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176 views12 pages

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Uploaded by

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Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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thE MinES oF chult
a SAVAGE ENCOUNTERS suPPlmenT

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Written by: Shawn Merwin, Tony Petrecca, and Jeff C. Stevens
Cartography: Jeff C. Stevens, colours by Emmet Byrne
e Layout: Jeff C. Stevens, Emmet Byrne
Cover Artist: Nathalie Lehnert
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Graphic Artist: Jay Africa
Interior Art: Wizards of the Coast, Dungeon Masters Guild
Editors: Merric Blackman, Ken Carcas and Shawn Merwin
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Special Thanks: Kerstan Copeland


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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.

All other original material in this work is copyright [2018] by Jeff C. Stevens and published under the Community Content
Agreement for Dungeon Masters Guild

thE MinES oF chult 1


Table of Contents

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Encounter Title Written By CR Page

The Mine of Sorrow Shawn Merwin 11-15 5

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Time of Our Lives Shawn Merwin 1-4 10

Desperation of the Drow Tony Petrecca 5-10 14

Neogi Nights Tony Petrecca 5-10 19

The Wounded Earth


e Tony Petrecca 5-10 25
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Big Gorge Mine Jeff C. Stevens any 31

The Hanscoff Gold Mine Jeff C. Stevens 1-10 35


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The Jaded Bear Jeff C. Stevens 4-9 39

The Library of Xer’Stan Jeff C. Stevens 10 45


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NPCs & Monsters 51

Looking for more Adventures? 56

Maps 57

2 The Mines of Chult


About the Writers

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Shawn Merwin – The Mad Wizard Merwin. Shawn has written many adventures, is
a Guild Adept, and the co-host of the Down with D&D podcast, which is one of my

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favorite D&D podcasts. If you don’t currently listen, be sure to click the link below to
check it out.
Tony Petrecca – One of my favorite Guild writers. Tony’s first publication – Journey
Through the Center of the Underdark – is fantastic! I have to say it’s the product that
has had the most significant impact on my writing and style.
Jeff C. Stevens – That’s me! The man in mimic armor. I want to thank you for picking
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up this product. It’s been a lot of fun to create. I even debute my cartography skills in
this one!
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Thank You!
I just want to say ‘Thank You’ once more for picking up The Mines of Chult. We
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really hope you enjoy the adventures we’ve come up with.


Your ratings and reviews really help drive the success of a product. Please leave a
rating or review on the Dungeon Masters Guild!

The Mines of Chult 3


This supplement uses creatures from:
abouT This suPPlemenT • Monster Manual (MM)
Although written with the Tomb of Annihilation • Volo’s Guide to Monsters (VGtM)
campaign in mind, this supplement isn’t limited to being • Tomb of Annihilation (ToA)
used in Chult. Most of the mines can be easily placed in
any campaign setting. You can also change up the creature In addition, several new creatures have been created for this
and mine types if you wish. We’ve put together a total of 9 supplement. You can find the stat blocks for these creatures
mine adventures, each with a map, and most with scaling n "NPCs & Monsters" on page 51 of this book.
suggestions to give you flexibility as a Dungeon Master. Unless otherwise noted, all NPCs have the stats of a

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I’d like to thank Shawn Merwin and Tony Petrecca for commoner.
adding their fantastic mine adventures to this supplement.
These gentlemen never fail to impress me with their averaGe ParTY level
imaginations and creativity.
The Average Party Level (APL) can be used to calculate

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Finally, I’d like to thank you for purchasing this supplement. which CR Scaling Suggestion to use. To calculate the APL,
We hope you enjoy the mine adventures we’ve developed. add up the total levels of all characters and divide the sum
It was a lot of fun working on this project! by the number of characters (rounding up for .5 or greater).

usinG This suPPlemenT maPs


For your convenience, a small DM map is provided at the
Text in these boxes is to be read to players. beginning of each adventure and a printable player map is
available at the end of the product for each adventure. Also,

not be read to players.


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Text in grey boxes is for the DMs knowledge and should
downloadable images of the maps are provided in various
formats, and are included with your purchase.

For all maps, one square = 5 feet.


