Planning the Journey

Let's make a bunch of travel days. These can be used when the group travels to a hex that doesn't have anything special on it.

All I'm doing is taking my favorite creatures, encounters and spreading them out. I made up a bunch of details to give it variety. Some groups are fine with having straight combats with monsters every day on an open field, but most people like it when there are all sorts of situations that can lead to cool moments.

Make sure not to make all of the encounters negative! Have good things happen, too. It's more fun that way, and the group won't feel like everything and everyone is out to get them. I picked the places I liked best and linked them to each other. Here's a way for the group to get from Port Nyanzaru to Omu:

Heroes are at 19 check points

Gain over travel: +13 (reaching level 7 [32 ACP])

Each session gains 1 ACP per site completed. Sites (ACP):

Jungle Travel

In this section, I have created 30 days of travel for you. I did my best to foreshadow and incorporate things from the adventure so that the players can become familiar with all of the important elements, including the trickster gods and Ubtao.

Diseases | Flora

Navigation. You, the DM, rnake a Wisdom (Survival) check DC 15 for the navigating character (make sure you know their bonus) each day.

Foraging. The heroes can forage as they travel by making a Wisdom (Survival) check DC 10. Success: The forager finds 1d6 + their Wisdom modifier in pounds of food. Re-roll for gallons of water.

I worked in foraging scenarios so that the group is constantly rnaking new discoveries, getting in weird predicarnents and trying exotic cuisine. Here are some discoveries I wasn't able to fit in:

Medium or Heavy Armor: At the end of each day, the character must make a DC 15 Constitution saving throw or suffer one level of exhaustion the next morning (disadvantage to ability checks).

Dinosaurs and Undead. I ran with the idea that the dinosaurs are largely on the side of the heroes, and that the undead are the true danger in the jungle. I tried to reinforce the notion that if you treat the dinosaurs with respect, they will treat you with respect.. That concept does not apply to the tyrannosaurus rex, who is a ravenous killing rnachine.

Water. It is hard to think up much to do with water. Once the group learns not to drink from the streams and lakes, then I think those water foraging rolls mostly just determine how much rain the heroes caught in the raincatchers overnight. Did the heroes all get 2 gallons of water into their system? If not, they must roll a DC 15 Constitution save. Failure means that they gain 1 level of exhaustion.

The group starts in Port Nyzanzaru.

[5 days travel (1-5)] The heroes head up the River Soshenstar to Camp Vengeance.

Day 1

Bright light filters through the thick intensely green foliage above you. Huge, broad leaves line the path ahead as heat waves rise off of the ground. Insects buzz in and out of your view suddenly scatter as a faint rumble echoes from far within the jungle.

Foraging. Dangling from a tree are a few tan, wrinkled oval-shaped fruits. Deeper into the jungle, you can see more trees full of these fruits.

Water. Rain begins pouring down on the jungle. The group spots bowl-shaped leaves collecting a volume of water. The group can easily get their daily fill of water right here.

Wukka Nuts. Later in the day, the group comes upon some wukka trees. A wukka nut falls from the tree and begins emitting hazy light The group could climb 20 feet up a tree to get more.

Night. The group sets up camp. Make it clear to the players that you will assume this is how they set up every night unless you are told differently. Do they set a watch? If so, write it down so that you can keep it straight, as there are likely to be a number of encounters at night during this journey.

Day 2

Foraging. You hear the sounds of a babbling brook off to your left. Through the vines of the jungle, you spot a stream of clear water. On the bank of the stream are a number of shrubs that hold small orange

fruit.

Water. The river looks pretty clear. Anyone who drinks from it must immediately make a DC 12 Constitution save. Failure means they have inflammation and shortness of breath. In 1d6 hours, they gain 1 level of exhaustion that can't be removed until this disease is cured. The character has throat leeches.

Brontosaurus Lake. Later in the day, the heroes come upon a herd of brontosauruses drinking from a lake. These dinosaurs are harmless unless provoked. A baby brontosaurus plays with the group, trying to splash water on them. The heroes might notice that the brontosauruses are devouring wildroot until there's none left.

