The trap triggering it, award each character 20 XP. Harbor Exit The passage ends at another circular pattern on the This passage ramps up to stairs leading into an wall. Activating it leads back out into the main hall abandoned building at the edge of the Harbor on the other side, providing a way for the party to District docks.
If the party disarms the stone trap The opposite end of this corridor takes a sharp ramp upward without triggering it, award each character 20 XP. You also spot a small Treasure. A successful DC 14 Wisdom archway leading off to the north. Perception check spots an object lying on the ground covered in dust. It is a small gold bracelet worth 15 gp. Sanuya, a human mage, is here along with two brigands and a ruffian. This is the final stretch of hallway before according to your group. Tricks of the Trade.
It aligns with Alarm! Sanuya casts mage member of the mysterious group called The Twelve. The brigands and ruffian attempt to hide Soon after, word spreads in certain circles that their and gain surprise on the party with ranged attacks.
Each actions may have caused one of the elusive Twelve to lose character succeeding in a passive or active DC 12 Wisdom one of their most important smuggling routes. Perception check avoids being surprised. This can earn the party a bit of both fame and ire in certain Sanuya.
If she is brought down to 10 hp or less, Sanuya circles of the criminal underground. At the very least, the surrenders and offers the characters a trinket valuable to Twelve or those in their employ are sure to be wary of the the Ytepka Society—a trinket rumored to be connected to party in the future.
Klevin thanks the party and rewards them the 50 gp If pressed for more information, or if questioned after she as promised. If you are running this mission as part of the of her employer. She the party has already completed Missions , Klevin has never met this Nahurali in person. If the party refuses to deal with Sanuya, she continues to fight them to the death.
The ruffians carry a total of 5 gp. Sanuya carries a pouch with 10 gp. It is visibly broken off at the bottom end. In the corner alcove, there is a small crate sitting next to a locked desk. The small crate contains a small velociraptor egg. So long as it is carefully handled, it hatches within the next week, imprinting upon the first character it sees. The key found in Area A unlocks this desk. Inside is a pouch with a tiger eye gem worth 10 gp and a potion of healing. Once the party reports to Klevin, he tells them.
Give your name and DCI may earn the following story awards: number if applicable so players can record who Cute and Scaly. You found a velociraptor egg. It may not be attack, defend, or provide aid in Total up all combat experience earned for defeated combat, being no deadlier than a domesticated dog foes, and divide by the number of characters present or cat. However, through patience and practice, it in the combat. For non-combat experience, the can be taught simple tricks and name recognition if rewards are listed per character.
The characters receive the following treasure, divided up amongst the party. Treasure is divided as evenly as possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price. Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide.
Sanuya is a 4th-level spellcaster. Sanuya has the following Shortsword. Light Crossbow. Hit: 3 1d8 - 1 bludgeoning damage. Actions Multiattack. The ruffian makes two melee or ranged attacks.
The Final Twist Map. Player Handout 1. Grand Prize of the Oracle few spots for event participants. Though he could hire out to some of his contacts, he feels the party is Estimated Duration: 60 minutes better suited to the task. In this mini-adventure, the party enters a sporting He asks the party to compete and win the grand competition in order to win a valuable treasure.
Old City, where the party finds Pock-Marked Po. The rest of the prize is also of City is a haphazard sprawl of bamboo huts dotted with a few considerable personal value to him. The party gets to makeshift tents. The entire area is built around the crumbling keep the 60 gp prize for their participation. Eye-Spy With My Little Ey…::hiccup:: The hut is disheveled from the outside, but the Po leaves out an important detail from the mission.
The Zhentarim contact is well aware of this as well as Pock-Marked Po is helped to his feet by a couple its importance to the Harpers and the Ytepka Society. As Po slowly approaches However, Po wants to study the Eye first. His The Colosseum face is heavily scarred, he is nearly blind in one eye, and he walks with a painful, stooped gait. Because Large clusters of modest homes and shops are spread about of this, he has a small cadre of young Chultan women that the area, with a public Bath House along the northern bay tend to the physical aspects of his dealings: writing, fetching and stowing ledgers, and the like.
