Tomb of Annihilation GM Cheat Sheet  [PDF]

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Zitiervorschau

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Exhaustion o No effects l Disadvanta eon Ability Cl:ieck's 2 Sneed Halved

and automatically fails any ht. Attack rolls against the the creature's Attack rolls ha

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tack the charmer or target the ties or magical effects. The ny ability check to interact

~ . ar and automatically fails any earing.

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Disadvantage on Attack Rolls an Hit point maximum halved S eed reduced to O Death

A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. The creature is incapacitated (see the conditi on), can't move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails ' Strength and Dexterity saving throws. The creature has Resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

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Mad Monkey Fever ~ A magical mist creeps through the jungles o f Chult. Contact with this thin, blue, odorless mist can infect giants and humanoids with mad monkey fever. A dispel magic sp ells destroys the mist in a 20-foot square starting at a point chosen by the caster with in the spell's range. An encounter with this mist typically covers !d6 such areas (400-2,400 square feet). A giant or humanoid that comes into contact with the mist must succeed on a DC 13 Consti tution saving thro w or become infected with mad monkey fever. The infected creature gains a random form oflong-term madness (roll on the Long-Term Madness table in chapter 8 of the DMG) that manifests 1d6 hours after infection and lasts for the duration ( Id IO x 10 hours). If the madness is allowed to run its full course, the creature must repeat the saving throw at the end of the madness. Tf the second saving throw fails, the creature suffers another bout o f long-term madness (roll agai11 on the table) that lasts for the normal duration. The madness symptoms continue until the disease ends.

Shivering Sickness ~v~ Insects native to the jungles and marshes of ChuJt carry this disease, shivering sickness. The easiest protection against it is a Incapacitated coating of insect-repelling salve on all exposed skin. An incapacitated creature can't take actions or reactions. A giant or humanoid that takes damage from insect swarms or from giant centipedes, giant scorpions, or giant wasps is Grappled exposed to the disease at the end of the encounter. Those who A grappled creature's speed becomes 0, and it can't benefit Prone haven't applied insect repellent since their previous long rest from any bonus to its speed. The condition ends if the A prone creature's only Movement option is to crawl, unless are exposed to the disease when they finish a long rest. . , , Grappler is incapacitated (see the condition). The condition • it stands up and thereby ends the condition. The creature A giant or humanoid exposed to the disease must succeed on a ~ also ends if an effect removes the grappled creature from ~ has disadvantage on Attack rolls. An Attack roll against the DC 11 Constitution saving throw or become infected. A the reach of the Grappler or Grappling effect, such as when creature with natural armor has advantage on the saving throw. creature has advantage if the attacker is with in 5 feet of the a creature is hurled away by the ·nrnnderwave spell. creature. Otherwise, the Attack roll has disadvantage. It takes 2d6 hours for symptoms to manifest in an infected creature. Symptoms include blurred vision, disorientation, and a sudden drop in body temperature that causes uncontrollable shivering and chattering of teeth. Invisible Restrained ► Once symptoms begin, the infected creature regains only half An invisible creature is impossible to see without the aid of A restrained creature's speed becomes 0, and it can't benefit the normal number of hit points from spending Hit Dice and magic or a Special sense. For the purpose of Hiding, the from any bonus to its speed. Attack rolls against the no bit points from a long rest. TI1e infected creatui-e also has creature is heavily obscured. The creature's location can be creatu re have advantage, and the creature's Attack rolls have disadvantage on ability checks aud attack rolls. At the end of a detected by any noise it makes or any tracks it leaves. disadvantage. T11e creature has disadvantage on Dexterity long rest, an infected creature repeats the saving throw, shaking Attack rolls against the creature have disadvantage, and the • saving throws. off the disease on a successful save. creature's Attack rolls have advantage. sadvantage on Ability Checks urce of its fear is within line of ·ngly move closer to the source

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Paralyzed A paralyzed creature is incapacitated (see the condition) and can't move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the

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Stunned A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creatu re have advantage.