Zombie Horde. Once the group continues on, they pass a lot more wildroot. Then, they hear noise up ahead - the groaning of a horde of zombies that have not yet noticed the heroes. These 20 zombies with blue triangles on their heads are blocking the path. The zombies are eating a brontosaurus corpse.

Luring the Herd. If the group thinks of it, they could lure the brontosaurus herd here by enticing them with the wildroot. The brontosauruses would trample all of the zombies. Going around the zombie horde will require hacking thick vegetation for hours, which will be noisy and will cut their speed down to half normal, requiring the hacker to make DC 10 Constitution save or acquire a level of exhaustion.

Camp. Towards the end of the day, the adventurers find a hidden waterfall and lake, a perfect place to camp. There is a small, cozy cave behind the waterfall that is ideal for safe camping. Inside the cave are the skeletons of a tabaxi traveler and their rhinocerous mount. The rhino still has a barrel containing 20 gallons of fresh water strapped to it.

Day 3

Foraging. While foraging, the group finds some fruit that has juice in it.

Empty Camp. At noon, the group spots something: Off to the right, you catch a glimpse of a clearing with a number of tents arranged in a circle. It looks like a campsite.

Night. That night, at 2 AM, 4 zombies wander into the camp and try to eat sleeping heroes.

Day 4

Foraging. The only edible stuff they can find is bananas that taste like black licorice. While staring at the gross banana trees, the foragers spot 5 almiraj nearby, who are oblivious to their presence. Will the group kill and eat these defenseless unicom bunnies?

Verdant Jungle. At 1 PM, the heroes come upon a strange sight Up ahead, you see tropical flowers covering the trees and a layer of soft moss on the ground. A scent like jasmine wafts through the air and small drops of water bead on the plantlife.

Meeting Artus. Artus will chat with the group, but he'll be cagey about what he's doing in the jungle. Eventually, he will create a giant vulture made of plants and fly away.

Night. The group comes upon the ruins of a shrine to Ubtao. quite a few yahcha (harmless meaty beetles the size of a human hand) are here. Tracing the maze-rune on a wall reveals a secret underground chamber, a wondrous and safe place to rest!

Day 5

Foraging. The forager discovers plants full of fruits that come in a hard brown shell.

Dinosaur Corpse

The Lycan

Camp Vengeance

[7 days travel (6-12)] The group crosses the jungle heading for Firefinger, possibly crossing river Tiryki, or canoeing down it.

Day 6

Foraging. Plants that bear vaguely triangular fruits that are greyish brown in appearance.

The Captive

Green Meteor

Chwinga

Day 7

Foraging. The heroes come upon a toppled 20-foot tall statue of Ubtao. It is covered in black beetles known as yahchas (ToA pg205). There are 3 flying monkeys (ToA pg220) happily chomping away at the beetles, but are willing to share.

The Chase

Night. Towards the end of the day, the group comes upon a hot spring in an isolated area, an ideal spot to rest for the night and bathe. Near the spring is a plant full of wild grapes. It's an assassin vine.

~~Current Day~~

Day 8

Foraging. The heroes come upon an injured triceratops aggressively protecting its offspring from them. It was wounded by a tyrannosaurus rex a few days back. The triceratops has just 10 hit points left and has disadvantage on attack rolls until it regains all of its hit points.

Once the group resumes foraging, they hear someone or something walking in the distance. They can make a DC 11 group Stealth check to sneak up on it.

The Shrub. It is an awakened shrub bearing ripe fruit. It is terrified of humanoids. Dinosaurs eat his fruit, but don't destroy him or capture him like crazy humanoids do.

Triceratops

Night. At 11 PM, a tiger prowls into camp, purring. It acts like a housecat and wants to cuddle up with the sleeping heroes. If attacked, it will flee. It was a pet for a clan of albino dwarves, and assumes that all humanoids will treat it nicely.

Day 9

Foraging. The heroes find a large number of kiwis hanging from woody wines. The fruit has a soft texture and a unique flavor.