A large elevated path runs through the center of the Despite his physical deformities, he is wickedly cunning area, housing the golden-roofed temple of Waukeen and the and has a sharp, silver tongue.
He displays the appropriate Grand Colosseum. Long lines never loses his temper. Wager that I massive structure. Though there are competitions for Ward. Each mount may Due to recent events and the ever-looming Death Curse, successfully dash twice during the race. Failed dash fights to the death are strictly forbidden during tournaments. Therefore, no elemental or spell damage is allowed. Reducing an enemy to 0 hp may solely be done with the purpose of knocking them out.
Jab A rider may use their pole to jab at any other rider Refusal to follow these guidelines results in immediate disqualification from either event. The Dinosaur Race Make a normal attack roll as you would with a In the first event, the characters participate in a race quarterstaff versus the Armor Class of the rider.
On a through a circular obstacle course built around the hit, instead of taking damage, the opponent must arena. If failed, the Mounts and Gear.
Each player is assigned a rider is knocked off of their mount and loses a turn mount, a smaller, domesticated version of an of movement to mount up again. They are bred specifically for racing, which is a weekly event. They have a racing harness Taunt and saddle for the rider. For the purpose of this event, treat the as they are within up to one position away from pole as a quarterstaff with the light weapon property their own.
Example: any rider at position 3 can The Opposing Team. The party faces off against taunt any other rider between positions 2 and 4. The Green Vipers attempt to dash first to get ahead, then Trip may taunt or trip players who get close.
Their main goal is This action may be used on another rider so long as to reach the finish line. Make a DC 14 Strength according to your group. Athletics check or a Dexterity Acrobatics check. Roll for initiative to determine rider order.
The first rider to reach the overcome in order to win. Finish Line wins the race. Once the race begins, each At the end of every combat round, each rider rolls rider may move up one position and take one action a d20 and consults the table below. A player may per turn. The available actions are: spend inspiration at any time to instantly succeed in any roll prompted by their obstacle.
After the obstacles are dealt with, continue to the next round. A short wall of wood and debris blocks your path. Nerissa introduces Animal Handling check. If failed, you stumble herself and makes an offer to the characters.
She and lose a position rank. Make a successful DC 13 Wisdom noble cause, and offering 30 gp for it should the Animal Handling check. If failed, you lose a party win.
They may still keep the gem itself, which position rank and may not Dash on your following turn. If pressed on the details of her mission, have the Net Snare.
If Athletics or Dexterity Acrobatics check. If they succeed, she admits she is on a quest to aid an failed, you are dragged off of your mount, ally, a Harper agent named Wren.
This metal piece losing a position rank. A wooden beam swings down in Mission 5. If failed, you are dismounted and lose a she explains they are all on the same side and her position rank. If Vine Trap. If failed, you and Insight check to confirm her as being earnest.
If the your mount fall, costing you two position party still refuses to help her, she does not push the ranks. Nothing Happens. The race is the qualifier to participate in the arena competition.
Should the party lose, they are officially out of the contest. Post-Race Events Nerissa still approaches them as above, but with a The events after the race depend on whether or not different offer.
In exchange for the metallic piece of the party wins or loses this leg of the competition. They gaining the benefit of a short rest. This is the only opportunity the their minor cuts and scrapes are also tended to. It is characters have to continue. The second event is a test of martial prowess. The party must defeat the opposing team in combat. Roleplaying Nerissa The Opposing Team. She has dark hair, kenku mercenary named Slicer, and his four pet green eyes, and brown skin.
Her real name is Mesika. She is a warrior of Mezro who is investigating the happenings in Chult, particularly the Rules of the Match machinations of the dark forces operating in the midst of the The first team with all members brought to 0 hp Death Curse. Only a chosen few know her true identity, loses the match. The characters may use whatever which she does not reveal under any circumstances until the armor, and abilities they have at their disposal, so end of the adventure.