An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. TI1e creature drops whatever it's holding and falls prone. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creatu re have advantage. Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Throat Leeches ~ Miuiscule parasites known as throat leeches infect the water in Chult's forests, swamps, and rivers. Any giant o r humanoid that swallows tainted water must succeed on a D C 12 Constitution saving throw or be infested with throat leeches. Immediate symptoms include throat inflammation and shortness of breath. After ld6 hours, the infected character gains I I.eve! of exlia11stion that can't be removed (except as described below) until the d isease is cured. At the end of each long rest, the infected creature must repeat the saving throw. On a failed save, the creature's exhaustion increases by l level; on a successful save, the creature's exhaustion decreases by 1 level. If a successful saving throw reduces the infected creature's level of exhaustion below I , the creature recovers fro m the disease. Explorers can avoid contract ing tlu·oat leeches by drinking only rainwater or water that's been boiled or magically purified.

Character Advancement Experience Level Proficiency 0 I +2 300 2 +2 900 3 +2 2,700 4 +2 6,500 5 +3 1,400 6 +3 23,000 7 +3 34,000 8 +3 48,000 9 +4 64,000 10 +4 85,000 11 +4 100,000 12 +4 120,000 13 +5 140,000 14 +5 165,000 15 +5 195,000 16 +5 225,000 17 +6 265,000 18 +6 305,000 19 +6 355,000 20 +6 Light Source Candle Lamp Lantern, bullseye Lanter, hooded Lowered hood Torch

Bright Light 5 ft. 15 ft. 60 ft. cone 30 ft.

20 ft.

Encounter Multipliers Number of Monsters Multiplier 1 x l 2 X 1.5 3-6 x2 7-10 X 2.5 11-14 x3 !Sor more x4

If the party contains fewer than thre characters, apply the next highest multiplier. If the party contains six or more characters, use the next lowers/ multiplier

Dim Light + 5ft. + 30 ft. + 60 ft. + 30 ft. +5 ft. + 20 ft.

Duration 1 hour 6 hours 6 hours 6 hours

Caches d20 Treasure I. Rain catcher (see chapter 1) and mess kit 2 I 0-day supply of preserved rations 3 20-day supply of preserved rations 4 50 -day suppl y of preserved rations 5 ld4 casks of water holding 5 gallons each 6 ld4 casks oftej (see chapter 1) 7 ld4 climber's kits 8 Coffer containing 2d4 vials of antitoxin 9 20-day supply of insect repellent salve (see chapter 1) in a leather tube 10 ld4 quivers, each containing ld20 arrows 11 Canoe with six paddles 12 2 hooded lanterns and 10 flasks oflamp oil 13 Two-person tent and ld4 explorer's packs 14 Wooden box containing 2dl0 daggers (low quality, of the type used as trade goods) 15 Set of navigato r's tools 16 ldlO changes of woo len clothing 17 Set of cartograp her's tools 18 Two -person tent and I d4 healer's kits 19 2 two-person tents, folding camp table, and four fold ing stools 20 Wooden box containing 2d4 po lions of healing

I hour

Obscured Areas Effect Obscureness Effect Lightly Creatures have disadvantage on Wisdom Dim light, patchy fog, obscured (Perception) checks that rely on sight moderate foliage Heavily Vision is blocked; creatures are Darkness, opaque obscured effectively blind fog, dense foliage Cover Cover Half-cover Th ree-quarters cover

Multiplier +2 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover +5 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover Can't be targeted directly by an attack or spell

Damage by Level and Severity Level Setback Dangerous Deadly 1-4 idl0 2dl0 4dl0 5-10 2dl0 10dto 4dl0

Currency Coin CP Copper (cp) I Silver (sp) 10 Gold (gp) 100 Platinum (ppUK

pp SP GP 1/10 1/I00 1/IK I 1/ 10 1/100 10 100

Trade Goods Item Canoe Dancing Monkey Fruit lnsect Repellent, incense Insect Repellent, salve lnn stay (per day) Poor Modest Comfortable Wealthy Meals Poor Modest Comfortable Wealthy Menga Leaves (I ounce) Rain Catcher Rations ( l day) Ryath Root Sinda Berries (l0) Tej (mug) Tej (1 galJon) Wild root Wukkanut Yahcha

