Chult
Where's Omu?
Check out the map on page 39. Port Nyanzaru is up near the top. Omu is pretty much straight down near the southern coast, next to the Peaks of Flame.
If the group decides to travel by ship, they can hit coastal landing sites like:
Jahaka Bay
Kitcher's Inlet
Refuge Bay
Shilku Bay
Snapping Turtle Bay
Running the Journey
Bust out the player's hex map on page 243.
Let the group pick their path.
One character is the navigator. They must make a survival check. The DC depends on where you are.
Coast/Lake is a DC 10.
Jungle/mountain/river/swamp/wasteland is a DC 15.
Fail: The party is lost. They end up in one of the 6 hexes around them.
Generally, the group will travel 1 hex per day.Â
Travel via Canoe: 2 hexes per day.
Walk at a Regular Pace: 1 hex per day.
Hustle: Roll a d4. Result of 3 or 4 means they travel 2 hexes per day. -5 to perception checks and roll
As the heroes travel, they can forage. They make a survival check, DC 10 (the jungle is abundant with food). Success: The forager finds d6 + their Wisdom modifier in pounds of food. Repeat the roll for gallons of water.
Dehydration
The group might need some rain catchers for this to be doable.
River water is not fit for drinking unless boiled.
If a character doesn't drink 2 gallons of water, make a DC 15 con save or suffer 1 lvl of exhaustion (PH pg 291).
Those in medium or heavy armor make this check at disadvantage.
Check out DMG page 111 for food and water. Each beast of burden is going to require probably 4 pounds of food and 4 gallons of water!
This is a bit of book keeping, but I think you can keep it manageable. It seems like this is meant to be a significant part of the adventure.
Diseases
Mad Monkey Fever: A blue mist rolls around the jungle, covering up to 2,400 square feet. Contact with it: DC 13 Con save.
Fail: After d6 hours, you get long term madness (pg 260, lasts d10x10 hours). Once the madness is gone, you save again. Fail means you get long term madness again.Â
Shivering Sickness: You get this from insects. It kicks in after the next long rest. DC 11 Con save (adv on the roll if you have natural armor).
Fail: You regain only 1/2 normal hit points when you spend a hit die, and gain no hit points from a long rest. You also have disadvantage on skill checks and attack rolls. After the next long rest, you can repeat the save.
Throat Leeches: Sweet fancy Moses! If you swallow tainted water, make a DC 12 Con save.
Fail: After d6 hours, you gain 1 lvl of exhaustion (PH pg 291). On the next long rest, save again. Fail means you gain another level of exhaustion. Success mean your exhaustion decreases by 1 level.Â
Random Encounters
On the map, a black skull and bones symbol means an encounter with undead is likely. A red skull and crossbones mean there's even more of a chance.
Starting on page 195 is a massive list of jungle encounters. My favorites:
The group finds an abandoned (?) camp with supplies.
Artus Cimber shows up to help the heroes when they're in danger or the group coming up a "winterscape" created by the ring of winter (described on page 203).
Finding "Treasure drops".
A wild boar runs toward the group. It is being chased by deinonychuses.
A random chart of dead explorers!!! That's on page 198. I think it would fun to find someone tied to a post covered in honey, soon to be devoured by giant insects if the group doesn't help.
A t. rex fighting a horde of zombies or ghouls.
Batiri goblins attacking the group's camp at night.
One of the sewn sisters steals some hair from a PC at night.
A statue of Ubtao that can bless heroes who can solve the maze inscribed upon it.
Tri-flower fronds try to infiltrate the group's camp.
The group is attacked by a zombie t. rex
A wereboar guarding a shrine to Ubtao.
Zorbos in wukka trees.
Locations in Chult
Aldani Basin
Named after lobsterfolk (see page 210). They hide in the lakes. When the sky is clear, you can see the Heart of Ubtao (page 58) floating from up to 50 miles away.Â
Ataaz Kahakla
The gorge of death! The walls are lined with coral, making a rainbow-colored seascape. There's skeletons of dinosaurs and sharks mixed in, too.
Ataaz Muhahah
A bridge where monkeys hang out. The bridge has maze designs linked to Ubtao. Sometimes the laughter of the monkeys echo and sound like haughty, gloating laughter. This makes the monkeys go silent. There are three special things on this bridge, a shrine, a gap, and hanging vines...