The velociraptors are trained not to kill. She goes through great lengths and puts herself in grave danger to eradicate any trace of necromancy and dark magics tied to the dead. She briefly The Vine Cage congratulates the party and signals one of her Please refer to the Arena Map for this event. The servants to present them with their prizes. She has no need for it and for some reason, it Vine Attack. At the end of each round, vines lash puts her at unease whenever she looks at it.
A bright orange gem sits in the bars. The target must succeed on a DC 13 Dexterity crevice of a curled piece of silvery metal. Conclusion If the party completed Mission 3, they recognize the vines Nerissa thanks the party if they chose to help her. During this contest, they gain and bids them farewell. Old City, Po is grateful for their return with the prize.
Ending the Competition Treasure Should the party win this match, they are declared Their remaining reward is dependent upon their the victors and the crowds cheer ecstatically.
Claire Hoffman Travis Woodall. Publisher: Wizards of the Coast. Year: View Corrections Link Image. No items found. No images found. No videos found. No threads found. No posts found. Title Hot Recent. Sort: Pg. Relationship: Periodical Articles Podcast Episodes. I got my copy from the store - so I can't leave a review I think it's a pretty quick introduction to Port Nyanzaru. It introduces a lot of characters that are recurring across the Season 7 arcs, so that was intriguing.
The dinosaur race was a lot of fun. From my experience, it doesn't quite fit within an hour. For some reason, I can't leave a review. I have run this through several times. My players seemed to enjoy it, but I was bored to tears as DM. Very linear. Took 6 hours to run all the way through, sessions , since the players switched out between sessions, they never got the whole story. After all that, the adventure gets about half the XP of a normal module.
A good bunch of adventures that link well, however there could have been more clarity on why certain events happened. One of my players provided me with the adventure to run it for them. I liked how the secret passage system reappeared later in the adventure as well and the story award is great for fluff.
Would like to see more awards like this in the future. Dinosaur race was fun but kinda dragged on for too long because no one in my party was great at Animal Handling also some bad luck with obstacle saves. Ran into the typical tabletop race issue of just rolling a bunch of dice in quick succession to handle it.
Arena fight seemed a bit too easy on average, especially Slicer could use a slight buff he went down in 2 attacks before he even got his turn, pretty much ending the fight immediately. Only issue I had was not really getting why the grungs were doing the ritual thing. Didn't really seem to be connected with the overall plot See more of the module. Sleep especially is extremely deadly against a level 1 group.
Overall I felt like the MacGuffin could have used a bit more integration into the main plot. It starts out with there being suspicions of it being maybe connected to the death curse but in the hand it had nothing really to do with it.
Feels like it could have been pretty much anything else without really changing the story. Would also agree with the other people here that there's pretty much no way to finish the adventures in one hour each. This considered, the rewards could have been a bit better to reflect the work needed to get through it. Conclusion: Does a good job of introducing the players to the land of Chult, is a decent intro adventure for newer players but has some issues with the general plot and reward structure.
Funny and perfect to introduce people in the AL system and in the city of port nyazaru. The only problem that i found is the time: it's impossible to run each adventures in only one hour.
The Grand Prize of the Oracle Zhentarim. The party competes in a contest to win a coveted prize before it falls into the wrong hands. The party must venture into a den of natural dangers to discover the source.
When Death Calls Order of the Gauntlet. Darkest Dreams of the Defiler Harpers. Clues obtained in the prior missions lead to an investigation by the Ytepka Society. The party is asked to help the Ytepka Society unmask a hidden enemy and reveal their plans. In the Harpers mission, to be completed last, the yuan-ti attempt to steal the relic from the party.
Each of the trinkets are described in their corresponding mission. When put together, the pieces magically combine into the completed relic. The amulet is useless to anyone but the yuan-ti and their servants. However, anyone within 10 feet of it experience feelings of uneasiness and trepidation. The amulet is immune to any magical spells or effects that would directly target it. Adventure Hooks In addition to individual backgrounds, here are two suggested means of introducing the adventurers to Port Nyanzaru.