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Most of the creatures in this adventure are found in the
5th Edition Monster Manual. Page numbers have been
included for easy reference, but depending on the printing
edition of your Monster Manual they may not match.
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4 thE MinES oF chult


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MinE oF SorroW the effects of the Lethe water and the mind-control attacks of
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the ultroloth.
By Shawn Merwin
Estimated run-time: 90 to 120 minutes PloT hook
Mine of Sorrow is a short lair adventure designed for five Kohla Siggerd, the owner of the Siggerd Emerald Mines, asks
characters of 13th level. Scaling instructions are included to the adventurers to travel to one of her mines in Chult. She
run the adventure for characters from 11th to 15th level. sent her son Kristo there weeks ago, but he has not returned.
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No shipments of gems have arrived from the mine either.


baCkGrounD If the adventurers investigate the mine, clear any dangers
The River Lethe flows through the lower planes; its mind- there, and bring her son back to her, she offers a substantial
consuming waters offer peaceful oblivion to tortured souls. reward. (The exact reward is left to the DM’s discretion,
Small tributaries of the river sometimes leak through to the although 5000 gp worth of uncut emeralds for the group is
mortal world with devastating effects. reasonable.)

This occurred recently in Chult. With the soporific water DrinkinG from The leThe
came an ultroloth (CR 13; MM, p. 314) called Rigolox. The
ultroloth is hiding from a pit fiend that it attempted to defeat, A creature that drinks or makes contact with the water here
and the pit fiend has sent its servitor devils after the ultroloth. must succeed on a DC 17 Charisma saving throw or gain 2
Caught in the middle are innocent miners, in a stupor from levels of exhaustion and forget everything from the last 10

thE MinES oF chult 5


days. This fatigue cannot be removed with magic; only a long Treasure
rest can remove it. This also causes creatures, while exhausted, The gullets of the xorn contain a total of 26 emeralds worth
to make all Wisdom saving throws with disadvantage. a total of 2,200 gp.

aPProaChinG The mine


Scaling the Battle
As the party approaches the mine, read or summarize:
• Levels 11-12: Remove one xorn
• Levels 14-15: Add one xorn
The camp at the top of the mine is empty; there is no
sign of miners, cooks, porters, or anyone else. Empty

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carts and crates wait for emeralds. The mine shaft an- area 3
gles steeply into the ground, and the torches attached
to the walls are cold. Light at the bottom of the shaft As the party enters Area 3, read or summarize:
suggests someone—or something—is present.

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This area is devoid of life, and a cold stream cuts through
The shaft leading to Area 1 slopes at a 45-degree angle. the southeastern section of the room. A gigantic gnarled
Wooden boards nailed into the ground offer support during stalagmite is nestled into the northwestern corner.
the descent.
The leThe roPer
General Features The Lethe roper here is a threat the adventurers should
be able to handle; however, the magical trap in the room is
Terrain. Stone, dirt, and loose gravel.
another story.
Weather. Cool in the mine, and even colder within 10 feet
of the waters of the Lethe.

providing dim light. e


Light. Unless otherwise noted, the mine is lit by torches

Smells and Sounds. An acrid, burning smell permeates


the air (brimstone). The placid gurgling of the Lethe stream
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echoes through the mine.

area 1
As the party enters Area 1, read or summarize:
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A column of stone rests at the bottom of the shaft, etched


with the words “Siggerd Mines.” Beyond the column, the
shaft levels out and splits to the north and west. The
sound of flowing water echoes through the chamber.

area 2
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As the party enters Area 2, read or summarize:

The south wall of this area shows signs of recent work.


Mining equipment lies scattered along the floor.

The Walls are alive!


The new work here disturbed a family of five xorns (CR 5;
MM, p. 304). They hide in the walls, waiting to ambush the
next creatures through this area. Adventurers failing a DC 17
Wisdom (Perception) check are surprised.

