ion's light went out, turning black as the city appeared populated by the wealthiest residents of Baldur's Gate to crumble and sink below the horizon- a horrific image and heavily patrolled by the Watch.

The villa's location that Reya has been unable to get out of her mind. She is marked on map 1. The villa connects with the dungeon and stood, then took it upon herself to lead a group of fear- sewer complex shown on map 1.

The characters might want to visit Vanthampur Villa ful refugees west to Baldur's Gate. If they managed to sneak inside, but they didn't get far before take Amrik prisoner, they can count on Reya Maotle- a group of Flaming Fist soldiers confronted them. The refugees scattered, and Reya soon found herself cor- morn to keep a close eye on him. She's been a Twenty guards of the Watch vigilantly are posted at wanted fugitive ever since.

She's are accompanied by a prisoner or a known fugitive s uch investigating a rumor that Thavius Kreeg, the high as Reya Mantlemorn. Any character without a badge is overseer ofElturel, is in the city. Reya hasn't confirmed questioned and required to pay a gate toll of 2 cp. The Vanthampur estate is located the gate, fearing he might be hurt. She aims to question him about the veracity of Thalamra Vanthampur is a cunning, devil-worshiping the rumor.

She is barrel-bodied, She simply wants answers regarding what happened to with strong hands and forearm s that speak to her begin- Elturel. If it's possible to save the city, the Hellrider is nings as a manual laborer. Her youth was spent in the prepared to do whatever it takes to do so. As for Baldur's cellars and sewers of Baldur's Gate, repairing pipes and Gate, she could care Jess what happens to it.

Thalamra rose from such rats eat it," she says scornfully. Now s he dresses in the finery that takes a liking to them immediately. Once she realizes suits her station as a duke of Baldur's Gate. Duke Ulder Ravengard to fulfill her ultimate goal of lf the characters reveal that they're working for the becoming the new grand duke of Baldur's Gate. When Flaming Fist, Reya draws her longsword in a panic, not engaged in political matters, she conducts her most expecting to have to defend herself.

Characters can allay secret business in the dungeon complex below her villa. In the interests of full disclosure, Reya admits that dead husbands was kind enough to give her a son. Her she's being hunted by the Flaming Fist for an "unfortu- oldest boy, Thurstwell, is a pale and sullen recluse in his nate altercation" that wasn't entirely her fault.

A veritable shut-in, he uses imps to spy on his brothers, Amrik and Mortlock. She has no friends in Baldur's Gate, and Thurstwell's real problem is that his mother doesn't she can't reach Vanthampur Villa in the heavily guarded see him as her successor, and is grooming Amrik to fill Upper City without help.

She does her best to aid the that role. Despite his jealousy, Thurstwell would never party, as long as the characters' actions and decisions visit harm upon Amrik for fea r of incurring his mother's lead her closer to discovering the truth of what hap- wrath.

Mortlock is a different matter, as it's been made pened to Elturel. Once the city's fate becomes known to abundantly clear that Thalamra would disown him had her, Reya leaps at any chance to rescue the city from the she not agreed to the dying wish of her third husband to Nine Hells. But if The last member of the Vanthampur family is Slobber- running her becomes too much of a burden for you, see chops, a mean-looking tressym winged cat with a bob- if one of the players wants to run Reya as a secondary tail and numerous battle scars.

Characters who encoun- character. You can provide the consenting player with a ter Slobberchops can try to befriend it see area VS.

YARD Nine lawful evil human guards patrol the yard in three Vanthampur Villa is a stately stone edifice with a groups of three. When the characters first arrive, these detached stable house. Both buildings have sloped groups are located at the points marked "Vl" on map rooftops covered with red clay tiles. A foot-high 1.

Lanterns hanging along The guards attack anyone who trespasses onto the the wall's interior are lit at dusk and extinguished at estate without the consent or prior notification of Duke dawn to illuminate the yard and villa at night.

The wall Vanthampur or one of her sons. If the characters have features three wooden gates- the main entrance and a Amrik or Mortlock with them, they can convince either coach gate to the south, and a postern gate to the north.

