Page 39 - Tomb of Annihilation
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•  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,
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