6 thE MinES oF chult


Psychic Feedback Trap Treasure
The submerged sack, which was deposited here via the River
Simple trap (Levels 11-16, moderate threat) Lethe, contains a silver statuette of a solar (worth 500 gp), a
This trap appeared in the area when the waters of the River spell scroll of sunbeam, and a +3 shortsword.
Lethe interacted with a roper, mutating the monstrosity and
setting up a dangerous magical field between the roper and reaChinG The Treasure
the Lethe stream. Getting to the treasure is not easy without touching the
Trigger. A living creature enters the area between the Lethe water. It is in an awkward location, so it can be fished out
roper and the stream. After approximately 30 seconds pass,
with a weapon or hook with a successful DC 10 Dexterity
the trap triggers.
(Athletics) check. (Yes, that is not a typo!) If the check

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Effect. A creature within the trap area must succeed on a
DC 16 Intelligence saving throw or take 35 (10d6) psychic fails by 4 or more, the character accidentally makes contact
damage and be stunned. A stunned creature can attempt a with the water. Mage hand does not work, although other
DC 16 Intelligence saving throw at the end of each of its telekinesis-style magic can.
turn to remove the stunned condition.

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All creatures in the trap area gain vulnerability to psychic Even after getting the leather sack out, a successful DC 15
damage for 1 minute after the initial blast. This vulnerability Dexterity (Sleight of Hand) check is needed to open the
cancels any resistances to psychic damage, but not sack without getting wet, unless the sack is left to dry for at
immunities. least an hour, or dried using magic.
Countermeasures. A successful DC 20 Intelligence
(Arcana) check as an action notices the field and reveals its nPC: DalTon enTWill
effects. A dispel magic (DC 16) or similar magic removes the Hiding behind the column is a half-elven miner named
field for 24 hours. Dalton Entwill. He is the only miner (except for the children
in Area 7) to shake off the magic of the Lethe and avoid the
Treasure
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The Lethe Roper holds 3 potions of superior healing in its gut.

leThe roPer oPTion


other creatures here. He tries to remain hidden until spotted,
and then he tries to run.

DM’s Note. Dalton can be used in a variety of ways. You can


let him share information with the adventurers if you wish.
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If the Lethe Roper takes damage, roll a d6. If the result is 6,
He can try to escape and fall into the Lethe stream, thus
one of the potions of superior healing inside the Lethe Roper
demonstrating its effects if the adventurers are still unaware.
breaks. Apply the normal healing effects of the potion to the
He could panic and attempt to push an adventurer into the
Lethe roper.
stream during an escape attempt.

Scaling the Battle area 5


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• Levels 11-12: Decrease the trap damage to 28 (8d6) As the party enters Area 5, read or summarize:
psychic damage. Decrease the Intelligence saving throw to
DC 15.
• Levels 14-15: Increase the trap damage to 55 (10d10) The bodies of several miners rot in the southern section.
psychic damage. Increase the Intelligence saving throw to The coolness of the air prevents the smell from being
DC 17. worse than it is.
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The CorPses
area 4 These corpses are miners that fought against Rigolox and his
allies when they arrived via the stream.
As the party enters Area 4, read or summarize:
Treasure
A wooden footbridge over the stream has rotted and If the adventurers search the bodies, a successful DC 10
washed away. A leather sack, snagged on a piece of the Intelligence (Investigation) check reveals one of the miners
bridge, holds on against the stream’s current. died clutching a family heirloom: a +2 silver dagger.

Across the bridge, a large column of unworked stone supports The Devils
the ceiling in the southwestern section of the chamber. After the adventurers search the bodies, a group of devils
hunting Rigolox arrives, teleporting in from their home. A
horned devil (CR 11; MM, p. 74) leads two chain devils (CR
8; MM, p. 72) on a mission to slay the ultroloth.

thE MinES oF chult 7


kriTso siGGerD
Kristo Siggerd is under the sway of Rigolox the ultroloth. He
has been ordered to keep the miners safe and nourished in
case they are needed later.

inTeraCTinG WiTh krisTo


Although Kristo is charmed by Rigolox, the young man
speaks normally with the adventurers. He tells them he found
the miners in this condition, and he’s doing his best to keep
them alive by feeding them rations and giving them water

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from the stream. A successful DC 20 Wisdom (Insight)
check is needed to ascertain Kristo is under a compulsion.

riGolox anD frienDs

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Assuming the adventurers have made noise or fought battles
in the mine, Rigolox the ultroloth knows they are present.
He uses invisibility once they approach, waiting for an
opportunity to attack.

Additionally, disguised as miners, two assassins (CR 8; MM,


p. 343) in service to Rigolox prepare to attack. Successful
DC 19 Wisdom (Perception) checks are needed by the
characters to see the assassins before they throw off their

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DM’s Note. If your players are into combat, let this be a fight.
If your players are more into roleplaying, give the horned
devil an interesting personality, and have it share the story of
a treacherous ultroloth who betrayed the pit fiend leader and
cloaks and attack.