Other- The villa's wooden doors and lead-framed windows wise, the characters need to kill the guards or sneak aren't locked, and the Vanthampurs employ guards to past them. The guards are too well paid to accept bribes, patrol the yard see area Vl. The guards live elsewhere and they have no respect for the Flaming Fist. To sneak and change shifts every six hours.

This check is made The Vanthampurs employ four full-time live-in servants with advantage at night or in fog. A 3-foot-square flagstone in the southwest Ambra is a recent hire to replace the previous maid, corner of the stable doubles as a hidden trapdoor in the whom Duke Vanthampur threw down the stairs for floor. Any character who searches the area finds the breaking a vase. He ushers them in if they are expected, but turns them away otherwise.

Describe this area to the players as follows:. Apart from the main entrance, this room has two exits. A plaster shelf lined with ornate vases circles the room at a height of nine feet. Spread across the flagstone floor is a ten-foot-wide, fifteen-foot-long rug of exquisite design, depicting a royal coronation.

Two tapestries hanging on the walls depict a dragon flying over a ship and pilgrims on camels, respectively. Four invisible imps lurk among the vases on the high shelf, one in each corner. The vases, rug, and tapestries are valuable art objects, though they don't go well together.

Each of the sixteen vases weighs 2 pounds and is worth 25 gp. The rug weighs 50 pounds and is worth gp. Each of the two tapestries weighs 5 pounds and is worth 75 gp. Nothing of value is kept here. Gabourey doesn't like other people in the kitchen while she works. A dumbwaiter with a manually Senses passive Perception 15 operated rope-and-pulley system allows meals to be Languages Common, Elvish, Infernal delivered to Duke Vanthampur's bedroom area Vl 7.

Dark Devotion. Thurstwell has advantage on saving throws Slobberchops the tressym see page for its stat against being charmed or frightened. Thurstwell is a 2nd-level spellcaster. His spellcast- loyalty to the Vanthampur family, and detests Thurstwell ing ability is Wisdom spell save DC He has the following cleric spells prepared: and his imp spies.

The tressym befriends any character who feeds it, following that character around the house Cantrips at will : guidance, sacred flame see "Actions" below , and using its Detect Invisibility trait to warn of invisible thaumaturgy imps nearby.

Sacred Flame Cantrip. Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him. The target V7. The to sit in an austere, high-backed chair facing a pair of staircase to the north descends 15 feet to area VlO.

A hidden compart- Five lawful evil human guards stand watch here- one ment in the left armrest of the duke's chair contains a by each door.

They attack anyone not accompanied by silvered dagger. A character who examines the chair can a Vanthampur fam ily member. If they hear trouble else- locate the hidden compartment with a successful DC 12 where, the guards can't be surprised, but they stay put Wisdom Perception check. Com- Thin drapes cover the windows to diffuse the natural bat here alerts Thurstwell Vanthampur in area V A crenelated stone battlement encloses this balcony Treasure.

A tapestry hanging on the north wall de- overlooking the front yard. It's a foot drop from the picts burning angels falling from the sky into a pit of fire. T he tapestry weighs 5 pounds and is worth gp. Read the fol- footed iron bathtub, and a fireplace. If alerted to intruders, ThurstweU ing table surrounded by eight high-backed chairs carved has locked the puzzle box in the iron chest and tucked to look like devils.

A fireplace dominates one wall, flanked the key into his robe pocket. A handsome, glass-doored Thurstwell commands several imp spies who enter and leave his room through the chimney, but only one wine cabinet stands against one wall.

This imp is invisible, lurks in the fireplace, and attacks Perched on the chandelier are three invisible imps anyone who threatens Thurstwell. A rope-and-pulley Thurstwell greets intruders in the most uncivil fash- mechanism allows the chandelier to be lowered and ion-by casting sacred flame at the nearest one. On the raised. The rope is tied around a hook mounted on the same turn, he casts sanctuary on himself as a bonus east wall near the wine cabinet. The cabinet contains a set of eight red while the imp defends him.

If taken prisoner, he whines crystal goblets 25 gp each and sixteen bottles of wine. The his time, hoping his captors get in over their heads and last bottle is laced with midnight tears, a tasteless poi- afford him a chance to escape. If interrogated, be offers son see "Poisons" in chapter 8 of the Dungeon Master's the following information in exchange for his release: Guide. She and the former high overseer of Elturel are plotting to seize control of Baldur's Gate.