Cost SOgp 5 gp I sp I gp 1 sp

5 sp

8 sp 2 gp 6cp 3 sp 5 sp 8 sp 2 gp I gp

Treasure Drops Skill Treasure 01-50 None 51-52 A crude map drawn on a scrap of tanned dinosaur hide, showing a route to Port Nyanzaru and the locat~n of a randomly determined landmark or lair (250 gp) 53-54 ld4 gemstones ( 10 gp each) in a small pouch 55-56 A malachite ring inlaid with electrum (SO gp) 57-58 An empty corked vial made from an aarakocra's engraved wing bone (5 gp) 59-60 A rotting quiver containing ldlO sil vered arrows 6 1-62 A gold nugget the size of a dwarfs fist (SO gp) A stoppered vial of serpent venom (see chapter 8 63-64 of the Dungeon Master's Guide) 65-66 An engraved ivory smoking pipe (25 gp) Case containing 2d 12 blocks of insect repellent incense 67-68 69-70 An iron token bearing the symbol of a triceratops (the sign of the Ytepka Society), worth 50 gp in Port Nyanzaru 71-72 Potion of animal friendship 73-74 Potion of vitality 75-76 Spell scroll (choose a I st-level spell) 77-78 A stoppered vial of wyvern poison (see chapter 8 of the Dungeon Master 's Guide) An obsidian knife (25 gp) 79-80 8 1-82 A stoppered, wooden tube containing I d4 gemstones (50 gp each) 83-84 A small onyx orb with maze-like patterns carved into its surface (75 gp), usable as an arcane or druidic focus A Batiri goblin mask made of painted wood, set 85-86 with niJ1e gemstones ( IO gp each) 87-88 A spyglass (1,000 gp) 89-90 A lute (35 gp) with one broken string 9 1-92 A set of thieves' tools (25 gp) 93-94 An excellent lock (50 gp) that requires a successful DC 20 Dexterity check to pick using thieves tools (the lock's key is missing) 95-96 Jar of Keoghtom's oLntment 97-98 Horn of blasting 99-00 Wand of secrets

Skills and Associated Abilities Skill Ability Acrobatics Dexterity Animal Handling W isdom Arcana Intelligence Athletics Strength Deception Charisma Intelligence History Insight Wisdom Intimidation lnvestigatio.n _ _ ,_

Skill Medicine Nature Perception Performance Persuasion Religion Sleight of Hand Stealth

Ability Wisdom lntelligenc,;,, Wisdom

'IFavel Jl

Encounter Distance

Terrain Desert, farmland, or grassland Forest, swamp, or woodland Hills or wastelands Jungle Mountains Audible Distance Trying to be quiet Normal noise level Very loud Visibility Outdoors (in Chult) Clear day, no obstruction Clear day, dense jungle Heavy Rain Fog From a height

Encounter Distance 6d6 x 10 feet 2d8 x 10 feet 2d 10 x 10 feet 2d6 x 10 feet 4d10 x 10 feet

Travel Distance

Pace Normal

2d6 x 5 feet 2d6 x 10 feet 2d6 x 50 feet

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2 miles 300 to 500 feet 150 feet 50 to 100 feet x20

A Day in Chult Weather Morning 1 Rest benefits d20 2 Check insect repellent 1-14 15-1 ~ 3 Review rain catchers Travel 4 Choose navigator 18-20 5 Choose destination hex "'.:1 _ · ► d20 -,I 6 Decide pace of travel _ 1-12 7 Make navigation roll -; · 13-17 8 First encounter • 18-20 9 Mark rations / forage _ d20 10 Second encounter · 1-11 Evening 11 Check rain catchers • 12-14 12 Review food and water 15-17 13 Review insect repellent 18-20 14 Prepare for nigQ_ · ~ Third encounter

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Coastal, jungle, mountains, River or swamp, or wasteland lake 1 hex per day 2 hexes per day roll a d4, on a roll of 3 or 4, +l hex

Slow

roll a d4, on a roll of 1 or 2, -1 hex

Effect

-5 penalty to passive Wisdom (Perception) scores, and Wisdom (Survival) checks to navigate, and cannot forage Able to use stealth, +5 to Wisdom (Survival) checks to navigate

