D&D 5E Lost City of Omu for high-level PCs (spoilers)

Thank you for your interest.

The idea is to present the eastern half as a living bustling snake people community.

If I don't give them any humane properties it's all too easy for my murder-hoboing players to just slaughter everything that doesn't look human enough.

Hence the Kindergarten. Pooling together the "spawn" of the Yuan-Ti does mean they should feel free to Fireball every other area if they so wish... [emoji6]

The Ubtao temples are meant to be described as derelict or defiled or just plain hidden (though not to you the DM). It's where a character can trace a maze and gain Ubtao's favor, so she can benefit from a long rest when sleeping at night.

House of Death: Ras Nsi is portrayed as a great Necromancer but there are precious few undead in Omu. This location is meant as a charnel house where his disciples consort with the dead. It's a grisly "bad" location filled with hard combat for no payoff. I felt the map needed at least one place the adventurers should best leave alone. Also, I wanted to place a location tucked away in the corner [emoji2]

I hope to see your feedback as I detail the locations.

For example, if you have a better idea to flag the idea of Yuan-Ti civilians that might not deserve death (at least not until the party has seen what's in the Fane) I'm all ears!

(Or maybe that's inappropriate when talking about snake people? [emoji1])
 
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Thank you for your interest.

The idea is to present the eastern half as a living bustling snake people community.

If I don't give them any humane properties it's all too easy for my murder-hoboing players to just slaughter everything that doesn't look human enough.

Hence the Kindergarten. Pooling together the "spawn" of the Yuan-Ti does mean they should feel free to Fireball every other area if they so wish... [emoji6]

The Ubtao temples are meant to be described as derelict or defiled or just plain hidden (though not to you the DM). It's where a character can trace a maze and gain Ubtao's favor, so she can benefit from a long rest when sleeping at night.

House of Death: Ras Nsi is portrayed as a great Necromancer but there are precious few undead in Omu. This location is meant as a charnel house where his disciples consort with the dead. It's a grisly "bad" location filled with hard combat for no payoff. I felt the map needed at least one place the adventurers should best leave alone. Also, I wanted to place a location tucked away in the corner [emoji2]

I hope to see your feedback as I detail the locations.

For example, if you have a better idea to flag the idea of Yuan-Ti civilians that might not deserve death (at least not until the party has seen what's in the Fane) I'm all ears!

(Or maybe that's inappropriate when talking about snake people? [emoji1])

Ahhh, that makes sense. Yeah, if your players tend to shoot first and ask questions later, they could miss out on all the serpentine politics and the infiltration opportunity.

I really appreciate your work (and everyone else's too) toward improving ToA :) You've got some great ideas going here!

In my opinion, ToA has lots of great disparate set pieces, lots of great cello or drum solos, but the overall assembly is lacking, something is missing with the overall symphony. There's tons of details hidden in past D&D products that could really enhance the adventure's assemblage – connecting things together better – that strangely aren't even mentioned. For example, in regards to your implied question: "What motivates PCs not to murderize all yuan-ti?"

Serpent Kingdoms (3.5e) presents several yuan-ti houses that wouldn't be too fond of Ras Nsi's apocalyptic plan to awaken/free Dendar. Even if these houses were a shadow of their former selves due to Spellplague flooding, their presence – slavers & traders covertly seeking power – would be diametrically opposed to Ras Nsi's plan. I'm playing that divide up in my own writing on the Chultengar (Eastern jungles of Chult untouched on in ToA).

EDIT: Also, I'm pretty sure some yuan-ti ...broodguards maybe?... are victims of yuan-ti "genetic reprogramming." So you could certainly paint such pitiful souls in a sympathetic light.
 
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My plan is to have three factions: Ras Nsi and Fenthaza are two. The third is the outcasts living across the river, disillusioned with Ras Nsi's idea, using undead to gain the ultimate power.