A powerful keeping this hall dark and cool. Unless otherwise occu- devil named Gargauth is trapped in the shield, and has pied, Fendrick Gray, the venerable butler, paces the hall vowed to help the Vanthampurs conquer Baldur's Gate with a lantern while the maid, Ambra Fallwater, dusts if released.

Thavius Kreeg is confident that he can de- see "Servants," page A wooden staircase at the vise a way to release Gargauth from the shield. The duke insisted that Thavius let the fam- tries, paintings, and alabaster busts on pedestals meant ily safeguard the item while he studies the shield.

The duke bought the pieces thinking them to be valuable art objects, but all are knockoffs ac- Treasure. The infernal puzzle box is a new magic item quired from dubious sources. The haphazardly assem- described on page Each puzzle box is unique in bled collection is a testament to bad taste. This particular box belongs to Thavius Kreeg Wax Statue.

A 6-foot-tall wax statue in one corner and was entrusted to Duke Vanthampur for safekeeping. The tressym has a to Thurstwell-supposedly her smartest son- to see if wax rat in its mouth. Visitors who enter the gallery from he could open it, but he's had no luck so far. Thurstwell the foyer area V3 are often startled by the statue be- can be threatened into relinquishing the box, or it can cause of its location just inside the door and its lifelike easily be taken from him. However, opening the box is appearance.

Falaster Fisk,. The box bolds a copy of the contract Thavius forged with Treasure. The chest weighs 6S pounds and is trapped Zariel to doom the city or Elturel. It contains three thin, black-covered The padlock on the chest can be picked by a character ledgers with entries written in Infernal records or Duke with thieves' tools who succeeds on a DC lS Dexterity Vanthampur's legitimate business dealings , a set of check. The chest weighs SO pounds and contains a jum- calligrapher's supplies lS gp , a poisoner's kit SO gp , a ble of wrinkled garments, red wax candles, quills, blank coin pouch made from a sheep's bladder containing 22 sheets of parchment, and jars of ink.

The chest has a false bottom underlaid with potion ofhealing, as well as a black-covered tome titled metal springs. The combined weight of the items in the Apocalypto- a poetic prophecy by an unknown author chest holds the false bottom down, but if three or more envisioning the end of the multiverse worth SO gp. The Vl4. The clawed feet, and a night table. The chest weighs 2S cloud is stationary and lasts for 1 minute, or until it's pounds and contains a few drab garments made for a dispersed by a strong wind.

Any creature that starts its man of Mortlock's size, a few worthless personal effects, turn in the cloud must succeed on a DC 13 Constitution and a stuffed troll doll from Mortlock's childhood.

A three-foot-wide, six-foot- candlesticks atop it. Other furnishings include three tall mirror is mounted to the east wall opposite the fire- bookcases and a freestanding suit of black plate armor place.

The mirror's varnished wooden frame is carved topped with a bucket helm and equipped with a long- with images of rats, ravens, and spiders. A wrought-iron spiral staircase Treasure. Amrik's chest contains neatly folded and leads up to area V This tiny box contains a gold ioned on Avernus. The construct understands Infernal signet ring S gp bearing the Vanthampur motto, "Stone but can't speak, and it is immune to the following spells: hearts never bleed.

The only creatures permitted in this area are Duke Vanthampur Vl6. If any other creature enters the room un- This room contains a vanity topped with a framed oval escorted, a fiery orange light fills the helmed horror's mirror, bottles of perfume, brushes, cosmetics, needles, hollow interior as it attacks. The helmed horror pursues and spools of thread. Other furnishings in the room intruders beyond the room, returning here only after the include a folding wooden partition adorned with a bird trespassers leave the villa or are hacked to pieces.

Duke Vanthampur abhors reading but with corsets and fine clothes, and a decorative gold rug keeps a modest library of fin e literature for the sake of laid out in front or three unlocked wooden chests.

One appearances. Her study contains two hundred books. A chest is full of shoes, another conta ins three old bridal character who spends 1 hour sifting through the collec- gowns, and the third contains seasonal hats. The Treasure. The vanity holds six bottles of fine per- remaining books are worth S gp each to interested buy- fume 20 gp each , a silver hairbrush inlaid with lapis ers, except for a worthless book titled Last Charge of the lazuli gp , and a wooden jewelry box with electrum Hellriders.

