Outside Context · Dungeon Master's Guide · Part One

Tomb of AnnihilationThe City and the Crocodile

A 2017 module, the 2024 rules, six teenagers and a screen lying flat on the dining table. Part one: a funeral, a ball, a trial, and the dungeon that changed their religion.

⚠ Spoilers for Tomb of Annihilation

When I was a child, I had no one to play Dungeons & Dragons with. Now, as a father in my forties, I play with my own children.

Yes, I built my own players!

Meet the piplins, who are now 13 and 15

The module: Tomb of Annihilation, Wizards of the Coast, 2017

5.5eA 2017 module on the 2024 rules

I ran the whole campaign on the 2024 rules (5.5e), with a module written for the 2014 ones. Any advice or comment about that is in a box like this one, and there is a full conversion guide for DMs at the end of part two.

A family selfie under blue stage lights, with the piplins grinning at the front and two grown-ups behind them.
Introduction

They Buried Kevin Before They Rolled Initiative

Session zero, January 2025. Six players, one funeral.

Before anybody fought anything, the players invented a man together, as their characters first met. Then the Death Curse killed him.

His name was Kevin. The players chose that.

They buried him in Baldur's Gate, and each of them gave a eulogy over the grave. At the funeral, Syndra Silvane recruited them to find out what was causing it.

Johnathan, who is obsessed with eating everything, said in his eulogy that he thought he had eaten him.

Twenty-two months later, the same six characters lifted the curse that killed him.

◆ Credit where it is due

Session zero ran on Cellar of Death by James Introcaso, a fifteen-page prelude for first-level characters. The party raids the Cloakwood cellar of the lich Zaldara, Duchess of Rot. The point of the mission is to find out where the curse comes from, and they come out knowing: something called the Soulmonger, somewhere in Chult.

Introcaso has the players build a beloved NPC together, and then the Death Curse kills them. It gives the players a personal reason to go to Chult before they ever get there. It costs $2.99 on the DMs Guild.

Who sent them

In the book, Syndra Silvane has the Death Curse herself, and she hires the party to end it. In my game she isn't dying at all. She is an avatar of the gods.

Tyr, Ilmater, Mystra, Helm, Eilistraee and Lathander are worried about losing their godly power to the atropal. So they recruit the team through Syndra, ask Cesca to go with them as their angel, and offer each of them a boon. That is also why the gods are waiting at the end. On the last night, Syndra is there with them, handing out the finale boons.

A woman in a deep blue hood and a half white, half black carnival mask decorated with gold.Syndra Silvane
A veiled figure in grey robes whose face and hand are a field of stars.The avatar of the gods
Syndra Silvane, and what she really is. Syndra art © Wizards of the Coast, from Tomb of Annihilation. The avatar is after William-Adolphe Bouguereau's Modestie, edited by Clayshaper.
The gods' boons · offered at the start
GodForThe boon
Tyr, God of JusticeZagorathDivine Favor. Once per short rest, when you hit with a weapon attack, add 1d4 to the damage.
Ilmater, God of EnduranceAkiraThe Blessed Healer. Once per long rest, add your Wisdom modifier to the hit points a healing spell or ability restores.
Mystra, Goddess of MagicCescaDivine Insight. Once per long rest, advantage on one Intelligence, Wisdom or Charisma saving throw.
Helm, God of ProtectionFateThe Faithful Shield. A shield of divine light: +1 to AC when you aren't wearing armour, once per short rest.
Eilistraee, Goddess of Dance and SongPhoenixThe Divine Step. Once per short rest, a bonus action to move up to your speed without provoking opportunity attacks.
Lathander, God of the DawnJohnathanThe Sacred Flame. Cast sacred flame once per long rest, without spending a spell slot.
◆ From the DM

Between session zero and session one, I always let players change their backgrounds. It gives them a chance to deepen their character hook between the warm-up and the game proper.

The Elo touchscreen lying flat on the dining table, a tablet showing a jungle slide in front of the DM screen, a laptop, the book open at the Tomb of the Nine Gods, and a case of dice.
Two screens. The map lies flat on the table; the slide deck sits in front of the DM screen.
◆ From the DM

I ran this for six players, every few weeks, from January 2025 to October 2026. Twenty-eight sessions in all, some of them across more than one evening.

Bosses have phases, traps have puzzles, and if a scene is not going anywhere, I move it on. D&D is competing with Marvel movies for their attention.

At A Glance

What I Added

The main changes from the written version.

A funeral, before anything elseThe players built Kevin together, with a hand from Cellar of Death, and then buried him. The finale's epilogue comes back to that grave.
Hired by the godsSyndra Silvane isn't dying of the curse. She is the avatar of six gods who are afraid of losing their power to the atropal, and on the last night she comes back with them to hand out the boons.
Camp Righteous as a bastionThe ruined camp becomes the party's home under the 2024 Bastion rules, granted by Ubtao himself, with five facilities and a blessing that only holds while they keep his teachings.
Zhanthi's ballA full social session with outfit shopping, eight party games, yuan-ti infiltrators and a letter worth stealing. None of it is in the module.
A merchant prince worth hatingKwayothé goes from a name on a list to a recurring villain who bribes the party, gets exposed at a public tribunal, escapes, and comes back to raid their home.
Musharib's jungle schoolThe hexcrawl became a training course: a hazard a day, a lead and a helper for each one, and a reward for passing. Then the road to the Heart of Ubtao tests what they learned.
Every boss has stagesNo single slog. Belchorzh the beholder has three, named after the three kinds of player you meet online.
The trickster gods as comedyNine possessing spirits, nine personas. I'jin is a TikToker. Kubazan is a frat bro. Wongo is Florida Man.
A rebuilt finaleThe book ends at the Soulmonger. Mine carries on into a final arena with Acererak, a shadow for each hero to face, and a trip to the realm of the gods. It gets its own article.
Our Players

Six Characters, Six Gods, One Conversion

They arrived worshipping Tyr, Ilmater, Mystra, Helm, Eilistraee and Lathander. They left worshipping Ubtao.

Johnathan, a blue dragonborn paladin in gilded plate, swinging the bone greatsword Fang of Ubtao inside a golden warding sphere.
Johnathan
Dragonborn Paladin · Oath of the Ancients

A farmer, obsessed with eating everything. Carries the Fang of Ubtao, which Dragonbait gave up for him at the Heart, and has a pet dinosaur that hatched at Halloween.

Zagorath, a dragonborn psi warrior, mid-action in his finale boon art.
Zagorath
Dragonborn Fighter · Psi Warrior

Trollish, and did not respect Ubtao's teachings for about a year and a half. Picked up a young grung companion at the Blackscale Bazaar.

Fate, a human vengeance paladin, mid-action in his finale boon art.
Fate
Human Paladin · Oath of Vengeance

Feeds souls to his axe: three hundred and eleven of them by the end. Took the Archaeologist background and never stopped asking about tombs.

Cesca, an aasimar monk of the Four Elements, mid-action in her finale boon art.
Cesca
Aasimar Monk · Four Elements

Celestial light and the four elements, in one monk.

Phoenix Moon-shadow, a drow assassin, mid-action in her finale boon art.
Phoenix Moon-shadow
Drow Rogue · Assassin

Escaped a vampire's household and hunts them now. Also the only person in Chult with a laser rifle.