(The adventure kind of forgets that Ras Nsi is supposed to be this legendary necromancer capable of filling a whole continent with zombies and cannibals, all with blue triangles in their forehead)

Their leader is a lowly Pureblood called Kaas-Bil, and if they approach peacefully they can meet the resistance in their (flooded) HQ. She tells them Ras Nsi barely tolerates the existence of the outcasts, maybe he has to prove he's a real Yuan-Ti, but if he learned of her treachery they would all surely be wiped out, and then there'd be no "decent" snake people left.

If they promise to let her people live she tells them about the back entrance to the Fane.

The only other party to gain this info from is the Red Wizards - hardly a more trustworthy alternative from the heroes' POV ☺

Of course, they can find it themselves if they're stealthy or brawny enough - but that will take considerably longer if we count the play time. It's not hopeless I mean, since it's one of the marked encounters.

As I said, I hope this gives the feeling of an entire city to explore... without actually having to explore every little shed and outhouse
 

A. Cliffside
Per the “Entering the City” section on page 91.

Add to the description: "Smoke gently floats from several chimneys, mostly in the part of the city east of the river, suggesting perhaps a few hundred inhabitants."

B. Tabaxi and Yuan-Ti ambush
Here they meet two eldery Tabaxi hunters (Hooded Lantern and Copper Bell, use assassin stats) that introduce themselves by fighting a common foe. They provide vital foreshadowing on a number of topics, so take efforts to make this encounter go well, including fudging the defeat of the snake scouts if necessary.

Here is a malison scouting the city entrance in snake form. He's got a backup force of three groups of five purebloods led by another malison each.

Either when the snake scout is discovered or when he triggers the ambush, the two Tabaxi start shooting snake people, helping the characters. At least one Yuan-Ti should burst into snakes each round. Even if their contribution won't ultimately matter, Copper Bell's ability should creep and awe the characters sufficiently.

Once the pesky snake people have been dispatched, the Tabaxi have the following to say:
1) We seek honorable death as hunters of the greatest prey.
• I, Hooded Lantern, am here for the King of Feathers. Prophecy tells it will be slain by a mighty warrior in single combat. I'd like to think I am that warrior. Either way, the King shall be the end of me.
• I, Copper Bell, am here for "the Night Snake". I have dreamt it will devour me, and have said farewell to my families to see if it is a true dream. Before that happens, however, I would like to find and use the great treasure, the Navel of the Moon, said to allow you to connect to your distant kin.
(Feel free to play up their defaitism. And play up her promiscuous past, akin to hippie seventies free love, if you like! Nothing freaks out male humans as when you suggest their grandmother is sexually active ;))
• Our friend and greatest hunter, Bag of Nails, have slipped into the clouds of the mind, and fears everyone is after him. He used to talk about the Navel of the Moon, but I think it is too late for Bag, who will soon be one with the ancestors himself. We have said our goodbyes. You must respect his mighty Oathbow; once he has set his sight on a prey none has lived. Should you encounter him and live to tell the tale, we ask only that you treat him and his body with respect. He was once our mightiest hunter, and does not deserve a pitiful death.
2) the Yuan-Ti live mostly "across the water" where the palace is. There's quite a lot of them. Most of them worship undead and engage in grisly rituals, but not all of them. We have asked the snake people we have caught; their "king" is somebody called "Ras Nsi". Their "queen" (actually head priestess) is "Fenthaza". And the outcasts, that don't consort with the dead, are led by somebody they call "Kaas-bil".
3) there are images and temples to "old Omu gods" all over the city, that are neither praised Ubtao nor dark snake gods (=the nine trickster gods). We haven't really explored the city, though Bag has moved ahead.
4) We've seen two groups of paleskinned outsiders enter the city recently. First came a strange lot [reference description/picture of Argentate Blades, now caught/insane down the Fane] that were somewhat cordial, then an even stranger lot all dressed up the same and quite unfriendly they were too! It didn't take them long to make enemies with the snake people and boy did they like fireballs! [=Red Wizards, which will have arrived just a few days prior, and are still at large].