A cavity cut into its pages holds a small iron filigree 7S gp holding a pearl necklace 2SO gp , a plat- ring with two keys hanging from it. These keys unlock inum cameo shaped like a winged cat SO gp , and two the cages in area Vl 9. She also takes most of her meals here. Food is delivered via a dumb- waiter in the southwest corner see area VS for details , The spiral staircase climbs fifteen feet to a square room which has a cord that rings a bell in the kitchen.

Other with crisscrossing rafters ten feet overhead and a peaked features of the room include a canopied bed with a gos- roof above that. An empty bookcase dominates the west samer shroud for keeping insects at bay, a freestanding wall, and two filthy padlocked cages stand on the floor. The padlock is cast in the shape of a horned devil's scowling visage. The keys to open the cages' padlocks can be found in area Vl8. The locks As the minister responsible for the city's sewer system, can't be picked from inside the cages.

Thalamra Vanthampur cordoned off the sewers beneath Perched atop the cages are two invisible imps. When her villa, creating a private dungeon complex where she no one else is around, the imps torment the prisoners could conduct religious ceremonies and harbor guests with idle threats and taunts, and the prisoners know who s hare her devotion to the archdevil Zariel. The imps avoid combat with well-armed intruders.

Its common features are summarized here. On its Lit Tunnels. Tunnels a re 9 feet high and have curved next turn, the imp turns invisible and takes refuge above ceilings. Oil lanterns fitted with thick panes of green- the rafters. The prisoner in the northern cage is iron chains. On sale: 24 March It adds the powerful new spells Spellblade, Spellrazor, and Blizzard to 5e, along with new dungeons, towns, cities, and adventures. It also overhauls some of the existing races and makes additions and changes to many of the default races, spells, and items.

It includes background information on some of the gods and goddesses from the Forgotten Realms setting and some new variants of them as well. Even though the core of Tyranny of Dragons is a mature game, it is designed to be played by groups of all experience levels.

And the spoiler story begins. It is a follow-up to Tyranny of Dragons, a difficult expansion with a focus on turn-based combat and moral choices. 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 out- siders, 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 dec- orates 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 ofFaerOn. Batiri of oppos- ing 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 cao 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.

If the stack succeeds on a DC 10 Dexterity saving throw, it remains intact albeit one gob- Most of the shield dwarf strongholds beneath Cbult lin shorter. On a failed save, the stack collapses and all were destroyed by intense volcanic activity. Hundreds of the goblins fall prone in a 5-foot-square space. A tion to climb onto the shoulders of another willing gob- few made it to Port Nyanzaru, where they remain to this lin within 5 feet of it.

Other goblins can join an existing day. Some of these survivors are albinos see appendix battle stack in the same way. A goblin can use its action D for more information. Twenty frost giants came to Cb ult in search of the Ring The Batiri invented battle stacks as a way to combat of Winter.

Their ship is anchored north of Kitcher's In- creatures much larger than themselves as well as a way let, and teams of frost giants are scouring the jungle for to reach enemies in trees. The battle stack formation signs of the ring and its wearer, Artus Cimber. A female has the added effect of making the puny goblins appear frost giant named Drufi leads the hunt.

So far the frost taller and more fearsome to their larger enemies. Bat- giants have gone about their business unnoticed, but it's tle stacks are not effective against other ground-based only a matter of time before they encounter a Flaming threats, since all but the topmost goblin give up their Fist patrol from Fort Beluarian.

The frost giants hate attacks and mobility to be part of the stack. Chult and its climate, but they won't give up the search for the ring no matter what the cost. Tabaxi minstrels are seldom met outside Port tered throughout the jungle. They build their primitive Nyanzaru. Appendix D includes statistics for both. They pepper Monsters for tabaxi racial traits.

A few are willing to help ex- Over a century ago, the warlord Ras Nsi raised an plorers in exchange for food or treasure. Evil or not, undead army to conquer the city of Mezro. The army grungs warn away intruders by hanging the bodies of consisted mainly of dead Chultans raised as zombies slain foes from trees at the edge of their territory.