(pg 42) Shrine of Ubtao: This statue has gem eyes (worthless gems). The statue is an iron golem. Touch it and you're in for a world of hurt. It will try to push you off of the bridge! It has advantage on athletics checks to do so! Iron Golem is on MM pg 170. It has +7 to athletics checks! That's a 100 foot drop, aka 10d6 damage.
Bridge Gap: Jumping rules are on PH pg 182. You can jump your strength score in feet. Remember that the crumbly stone causes a DC 13 Acrobatics check or else you fall.
Hanging Vines: Swinging on them is a DC 10 acro/athletics check. Making the monkeys accept you is a DC 10 animal handling. Fail and you are rumbling with d4 baboons! MM pg 318
(pg 42) Ataaz Yklwazi
This gorge is full of sharp stones. The group might encounter:
4 firenewt warriors (volo's pg 142) on giant striders (volo's page 143).
Tinder the red dragon (MM pg 98)
(pg 42) Bay of Chult
You have to pay Aremag, the dragon turtle (MM pg 119) to get by! Aremag won't say how much he wants. Roll 2d6x50 gp. That's the minimum he'll take.
He might blow steam at the group. DC 15 Str or Dex save. Fail means you fall overboard where d4 reef sharks (MM pg 336) are hanging out.Â
(pg 43) Camp Righteous
This camp was overrun by zombies. There's a shrine here. Goblins are hiding, watching. They want the group to deal with the shrine, and then the goblins will steal whatever the group found in there.
Boiling it down, this is a long, trapped hallway with a ruined camp around it.
Monsters:
Goblin (MM pg 166)
Goblin Boss (MM pg 166)
Zombie (MM pg 316)
Skeleton (MM pg 272)
Allosaurus (MM pg 79)
Axe beak (MM pg 317)
Poisonous snake (MM pg 334)
6. House of the Man and Crocodile: There's a statue of a man carrying a crocodile on his shoulders, a reference to a Chultan myth where a crocodile tricked a dude into carrying him around for years. Anyone carrying someone on their shoulders won't trigger any trap in here. That's the hurdle here. I can see some players getting really frustrated with this, because the "get on my shoulders" solution is very "outside the box" and unorthodox. Just be aware of that and drop a clue if you think you have players who might sour the evening over this.
6a. Concealed Pit Trap: Detecting it is a DC 13 Perception with disadvantage. There's a 50% chance each person triggers it. 2d6 falling damage.
6b. Blade Trap: 50% chance that 4 blades slice you: DC 13 Dex save, 18 (4d8) dmg. You can jam the blades.
6c. Puzzle Floor: The floor ha tiles. The door has identical tiles. Looking closely at the door reveals a glowing tile. The door will tell you which tile to step on, one by one. Stepping on a wrong tile is a DC 13 Dex save or 22 fire damage! Yikes.
6d. Puzzle Door: Oof. This one might be a problem. To get through the door in the puzzle room, you need to touch the four glowing squares... while someone is on your shoulders! If the group hasn't figured this out, this might get real frustrating for your players. Touching the wrong squares: DC 13 Con save. Fail: 9 dmg, pushed 10 feet ONTO THE TILES. Success: Half dmg, not pushed.
6e. Treasury: Trapped Steps! Steps 3, 10, 17, and 23... step on one, 20 foot radius ball of lightning! DC 13 Dex save. Fail: 22 damage! Success: Half dmg.
If you grab the jug without someone on your shoulders, bricks fall for three rounds, DC 13 dex save or 10 dmg.
Alchemy Jug (DMG pg 150): You can use this thing to make 8 gallons of water per day! That's a big deal out in the jungle.
(pg 47) Camp Vengeance
The Order of the Gauntlet is here.
Leader: Niles Breakbone. Nice guy, bad leader.
Captain Ord Firebeard and Captain Perne Salhana are in charge of 8 veterans and 24 guards.
Sister Cyas leads the 6 acolytes.
Lorsa Bilwatal and Wulf Rygor lead 15 tribal warriors.
This scenario involves a sticky predicament:
If the group arrives by boat, Commander Breakbones wants the group to bring 7 sick soldiers to Port Nyanzaru.
If the group shows up on foot, he wants the group to take 4 guards and 4 tribal warriors on an undead-hunting expedition that will take two weeks.
Getting out of this predicament requires the group being able to win over Ord and Perne.