Hooded Lantern: replace Assassin poison with Hunter traits (+2d8 dmg against marked enemy bigger than Hooded Lantern). If you wish, make him have dim eyesight (which should make him get disadvantage, if that ever matters).
Copper Bell: Also Assassin stats with a poison named "The Calling" (“something I learnt from the elves”), meaning her poison is one a) yuan-ti isn't immune against, and b) if it kills a human (half-orc, half-elf etc) or Yuan-Ti, a swarm of poison snakes bursts forth. :)

C. Guardhouse with grafitti (original location #1)
Keep grafitti as is. The ambush is moved (and expanded) to B just above.

D. Walled Compound with Orvex (original location #2)
Orvex is caught as described, only add several scores of putrid piles of sludge (zombies fireballed over and over).

Unless ignored or killed off, Orvex can provide info on his masters (Dyrax, Thazma, Voj, Yamoch, and Zagmira) - note how he's unawares of Voj's fate. He makes Dyrax out to be the leader, while Thazma was his "handler".

Change the backstory to the Red Wizards gaining the upper hand, only retreating from the battle when overwhelming numbers of undead that refused to stay dead swamped their position. (Ras Nsi and his guards aren't all that powerful, but somehow his mastery of necromancy is).

Also make sure he mentions "the spy" inside "the fane" as well as a casual mention of their meeting with the "floating rock woman" (=Valindra). The point is for the PCs to know there's something to be gained by cooperating with the Red Wizards, as well as their immense powers and powerful ally.

The Walled Compound was once "druidhome" where nature allies from all over Chult were once welcome.

E. House of Vines (Comp)
Three floors. There's a 20 ft hole in the first floor ceiling, with vines hanging down to allow "easy" access to the second floor without using the crumbling staircases.

Upstairs are 6 comfortable bedrooms, each with a lockable door if you cut away the vines growing everywhere. Plus a "trophy room", where the "assassin nexus" has taken root, a semi-sentient plant structure, who attacks only when someone enters its room (it's currently digesting one of the red wizard mercenaries who fled here).

Third floor: Dining room, kitchens. Each dinner table chair carved as a dinosaur.

Monsters: Use the shambling mound statistics for the nexus, and add [number of players +1] assassin vines for its "tentacles" that creep throughout the House of Vines.

Treasure: minor treasure in each of the six bedrooms. Throphy room: Stuffed monsters (eblises, su-monsters, pteramen, grungs, ...) and ornate yklwas mounted on the walls. One is runic and is a +2 Yklwa with the power that its wielder's footsteps becomes that of a dinosaur (of up to huge size).

F. Kubazan (original location #3)
I'll probably keep the sole Froghemoth, only making the pool deeper so it can snatch one PC and force anyone else to dive into the pool*. Also, the party doesn't need the advance warning, so don't have it reveal itself by sticking up its eyestalks.

*) rule you don't have line of sight to the submerged 'hemoth from above the surface.

The puzzle and traps inside are easy, but that's okay. Add a magical gust of wind preventing the heroes from simply jumping across.


G. Pyramid Fruit and Storm (Comp)
Just after entering this complex, a hurricane hits Omu, with rain coming down, the wind blowing hard.

Pyramid fruit was cultivated here (described in the compendium).

A character wandering off on its own, trying a piece of fruit or otherwise shows curiosity has a frightening sight: part of the roof is ripped off and a huge feathered tyrannosaur is looking down on you!

This is actually not the King of Feathers but a powerful vision - make a DC 15 Wisdom save or flee in terror (which, given the storm, allows the DM to subject the character to anything from getting lost to meeting a (real) monster out on the streets.

The hole in the roof is real tho.

Mentioning the storm is just good DMing - the adventure otherwise kind of forgets the weather! Cool idea with King of Feathers stopping by, only I don't want to short-circuit the real combat (at location U), so I'm making this a vision (=illusion) only.