Ras Nsi and his Some Chultan guides are aware of one grung village legion were defeated and driven back into the jungle. For more planeshifted away, and Ras Nsi was stripped of his god- information on this village, see "Dungrunglung,'' page given powers.

Declaring himself an enemy of the world, Appendix D contains additional information he threw his lot in with the yuan-ti. The remnants of on grungs. To make matters worse, These malevolent flying reptilian humanoids swoop Acererak filled out their ranks with horrible undead down on unsuspecting prey, steal what they can, and creatures such as girallon zombies and tyrannosaurus retreat to their high lairs to gloat over their stolen loot. As the atropal feeds them the nickname "terror folk" among other races of on the souls of the dead, it grows in power.

Eventually, Chult. They are natural enemies of the aarakocra. See it will become powerful enough to control these raven- the pterafolk entry in appendix D for full details. Until then, the undead hordes of Chult have no leader. Some Chultans refer to Chultans infected with weretiger lycanthropy haunt them as "cat folk" or "leopard people.

Everyone in Port wound up in Chult after escaping from slavers. They Nyanzaru has heard this rumor, but not all believe it. A few work as Weretiger prides avoid outsiders, including adventur- guides out of Port Nyanzaru. Others enter the jungle ers, but a few evil weretigers enjoy making a sport of in small groups to hunt grungs and goblins for their hunting intruders who come to plunder their land. Since own purposes. These evil wcreligers usually worship Malar, the A central figure in Chult's history is the greater god Ubtao, god of the hunt.

Others continue worshiping whatever who long protected the land and Chultan civilization. But deities they revered before becoming lycanthropes. Ubtao grew angry over his worshipers' endless warring and their reliance on him to solve all their problems. When ari,'' page 60 , the yuan-ti claimed the ruins of Omu he left, the Chultans suffered a crippling spiritual blow, as their demesne.

Their spies in Port Nyanzaru keep but eventually the disunited, warring tribes learned to put a wary eye on the merchant princes, would-be trea- aside their petty conAicts and unite as one people. To this sure hunters, and adventurers. Characters might also day, the dinosaurs of Chult are still revered as Ubtao's encounter yuan-ti purebloods, yuan-ti malisons, and sacred children by many Chultans, even though Ubtao himself is no longer popular. Including ones introduced to them by missionaries from The yuan-ti of Omu believe that a sealed portal lies distant civilizations.

Waukeen, a goddess of trade, is re- somewhere under the Peaks of Flame and that opening vered by Port Nyanzaru's many merchants. Other deities it will enable Dendar the Night Serpent to enter the with shrines in the city include Gond god of craft , Savras world.

The god Ubtao was supposed to stand against god of divination and fate , Sune goddess oflove and Dendar, but with Ubtao gone from the world, the yuan-ti beauty , and Tymora goddess of good fortune.

They have Besides spreading word of their deities, however, too dedicated an underground temple to this serpentine de- many foreign missionaries also exploited the Chultans and stroyer of worlds, but they are a long way from fulfilling their land for profit, which led to ma ny conflicts.

The tem- their ultimate goal. Foreign clerics who proselytize too energetically Additional information about yuan-ti can be found in aren't welcomed in Port Nyanzaru. The city south end of the Bay of Chult. No other city also boasts grand bazaars, glorious mansions and tem- elj:ists in Chult, along the coast or anywhere ples, circuses, and gladiatorial contests. The creatures.

Until recently, Port Nyanzaru jungle teems with ferocious reptiles and murderous un- was under the firm control of Amn, a foreign dead, pirates prowl the surrounding sea, and the mouth nation. Nine years ago, Arnn was forced to of the bay is home to a greedy dragon turtle.

The charac- pronounced yeh-TEP-kah , or risk a bloody conflict ters can secure gear and guides before leaving the city.

Seven Chultan traders have vide any additional support. The amount of business that Nyanzaru entirely and use a different coastal city as the unfolds here and the cash that moves through its count- launching point for the party's jungle expedition. Exam- ing houses would make any merchant of Baldur's Gate ples from other settings include the city of Sasserine on or Waterdeep jealous.

