Omu
PC tie-ins:
Ansohn, half-orc champion
Bright Sky, tabaxi trickster
Darvin, redeemer folk hero
Garin, cursed swashbuckler, selfish
Nes'Quic, goblin king
Pierite, dwarven cook
Trickster Gods preferences:
I'Jin the Almiraj (female, Chaotic Neutral, enemy of Obo'laka, fickle, unpredictable, Dex 23, horn of wonder): Bright Sky
Obo'laka the Zorbo (female, Lawful Neutral, enemy of I'jin, nervous, obsessive, magic item, ring of protection): Byre
Kubazan the Froghemoth (male, Chaotic Good, enemy of Papazotl, fearless, wild, spirited, Str 23, ring of jumping): Nes'Quic
Papazotl the Eblis (male, Lawful Evil, enemy of Kubazan, shrewd, conniving, dominant, Invisible, amulet of health):
Moa the Jaculi (male, Lawful Good, enemy of Wongo, truth, kind, no surprise/adv Wis checks/attune to Cleric items, staff of the python): Darvin
Wongo the Su-monster (male, Chaotic Evil, enemy of Moa, violent, deranged, uncaring, psi assault, mace of terror):
Nangnag the Grung (female, Neutral Evil, enemy of Shagambi, selfish, cruel, spider climb, bowl of commanding water elementals): Garin
Shagambi the Kamadan (female, Neutral Good, enemy of Nangnang, wise, virtuous, evil hunter, extra attack, circlet of blasting): Ansohn
Unkh the Flail Snail (female, True Neutral, self-absorbed, indecisive, Con 23, cainoth mandolin): Pierite
NPCs:
Ras Nsi:
The Black Spider: Vuduin
Guide:
Power Groups:
Yuan-ti:
Malar Hunters:
Drow wizards (Red Wizards of Thay): Nezznar the Black Spider, Vyerth & Vorj (drow elite warrior), King Grol (flesh golem), Jaru Tasca (albino pterafolk deathlock necromancer), orc raiders
Grung:
History:
Ubtao left Chult in disgust, and the city fell into chaos.
9 Trickster gods took Ubtao's place.
The tricksters built shrines that tested the mettle of their followers.
100 years ago, Acererak showed up and killed the trickster gods.
Acererak forced the Omuans to build his dungeon, and then he killed them all.
50 years ago, yuan-ti showed up and built a temple
Ras Nsi joined them. They wait for Dendar to come out and end the world.
(pg 93) Factions in the City: You can use these factions in the city as you please:
Yuan-ti (MM pg 309): They patrol the city.
Grung (pg 223): They live on rooftops around Nangnang's shrine.
Vegepygmies (pg 234): The tribes revere the Great Rift.
Kobolds (MM pg 195): Acererak ordered them to maintain the shrines.
Red Wizards of Thay (mage, MM pg 347): They are searching for the tomb.
3 Tabaxi hunters (pg 232): Hooded Lantern (he is preparing to die fighting the t. rex), Bag of Nails (she is inquisitive and wry), and Copper Bell (he has gone insane).
(pg 94) Puzzle Cubes: These cubes are needed to get into the Tomb of the Nine Gods.
3 inches to a side, weighs half a pound.
Each has the symbol of one of the trickster gods.
Can't be destroyed by any means.
If taken more than a mile from Omu, they teleport back to their respective shrines.
The group will end up with 5 of them. The Red Wizards have 2 and Ras Nsi has one.
(pg 204) There are a few random encounters set in Omu on pg 204:
2d4 gargoyles with nets (MM pg 140).
1d6 giant spiders (MM pg 328).
The King of Feathers, a t. rex (See area 13, pg 106).
Kobolds on their way to touch up a shrine (MM pg 195).
(pg 95) Exploring the ruins. the group travels 200 feet every 5 minutes due to thick undergrowth 200 feet per minute if they throw caution to the wind.
(pg 95) Searching Buildings: Bunch of things the group might find:
Assassin Vines (pg 213).
Collapsing Floor: One random hero must make a Dex save DC 12. Fail: Fall 20 feet and roll on the table again.
Mad Monkey Mist (pg 40): DC 13 Con save or gain long-term madness after d6 hours.
Nest: Stirges, Swarms of poisonous snakes, giant wasps (anyone who takes dmg from them must make a DC 11 Con save or get shivering sickness, which is described on pg 40).
Plant Discovery: These are all described on page 205.
Treasure: 1d6 art objects worth 25 gp each.
Vegepygmies (pg 234: Not in a fighting mood! Cower and flee if possible.
(pg 95) 1. City Entrance: 5 yuan-ti malisons will quietly follow the group. When the group takes a rest, they attack.
(pg 96) 2. Walled Compound: A lot of Red Wizards were killed here. One is trapped in rubble, and calls out for help.
3 levels of exhaustion = (PH pg 291) Half speed, disadv on ability checks, attack rolls, and saving throws.
Spy (MM pg 349)
Jackal (MM pg 331)
(pg 97) 3. Kubazan's Shrine: To get in, you need to find the key (in the mouth of the statue) and avoid or defeat the froghemoth. Inside, you need to platform jump over a spiked pit and grab the cube. When you grab the cube, poison gas does 10 points of dmg per round for 1 minute or until you can get through the sealed exit.
Froghemoth (pg 221)
Glyph of Warding (PH pg 245)
Fear (PH pg 239)
(pg 97) 4. Shagambi's Shrine: Two kamadans guard this place. Inside, the heroes need to obtain 4 spears from clay guardians and place the spears into the hands of statues.
