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Encounters in port nyanzaru pdf download

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This product contains ten maps, all of them add-ons to the Tomb of Annihilation adventure. That product is not required for this supplement to be beneficial. These maps and encounters can be added on to your own jungle adventures even without the Tomb of Annihilation adventure campaign. The bundle will be updated with each additional expansion! Bundles containing this product:. Tomb of Annihilation Expanded, Part 6: Omu. Tomb of Annihilation Expanded, Part 5: Mbala.


More from this Title's Contributors. Customers Who Bought this Title also Purchased. Reviews 0. Please log in to add or reply to comments. This looks like a great idea. Port Nyanzaru needs the kind of fleshing out that Waterdeep has received.


Full size preview isn't working right now, but quick preview looks quite appealing. Yeah, I've tried turning the Full Preview on and off several times now, I'm not sure what the issue is. I suppose I could just post some screenshots of the first few pages. See All Ratings and Reviews. Browse Categories. DMs Guild. Guild Adept.


Arcavios Strixhaven. Wild Beyond the Witchlight. Van Richten's Guide to Ravenloft. Rime of the Frostmaiden. Descent into Avernus. Ghosts of Saltmarsh. Candlekeep Mysteries. Tomb of Annihilation. Run the following encounter once the characters discover all four journal fragments. The Corpse The characters now discover a body in the tunnel.


Read: A corpse sprawls on the tunnel floor ahead. This is no miner: by his garb, he looks more like a cleric. A bloodied journal rests next to him. The journal contains a single scrap of writing: …never should have come down here. There are no miners to rescue here. Just death. We never should have trusted Daals At they read this, Daals begins to chuckle evilly.


He now reveals himself for what he truly is: a death slaad. He attempts to kill the characters, only falling back to stalk them from the shadows if they prove too tough to kill. Treasure If the characters defeat Daals, they can pluck the control gem from his brain gp. The dead cleric wears a suit of fine half-plate armor suitable for a Medium humanoid gp. While the assassin vine remains motionless, it is indistinguishable from a normal plant. The ape makes two fist attacks. Hit: The target is grappled escape DC The vine can constrict only one target at a time.


Entangling Vines. The assassin vine can animate normal vines and roots in a foot square starting at a point within 30 feet of it. A creature in the area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by the entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength Athletics check, freeing itself on a successful check. The effect ends after 1 minute, or when the assassin vine dies or uses its Entangling Vines again.


The apprentice is a 1st-level spellcaster. It has the following wizard spells prepared:: Cantrips at will : fire bolt, mending, prestidigitation 1st level 2 slots : burning hands, disguise self, shield Actions Dagger.


Hit: 2 1d4 piercing damage. The target gains a supernatural charm of the DM's Choice. See chapter 7 of the Dungeon Master's Guide for more information on supernatural charms. The blackguard is a 10th-level spellcaster. It has the following paladin spells prepared: 1st level 4 slots : command, protection from evil and good, thunderous smite 2nd level 3 slots : branding smite, find steed 3rd level 2 slots : blinding smite, dispel magic Actions Multiattack.


The blackguard makes three attacks with its glaive or its shortbow. The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success. Challenge 10 5, XP Shapechanger.


The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies. Innate Spellcasting. It can innately cast the following spells, requiring no material or verbal components: At Will: druidcraft, guidance, pass without trace, resistance 14 Medium aberration shapechanger , chaotic evil Magic Resistance.


The slaad has advantage on saving throws against spells and other magical effects. Armor Class 15 Hit Points 5 2d4 Speed 20 ft. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight.


The chwinga can use its action to emerge from a shelter. If the shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The slaad makes three attacks: one with its bite and two with its claws or greatsword.


Bite Slaad Form Only. Claws Slaad Form Only. Flying Monkey Actions Small beast, unaligned Multiattack. The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite. Armor Class 12 Hit Points 3 1d6 Speed 20 ft. Actions Bite. Hit: 1 1d4 — 1 piercing damage. The froghemoth has four tentacles. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth.


