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TOMB OF ANNIHILATION ASSISTANCE
By TosH Lz
ttps://www:patreon.com/zingbobco000 If you'd like to
‘support my work!
‘Abbreviations: DDAL: D&D Adventurers League
‘Adventurers (via DMsGuild) DDEP: D&D
‘Adventurers League Epic (ifyou have access) PN:
Port Nyanzaru EiPN: Encounters in Port Nyanzaru
Eit]oC: Encounters in the Jungles of Chult JT: Jungle
‘Treks ROM: Ruins of Mezro GA: Guild Adept Bo)R:
Beasts of Jungle Rot
—_
SrorYLINE (WIP PAST 12TH):
LEVEL 1:
Cellar of Death
LEVEL 2:
Aremag slays many adventures w/ breath, players escape
Introduetion to Port Nyanzaru
A Little Too Faney (EiPN) Ifthey want to get into Kayats,
House of Repose
DDALO7-01 1st-2nd missions
‘Smell of Death (Kwayothe is intrigued by them after the
last mission) (EIPN)
DDALO7-01 3rd-4th missions
During the Travel of the 3rd mission River Hop (EitJoC)
City Chase (Pickpocket) (EIPN)
DDALO7-01 5th mission
If they haven't done it already, A Little Too Fancy (EiPN)
could be thrown in here to have the players have to get into
Kayals House of Repose
LEVEL 3:
is arace day!
‘Yuan Ti Ambush (EiPN)
*+ Boss has a note about messing with the next race, but
nothing more than that.
* The lackeys are drug addled withthe grung/Vuan-Ti drug.
Create a Distraction at Fort Belusrian
+ If they meet with a guide and choose one run Tavern,
‘Trouble JT)
+ Before the adventurers are about to head out, begin fan's
fetch quests (see below)
+ During Travel run Chwinga Challenge (EitjoC)
Run Fort Beluarian
* Ifthe adventurers join the Flaming Fist run Ghouf
_Haaters (see Agents of the Flaming Fist sidebat)
‘Snuffed Out (EIPN)
DDAL 07.03 A Day at the Races
(Crate Number Seven (EiPN)
DDAL 07-04 A Walk in the Park
Right Place, Wrong Time (EiPN)
Path to Oru (RoM)
*+ Halfway through the journey run Hunted (GA)
+ During return trip Jungle Chase (Flying Thieves) (itfoC)
‘Leven 4:
DDALO7-05 Whispers in the Dark
Is arace day!
Spa Day
Escort a Priest to Camp Vengeance
+ Possibly run Camp Righteous
+ During Travel Beacon of the Spirit (BigoC)
+ Run Camp Vengeance itself
Plague Bost (EiPN)
Hunt Pirates (plus rent a boat)
Crime and Punishment (om Liara forthe pirates) (EiPN)
Explore the Aldani Basin (meet with Valindra)
+ During Travel Monkey See, Monkey Do (EitfoC)
‘Oryughis Wish (EiPN)
LEVEL 5:
DALO7-02 Over the Edge 1-2 missions
Undeserved Punishment (combined with a chase where
the thug starts 90 f away) (BIPN)
DDAL07-02 Over the Edge remaining missions
* Gain the possibility of hiring Azaka as a guide
+ With the possibility run Firefinger
Ruins of Matolo
+ During Travel on the canoe Mystic River (JT)
‘LEVEL 6
City Chase (Beserk Behemoth) (EiPN)
Help the Lord's Alliance: Nanglore
+ During Travel Jungle Chase (Jungle Ege) (EiJoC)
Collet A Debt
Help the Lord's Alliance: Dungrunglung
+ During Travel Mudslide (JT)
LeveL 7:
Find Artus Cimber (The Side Quest)
*+ Here Xandala simply joins the party, the real event is
‘whenever Artus is encountered
Wakanga's Quest+ They are simply given the note where Vorn is.
‘+ When they do head towards Vorn: Jungle Chas
Run) (EigoC)
(Ribbit
DDALO7-06 Fester and Burn
City Chase (Weretiger Hunt) (EiPN)
Ifthe adventurers are agents of the Naming fist ran Shilku
Reconnaissance
‘The Weeping Grove (Ekene-Afa asks for the adventurers to
retrieve a branch (o make into a Yklwa) (EigoC)
+ During Travel We Delved Too Deep (BitJoC)
+ Artus Cimber should be encountered on the return trip,
leading to a confrontation with Xandala and a lead into
Heart of the Wild
Heart of the Wild
LEVEL 8:
DDALO7-07 Rotting Roots (aim for the minimum EXP)
+ During return Beautiful Plumage (77)
Pyramid of the Moon (appears randomly right outside of
Port Nyanzaru) (EitJoO)
DDALO7-08 Putting the Dead to Rest (aim for the
‘minimum EXP)
+ During the journey Ambush from Above! (JT)
DDEPO7-01 Peril at the Port (aim for the minimum EXP)
DDAL00-01 Window to the Past
Seek Wisdom at Orolunga,
+ Daring Travel (whenever they travel) Jungle Chase (Grung,
Forest, Grung) FitJoC)
Orolongu (tells them to goto Meera)
+ During Travel back Tanuals Troop (EitoC)
Children of the Crocodile
+ During Travel Most Dangerous Game (could result in
them having to head back and forth between PN and the
jungle) (EigoC)
Oma
LEVEL 9:
Fane ofthe Serpent
LeveL 10-11
‘Tomb of the Nine Gods.