H. Ubtao Shrine
This is an old Ubtao temple, now defaced and derelict. This structure is in worse shape than the nine shrines - there's a huge hole in the roof letting rain and vegetation in. If they root around, they will find one particular find: one headstone inside the ruined inner sanctum has toppled face down - if they lift it, and restore it to its place, and are generally deferential, they can trace its maze with a finger, and lo and behold: each charge will provide a member of the party with "Ubtao's Favor" - the ability to gain the benefits of a long rest when resting for 8 hours as per the regular rules.

There are more such Favors to be found in Omu. This particular shrine contains 1d10 charges, and is then depleted (at least for this adventure). None of the other adventurers have found this one. There are no traps or monsters or treasure here.

I. Shagambi (original location #4)
Hurting the Kamadan cubs makes Shagambi curse you as per Bestow Curse (DC 15).

Inside, "fighting with honor" is key. If the heroes challenge each monster on an "honorable" duel* the puzzle cube can be taken as described. If they gang up to kill off each gladiator as soon as it appears, its spear also crumbles to dust. It should be clear they need the spears. The trap resets next sunrise if they want to try again.

*) like one on one or otherwise as Shagambi (the DM) deems fair; treating their opponents honorably etc


J. Sacrifice of Fire (from #5)
Talk to or fight the Vegepygmies, and Chief Yorb's beloved son Imbok.

K. Fallen Tree (original location #7)
Heh. You're gonna love this one.

Bag of Nails is the greatest Tabaxi hunter that have ever lived. And he's completely nutters. Love his image - it's like a nightmare version of Disney's Prince John! Imagine describing to your characters hearing the whoosh of an arrow, and then see their faces fall when you say "it hits for 20d6 damage" not to mention "as you lose consciousness, you see your own name written on the arrow" :angel:

He has divinatory powers that allow him to scribe the character's name on arrows, creating Arrows of Slaying three times per rest. He's ambushing them from across the river 600 ft away. He's even put up a dummy (location c) to draw the party's counterfire (which alerts the Yuan-Ti). He should come really close to one-shotting level 10 characters for that yummy fantasy frikking Vietnam experience :devil:

I am planning to use a battlemap here, so characters can indicate where they go and where they look. With an abstract map, it's all to easy to say "I just hide, then I go around and take out the sniper from the back". It should be really difficult to target him, with his ability to move and re-hide after each shot.

Of course, they're about 10th level, and he's alone with "only" 120 hp, so I'm sure they will handle him just fine. :cool:

Hopefully they will still gain some respect for the greatest Tabaxi hunter that ever lived, and grant him a proper burial (together with the friends he killed ;) ) just as Copper Bell wished.

Bag of Nails: 120 hp, with "Oathbow"* (advantage at 600 ft range, +3d6 vs mark): one attack at +11 for 20d6 (my approximation = 1d8+3d6+6 dmg plus +4d6 sneak plus 6d10 piercing DC 17 Con save for half) or 40d6 on a critical :-) Arrows bear target's name (choose three PCs at random).
*) not exact DMG stats

L. Maze Home (Comp)
A dusty derelict house, built with Ubtao's teaching in mind (think of it as a museum). Each room has an engraved maze on a wall, well used. Somebody has been here recently [Red Wizards]

The top floor features a secret maze, accessed by tracing any top floor room maze with your finger. There are four windowless rooms in the interior labyrinth:
1) offerings vault (undisturbed)
Treasure: bejeweled dinosaur claw gauntlets, tyrannosaur hide hooded cape, gold brontosaur figurine (500 gp each).
2) bedroom (rummaged). Sets of fine clothes lie strewn about the floor (10 gp each enough to look like an Omuan Noble).
3) inner sanctum with maze tablet. Ubtao's Favor 1d10 - 5 charges [to account for Red Wizards recharging]
4) storage with nine recently destroyed human remains (zombies defeated by the RW)

M. Adventurers' Camp (original location #9)
Since this location doesn't really provide much more info on Company of the Yellow Banner, I'm repurposing it for "my" adventure party, the Argentate Blades (that you will encounter in the Fane).