Akira, a tiefling cleric with curling horns, in ornate armour and long robes, between holy light and hellfire, in her finale boon art.
Akira
Tiefling Cleric · Light Domain

Child of a Devil Lord, in half plate at AC 18, throwing Fireball (more on that below). Tried on a dress for the ball, liked it, and wore it for the rest of the campaign. A pool in the Tomb changed his gender, so she finished the campaign a woman.

The art on each card is that character's boon from the finale, which they earned in the realm of the gods on the last night.

Colour paper standees of the six characters on a glass table, with a baby triceratops, a grung archer, two dinosaur mounts and a toy crocodile.
The team as standees, with some of the friends they picked up on the way.
5.5eThe cleric with AC 18 and a Fireball

Akira is a Light Domain cleric, so Fireball is always prepared for him. Add half plate and a shield and you get AC 18. It is a funny moment in any game for a DM, when a cleric with 18 AC throws a fireball.

He was able to play his cleric almost without using classic cleric tactics and spells. He barely used Flame Strike, because he could just Fireball.

The 2024 rules actually made Flame Strike better: 5d6 fire plus 5d6 radiant, 10d6 in all, up from 8d6. But it needs a fifth-level slot and fills a 10-foot radius. Fireball does 8d6 across a 20-foot radius from a third-level slot, or the same 10d6 if you cast it at fifth.

What is genuinely new is that the 2024 cleric picks a Divine Order at level 1. Akira took Protector, which adds heavy armour and martial weapons, so a cleric can start the game as a front-liner.

The Setup

A 32-Inch Map and a 15-Inch Imagination

Two screens and one table.

I have a 32-inch screen lying flat on the table as a digital map. It's actually an old electronic sign that we've repurposed as a table, and it works perfectly for us.

I use Dynamic Dungeons on it for animated battle maps, or I show the official map with fog of war as the team explore.

In front of my DM screen there is a second screen, fifteen inches, showing the players a PowerPoint of slides (and the odd animation). Each deck is built by pushing the scene description into Nano Banana to produce an image of what the room, area or event looks like. Some sessions ran to a hundred and fifty slides.

◆ The kit

The table screen is an Elo 3202L, a 32-inch commercial display made for shop signage. It's only two inches thick, so it lies flat, and the usable map area is about 27 by 15 inches. At an inch to five feet, that's roughly a 27 by 15 square grid.

The Elo screen lying flat on the table with a glowing animated battle map and paper standees on it.
The map screen, lying flat on the table.
Appendix

Everything I Bought Before Session Zero

Nine things from the DMs Guild, bought between Christmas 2024 and the first session. $35.40 in all.

I spent a lot on maps and expansions for this campaign. Please support the amazing third-party creators who make our games unique and special.

The shelf · DMs Guild, December 2024 to January 2025
ProductPriceWhat it is
Cellar of Death
James Introcaso
$2.99A prelude adventure for level 1. Our session zero.
Tomb of Annihilation Companion$4.99A companion guide to the campaign.
A Guide to Tomb of AnnihilationfreeA guide to the campaign.
Tomb of Annihilation DM's Resources$7.95Maps, guides and cheat sheets.
Tessa Presents 115 Maps for Tomb of Annihilation
Tessa Morecroft
$9.99115 maps for the campaign, by Tessa Morecroft. The Port Nyanzaru maps in part one are hers.
Jungles of Chult FactbookfreeA setting guide to the jungles.
Encounters in the Jungles of Chult$3.99Encounters for the jungle.
35 Magical Items for Tomb of Annihilation$1.50Magic items for the campaign.
Karniv's Treasures of Chult, 50 New Magical Items$3.99Fifty magic items from Chult.

I picked up a few more things as the campaign went on.

Also on the shelf · bought during the campaign
ProductFromWhat it is
The Thundering Lizard
Matt Town
DMs GuildThe Thundering Lizard inn in Port Nyanzaru.
DDAL07-03 A Day at the RacesDMs GuildAn Adventurers League adventure set at the Port Nyanzaru dinosaur races.
Escape from Malar's Throat
Daniel Kahn, Eventyr Games
DMs GuildMaps and extra content for Tomb of Annihilation.
Tomb of Annihilation HandoutsWizards of the Coast, freeThe official player handouts.
Tomb of Annihilation paper miniatures
TheArcaneShop
EtsyArt for the book's characters. I used it on my slides.
How I Run It

Monsters Run, and They Die When It Is Time

Monsters run, big hits leave wounds, and nobody ever sees a hit point total.

My DM style is very influenced by the Acquisitions Incorporated games: high drama, humour, and memorable moments. The rules are there to serve the scene, not the other way round.

There's a nice coincidence here. Chris Perkins, who ran those games at PAX for years, is also one of the three credited designers of Tomb of Annihilation. So I was running his book in his style.

In practice, it comes down to five things.

House rules
How monsters work at my table
Monsters run
Things that are losing, leave.
Bloodied is announced
When a monster drops to half its hit points, I tell the table it's bloodied.
Big hits leave a wound
Any single hit that does thirty per cent or more of a creature's hit point maximum causes a wound, made up on the spot. Can't use both arms. Half speed from a broken leg. A cracked helm. Throwing up blood and stunned. It works both ways: the players take them too.
Sensible resistances
Enemies have sensible, lore-friendly resistances and immunities. Firenewts are immune to fire, and so on.
Monsters die when it's right
When it's narratively right, or when the fight has gone on too long and is getting boring.
Crits are fun again
We use the Nord Games Critical Hit and Critical Fail decks. Roll a natural 20 or a 1, draw a card.
A top-down view of the table screen showing a glowing circular battle map, with the Nord Games Critical Fails and Critical Hits decks below it.
The crit decks sit at the foot of the map screen.
◆ From the DM

I never give out monster hit points. The players get three clues instead: whether it's bloodied, which I announce; how I describe it ("looks beaten", "on his last legs"); and whatever wounds it is carrying. That's enough for them to know how a fight is going without me ever saying a number.

The winBloodied is official now

The 2024 rules made Bloodied an official term: a creature with half its hit points or fewer. Several creatures in the 2024 Monster Manual change what they do once they are Bloodied, so announcing it costs nothing and lines up with the monster's own change of gear. It also gives the players a reason to cheer halfway through a long fight.

The wounds, if you'd rather roll

I always made wounds up on the spot. If you'd rather roll, here is a d12 built from the ones we used. The four marked ★ came straight from our table; I filled in the rest in the same spirit.

Wounds · roll d12 when a single hit does 30% or more of a creature's hit point maximum
d12WoundWhat it does
1Cracked helm ★The blow rings off their skull. Disadvantage on Perception checks.
2Blood in the eyesDisadvantage on attacks against anything more than 10 feet away.
3Ears ringingDeafened.
4Arm hangs uselessOne arm gone. No two-handed weapons, no shield.
5Both arms dead ★No weapon attacks, and they hold nothing. An action spent working the feeling back reduces this to 4.
6Grip goneThey drop what they are holding. It lands 5 feet away, in a direction you pick.
7Broken leg ★Speed halved. They cannot Dash.
8Both legsSpeed 0. They can crawl, and they can still fight from where they are.
9Throwing up blood ★Stunned until the end of their next turn, then winded: no bonus actions.
10Ribs goneEach time they take damage, DC 10 Constitution save or lose their bonus action next turn.
11Armour rentAC drops by 2. On something unarmoured, the hide or scales tear open instead.
12Kit ruinedTheir shield splinters, or their weapon takes a −1 until repaired, whichever they were relying on.

If you want a little structure around it, two suggestions. A wound lasts until the end of the fight, and magical healing clears it, or an ally can spend an action on a DC 13 Medicine check. And if one hit does half a creature's hit points, roll twice and use the worse.

