Page 39 - Tomb of Annihilation
P. 39
• Let the players choose a navigator, then make a Wisdom (Perception) scores, making them more likely
Wisdom (Survival) check on the navigator's behalf to miss clues and walk into ambushes.
to determine if the party becomes lost (see "Naviga- If characters set a slow pace, roll a d4. On a roll of 1 or
tion" below). 2, they advance 1 fewer hex that day (in other words, 1
Check for random encounters throughout the day (see hex by canoe or none by foot). On any other result, their
appendix B). caution is rewarded, and they travel the same distance
At the end of the day, check to see if any party mem- as a group moving at a normal pace. Characters moving
bers are dehydrated (see "Dehydration" below). at a slow pace can move stealthily. As long as they're not
in the open, they can try to surprise or sneak by other
TRAVEL DISTANCES creatures they encounter.
On the map of Chu It, each hex measures 10 miles
TRACKING MILES
across. Characters moving at a normal pace can travel
lnstead of tracking movement by hexes, you can keep
1 hex per day on foot through coastal, jungle, mountain,
track of the actual distances covered (10 miles per day
swamp, or wasteland terrain. They can travel 2 hexes
at a normal pace, 15 miles per day at a fast pace, or 9
per day if they're traveling by canoe on a river or lake.
The rate of travel up or down river is the same; the riv- miles per day at a slow pace), but this is likely to be more
bother than it's worth if the group switches pace from
ers are so sluggish that current is almost imperceptible.
day to day.
Without canoes, the normal rate of travel along a river
A character with a flying speed of 30 feet can travel 4
is the same as through the surrounding terrain. Canoes
miles per hour.
move 1 hex per day through swamp.
If characters move at a fast pace, the easiest way to
NAVIGATION
deal with their progress is to roll a d4. On a roll of 3 or
4, they advance 1 additional hex that day. Characters Have the players designate one party member as the
moving at a fast pace take a - 5 penalty to their passive navigator. The navigator might be an NPC, such as a
guide, and the party can switch its navigator day to day.
WHERE'S ARTUS (IMBER? At the start of each new travel day, the OM makes
a Wisdom (Survival) check on behalf of the navigator.
Artus Cimber and his traveling companion Oragonbait are
good-aligned NPCs who can help the characters accom- The result of the check determines whether or not the
plish their goals. Both are described in appendix D. During party becomes lost over the course of the day. The DC
the adventure, Artus and Dragonbait are either searching of the check is based on the day's most common ter-
for Orolunga or gathering supplies and information in Port rain: DC 10 for coasts and lakes, or DC 15 for jungles,
Nyanzaru. They can be encountered anywhere on the pen- mountains, rivers, swamps, and wastelands. Apply a +5
insula. Characters have a small chance of meeting Artus
bonus to the check if the group sets a slow pace for the
and Dragonbait as a random encounter (see appendix B).
day, or a -5 penalty if the group is moving at a fast pace.
If Artus and Dragonbait don't appear as a random en-
ft's possible to get lost on a river by following a tributary
counter, here are a few places where they might be found:
instead of the main branch.
• Camp Righteous (exploring the ruins) If the check succeeds, the navigator knows exactly
• The Heart of Ubtao (spying on the Red Wizards)
where the party is on the players' map of Ch ult through-
• Jahaka Anchorage (trying to free prisoners trapped in the out the day.
pirates' dungeon)
If the check fails, the party becomes lost. Each hex on
• Kir Sabal (gathering information from the aarakocra or
the map is surrounded by six other hexes; whenever a
Princess Mwaxanare)
lost party moves 1 hex, roll a d6 to randomly determine
• Orolunga (consulting with Saja N'baza)
• Literally anywhere In the jungle, fleeing from a pack which neighboring hex the party enters, and do not di·
of screaming ghouls, a horde of cannibalistic tribal vulge the party's location to the players. While the party
warriors, or a tyrannosaurus zombie (see appendix D) is lost, players can't pinpoint the group's location on
their map of Chult The next time a navigator succeeds
Artus is reluctant to reveal why he's exploring Chult. He
on a Wisdom (Survival) check made to navigate, reveal
tries to get a sense of the characters' intentions before
saying too much. Once he's confident that they're all on the party's actual location to the players.
the same side, he'll swap whatever he knows (which is
as much as you want to tell the characters) for whatever DEHYDRATION
the characters know. Once Artus and Dragonbait become
Characters who explore Chult need plenty of water to
aware of the Soul monger and the danger it poses, they're
stay hydrated. The water found in rivers and on the
more than happy to help the party destroy it.
Any party that includes Artus and Dragonbait will have ground is unfit for drinking unless it is boiled first. If
an easier time overcoming the adventure's challenges. they have a rain catcher (see "Buying a Special Item,"
However, Artus is being hunted by the forces of evil. F rost page 31), characters can use it to collect rain and
giants, the Zhentarim, Xandala (see appendix D), Valindra then store the water in portable containers.
Shadowmantle (see "Heart ofUbtao" later in this chapter), At the end of each day, any character who hasn't drunk
and the Red Wizards of Thay can appear at any time and
at least 2 gallons of fresh water must succeed on a DC
try to capture Artus. If Artus believes that his presence is
15 Constitution saving throw or suffer ! level of exhaus-
endangering the characters, he will leave the party and take
tion. The saving throw is made with disadvantage if
Dragonbait with him.
the character is wearing medium armor, heavy armor,
or heavy clothing. Characters traveling at a fast pace,