Having NPCs writing letters "to the audience" is silly. The Company was here weeks ago - the camp would not have remained out in the open like that.

Anyway. Personally I think the grafitti is enough to establish the company's presence in Omu - the letter (handout 13 that is) is writing the clues on the nose, and your players have likely already all info they need.


Instead, the camp contains enough personal belongings to indicate the Argentate Blades was here, but also enough supplies to indicate they never came back to break camp. [They tried to infiltrate the Fane only to meet with various horrible ends].

N. House of Parrots (Comp)
The lower floor is in a foot of water. The owner had many birds as pets. Now over a hundred parrots live here. One room is full of seeds from floor to roof, and a crack in the door means new food is always spilling out.

When an adventurer enters, the parrots go silently (if not attacked). Anything said will be repeated and learnt by all the parrots in utter unison. This makes the parrots a good warning system - they will start to speak their phrases as soon as anyone sneaks near.

The upper floor is fully inhabitable (if cleaned up; especially if the parrots are confined to downstairs), with an opulent domed lounge, bedrooms with individual privvies.

In the spirit of the original idea of a safe house, I'm having the character who first thinks to actively speak to the parrots gain Ubtao's favor (and his sentence repeated back to him).

O. Finde's Magical Oils and Elixirs
The building looks brand new - suspiciously pristine. The shopkeeper is a heavyset female Minotaur named Finde. She only accepts payment in platinum coins. Though she just got robbed by an unfriendly girl called Thazma with goggles, a shaved head and several nasty looking body-guards. Finde is friendly and talkative to customers, since if she leaves her shop, she fades away only to wake up next morning without ageing. She asks the heroes if they've come across any good-looking Minotaurs lately.

This means it's not exactly Groundhog Day - time keeps passing outside the shop. Instead she's using this phenomenon to escape hostiles as well as keep from growing old, as she keeps trying to brew a potion that breaks the spell.

She can recount the (ancient) history of Omu, since she has lived through it all. She can point out landmarks, such as Druidhome (=Walled Compound), Foreigner's Steps (with Ambassadors' Homes; magically sealed), the Bazaar, the Bathhouse, and of course the Royal Palace. She doesn't know much about recent affairs (the lich is only “the darkness”, and it was a long time any of the yuan-ti spoke to her)

P. The Bell Tower of the Dinosaur Lord (Comp)
Bad location. Pretty nasty (and cool) trap.

Q. Magic Academy (Comp)
Since there's no actual reason to throw spells around inside the Academy, I will make the Wild Surges "stick" to the characters even as they leave.

The Arcane Steps
Have the characters navigate the maze and climb the stairs individually (two DC 13 Int checks each).

Maze. The first (the one rolling the highest on the first Intelligence check) to solve the maze gains Ubtao's Favor (=long rest), and succeeds automatically on the climb check. The one rolling the lowest (among those who failed) gets to fight the girallons by himself.

Stairs. Since I have plans for the King of Feathers, falling into the magical cloud instead moves your consciousness inside either of the two skeletal familiars. Your body gets teleported to 1st floor as described, but your mind now occupies either a skeletal pseudodragon or a skeletal sprite*. If three or more PCs fall, this happens to the two that rolls the lowest. The others just get teleported back to the first floor (with their minds intact).

*) I'd use the cooler "enhanced" familiars available to warlocks (and not remove any flight ability), as consolation for becoming a familiar...

Don't give out any clues as to how long this effect lasts. It should be up to you - either until the novelty has worn out (after at least one major encounter where the character didn't just hide to avoid all danger), or until the party takes a long rest (which assumes they think to grant the affected character/familiar Ubtao's Favor). Obviously they need to bring along their mindless bodies.

R. I'Jin (original location #10)
Killing the almiraj makes I'Jin curse you as per Bestow Curse (DC 15).

The rule is "don't step on the same animal twice" and the exception is "except for the almirajs". All amirajs need to be stepped on to remove the puzzle cube (no temp hp).

