Sie sind auf Seite 1von 11

More Chult

Encounters
Welcome to Chult! In this supplement, you'll find 20 random encounters for Appendix B.
Most of these locations are not combat encounters, and will serve to help you add to the
mystery and flavor of the PCs journey of exploration!

The locations are broken down by geography, but can be fit to whatever region you'd
like to use them. The descriptions are detailed in alphabetical order, for convenience.
Don't forget to leave a testimonial if you like this content!

Beach
Circle of Green Stones
Old Earthwork Trenches
Old Mother Grundy

Jungle
Carved Boulders
Crystal Cave
Dead T-Rex
Hilltop
Split Tree
Waterfall

Mountains
Mountain Cave
Cluster of Rune-Etched Stones

Rivers
Dead Stegosaurus
Island with Old Campsite

Ruins
Altar of Blackened Stone
Ancient Dart Trap
Guardian Tree

Swamp Wasteland
Skeletal Ferryman Crater
Flooded Basement Tree of Rest

Altar of Blackened Stone

While exploring a ruin, the party comes across an ancient altar of blackened stone.
The top of the altar has moss growing on it, but if that is scraped away, old bloodstains
are easily seen. An investigation check DC 15 can discover a secret compartment with
a jeweled gargoyle horn (250gp). Removing the horn from the shrine emits a silent,
magical call, though, summoning 4 gargoyles (1800 XP, 3600 modified XP) who
descend on the party in 2d6 hours and attempt to slay the thieves and reclaim the horn.
Ancient Dart Trap

While exploring a partially collapsed ruin, the party may run afoul of an ancient trap.
Hidden under the dirt and debris underfoot is the pressure plate that can still activate a
trap unleashing a barrage of darts from a nearby wall. Perception DC 16 to notice the
pressure plate, otherwise a random PC trips the trap and a barrage of darts fire at
every character in a 5' radius of the pressure plate, +4 to hit, and dealing 1 dm and a
Con 12 save vs. 2d8 poison damage (1/2 poison dm on a successful save). This trap
attacks characters in heavy armor with disadvantage.

Carved Boulders

Five boulders loom from the trees, carved with ancient faces, but covered with moss,
vines, mud, and bird-droppings. Clearing away the coverings reveals one face has an
unusually large eye shaped of carved gold, while another has carved broad, smiling
teeth of gold. An investigation check (DC 15) or a character with a mining or surveying
background can tell that the boulders are shaped around a naturally occurring vein of
gold. The statues are non-magical, and left over from an ancient race that once lived in
Chult, but put no monetary value on precious metals like gold.

With a pickaxe or other appropriate tool and 1 hour of time, a character can destroy
either boulder to claim up to 10 lbs of ore per hour. Even one hour of work irreparably
destroys the ancient carved boulders, and only the two boulders with visible gold
exposed contain gold ore. At the end of each hour mining, the mining character should
make an Strength check (adding a bonus for any appropriate tool proficiency if mining
equipment is used). The roll has advantage if the character, or a character directing
her, has any applicable knowledge of mining or prospecting.

 DC 10 or lower = Only 1 lb of the ore excavated is gold.


 DC 15 = 3 lbs of the ore excavated is gold.
 DC 20 or higher = 5 lbs of the ore excavated

Each of the two gold-veined boulders may be mined for a total of 8 hours, and each lb
of gold has a market price of 50gp. The noise of the excavation may attract other
nearby monsters, roll a d20 each hour, with an encounter occurring on a roll of 16 or
higher.

Circle of Shimmering Green Stones

Illuminated by a faint, green glow, this circle of moss-covered rocks stands on a rocky
area of beach. The glow is easily visible at night, even from passing ships, but is nearly
invisible during the day. The rocks themselves are 2-4' tall, uneven boulders arranged
in a circle, although if the moss and lichen is scraped from the rocks, druidic designs
and glyphs remain. A druid who stands within the stones feels a surge of natural
energy that either:

 Grants him the immediate benefit of the Natural Recovery feature, or


 Restores up to half his level of spent hit dice (round up)

A non-druid character who casts the Druidcraft cantrip within the ring can also benefit
from the magic of the stones. Regardless of how the stones are triggered, they can
only benefit a creature once per day, and no more than once per week. A druid
character senses this limitation, but a creature who merely casts the Druidcraft cantrip
does not.

Cluster of Rune-Etched
Stones

On a barren mountain
pathway the party comes
across a cluster of carved,
granite stone rectangles
irregularly placed around an
obsidian pedestal. The
stones each stand on their
narrow edge, but the tallest is
only 2-3 feet in height. Each
stone is etched with ancient
magical runes. The pedestal stands 5 feet tall, with carved steps on the outside edge
to help a medium sized creature ascend.