Put together, this means a monster's hit points are a guide rather than a rule. The statblock tells me what it can do and how dangerous it is. I decide when the scene ends.

Head initiative

We don't track initiative for every creature. We use head initiative.

House rule
Head initiative
Every player rolls
The monsters don't roll at all.
Highest goes first
Then we carry on round the table, in the order people are sitting.
Ties go together
If two people roll the same initiative, they go together.
When it reaches me, the baddies go
If there are a lot of them, I split them: half go when it reaches me, and half when it reaches the opposite end of the table.
I choose the direction
Which way round the table we go is my call. If the boss has a low health pool and the player next to me wins initiative, the order goes that player, then me, then on round the table, so the boss gets its turn before the party can take it apart.
Surprise rounds
Before combat starts, everyone gets ten seconds to decide what they are doing.
Ambushes
Creatures that spring an ambush can often start the fight and go first.
The initiative 20 rule
Objects that act on their own, like a construct or the sphere of annihilation, go after whichever player rolled closest to 20.

Everybody can see who is next and how long they will wait, so the next player is already getting ready. It also makes initiative swapping easy for anyone with the feat for it. (In the 2024 rules that's Alert, which lets you swap initiative with a willing ally.)

I'll come back to what the 2024 rules did to the monsters themselves at the end of part two.

Act I · Port Nyanzaru

The City of a Hundred Princes

March 2025. Arrival, the guides, the markets, and a reputation to earn.

In the book, Port Nyanzaru is mostly where you hire a guide and stock up before the jungle. I gave it more: a reputation to earn, a dinosaur race, a ball, a trial, and a villain.

A crowded Port Nyanzaru market street full of traders, with dinosaurs carrying loads between the stalls.
Port Nyanzaru. Art by Vincent Proce, © Wizards of the Coast, from Tomb of Annihilation.

Five objectives

Syndra Silvane sent them in with five objectives.

House rule
Port Nyanzaru runs on reputation
Learn
What Chult is, and what the Death Curse actually does.
Earn three positive reputation gains
The city will not help strangers. Do three things people notice.
Find a guide
There are plenty to choose from.
Get a Charter of Exploration and get it stamped
The charter comes from the Flaming Fist. The stamp has to come from a merchant prince.
Buy supplies
Everything they need to survive a jungle expedition.

The reputation target gives the city a shape: the team need three ways to be useful in public, so every side quest in the chapter has a reason to exist.

The charter has a legitimate path and a criminal one, and both are priced. Earn it from the Flaming Fist and get a prince to stamp it, or go to the black market at Malar's Throat and buy a Forged Charter of Exploration for 100 gold and a counterfeit Merchant Prince Seal Stamp for 150.

The dinosaur race

Dinosaur racing starts with an accident in the street: a triceratops goes through six carts of silk and fruit, so the team learn that racing is a thing here. Then, in an alley, they meet a bookie in gaudy silks with rings on every finger.

"You look like you've got some skill, and maybe an appetite for excitement. The races are tomorrow, and I've got a ticket to ride. Free of charge. All I need is for you to level the playing field for me."

There is a racer called Thunderclap, a hadrosaurus, ridden by a young Chultan woman named Imira, and she has been winning too much for his liking. He wants her nobbled, and the team have three options.

House rule
Nobbling Thunderclap

Take the job. Poison the feed at DC 13 Sleight of Hand. Spook the animal at DC 15 Animal Handling. Tamper with the saddle at DC 14 Dexterity. Or lean on Imira directly at DC 16. Succeed and the bookie pays fifty gold and hands over the ticket, and rumours about foul play start following the party around.

Refuse. DC 15 Intimidation and he backs off, and warns them not to interfere again.

Or go and look. DC 14 Investigation at the stable after dark finds two cloaked figures already lurking, because a second bookie has had the same idea. Stop them and Imira wins her race honestly.

Go and look, stop the saboteurs, and the team meets the merchant prince Kwayothé, because Kwayothé is Imira's sponsor. The reward for protecting her racer is a race ticket and a prince who owes them a favour.

A top-down battle map of dinosaur pens: fenced paddocks with dinosaurs, linked by paths, with stable buildings in the middle.
The dinosaur pens, where the team ambushed the nobblers. Map by Tessa Morecroft, from Tessa Presents 115 Maps for Tomb of Annihilation.
A top-down battle map of the Grand Coliseum: an oval racetrack inside tiered stone seating.
The Grand Coliseum, where the race was run. Map by Tessa Morecroft, from Tessa Presents 115 Maps for Tomb of Annihilation.
Paper mini art of a hooded rogue in a long coat.A nobbler
Paper mini art of a woman in a wide hat and cloak with a sword.And another
The two nobblers, as they appeared on my slides. Art from TheArcaneShop's paper minis.
What happened at our table

They turned the bookie down, then ambushed the nobblers at the stable. The whole team rode in the race, and they won it, and the prince's favour with it.

On the honest path, the villain's first scene is her thanking them.

Looking for a guide

Guides drink in the city's inns. The Thundering Lizard is the rowdy one: roasted meat and spiced ale, a bard in the corner, dice on every table, and a huge dinosaur skull grinning down from above the bar. The book's guides can be found there, along with quest-givers and Volothamp Geddarm.

A top-down battle map of the Thundering Lizard inn: a bar, tables, a kitchen and rooms upstairs.
The Thundering Lizard. Map by Tessa Morecroft, from Tessa Presents 115 Maps for Tomb of Annihilation.
What happened at our table

They went looking for a guide in the pub first. They got one in the end as a reward, after Camp Vigilance.

Executioner's Run

Port Nyanzaru executes its criminals in a pit: a deep trench, its sides slick with mud, with velociraptors pacing in pens along it and a crowd leaning over the edge to bet and jeer.

A top-down battle map of a long, deep trench with pens along its sides and a crowd area around the edge.
Executioner's Run. Map by Tessa Morecroft, from Tessa Presents 115 Maps for Tomb of Annihilation.
What happened at our table

They saved a man from execution in the pit.

Paper mini art of an orange velociraptor.A velociraptor
Paper mini art of a gladiator with a spear and a round shield.A gladiator
Executioner's Run, as it appeared on my slides. Art from TheArcaneShop's paper minis.

The rest of the city

Zindar the half-dragon harbourmaster, who wants three pirate crews dealt with and will pay two thousand gold a ship, which is the hook that pays off in Act II aboard the Golden Drake. A yuan-ti spy on the docks, watchable at DC 12, suspicious at DC 15, and visibly not human at DC 18, who runs if confronted and turns into a street chase. And the Flaming Fist, shaking down new arrivals for fifty gold a head for an exploration licence that does not exist.

House rule
The street chase, as a d6 table

Each round of a chase through Port Nyanzaru, roll d6 for what gets in the way. The quarry rolls too, but with advantage, because they live here.

d6What happensCheck
1A cart tips, fruit everywhereDC 13 Acrobatics to vault the debris
2A dray dinosaur blocks the streetDC 14 Athletics over, or DC 12 Stealth under
3Mossy incline, no footingDC 15 Acrobatics or fall prone and lose a round
4An alley full of fire-jugglersDC 14 Perception to keep sight of them
5A crowd around a loud bardDC 13 Athletics to shove through, or DC 12 Intimidation
6A crate of live chickens goes overDC 13 Acrobatics or take 1d4 and keep running

Three consecutive failures, or falling sixty feet behind, and the quarry is gone. They still leave something: a dropped vial of poison, a coded map, a pendant of Dendar under the cloak.

