Page 41 - Tomb of Annihilation
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instead of a normal or slow pace, take a - 5 penalty on   A giant or humanoid exposed to the disease must suc-
            their saving throws against dehydration.         ceed on a DC 11 Constitution saving throw or become
             Characters traveling with beasts of burden and other   infected. A creature with natural armor has advantage
            animals must keep them fed and hydrated as well. See   on the saving throw. It takes 2d6 hours for symptoms
            "Food and Water" in chapter 5 of the Dungeon Master's   to manifest in an infected creature. Symptoms include
           Guide for basic requirements based on creature size.   blurred vision, disorientation, and a sudden drop in body
           Dinosaurs and other creatures native to Chult can   temperature that causes uncontrollable shivering and
           forage for food and drink as long as they are in their na-  chattering of the teeth.
           tive habitat.                                       Once  symptoms begin, the infected creature regains
                                                             only half the normal number of hit points from spending
           DISEASES
                                                             Hit Dice and no hit points from a long rest. The infected
           The following diseases can affect giants and humanoids   creature also has disadvantage on ability checks and at-
           exploring the jungles of Chult. Remember that lesser   tack rolls. At the end of a long rest, an infected creature
           restoration and similar magic can cure a disease.   repeats the saving throw, shaking off the disease on a
                                                             successful save.
           MAD MONKEY FEVER
           A magical mist creeps through the  jungles of Chult. Con-  THROAT LEECHES
           tact with this thin, blue, odorless mist can infect giants   Minuscule parasites known as throat leeches infect the
           and humanoids with mad monkey fever. A dispel magic   water in Chult's forests, swamps, and rivers. Any giant
           spell destroys the mist in a 20-foot square starting at a   or humanoid that swallows tainted water must succeed
           point chosen by the caster within the spell's range. An   on a DC 12 Constitution saving throw or be infested
           encounter with this mist typically covers ld6 such areas   with throat leeches. Immediate symptoms include
           (400-2,400 square feet}.                          throat inflammation and shortness of breath. After ld6
             A  giant or humanoid that comes into contact  with   hours, the infected character gains 1 level of exhaustion
           the mist must succeed on a DC 13 Constitution saving   that can't be removed (except as described below) until
           throw or become infected with mad monkey fever. The   the disease is cured. At the end of each long rest, the
           infected creature gains a random form of  Jong-term   infected creature must repeat the saving throw. On a
           madness (roll on the Long-Term Madness table in chap-  failed save, the creature's exhaustion increases by 1
           ter 8 of the Dungeon Master's Guide) that manifests ld6   level; on a successful save, the creature's exhaustion de-
           hours after infection and lasts for the duration (ldlO   creases by 1 level. lf  a successful saving throw reduces
           x 10 hours). If  the madness is allowed to run its full   the infected creature's level of exhaustion below 1, the
           course, the creature must repeat the saving throw at the   creature recovers from the disease.
           end of the madness. If  the second saving throw fails, the   Explorers can avoid contracting throat leeches by
           creature suffers another bout of long-term madness (roll   drinking only rainwater or water that's been boiled or
           again on the table) that lasts for the normal duration.   magically purified.
           The madness symptoms continue until the disease ends.
                                                             RANDOM ENCOUNTERS
           SHIVERING SICKNESS
                                                             Chult is home to an immense variety of plants, beasts,
           Insects native to the jungles and marshes of Chult carry
                                                             monsters, and intelligent beings. Random encounters
           this disease, shivering sickness. The easiest protection
                                                             with the local wildlife are inevitable and help to make
           against it is a coating of  insect-repelling salve on all ex-
                                                             the party's expedition a memorable one. Appendix B
           posed skin (for the cost of insect repellent, see "Buying
                                                             contains guidelines for generating random encounters
           a Special Item," page 31).
                                                             in the wilderness.
            A giant or humanoid that takes damage from insect
           swarms or from giant centipedes, giant scorpions, or   UNDEAD TERRITORY
           giant wasps is exposed to the disease at the end of the   Undead creatures have nearly pushed human civiliza-
           encounter. Those who haven't applied insect repellent   tion off the peninsula, except for a few isolated outposts
           since their previous long rest are exposed to the disease   where Chultans and their allies take refuge behind
           when they finish a long rest.                     walls. Map 2.1 shows where the undead are thickest.
                                                             Characters passing through territories marked with
             A  CURE FOR  DEAD CHARACTERS                    black skull-and-bones icons are likely to have random
             If a player character dies while exploring the wilds of  Ch  ult,   encounters with undead. The likelihood of an undead
             an N  PC guide might suggest that the party take its dead   encounter increases in territories marked with red
             member to the ghost village of Mbala. A powerful witch   skull-and-bones icons. Most guides know these terri-
             is rumored to dwell there. According to local legends, the
                                                             tories well. Where undead are concerned, traveling by
            witch forged a pact with the lord of  Bones, a god who
                                                             river is safer than traveling by land, both because un-
             granted her the power to create zombies that retain their
                                                             dead are poor swimmers at best and because it's easier
             former personalities. For more information on the so-
                                                             to pour on speed in canoes and escape across the water
             called witch, see "Mbala" later in this chapter.
                                                             than to flee through tangled jungle.



           CHAPTER 2  I THF LAND OF CHULT
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