If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw.


On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action. Senses blindsight 10 ft. Armor Class 11 Hit Points 18 4d8 Speed 30 ft. Medium beast, unaligned Actions Bite. Hit: 1 piercing damage plus 7 3d4 poison damage. The frog can breathe air and water. Standing Leap. The froghemoth can breathe air and water. Shock Susceptibility.


The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


If the target is a Large or smaller creature, it is grappled escape DC Until the grapple ends, the giant spitting lizard can only bite the grappled creature and has advantage on attack rolls to do so.


Poison Spit. The giant spitting lizard cannot make this attack if it has a creature grappled. Reactions Legendary Actions The giganotosaurus can take 3 legendary actions, choosing from the options below. The giganotosaurus regains spent legendary actions at the start of its turn.


The giganotosaurus moves its speed. Tail Sweep 2 Actions. The giganotosaurus sweeps its tail in a foot cone. Each creature in the cone must succeed on a DC 17 Strength saving throw or be knocked prone. This attack is triggered when a creature attempts to move adjacent to the giant spitting lizard. Roar 3 Actions. Creatures within 20 feet of the giganotosaurus that can hear it must succeed on a DC 17 Wisdom saving throw or be frightened of the giganotosaurus until the end of its next turn.


As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see. The giganotosaurus can make two attacks: one with its bite and one with its tail. It can use Swallow instead of its bite. Keen Smell. The girallon has advantage on Wisdom Perception checks that rely on smell.


Until this grapple ends, the target is restrained, and the giganotosaurus can't bite another target. The girallon makes five attacks, one with its bite and four with its claws. The giganotosaurus makes one bite attack against a Large or smaller creature it is grappling.


If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the giganotosaurus, and it takes 21 6d6 acid damage at the start of each of the giganotosaurus' turns. If the giganotosaurus takes 30 damage or more on a single turn from a creature inside it, the giganotosaurus must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the giganotosaurus.


If the giganotosaurus dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. The grung can breathe air and water. Poison Skin. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Actions Dagger. Mesmerizing Chirr Recharge 6. The grung makes a chirring noise to which grungs are immune. Ishia has advantage on saving throws against spells and other magical effects. Split Enchantment. When Ishia casts an enchantment spell that targets only one creature, she can have it target a second creature.


Ishia is an 18th-level spellcaster. Ishia tries to magically divert an attack made against her, provided that the attacker is with in 30 feet of her and visible to her. She must decide to do so before the attack hits or misses. The attacker must make a DC 17 Wisdom saving throw.


On a failed save, the attacker targets the creature closest to it, other than Ishia or itself. If multiple creatures are closest, the attacker chooses which one to target. Armor Class 12 natural armor Hit Points 22 5d8 Speed 5 ft. The golem makes two slam attacks. The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.


A successful to Dexterity Stealth checks. Characters with passive DC 10 Strength Athletics check scales the fence. The scouts are on rooftops 20 feet high. Setting a wall of those building. Silar is 50 feet away from the characters as he throws his first vial. Aftermath If the characters catch Silar or any of the scouts, they admit Cenisara paid them to do this. Supports spaced out throughout the room hold up the ceiling. Hook Twenty crawling claws have been spread throughout The characters receive word that one of the Merchant the room, mostly atop the boxes, cabinets, and shelves.


Most ex- Aftermath cellent. They Vermin in Port Nyanzaru, however, can be dangerous. Once they adventurers agree to the terms, the servant who showed them in, called Nestique, takes them to the stairs leading into the basement. Nestique tells them that other servants reported seeing scurrying shadows and hearing skittering in the basement—probably giant rats.


She says that her mistress is working on a rat repellent to sell. She does not know if it will work, so the characters are there to be unwitting test subjects.


The spray smells like a cross between skunk spray, rotten cabbage, and burning corpses. A DC 20 Intelligence Medicine check reveals that the compound is probably natural ingredients mixed together, and would not only keep vermin away, but would keep away any creature with semi-functioning olfactory senses. Into the Basement The character must bring their own light into the totally dark basement, although Nestique provides a torch if the adventurers ask.