Act I · Camp Vigilance

Mushroom Zombies at Camp Vigilance

Spring 2025. The first trip out of the city, a camp with a secret, and the source of an outbreak.

The team's first trip out of Port Nyanzaru was a mission. They were sent to Camp Vigilance to find out what was behind the "mushroom zombies".

Four fungus-ridden zombies stumbling down a jungle path, the one at the front in a torn chainmail surcoat with mushroom growths bursting from his head.
The mushroom zombies. Based on an image from The Last of Us.
What happened at our table

At the camp they investigated and sneaked around, and learned that the commander was a traitor.

Then they tracked the zombie outbreak to its source, deep in the jungle.

They came home to Port Nyanzaru, won the prince's favour, and got a guide as their reward.

The rewards

The mushroom zombie mission paid out in jungle gear. Most of it had a second power waiting at level 6, which only woke up once the item had been repaired with something from the jungle.

A longsword with a vine-wrapped green blade and mushrooms growing on the crossguard.Longsword of Vine Entanglement
A suit of chainmail covered in moss, lichen and shelf fungi.Chainmail of Fungal Growth
A curved, machete-like shortsword etched with golden vines, with a red leather grip.Ma'chat
A hooded green cloak patterned with jungle leaves.Cloak of Elvenkind
Sandals made from thick green vines coiled round the ankles.Boots of Striding and Springing
A shield made from a tortoise shell, carved with glowing runes.+1 Shield
A thin green javelin crackling with white lightning.Javelin of Lightning
A carved wooden bracer wrapped in living vines and leaves.Bracers of the Jungle Vine
The rewards from the mushroom zombie mission.
The jungle gear · and what each one needs at level 6
ItemWhat it doesAt level 6
Longsword of Vine EntanglementA +1 longsword. On a critical hit, vines burst from the wound: DC 14 Strength save, or restrained until the end of its next turn.No upgrade
Chainmail of Fungal GrowthMedium armour, AC 16 + Dex (max 2), covered in living fungus. Resistance to poison, and vulnerability to fire.No upgrade
Ma'chatA +1 shortsword shaped like a machete. Deals 5 extra damage to plant creatures, and slows them by 10 feet.Bathe the blade in the sap of a rare jungle tree
Cloak of ElvenkindBlends with the jungle. Advantage on Stealth, and Perception checks to spot you are at disadvantage.Weave in fibres from a jungle plant that hides itself
Boots of Striding and SpringingWoven from jungle vines. +10 feet of speed, and you jump three times as far.Reinforce the soles with bark from an ancient jungle tree
+1 ShieldCarved from the shell of a giant jungle tortoise, and etched with protective runes.Inlay it with sacred wood from a jungle shrine
Javelin of LightningA javelin of metallic jungle vine. Once a day it turns into a lightning bolt when thrown, for 2d6 lightning damage.Leave it out in a jungle thunderstorm
Bracers of the Jungle Vine+1 AC. Once per short rest, the vines stretch for 5 feet of extra reach. Advantage on Athletics to climb trees or swing on vines.Soak them in rare tree sap for a day, and a reaction cuts falling damage by five times your monk level
House rule
Repair it with the jungle

Six of these items have a better version locked away until level 6. Each item card says what the repair needs, but not where to find it: "What tree might do the job?"

The yellowed map

One more thing came out of the mission: a fragment of an old map of Chult, with a faint X over a ruin. On its own it gives advantage on Investigation checks to spot hidden ruins. Two more pieces were scattered across the jungle, and only all three together show where the ruins are.

A torn, yellowed parchment map of dense jungle with a compass rose in the corner. A close-up of an old jungle map with a compass rose, an X and the words Huunch Pet Kultan.
The Yellowed Map Fragment.
What happened at our table

The map went to Phoenix, and she studiously collected the fragments everywhere they went. She found the last one at the Heart of Ubtao.

◆ From the DM

The map leads to Omu. I put it in because I wanted the team to have another route there, in case they failed to find any of the other threads I had laid.

Act I · Camp Righteous

Carry Your Partner

April 2025. A trap dungeon built on a fable, a god who speaks, and a burnt-out camp that becomes home.

As written, Camp Righteous is a ruined Order of the Gauntlet camp with a shrine underneath it. I expanded the shrine into a full trap dungeon, and I tied every trap in it to one Chultan story: the fable of the Man and the Crocodile.

The fable is about a promise, and about carrying someone across a river. So the rule underneath the whole dungeon is simple. Carry your partner, and the trap doesn't fire.

Up top, the camp itself is haunted. Ghostly templars still walk it, repeating "the promise must be kept", there is a fledgling axe beak in the pen, and Yokka's goblins are waiting outside with nets and horns to call the undead in while the team is busy underground. Yokka, it turns out, is four Batiri goblins standing on each other's shoulders behind a painted mask.

A ruined jungle camp of torn canvas tents under the trees.The camp
Tents, weapon racks and a stone chapel, with ghostly blue figures among the living.Ghosts among the tents
Two pale ghostly figures in a misty clearing.The ghostly templars
A ruined stone building with a cross over the door, swallowed by jungle.The ruins
A young axe beak in a wooden pen.A fledgling axe beak
A cluster of painted goblin masks.Yokka's goblins
Camp Righteous.
A Batiri goblin in a carved wooden mask, crouching with a curved blade.
A Batiri goblin, one of Yokka's tribe. Art © Wizards of the Coast, from Tomb of Annihilation.
A slide with a jungle travel poster reading Meet the Locals on the left, and on the right a stack of four masked Batiri goblins standing on each other's shoulders, holding spears.
Yokka, as he appeared on my slides. The Batiri Battle Stack is by Snap the Shutterbug, and the poster is from the Neverwinter game.
A giant stone statue of a man carrying a crocodile, seated on a jungle cliff above a lake. Top-down art of moss-covered stone stairs climbing through the jungle to the sandalled feet of a giant statue.
The House of the Crocodile, and the stairs up to it.
The plan
The House of the Crocodile

Every trap could be beaten the hard way with checks and saves. Every trap could also be skipped entirely by doing what the fable says.

The Pit of Burdens
A trapdoor hidden under mud and leaves, with glowing carvings that read "only those who bear their burdens together will find safe passage." Anyone crossing alone has a fifty-fifty chance of dropping twenty feet into a pit of poisonous snakes. Once it is open, there is a narrow ledge round the edge: DC 10 Acrobatics, at disadvantage if you are carrying someone. But if one character carries another across, the plate doesn't trigger at all.
The Corridor of the Crocodile's Trust
A dart corridor with pressure plates hidden in the floor. The carvings along the walls show a man carrying a crocodile on his back, which is the answer.
The Flaming Puzzle Floor of Ubtao
A four-by-four grid of tiles up on a terrace. The carved pattern on the door at the far end is the key, but it gets harder to see the further across you get, and some of the safe-looking tiles are illusions.
The Rolling Boulder of Ubtao
Indiana Jones, obviously. A carved boulder and a run for it.
The Puzzle Door of Ubtao
Up on a seven-foot ledge, with no handle, just four glowing squares. It takes two people working together to open it.
The Treasury Chamber
A thirty-foot pillar with a staircase winding round it, the fable carved all the way up, and the alchemy jug sitting on top. Get greedy and there is a spectral crocodile to deal with.

Carrying someone makes the balance check harder, so the safe way looks like the difficult way. The team has to trust the carvings rather than the dice.