OPTIONAL END OF CAMPAIGN
‘Ay other remaining Chultan locations that you find
interesting
‘LEVEL 12:
‘The Risen Mists
Parting the Veil (RoM)
LeveL 1
Ruins of Hisari
‘Run the Strangers in a Strange Land from Liara Portyr
(alternatively any NPC who has some control who they've
‘become allies with)
‘Tomb of Horrors
‘LEVEL 14
DDAL00-02E Forgotten Foes
DDALO7-09 Unusual Opposition
DDALO7-10 Fire, Ash and Rain
LEVEL 1
DDALO7-11 A Lesson in Love
DDALO7-12 In Search of Secrets
LEVEL 16:
DDALO7-13 Old Bones, Older Tomes
DDAL00.03 Those that Came Before
DDALOT-14 The Fathombless Depths of Ill Intent
‘Lever 1
DDALO7-15 Streams of Crimson
DDALD7-16 Pools of Cerulean,
DDAL00-02F The Definition of Heroism
LEVEL 1:
DDALO7-17 Cauldron of Black Sapphire
DDALO7-18 Turn Back the Endless Night
LeveL 1
DDEPO7-02 Drums of the Dead
‘LEVEL 2
DDAL00-05? Trust & Understanding
DINosaurR RACING:
‘Since there are three separate races, one for fourlegged
dinos, one for twolegged dinos, and one that’s all of them. I
‘would allow for players to race in the Four-Legged and Two
Legged races, but keeping the unchained for professional
racers. When running a race I would use Sean MeGovern's
‘Tomb of Annihilation Companion. Tere are the groupings
for each (includes Beasts of Jungle Rot Dinos):
Four-Legged: Dimetrodon, Young Ankylosaurus, & Young,
‘Triceratops
‘Two-Legged: Dilophosaurus, Pachycephalosaurus,
Zealoraptor, Young Allosaurus, Deinonychus, Hadrosaurus,
Young T-Rex
‘Unchained: All TOWEVER this is the one that's going to
bbe specific tothe racers themselves (ie. use the betting on
dinosaur races table, which I'll also edit)
Betting on Dino Races: Since the table never constitutes
‘what happens in the case of player betting on multiple dinos
or says how to do win, show, place, ct... you ean use the
following edited chart that uses a percentages instead:1.37— Big Honker
3856 ~ Ubato's Favorite
57-70 ~ Banana Candy
71-83 ~ Bonecruncher
84.90 ..Grung Stomper
91.94 ~ Searback
95.97 Nasty Boy
98.99. Jungle Princess
100 - Mountain Thunder
Once you've rolled for the first time you can roll again for
2nd (rerolling the results ofthe winner) and again for 3rd
(rerolling the results for Ist & 2nd place) The odds for show
are % ofthe odds for win and the odds for place are the
odds for win. In addition, the odds for Exacta are twice the
total odds, and the odds for five times the total odds,
Ecc CHALLENGE
This is from the Beasts of Jungle Rot guild adept package on
the DMsGuild
Ifan Tairoa is constantly on the look-out for new dinosaurs
‘that he can rear and promptly sell fora pretty penny. Once he
begins to learn of the character's exploits he asks them to go
on... Fetch Quests! He asks for dinosaur eggs, lots of them,
‘This is a quest that in reality should be worked on throughout
‘the entire adventure and can simply take place aver the span
oftheir travels. I would recommend not sending the
adventurers off track whenever they begin ‘racking.
dinosaurs, the dinosuar trails happen to stay within the ten
mile hexes the adventurers are traveling throughout. In
addition, the number of days is 1d10-check result/S. Anyway,
here's the order for eggs that Ifan wants them
1. Nemicolopterus
2 Velociraptor
3 Troodon
4 Dimetrodon
5 Pteranodon
6 Deinonychus
7 Dilophosaurus
8 Archelon
9. Hadrosaurus
10, Plesiosaurus
11. Zesloraptor
12 Pachycephalosaurus
13. Alosaurus (he's getting interested in them at this point)
14, Quetzalcoatlus
15 Ankylosaurus
16 Stegosaurus
17. Triceratops
18 Therizinossurus
19, TERex (he's really interested in them now)
20. Mosauras
21, Brontosaurus
22 Brachiosaurus
23 Titanosaurus
24 Sacrosuchus
25, Gigantosaurus
GuInE ABILITIES:
‘The following guides have the natural explorer feature, and if
they did not have proficiency in survival they now how
profieieney init:
Eku (All of Chuld)- Should only appear when the
adventurers are visiting Orolunga,
Kwilgok (Coast, Forest)
‘Azaka (Forest, Mountain) - Should only appear after the
adventurers have earned the support of the Weretigers. Only
has resistance to non-silvered attacks as opposed to
immunity,
Musharib (Forest, Mountain) ~ Should ask for the
adventurers to aid him after the Tomb, simply to not delay
‘even more than they already have
‘Qawasha & Kupalue (Forest, ‘oast)
River Mist & Flask of Wine (Forest, Coast)
Salida (Forest, Swamp)
‘Shago (Forest, Coast) ~ Should only appear after the
adventurers have completed Shilku Reconnaissance
‘Mudgraw (All of Chult)
Eeyal (Wasteland [specific to To} Forest, Coast)
Faroul & Gondolo do not have the favored terrain feature
‘Hew Hackinstone (Forest, Mountain)
‘The only restriction about this (which also applies to any
charaeter with the natural explorer feature) is that one ean
still become lost, they stil gain the double proficiency bonus
feature.
None of the guides can pinpoint the location of any of the
‘unknown locations on a map (hence why Chult is unmapped),
they just know their general focation, In addition, the difficult
terrain ~ canoeing stacks in the same way that multipliers in
D&D works (ie. x1, x2, x3 etc.) so a guide in ther favored
terrain on a canoe will travel 1.5 hexes at a slow pace, 3 at a
normal pace, and 4.5 at a fast pace.
RANDOM ENCOUNTERS
Relatively minor change, but random encounters within Oru,
‘automatically occur every hour. In addition the random
encounters occur at 8:00 AM, 4:00 PM, and 12:00 PM.
‘WEATHER AND TRAVEL:
For travel [ would recommend using Sean MeGovern's Tomb
of Annihilation Companion ast gives some great
‘occurences for every day of travel This can be used in
conjunction with both the events that I've layed out previously
8 well as the general random encounters section of ToA,
PRECIPITATION (VERY IN-DEPTH):
Inth
rain
How
the ¢
fallo
per!
Chu
oi
bala
per!RAIN
1620 Type of Rain
1-3 Virtually Nothing
Effect
‘There is nothing except minor mists, they do not obscure vision, nor do they produce enough
Tiquid to have more than a couple drops of water.
4-7. Light Rain On and
OFF (Switches
Every 30 min)
8-12 Light Rain All Day
13- Heavy Rain On
16 and Off (Switches
fe. (multip|
Every 30 min) ee
17- Heavy Rain All Day
19
20. Tropical Storm
During the ligt rain (oll evens or odds to determine if light rain is active) the ara is ighth
obscured past 190 fu ts smal or medium (mulph/dvide by 2, 4,ete~ for every lower Size
catego and heavlyobscred pst 600 (uli ira For every hou that aan
atcheris out, 002 inches o
rain is collected.
‘As above except 0.04 inches of rain is collected
During the heavy rain (toll as above) the area slightly obscured, and is heavily obscured past 150
vide ss above), Minsle weapon ranges are all halved, For every hour that rain
catcher is out, 0.08 inches of rain is collected.