The entire place radiates Transmutation and Conjuration magic, but if any spells are
cast while within the field of granite stones, an enraged Earth Elemental appears and
attacks. It will not pursue creatures more than 30' from the obsidian pedestal, sinking
into the ground if it has no additional targets. It remain until destroyed, or until an hour
has passed.

Any spellcasting creature standing on the obsidian pedestal must make an Intelligence
save, DC 15. On a failure, the creature suffers 4d10 psychic damage. If success, the
granite stones glow brightly and the creature gains the ability to cast Control Weather
one time in the next 7 days. Creature ascending the pedestal are only affected once
per month, regardless of whether they succeed or fail on their save.

Crater

The party comes across a vast depression almost 1/4 mile wide, and nearly a mile long
where a meteor fell decades ago. The rocky ground nearby still shows signs of the
turbulent landing. Characters who follow the depression find a vast pool of inky black
liquid filling the crater at the end of the path.

The water is poisonous to drink (treat as a Potion of Poison), and no plant or animal
life exists nearby. Despite the lack of anything valuable, the area is seldom traveled,
and a group that rests here is spared from any wandering encounters.

Crystal Cave

Overhanging vines and brush nearly obscure the entrance to a small cave. Characters
squeezing down the claustrophobic tunnel are rewarded when after a narrow corner,
the tunnel opens into a crystal-filled cave, the center of which has a pedestal inscribed
with a grooved maze, similar to those seen in areas sacred to Ubtao. The cave is
under the effects of a Hallow spell, which prevents any creature from removing the
crystals from the wall while the spell is in effect (Dispel DC 15). Creatures dispelling
the Hallow effect may have to deal with a divine curse appropriate to your game, but
can break free 400 - 1000gp worth of gemstones (2d4+2 x 100gp) is they spend 8
hours despoiling the chamber.

While the cave remains Hallowed, a character stepping onto the pedestal vanishes into
a Maze Spell (Int. DC 15 to solve). Any character that does not solve the maze in 3
rounds is returned to the cave, and cannot activate the magic of the pedestal again for
7 days. However, a character who successfully escapes from the Maze spell hears an
echoing voice from the maze offer the truthful answer to any one question about Chult,
its locations, or its inhabitants (similar to the Commune Spell). Although the character
in the Maze might not realize this, all characters in the cave hear the voice, the
question, and the answer.

A creature may benefit only once in its lifetime from the magic imparted by successfully
solving the maze.

Dead Stegosaurus

Laying in the much at the edge of the river is the corpse of a freshly killed stegosaurus,
its skin greenish as if poisoned. If the party stops to investigate, they see the creature
is pin-cushioned by small-sized, poisoned grung arrows. If the party tarries too long at
the corpse, the grung hunting party responsible for downing the beast approaches,
consisting of a grung elite and 5 grungs (750 XP, 1,500 XP modified) The grungs
approach by stealth (DC 14 to detect), and ambush the characters if they assume the
party intends to steal their kill.

Dead T-Rex

The party stumbles on the carcass of a Tyrannosaurus, largely picked clean. It's too
old to tell what killed it, but the bones and skull are in remarkable condition. The skull
weighs approximately 500 lbs, but many of the smaller bones could be easily carried
away as unearned, but still impressive trophies. Many of the bones could also be
crafted into improvised weapons, or used for other purposes.

Flooded Basement

The party discovered the overgrown foundation of an ancient building in the swamp.
The stone floor is covered with dirt and plants, and most of the walls have collapsed.
Near the center of the "building" is a stone staircase that descends, but the lower level
is flooded - the stairs go down only 2-3 feet before entering the muddy water.

If a character is willing to risk disease and the unknown by diving down to explore the
lower level, they will have to explore by touch - the water is too dirty to see. A character
undeterred by the challenge should roll a d20 to see what he finds:

 1-10 = Nothing valuable. Lots of slimy rocks and shattered pottery.


 11-15 = 2d4 Small gemstones and bits of broken jewelry worth 10gp each
 16-19 = Lost gold and emerald ring worth 500gp
 20 = A sealed clay pot. Inside the water-tight container is a mummified monkey's
paw on a silver chain - the Monkey's Paw Necklace. Worth 100gp as on oddity,
the magical necklace can, once per day, allow a character to reroll a failed attack
roll, skill check, or saving throw. The Monkey's Paw bears a secret curse,
however. If after using its power the reroll still does not result in success, the
next morning the character has their current and maximum HP decreased by
one.

