Amarune's Adventures - The Start & End of Uluu Thalongh
Amarune's Adventures - The Start & End of Uluu Thalongh
Amarune's Adventures - The Start & End of Uluu Thalongh
Appendix C: Flora 20
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Daniel Comerci
Root of Uluu Thalongh. The monument itself
sits upon one of Uluu Thalongh’s 6-foot-radius The voyage from Chult back to Baldur’s Gate
blackened roots. The root even pierces through the may host a few adventures of their own, perhaps
base of the statue to give it the appearance of having uncovering the dark deals Liara Portyr has with
a multitude of legs. surrounding pirate ships. The adventuring party is
Just below the base of the statue the root has a met with a welcoming return, especially as word of
fleshy appearance, highlighting a vulnerable spot their success travels through the members of the
where demon ichor drips from when attacked. Once Lord’s Alliance. The many powerful connections are
reduced to 0 hit points, the root unwinds coiling likely to ensure the party is suitably rewarded.
back to the Heart of Uluu Thalongh (area L2).
Monument. The large clay statue depicts Uluu Since You’re Here
Thalongh, or at least a tree with branches that lead to As word of the party’s escapades returns to Port
large gaping maws. The mouths appear to have layers Beluarian, Commander Liara Portyr can use
upon layers of dried blood coating them, and ichor the Flaming Fist’s resources to aid their mission
covered runes have been etched into the surface. towards Omu. Depending on how many expedition
A successful DC 18 Intelligence (Religion) check members return alive, Liara may go so far as to allow
identifies the runes as Abyssal in nature, drawing the party a larger cut of their charter of exploration
a connection between this realm and a creature of from a 50/50 split to a 65/35.
another realm. The monument looks to be a core
part of any sacrificial rituals.
Further Adventures
Even though Uluu Thalongh has been thwarted,
Aftermath there are still more adventures to have across Chult
Even encountering Uluu Thalongh and living to tell and with the Flaming Fist. Just consider the answers
the tale is worthy of celebration in itself. However to the following questions for additional seeds
if the party managed to send the monstrosity back of adventure:
into the Abyss, they should be heralded as heroes.
• How will Uluu Thalongh react to being returned to
It’ll be another century before Uluu Thalongh
the Abyss?
can return, unless it can escape the Abyss through
• Now free from being hunted, what will the
other means...
Flaming Fist expedition at Fort Beluarian do?
• What will Valah Gritzdur do after confronting
Resolving the Adventure Hooks Uluu Thalongh? Will she face martial
punishment?
Once everything settles, standing outside of the
• Will Chultans believe that Uluu Thalongh was
Remnants of the Inshozi tribe there may be a few
defeated?
further loose ends to tie up. The party may have a
partially more relaxed return to Fort Beluarian, or Regardless of the answers to those questions
part ways with the Flaming Fist expedition to head above, Gruta Halsdottir is true to her word when
further south into Chult. the adventuring party returns. She ensures they are
suitably rewarded, as well as offering transport back
to Baldur’s Gate if they desire it. A great evil has been
bested, but as with most things within the Forgotten
Realms, it’ll only be a matter of time before it
returns… And who will be there to save Chult then?
—
Armor Class 11 (16 with barkskin) —
Armor Class 18 (plate armor)
Hit Points 27 (5d8 + 5) Hit Points 52 (8d8 + 16)
Speed 30 ft. Speed 30 ft.
—
STR DEX CON INT WIS CHA —
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
—
Skills Medicine +4, Nature +3, Perception +4 —
Saving Throws Con +4, Wis +2
Senses passive Perception 14 Senses passive Perception 10
Languages Druidic plus any two languages Languages any one language (usually Common)
Challenge 2 (450 XP) Challenge 3 (700 XP)
S—
pellcasting. The druid is a 4th-level spellcaster. Its B—
rave. The knight has advantage on saving throws
spellcasting ability is Wisdom (spell save DC 12, +4 against being frightened.
to hit with spell attacks). It has the following druid
spells prepared: Actions
Multiattack. The knight makes two melee attacks.
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
animals, thunderwave one target. Hit: 10 (2d6 + 3) slashing damage.
2nd level (3 slots): animal messenger, barkskin
Heavy Crossbow. Ranged Weapon Attack: +2 to
Actions hit, range 100/400 ft., one target. Hit: 5 (1d10)
piercing damage.