AAs above except 0.12 inches of rain is collected
See the book for information; in addition, the following changes are made: The vision ranges are
halved, risile ranges are halved again, any open light sources are extinguished, only creatures that
are immune to exvaustion con be encountered during travel and it autorraically counts as nat
20 interme of wind. In addition, 0.2 inches of ain canbe collected every hou
‘TEMPERATURE (Very IN-DEPTH)
Apparently the temperature regularly climbs as high as 95 “F,
and rarely goes below 70 “F even at night. In addition, itis
incredibly humid, and apparently the humility of the
rainforest varies from around 77% to 88%, Now, the humidity,
does actually increase the perceived temperature (what it
feels lke) So, I tried to find a maximum amount that the
hbumidity and temperature could increase before it passes the
extreme heat (100 “F) mark. This came out to about 25
combined changes between the humidity past 76 and the
temperature past 70 °F.
In order to determine the temperature during the
daytime roll 1420 and add that to 75 °F. During the
nighttime, simply subtract 6 “F from that number. To
calculate the % humidity roll 1412 and add it to 76
‘Therefore, if 1420641412 is equal to or greater than 25
then there is extreme heat.
BEATING THE HEAT:
In most cases, Chultis very hot. Far hotter than your average
jungle, and even as hot as some deserts (sometimes hotter
with the humidity} This means that a lot of water is required
in order to stay alive. Normally characters inside of a
standard day in Chult need to drink two gallons of water
during travel in order to stay hydrated. This decreases to one
each day ifthere is no travel, and in the case of more or less
than eight hours of travel you dejinerease that amount by
of a gallon. Ifa character does drink less than half ofthis
amount over the course of the day they wake up the following,
‘morning with one level of exhaustion, (Note that one cannot
restore levels of exhaustion while dehydrated) [fone drinke
hal or more, but less than the total amount needed they may,
‘make the save as described in the book. In the case of
cexireme heal, a character must make a Constitution save as
described in the book if they do not receive enough 1+%a
gallon for every hour of travel (so if they're traveling for four
hours they need two gallons). Characters in heavy armor
‘must similarly make this save no matter how much water
they drink, except the DC is decreased by 5 if they drink the
correct amount of water,Tuincs To Do:
ForAGE:
If someone forages they can (with a DC 15 Wisdom
[Survival] check) find food and water as described in the
DMG. Water must still be purified either via the Pusily Food
‘and Water spell or from some other method (lesving it out in
the sun, boiling it, etc.) Ifa character succeeds on a DC 10
Wisdom (Survival) check, but fails the DC of 15 they find
food and water as described, but it's not the best of food (Le.
they accidentally picked those really bright fruits and / or a
dead body that they thought had only been dead for a couple
hours) This means that anyone who eats said food must
succeed on a DC 15 Constitution save or else they are unable
{to have a restful sleep, constantly throwing up and having
‘bowel movements that shall not be described. This means
‘that they cannot recover any of their exhaustion levels, and
‘they gain one. This food ean stil be purified though through
‘the Purify Food and Water spel
Map MAKING:
In order to effectively map your way through the area (if you
are going into an unknown place} you should have a
navigation duo of some kind: someone looking at the map to
judge where to head next (see Navigating below) along with
keeping an eye out for the best way across that random
chasm that you found, and someone to map where you have
been so that the navigator can consult ths later. This check is
4 DC 10 Intelligence (Cartographer's Tools) check. Note that
ifthe mapper does not have the tools they cannot gain their
proficiency bonus to the roll In the case that this isa failure
‘the hex that the group is in is not cleared (which has
ratifications below) Note that a lost group cannot map, and
instead the mapper is aiding the navigator by consulting the
‘map constantly
Navicarinc:
Possibly aided by the mapper, the navigator tries to ensure
‘that the group will not get lost. They roll as described in the
book, except they gain advantage ifthe area has been
mapped before (either by Syndra Silvane, someone else, or
by the mapper) then the navigator has advantage on their
survival check.
SNEAKING:
‘This not really a specific “thing to do," instead if group is
moving ata slow pace they can make a group stealth check.
(One thing to note is that metal is something that is incredibly
‘uncommon in the jungles of Chult, and as a result any
‘character who is wearing metal armor gives enemies
advantage on any Wisdom (Perception) checks if they have a
‘sense of smell and are native beasts/monstrosties of Chult
Keepina AN Eve OUr:
Anyone who is not partaking in one of the other activities
(except Sneaking) can keep an eye out, allowing for their
Passive Wisdom (Perception) to be used for noticing threats.
In the case that everyone is consumed with an activity (except
Sneaking) all enemies automatically succeed on their
Dexterity (Stealth) checks.
NIGHT TRAVEL:
Noticing that the daytime can be extraordinarily hot, some
groups might decide to travel during the nighttime instead.
‘While this means that the temperature is lower, it does have
some issues ofits own. The most obvious issue is darkness.
someone does not have darkvision they automaticaly fail
any sightbased checks and thus cannot map, navigate,
forage, or look out for things unless they have some other
sense ora light source. Even if someone does have
darkvision, don't forget that dim light means disadvantage on
Wisdom (Perception) checks, so unless they have a light
source with them its very easy for enemies to sneak up on
them, However, with a light source moving through the jungle
itls very easy for enemies to notice the characters, AS a result,
roll an additional 420 during the 12:00 random encounter (in,
the case of 2 rolls of 16 or higher have an additional random
‘encounter occur sometime later in the night)IN-DEPTH STORYLINE
elcome... This is my in-depth storyline, a more
advanced version ofthe frst part. am one to
plan a lot, and add on a fot of extra stuff. Being
prey to such temptations I figured [could
IF write out my notes atleast, so any DMs who
choose to create this "megs-campaign” can
follow in my footsteps.
Unless otherwise noted, run everything as written
In addition, in terms of AL legality, what I recommend
is running adventures that are not AL-egal "off the
books" per se. Alternatively you can simply remove them
and the storyline shouldn't suffer too severely.
‘A couple things that the players might be confused about:
1. Why aren't they going into the jungle immediately upon
hearing thatthe reason behind the curse ia in the jungle?
2 Why are we doing this... what about other adventurers?
Answer 1: The factions believe that there is still some
‘modicum of time to fx the death curse problem, but there is
‘limited amount of time to fx the issues in Port Nyanzart. In
addition, the factions are not entirely sure that this group of
adventurers willbe the group to bring an end to the death
ceurse so they want to deal with the current problems before
sending them off to their possible deaths.