Guardian Tree

Growing in the center of a large room with a collapsed ceiling is an out-of-place oak
tree that has no place in Chult's climate. The tree looks rich and vibrant, and radiates
abjuration magic under the effect of a Detect Magic spell.

If the party spends more than 10 minutes in the presence of the tree without damaging
it, d3+1 acorns drop, each magical. Consuming an acorn (an action) provides the
character the benefit of a Barkskin spell (no concentration required) for 1 hour. Acorns
stay good for 1 week, and the tree will gift acorns to characters no more than once per
month.
If Speak with Plants, Legend Lore, or
similar magic is used, the tree can
report that it is one of three
enchanted trees brought to Chult by
a priest of Silvanus long ago as part
of a pilgrimage, left where explorers
might benefit from the magic of the
Forest Father.

Hilltop

The jungle thins as the party climbs


an increasingly steep hill. A
character using flight magic or
scrambling up the vines and roots
eventually reaches a rocky hilltop
that affords a clear view of miles of
surrounding wilderness. The air is
fresher and far cooler than the humid
jungle below, providing the
characters a break from the
oppressive heat, the bugs, and the
dim pathways below the canopy.

From this vantage, characters


should have a good view of the surrounding terrain, granting them advantage on their
next Survival check to navigate, and revealing if they have become lost. A local
geographical feature may also be visible, helping the party navigate to a regional site.

If a character takes a few minutes atop the ridge, they may become inspired (25%
chance), gaining an effect similar to a Bardic Inspiration die, except the inspiration die
is a d8, and can be used any time in the next 24 hours.

Island with Old Campsite

In the middle of the river, or perhaps off the coast, the party discovers an old campsite.
Obscured partially by the trees, the campsite consists of an old wooden lean-to covered
in aged mosquito netting, several roped-together racks for drying clothes or cleaning
hides, a few crumbling crates, and nearby, a partially sunken homemade raft. There
are also the bones of a long-dead human. Searching the rag-covered bones uncovers
a Potion of Invisibility and a Smoke, a magical dagger. Smoke is a +1 dagger, and
grants an attuned wielder advantage on stealth checks. Once per day, the dagger's
owner may cast Fog Cloud as an action.
If Speak with Dead or similar magic is employed, the bones belong to Dirk Falchion, a
rogue who was run out of Port Nyanzaru after finding himself on the wrong side of
several of the Merchant Princes.

Mountain Cave

Along a path in the mountains, the party comes across a natural cave opening into a
60' rounded natural cavern. The cave would be a good spot for a rest, except for the
30' chasm at the back of the room. An ancient rope and wood bridge spans the chasm
to a natural passage across the room. The bridge can only support 100 lbs of weight
before collapsing into the 80' deep chasm, but characters who cross the bridge find the
tunnel goes only a very short distance before opening into another, smaller cave once-
used as a campsite.

The campsite has some old, stacked wood and a long-unused fire pit, with a few sacks
and boxes of moldy expedition supplies. There is, however, a magical Restful Bedroll.
A character sleeping on the bedroll over the course of a long rest gains d8+2 temporary
hit points at the end of the long rest. Only one creature can use the bedroll at a time.

Creatures falling or exploring the chasm find the bottom littered with old bones, but also
the life-like statue of an aboleth (actually a petrified aboleth).

Old Earthwork Trenches

Near the tree line on the beach, a line of old earthwork trenches with rotted spikes at the
bottom surrounds an area approximately 80' on each side. The trenches are 15' deep
and between 5' and 10' across, typically filled to about 5' with muddy waters from the
frequent rains. Whatever encampment the defenses once protected is almost
completely gone except for the trenches - small trees grow within, and piles of
overgrown earth and stone are all that remain of the structures that once stood. No
bridges remain that cross the trenches, allowing a party that flies or jumps across the
trenches a place to camp that is safe from large beasts and most ground-based
wandering encounters. At your discretion 1-2 treasure drops might still remain in the
debris of the old encampment.

Old Mother Grundy

This old, heavy-set Chultan woman lives on a small, rocky island set about 100 yards
out into the sea. Her hut, pig-pen, and especially the steady stream of smoke coming
from her chimney are easily visible from the shore, but the hut is positioned facing the
land, so most passing ships tend only to see the smoke rising from the small rocky
island. Old Mother Grundy spends her days fishing, and the fire in the chimney is
fueled by a slow-burning fish oil the Chultan woman extracts from the significant
numbers of fish she catches.
Old Mother Grundy is plain faced and plain spoken, and left Port Nyanzaru years ago
after believing she heard the words of Ubtao in a dream. This may be true, or may
simply be delusion brought on by the death of her husband and son at the hands of
undead. Regardless, Old Mother Grundy has been a hermit for decades, and, if the
party earns her trust and proves to be good company, she may reward them 2 Potions
of Healing and information leading them to (or helping them avoid) a nearby regional
site.