Ubtao's labyrinth carvings run along every wall. When the team works together, the carvings glow faintly. When somebody goes off alone, or gets greedy, they dim and crack. A scoreboard they can see without being told there is one.

A pit full of snakes beneath an open trapdoor.The Pit of Burdens
A carved stone corridor with a figure running through it.The Corridor of the Crocodile's Trust
A wall of fire rising from a carved tile floor.The Flaming Puzzle Floor
Adventurers running from a huge carved boulder.The Rolling Boulder
A carved stone door with four glowing squares.The Puzzle Door
A tall pillar with a stair winding round it and a jug on top.The Treasury Chamber
The six traps.
A drawing of a stone hallway seen from a terrace of carved floor tiles, one glowing yellow, looking across a carved ledge to a far door with a grid pattern and one glowing square.
The Flaming Puzzle Floor, looking across the tiles to the door. I made this picture myself, by hand, and it took ages.
Page one of the trap sheet: the hallway picture with numbered callouts, and a side view of the ledges and sight lines. Page two of the trap sheet: a plan of the door and the four-by-four floor, and the rules.
Free download

The Flaming Puzzle Floor of Ubtao

This is a trap that is hard to picture from the words alone, so I drew it out on a two-page A4 sheet: my picture of the hallway, a side view of the ledges showing why the door's clue disappears as you cross, a plan of the floor and the door, and the rules.

Download the trap sheet PDF · 2 pages · 1.6 MB

Ubtao speaks

When they lifted the alchemy jug off the top of the pillar, the air went heavy, the carvings blazed, and the god spoke to them directly.

"You have proven yourselves worthy by honouring trust and cooperation. The trials of my shrine were not mere tests but lessons, lessons in unity, vigilance, and perseverance. You carry now a relic of my favour, but I offer you more than treasure. I offer you purpose."

Then he gave them a choice. Accept his blessing, which meant changing their background to one tied to Chult and facing one more trial. Or decline, and leave with the jug.

The plan
The Rope Bridge Trial

Accept, and Ubtao drops them at one end of an eighty-foot rope bridge over a sixty-foot gorge. Frayed ropes, missing planks, moss on everything, and a river full of crocodiles at the bottom.

Crossing alone
DC 12 Acrobatics each round, or your speed is halved.
Crossing as Man and Crocodile
One carries the other. Both roll a DC 10 Acrobatics together, the carrier gets advantage on spotting weak planks, and the rider can add +2 to the carrier's roll. If a weak plank breaks, only the carrier saves.
Round 1
Two pteranodons dive at the bridge to knock people off.
Round 3
A deinonychus pack arrives at the near end, and an allosaurus at the far end.
Round 4 onwards
The bridge starts collapsing behind them. DC 15 Dexterity, or into the gorge with the crocodiles.

On the far side, Ubtao offers each of them a new background: Jungle Guide, Dinosaur Wrangler, Spirit Speaker, Treasure Hunter or Archaeologist. Each comes with a quest to unlock it later. The Dinosaur Wrangler's, for example, is to tame a rampaging tyrannosaurus called Thunderfang.

A guide pointing the way through the jungle with a map.Jungle Guide
A hunter facing down a raptor.Dinosaur Wrangler
A woman meditating between carved stone faces.Spirit Speaker
A gloved hand holding a lens up to a golden mask.Treasure Hunter
A man studying a carved stone tablet.Archaeologist
Ubtao's five backgrounds.
A rope bridge across a deep jungle gorge, with crocodiles in the river below and pteranodons overhead.
The rope bridge trial.

A home

Then he sent them back to the camp in a flash of light, and gave it to them.

"This place was built upon my teachings but abandoned by those who lacked vigilance. Now it shall serve as your bastion, a sanctuary for those who honour trust and cooperation. Use this camp wisely. Build upon its ruins; let it grow as you grow."

House rule
Camp Righteous as a bastion, and Ubtao's favour

I used the 2024 Bastion rules, but Ubtao grants the camp rather than the team buying one. It has five facilities, and all five upgrade at level 9:

Dinosaur Forge
Turns dinosaur bones, scales and claws into weapons and armour. More on this in part two.
Meditation Chamber
Once per long rest, meditate for temporary hit points and advantage on Survival for a day. Break a promise and you lose access until you atone. At level 9 it also grants resistance to necrotic damage.
Dinosaur Stables
Tame dinosaurs as mounts or allies over several days of Animal Handling checks. They need looking after, or they wander off.
Jungle Alchemy Lab
Brew healing potions, antidotes for jungle diseases, and poisons from Chult's plants.
Labyrinthine Defenses
Attackers make a DC 15 Intelligence save or get lost in the maze for a round. Kwayothé came straight through it later on.

Divine Favour. As long as the team honours Ubtao's teachings of trust and cooperation, they have advantage on Survival checks within ten miles of the camp. If they act selfishly, or harm Chult's natural order for no reason, his favour fades.

The rebuilt camp seen from above, with a maze garden and new buildings.Ubtao's Bastion
A forge ringed with dinosaur skulls, bone blades laid out on the bench.Dinosaur Forge
A quiet chamber lit by candles and green light.Meditation Chamber
Wooden stables and a paddock in the jungle.Dinosaur Stables
A hut of shelves and bottles with a glowing green cauldron.Jungle Alchemy Lab
A hedge maze around a stone statue of Ubtao.Labyrinthine Defenses
Their base: Ubtao's Bastion and its five facilities.
The costChanging your background means more in 2024

In the 2014 rules a background was two skills, a tool and a bit of flavour. In the 2024 rules it is also where your ability score increases and your origin feat come from, so "change your background" can mean rebuilding part of a character.

My Chult backgrounds were written the older way: two skills, a tool, and a feature. If you offer a god's blessing like this on the 2024 rules, decide before the table asks what happens to the feat and the ability scores.

What happened at our table

They worked out the carry rule quickly, and Fate carried Akira. They cleared the shrine, and came out with the alchemy jug and the Obsidian Amulet of Ubtao. Ubtao gave them the camp.

And at some point over the rest of the campaign, all six of them, who had arrived following Tyr, Ilmater, Mystra, Helm, Eilistraee and Lathander, became worshippers of Ubtao.

They all accepted Ubtao's blessing and took a Chult background. Fate leaned on his Archaeologist background constantly, always asking about tombs, and Johnathan went for Dinosaur Wrangler, which fitted nicely with the pet dinosaur he got later.

Item card for the Obsidian Amulet of Ubtao.
The Obsidian Amulet of Ubtao, which sat beside the alchemy jug at the top of the pillar.
◆ From the DM

The teamwork riddles from this dungeon ("I am heavy when held alone…") came back six months later at our Halloween session, and the Man and Crocodile idea kept coming back right up to the finale.

Paper goblin standees, one of them a tall stack of goblins with a spear, gathered at the foot of a stone staircase on the table screen, with more standees at the top of the stairs.
Yokka's goblins, waiting at the foot of the exit from the House of the Crocodile.
The cover of the Camp Righteous companion: a giant stone statue of a man carrying a crocodile, above the words Camp Righteous and Shrine of the Crocodile. A page of the companion: the Treasury Chamber of Ubtao, with art of a tall pillar wound round by a stair.
Free download

Camp Righteous & Shrine of the Crocodile

My full companion for this chapter, written for the 2024 rules: the camp above ground, Yokka and his goblins, all six traps in the House of the Crocodile, the rope bridge trial, the camp as a bastion with its five facilities, the five Chult backgrounds and their quests, and the spectral crocodile's riddles.