‘Answer 2; The factions are planning on sending
reinforcements, but in the meanwhile you're the only people
here, so we need for you to take this on.
CELLAR OF DEATH
TIMELINE
The players should begin this adventure on Day 7 of the
Death Curse. The trip to the Cloakwood takes two days, and
since they have such a large force they're traveling by boat
instead of teleportation circle, The adventurers can then rest
in the Cloakwood before heading back to Baldur's Gate. In
‘the interim they are instructed to simply wait for further
instructions, for four days the factions gather representatives
(which includes the characters) to head to Chult on a7 day
journey. That means they arrive in Chult on Day 20. This then
makes everything work out timeline-wise,
FAILurE
In the case of failure, I would recommend that agents of the
factions eventually catch Zaldara, but it comes at the cost of a
tenday of in-game time,
jourNEy To CHULT
[As the characters are sailing to Chult I would have them
travel on a seperate boat from the main group (The Diviner
maybe?) I would set up that there is an authoritative Flaming
Fist captain who's the head of the expedition, he is very
ie and believes that everything in Chult is under
‘The journey should go somewhat smoothly, I'd personally
‘hand it over to the players, how do they think the travel went?
“Maybe trade-off days with each player saying what happens
‘on an individual day.
However, on the final day the voyage makes it to the Bay of
‘Chute. guarded by Aremag. The unnamed captain stands
boldly, ordering "This overgrown turtle” to let them pass, or
there will be consequences. Aremag, does not take these
treats well and soon the rest of the expedition is in an all-out,
‘battle, with the exception of the characters who (smartly) run
off. Ifthe adventurers feel super strongly that they should
fight, they take 5d6 fire damage from a quick puff from
‘Aremag that wasnt even meant for them. Ifthey still want to
continue, Aremag attacks al of them with a humongous tail
(still not really focussing on them). The combat should end
with a victorious dragon turtle and many dead adventurers,
although hopefully not the characters.
‘The captain says fearfully that they will drop the characters
offin Chult, have them report to Syndra (who teleported
head) and then they will teleport back and try to get
reinforcements (which will arrive in three months [long after
the mission is over] because they had already gathered
‘everyone who was willing to goon a mission to Chult.
MEETING WITH SYNDRA
‘Syndra upon meeting the characters should be shocked that,
they are the only ones remaining, but still urges them to
assist with the situation in Port Nyanzaru. If they are at a
Joss, have her comment that there a couple members of the
factions in Port Nyanzaru who have a possible lead on a way
to end the death curse (the dreamer's amulet, whichis, infact
not a way to end the death curse) which begins DDALO7.01
City on the Bage.DDAL0o7-01 CirTy ON THE
EDGE
Soccy WREN
In order to meet with Soggy Wren the adventurers must
legally get the key to room # 207 in Kaye's House of Repose.
‘This ean be done by successfully “beating” A Lite Too Fancy
in Encounters in Port Nyanzaru. Have fun with this litle bit,
it should be an interesting roleplaying experience for the
players!
However, in the case of failure, Soggy Wren will simply
submit and meet with them in the Thundering Lizard (rather
miffed of course at the adventurers failure),
‘THievinc THIEVES WHO COMMIT
THivery!
‘When the adventurers have gathered the four pieces of the
Dreaaner's Amulet, Lekhet hus one of his pureblood agents
tay to steal the pieces from the characters. When they are
heading to meet with Soggy Wren about the final mission run
the Spy City Chase from Encounters in Port Nyanzara except
atthe end the adventurers find that the spy was a pureblood
(from some nature or perception check} The spy also carries
the following note on a serap of parchment:
Get the pieces back through whatever means necessary.
‘The amulet must be assembled so she can be killed PRAISE
DENDARI-L.
Foroure TRAVELS
Once the group defeats Lele they are pulled aside by
Pockmarked Po who asks for them to aid in a mission. He
needs a group to create a distraction at Fort Beluarian. Ifthe
adventurers seem to not take the job simply because he
requested it, then he notes that the Flaming Fist are acting
suspiscous and the Zhentarim are taking i upon themselves
tobe the good guy's (not mentioning that their motives are
entirely sel-centered) 50 the heroes would be aiding the land
of Chult. They are to leave two days from that day, since River
& Flask are returning from a different expedition. Inthe
‘meanwhile though, they can enjoy the races!
‘Two days later, as the adventurers are prepping to heading
tomect with River & Flask they are ambushed (see Yuan-Ti
ambush)! And when they make it to The Thundering Lizard,
where River & Flask are, they find that they're being accosted
(Tavern Trouble) based on their connections with the Zhents.
‘When they're actually going to head out, a messenger greets
them and informs them that Ifan Tal'Roa requests their
presence at Goldenthrone. As they meet him he informs
them that he wants dino eggs, which begins the egg fetch
quests
‘YuAN-T1 AMBUSH
In order to ensure the Yuan-Ti's manipulation ofthe races
goes smoothly the Yuan-Ti arrive at the conclusion that the
characters must be killed.
CoNcLUSION
As the players are looking over the other combatants, note
thatthe cultists look drug-addled with a new drug that is
unrecognizable tothe characters, This is evidence that
something strange is afoot, but there is journey to go on, 0
‘his shall have to wait sn later!DDAL0o7-03 A Day AT THE
RACES
GATHERING RUMORS
‘The Investigation check should be a Wisdom (Perception)
cheek,
BETTING
There is only an unchained race before the main race, that is
the main time for the players to bet on the other dinos.
THE COMPETITORS
‘There are «wo other teams in addition to the characters. If
the players have more than 4 just add a couple Scouts who
only come into use during the final leg, if there are less than
4, remove #4, #3, #2, etc... These are the two teams:
The Yellow Almirajs (or Indigo Zorbos ifthe players choose
‘that) which consists of
| Wadizi Agolo, an Unassuming Chultan Acolyte of
Waukeen,
2 Atumwa Utugelu, a Catious Chultan Apprentice Wizard
with the Observant feat (automatically succeeds on.
noticing a brick)
3 Yuta Balaka, a Reckless Albino Dwarven Thug (functions
like a hill dwarf for racial traits).
4. And an odditiy: Ander Tealeaf a Nimble Lightfoot Halling
‘who has the statistics of a Nuetral Good Goblia except
increase STR, WIS, and CHA to 10, INT to 11, remove
Nimble Escape and add the standard Lightfoot Halfling
traits (Lucky, Brave, Nimbleness, Naturally Stealthy, ete.)