It's also a colorful, musical, aro- the edge of the Oerth's Amedio Jungle, the city of Sla- ma-filled, vibrant city in its own right. Other than trade, govich near the Savage Coast ofMystara, and the city of the biggest attractions are the weekly dinosaur races Stormreach on Eberron's continent of Xen'drik.

Locals and visitors alike. Port Nyanzaru's Harbor Ward, not far from the harbor- All streets within the city walls are paved with cobble- master's office area Read: stones or flagstones, and they have deep rain gutters as much as 2 feet wide. Residents of Port Nyanzaru You appear in a tropical city under the blazing sun. The pay little attention to any but the heaviest deluge.

Tabaxi minstrels wander the streets, performing for familiar sounds of a harbor- creaking ropes, slapping anyone who tosses them a few coins. The aroma of Crumbling ancient buildings covered with vines and unfamil iar spices and tropical fruit mixes with the wharf.

The ground floors of most buildings are made of Beyond all that, Port Nyanzaru is an explosion of color. The upper floors have bam- Buildings are painted in bright shades of blue, green, boo or thatch walls with enormous windows to let in orange, and salmon pink, or their walls are adorned with the breeze, under broad thatched or tiled eaves. All murals portraying giant reptiles and mythical heroes.

Some are painted in symmetrical, geometric flowers or is draped in leafy, flowering vines. Minstrels patterns of straight lines and sharp angles, while others in bright clothing adorned with feathers and shells per portray animals, monsters, landscapes, and heroes in a stylized manner unique to Chult. Where space permits, form on street corners. Multicolored pennants and sun buildings traditionally include a walled yard or garden.

A crowd of children All the city's water comes from rain, so every building dressed in feathered hats and capes races past you, has a cistern or wooden barrels to catch water running squealing in delighted terror as a street performer cos off the roof.

Every public square is built around a foun- turned as a big-toothed lizard stomps and roars behind tain or rain basin. With so much water running down- them. The whole city seems to be bustling, sweating, hill, Chultans also make excellent use of water-driven mechanical gadgets.

Many buildings have water wheels laughing, sweari ng, and singing. Rainwater running through spouts or channels turns the wheel, which pumps water Syndra recommends that the characters secure rooms into pools, turns millstones, powers bellows or lathes or for themselves at either the Thundering Lizard if saws, or accomplishes any other labor-saving or amus- they're looking for a raucous time or Kaya's House of ing task Chultan engineers can dream up.

Repose if they want a good night's sleep. Both inns are located near the Red Bazaar area There she intends to stay for the remainder encounter NPCs who need their help. Given the urgency of the adventure. If the characters express interest in of their mission, characters might be reluctant to take accompanying her, she's more than happy to introduce on side quests.

They are under no obligation to complete them to Wakanga see "Merchant Princes, page Nyanzaru, emphasize the heat, the humidity, the exotic Introduce as many or as few of these side quests as sounds and smells, and other unique aspects of Port you like. The NPCs who trigger them can be encoun- Nyanzaru. Some of its notable features are described tered anywhere within the city. If you can't decide which hereafter: side quest to choose, roll a dlO. Medium and Large dinosaurs are used as beasts of 1.

Collect a Debt. K'lahu N female Chultan human burden to haul two-wheeled carts, to hoist heavy loads thug , a bookie who takes bets at Executioner's Run on cranes, and to tow boats along the canals. These brightly painted racing dinosaurs are is collected on the gp debt, which is owed by a fast, vicious, and barely under their riders' control.

Taban refuses to pay anything until he's beaten seeming to spring out of the building stones them- down to 20 or fewer hit points, whereupon he offers selves. The profusion of greenery needs constant up a pouch containing ten 50 gp gemstones. Ashamed tending to prevent roots and shoots from damaging by his defeat and eager to redeem himself, Taban of- buildings or tile roofs. Create a Distraction at Fort Beluarian.

Rokah N Xandala, or at least get information from it that they male Chultan human spy works for the Zhentari m. The Zhents believe that pirates have formed an al 6. Help a Dyeing Man. Omala N male Chultan human liance with the Flaming Fist. Rokah has orders to commoner is a master colorist at the dye works area infiltrate Fort Beluarian and find proof so that the He recently bought some dancing monkey fruit on Zhentarirn can blackmail the fort's commander.