Goblin Cave

Storm Aftermath

When the storm ends, a rainbow appears in the sky. One end of the rainbow connects to an area to the slight northwest.

Day 10

Foraging. The heroes spot many sinda berry bushes in a clump. A stegosaurus shows up moments later. It likes to eat these berries. If the group plays it cool, the stegosaurus will share the sinda berries with them.

Tree Corpse

Pterafolk attack

Night. At 1 AM, 3 swarms of bats swoop down from the sky and decide that the group's camp is the ideal place to hang out for awhile. The bats hang upside down on trees and some of them will seek the warmth of a tent or  sleeping bag.

Day 11

Foraging. As the heroes have their eyes peeled for food. a storm hits. Soft rain falls through the treetops, and a number of lightning bolts strike the are that the group is heading toward. After 10 minutes, the storm subsides.

Lightning Plant. The group comes upon a large flowering plant that holds many ripe, juicy mangoes. The plant was hit by lightning, and instead of being destroyed, it is charged with crackling lightning. This can be recognized by a Investigation or Nature 15.

The Raptor's Roost. The heroes spot an eblis up ahead, trying to wave them down. She says that her name is Pettimol, and that she is interested in trading with the group. She will invite the group to an eblis community known as The Raptor's Roost, a group of buildings built on elevated wooden walkways connected to huge trees. Currently there are 20 eblis at the locale.

Albino Dwarves. Late in the day, the group spots smoke in the distance. It is a camp of 7 albino dwarf warriors. The group can befriend them. If they don't the dwarves will try to rob the group during the night.

Day 12

Foraging. The heroes come upon a group of citrus trees bearing bright green key limes. The tree has many holes in it that contain harmless, thin snakes.

Crossing the River. As the morning wears on, there are more and more vines dangling from trees. Friendly monkeys swing by and offer to share bananas with them. At noon, the heroes find that their path is blocked by a creek that is 30 feet wide and 5 feet deep. This creek is infested with piranhas. The monkeys will demonstrate to the group that they can swing on the vines to safely cross the river. The vines aren't long enough to cross the whole river, so each character will have to grab another vine swinging toward them (courtesy of the helper monkeys).

Night. At 3 AM, anyone on watch will hear quite a bit of noise in the jungle. A herd of 12 zombies are heading this way. They will reach the camp in 3 rounds. All of these zombies are blind. A goblin tribe shot arrows

into each of their eye sockets. The blind zombies will pass right through camp if the group is quiet. Because they are blinded, they have disadvantage to attack rolls, and creatures who attack them have advantage.

Firefinger

[3 days travel (13-15)] Following his directions, the heroes head to Ataaz Muhahaha.

Day 13

Foraging. The group finds a few palm trees holding dates. There is one girallon sitting at the base of one of the trees. It is examining a cracked wand of wonder that it found on the corpse of an explorer. Unless the group intervenes, it will snap the wand, causing an explosion in a 20 foot radius. All within the radius must make a DC 12 Dexterity saving throw, taking 8d6 fire damage, or half as much on a success. The break also causes a wild surge. If the group obtains the wand, it can be used as normal. There is a 50% chance each time it is used that it will explode as detailed above.

At 10 AM, a poisonous snake falls from a branch on to a random character. The snake will land and slither into the character's backpack.

At 10:30 AM, the group hears hissing in the sky. They spot 10 flying snakes flying overhead, all traveling in the direction the group is walking.

At 11 AM, they hear very loud chorus of hissing coming from up ahead. Parting the brush aside reveals a vast clearing with an idol in the center. Snakes of different varieties cover the ground in a 100 foot radius, completely filling the floor of the clearing.

Walking Among the Snakes. Crossing safely requires a DC 10 Acrobatics check to avoid squashing any snakes, and a DC 10 Animal Handling) check to avoid provoking a hostile reaction from the snakes. Anyone who fails the animal handling check will be attacked by a swarm of poisonous snakes. This swarm will not move more than 100 feet from the idol.