‘The Blue Elbis (or Black Su-Monsters i the players choose
that) which consists of a team of Evil competitors, aided by
both Yuan-Ti and their drugs. The drugs grant a1 to all
checks made by this team, which increases to a +2 later on in,
the race. The team consists of
1. Mezoar Sahandi, a Darting Chultan Scout with the
Prodigy feat for animal handling.
2 Asuil Hakal, an Unsportsmanlike Chultan who has the
statistics of Sharwyn Hucrele from Tales from the
Yawning Portal. you do not have this adventure simply
use the Apprentice Wizard statistics.
3.Loali Olboko, an Imposing Chultan with the statistics of
Sir Braford from Tales from the Yawning Portal. Ifyou do
not have this adventure simply use the Thug statistics.
4 Sleeps Lightly Like Wind (Sleeps), a Deceptive Tabaxi
Spy (so add the standard tabaxi racial traits)
CoMPLICATIONS
Before, during, and after the race several complications occur
that hint towards the presence of some outside influence
with this race.
BEro:
Right before the jockeys are getting up onto their dinos any
player with a Passive Wisdom (Perception of 11 or higher
notices that there is « hooded person who is stroking the
dinos on the Blue Elbis/Black Su-Monster team. Itheir
passive Wisdom (Perception) is 13 or higher they notice that,
the figure seems tobe feeding the dinos something, and if
their passive Wisdom (Perception) is 15 or higher they notice
that a the figure has a nietitating membrane. The players do
not have any time to dell on this however, as they are
Auickly helped onto their mounts.
DURING THE First LEG:
During the frst leg, after the group has succeeded on the first
check, have half ofthe players and two members of the
Yellow Almirajs team make Wisdom (Perception) checks
against DC 14. On a failure they do not notice the hidden
Grung asssasins who are working with the Yuan-Ti. This
sgrants the Grung advantage on their attack Ifthey do
succeed they notice a small hooded figure perched on a
rooftop witha blowgun. The assassins then fire the blowgun
(use the dagger attack bonus) against the two characters and.
the two other riders. On a hit the characters/riders take 3
piercing damage and are poisoned until the end of their next
turn. Ifthe characters succeeded on their check they notice
‘the small figure jump an astounding distance off out of sight.
DURING THE SECOND LEG:
During the second leg, after the characters have gotten their
first ring half of them notice a strange cloaked figure standing
‘on a rooftop. The figure suddenly raises its arms and begins
chanting as half ofthe players and half ofthe Yellow Almirajs
need to succeed on a Intelligence (Investigation) check
‘against DC 12 or they spend the round doing nothing as they
simply sce the sun being eaten by a ginormous snake. Any
character that has the Snakes on the Brain story award from
DDALO7-01 is automaticaly targeted (which could result ia
‘more than half the party being targeted if more than half of
the party has that story award) and has disadvantage on this
save, The shaken members ofthe Yellow Almirajs dont really
care, just thinking it to be a random occurance.
In BETWEEN THE SECOND AND Turn Lec:
In between there is one minute mandatory pit stop for the
racers to catch their breath. This applies to al teams and it’s
not much more than dismount, get some water, and remount.
However, as the characters and the Yellow Almirajs are
drinking the water have half of them (and the Yellow
Almirajs) make Wisdom (Insight) checks against DC 16 On a
failure they do not realize that some of the people pouring
their drinks are a bit too concerned with getting them to
drink the iguid and that their drinks have been spiked! As
they drink them the characters (and the Yellow Almirajs)
‘must make DC 13 Constitution saves or be poisoned for the
next 1d4 checks that they make. If they succeed the
constitution save then they are only poisoned for the next
check they make. If someone succeeds on the insight check
then the Yuan-Ti immediately realizes they've been
discavered and vanishes into the crowdIn addition, ifthe group is within one check of the Blue
Elbises, anyone with a passive Wisdom (Perception) of 13 or
higher notices that someone seems tobe feeding their
dinosaurs something (again) ifthey have a Wisdom
(Perception) of 15 oF higher they also notice the nictitating
membrane of a snake-like eye as before, but the hooded.
figure quickly vanishes and there is not too much for the
players todo.
Durine THE FourrH Lec:
Anyone with a passive Wisdom (Perception) or higher hears
a strange whistling after either the Yellow Aimiraj or the
characters have acceded oa their fourth success (right
‘when they're so close to the finish line) Immediately snakes
seem to have just suddenly appeared adjacent tothe players
(or the Yellow Aimirajs) They begin to spook the ticeratops
and the onlookers, the former ofthe two begins bucking. All
characters must succeed on a Dexterity (Acrobatics) check
against DC 8 or else for every two failures (round up) the
players lose a success as they have to go back and get their
teammates,
Tue Cnaos (THE END)
+ Do not make the litle gir a focus, i's a very strange
addition to the module, Instead the girl was simply
‘seperated from her parents and acts as a timer, if you
would
* Itshould be Ankylosaur Zombie
+ Ifthe adventurers assist in stopping the zombies Ekene-
fa (who was watching the tournament) gives them the +1
Quarterstaffas areward
‘Inside ofthe satchel there is small note: "Crate Number
‘Seven, Second Row, Lower Level South-East Warehouse,
Tiryki Anchorage”
+ Soggy Wren thanks the characters for finding this, and
‘says that they will soon be in touch. In the meantime
‘though, he asks the adventurers to investigate the location
in Tiryki Anchorage and then return to him at Kaya's
House of Repose, This leads into Crate Number Seven,
CraTE NUMBER SEVEN
CONNECTIONS
As the adventurers are investigating Crate Number Seven an
unlikely ally helps them fight off the Yellow Musk Zombies.
‘Wadamu pops up atthe second round of initiative with a
‘lowgun shot towards the yellow musk creeper (=4 to hit, 3
piercing damage). He then begins helping them out from that
point on, Once the adventurers beat the creepers and they
talk to him he says that he saw them fight off the dinos and
hhe would like their "Big strong toughhs help, with bad bad
peoples.” He doesn really say too much else unless they
‘seem Ike they won't help him, in which ease he gives them
puppy frog eves and offers them Gogates of Night ike in
DDALO7-04,
INVESTIGATIONS
Inside the erate are several vials of Wanderlost, brought here
by the Yuan-Ti Gnstead of the treasures) Ifthe characters
seem interested and Wadumu is with them he tres to play on
with bad bad peoples! With that, they should return to Soggy
‘Wren and receive the gold amount that would've been
collected in the erate. A they head back to Kaya's House of
‘Repose they find that Screaming Wind is also present (albeit
somewhat uncomfortable in the luscious climate that is
‘Kaya’s House of Repose. This then leads into DDALO7.04,DDAL0o7-04 A WALK IN THE
PARK
Prot Hooks
Remove the satchel shop. Its a poorly implemented easter
€¢, Instead the plot hook is rather clear with just continging
fn from where DDALO7-03 and Crate Number Seven left off
Screaming Wind and Soggy Wren are a bit concerned about
the strange grung who was picked up, but he seems amicable
and simple enough that they're not too worried They
encourage the adventurers to investigate this further and
screaming wind has an EE member (f there is one, if not just
use a random party) take a Sending Stone with them
temporarily communicate
‘TRAVELING
[As the characters leave right away it takes them one day to
get there (so the camp is 20 mi away) following Wadumu.