Download the companion PDF · 34 pages · 2.8 MB
Act I · The Ball

Outfits, Assassins and a Letter

April 2025. Two offers at the inn, a shop full of terrible outfits, a ball with eight things to do, and a letter that turned the campaign.

There is no ball in the module. I added one: an evening at Zhanthi's villa with every merchant prince in the room, and a few guests who were not what they seemed. It was one of the biggest changes I made to the book, and all of it is my own design.

It runs in four parts: two offers at the Thundering Lizard, a trip to the tailor, the ball itself, and the rooms upstairs that nobody is supposed to go into.

Two offers at the Thundering Lizard

It starts with the team at a table in the Thundering Lizard, over drinks. A brightly coloured jungle parrot flies in through an open window, circles the room twice, and lands on their table.

"Message from Qawasha. Danger at Zhanthi's ball. Yuan-ti assassins. Three nights from now. Meet me at merchant villa. Save Zhanthi. Become your guide." The parrot shifts from foot to foot. "Trust no one. Yuan-ti spies everywhere. Even princes not safe."

Then it grabs a bread crust and flies out of the window. And before they have finished talking about it, the room goes quiet, and the merchant prince Kwayothé walks in with two guards, pulls up a chair without asking, and makes them a better offer.

"I know Qawasha has contacted you about Zhanthi's upcoming ball. How quaint that he thinks himself clever enough to detect assassins. I have a more lucrative proposition. There's a letter in Zhanthi's villa, in either her private study or her bedroom. A rather personal document. Retrieve it during the commotion of this supposed assassination attempt, and I'll ensure that dinosaur forge you desire for your jungle bastion is built within a fortnight."

"Refuse, and I'll ensure your expedition supplies become mysteriously unavailable."

She slides them their invitation to the ball, with the address of her tailor inside, and leaves. A fortnight, instead of the usual forty-five days for the forge.

The plan
The decision point

The team now have two requests pulling in opposite directions, and four ways to go.

Help Qawasha
Stop the assassination, and gain a guide who knows the jungle.
Help Kwayothé
Steal the letter, and get the forge built in a fortnight.
Try both
And risk being caught between two powerful factions.
Dig deeper
Work out what both of them actually want first.

The Peacock's Plume

Kwayothé's tailor is Madame Zula, who runs The Peacock's Plume in the market ward: a flamboyant boutique full of racks of outrageous outfits, mannequins in absurd costumes, and air that smells of spice and freshly dyed silk. Madame Zula has rainbow-dyed hair, an outfit made from scraps of every fabric imaginable, and a feathered headdress that towers over her. She has an eye for fashion, and she loves pushing her customers towards the most absurd choices.

Art of a flamboyant woman in a towering rainbow feather headdress and a skirt of brightly coloured fabric scraps.
Madame Zula.

"Darling! You simply cannot attend the Merchant Prince's ball looking like that! You need drama! You need flair! You need... my genius!"

The Peacock's Plume · the rail Madame Zula wants you to buy from
OutfitWhat it isPrice
Jungle Vine SuitWoven entirely from vines and leaves. Smells faintly of earth, and grows small flowers when watered.25 gp
Feathered Cape of UbtaoBright feathers that shed glitter as you move. You look like a tropical bird.40 gp
Banana Leaf Ball GownOversized banana leaves, enchanted to stay fresh for a day. Comes with a matching fruit hat.30 gp
Jaculi ScarfPatterned like a jaculi snake, and hisses softly when touched.15 gp
Eblis MaskA golden eblis-bird face, with a beak you can hide snacks in.20 gp
Flail Snail ShoesGlittering shoes that leave a trail of sparkling slime.35 gp
Kamadan TuxedoFaux kamadan heads on the shoulders, which growl softly when you bow.50 gp
Grung Stomper BootsBright green, shaped like grung feet, and they squeak on every step.10 gp
Golden Tyrannosaurus CrownA roaring tyrannosaurus head. Perfect for making an entrance.60 gp
Froghemoth GlovesOversized tentacle gloves that wiggle slightly when worn.25 gp

For anyone with taste, there is a second, sensible rail: a silken tuxedo, a crimson velvet gown with golden jungle flowers, a golden serpent mask, and silk gloves that give +1 to Dexterity checks while dancing. Madame Zula does her best to steer everyone away from it.

The plan
Shopping with Madame Zula
Haggle
Persuasion DC 15 for a discount.
Model it
She may make you model your outfit in front of the other customers. Performance DC 13.
Impress her
With your fashion sense or your jokes, and she brings out a secret item: the Peacock's Plume itself, a feathered hat that gives advantage on one Charisma check a day.
Magic infusion
For 10 gp more an item, she enchants it to glow faintly or play soft music while you wear it. Fittings are free.
What happened at our table

At The Peacock's Plume, Akira, our tiefling cleric, tried on a dress. He liked it so much that he wore it for the rest of the campaign, to much hilarity. From then on, any NPC could make a roll to spot the discrepancy.

The ball

Stepping into the grand ballroom of Merchant Prince Zhanthi's villa, you are immediately struck by the opulence. Tabaxi minstrels are playing, and dozens of guests, nobles, merchants and adventurers like yourselves, are dressed in dazzling Chultan colours. Magical lights drift near the high ceiling, casting shimmering patterns across a marble floor inlaid with stars. At the far end, a wide staircase climbs to the platform where Zhanthi holds court.

Guards patrol discreetly along the edges of the room. Somewhere amid all this splendour, yuan-ti infiltrators are hiding, disguised and preparing to strike.

A ballroom battle map on the table screen, with a line of paper standees along its edge.
The ball, on our table.
A top-down battle map of a grand ballroom: tall stained-glass windows, round dining tables, two curving staircases and a piano on a round dais.
The ballroom map: Prismatic Ballroom, by Czepeku.
The plan
Spotting the yuan-ti

Somewhere in the ballroom, among the nobles, merchants and tabaxi minstrels, there are infiltrators. Zhanthi suspects poison or magic.

Perception DC 13
A servant who won't make eye contact and keeps adjusting their gloves.
Insight DC 15
A guest with a snake-shaped amulet who keeps drifting back to Zhanthi's table.
Investigation DC 14
One glass on a tray of drinks with a faint green tint.
Arcana DC 16
Glyphs etched into the floor by Zhanthi's seat, and traces of shapeshifting magic in the room.

Find enough, or confront the wrong servant, and the yuan-ti drop the act: three purebloods going for Zhanthi, a malison with a longbow at the back, and poison glyphs on the floor (DC 14 Dexterity or 2d8 poison).

Eight things to do at a ball

I also wanted the players to have fun things to do while they hunted. So each merchant prince hosts something, and each one has a prize. Yes, Kwayothé is running the bar.