He the black market and used them to make and sell dye. He wishes to atone commander's quarters. As a reward, Rokah offers for his crime and seeks an audience with Kwayothe, to cover the cost of a charter of exploration 50 gp , the merchant prince who controls the legal sale of which the characters will almost certainly need if they fruit.

Rokah also offers to introduce the characters to he plans to beg for Kwayothe's forgiveness. He has no two wilderness guides-a pair tabaxi siblings named money to offer the characters as a reward. Kwayothe River Mist and Flask of Wine see "F inding a Guide," is wilting to forgive Omala's lapse in judgment pro- page 33 -and pay the guides' fees. Escort a Priest to Camp Vengeance. Undril Silver within the next 10 days- no questions asked-and tusk LG female half-ore priest of Torm with dark- speak of the deed to no one.

Kwayothe tells them that vision out to a range of 60 feet is a representative of Shago works as a gwde out of Fort Beluarian. If the the Order of the Gauntlet and newly arr ived in Port characters fail in this task, Kwayothe has Omala sen- Nyanzaru. She needs to deliver herself plus a packet tenced to Executioner's Run see area 3 for his crime. Help the Lords' Alliance. Undril was led to be llluskan human spy , an agent of the Lords' Alliance, lievc she could simply buy a horse in the city and ride offers to trade a sailing ship for an accurate map of to the camp, but now that she sees the terrain and con- Chult that shows the exact location of the ruins of ditions, that's clearly not possible.

She hopes to join Nangalore and Orolunga. Lerek represents wealthy any expedition headed up the River Soshenstar. Un- Waterdhavian interests, and the offer is genuine. If the dril is qwte attached to her chain shirt, but she's not characters present such a map, Lerek has a cleric cast unreasonable when presented with good arguments augwy before agreeing to buy it, to make sure he's for shedding the armor.

If characters gain Undril's not buying a fake. Once he's convinced that the map respect, she'll intercede strongly on their behalf if is genuine, Lerek arranges to have the promised ship any difficulties arise with Commander Breakbone as arrive in 10 days.

Hunt Pirates. The harbormaster, Zindar see area 4. Explore the Aldani Basin. He knows that three pirate captains are at- of red-robed wizards operating a secret base some- tacking merchant ships heading to and from the Bay where in the Aldani Basin.

The head of her temple, of Chult. The pirate ships are called the Dragonfang, Grandfather Zitembe, has too many other things on the Emerald Eye, and the Stirge. Zindar has permis- his mind, but he's given lnete permission to investi- sion from the merchant princes to offer a bounty of gate. She'll provide her own food and of each pirate captain.

She insists on stopping by the temple 9. S ave an Innocent Man. Belym LG male Chultan of Savras to gather her belongings and urges the char- human commoner is distraught because his hus- acters to come along. Belym asserts that his husband was a victim of mistaken 5. Find Artus Cimber. A halfelf named Xandala see identity and sentenced without a proper hearing or appendix D approaches the characters and claims to trial. He's been unable to persuade anyone in author- be Artus Cimber's daughter.

Feigning worry, she asks ity that Draza is innocent. He'll give the characters the characters to help her find him. Artus can't be 25 sp all bis savings if they can help Draza from the found using magic, but Xandala has heard that Artus sidelines so he survives the run. Draza is about to be left the city with a reptilian man who doesn't talk and thrown into the pit with a pair of velociraptor s, so the smells funny.

Both were last seen heading into the jun- characters must act qufokly. Both the authorities and gle. Xandala wants the Rh10 of Winter in Artus's pos- the gamblers take a dim view of interference. Summerwisc, Xandala's pet pseudodrago n, thinks Seek Wisdom at Orolunga. Eshek NG male Chui- the quest for the ring is too dangerous but has given tan human acolyte of Savras stumbles up to the up trying to talk sense into its mistress.

Good-aligned characters in the street and whlspers, "Speak to the characters might be able to turn Summerwise against wise guardian of Orolunga, east of Mbala. She can direct you to that which you seek. When he awakens moments later, Es- warning horns, day or night, they scramble for the safety hek has no memory of the last 12 hours aside from a of the Market Ward and Merchants' Ward until the all driving need to find people matching the characters' clear sounds.