Fortune and Glory. A call has been sent to brave souls who wish to venture to Port Nyanzaru to assist representatives of each faction in exchange for a handsome reward and the chance for untold discoveries and hidden wonders in the exotic jungles of Chult. Answering the Call of Duty.
Each party member was requested by their faction to assist with the various situations arising in Port Nyanzaru. The Not for resale.
DDAL A City on the Edge 3 players have been asked to meet with their faction contact to receive instruction on where to begin, with opportunities for reward and advancement. The Death Curse This mysterious curse has afflicted all creatures, spreading fear and panic amongst the populace. A westerly wind picks up as your ship approaches the inner mouth of the Bay of Chult. To the west, mountains of dark gray stone lead to jagged peaks, jutting out from an endless canopy of trees so thick it seems as if the sunlight could only dare beat its way in.
Ahead, the tall, stonecast walls of Port Nyanzaru form a stockade barrier between the bay and the city proper. Rows of buildings made of multihued patched stonework are decorated by colorful rooftops and murals. Welcome to the Jungle: Describing the Climate Though Chult has several different types of terrain, they all have one thing in common.
It is extremely hot and humid anywhere you go. The area is also plagued with frequent heavy rainfall. If the DM chooses to describe the environment further, they may wish to emphasize how the unbearable heat may cause the players severe discomfort, especially those wearing armor and heavy cloaks.
The air here is also thick with moisture, which may make some of the characters feel as if it were harder to catch their breath.
Arriving in Port Nyanzaru When the characters disembark, they are greeted by a couple of dockworkers accompanied by Zindar, a gold half-dragon, and the harbormaster of the city.
They bid them welcome and also direct them to the nearest inn. The party is directed to The Thundering Lizard, an inn located in the Market Ward that caters to a somewhat raucous clientele.
Rooms are 5 sp per night. As the party has been travelling together on the way here, please allow the players to introduce themselves to one another. The characters may take this opportunity to explore the city as well. The city is divided into six districts. Located in the eastern portion of the city, this is where most of the tradesfolk and middle class live and work.
Old City. Built around the ruins of ancient ziggurats, many underprivileged laborers reside here in makeshift bamboo huts. Tiryki Anchorage. This area east of the city has inexpensive housing for visitors and explorers, as well as unregulated docks along the shore.
Faction Finding In addition to lodgings, Zindar also tells the party where each of the faction contacts seeking aid can be found. Visiting each contact starts the corresponding mission for that faction. Alastar Bol is in his villa in the Market Ward.
Go to Mission 5 Rumors Abound In every area in Port Nyanzaru, the party is able to obtain the following rumors and additional information by speaking with the various locals. Each of the factions within the city have been requesting members of their order for additional aid.
A majority of the trade vessels use these docks, their crews and passengers make Not for resale. A vast array of stands, tents and small shops can be found along rows of walking paths around a grand square. You arrive at a large storefront bearing a sign written in both Common and the native Chultan tongue. The shop is a decorative array of garments and trade goods with an astounding variety. The shop is complete with self-published pamphlets on local customs and traditions.
He has become fully immersed in the culture. He speaks and acts in an almost— but not quite—perfect manner of a local Chultan. Despite the derision that many of the locals display in discussions about him, he is well-connected within the city, and more than one local official is heavily indebted to him.
He is polite when his requests are honored, and downright nasty when they are not. He is thoroughly self-centered, and considers his financial interests before anything else— including the interests of his own faction.
The amount of thefts and black market goods has increased over the past few tendays, noticeably affecting the prosperity of many of the tradesfolk within the city. The smugglers are using a secret passage that leads from the docks in Tiryki Anchorage to somewhere near the dock area of the Harbor District. Since the docks outside the city are largely unpatrolled, Klevin asks the party to investigate, discover the nature of this artifact, and shut down this smuggling operation. He offers a 50 gp reward for accomplishing this task.