Navigation

.. Temperature Normal, 95 degrees F 1d4 x 10 degrees F colder than normal Extreme Heat (100 degrees F+) Wind None, 0-5 miles per hour Light, 6-10 miles per hour Strong, 20+ miles per hour Percipitation None Light Rain, 0.05 in. per hour ( ~ 1 in Medium Rain, 0.25 in. per hour ( ~ H · 1 in. er hour ( ~ ·

Insect Repellent A block of incense sells for 1 sp. When lit, it burns for 8 hours and repels normal insects within a 20-foot -radius centered on it. A gourd or vial of salve contains 20 applications of odorless grease. One application protects its wearer against normal insects for 24 hours. The salve is waterproof so it doesn't wash off in rain.

Terrain Forest, jungle, swamp, mountains, or open sea with overcast skies and no land in sight Desert, hills, coastal, lakes, or open sea ,,vith clear skies and no land in sight G;assland, meadow, farmland At the start of each new travel day, the DM makes a Wisdom (Survival) check on behalfof the navigator. The result of the checkdetermines whether or not the party becomes lost over the course of the day. Success. Reveal location of party Failure. Whenever a lost party moves 1 hex, roll a d6 to randomly determine which adjacent hex the party en ters, and do not divulge the party's new location to the players.

Raincatchers can catch 2 gallons of drinking water per inch of rainfall and hold up to 8 gallons. A rain catcher costs 1 gp and weighs 5 pounds.

-6 SuP\rival Extreme Heat

Encumbrance Encumbrance

Threshold (lbs.) None 0 Encumbered 5 x Strength score Heavily Encumbered 10 x Strength score

Effects None Speed drops by 10 ft. Speed drops by 20 ft., disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, and Constitution 15 x Strength score Speed is reduced to 0, gain one level of exhasution each minute Up to 10 x Strength score Speed reduced to 5 ft.

Whenever the temperature is at or above 100 degrees F, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for .... ve;""Encumbered the first hour and increases by 1 for each additional hour. • Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. ~ Push, Drag, Lift Creatures with resistance or immunity to fire damage For each size category above Medium, double the creature's carrying capacity and the amount automatically succeed on the saving throw, as do creatures 1 it can push, drag, or lift. For a Tiny creature, halve these weights. naturally adapted to hot climates.

Strong Wind A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.

Heavy Rain Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creature in the area have disadvantage on Wisdom (Perception) checks that rely on hearing or sight. Visibility in heavy rain is limited to 90 yards (50 yards in Chultan rain). Beyond that distance, only Huge or larger objects can be distinguished. Missile weapon ranges are halved during rain. Heavy rain also extinguishes open flames. On days that receive heacy rain, there's a 25 percent chances of a full blown tropical storm featuring sheets of rain, high wind, lighting, tall waves at sea, and immense surf along the coast. Guides who know the conditions in Chult reccommend hunkering down and staying put on these days. Travel by canoe is impossible. If characters insist on traveling by foot, every character gains I level of exhaustion automatically and must make a successful DC 10 Constitution check or gain another. Skill checks to avoid becoming lost are made with disadvantage on storm days. Storm days are considered to have strong wind.

Additional information found in DMG (109-112) and ToA (11, 37-40)

Food and Starvation A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating a half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his or her Constitution modifier (min. 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero. Creature Size Tiny Small Medium Large Huge ... Gargantuan ,,1_

Food per Day 1/4 pound 1 pound 1 pound 4 pounds 16 pounds 64 pounds

Water per Day vailability DC 1/4 gallon Abundant sources 10 1 gallon Limited sources l gallon Very little, if any sources 4 gallons Roll 1d6 + Wisdom modifier twice 16 gallons 64 gallons ~ ;J:J,,ood (lbs) and water (g_,. a... la)~~~-;:;. ;; :

Water and Dehydration A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. The saving throw is made with disadvantage if the character is wearing medium or heavy armor, or heavy clothing. Characters traveling at a fast pace instead of a normal or slow pace, take a -5 penalty on their saving throw. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. If the character already has one or more levels of exhaustion, the character takes two levels in either case. Characters traveling with beasts of burden and other animals must keep them fed and hydrated as well. Dinosaurs and other creatures native to Chult can forage for food and drink as long as they are in their native habitat.