Assuming they leave after they investigate the erate they
should spend the night out in the forest, have Wadumu say
his bedtime story, and then the next morning encounter the
‘mudslide, allow for a short rest, and then head into the camp.
Also the mudslide should just be I round, (unless a 5-6 is
rolled) as Id4 is far too extreme and ends the fun quickly.
‘THe CAMP
The players should have to sneak in, or at least disguise
‘themselves and Wadumu to head in. Try to have them do
something clever. As a good rule of thumb for a T1 adventure,
a clever solution has a group skill check with a DC of 8-11,
decent plan is 12-15, a poor plan is 16-19, and an idiotic plan
is 20+, As the players enter note how while most humans are
‘working, some of the warriors/guards seem to have a glazed-
over expression. They have been drugged to the point of
complacency with their Yuar-Ti masters by Wanderlost and
Enchantments,
Ifthe adventurers fail/attract attention to themselves then
‘the slaves run in fear, while the glazed-over warriors and the
rung attack, A round later the Malison hears fighting and
sends out his guards (the Thugs) to investigate, ifthe fighting
continues, he comes out himself
‘There are around 30 people in camp. 10 are Tribal
Warriors, 2 (possibly more or less from encounter strength
in the final fight) are Thugs, 14 are Commoners who are
slaves and can fight if pressured, 4 are Commonera who are
‘entirely unable to fight (children) and 6 are Grung who are
entries,
Ifthe adventurers pull off their deception they can
investigate the tribe, Anyone with a passive Wisdom
(Perception) of 12 or higher notices that a warrior brings a
irrung into the large tent. Anyone with a passive Intelligence
avestigation) of 12 or higher realizes that one ofthe tents is
almost entirely unused by any of the common folk, and
therefore is probably special
‘With this information it becomes clear that something is
soing on in the large tent, but Wadum (if he ean) advises
that the characters wait until dusk when there will be lese
people in the village to investigate the larger tent
Tue Boss
‘Whether the adventurers decided to wait until night or
attacked right away the final encounter is incredibly easy,
‘Therefore it's being swapped up. Instead of a YuanTi
Pureblood there is a Yuan-Ti Maliaon as the big-bad That
‘way it fels ike a step-up from DDALO7-01 City on the Edge.
In addition, he has the assistance of two Thuge and three
Grung who ate positioned nearby.
‘As the Malison perishes he says: "You may kill me. but the
(Queen shall live on. Long live Dendar!”
ll
ENCOUNTER ADJUSTMENT
Very Weak Remove the Thugs
‘Wealc Replace the Thugs with Thibal Warriors
Strong: Add two Thugs
\Very Strong: Replace the Thugs with Berserkers
Further Agustments: If this encounter looks like
it is too hard for the characters, have the glazed
enemies simply stand and stare for around.
Alternatively have the Grungs join in on the fight. If
things are looking too easy, have the Malison use
an action to essentially dominate a couple or all of
the Grung who then begin fighting on his side no
‘matter what the plea was (although upon the
Malison's death they are fine)
ees oe
CONCLUSION
Using the Sending Stone and reporting back that they have
completed their mission they are asked to return to Port
Nyanzaru, for there are rumors of a way to end the death
ccurse (Ruins of Mezro, The Path to Omu)! Also, as they
return through Tiryki Anchorage they find themselves mixed
‘up in another Yuan-Ti plot (Right Place, Wrong Time)!PaTH TO OMU
HOOKING THE HEROES
‘WHISPERS IN THE DARK
Fish Hooks, THE Hero KIND
Based on the documents that the heroes helped steal from.
Fort Beluatian, Po has discovered that the Flaming Fist has
regiment in the lost city of Mezro, and based on the rubbings
‘they have made, several tomes make mention of some kind of
oracle that might have the answer. The adventurers are then
asked to investigate,
‘THE PROPHECY
When the adventurers retura to Port Nyanzaru they find
‘Wadumu who is jumping for joy, for he has found "Big Bad
Evil Yuan-Ti" (or BBEYT for short), and wants the heroes to
“Put stop to bad plans!” Assuming the adventurers seek to
‘id Wadumu, the factions deliver some minor quests for the
heroes to go on while the adventurers are in the jungle.
THE JOURNEY
When the Soulmonger grinds,
and exiled Nsi wraps himself in serpants,
Death's curse will grip the world
From beneath the forbidden city.
‘Seek out the Oracle
Hidden, and forgot
‘She lies in Orolunga,
‘Lest all be for naught.
ltt
NOTE: Nobody has heard of Orolunga, instead Sgt.
Valdro shall eventually discern its location,
_eouoaoQQQQeoweeeeosy
ConcLusion
‘After the heroes have left the ruined city of Mezro, Set.
\Valdro stays in Port Nyanzaru noting that with every day she
grows weaker, and she's better served investigating the
location of this strange "Orolunga.” (which nobody has heard
of), Meanwhile, when the heroes return they have a more
pressing matter: Wadumu needs their help!
‘The journey should only take around 1/2 to 3/4 of a day. With,
‘Wadumu guiding them, it's only around 15 miles away. This
allows for the transpiring ofa single day without breaking
immersion and saying that "tavel days don't count tothe
‘Soulmonger" (which makes litle sense)
Tue CourryarD
‘Make sure that you emphasize (ifthe players are on the
fourth round or later) that the swarm of zombies is never
tending. The next encounter is almost certainly a TPK if
group spends more than a couple rounds on this encounter.
DUMPING INFO
‘The encounter with the Venom Queen begins with a lot of|
‘exposition for the characters. Such information will probably
bbe forgotten rather quickly, so maybe just include a couple
facts at the begioning and when (if) the adventurers are
gaining the upper hand then you can begin adding more
information round by round to try and strike fear into the
adventurers
"Kress Von's master isa lich, Raugalith! Even ifyou slay
‘me, you shall fall (o either Kress'Voon or his master!
