Page 38 - Tomb of Annihilation
P. 38

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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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