Noble (MM pg 348)
Veteran (MM pg 350)
Guard (MM pg 347)
Acolyte (MM pg 342)
Priest (MM pg 348)
Tribal Warrior (MM pg 350)
Scout (MM pg 349)
Goat (MM pg 330)
(pg 49) Dungrunglung
Grung stats are on page 223. This is where the grung live. Getting through the maze that surrounds the settlement could take a session all on its own! You need to make 6 successful DC 15 Survival check to get through. You might want to roll up about 10 maze encounters checks in advance just so you can have it all ready.
Once inside, the group will likely become embroiled in some trickery, teaming up with Krr'ook to trick Groak. Groak wants to make sweet love to the trickster goddess, Nangnang. The group can use Nolzur's pigments to trick him into making it happen.
If things go south, here, the group will be facing 40 grungs and 16 grung elite warriors! You can always have the grung capture rather than kill, chucking the heroes in the pit in area 7.
This might make for a fun chase scene, with the group trying to get out of the maze as the grung chase them.
Maybe.. when the group first gets near Dungrunglung, they see a huge herd of zombies loitering somewhere. That way, if the group ends up being chased by a grung horde, they could lure their grung pursuers into the zombie mob to facilitate their escape!
Stat Stuff:
Assassin Vines (pg 213)
Ghouls (MM pg 148)
Yahcha Beetle (pg 205)
Zombies (MM pg 316)
Circlet of Blasting (DMG pg 158)
Nolzur's Marvelous Pigments (DMG pg 183)
Ring of Jumping (DMG pg 191)
(pg 52) Firefinger
This place is home to 10 or more pterafolk. Ascending the pinnacle involves navigating ladders and chimneys. The group will need to pass through a cave with giant spiders, a cave of stirges, a pterafolk lair and another pterafolk lair where the leader, Nrak, lurks.
You can do a lot of fun stuff as the group climbs outside, especially if a member of the group has featherfall. That's kind of a license for you to go nuts, knowing they're OK if they fall.
Pterafolk (pg 229)
Giant Wolf Spiders (MM pg 330)
Stirges (MM pg 284)
Aarakocra (MM pg 12)
Commune with Nature (PG pg 224)
Mask of the Beast (page 207) Lets you cast animal friendship (PH pg 212) 3x per day.
(pg 54) Fort Beluarian
This is where the Flaming Fist hangs out. Their leader, Liara, has a secret deal with the pirates. She has spies in Port Nyanzaru who find out where merchant ships are going and then tell the pirates. Liara gets a cut of the take.
The Flaming Fist expect people to buy a charter from them - a document which "allows" people to explore Chult. If a Fist patrol comes upon people exploring without a charter, they will attack them. A charter is 50 gp, and you can hire up to 6 guards to come with you. You must pay the guards each 1 gp per "tenday".
The bell at 10f. (pg 57) is rung every four hours to signal a change of shift. When used as an alarm, it rings for 30 seconds straight.
NPC List
Liara Portyr (stats pg 227) - The evil leader.
Gruta Halsdottir - Second in command. She does most of the day-to-day work.
Korhie Donadrue - Chief armorer.
Shilaue K'wenya - Priest of Helm.
Thaeven the Bald - Stablemaster.
Jaro - A merchant who run the store (area 8, pg 56).
Rahl Zuberi - Chultan dinosaur trainer.
Sigbeorn Dunebar - Head cook.
There are traders here selling stuff for 50% more than prices in the PH.
StatsÂ
Liara Porter (pg 227)
Knight (MM pg 347)
Veteran (MM pg 350)
Guard (MM pg 347)
Spy (MM pg 349)
Priest (MM pg 348)
Riding Horses (MM pg 336)
Warhorse (MM pg 340)
Commoner (MM pg 345)
Hadrosaurus (page 224)
Deinonychus (page 217)
Tribal Warrior (MM pg 350)
Potion of healing (DMG pg 188)
Lesser Restoration (PH pg 255)
Purify Food and Drink (PH pg 270)
Bowl of Commanding Water elementals (DMG pg 156)
Sending Stone (DMG pg 199)
(pg 58) Heart of Ubtao
This is a floating chunk of earth that is shaped like a human heart. This is the home of a villain in disguise. She appears to be an elf, but she is actually Valindra Shadowmantle, a lich and the main villain of the Neverwinter MMO, among other things. She's here to either seize control of the Soulmonger or to destroy it. She probably won't try to kill the heroes and might work with them.