Should the party accept, he tells them the location of the entrance. Narrow dirt paths wind around gatherings of buildings made from weatherworn stone and wood. At the north end, a small group of docks branch out into the bay. Unlike the main harbor, there is no lighthouse and no guard patrols. It is guarded by three brigands.
One of the brigands carries the key to open the locked grate. Tricks of the Trade Consider the following guidance: An Ambush. One of the brigands is hiding in the shadows near the grate. Unless the party gets the drop on the enemy first, he waits and gains surprise on the party at the beginning of combat. The characters may notice the hidden brigand with a DC 14 passive or active Wisdom Perception check. All the brigands fight until defeated.
If the party attempts to fool the brigands into letting them pass, perhaps by posing as members of the smuggling ring, a character must succeed on a DC 14 Charisma Deception check.
Alternatively, the brigands can also be bribed with an offering of 5 gp and a successful DC 13 Charisma Persuasion check. These are not cumulative. A platform attached to a rope pulley runs next to the ladder. The air down here is stale and cool. The walls are crafted of roughly hewn stone and dirt. The ground is somewhat uneven, with occasional slight dips and slopes. Though used by only a few hirelings, the passage is rigged with traps to keep intruders at bay.
General Features The area has the following general features: Terrain. The ground throughout the area is damp and often littered with small puddles. Various makeshift sconces line the walls, providing a dim light source. Players without darkvision can see a maximum of 30 feet without additional light.
Storage Room This chamber is littered with various crates, boxes, and barrels. A small desk sits in the corner of the room. This room is used to temporarily store items for transfer to either end of the passage. If the party examines the desk, they find a couple of documents. One is a ledger of smuggled goods coming in and out of the room, much of them illegal weapons, poisons, and dangerous flora. The other is a letter which reads: Sanuya, It has come to my attention that our operation may have been discovered.
If the princes or the Ytepka learn of our existence, destroy everything. Leave no trace! A successful DC 12 Intelligence Investigation check reveals that a large number of goods were recently taken from this room—most likely being transferred to the Harbor District. A character succeeding on a DC 13 Wisdom Perception check notices a small key hanging from a hook in the back corner of the desk.
This key opens the cabinet in Area D. Checkpoint Alarm Along the passage, there is a checkpoint alarm the smugglers have set up as a warning system in case of intruders. Checkpoint Needle Trap Simple trap levels , setback Thin woven rope strands are set up in a crisscross pattern between the walls of this area. Small clusters of bells are attached at the ends. A successful DC 14 passive or active Wisdom Perception check is required to notice them. Contact with any of the ropes sets off the ringing bells and releases a barrage of poison needles from the north and south walls.
Each creature in the area must succeed on a DC 11 Constitution saving throw or suffer 4 1d8 poison damage. The rope strands can be bypassed by carefully stepping through the spaces between them. This requires a successful DC 12 Dexterity Acrobatics check. Triggering the alarm affects the tactics for the encounter in Area E.
XP Award. For detecting and disabling the checkpoint trap without triggering it, award each character 20 XP. Connecting Hall The path dips downward and travels along a curve. The walls here are a bit smoother and decorated with patterns of wavy lines carved into its surface. If the party examines the wall patterns and makes a successful DC 12 Wisdom Perception check, they Not for resale.
The carvings in the center appear a bit deeper than the rest. Success reveals that tracing a path through the circular carving with their fingers causes that wall section to open, leading to a path.
Read the following if the party follows the new passage. This hall is completely different from the rest of the area. Dust and cobwebs line the walls and floor, all of which are decorated in strange indecipherable glyphs.
The air is stale. Stone Block Trap Simple trap levels , dangerous threat A pressure plate is located near the end of the path before the exit. It was placed here long ago to do away with outsiders who discovered how to access these paths. Stepping onto the pressure plate triggers the trap. A large stone block falls from the ceiling above the triggering character.