Kamadan (pg 225)
Gladiator (MM pg 346)
(pg 100) 5. Great Rift: Hey! Don't fall in. You take 70 bludgeoning damage from the fall and 55 fire damage from the lava (per round). When the group comes here, vegepygmies are about to sacrifice a grung.
Grung (pg 223)
Vegempygmies (pg 234)
Vegepygmy chief (pg 235)
Thorny (pg 233)
(pg 101) 6. Moa's Shrine: The shrine is guarded by 4 jaculi. Taking a cube causes statues to animate and launch arrows at the group. There's actually 2 fake cubes that vanish once you take them out of the shrine. The real one is in a secret room. On the way out, the pit traps activate - DC 15 Dex save to avoid. Falling in means d6 damage and landing in green slime.
Statues: AC 17 HP 30 +6 to hit, 5 (d8+1) piercing dmg.
Immune: Non-magic weapons, poison and psychic dmg.
(pg 102) 7. Fallen Tree: If the group tries to cross the river on this tree, Bag of Nails attacks! He gives up if reduced to half his hp, and takes them to his place where he serves them (poisoned) stew.
Jaculi (pg 225)
Assassin (MM pg 343)
Midnight Tears (DMG pg 258) At the stroke of midnight, make a DC 17 Con save or take 31 poison dmg, half on success!
(pg 102) 8. Unkh's Shrine: The puzzle cube is in a locked pedestal. There is a shed that has hundreds of keys to choose from, and six more are in the shrine. Only one key opens the pedestal. Using the key puts you in a world of hurt! The six keys in the shrine can combine to show what the real key looks like, which is hanging in the shed among hundreds of other keys.
Ghouls (MM pg 148)
(pg 103) 9. Adventurers' Camp: This campsite was home to the Company of the Yellow Banner, a group of heroes that are now dead. The group can find a parchment (pg 250) which, to me, is kind of hard to read. It talks about how Lord Brixton thinks that the Eye of Zaltec is in the tomb, and that the shrines are the key to opening the doors to the tomb. If the group stays here for an hour or more, a red wizard and 2 mercenaries show up looking for trouble.
Mage (MM pg 347)
Thug (MM pg 350)
(pg 103) 10. I'jin's Shrine: First the heroes must cross a puzzle floor (you have to step on a different animal tile with each step) and then navigate a trapped maze.
Almiraj (pg 211)
(pg 104) 11. Chwinga Wagon: The chwinga (pg 216) here loves hair and might become a buddy to a hairy PC. The group can find a tablet here that will allow them to translate Old Omuan.
Green Slime (DMG page 205): DC 10 DEX save, 5(d10) acid damage. It does 11 acid to wood or metal. It does this damage until scraped off.
(pg 105) 12. Wongo's Shrine: This one is fun. You can look through masks that help you figure out how to get the puzzle cube. You need to pour water into one of 4 cupped hands or feet. Some heroes might get turned into an animal for 24 hours!
Zebra (riding horse) (MM pg 336)
Su-Monster (pg 232)
Lion (MM pg 331)
Boar (MM pg 319)
Vulture (MM pg 339)
(pg 106) 13. Amphitheater: This is the home to the King of Feathers, a special t. rex! Here's his stats:
King of Feathers: AC 13 HP 200 Spd 50 +10/+10 each 10 ft., 20 bludgeoning/33 piercing dmg. If tgt is medium or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.
Legendary Resistance (3/Day) If it fails a saving throw, it can choose to succeed instead.
Can see invisible creatures
Can cast misty step at will.
(rchg 5-6) Summon Swarm: Exhales a swarm of insects (MM pg 338) that disperses after 1 minute.
Stats:
T. Rex (MM pg 80)
Swarm of insects (MM pg 338)
Deinonychus (pg 217)
Helm of telepathy (DMG pg 174)
(pg 106) 14. Tomb of the Nine Gods: This is what chapter 5 and the rest of the book will be about!
(pg 106) 15. Ruined Bazaar: There's 6 traps in here. Catapults that use a kobold inventor (see pg 226) power. I would go with the green slime pots, as that seems fun. Fire makes no sense because they'd burn their own home down.
Kobold (MM pg 195)
Kobold scale sorcerer (pg 226)
Kobold inventor (pg 226)
Potion of greater healing (pg 187) 4d4+4
(pg 107) 16. Papazotl's Shrine: This one might frustrate some groups. First they have to answer a riddle, then they find that they simply can't remove the box. They'll need to find a secret room, solve a puzzle to get a clue that will help them remove the box.
Crocodiles (MM pg 320)
(pg 108) 17. Waterfall: A character will have a vision of Acererak and during each long rest, they dream it again, with Acererak getting closer each time.
(pg 108) 18. Nangnang's Shrine: It is guarded by grungs. Once inside, there all of these (illusory) treasures. You must offer a treasure to Nangnang to get the puzzle box.
(pg 109) 19. Obo'Laka's Shrine: Guarded by 4 zorbos. This one is a bit complicated. The group has to deal with some teleporting pools. If they grab the puzzle cube they might turn to stone! This turn to stone check must be made every round. The heroes have to figure out how to shut this down (put torches in sconces) and then figure out how to transport the torches without putting out the flames.
Zorbo (pg 241)
Mage (MM pg 347)
Immovable rod (DMG pg 175)
(pg 110) 20. Royal Palace: This place has a secret entrance to the yuan-ti lair.
Yuan-ti malison (MM pg 309)