Each square of the mini-labyrinth features a pressure plate (that doesn't do anything except freak out adventurers).

The doors to 10D open only when both doors are opened at the same time (forcing the party to split up, which also freaks out veteran players).


S. Dino-Dragon Inn (Comp) with Chwinga Wagon (original location #11)
I'm envisioning this entire sector to be the "foreigner's quarters".

The wagon is there, per ToA. It's just outside the building described in the compendium as the Dino-Dragon Inn.

Don't use the monster (the assassin vine). Make the crated food magically preserved. Keep the I'Jin maze.

T. Bazaar (original location #15)
Moved here to allow the Bathhouse to occupy the grand structure #15 instead.

The Kobolds need no upgrade.

U. Amphi-theatre (original location #13)
Here's a cool idea, if possibly difficult to pull off successfully: imagine each character approaching to get his own personal copy of the King of Feathers to fight!!! :)

The King of Feathers is protected by a mythal prophecy (when the powers that be say "slain in single combat" they really mean it!) of undispellable power.

Each party member enters his own Amphitheatre, his own demiplane.. with his own King to either face or to flee from (good luck with that). As long as they don't interact with King of Feathers, they will only notice “ghosting” in vision and sound (allies will sound slurred and look blurry but they will still "stay together". If they try to hold hands they will realize they're really separated).

When interaction with King of Feathers forces separation of destinies, everyone else (but you and “your” King of Feathers) will fade out like a ghost. This means, if the King chases your friend, you will see a ghost dino chase away, while "the real" Tyrannosaurus will still remain focused entirely on YOU :)

Interaction between planes like Ethereal Plane – you can see and hear into each of those up to 60 feet away, but can't interact with them, unless using magic. See Invisibility allows you to watch all versions of the entire arena clearly as you'd expect. Magic Missile and Wall of Force will work, etc.

V. Greenhouse (Comp)
Keep as is, no need to amp up. Nice plant ideas.

W. Wongo (original location #12)
A complex one. If the character chooses to fight, I'd give the su-monsters "regenerate 27 per turn", meaning that a single character needs to kill one, or it's fully fresh for the next.

I'd make each cursed character get attacked by a su-monster each, and to have the portcullis drop regardless.

I'd have each character killed (in animal form) by a Su-Monster stay dead when the Polymorph wears off.


X. X Marks The Spot (original location #14)
The Tomb entrance, that is.

Y. Bathhouse (Comp)
Solving the "pool of considerable depth" grants you Ubtao's Favor. I really love the variety of mazes conjured up by Sean McGovern.

Z. Red Wizards' Camp
Finally somebody telling the DM where this lot can be found! ;)

Four Red Wizards (detailed below) a couple of Veterans and perhaps a dozen Guards or Thugs, some injured.

Of course they stay together - a single Wizard is trivially easy for a level 9 party. Instead, I'm envisioning them using their bodyguards and magical alarms and Thazma's divinations to ensure they don't get surprised easily.

If they become aware of an approaching party, they have two henchmen dress up as Red Wizards (bald heads, tattoos, red robes) and placed in the middle of the courtyard in the hopes the party waste their ambush on them.

You really should aim to kill at least one party member if the party assaults the RWs head on. I'm envisioning a very quick but very lethal combat, as is appropriate when you mess with several competent wizards. I haven't managed to kill a PC after they reached level 5, but hopefully this write-up gives me a decent shot :)

Of course if they manage to take them by surprise (despite magic) it's okay they defeat them without losing a single hit points - this is also what fighting wizards is all about.

Remember the possibility they want to parlay with Zagmira (right!). If they let one of them escape, don't hesitate to bring in Valindra and lots of tough undead.