At the very least, he knows where Three ancient, vine-covered ziggurats tower above this Mbala is from speaking to porters who've been to crumbling ward.

The whole district is a juxtaposition Camp Vengeance. Shown in map 1. Burgeoning wealth has driven the city's parallel to the merchant princes of the city proper. They richest residents to raise defenses against the jungle's have no official authority, but each of them sits atop a dangers, and possibly against the dangers they perceive web of debts, favors, incriminating information, and from the city's less-well-off districts, which all lie out- loyal muscle that allows them to get things done with side the main wall.

The walls are impressive barriers an efficiency that the merchant princes sometimes envy. Like other structures in Port Unlike the merchant princes, whose positions are based Nyanzaru, they're decorated with colorful paintings of on wealth that passes from generation to generation in geometric designs, animals, and mythic figures. The western- the beggar princes changes continually. Most of the residents a re lower-class labor- ground. A wide stone bridge crosses on arched columns ers or struggling artisans who can't afford the higher 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 1. Shops and tenements of bamboo are neighboring Ykhvazi Hill pronounced yick-ul-WAH- jammed onto the terraces of the ziggurats in wild pro- zee , site of the Grand Coliseum. Steep, stepped streets fusion. The upper levels are cleaner and less crowded and terraces surround each hill.

Where is the tempest goliath King Hekaton, who is entrusted with maintaining control among the mammoths? The people, dwarves, mythical people, and other little society of the Sword Coast will be squashed underneath from the invasion of these goliath enemies. The main shot at survival is for the little society to cooperate to research this intrusion and bridle the intensity of rune enchantment, the mammoths' weapon against their old foe the mythical serpents. The main way the general population of Faerun can reestablish request is to utilize the mammoths' own capacity against them.

I am halfway through running this and a few upsides and downsides have turned out to be clear. Spoiler alert, DMs just for what pursues.

DDAL Uninvited Guests 5e The Shrine of the Axes has been restored and Raggnar Redtooth, who previously conspired with dragon cultists, is trying to restore his reputation in Parnast by sponsoring a feast.

There is just one thing he needs, meat for his feast. Game is supposed to be plentiful in the Weathercote Wood, but the townsfolk are all busy with their own work, and the minions of Bad Fruul are still out there causing When brave adventurers face the dangers of the world, they want something to show for it.

With this supplement, these brave adventurers It is intended for use during Chapter 3 and 4, where your party is roaming the Savage Frontier, and has material enough for full sessions.

It brings your party in contact with the mysterious Kraken Society, and introduce them A huge thanks to everyone for your support. Without you kind folks, the new subraces, variants and feats uncovered by Volo's journeys would remain undocumented. Adaptable NPCs of the Guild is a DMs Guild community project that introduces you to detailed non-player characters to use at your table. Quest givers, travelling companions, minor henchmen, or campaign ending foes await to engage your players and inspire your campaigns.

Written by The download includes: Introductions - a guide to introducing Triboar and its NPCs to your players in an immersive and entertaining Claugiyliamatar, the ancient green dragon who resides within the forest, grows restless.

Her plans are approaching fruition, and the only threat to them might be from a small group of adventurers that she has had dealings with before. DDAL Forgotten Traditions 5e The origin of runes has long been lost to the majority of sages and wizards, save those with giant blood. However, with the shattering of the Ordning, the magic of runes has once again emerged into the Realms.

Adventurers must delve into a ruined complex beneath the Spine of the World, suspected by SEER to be the birthplace of that arcane tradition. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said This product includes twenty quest seeds for the Ten Towns or other settlements in the Icewind Dale.

Recover cursed garum, become militia captains, or drive merfolk commandos back into the lakes! These notice boards are presented They require immediate relief or they risk being destroyed to a dwarf. SEER has directed you to their location in the hopes that you can rescue the dwarves and save their precious cargo, a tablet bearing secrets of ancient rune magic. Despite this, the town is at risk from within as internal politics threaten to tear it apart.

It is up to the adventurers to resolve the infighting in Parnast and prepare the town for the hill giant's onslaught. A Two-Hour



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