The Idol. The idol is in the shape of a 7-foot-tall coiled snake, each eye a gleaming golden gem. Anyone who is able to make their way to the idol without harming a snake or being bitten can ask it one question and receive a truthful answer. If a lawful good character approaches the idol, it looks favorably upon them. The idol says, "The light shines within you. I give to you a gift." Then living snakes to the right of the idol begin to hover and form an arch, creating a tunnel of living snakes. The tunnel leads to a hatch in the ground. In the hatch is a hole 2 feet deep and lying in it is a dagger of venom.

Night. During the night, 2 kamadans stalk the camp, making hit and run attacks at 10 pm, midnight, and 2 am. Their goal is to drag away one creature and to devour it.

Day 14

Foraging. The heroes spot an orange tree grove where there are 12 brontosauruses peacefully eating away. There are tyrannosaurus rex tracks here, but no sign of a t. rex.

The Moan Batiri

A band of 5 goblins begins following the heroes. They wear tribal snake masks, and will greet the group in halting common: "We mean you no harm! We offer you food and water." These goblins are lawful good. They worship Moa and believe in truth.

The Village. The heroes can go to their village, where they will be given a meal and a guava drink complete with a tiny bamboo straw.

The Queen. Their queen wears a living white snake on her shoulders. This snake constantly emits a zone of truth in a 60-foot radius. It can communicate telepathically with the queen when it is touching her.

The Shrine. There is an ancient shrine in the city that can only be opened by a battle stack of non-goblins. The tribe wants to teach the group how to form a battle stack so that they can find out

what is inside the shrine.

Forming Battle Stack. Transforming into a battle stack involves a series of group checks.

Once the group has been able to make all three group checks in a row, their battle stack can open the shrine doors. Inside the shrine, a mosaic of Moa whispers to the group. It asks them to evaluate the goblins. Do the goblin honor truth and goodness? If the heroes lie in their assessment, all of the water in their waterskins go foul. If the heroes are truthful, they receive a puzzle cube that can be turned and twisted. If all of the snake images on the cube are aligned in the right order and the character makes a DC 20 Intelligence check, the box will open. This check can be made once per day, per character, until it is opened. Whoever solves it gains the ability to cast zone of truth three times, DC 15. This boon can bed gained only one time, by one creature.

Night. A series of powerful storms strike throughout the night. The group will need to fortify their camp to keep the wind and the downpour from damaging tents and supplies. They will need to make a DC 11 group Survival check. Failure to do so means they do not gain the benefit of a long rest the next morning.

Day 15

Foraging. The heroes come upon a lone, wandering ogre zombie with a huge sack thrown over its shoulder. In the sack are a variety of nuts that the ogre had been collecting before it perished. There is a family of flying squirrels (use swarm of rats stats, add a fly speed of 20). who live in the bag and on the ogre. They have been adding to the nut pile and eating from it. The ogre has never noticed their presence.

Zombie Downpour

In the morning, the heroes come upon tracks and damaged foliage that indicates that a massive zombie horde walked through the area. They later come upon a single zombie who accidentally impaled itself on a tree branch. There are more horde tracks.

The Pleasant Ravine. At about 1 PM, the heroes find themselves traveling in an area that narrows, and eventually they find themselves in a ravine, 10 feet wide. The cliff walls rise up 40 feet above them. The ravine contains a crystal-clear stream. Any druid or ranger will recognize that this was a druid's grove not too long ago. Scattered small, thin trees hold many friendly white cockatoos who will happily land on the shoulders of a nature-loving hero and ride along with them for a while.

It suddenly gets dark. The massive zombie horde was walking up above, and are now plunging over the side of the ravine! The thin trees provide scant cover.

Falling Zombies For five rounds, 10 zombies fall into the ravine. Each round, every character must make a DC 11 Dexterity saving throw or take 5 damage and fall prone. The zombie can make an opposed strength check to grapple the character (zombies have a+ 1 STR modifier). Every zombie is considered to have 1 hit point remaining after falling, and their legs have been destroyed

by the fall and thus they have 0 speed.

Night. The heroes will dream of a maze - the maze of their lives. They can make a DC 12 Intelligence check to successfully navigate the maze. Doing so gives them inspiration when they wake

up the next morning.

