Page 50 - Tomb of Annihilation
P. 50
THE CAULDRON divine destiny, and to aid Krr'ook in completing
the preparations to summon Nangnang. He offers
Lava pouring into the sea from nearby volcanoes causes
Dungrunglung's hospitality as well as information
immense columns of steam to continually erupt from about Chult in exchange for their help.
this bay. This steam combined with billowing clouds of
ash and black smoke from the volcanoes give the bay its Characters who offend King Groak are thrown in the
name. No sea life survives in the bay- the poisoned wa- prison pit (area 7). There, they are approached in secret
ter is perpetually covered by a layer of floating soot-and by Krr'ook, who tries to explain her dilemma. IT the
vegelation along the coast is all dead and coated in ash. party agrees to help her, Krr'ook will find a way to free
the party members to aid in her task. Prisoners who are
DuNGRUNGLUNG deemed "not useful" will either be roasted over a fire or
sacrificed to Nangnang during the Great Ritual.
The grungs of Dungrunglung (map 2.5) toil under the
tyranny of their despotic king, Groak, who is obsessed 1. THORN MAZE
with summoning the goddess Nangnang and mating Dungrunglung is surrounded by a 20-foot-high maze
with her. To please their king, the grungs have erected of magical, twisted vines. The outer wall bristles with
a 60-foot-tall mud shrine, where Groak plans to woo the thorns that zombies mindlessly skewer themselves on in
goddess and where she, in turn, can bless him with gen-
their attempts to swarm over it.
erations of god-touched, royal Groaklings. The maze has one visible entrance to the north and
Although grungs are traditionally scheming, greedy,
numerous secret entrances elsewhere around the pe-
and generally unpleasant to deal with, the grungs of
rimeter. A secret entrance is simply a well-hidden door-
Dungrunglung are experiencing desperate times.
way that requires a successful DC 20 Wisdom (Percep-
Ghouls and zombies threaten their existence, and grung
tion) check to spot.
poison is ineffective against the undead. Consequently,
The maze's passages are open to the sky and magi-
the grungs are strongly incentivized to use outsiders to
cally change configuration every minute or so, turning
solve their undead problem instead of making slaves or
passageways into dead ends, and vice versa. Whichever
meals out of them.
character is leading the way through the maze must
King Groak holds absolute sway in Dungrunglung,
make six successful DC 15 Wisdom (Survival) checks
and his subjects follow his orders without question.
to find the entrance to the settlement (area 2). Each suc-
However, should the balance of power shift firmly to
cessful or failed check represents 1 minute of searching
Krr'ook or Roark (see the "Grungs of Dungrunglung"
the maze. Between each check, roll a d20 and consult
sidebar), the grungs do not hesitate to tear Groak limb the Thom Maze Encounters table to determine what,
from limb in a cathartic frenzy. At some point during
if anything, the characters encounter. Characters can
the adventurers' time in Dungrungluog, they will be ap-
avoid the maze entirely by flying over it.
proached in secrecy by Krr'ook.
At any given time, Dungrunglung is home to grungs
THORN MAZE ENCOUNTERS
representing all castes and colors. There is only one
d20 Encounter
gold grung (Groak) and one red grung (Krr'ook). For
grung stat blocks and more information on grung 1-9 No encounter.
castes, see appendix D. 10-12 ld6 + 6 grungs (green·skinned warriors) on patrol.
The grungs speak no language other than their own, 13 ld3 assassin vines (see appendix D) blending in
which complicates any dealings with them. How they with the surrounding walls.
treat adventurers depends on how strong they appear: 14 ld4 ghouls lost in the maze.
• lf the party appears weak (few in number or needing 15 A harmless yahcha beetle (see appendix C) .
assistance), ld6 + 6 grungs with green skin (warriors) 16 The characters hear a throaty croak that sounds at
surround them as soon as they enter the thorn maze, once both lusty and forlorn. Its source cannot be
and press them to attend an audience with the king. ascertained.
The grungs attack and subdue characters who resist. 17 ld6 zombies lost in the maze.
If the adventurers accept, they are taken through the 18-19 A concealed pit 5 feet wide, 10 feet deep, and
maze to the shrine, where they are received by King
lined with poisoned wooden stakes. The lead
Groak. He offers sanctuary and talks of the great rit-
character spots the pit with a successful DC 15
ual to summon Nangnang. Once the characters are
Wisdom (Perception) check. The first character to
rested, Groak commands them to help Krr'ook make
step on a pit falls in, taking 3 (ld6) bludgeoning
final preparations.
damage and landing on ld4 stakes, each of which
If the party looks capable of putting up a good fight,
they are greeted by ld6 + 6 grungs with green deals 3 (ld6) piercing damage and 7 (2d6) poison
skin (warriors) once they reach the settlement. The damage.
grungs welcome them to Dungrunglung and beg 20 An interior secret door. It requires a successful DC
the characters to hear what King Groak has to say. 15 Wisdom (Perception) check to spot.
Groak entreats the adventurers to be part of his
01-lAPTER 2 I THE LAND OF CHULT
19