Zhanthi's ball · the hosts, the games, the prizes
HostThe gamePrize
Wakanga O'tamuChultan dice. Roll 2d6 in secret and bet whether the table's total beats 15. Insight or Deception DC 15 to read him or bluff him.Dice of Luck: reroll any d20, once a day
KwayothéA drinking contest with her jungle liquors. Constitution saves at DC 12, then 15, then 18. Fail two and you are drunk: disadvantage on ability checks for an hour.A bottle of Jungle Fire: fire resistance for an hour
Ifan Talro'aA dance-off. Acrobatics or Performance, DC 13. Fail and he teases you.Feathered Anklets: advantage on Acrobatics to jump and climb
ZhanthiExotic food tasting, from fried almiraj tails to candied jaculi scales. Constitution DC 12 to keep it down; Insight DC 14 to work out what it was.Her favour, and a pouch of Spices of Chult
Ekene-AfaA storytelling contest round the fire pit. Performance DC 14.Ekene's Warrior Token: +1 to attacks with one weapon
JobalA quiet word in a side room. Persuasion or Investigation DC 15.Where the yuan-ti are hiding, and cheaper guides
The noblesBetting on next week's dinosaur race. Investigation DC 12 to pick the right animal.Gold, at the bookkeeper's odds
A playful nobleA treasure hunt round the gardens, balconies and fountains. Perception DC 13.Spices, jewellery, the odd minor magic item

Slipping away

The letter is upstairs, and the party is downstairs. So I wrote some rules for leaving a ball without anybody noticing, and for getting back in again.

Opportunity windows · when it is easiest to slip out
What is happening at the ballDCTime you get
Dancing+21d4 + 1 minutes
Dinner service−22d4 minutes
A speech or a toast−31d6 + 2 minutes
A performance−22d4 minutes
House rules
Slipping away, and getting back
Leaving
Deception or Stealth DC 15, adjusted by the window above. Fail, and somebody notices you go: roll on the witness table.
The clock
Every 10 minutes away, roll a d20. 1 to 3, a servant comes into the room. 4 to 6, a guest wanders nearby. 7 to 10, someone at the ball asks where you are. Anything higher, you're fine.
Coming back
Deception DC 13 as you rejoin. Fail, and someone asks questions: roll on the suspicion table.
Working as a team
One player makes a distraction (Performance or Deception DC 15) to give another advantage on Stealth. A lookout gives +2 to the searcher's Perception. A cover story prepared in advance ("looking for the toilet") gives +2 on Deception if you're caught.
It gets harder
Every failed Stealth or Deception check adds 1 to every DC after it.
Drinking
Alcohol gives disadvantage on Stealth and Investigation for the rest of the ball. (See Kwayothé's bar.)
Helping yourself
Invisibility and disguise self give advantage. The Noble background gives advantage on explaining why you're upstairs. And anyone can trade their social standing (disadvantage on social checks for the rest of the night) for advantage on one crucial Stealth or Investigation check.
Witness · d6, if you're seen leaving
d6Who saw you
1A friendly noble. Can be bribed or persuaded.
2A curious servant. Might follow you, or report you.
3A palace guard. Needs an explanation or a distraction.
4Another guest. Might spread gossip.
5A merchant prince's advisor. Immediately suspicious.
6One of the yuan-ti. Now knows what you're doing.
Suspicion · d6, if you're questioned coming back
d6What happens
1Mild curiosity, easily brushed off.
2Gossip spreads: disadvantage on Deception for the rest of the ball.
3The guards start watching you: disadvantage on Stealth.
4More guards on the private rooms.
5A merchant prince asks what you were doing, and you may be asked to leave.
6A security alert. The guards search the private rooms.

The rooms upstairs

Kwayothé said the letter was in Zhanthi's bedroom or her study, so I built both rooms as small puzzle boxes: traps, things that make noise, and a lot of very silly things to find. Searching takes time, and time is what the clock above is counting.

The plan
The bedroom
Traps
A jewellery box with a poisoned needle. A pressure plate under the rug that throws the window open and blows out the candles. A canopy that collapses on anyone who cuts its cords. A nightstand drawer full of sleeping gas. A chest with a false bottom and a shocking rune.
Noise
Crystal wind chimes by the window, a squeaky floorboard, a music box that starts if you jostle it, a chattering-teeth trinket that goes off when it senses body heat, and bell-covered slippers under the bed.
Things to find
A long sleeping cap embroidered "Sweet Dreams" in Elvish. Bad love poetry under the mattress, about a local tavern keeper. A stuffed toy mimic. Self-help scrolls, including Charisma for the Chronically Awkward and So You've Accidentally Summoned a Demon: Now What? A mirror that pays you ridiculous compliments ("Your eyebrows are MAGNIFICENT today!"). And a framed collection of fake moustaches.
The plan
The study
Traps
A dart trap in the desk drawer, with a sleeping poison. A mounted skull whose jaw snaps shut on anyone who bumps its antlers. A map on the wall hiding a compartment full of sneezing dust. A pressure plate under the rug that locks the door. A red book with a needle in its spine.
Noise
A squeaky chair, rustling papers, a crystal paperweight that rings like a bell, a loose floorboard by the bookshelf, and a hunting horn hidden among the books.
Things to find
A Hunter's Guide to Making Friends with Your Prey. A journal of failed hunting trips ("mistook own reflection for prey"). A monocle that makes everything look unnecessarily dramatic. A cologne that repels deer and people equally. A trick inkwell full of blue ink.
The letter
On the bookshelf. Perception DC 13 notices one book slightly out of place, and pulling it opens a hidden compartment with 50 gold and the letter inside.

Searching runs on time: a quick look is a minute at DC 10, a thorough search ten minutes at DC 15, a meticulous one thirty minutes at DC 17. Every five minutes in the study, roll a d20, and on a 1 to 3 someone is coming. A spell like detect magic shows which book, the map and the window are magical.

A top-down battle map of a wood-panelled study: a desk covered in papers, a mounted antlered skull and a map on the wall, bookshelves, and a cat asleep in the corner.
The study map: Mansion Office, by Lost Trails.

The letter

Kwayothé told them it was a personal document that would embarrass Zhanthi. If the players read it, they find out the assassination is real, and who ordered it. It is sealed with Kwayothé's own sigil, a flame surrounded by jungle leaves.

To the Esteemed Servants of the Night Serpent,

The time has come to eliminate a thorn in both our sides. Zhanthi's continued interference in Port Nyanzaru's politics and her meddling in matters of trade have become intolerable…

Her upcoming ball presents the perfect opportunity. My sources inform me that she will be vulnerable, surrounded by sycophants too drunk on their own importance to notice an assassin in their midst…

In fire and shadow,
Kwayothé
Merchant Prince of Spices and Flames

That letter carries the rest of Act I. It is the evidence against her at the trial, and it names the yuan-ti's plan to free Dendar the Night Serpent.

The plan
If they save Zhanthi

She rewards them with gold and a jungle-themed magic item for each class.

Rogue
A ring of invisibility, ten minutes once a day.
Paladins
A Shield of Radiance: +1, and it sheds bright light in a 20-foot radius.
Cleric
An amulet of protection, +1 to AC and saving throws.
Monk
Bracers of Jungle Agility: +1 AC, and advantage on Acrobatics.
Fighter
A Sword of Venom, a +1 longsword that adds 1d6 poison.

If they fail, Zhanthi survives but is badly hurt, stops trusting them, and the yuan-ti escape into the city, leaving clues behind.

Also at the ball, undercover, was James Paws: a tabaxi rogue and a Harper agent, charming, fond of wordplay, and there to find out who was plotting what. He can cast suggestion, he disguises himself as a matter of routine, and if things turn into a fight he would much rather be somewhere else.

Art of a tabaxi in a feathered tricorn hat, a red neckerchief and a leather coat.
James Paws.
Paper mini art of a druid in a patchwork cloak, with a staff.Qawasha
Paper mini art of a vegepygmy covered in moss and mushrooms.Kupalué
Paper mini art of a snake-headed yuan-ti with a curved blade.A yuan-ti
Paper mini art of a cloaked tabaxi with a sword.A tabaxi guest
Some of the cast of the ball, from my session art. Art from TheArcaneShop's paper minis.
What happened at our table

They tried to do both: save Zhanthi and take the letter.