DDHC-TOA11 Hunter

Ataaz Muhahaha.

[4 days travel (16-19)] Head to the wreck of the Narwhal if you want to use that.

Day 16

Foraging. The heroes spot a skeleton of an explorer with a backpack full of 20 days of rations walking with purpose. If the group touches the skeleton, it collapses into a pile of inert bones. If they follow it, it leads the group to a ruined shrine of Wongo, where 10 vicious su-monsters lurk. In the ruins is a gilded statuette of Wongo worth 150 gp that grants one who holds it advantage on saving throws against the psychic crush attacks of su-monsters.

The Eyes of Belcorzh

At 11 AM, the group spots an earthmote in the sky up ahead. Soon after, they come upon a lake where 10 pteranodons are drinking water and eating from sinda berry bushes.

A character can use the sinda berries to befriend a pterodactyl and then can make a DC 10 Animal Handling check to use it as a mount and fly up to the earthmote.

The top of the mote is flat and grassy. There is an iron hatch in the ground, made of iron. On it is an engraving of a spherical creature with 10 eyestalks and one central eye.

Opening the Hatch. This is a former dwelling of Belchorzh. Whoever opens the hatch must make a DC 15 Strength save or be dragged in by a telekinetic force. The character will fall 30 feet down (taking 3d6 bludgeoning damage) into a domed room with a 5 foot diameter marble sphere hovering in the center.

Magnetic Walls. The dome walls are magically magnetic. Anyone wearing metal who starts their tum in this room must make a DC 11 Con save or be pulled to a wall.

The Sphere. The sphere is hovering 15 feet above the ground and has a seam in the center. If someone puts a crowbar, axehead or something similar in the seam, they can pry it open with a DC 10 Strength check. When this is done, gold and silver coins spill out and are immediately magnetically pulled to the walls. Anyone in the chamber must make a DC 12 Dexterity saving

throw or take 5 (1d10) bludgeoning damage from the fast-moving coins. The sphere contains a total of 200 gp, 400 sp, ring of moa, weathered spectacles, and a unique beholder miniature statuette known as the Eyes of Belcorzh.

Weathered Spectacles (uncommon). A set of glasses that is rusted and chipped. By wearing these spectacles you can view what the weather will be in 24 hours, in the places that you look at.

Ring of Moa (uncommon). A bronze ring that depicts a Jaculi (snake) eating its own tail. It is imbued with magical energy from Moa. When wearing this ring you gain advantage Insight checks in order to discern if someone is lying.

The Eyes of Belcorzh. A 6 inch diameter marble sculpture of a beholder, with a large onyx stone for the central eye and a jacinth as the eye on each eyestalk. Speaking the command word, "Belcorzh" causes all 11 gems to emit beam of light (like 11 flashlights) illuminating the area ahead up to 30 feet. Saying the command word gain tums it off. It is worth 300 gp, and Belcorzh can

see through it as a scry spell once per day (but because of the magical restriction in the Tomb of the Nine Gods, Belcorzh won't actually be able to scry the group until they enter the tomb).

Night. 5 minutes after midnight, mad monkey mist wafts through the camp.

Day 17

Fc,raging. The heroes spot a clump of pl nts c<

ing a 1 rge, purplish fnrit known as passionfruit. ,

who steps within 15 feet of it sinks d4+ 1 feet intc

s ndand becomes restrained(PH pg 291). Thee~

DC is 10 plus the number of feet the ere ture has

into the quicks nd. At the st rt of e ch of the ere

Not for res le. Permission gr nted to print or photocopy this document for per I use only.

tums, it sink another 1 d4 feet. See the quicks nd

rules in the DMG pg 110. The passionfruit bushes

re on a 5-foot-wide isl nd in the middle of the

quicks nd pool.

THE DINOSAUR RANCH

The heroes come upon a wooden fence that surrounds

a dinos ur ranch. There are 7 ankylosam

·uses (MM pg 79) and 6 deinonychuses

(ToA pg 217) c lmly grazing in the field. The

modest farmhouse has spatters of blood on it.