Scaling the Battle


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• Levels 11-12: Replace one assassin with a gladiator.
then escaped to this mine. Decrease the checks to spot the hidden enemies by 1.
• Levels 14-15: Add one assassin. Increase the checks to
If the adventurers already defeated Rigolox, the horned devil spot the hidden enemies by 1.
demands the body. If they have not yet done so, the horned
devil might offer a diamond worth 5,000 gp or a magic
weapon if the adventurers bring him the body. (Such rewards area 7
from a devil always come with strings attached, of course!)
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When the party enters the passageway outside of Area 7,


If the adventurers never approach this area, the devils can read or summarize:
appear anywhere near the mines.
A very thin fissure in the wall goes as far back as your
sight can discern.
Scaling the Battle
• Levels 11-12: Remove one chain devil. The devils flee or
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The fissure is too narrow for anyone other than Small-


negotiate when one of them is reduced to less than 10 hit sized or smaller creatures to enter, even if squeezing. If the
points.
adventurers find a way to get into the chamber, continue:
• Levels 14-15: Add one chain devil.

The narrow fissure finally widens into a natural cavern.


area 6 The cavern contains a couple of bedrolls, a few water-
skins, some plates with bread crumbs, and three rag
As the party enters Area 6, read or summarize: dolls on the floor.

More than a dozen miners mill about here in a stu- The ChilDren
por, huddling together, wrapped in woolen cloaks for Several children hide in the dark corners of the room.
warmth. One human, who matches the description of Candles light the place, but the children extinguish them if
Kristo Siggerd, moves among them, handing out food they hear anyone approach.
and water, which the miners consume mindlessly.

8 thE MinES oF chult


These children belong to some of the miners, who were DeveloPmenT
allowed to bring family with them, as long as the children Minet might make a good apprentice for an arcane character
pitched in with work. if it fits your campaign.
nPC: mineT broChe In the short term, Minet is protective of the other children
The leader of the children is a brash eleven-year-old named here, and she does not let the adventurers put them in harm’s
Minet Broche. She can relay the following information to way, although she bravely helps if possible.
the adventurers:

• Several days ago, the children were sent to gather ConClusion

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firewood and hunt small game for a meal. When they If the adventurers can defeat the creatures in the mine, or at
returned several hours later, the adults were acting least deal with them in such a way that saves the miners and
strangely. removes threats from the mine, Kohla Siggerd gives them the
• Minet has an affinity for magic (she is a potential reward she promised.
sorcerer), and she noticed the water in the stream seemed

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different than before, so she told the other children not Additionally, if you so choose, you might offer the adventurers
to drink it. a stake in the Siggerd Mines. This could yield them a certain
• The children noticed a creature moving among the profit if they spend a certain amount of downtime days
miners. They describe the creature as a big-headed (DM’s discretion). This could also lead to further adventures,
monster-demon with blank white eyes. When they saw because who knows what other dangers lurk in ‘The Mines of
the creature, Minet had them gather provisions and led Chult’!
them here, a place where the children often came to play.
• They brought enough food and water for themselves,

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and they sneak out sometimes to grab more, but the
adults are still acting strangely and don’t even notice.
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thE MinES oF chult 9


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baCkGrounD
thE tiME oF our liVES
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The gynosphinx Qualizzendra, servant of the Chultan deity


By Shawn Merwin
Ubtao, laired in a subterranean complex hidden for years by
Estimated run-time: 60 to 90 minutes
magic and foliage, answering questions of Ubtao’s followers
The Time of Our Lives is a lair adventure designed for five and providing solace until his return.
characters of 3rd level. Scaling instructions are included to run
Recently, slaadi serving Dendar the Night Serpent infiltrated
the adventure for characters from 1st to 4th level.
the lair and attacked, using all the foul chaos magic at their
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disposal. Qualizzendra’s time-control magic interacted with


abouT This aDvenTure the slaadi’s powers, causing a time loop. This time loop not
This adventure is different from others; it involves the only affects temporal integrity, but it also plays havoc with
characters getting stuck in a time loop, replay their foray into divination magic.
the mine over and over. This continues until they encounter A mage in the employ of the Wobbie Mining Consortium
the gynosphinx-slaadi battle and stop the loop. performed divinations that indicated a vast fortune in quartz
DM’s Note. If your players do not enjoy the concept awaited at this location. The truth is much different.
employed in this adventure, modify it to make sure they are The Wobbie Mining Consortium has sent three teams of
not annoyed by the potential repetition. prospectors into the tunnel to evaluate the situation, but
none have returned. Now they want adventurers to see what
fate has befallen them.

