Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Talking the Talk
E's 5E Tomb of Annihilation (ooc)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="eayres33" data-source="post: 7285722" data-attributes="member: 6808932"><p>The adventure starts with all members of the party on the ship All-wake, as they are about to enter the Bay of Chult. The group was hired by Syndra Silvane ten days ago in Baldur’s Gate.</p><p> </p><p>When the group met with Syndra at her residence ten days earlier, a uniformed attendant lead them up a grand staircase to the third floor, where they were ushered into a wood-paneled room with a fireplace, comfortable chairs, and a heavy table bearing goblets and bottles of wine. The darkly paneled walls were hung with maps and sea charts. Racks, shelves, and cabinets hold hundreds more rolled-up maps and charts.</p><p> </p><p>Syndra was seated in an overstuffed chair near the fire. The group couldn’t discern a gender, because only Syndra’s head emerges from under a heavy blanket draped over the chair, and an embroidered hood and silver mask concealed the wearer’s face. Even Syndra’s dry, raspy voice provides no clue.</p><p> </p><p>Over the course of the night Syndra revealed several pieces of information to the group.</p><p> </p><p><em>I was an adventurer years ago. I died once and was raised from the dead. I have since closed the door to that stage of my life.</em></p><p> </p><p><em>The death curse you may have 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.</em></p><p> </p><p><em>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</em></p><p> </p><p><em>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 coast.</em></p><p><em> </em></p><p><em>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.</em></p><p> </p><p>While Syndra is confident the treasures recovered by the party will more than pay for the risk, and the honor and fame from ending the death curse would have its own rewards, she also offers a rare or uncommon magic item, delivered upon successful completion of her quest. Syndra also offer’s 50 GP each once they reach Chult to help pay for any equipment needed for the expedition. </p><p> </p><p>After the group was onboard the All-wake, they were given several pages of information on Chult and the Port city of Nyanzaru</p><p> </p><p><strong>Weather </strong>– Chult is hot humid and rainy throughout the year. The temperature regularly climbs as high as 95 degrees F during the day and seldom falls below 70 degrees even at night. A day without rain is rare, but rain varies from steady mist to drenching down pours. Visibility in heavy rain is limited to 50 yards and ranged weapons, effective distances are halved.</p><p> </p><p><strong>Guides</strong> are available and encouraged for any travel out of Port Nyanzaru or Fort Beluarian. All legal guides work for the Merchant Prince Jobal, though there is a black-market for guides run by the Zhentarim.</p><p> </p><p>[sblock=Chult Special Rules]</p><p> </p><p>[sblock=Travel distance] each hex measures 10 miles across. Traveling at normal pace per costal, jungle, mountain, swamp or wasteland is one square per day. You can travel two hexes per day by canoe on the river or over lakes. </p><p> </p><p>If you move at a fast pace I roll a d4, on a roll of 3 or 4 you advance 1 additional hex that day. You have a -5 penalty to passive perception scores moving at this pace.</p><p> </p><p>If you move at a slow pace I roll a d4 on a roll of 1 or 2 you advance one fewer hex per day, on a 3 or 4 you cover the same ground as normal. You also have the ability to move stealthily and attempt to surprise or sneak by other creatures.[/sblock]</p><p> </p><p>[sblock=Navigation]</p><p> </p><p>At the start of each day one person is picked to be the Navigator, unless the group chooses otherwise this will default to the guide</p><p> </p><p>I will make a Survival check on behalf of the navigator. The DC will be based on the day’s most common terrain and the group will get a +5 bonus if traveling at a slow pace and a -5 penalty if traveling at a fast pace.</p><p> </p><p>On a success the group moves forward as usual, on a fail the group will become lost. [/sblock]</p><p> </p><p>[sblock=Dehydration]</p><p> At the end of each day, any character who hasn’t drunk at least 2 gallons of fresh water much succeed on a DC 15 con ST or suffer 1 level of exhaustion. This check is made at a disadvantage if the character is wearing medium or heavy armor, or heavy clothing. [/sblock]</p><p> </p><p>[sblock=Diseases]</p><p> </p><p>With the exception of rain water the water in Chult is not safe to drink unless it has been boiled, there are several diseases that can be contracted from either drinking contaminated water or from the swarms of insects that inhabit the jungle. Insect repellant can be picked up at most of the markets in Port Nyanzaur. [/sblock]</p><p> </p><p>[/sblock]</p><p></p><p>[sblock=Map of Chult]</p><p>[ATTACH]92278[/ATTACH]</p><p></p><p></p><p>[/sblock]</p><p></p><p><a href="http://www.enworld.org/forum/showthread.php?607891-Tomb-of-Annihilation-RG&p=7310909#post7310909" target="_blank">http://www.enworld.org/forum/showthread.php?607891-Tomb-of-Annihilation-RG&p=7310909#post7310909</a></p><p><a href="http://www.enworld.org/forum/showthread.php?607891-Tomb-of-Annihilation-RG&p=7310909#post7310909" target="_blank"></a></p><p><a href="http://www.enworld.org/forum/showthread.php?607891-Tomb-of-Annihilation-RG&p=7310909#post7310909" target="_blank">[url]http://www.enworld.org/forum/showthread.php?609282-E-s-Tomb-of-Annihilation&p=7315251#post7315251</a></p><p>[/URL]</p></blockquote><p></p>