That character must succeed on a DC 13 Dexterity saving throw or suffer 5 1d10 bludgeoning damage. In addition, they are dazed from the blow, moving at half speed and suffering a disadvantage to initiative checks for the next 10 minutes. The passage ends at another circular pattern on the wall.
Activating it leads back out into the main hall on the other side, providing a way for the party to bypass Checkpoint Alarm in Area B. If the party disarms the stone trap without triggering it, award each character 20 XP.
A successful DC 14 Wisdom Perception check spots an object lying on the ground covered in dust. It is a small gold bracelet worth 15 gp. This is the final stretch of hallway before the exit path leading into the Harbor District. The double door here is armed with a trap connected to a pulley system within the passage walls.
Unless deactivated properly, pulling on the lever triggers the trap. A successful DC 13 Wisdom Insight check reveals the nature of the tracks along the doorway moving along the sides of the wall. A large stone block falls sealing off the eastern passage. The chains pull open a sliding door on the north wall flooding the entire area with water. Everyone caught within must make a DC 12 Dexterity saving throw or be swept up into the nearest wall for 4 1d8 points of damage.
On the following round, much of the chamber is filled with water. Characters may still attempt to open the door but must make a DC 12 Strength Athletics check to swim their way there. Once there, they can attempt to deactivate the trap see Countermeasures below.
If the trap is not disarmed by the fourth round, everyone is completely underwater and must make a DC 12 Constitution saving throw or suffer one point of exhaustion. There is a small switch concealed near the lever on the door. Once the switch is pressed, the lever deactivates the trap. If the hall is already flooded, the walls return to their original state, allowing the water to drain out into the passage.
A Defective Barrier. If four rounds have already passed after the trap is triggered, the old barrier that came down to the east buckles and shatters from the water pressure, draining the passage regardless of whether or not the trap has been disarmed.
For disarming the pulley trap without triggering it, award each character 20 XP. Harbor Exit This passage ramps up to stairs leading into an abandoned building at the edge of the Harbor District docks. The opposite end of this corridor takes a sharp ramp upward toward a wide set of wooden steps.
You also spot a small archway leading off to the north. To approximate the consistent in this regard. Gauge the experience following table. Everyone should Party Composition Party Strength have the opportunity to shine. When the game characters, APL equivalent Weak starts to get bogged down, feel free to provide hints characters, APL greater than Average and clues to your players so they can attempt to 5 characters, APL less than Weak solve puzzles, engage in combat, and roleplay 5 characters, APL equivalent Average interactions without getting too frustrated over a 5 characters, APL greater than Strong lack of information.
If a particular recommendation is not offered or. Not for resale. Permission granted to print or photocopy this document for personal use only.
The party competes in a contest to win a coveted prize Life inspires more dread than death - it is life which is before it falls into the wrong hands. They soon the great unknown. Cioran perspective. The party must venture into a den of have ruled over Port Nyanzaru. Recently, however, a natural dangers to discover the source. Darkest Dreams of the Defiler Harpers. Clues Meanwhile, yuan-ti spies have attempted to obtained in the prior missions lead to an smuggle a cursed relic into the city with plans to investigation by the Ytepka Society.
The party is advance their own goals. As part of four of the missions, the party discovers a cursed trinket. In the Harpers mission, to be completed last, the yuan-ti attempt to steal the relic The following NPCs feature prominently in this adventure: from the party. When put together, the pieces magically combine sounds, sights, and architecture unlike that found anywhere into the completed relic. Its beauty, however, belies the dangers that the yuan-ti and their servants.
However, anyone within 10 lurk within and beyond its walls. Ranking member of the The amulet is immune to any magical spells or effects that Order of the Gauntlet. Alastar is convinced someone is would directly target it. Member of in Mission 5: Darkest Dreams of the Defiler. The city and its people are his true love and he seeks to root out those who dare tarnish its image. Though operating freely at the Adventure Hooks behest of the Zhentarim, Po also uses his broad influence and network of contacts for his own secretive ends.