Inside are two fem le albino dwarf warriors

(ToA pg 210) m

horde c me thrc

jured both of th~

den and recover

spooked and fle

The farmers \

herd of 20 anky

offer the group ,

or a pack be st.

Rustling up the Hd. E ch is given at med

deinonychus (I

the herd require:

1. A DC 10 Wisdom (Survival) to tt·ack the

dinos urs. F ilure me ns an hour is

w sted se rching, and the tt·acker c n

roll again. Success me n the group finds

the herd chomping aw y one verdant

green bushes.

2. Three successful DC 12 group Wisdom

(Anim 1 H ndling) checks is required to

move the herd through the jungle back to

the ranch. E ch failure of a group check

me ns that 1 d4 ankylos muses are lost,

possibly for good.

Complication. On thew y back, a horde of 30

zombies (MM pg 316) emerge from the jungle up

he d. If the group tries to go around them, they

must succeed on a DC 13 group Wisdom (Anim 1

H ndling) check.

If the group w nts to get the dinos ur herd to

trample the zombies, they must m ke a DC 10

group Chatism (Intimidation) check.

Reward. Once the group retutns with the herd,

they are rew rded with either one deinonychus

TOM Of ANNIHILATION COMPANION 17

mount or one ankylos ums pack be st.

Day 18

Navigation. You m ke a Wisdom (Survival) check DC

15 for the navigating char cter.

Foraging. This are has very little in the w y of edible

fmit or veget tion. The group does spot a Giant Constrictor

Snake (MM pg 324) coiled up in the shade of a

tree that they could kill and e t.

EXTREME HEAT

The heroes m ke their w y into a sc lding, dry section of

forest. It gets very hot at 11 AM and the temperature continues

to 1ise every hour until 6 PM, when it becomes

ple s ntly cool.

Need Water. The group is subjected to extreme he t

(DMG pg 110). All ere tures need to consume 1 gallon

of drinking w ter per hour, or m ke a Constitutions ving

throw (dis dvant ge ifwe ring medium or he vy armor).

The DC is 5 for the first hour and incre ses by 1 point for

e ch additional hour without drinking w ter. There will

be 7 checks in tot 1. F iling a check me ns that the charcter

gains 1 level of exhaustion (PH pg 291 ).

At 4 PM, the group comes upon a pond where a number

of trice1·atopses re soaking to keep cool. They will

not att ck unless provoked. Anyone drinking this w ter

must m ke a DC 12 Constitution s ving throw or contract

thro t leeches (pg 40).

Night. The night is very ple s nt and st ny. Clouds

gather at 9 PM and rain falls for half an hour, filling any

rainc tchers or cont iners.

5 abniraj (f oA pg 211 ), spooked by far off zombies,

seek refuge among the c mpers, boldly hopping up to

them in a friendly fashion. Anyone who tre ts them well

gains inspiration, as these ere tures cont in a shred of energy

once possessed by I' Jin.

Day 19

Navigation. You m ke a Wisdom (Survival) check DC

15 for the navigating char cter.

Foraging. The group comes upon some banana trees.

A DC 13 Wisdom ( ture) check will reve 1 that these

banan s are infested with m ggots. Anybody e ting one

must m ke a DC 11 Constitution s ving throw or get

shive1ing sickness (ToA pg 40).

A bit more foraging tums up quite a few banana trees.

Not for res le. Permission gr nted to print or photocopy this document for person I use only.

MAD MONKEY CAVEm

At noon, the heroes come upon a m ssive rocky

ridge which will be ne rly impossible to climb

over. T1ying to go around it will essenti lly me n

t le st one day of travel is lost, and the group will

be a p1ime t rget for the tyrannos urus rex that

hunts in this region.

There does appe r to be one w y through.

C rved into thew 11 of this m ssive ridge is a 20-

foot-t 11 he d of a monkey. Beyond its pursed,

smirking lips is a tunnel that appe rs to go

straight through the ridge. In the dist nee, you

he r a ferocious roar. The ground shakes. Trees

topple. Something is he ding this w y.

