Page 38 - Tomb of Annihilation
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CHAPTER 2: THE LAND OF CHULT
HEN THE ADVENTURERS MOUNT THEIR mand the party's surrender, or deal nonlethal damage.
expedition into the heart of Chult, they You can have an NPC show up to lend assistance. Mind-
have the option of striking out from any less predators might be scared off by a sudden volcanic
of several locations. Port Nyanzaru is the eruption or earth tremor. In short, there is always a way
most obvious starting point. It offers easy to turn the party's misfortune into a fighting chance
access by canoe to two major rivers, the of survival.
Soshenstar and the Tiryki.Journeys up
these rivers make excellent shake-down THE EXPEDITION BEGINS
expeditions for explorers just learning the ropes of this
unforgiving land. Characters can also strike out from The sections that follow contain information that will
Fort Beluarian or travel by ship to coastal landing sites help you run this part of the adventure smoothly. For
such asjahaka Bay, Kitcher's lnlet, Refuge Bay, Shilku each day that the party travels through the wilderness,
Bay, and Snapping Turtle Bay. follow these steps:
Chult is a land of adventure, and this chapter aims to • Using the poster map, identify the hex in which the
make the characters' wilderness Journey a memorable party is currently located. Don't share this information
one. By design, the adventure locations are not tailored with the players if the party is lost; otherwise, show
to characters of a specific level. If the adventuring the players the party's location by pointing to the ap-
party is relatively weak, it's up to the players to choose propriate hex on their map of Chu It.
whether to flee instead of fight, negotiate instead of at- • Let the players determine what direction the party
tack, or surrender instead of die. It's up to you as the DM wants to go, and whether the party plans to move at a
to be flexible and keep the story moving forward as best normal pace, a fast pace, or a slow pace (see "Travel
you can. If an encounter is going badly for the adventur- Distances" below).
ers, you can have the monsters suddenly withdraw, de-
CHAPTER 2 I TUE LAND Of CHULT
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