Lich (MM pg 202)
Swarm of bats (MM pg 337)
Zombie (MM pg 316)
Girallon Zombie (MM pg 240)
Arcane Gate (PH pg 214)
(pg 60) Hisari
These ruins are detailed in the Ruins of Hisari on the DMs Guild.
(pg 60) Hrakhamar
This dwarven forge was taken by firenewts. Albino dwarves want the heroes to take it back. Inside is a treasury with doors that are difficult to open - you need to grab the molds for the keys and actually make the key in the forge.
This place has a 40-mile-long tunnel that connects to Wyrmheart Mine.
The albino dwarves are led by Sithi Vinecutter, who is very blunt. Two of the albinos have been captured. They are in area 9 on page 63. Their names are Laz Drumthunder and Malkar Stonegrist. You might want to somehow work in the story of a firenewt being abducted by yuan-ti. This is Gormax, who is imprisoned on pg 118. Maybe some of the albino dwarves witnessed the abduction.
Firenewt warriors (pg 219)
Firenewt warlocks of Imix (pg 219)
Giant striders (pg 222)
Albino dwarf warriors (pg 210)
Carrion crawlers (MM pg 37)
Giant spiders (MM pg 328)
Kobolds (MM pg 195)
I wrote a guide to Imix right here.
(pg 64) Hvalspyd
This ship is 250 feet long and has sails made from white dragon wings. The frost giants sail this thing. They are searching for Artus Cimber and his Ring of Winter. The giants want to use the ring to plunge the world into an ice age.
On the map, they put this ship on the coast. It is to the right of Port Nyanzaru.
Frost giants (MM pg 155)
Winter wolves (MM pg 340)
(pg 64) Ishau
Sunken ruins teeming with sharks.
(pg 64) Jahaka Anchorage
This is where the pirates lurk.
There is always:
One ship at the dock.
One ship protecting the area.
One ship out plundering and seizing booty.
Finding the Cave
Make a DC 15 perception check
Sail through ring of submerged rocks. DC 10 Intelligence check. Fail by 4 or less: ship springs a leak, but no serious dmg. Fail by 5 or more: ship' peed is halved until it is repaired.
6a. Bosco's Bilge: This is a really fun location. It's a tavern for the pirates run by Bosco Daggerhand and his pet deinonychus, Knuckles. Perfect spot for a bar fight!
Flying swords (MM pg 20)
Bandit (MM pg 343)
Thug (MM pg 350)
Deinonychus (pg 217)
Reef sharks (MM pg 336)
Leomund's tiny hut (PH pg 255)
Knock (PH pg 254)
Ring of animal influence (DMG pg 189)
Potion of water breathing (DMG pg 188
(pg 68) Kir Sabal
This is a safe place for the group. If they go to Nagnalore to get a black orchid, the aarakocra can give them the power of flight!
This monastery is on a high plateau. To get there, you need to spend an hour+ ascending. Make three DC 15 checks:
Athletics to climb.
Acrobatics to cross gaps in walkway.
Perception to avoid parts that won't hold your weight.
Each failure means either you take 10 damage, or gain 1 lvl of exhaustion (PH pg 291). The player chooses which.
This place is home to over 50 aarakocra. They are led by an aarkocra named Asharra, who has special stats:
Asharra: AC 12 HP 31 Spd 20 ft., fly 50 ft.
+4 to hit, 4 dmg
Dive Attack: +3 dmg when I dive 30 feet and hit with melee
Spells: +5 to hit, DC 13
Cantrips: Druidcraft, mending, produce flame
1st level: Detect magic, faerie fire, thunderwave
2nd level: Gust of Wind, hold person, lesser restoration
3rd level: Call lightning, wind wall
STR 10 DEX 14 CON 10 INT 14 WIS 17 CHA 11
History +4, Insight +5, Perception +7
Speaks Auran and Common
Princess Mwaxanare: She is the rightful ruler of Omu, and she is your classic stuck up princess type. She asks the group to retrieve the Skull Chalice of Ch'gakare from Omu for her. She will likely develop romantic feelings for one of the heroes. I'm all over this one.
The Dance of the Seven Winds: This will give the group the ability to fly (speed 30) for 3 days! Pretty sweet.
Aarakocra (MM pg 12)
Princess Mwaxanare (pg 228)
Gargoyles (MM pg 140)
Potion of poison (DMG pg 188)
(pg 72) Kitcher's Inlet
Provides access to Port Castigliar and Mezro.
(pg 72) Lake Luo
Portions of this lake boil, sending up clouds of steam. There are no fish in here.