[QUOTE="eayres33, post: 7285722, member: 6808932"] The adventure starts with all members of the party on the ship All-wake, as they are about to enter the Bay of Chult. The group was hired by Syndra Silvane ten days ago in Baldur’s Gate. When the group met with Syndra at her residence ten days earlier, a uniformed attendant lead them up a grand staircase to the third floor, where they were ushered into a wood-paneled room with a fireplace, comfortable chairs, and a heavy table bearing goblets and bottles of wine. The darkly paneled walls were hung with maps and sea charts. Racks, shelves, and cabinets hold hundreds more rolled-up maps and charts. Syndra was seated in an overstuffed chair near the fire. The group couldn’t discern a gender, because only Syndra’s head emerges from under a heavy blanket draped over the chair, and an embroidered hood and silver mask concealed the wearer’s face. Even Syndra’s dry, raspy voice provides no clue. Over the course of the night Syndra revealed several pieces of information to the group. [I]I was an adventurer years ago. I died once and was raised from the dead. I have since closed the door to that stage of my life.[/I] [I]The death curse you may have 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.[/I] [I]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[/I] [I]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 coast. [/I] [I]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.[/I] While Syndra is confident the treasures recovered by the party will more than pay for the risk, and the honor and fame from ending the death curse would have its own rewards, she also offers a rare or uncommon magic item, delivered upon successful completion of her quest. Syndra also offer’s 50 GP each once they reach Chult to help pay for any equipment needed for the expedition. After the group was onboard the All-wake, they were given several pages of information on Chult and the Port city of Nyanzaru [B]Weather [/B]– Chult is hot humid and rainy throughout the year. The temperature regularly climbs as high as 95 degrees F during the day and seldom falls below 70 degrees even at night. A day without rain is rare, but rain varies from steady mist to drenching down pours. Visibility in heavy rain is limited to 50 yards and ranged weapons, effective distances are halved. [B]Guides[/B] are available and encouraged for any travel out of Port Nyanzaru or Fort Beluarian. All legal guides work for the Merchant Prince Jobal, though there is a black-market for guides run by the Zhentarim. [sblock=Chult Special Rules] [sblock=Travel distance] each hex measures 10 miles across. Traveling at normal pace per costal, jungle, mountain, swamp or wasteland is one square per day. You can travel two hexes per day by canoe on the river or over lakes. If you move at a fast pace I roll a d4, on a roll of 3 or 4 you advance 1 additional hex that day. You have a -5 penalty to passive perception scores moving at this pace. If you move at a slow pace I roll a d4 on a roll of 1 or 2 you advance one fewer hex per day, on a 3 or 4 you cover the same ground as normal. You also have the ability to move stealthily and attempt to surprise or sneak by other creatures.[/sblock] [sblock=Navigation] At the start of each day one person is picked to be the Navigator, unless the group chooses otherwise this will default to the guide I will make a Survival check on behalf of the navigator. The DC will be based on the day’s most common terrain and the group will get a +5 bonus if traveling at a slow pace and a -5 penalty if traveling at a fast pace. On a success the group moves forward as usual, on a fail the group will become lost. [/sblock] [sblock=Dehydration] At the end of each day, any character who hasn’t drunk at least 2 gallons of fresh water much succeed on a DC 15 con ST or suffer 1 level of exhaustion. This check is made at a disadvantage if the character is wearing medium or heavy armor, or heavy clothing. [/sblock] [sblock=Diseases] With the exception of rain water the water in Chult is not safe to drink unless it has been boiled, there are several diseases that can be contracted from either drinking contaminated water or from the swarms of insects that inhabit the jungle. Insect repellant can be picked up at most of the markets in Port Nyanzaur. [/sblock] [/sblock] [sblock=Map of Chult] [ATTACH=CONFIG]92278._xfImport[/ATTACH] [/sblock] [URL="http://www.enworld.org/forum/showthread.php?607891-Tomb-of-Annihilation-RG&p=7310909#post7310909"]http://www.enworld.org/forum/showthread.php?607891-Tomb-of-Annihilation-RG&p=7310909#post7310909 [url]http://www.enworld.org/forum/showthread.php?609282-E-s-Tomb-of-Annihilation&p=7315251#post7315251[/url] [/URL] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
E's 5E Tomb of Annihilation (ooc)
Top