10 thE MinES oF chult


Plot Hook The Time Loop
Each time the group resets, re-read the passage above, but
Snodshall Wobbie is a rock gnome on a mission: he wants to the almiraj acts differently each time. It gets bolder and
create mining machines that can replace mortal miners, then more expressive as if it is annoyed and frustrated that the
turn them loose on Chult to make a fortune. He has already adventurers keep failing.
lost nine prospectors in the tunnel where a vast fortune in
quartz is supposed to be waiting, according to his divination For example, during the first reset, the almiraj might
specialist. stay around a moment longer, gazing thoughtfully at the
adventures before hopping away. On the second reset, the
Now he is willing to pay a small group of adventurers a creature might hop once toward the adventurers, stare at

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total of 250 gp to enter the cavern, see what happened to them emphatically, then hop away.
his prospectors, and remove any danger. He instructs the
adventurers to meet him at the entrance to the tunnel, If the adventurers kill the almiraj, the time reset happens
somewhere south of Port Nyanzaru. immediately. If they kill the almiraj three times, they step out

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of the time loop, and their next death/defeat is final.
The Time Loop
The time loop is a tool for you, as the DM, to reset this General Features
adventure when things go wrong for the characters. As they Ceilings. Ten-feet high, unless otherwise noted.
spring traps and fight incredibly powerful monsters, they Terrain. Stone, dirt, and loose gravel.
can learn from their mistakes and move further along in the Weather. The air in the mine is hot and humid, which
story. How often you use this time loop, and to what effect, is odd. Underground should be cooler and drier, but the
is up to you. opposite is true.
Light. Unless otherwise noted, the mine is dark.

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Characters should be fully healed and recharged after they
reset via this time loop. This encourages them to get into the
spirit of the adventure, throwing themselves into danger with
the knowledge they can learn the best way to proceed and
Smells and Sounds. A slight but constant buzzing fills the
mine and the air tastes of ozone. Arcane casters, or those
proficient in Arcana, recognize the mine is filled with
powerful magic.
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still recover from their experimentation.

If you feel it necessary, you can have them reset with some Area 1
penalties, such as one level of exhaustion, if you wish. This As the party enters Area 1, read or summarize:
greatly increases the challenge of the adventure, however, so
use such penalties with caution.
The passage into the mine slopes down sharply for sev-
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eral hundred feet. Finally, ahead, a rough-hewn chamber


Into the Mine of granite opens. A pile of charred corpses rests in the
center. A pattern of interwoven runes covers the floor
As the party prepares to enter the mine, read or summarize and walls, running chaotically from one end of the room
the following passage. You may be reading this several times, to the other.
so alter it on future readings as the adventurers react to the
repetition:
Immolation Trap
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In order to avoid the Immolation Trap, the adventurers can


“So, there it is,” says the grouchy white-haired gnome, only walk across the floor along one specific line of runes.
pointing to the tunnel leading into the ground. “Simple Someone trained in Religion and succeeding on a DC 20
deal. Go see what happened to the others and get rid
Intelligence (Religion) check, can determine that all the
of any dangers. I’ll give you 250 gold for your work. Get
to it!”
runes are sacred to Ubtao. (You can choose the path.)

A hare with a long horn protruding from its head twitch-


The Item
es from the cover of a flowering bush, then hops away In the 10 ft. square area at the bottom of the stairway is a silver
in fear at the gruff voice of the gnome. “Stupid almiraj,” object in the shape of a torch. It radiates no magic (because
says the gnome. “They’re all over the place. Well, what- of the disruption to divination spells) and when grasped, it
cha waiting for? Go earn my gold!” sheds light as a torch. However, the chaos magic of the area
also summons forth monsters when the torch is touched.

The Mines of Chult 11

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