A tyrannosaurus 1-ex (MM pg 80) is he ding in

the group's direction and will aiTive in 3 rounds.

The heroes c n either brave the tunnel, fight the

dinos ur, tly to hide, or flee.

When someone steps within 5 feet of the entrance

without s ying the comm nd word

("Wongo"), the gi nt face spews a cone of blue

mist 30 feet long. Anyone in the cone must m ke a

DC 13 Constitutions ving throw or gain m d

monkey fever (foA pg 40).

The tunnel is 5-feet-wide and gently slopes up.

It is 500 feet long. There are three m gic 1 traps in

here.

Dancing and Darts. First, there is a stretch 30

feet long where monkey faces are c rved into the

w lls. Those who traverse this section must m ke

DC 14 Constitutions ve or begin dancing simi-

1 r to as if they had e ten dancing monkey fruit

(ToA pg 205).

Once someone is dancing, roll initi tive. The

monkey faces go on initi tive count 20. On their

tum, the monkey faces fire 12 darts m de of blue

energy, am xi.mum of two darts per individual in

the zone: +4 to hit, 5 force dam ge. The daits have

dvant ge to hit those who are dancing.

Ceiling Spikes. Further in, there are monkey

faces in the floor for a 30 foot stretch. Anyone

stepping on the floor in this section must m ke a

Dexte1ity s ving throw DC 11 or be blown up into

the ceiling, where spikes jut out of sm 11 holes, doing

5 (ldlO) piercing dam ge and ending that

move action.

Feeding the Faces. The final 30 feet of the tunnel has

monkey faces in the ceiling. The exit of the c vem appe

rs to be a ledge elev ted above the jungle below. The

ledge connects to a natural stone w lkw y that allows

s fe pass ge down the side of the rocky cliff

When someone gets within 10 feet of the faces, they

spe kin common, "Feed us our fav01ite food, and you

shall pass s f el y."

Pl cing a banan in the mouth of e ch face indeed

negates the trap effect for 1 round. The faces e t the bananas

quick, so the group will need to move fast.

Anyone st nding under a monkey face that hasn't had

banana this round is blown by a powerful gust of wind

that forces that char cter and everyone ahe d of them to

m ke a DC 11 Strength check or be blown out the exit

nd down tow rd the jungle below. There are vines on

the side of the cliff th t the victims c n try to grab onto

with a DC 11 Dexterity s ve. Othe1wise they fall 40 feet

nd t ke 4d6 bludgeoning dam ge. They 1 nd among a

number of verdant banana trees, and he r the mocking

sound of c ckling monkeys from the c ve above.

ighfflhe adventurers find a secluded vale completely

"roofed" over by a vine c nopy The grass is soft

nd the are is free of danger.

Narwhal

[2 days travel (20-21)] They might come upon Needle's bones if you want to use that.

[1 days travel (22)] They arrive at Kir Sabal. They meet Princess Mwaxanare, and learn that the aarakocra can cast a ritual to give the heroes the power to fly! A special component is needed for the flight ritual to work. It is the black orchid (pg 79) found in the ruins of Nangalore

[2 days travel (23-24)] The adventurers go to Nangalore and get the orchid. 

[2 days travel (25-26)] The group returns to Kir Sabal and are granted the power of flight. They have a fly speed of 30, and the flight power lasts for 3 days. See "Tracking Miles" on page 38.

[4 days travel (27-30)] The group can fly closer to Omu, but the magic will likely run out long before they get there and they'll have a number of days of wandering the jungle, which is thick with undead.

In Omu, I don't like the yuan-ti dungeon and the grung and etc. I am going to simplify it so that the yuan-ti are in the city, as is the dinosaur and the tabaxi hunters. The hunters could tell the group about the shrines. 

Then the group must get the 9 puzzle cubes while dealing with yuan-ti ambushes and sudden rampages.

Ras Nsi has the last puzzle cube.

The group uses the puzzle cubes to enter the Tomb of the Nine Gods, and boom that's the rest of the adventure.