THE FINALE
Run this mostly as written, although I would recommend
adding the extra feature to her Invoke Nightmare ability: "If
anyone has the Snakes on the Brain story award from
DDALO7-01 A City on the Edge they have disadvantage on.
the frst saving throw of this feature”
Tue Return TO NyANzARu & THE
FOTuRE
‘Once the characters come back to Port Nyanzaru they
discover that i's a race day (see above) and they can
participate, Ifthe characters win, then they get to a private
bath, which then leads into Spay Day from Encounters in
Port Nyanzara.Escort A PRIEST
How Do I Hook?
-ARRRR ME HEARTIES, YO Ho!
LirTLz Bit oF BACKGROUND
Most ofthe general aspects ofthis side quest can be run,
directly from the book. Guide a halfore priest of the OotG to
OotG fort, The main thing Undril should emphasize is that
‘the characters are beginning to get some recognition within
‘their faction (as they are surely Rank 2 by this point) This
gives the players a sense of accomplishment on their
adventure.
THE JOURNEY
As established in the quick storyline, you can run Beacon of
the Spirit and Camp Righteous during the travel in addition
toany other encounters you would like to throw in. Camp
Righteous would really only work ifthe players are taking a
riverboat, which I would try to push because of how Undril
really wants to get this message to Commander Breakbone.
Not only will this speed up their travel, but they also get to
explore more of Chult!
‘As for Beacon of the Spirit that can be thrown in wherever.
I would recommend adding it around halfway through the
Journey ifthe characters are not taking the river route (and
therefore miss Camp Righteous) while having it be on the
‘way backif the characters are taking the river route,
‘Tae ARRIVAL
Captain Pelican Jack, a pirate captain of no small fame
recently left the pirates of Jahaka Anchorage. While he was
there, however, he (as pirates do) gambled. lot. Dipping
{nto some extra money during a night of heavy drinking he
happened to gamble away some of his cursed treasure. This
happened to transfer his curse to several of the other pirate
captains. Years passed and when he finally let he decided to
‘make the most of t by betraying their location to the Yeepka
society as long as they'd provide a sold bt of coin and.
protection,
Zinvar's JOB
Zindas after they destroy the Vampire Spawn, realizes that
some of these adventures could prove useful in helping the
‘Yeepka society: He asks that they hunt down some pirates:
who are ruining trade in the region. In order to help them he
{informs them that there is a captain who runs ofthe fastest
Doats here in the harbor ward (The Brzen Pegasus)! In
addition, as long as one of the characters still has the story
award The Trusting Triceratops from DDALO7-01 A City on
the Edge, Zindas will aid them by paying for the boat.
Otherwise they pay a minor fee and the story continues on,
Tsar Bz Prrares!
Ran this as in the book, the players arrive, see the terrible
situation, meet the pompous fool that is Niles, and probably
ston his bad side as he orders them to do something they
don't want to do. However, when the players inevitably
(prepare for this, players don't like being told what to do,
especially by someone who's obviously weaker than them) go
against Niles, ty to preserve him. He's important for later,
and we ean then have some character development. However,
in the case that he is killed its ok, we can set something else
‘up. Maybe Undril becomes promoted to his position?
In addition, switch the two quest Breakbone gives the
characters. That way ifthe players arrived by foot they can
check out Camp Righteous and the Righteous loot it holds
(heh, but no, taking care of water forever is a serious burden.
that saves the characters a lot of meticulous note-taking)
Alternatively, ifthey went by river route they can check out
Beacon of the Spirit on the return trip,
‘THE RETURN
Having returned to city the adventurers notice something
‘going on... have them arrive the Tiryki Anchorage way (which
makes sense especially for the river route) and as they're
returning the soldiers (in the midday) have them overhear the
Bandits as detailed in Plague Boat. As the adventurers finish
‘the fighting they find two things. The fist, the memo, sets up
hint about Valindra in the future. The second is Zindar, who
‘quickly arrives on the scene (even though i's in the more
seedy dock area, random dock fights shouldn't be had while
ter) and offers them their next job: Hunting
After the characters have gotten onto a boat it should be a
simple journey to Jahaka Anchorage. You can run everything
‘as normal albeit the pirates should realize that Jack betrayed
them so that whenever they encounter a captain ((y to vary
the exact nature of their reaction though) they curse Jack.
To Davy Jongs' Locker WiTH YE
‘When a pirate captain finally dies the curse begins to take
cffect on them as a swirling red portal appears and pulls a
ahost.ike version of the captain (their soul through a portal,
Teaving a single cursed coin. The second time this happens
there is a harsh ery of: "NOT AGAIN!" from Captain Smoke,
leaving another cursed coin. The third and final time this |
‘happens the portal opens large enough so that the characters,
‘can actually sce the dead pirate captain and as she stares at
‘each of the characters they are drawn into a memory of hers.
The world around you suddenly warps as you find yourself
‘somewhere else. You're gazing out on a ship feeling
incredibly proud. As you look beyond the ship you see the
deep blue surface of... The Bay of Chult? Your mind moves
below deck as you scem ot have some innate knowledge that
_you just pulled off a huge heist. "Thank you Jack” you think to
‘yourself Suddenly a loud CRACK flies through your head as
‘people begin running around screaming, as youre yelling as
well It is then when water begins to rush into the boat. You
rush across the deck and itis there when you see it: green
‘spiked shell. Aremag. How did he know you would be here?
Suddenly it licks, ack sold you ou The illusion then is
replaced with the ruins ofa sinking ship and a single
waterlogged pirate hat, the torn remnants of which sit upon
the marred face ofthe dead pirate captain in front of you, and
then, with a scream, she vanishes back into the portalREPURCUSSIONS AND REPRIMANDS
Having defeated the pirates the adventurers can now return
to Nyanzaru, However itis possible that they retrieved the
‘Sending Stone connected to Liara Portyr. I they decide to
say anything into it and she's heard the players before she will
realize the pirates have been compromised and stay silent. If
she has nol interacted with the characters before she
assumes that they are subordinates ofthe captains. Finally if
they don't say anything for some time, Liara will eventually
‘speak up wondering where the captains went, Ie be up to
‘you to decide what happens next.