Here are stats incorporating my version of d20 Circle Magic:

Zagmira is an Abjurer (Volo 209) AC 15 (mage armor) hp 74+30 DC 16 but replace Arcane Ward with
• gains MR (advantage on saves) vs incoming Abjuration spells
• foes save with disadvantage on RW's Abjuration spells
• tattoo (circle magic)
• can cast a spell as a bonus action (4/rest) and then also cast Blade Ward
Zagmira's Red Cloak (req attn): 19 Intelligence (if lower), 30 temporary hit points (replenished by taking a long rest)
Zagmira's Spellbook: choose one Abjuration spell from your spell list – you count as having this spell known and prepared; 3 Potions of Supreme Healing (50 hp)
Tactics: targets most dangerous foe at a time; isn't afraid of warriors (she counts on Blade Ward to keep her alive for four rounds)
Attack spells w/o Concentration:


Dyrax is an Evoker (Volo 214) AC 17 (mage armor) hp 78 DC 15 but replace Sculpt Spell with Red Wizard traits
• gains MR (advantage on saves) vs incoming Evocation spells
• foes save with disadvantage on RW's Evocation spells
• may choose to replace damage type with Fire for Evocation spells
• tattoo (circle magic)
Dyrax' Red Cloak (req attn): +1 AC, fire resistance; 3 Potions of Superior Healing (25 hp)
Tactics: all-out attacks


Yamoch is an Evoker (Volo 214) AC 15 (mage armor) hp 54 DC 14 but replace Sculpt Spell with Red Wizard traits
• gains MR (advantage on saves) vs incoming Evocation spells
• foes save with disadvantage on RW's Evocation spells
• may choose to replace damage type with Fire for Evocation spells
• tattoo (circle magic)
Red Cloak of Dancing Flames: you gain Control Flames and Dancing Light cantrips. Furthermore, you can spend your action to gain Fire Stride (1/day). During one minute (concentration), you can spend ten feet of movement (once per round) to move from one fire (camp-fire or bigger) you're adjacent to, to another fire you can see within 500 feet, appearing adjacent to it.
Staff of Fire (req attn): fire resistance, cast Burning Hands, Fireball, Wall of Fire; 3 Potions of Greater Healing (15 hp)
Tactics: brings up defensive wall of fire if surprised; enables Fire Stride to split/surround foes


Thazma is a Diviner (Volo 213) Init +6 AC 16 (mage armor) 67 hp DC 15 with Portent, and
• tattoo (circle magic)
Thazma's Red Cloak: You become proficient in making Initiative checks. You may cast a Divination spell as a reaction once per day.
Goggles of Night: +60 ft darkvision; 18 Potions of Healing (6 hp)
Tactics:
Links all four with Telepathic Bond; Handles the mercenaries; Provides information for the group: Arcane Eye, Comprehend Languages, Detect Thoughts, See Invisibility...
 
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They do have a Cube of Force. If I didn't anticipate them using this, it would utterly trivialize the King(s) of Feathers encounter. Shut out living matter (across all demiplanes), shoot dino full of arrows, encounter over, easiest xp ever.

So I'm thinking they should be able to gain some use out of it. Perhaps the user needs to make a spellcasting check for each demiplane, or the mythal powers negates the cube on that plane.

Hopefully this strands a vulnerable spellcaster outside its protection, and they still need some heroics to pull it off! :)
 

a. Great Rift (original location #5)

b. Moa (original location #6)
Add Reverse Gravity making it non-trivial to cross the 60 ft gulf.

Have there be 10 + 1d10 Jaculis, half of which attacks the first player getting across. Have them be undetectable (or at least have them take 20 on their Stealth check) so there's an actual chance of them achieving surprise.

Inside, the only change I'd make is to have all twelve archers focus-fire on the lead PC.


c. Bag of Nails camp and Dummy
Bag has made a straw tabaxi made to look like himself, and positioned it up in the tower, in such a way it's only visible from across the river. Any fireball that destroys it, does not destroy him. Plus, the Yuan-Ti will ambush anyone coming to loot the place.

His camp is below the tower. Out of fireball range, that is. It contains little of value - Bag carries his valuables on his person.

d. Unkh (original location #8)
Empty - but the adventurers won't know this until they solve the shrine's puzzle.