(pg 72) Land of Ash and Smoke
Gray, barren valley that has streams of lava. Tzindelor the red dragon lurks here.
(pg 72) Mbala
This ruined village is home to Nanny Pu'pu, a hag who poses as an old crone. She can turn dead heroes into undead adventurers. Before doing so, she'll ask the group to take out a bunch of pterafolk that have been causing her problems.
The Ritual of Stolen Life: This takes an hour. The group will need to provide a few things:
A gem worth at least 100 gp.
A living humanoid that must be sacrificed.
The Undead Character:
Is undead! Doesn't need to sleep/eat/breathe.
Hit point max is reduced by d4 every day! They're rotting away.Â
You might want to reduce the HP Max by just one point per day. The heroes are traveling at one hex per day, and there's a lot of hexes on that map! Players might not be too thrilled running an undead version of their character that has 15 hit points and goes down with one shot in every encounter.
Once their HP max is 0, the gem embedded in their forehead shatters and they are a corpse once more.
Nanny Pu'pu: Nanny Pu'pu wants to eat our heroes. She'll try to isolate them. Her monkeys won't help, but she's got a flesh golem buried in the earth ready to give someone a whuppin. Remember.. she's a green hag, so she can turn invisible, make herself look like other people, and even imitate sounds and voices. This makes it very possible for her to get close to an isolated PC and strike them down quietly.Â
Green Hag (MM pg 177)
Flying Monkey (pg 220)
Flesh Golem (MM pg 169)
Comprehend Languages (PH pg 224)
Potion of Greater Healing (pg 187) heals 4d4+4
(pg 74) Mezro
The Flaming Fist patrols this place regularly. It is fully detailed in the Ruins of Mezro supplement on the DMs Guild.
(pg 74) Mistcliff
1,000 foot-high cliffs that are home to aarakocra, pteranadons, and other flying monsters.
(pg 74) Nangalore
You might want to ask in advance which characters, if any, are trained in Medicine. It might come into play in area 8, pg 79.
The group can explore this exotic, ruined garden and learn that Zalkore ruled this place, and mistakenly thought that her husband Thiryu-kaya betrayed her. She realized that he hadn't after he died. Now she does drugs to pretend he is still with her.
She also got turned into a medusa by an erinyes.
The final encounter can go many different ways. She's covered and it is not obvious she is a medusa. She talks as if her husband is there. If the group messes with his ashes or badmouths him, things get ugly quick. She might might try to feed them poison food. If the group is here for the black orchid, she will trade it for valuables or an attractive slave.
Tons of encounters in this place:
Have that plant page ready (pg 205).
Crocodiles (MM pg 320)
Mantrap (pg 227)
Yellow musk zombies (pg 237)
Yellow musk creeper (pg 237)
Almiraj (pg 211)
Asassin vine (pg 213)
Chwinga (pg 216)
Flying monkeys (pg 220)
Jaculis (pg 225)
Giant Spider (MM pg 328)
Swarms of poisonous snakes (MM pg 338)
Tri-Flower Fronds (pg 234)
Eblis (pg 219)
Medusa (MM pg 214)
Folding boat! (DMG pg 170)
(pg 80) Needle's Bones
This is a muddy pool with the bones of a dead dragon in it. There is a secret compartment that holds some treasure.
Swarm of quippers (MM pg 338)
Wand of Fear (DMG pg 210)
(pg 80) Nsi Wastes
This area is where Ras Nsi's old ruined fortress is. The area around it is full of sickly, poisonous plants.
(pg 80) Omu
This is what all of chapter 3 will be about.
(pg 80) Orolunga
This is a ziggurat with rows of magical steps. The only way to ascend is to use the steps, you can't fly, teleport, etc. Each set of steps has a special solution.
First Steps: Has thorns that do damage to you. Hold an orange and a purple orchid.
Second Steps: These will crumble beneath your feet unless you hold the orchids and carry a red parrot feather.
Third Steps: This is where it gets funky. There's all these poisonous snakes on the steps. You have to swallow a poisonous snake. Then you'll be able to slither up the steps!
Past the steps is Saja N'Baza's Shrine. She is a guardian naga who knows a lot:
She knows that Mezro won't return until Ras Ni is dead.
She knows where Omu is.
She knows that Ras Nsi and the yuan-ti are scheming to end the world.