In addition to individual backgrounds, here are two Screaming Wind. A young tabaxi and member of the suggested means of introducing the adventurers to Emerald Enclave. Ranking member of the Harpers. Wren Tomb of Annihilation see Chapter 1: Voyage to Port is a well-known local whose lack of sober wit and judgment Nyanzaru. A call has been sent to brave secrets. The party Answering the Call of Duty. The operating there. The Death Curse This mysterious curse has afflicted all creatures, spreading fear and panic amongst the populace.
A Different World their way through here. Covering the western half of mouth of the Bay of Chult. Built around the ruins of ancient Nyanzaru form a stockade barrier between the bay and the ziggurats, many underprivileged laborers reside city proper.
Rows of buildings region in rows of old shacks at the edge of a ravine made of multihued patched stonework are decorated by connected by narrow rope bridges on either side. Faction Finding Welcome to the Jungle: Describing the Climate In addition to lodgings, Zindar also tells the party where each of the faction contacts seeking aid can be Though Chult has several different types of terrain, they all found.
Visiting each contact starts the corresponding have one thing in common. It is extremely hot and humid anywhere you go. The area is also plagued with frequent mission for that faction. Pock-Marked Po is in his hut in Old cause the players severe discomfort, especially those wearing City Go to Mission 2.
Screaming Wind is in the upper were harder to catch their breath. Alastar Bol is in his villa in the Market Ward. Go to Mission 5 a couple of dockworkers accompanied by Zindar, a Rumors Abound gold half-dragon, and the harbormaster of the city. In every area in Port Nyanzaru, the party is able to obtain the They bid them welcome and also direct them to the following rumors and additional information by speaking with nearest inn.
If the players decide to ask around, they the various locals. Each of the factions within the city have been explore the city as well.
The city is divided into six requesting members of their order for additional aid. A majority of the trade vessels use these docks, their crews and passengers make. A Snake in the Grass the city. The contact provided him with the location Alliance put a stop to a local band of smugglers. He offers a 50 gp reward the locals as the Grand Souk.
A vast array of stands, tents and for accomplishing this task. Should the party accept, small shops can be found along rows of walking paths around he tells them the location of the entrance.
The shop is a decorative array of garments and trade goods with an astounding variety. The shop is Secrets on the Dockside complete with self-published pamphlets on local customs and traditions. At the north end, a small main counter.
Unlike the main problem displaying his local flair and offering his harbor, there is no lighthouse and no guard patrols. It is Though originally from Tethyr, Klevin does everything in his guarded by three brigands.
A locked grate in the power to portray the iconic Chultan. He has become fully floor at the dead end marks the entrance to the immersed in the culture.
One of the brigands carries the key to but not quite—perfect manner of a local Chultan. Despite the open the locked grate. He is polite when his requests are honored, and downright Tricks of the Trade nasty when they are not. He is thoroughly self-centered, and Consider the following guidance: considers his financial interests before anything else— including the interests of his own faction. An Ambush.
Unless the party gets the drop on the enemy first, he waits and gains surprise on the party at the beginning of combat. All the brigands fight until defeated. If the party attempts to fool the brigands into stolen merchandise being smuggled through the letting them pass, perhaps by posing as members of the Harbor District.
The amount of thefts and black smuggling ring, a character must succeed on a DC 14 market goods has increased over the past few Charisma Deception check. Alternatively, the brigands tendays, noticeably affecting the prosperity of many can also be bribed with an offering of 5 gp and a successful of the tradesfolk within the city.
DC 13 Charisma Persuasion check. If the princes or the Ytepka according to your group. These are not cumulative. Leave no trace! Treasure Provide the players Player Handout 1 if you wish. A Other than the grate key, the brigands carry a total successful DC 12 Intelligence Investigation check of 10 gp on them. This key opens down into a dimly lit winding passage.