After the adventure get to the foot of the stairs, read:. She leads a crew of pirates that has taken A sudden shriek draws your eye up to the top of the over the lighthouse. Seconds later, the aboard. They wait for the Brandywine, a merchant vessel, lighthouse goes dark. Each round on her turn, Bregga kills one unless she is engaged in melee combat with a character. If the lighthouse beacon has not been relit by initiative count 0 of the tenth round of this encounter, the Brandywine crashes.


When this happens, Bregga and the crew within the lighthouse flee toward the Larva. The Climb The top of the lighthouse is feet from the ground.


Climbing the outside wall requires a DC 13 Strength Athletics check. Characters who fail this check by 5 or more fall to the ground. Inside the lighthouse is a winding staircase that requires feet of movement to climb.


Four bandits stand on the stairs, one every 50 feet. The top of the stairs leads out to the circular balcony that surrounds the top of the lighthouse. Bregga Marlow CE female half-orc bandit captain and another four bandits guard the lighthouse beacon and ten hostage lighthouse workers unarmed commoners. Lighting the Beacon A character on the balcony of the lighthouse can use an action to try to make a successful DC 12 Wisdom Survival check to relight the beacon.


Aftermath If the characters defeat the pirates, harbormaster Zindar see appendix D of Tomb of Annihilation rewards them with 50 gp plus 10 gp for every lighthouse worker saved. If they lit the beacon in time to save the Brandywine, the merchants aboard reward the characters with four silvered daggers. If any pirates are captured, a successful DC 15 Charisma Intimidation check gets them to reveal they broke away from a group of pirates gathered in Jahaka Anchorage.


If threatened, they agree to lead the characters to this place in exchange for their lives. Spa Day Interaction. A wet towel left near this bath can be used as a whip. A relaxing spa day is interrupted when a curse against thieves goes awry. Area 3. Ice Bath Effect. If a character ends their turn in this bath, they Hook gain resistance to fire damage until they exit. Alternately, rumors can reach their ears that theft is on the rise at this city cornerstone and Area 4.


Heated Bath investigation is necessary. If a character ends their turn in this bath, they gain 10 temporary hit points that last until they exit. Bathhouse: General Features Interaction. While in this pool, a character can toss the coals that heat it as a ranged weapon attack, dealing 1d6 Please refer to the Bath House map for locations.


The fire damage on a hit. Characters enter though a lobby featuring Area 5. Fruit Stand altars to Sune. In addition to large clamshells where Interaction. Characters can purchase fresh fruit juices guests can leave donations, there are several voodoo for 5 sp. Juices act as the following potions for 24 hours, dolls and tablets scrawled with curses against theft.


It takes 10 minutes to make a Illumination. Scrolled candelabras and the sun juice. No Arms or Armor. No Running. The fruit knife can be used as a dagger. Characters attempting to move at normal speed must succeed on a DC 11 Dexterity saving throw or fall prone on the slippery tile. Elemental Gone Wild After characters explore and enjoy some of the amenities, a cursed water elemental emerges from the baths and attacks. Innovative thinking and interaction with the environment are key to this encounter.


The details listed are only some suggestions of how characters can creatively use their surroundings, but feel free to come up with your own and reward player cunning. Area 1. Salt Bath Effect. If a character ends their turn in this bath, they are under the effect of a bless spell until they exit. While in this pool, a character can splash at another creature within 5 feet. The target must succeed on a DC 13 Dexterity saving throw or become blinded for one round.


Area 2. Herbal Bath Effect. If a character ends their turn in this bath, they gain 1d4 hit points at the end of each of their following turns until they exit.


Map 1: The Bath House. One neighborhood location pick him out of the crowd. Otherwise, the man gets away. As they approach, read or paraphrase: family. If all the characters chase Otanu, they are not able to The sun beats down on the Old City streets as you make get back in time to save Kabonto from the beasts in the your way to meet with Kabonto Tarama. Your adventurer pit. However, Kabonto loses an arm in the process. The trial involves the accused climbing out of a pit while trying to Aftermath avoid being eaten by the beasts.