They tried every game, and all of them worked well. Akira got drunk at Kwayothé's drinking contest and roleplayed it well.

The team saved Zhanthi. They recruited James Paws, who travelled with them until the jungle, where a dinosaur swallowed him whole. (They got him back.)

They found the letter and left with it, then had to fight every yuan-ti in the place on the way out, in one huge line-up. It was Kwayothé's own letter, proof that she was dealing with the yuan-ti. The letter she had asked them to steal was the evidence against her.

Act I · The Tribunal

The Merchant Prince Problem

May 2025. The letter, a choice, and a trial.

They came out of the ball holding a letter that proved a merchant prince had been dealing with the yuan-ti. I gave them three choices, and prepped all three.

A portrait of the merchant prince Kwayothé, with a high collar and a cloud of dark hair.
Kwayothé. Art © Wizards of the Coast, from Tomb of Annihilation.

Expose her. Take it to the Ytepka Society and make it public. Conceal it. Keep quiet, let Kwayothé build the Dinosaur Forge she promised, and find out what she put in it. Or play the game. Blackmail her, or sell the letter to another prince and see what that buys.

They exposed her. For the paths they didn't take, I'd written a sabotaged forge and a yuan-ti shrine in the sewers.

How the trial works

To give the trial some structure, I split it into three phases.

First, the evidence hunt, as a skill challenge at DC 14 to 16, three successes before two failures. Informants in the Red Bazaar after dark. A dockside chase after smugglers. Breaking into Kwayothé's counting house. Every success is worth something at the trial.

Evidence · what each thing is worth at the trial
EvidenceHow you get itDCWorth
Kwayothé's letterAlready in hand, from the ballnoneThe case itself. Not enough on its own.
Yuan-ti prisonerTaken alive during an assassination attempt16+2 votes
Her ledgersStolen from the villa vault18+1 vote, and names the bribed
Witness testimonyA bribed official persuaded to talk15+1 vote
Zone of TruthGet it cast on her in the chamber15Win outright, if she then lies

Zone of Truth is the shortcut: get it cast on her, and if she lies, the case is won.

A yuan-ti assassin taken alive is worth two votes, so it pays to take prisoners.

Second, lobbying. Five princes, five different prices, each one roleplayed. Ifan Talro'a is the easiest at DC 13, and all he wants is a promise about dinosaur racing. Wakanga wants arcane secrets (DC 14). Jessamine is the hardest at DC 18, and you have to threaten to expose her secrets, which is risky.

Third, the debate itself. Three rounds, and the party picks a tactic each round.

House rule
The Tribunal of Flames: debate as a skill challenge

Three rounds. Each round the party declares one tactic, and rolls the pair of skills it calls for. The goal is swaying undecided princes, and the vote at the end is real arithmetic rather than a DM decision.

TacticSkillsOn a successOn a failure
Public OratoryPersuasion + PerformanceGain 1 to 2 votesKwayothé gets advantage on her rebuttal
Expose CorruptionInvestigation + DeceptionNullify a bribe or a false witnessCensured, and out of the chamber for a round
Emotional AppealInsight + History or PersuasionConvert one neutral princeThe crowd turns
Logical ArgumentInvestigation + InsightHole in Kwayothé's defenceLose a vote you already had

Four votes wins, and the princes vote anonymously with Triceratops coins.

Halfway through, the plan has yuan-ti assassins come through a window at a witness, or Kwayothé's supporters start a riot outside.

Kwayothé's defence

Kwayothé gets a passionate defence.

"You think me a monster? I kept this city fed while Zhanthi hoarded gems. Where were your precious Ytepka when children starved? I dealt with serpents to keep your businesses safe."

She can also bring forged ledgers and bought witnesses, DC 16 Insight to see through them.

If they lose

Below four votes, Kwayothé walks and turns it around: the party are foreign agitators who forged a letter to smear a merchant prince. The consequences were written down before the session started. A standing minus two to social checks anywhere in Port Nyanzaru. A warrant, so the city becomes somewhere to sneak through rather than shop in. Zhanthi and James Paws quietly stop returning messages. Kwayothé moves on the party's assets.

The Blackscale Bazaar

The same session had an optional trip to the Blackscale Bazaar, which is a village of rickety platforms on stilts out in the swamp, reached through mangrove tunnels in a leaking boat. Getting there is its own skill challenge at DC 14, three successes before two failures, with giant crocodiles waiting if they fail.

The stall that matters is the Coiled Vault, run by Salazaa, a yuan-ti pureblood in a human disguise with golden scales just showing. Everything on the shelf has a hidden catch.

The Coiled Vault · a selection, with what the label does not say
ItemPriceWhat it does not say
Scaleleaf Cloak450gp+5 Stealth in jungle. The wearer dreams of Dendar: DC 13 Wisdom on waking or take a level of exhaustion.
Blackscale Map150gpReveals every yuan-ti shrine in Chult. Cursed. You lose 1 maximum hit point a day until it is removed.
Oathbreaker's Coin100gpReroll a Deception check once a day. On tails, a yuan-ti somewhere learns roughly where you are.
Eyes of the Pit400gpDarkvision to 60 feet. Your eyes stay visibly reptilian for 1d4 days afterwards.
Egg of the Night Serpent500gpGlows near undead. Crack it and it is a swarm of snakes, hostile, immediately.
Soulmonger Shard1,000gpGlows near atropals. Carry it and you have disadvantage on death saves within a mile of the Soulmonger.

The Soulmonger Shard costs a thousand gold, tells you when you are near the Soulmonger, and then makes it more likely to kill you.

What happened at our table

The team went, and freed a young grung, who became Zagorath's companion for the rest of the campaign. After that, Zagorath tried to recruit almost everyone he met, including the Atropal.

Standee art of a young orange grung with a bow.
Zagorath's grung, as a standee.

The verdict

The trial went very cleanly, with the team spotting the holes in her account. She was stripped of her title and imprisoned. Then I handed out The Port Nyanzaru Chronicle, a real newspaper handout with the story on the front. The stop-press column at the bottom said she had escaped, with yuan-ti help suspected.

Her escape was always part of the plan; it was printed in the stop-press before the trial began. A few months later she came back and raided Camp Righteous with yuan-ti assassins.

The Port Nyanzaru Chronicle handout: the masthead and front-page headline about Kwayothé being stripped of her title, above a red urgent notice that she has escaped.
The front page, and the stop-press notice. The stop-press column is the whole reason the handout exists.
◆ From the DM

In our trial, the vote was something the players could count. Every bit of evidence and every prince they won over was worth a vote they could see.

Tomb of Annihilation ran from January 2025 to October 2026, over twenty-eight sessions, for six players.

This is unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. Not approved or endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast LLC. Animated battle maps by Dynamic Dungeons. Port Nyanzaru battle maps by Tessa Morecroft, from Tessa Presents 115 Maps for Tomb of Annihilation. Character art on the slides from TheArcaneShop's paper minis. Ballroom map by Czepeku, and study map by Lost Trails. Batiri Battle Stack art by Snap the Shutterbug. Syndra's avatar is after William-Adolphe Bouguereau's Modestie, edited by Clayshaper. The mushroom zombies are based on an image from The Last of Us. Scene art generated by the DM, apart from the hallway trap picture, which was drawn by hand. Official Tomb of Annihilation art is © Wizards of the Coast, credited where it appears.