A platform attached to the cabinet in Area D. The air down here is stale and cool. The walls are crafted of roughly hewn stone B. Checkpoint Alarm and dirt. The ground is somewhat uneven, with occasional Along the passage, there is a checkpoint alarm the slight dips and slopes. Though Simple trap levels , setback used by only a few hirelings, the passage is rigged Thin woven rope strands are set up in a crisscross pattern with traps to keep intruders at bay. Please refer to between the walls of this area.
A successful DC 14 passive or active Wisdom Perception check is required to notice them. General Features Trigger. Contact with any of the ropes sets off the ringing The area has the following general features: bells and releases a barrage of poison needles from the north Terrain.
The ground throughout the area is damp and and south walls. Each creature in the area must succeed on a DC 11 Lighting. Various makeshift sconces line the walls, Constitution saving throw or suffer 4 1d8 poison damage. Players without darkvision can Countermeasures. The rope strands can be bypassed by see a maximum of 30 feet without additional light. This requires a successful DC 12 Dexterity Acrobatics check.
This chamber is littered with various crates, boxes, and Triggering the alarm affects the tactics for the barrels. A small desk sits in the corner of the room. XP Award. For detecting and disabling the This room is used to temporarily store items for checkpoint trap without triggering it, award each transfer to either end of the passage. Connecting Hall Developments. If the party examines the desk, they find a couple of documents. One is a ledger of The path dips downward and travels along a curve.
The walls smuggled goods coming in and out of the room, here are a bit smoother and decorated with patterns of wavy much of them illegal weapons, poisons, and lines carved into its surface. The other is a letter which reads: Sanuya, If the party examines the wall patterns and makes a successful DC 12 Wisdom Perception check, they. The carvings in the pulley system within the passage walls.
Unless deactivated properly, pulling on the lever triggers the trap. A large stone block falls sealing off the eastern familiar to the carvings found beneath the ziggurat in Old passage. The chains pull open a sliding door on the north wall City. Everyone caught within must make a DC 12 Dexterity saving throw or be swept up Read the following if the party follows the new into the nearest wall for 4 1d8 points of damage.
On the following round, much of the chamber is filled with water. Characters may still attempt to open the door but This hall is completely different from the rest of the area. Once there, they can attempt to deactivate the decorated in strange indecipherable glyphs.
The air is stale. If the trap is not disarmed by the fourth round, everyone is completely underwater and must make a DC 12 Constitution Stone Block Trap saving throw or suffer one point of exhaustion. Simple trap levels , dangerous threat Countermeasures. There is a small switch concealed near the lever on the door. It can be noticed with a DC 13 Wisdom A pressure plate is located near the end of the path before Perception check or Intelligence Investigation check. Once the exit.
It was placed here long ago to do away with the switch is pressed, the lever deactivates the trap. If the outsiders who discovered how to access these paths. Stepping onto the pressure plate triggers the trap. A large stone block falls from the ceiling above the triggering character. If four rounds have already Dexterity saving throw or suffer 5 1d10 bludgeoning passed after the trap is triggered, the old barrier that damage. In addition, they are dazed from the blow, moving came down to the east buckles and shatters from the at half speed and suffering a disadvantage to initiative checks water pressure, draining the passage regardless of for the next 10 minutes.
Countermeasures: The pressure plate is spotted and XP Award. For disarming the pulley trap without avoided with a DC 13 Wisdom Perception check. The trap triggering it, award each character 20 XP. Harbor Exit The passage ends at another circular pattern on the This passage ramps up to stairs leading into an wall.
Activating it leads back out into the main hall abandoned building at the edge of the Harbor on the other side, providing a way for the party to District docks. If the party disarms the stone trap The opposite end of this corridor takes a sharp ramp upward without triggering it, award each character 20 XP. You also spot a small Treasure.
A successful DC 14 Wisdom archway leading off to the north. Perception check spots an object lying on the ground covered in dust. It is a small gold bracelet worth 15 gp. Sanuya, a human mage, is here along with two brigands and a ruffian. This is the final stretch of hallway before according to your group.
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