She might give the group a supernatural charm (DMG pg 228). It's a bit hard to figure what charm is appropriate. I guess vitality or heroism. (gain 10 temp HP, and add a d4 to attack rolls and saving throws for the next hour).
Stat Stuff:
Guardian naga (MM pg 234)
Chwinga (MM pg 216)
Swarm of poisonous snakes (MM pg 338)
(pg 82) Port Castigliar
Just a stretch of beach. Undead chased people off a long time ago.
(pg 82) Refuge Bay
Safe place to land a ship. There is a sunken village in the water teeming with sharks.
(pg 82) River Olunga
Steaming hot water from Lake Luo flows down rapids. To the west lies dangerous, undead-infested territory.
(pg 82) River Soshenstar
Flows north, lots of waterfalls.
(pg 82) River Tath
River goes from Aldani Basin to Jahaka Bay.
(pg 82) River Tiryiki
Very dangerous river! Lot of waterfalls, lots of predators on the banks.
(pg 82) Shilku
A village destroyed by a volcanic eruption. Flaming Fist thinks there's treasure here. Lots of mephits, firenewts, salamanders, etc.
(pg 83) Shilku Bay
Lava pours into the bay, making the water poisonous.
(pg 83) Snapping Turtle Bay
A beautiful beach that ha dangerous vegetation. There are cyclopes here that aren't necessarily hostile, and a giant snapping turtle named King Toba.
Cyclopes (MM pg 45)
Giant Snapping Turtle (page 222)
(pg 83) Snout of Omgar
This is the home of the tortles, described in the Tortle Package by Chris Perkins.
(pg 83) Valley of Dread
Home to lots of dinosaur and lizardfolk kingdoms.
(pg 83) Valley of Embers
Land ruined by lava and ash. Marchlands north of the lake are nearly impassable.
(pg 83) Valley of Lost Honor
This is where Wyrmheart Mine (home of Tinder, the Red Dragon) and Hrakhamar (the dwarven forge overtaken by firenewts) are.
(pg 83) Vorn
This statue is actually a shield guardian. The amulet that controls it is in the goblin village of Yellyark.
(pg 84) Wreck of the Narwhal
This ship mysteriously crashed here long ago. Now it is home to a weretiger
(pg 84) Wreck of the Star Goddess
This is a crashed Halruaan flying ship up in the trees. There are 8 ghouls underneath it, and once the group tries a rescue, 3 girallon zombies attack the wreck
The survivors are stuck in the wreck, are hungry and suffering from level 4 exhaustion (PH pg 291). That's disadvantage on ability checks, attack rolls and saves, half speed, half hit point max! They're pretty close to death.
NPCs:
Captain Thasselandra Bravewing.
Ra-Das - Master-of-Arms.
Falx Haranis.
Crew: Brax, Nhar and Veliod.
One member of the crew, Oloma Authdamar, is alive elsewhere. he is currently a prisoner of the yuan-ti (see pg 118).
Stats:
Ghouls (MM pg 148)
Girallon Zombies (page 240)
Noble (MM pg 348)
Scout (MM pg 349)
Veteran (MM pg 350)
Guard (MM pg 347)
(pg 85) Wyrmheart Mine
The group might be tempted to ride a mine cart down the slope. If they do, ask if they use the brake or not. Once they roll by area ten, the kobolds will drop a boulder on them and it is easier for them to hit if the group is using the brake.
The rolling boulder will go from 6c onto the tracks and roll on a clockwise path down the track, past 7, 8, 9, 10 and crash into 11.
Specters (MM pg 279)
Kobold inventor (pg 226)
Kobold (MM pg 195)
Winged kobold (MM pg 195)
Quippers (MM pg 335)
Young Red Dragon (MM pg 98)
Mithral breastplate (DMG pg 182)
Potion of Greater Healing (DMG pg 187) 4d4+4
(pg 85) Yellyark
This is a very amusing place but it might be tricky to describe to the players. They have a helpful diagram on the map. Basically, if the village is in danger, they cut a vine that pulls the village into a giant sack and flings it thousands of feet away.
There's a million fun things that can come out of this, but it will be ruined if they don't have a clear mental picture of what this is. The most confusing part of the description for me was saying that the tree is "bent down like a giant spring," so maybe omit that or alter it.
Queen Grabstab: She is wearing the amulet that controls Vorn, the shield guardian.
Goblin boss (MM pg 166)
Goblins (MM pg 166)
Swarm of insects (MM pg 338)