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:

Running the Journey

Dehydration

Diseases

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:

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. 

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) Ataaz Yklwazi

This gorge is full of sharp stones. The group might encounter:

(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.

(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.

Monsters:

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.

(pg 47) Camp Vengeance

The Order of the Gauntlet is here.

This scenario involves a sticky predicament:

Getting out of this predicament requires the group being able to win over Ord and Perne.

(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:

(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.

(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

Stats 

(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.

(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.

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.

(pg 64) Ishau

Sunken ruins teeming with sharks.

(pg 64) Jahaka Anchorage

This is where the pirates lurk.

There is always:

Finding the Cave

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!

(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:

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.

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.

(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:

The Undead Character:

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. 

(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:

(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.

(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.

Past the steps is Saja N'Baza's Shrine. She is a guardian naga who knows a lot:

Stat Stuff:

(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.

(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:

Stats:

(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.

(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.