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to
hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) Leadership (Recharges after a Short or Long Rest). For
bludgeoning damage, or 6 (1d8 + 2) bludgeoning 1 minute, the knight can utter a special command or
damage with shillelagh or if wielded with two hands. warning whenever a nonhostile creature that it can
see within 30 feet of it makes an attack roll or a saving
Guard throw. The creature can add a d4 to its roll provided
it can hear and understand the knight. A creature can
benefit from only one Leadership die at a time. This
Guard effect ends if the knight is incapacitated.
Medium humanoid (any race), any alignment
Reactions
—
Armor Class 16 (chain shirt, shield) Parry. The knight adds 2 to its AC against one melee
Hit Points 11 (2d8 + 2) attack that would hit it. To do so, the knight must see
Speed 30 ft. the attacker and be wielding a melee weapon.
—
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
—
Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
—
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
damage, or 5 (1d8 + 1) piercing damage if used with
two handsAdventures
Amarune's to make a melee
| The attack.
Start & End of Uluu Thalongh
16
Priest
Priest to a target on a hit. This benefit lasts until the end of
Medium humanoid (any race), any alignment the turn. If the priest expends a spell slot of 2nd level
or higher, the extra damage increases by 1d6 for each
—
Armor Class 13 (chain shirt) level above 1st.
Hit Points 27 (5d8 + 5) Spellcasting. The priest is a 5th-level spellcaster. Its
Speed 25 ft. spellcasting ability is Wisdom (spell save DC 13, +5 to
—
STR DEX CON INT WIS CHA
hit with spell attacks). The priest has the following
cleric spells prepared:
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
—
Skills Medecine +7, Persuasion +3, Religion +4
Cantrips (at will): lights, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
Senses passive Perception 13
2nd level (3 slots): lesser restauration, spiritual weapon
Languages any two languages
3rd level (2 slots): dispel magic, spirit guardians
Challenge 2 (450 XP)
— Actions
D ivine Eminence. As a bonus action, the priest can
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one
expend a spell slot to cause its melee weapon attacks
target. Hit: 3 (1d6) bludgeoning damage.
to magically deal an extra 10 (3d6) radiant damage
—
Armor Class 12 (15 with mage armor) —
Armor Class 8
Hit Points 91 (14d8 + 28) Hit Points 22 (3d8 + 9)
Speed 30 ft. Speed 20 ft.
—
STR DEX CON INT WIS CHA —
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
—
Saving Throws Wis +4, Cha +7 —
Saving Throws Wis +0
Skills Arcana +4, History +4 Damage Immunities poison
Damage Resistances psychic Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 8
Languages any two languages, telepathy 30 ft. Languages understands all languages it spoke in life
Challenge 6 (2,300 XP) but can’t speak
Challenge 1/4 (50 XP)
I—
nnate Spellcasting. The warlock’s innate spellcasting
ability is Charisma. It can innately cast the —
U ndead Fortitude. If damage reduces the zombie to 0
following spells (spell save DC 15), requiring no hit points, it must make a Constitution saving throw
material components: with a DC of 5 + the damage taken, unless the damage
is radiant or from a critical hit. On a success, the
At will: detect magic, jump, levitate, mage armor (self
zombie drops to 1 hit point instead.
only), speak with dead
1/day each: arcane gate, true seeing Actions
Spellcasting. The warlock is a 14th-level spellcaster. Its Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
spellcasting ability is Charisma (spell save DC 15, +7 target. Hit: 4 (1d6 + 1) bludgeoning damage.
to hit with spell attacks). It regains its expended spell
slots when it finishes a short or long rest. It knows the
following warlock spells:
Cantrips (at will): chill touch, eldritch blast, guidance,
mage hand, minor illusion, prestidigitation,
shocking grasp
1st-5th level (3 5th-level slots): armor of Agathys,
arms of Hadar, crown of madness, clairvoyance,
contact other plane, detect thoughts, dimension
door, dissonant whispers, dominate beast, telekinesis,
vampiric touch
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to
hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning damage, or 6 (1d8 + 2) bludgeoning
damage with shillelagh or if wielded with two hands.
Zombie
Nathanaël Roux
Bloodroot
Shiah “Cinder” Irgangladen