Nevertheless, word gets out that the PCs stopped the
pirates by the time they get back to Port Nyanzaru (because
‘magie) and thus they find that there is a bounty on their head
bby Liara (through Jessamine) The Merchant Princes will,
however, vote on whether or not to honor this bounty in Port
Nyanzaru.
1. 0'Tamu will automatically vote on helping the PCs.
2 Kwayothe will automatically vote on burning their bodies
after they've gone through the executioner's run (or what's
left of them).
3 I the players have gotten past the Deinonychus! at this
point on the egg quest Tal’Roa will support them, but
‘otherwise hell vote for a nice executioner's run event,
4 Ifmore than half ofthe party has won a dino race, or if
they have the Winner Winner Chicken Dinner award from
DDALO7-03 A Day at the Races Ekene-Afa will vote
against killing prime competitors, otherwise it would
certainly be an interesting show.
5 Ifthe characters have picked up atleast one and kept all
of Jobal's guides alive (ofthe ones they've taken) Jobal will
vote to keep them alive, they are good for business after
all
{6 Zhanthi abstains unless there is a Lord’ Alliance member
‘who has come into contact with Klevin Van Shera, not
‘wanting to condemn an innocent, but not wanting to save
‘a guilty member either. In the case of a LA member, she
will vote for their innocence, with Klevin speaking up for
the group.
7, Jessamine honors the contract that Liara bought.
CRIME AND PUNISHMENT
Ifthe players are thrown into Executioner's Run I would
recommend using one of the following six encounters:
1. Five Velociraptors (good against single target
rangedispelleasters)
2 Five Swarms of Nemicolepterus (BoJR) (good against
single target melee)
{3 Two Reduced-Threat Deinonychi (good against somewhat
multétarget ranged)
4. Two Reduced-Threat Troodons (BoJR) (good against
somewhat multitarget melee)
5. Two Reduced:Threat Dilophosauruses (BoJR) (good
‘against somewhat multi-target spelleasters)
{6 One Allosaurus (good against multé-target characters)
However ifnone ofthese really feel free to design your
‘own encounters. They should be deadly for a level 4
character (asthe characters should be 4 by this poin®).
Visions, LICHES, AND
JuNcLES Ox My!
AVISION QUEST
After the character's brush with the executioner's run (or
death to i) they are immediately interrupted by a young
acolyte of Savras who asks for the aid. The encounter then
runs pretty much exactly like the book as the adventurers are
then sent off back into the jungle, with the added bonus that
you can run Monkey See, Monkey Do as they travel!
A Coup Heartep RECEPTION
Eventually the players should come across the Heart of
Ubtao, if they feel like they need to head back, have it lazily
drift into their vision as they head away. Once they're brought
up (and it should only be the PCs, which they might find a bit
strange... but whatver) Valindra should somehow impart the
following information upon the characters:
+ Valindra offers to take the characters’ coats (and subtiy
planting a serying item on them).
+ The Desth Curse is due to something called The
‘Soulmonger (so they finally have a name instead of just,
"An Artfact”)
* tis hidden below a lost city within the southernmost
reaches of Chult, however the true location ofthe city is
unknown, as it seems to be blocked by powerful magic.
+ There are more groups than just the PCs in play: This one
should not be explictiy stated, instead Valindra should
purposefully note: "Hmmm... They'd want to know that,
‘wouldn't thes" This is in order to subtly influence the
characters to move faster, and from Valindra's perspective,
increase the chances that they could find the lost city.
* Finally she informs the characters that there has been
‘reat shift in the balance of the universe, something, or
someone has entered this world (the Atropal} Also t
should be done while taking a nice sip of te.
OrvuGu's WISH CAN BE RUN NORMALLY
Tier 1 COMPLETEDOVER THE EDGE
‘Twenty Days TRAVEL? I Can't Do
Tat!
Te should only take half a day to travel towards each location,
not twenty days. That way the adventurers can head to and
back from a location in one day.
UNDESERVED PUNISHMENT
In between the third and forth missions, when the group
heads back to Port Nyanzaru they happen to enter via the Old.
City and pass by the Executioner's Run only to hear shouts as
‘the event begins as per the module (except the Thug starts 90
ft. away).
‘WEREFRIEND
Once the adventurers aid the Weretigersin their defense of
their citadel Azaka greets them and informs the adventurers
that should be willing to serve as their guide should they
bring the Mask of the Beast found at Firefinger to the citadel.
‘This sete up a scenario where the heroes have to question
‘whether or not they can sacrifice the extra time in order to g0
‘amissioa like this,
Ruins OF MATOLO
Prs Hp - Ricu DupeCHANGELOG
V. (CURRENT VERSION)
Completed the Tier 1 storyline
V..0.5.0
Added Camp Vengeance, Righteous, and more to the In-
Depth Storyline Worked around with the traveling mechanics
V0.2.2
Edited guides based on when they should appear given that
some ereate a power spi in the parties (plus removed
Faroul & Gondolos ability to guide)
V0.2.1
‘Added Guide Abilities section, Random Encounters section,
land Weather and Travel section Revised storyline to be more
‘on par with companions
V..0.4.9 V. 0.1.4
‘Added DDALO7-05 to the InDepth Storyline ‘Added Guild Adept content to Storyline Summary
V. 0.4.4 V. 0.1.2
‘Aalded the frst of the Ruins of Mezro adventures, Path to ‘Added higher level content, both HC & AL mods
Om, to the In-Depth storyline
Vv.
V.0.4.1
Added DDALO7-04 to the InDepth Storyline Added the
‘second wave of Guild Adept titles to the Storyline Summary
Vv.
‘Added Crate Number Seven to the In-Depth Storyline
Connected Crate Number Seven directly to DDALO7-03
V. 0.3.5
Revised Yuan-Ti Ambush In-Depth Storyline to connect to
DDALO7.03
V. 0.3.4
Added DDALO7-03 to the In-Depth Storyline and the ways it
‘can be revised to make more sense and be more themeatic
‘with the rest of the modules.
Vz. 0.3.2
Added the Cellar of Death aspect of the intro tothe In-Depth
Storyline Added an introduction tothe In-Depth storyline
Vv.
Began In-Depth Storyline off with DDALO7-01 and its
‘weaving of certain other encounters
V..0.2.9
‘Added in Jungle Treks and Encounters in the Jungles of Chult
to the storyline summary
Vz 0.2.5
Eeited Dinosuar Racing to account for Beasts of Jungle Rot
‘Added Egg Challenge
V. 0.2.4
‘Added Dinosaur Racing section
Added Storyline summary (level 1
‘AL mods)
including side quests +