Tomb of Annihilation: Main Quests GD
The adventure is likely to play out as follows.
The adventurers are teleported to Port Nyanaru, the only major settlement in Chult. After exploring the city (chapter 1), they embark on an expedition into the wilds of Chult (chapter 2), eventually finding the ruined city of Omu (chapter 3). The characters don't know that Omu is their ultimate destination from the outset; they must find clues or evidence pointing in that direction.
As the adventurers explore Om, they are either captured by yuan-ti or forced to confront them in the underground temple (chapter 4) Not far from the yuan-ti temple is the entrance to the Tomb of the Nine Gods (chapter 5). The Soulmonger lies deep within the tomb, which is riddled with puzzles, traps, monsters, and magical wards. Best case scenario: the adventure concludes with the destruction of the Soulmonger and the heroes daring escape from the tomb. Worst case scenario: the characters succumb to the evil of Acererak, and their souls are devoured.
Part One
Syndra Silvane's Supposition Welcome to Port Atahu Nui The Zigguratt The Dinosaur Race Into The JungleSide Quests
Collect a Debt. Create a Distraction at Fort Beluarian Escort a Priest to Camp Vengeance Explore the Aldani Basin Find Artus Cimber Help a Dyeing Man Help the Lords' Alliance Hunt Pirates Save an Innocent Man Seek Wisdom at OrolungaPlot points/Scenes
Main Quests
Syndra Silvane's Supposition
The PC's "Uncle" Whitebeard is old friends with Syndra. She recently wrote to him, requesting an appointment with both him and the PC. In addition to what the book says about Syndra's abode (page 8), the PC finds the room she resides in to be completely strewn with maps, sea charts, logbooks, and various transcripts detailing information on the Badlands and the port city of Atahu Nui. The PC's uncle is considered to be a strong expert in the field of ancient Badlands culture and archaeology. She was hoping he would have some more insight as to the nature of the object. He does have a basic understanding of the object but says it would be necessary to return the object back to where it was recovered from in order to undo its effect. Syndra doesn't know exactly where the crew recovered the artifact from but has narrowed it down to an area on a map that she has constructed that has everything known about the state of the Badlands. Syndra has sent previous teams to that rough location, and those that ended up returning only had crude sketchings found on ancient ruins, and stories of terrifying traps that claimed many of the adventuring parties. She has the PC tell her what he knows about the sketchings as a test of his knowledge. INTELLIGENCE (History). Question for the PC to answer: Will the PC's uncle come with them to the Badlands? Obviously, they cannot travel into the jungle, but they could be a useful resource and provide more knowledge on things if the player would want it. However, he would have to leave his family alone during that time of travel, so the uncle is unsure about making the trip. Syndra Silvane will have a shard of a "cursed" object that she believes is responsible for undoing the magic of the resurrection spell that keeps her chained to her body. What she doesn't know, however, is that the death curse is affecting everyone on Semestria. The object, while related to the Soulmonger, has but a mere sliver compared to the necromantic artifact's true power. Syndra doesn't know who exactly was part of the original crew that recovered the artifact, just the person that was acting as her agent. That person died in the jungle, and the guides that returned with the artifact don't know exactly where it was recovered. Syndra points out to the uncle that, before he asks, she did have the body of the adventurer recovered so that clerics might ask him questions from beyond the grave, but the rituals have unfortunately failed. If asked why Syndra hasn't looked more into this, she laughs and says that it's no surprise that the ritual didn't work and that the clerics probably lied about their capabilities or the results and are just trying to bilk her out of more money. What Syndra doesn't know is that the guides who claimed the artifact's recovery are not actually the people that traveled with Syndra's dead adventurer. One of the guides (perhaps River Mist and Flask of Wine?) were traveling with the adventurer and would be glad to take them back where the adventurer turned up the artifact. The group was ambushed by a zombie hoard when they were getting close to returning to Atahu Nui, which is when the adventurer fell, and the artifact soon went missing after they got back into the city. Just glad to have escaped with their life, the guide just let the stolen artifact be, especially given that the object had given them a weird vibe in the first place. The artifact was stolen, it turns about, by the pair that claimed to have traveled with the adventurer. They not only made off with a good sum after selling the artifact, but were able to hoodwink the "weird old lady" into paying them for finding the body of the adventurer, which they easily found slain just miles outside of the city (they think the adventurer was a fool, and that the lady who hired him to be an even bigger one.Welcome To Port Atahu Nui
The PC's are teleported to Atahu Nui, where they begin to learn a little more about the chief port city of the Badlands. When the PC is finally ready to travel they meet up with Syndra and are teleported to Atahu Nui. ASK THE PLAYER: Has the PC teleported before? How do they find the experience? Describe the city, and then ask the player how their PC is taking it all in, and later when walking the streets of this exotic city. They land out in the Harbor Ward, nearby the Harbormaster's Office. Syndra gushes about being back in the tropical city and asks that if the player is feeling a bit queasy and needs to lay down, where they can go to get lodging. Otherwise, they can feel free to join her as she goes to meet a friend and Merchant Prince in the city, Wakanga. CURRENT PC IVE: Locate the area where the Shard was originally found in the jungle of the Badlands.Arrival
Players Arrive in Harbor Ward, not far from the harbormaster's office (area 13). Syndra recommends that the players secure lodging at either- Thundering Lizard (if you're looking for a raucous time)
- Kaya's House of Repose (if you want a good night's sleep)
Side Quests
As the PC explores Port Atahu Nui, they might bump into people that need their help. Now might be a good time to lay in an initial plot hook for one of the following side quests.Things to do
Port Atahu Nui offers plenty of distractions for visitors but the following describes four activities the players are likely to engage in before setting out to explore the darkest reaches of the Badlands.- Buying a special item
- Dinosaur Racing
- Finding a guide
- Gathering Information
Side Quests
As the characters explore Atahu Nui, they might encounter NPCs who need their help. Given the urgency of their mission, characters might be reluctant to take on side quests. They are under no obligation to complete them; however, completing a side quest can lead to unexpected rewards and discoveries.Escort a Priest to Camp Vengeance
Undril Silvertusk (LG female half-orc priest of Torm with darkvision out to a range of 60 feet) is a representative of the Order of the Gauntlet and newly arrived in Atahu Nui. She needs to deliver herself plus a packet of dispatches to her superioirs to Commander Niles Breakbone at amp Vengeance. Undril was led to believe she could simply buy a horse in the city and ride to the camp, but now that she sees the terrain and conditions, that's clearly not possible. She hopes to join aany expedition headed up the River Soshenstar. Undril is quite attached to her chain shirt, but she's not unreasonoabe when presented with good arguments for shedding the armor. If characters gain Undrill's respect, she'll intercede strongly on their behalf if any difficulties arise with Commander Breakbone (as they're likely to, as discussed in chapter 2).
Subplots
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