Skeletal Ferryman

While journeying along a river or swamp, the party hears the slow, methodical splashing
of a boat being poled towards them. When it comes into view, the party sees an ancient
wooden boat being piloted by a skeleton. If attacked or turned, the creature uses
statistics of a normal skeleton but has no attacks and attempts to move the boat away
from the party at a speed of 40' per round. If the skeleton is destroyed, the ship sinks
into the muck.

If the party does not attack the skeletal boatman, it lands the boat nearby and holds
forth a bony hand as if demanding toll. If a gold piece per character is placed into its
waiting claw, the skeleton closes its fist and pockets the money, then points at the
various waterborne routes available to it (upriver and downriver if on a river, along each
tributary of a swamp, etc.). If the character who paid it most recently points, the skeletal
boatman will move the party safely along the waterway for 8 hours. Neither insects,
wandering encounters, nor bad weather touch the enchanted ferry, which can cross 4
hexes in 8 hours.

When 8 hours have elapsed, the ferryman silently glides the boat to shore and indicates
the party depart. It does not hold forth its hand for additional payment, and it will not
carry the party any farther.

If, when the skeletal boatman points at the available routes, the character who paid it
most recently names a place in Chult connected to water, the ferryman navigates the
boat for 8 hours through a fog, ending at the requested destination no matter how far
away. Sample destinations include Port Nyanzaru, Camps Righteous or Vengeance,
Jahaka Anchorage, etc.

Split Tree

A massive, partially charred tree stands at the center of a small clearing, apparently
split nearly in half long ago by lightning. Half of the tree is still alive and flowering, while
the other half is blackened and dead, with several of the branches having rotted and
fallen. Small, thorny brush grows from the fallen, rotted logs, and no animals willingly
enter the clearing (Handle Animal DC 10).
Characters entering the clearing and approaching the tree disturb a host of blights that
animate and attack, including 8 Twig Blights, 2 Needle Blights, and 3 Vine Blights
(650 XP, 1950 modified XP). Characters who examine the base of the tree find an
ancient, blackened ivory staff carved with bones and skulls has been thrust into the
blackened half of the tree. If removed, this staff functions as a Staff of Withering.

Tree of Rest

Rising out of the rocky wasteland is a tall oak tree covered with brightly colored prayer
flags whipping in the breeze. Oak trees should not exist in this climate or geography,
and this one looks rich and vibrant, but radiates abjuration magic under the effect of a
Detect Magic spell.

If the party spends more than 10 minutes in the presence of the tree without damaging
it, a feeling of comfort and ease comes over them. Creatures who take a short rest in
30' of the tree maximize each hit die they spend during the rest. Any creature that
spends a long rest in 30' of the tree regains all spent hit dice, instead of the normal 1/2
level worth. The magic of this tree is known to various nearby groups, so wandering
encounter chances while near the tree are doubled.

If Speak with Plants, Legend Lore, or similar magic is used, the tree can report that it is
one of three enchanted trees brought to Chult by a priest of Silvanus long ago as part
of a pilgrimage, left where explorers might benefit from the magic of the Forest Father.

Waterfall

A narrow waterfall falls 60' from a small spring or stream above, tumbling down a rocky
cliff into a deep pool. Wet vines and plant growth snake up the cliff, and among the
rocks at the base of the cascading falls the party can see a large, comatose humanoid.
Perception DC 13 or close investigation of the body reveals it to be a recently dead
ogre. The only way to reach the body is to swim, or to use acrobatics to balance along
the wet rocks at the back of the pool beneath the falls.

Medicine DC 10 reveals the fall killed the ogre, but he was already wounded with
slashing claw wounds consistent with (undead or gargoyles, depending on where the
waterfall is found). The ogre has 6 amethyst geodes in his pouch with 50gp each, as
well as a 5 lb chuck of solid gold that looks mined (250gp).

***
Thank you for taking the time to read! Please comment and share this work if you liked
it, and don't forget to leave a positive review. For additional comments or questions,
please email me directly at jonbellrex@gmail.com
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast. This material is protected under the
copyright laws of the United States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured
by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Das könnte Ihnen auch gefallen