If the characters save Kabonto, he gives them 50 gp each As you approach the main thoroughfare where the as thanks. Any characters that give Otanu or his family at pit lies, you hear a loud cheer from the crowd.


A small least 20 gp gain inspiration. Kabonto leans against a short wall that surrounds the arena. An angry man is handing him a large sum of coin. Kabonto heartily laughs and pats the man on the back. Suddenly, the man punches Kabonto in the face and pushes him over the wall into the pit. The angry man sprints from the scene. The Pit The dirt floor of the pit is 15 feet down.


It is feet long and 50 feet wide. A successful DC 25 Strength Athletics check climbs up the sides without a rope while a successful DC 15 Strength Athletics climbs the knotted ropes at one end of the pit. A successful DC 18 Strength Athletics check climbs down the sides without a rope. A successful DC 15 Dexterity Acrobatics reduces falling damage by half if a creature jumps or falls into the pit. Saving Kabonto Kabonto N male Chultan human spy wears a ring of feather falling.


He took no damage from the fall, however, the trial that just took place pitted the accused against two kamadans, which remain in the pit. When rooftops below. When this occurs, the anchored parts of the bridge smash into the cliff-face on either side of the gorge. Hook Creatures on the bridge when it falls must succeed on a DC 15 Strength saving throw to cling onto the dangling Run this encounter if the characters inquire about Omu, remains.


The spell grants Religion check, a character recognizes the symbol of him advantage on all Charisma checks for 1 hour. Dendar the Night Serpent; an apocalyptic yuan-ti god. As the characters approach the ambush, read the torture. They say their leader, Ras the gorge. None of green and gold emerge from the cliff-side and block off them have visited Omu or know both entrances to the bridge.


They advance, scimitars in how to find it. Nasa shrugs apologetically. Was nice knowing you. Nasa sprints for the far side of the bridge. Behind the characters, four more cultists block their retreat. The characters are trapped on the bridge, with enemies advancing from both sides. Speed 30 ft. If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, Scimitar. If the target is prone, the allosaurus can Light Crossbow. Actions Bite.


Bandit Captain Medium Humanoid any race , any non-lawful alignment Claw. Senses passive Perception 11 Actions Languages -- Multiattack.


The captain makes three melee attacks: two with Challenge 3 XP its scimitar and one with its dagger. By a print-friendly version, I just mean one without the colored background and with stripped down colors and artwork possibly. I'll probably be getting it anyway though. Thanks so much. I've been working on fixing it. I typed it and am the culprit here. I've updated the product, but it hasn't adjust yet. If it doesn't sort itself out soon, I'll contact OBS. Hans M. This module consists of 13 encounters in Port Nyanzaru written by a number of different authors.


Most encounters are a single page, some of them are two pages. They are a little longer than the typical random encounters provided in the Tomb of Annihila [ Alec M. Encounters are interesting and imaginative but the writing and editing leaves somethign to be desired.


There's a lot of typos and stuff like that and some sections are difficult to understand. It's not stellar but it's not bad. Definit [ Nathaniel B. Love the variety of options presented here. Some really great combat and noncombat options that easily fit into a ToA campaign. Although several could easily fit into any city based campaign. Definetly worth the money. Another terrific Tomb of Annhilation supplement, this collection of ready to use encounters and mini-adventures can be seamlessly plugged into your ongoing Tomb of Annihilation campaign to add further flavor to Port Nyanzaru.


With a mixture of t [ Scott M. Full disclosure: I married one of the authors so, yeah, I have an inherant bias. The [ See All Ratings and Reviews. Browse Categories. DMs Guild. Guild Adept. Arcavios Strixhaven. Wild Beyond the Witchlight. Van Richten's Guide to Ravenloft. Rime of the Frostmaiden.


Descent into Avernus. Ghosts of Saltmarsh.