It sure looks as if the cube was stolen by Ras Nsi (with the blue triangle Ghasts) but it's really Fenthaza who has it - she quite logically thinks this will make heroes try to kill Ras Nsi.

Make the "master keys" white, and the keys inside have every color of the rainbow.

Also when the statue attacks the party, add the stunning light attack of a Flail Snail. Unless the wrong key is removed, the dazzling rays repeat (so if everybody is stunned, it's a TPK).


If you wonder why it should be this cube, consider which cube you're supposed to be able to do without at the false entrance to the tomb... (that's right, it's this one).

e. Ubtao Shrine
This is a temple to Ras Nsi himself, with statues in his likeness, snake skin and blood sacrifice offerings, inscriptions (in Old Omuan, but not that old) telling of his heroics, and how Ubtao and Mezro are ungrateful traitors etc...

Careful investigation reveals that this used to be a temple to Ubtao, and that by removing the Ras Nsi statues and the grisly offerings (essentially consecrating the temple) the last remaining unbroken stone tablet's maze can be traced with a finger for 1d10 charges of Ubtao's Blessing.

f. Kindergarten
(with unmarked gate)

Describe regular village life with civilian Yuan-Ti Purebloods going about their lives, and a school of young guarded by a few Malisons.

You don't have to make this a rosy romantic picture. Just enough that it isn't completely straight-forward to kill every snake people, and create at least a minor dilemma after experiencing the horror of the Fane.

g. Resistance HQ
This sunken structure is accessed through underwater corridors, but there are a couple of connected "dry" rooms above the water level inside. The outcasts have sealed any gaps to not reveal any lightsources within.

Kaas-Bil is a lowly pureblood that live out in the open (in any regular hut) but she gathers here if contacted by the heroes. She's visibly nervous; clearly she must be desperate to trust pesky adventurers. Her only goal is the safety of the populace (including those purebloods currently serving Ras Nsi). If the heroes seem like they won't kill them all, she gives them the location of the hidden entrance with no plans to backstab them. She really will be content with Ras Nsi and the cult of undeath removed, but of course hopes the heroes will wipe out Fenthaza, Sekelok & Co along the way.

She really is a priestess of Sseth, the Sibilant Death (and has the stats of a mind whisperer); but lives the life of a commoner "peasant hero". Only if she manages to gain power will she declare her allegiance openly, and then the Yuan-Ti falls under the spell of a snake god anyway :)

h. Obo'laka (original location #19)
The torches are alight in the outer chamber, and the puzzle is solved by shining their light onto the puzzle cube inside, and not by moving the torches in the reverse order.

Alternative solutions to using the secret passageway include magically protecting the torches from the water, or using mirrors to direct their light through the pools without actually taking them inside.


i. Main Gate
This gate is heavily guarded. Even though a well-placed Fireball might take out the visible gate guards, more (and more dangerous) Yuan-Ti will swarm the place within seconds. Use the Fane Reinforcement table as inspiration if your players attack head-on, except sooner or later Fenthaza, Ras Nsi, and their entourage arrives together, to form a very deadly final encounter indeed.

(The point is that even level 10:ish characters should face a clear risk of TPK, or why bother with subterfuge and diplomacy. Even if they somehow manage to clean house, I recommend you to have the Red Wizards ambush them before they have time to rest; a henchman appearing to give them ten seconds to drop all their puzzle cubes and run, or they will all die - the actual wizards hiding)

j. Quiet Quarter (with #20b)
Eerily quiet part of the palace area. Everything is ashen and no living plant or critter can be seen, except a few wretched beggar Yuan-Tis. The entire area was turned into undead during one of Ras Nsi's earlier experiments. Tracks can be seen going in and out of one building - this is 20b.

k. Slave Pens
Here are plenty of commerce going on, in and around the stables for Chultians captured: mostly humans, but a few albino dwarves and lizardmen etc too. Include a Flaming Fist captain who's unhinged from seeing her entire patrol be transformed into Broodguards, or some other thing you fancy.

l. Stairs To Nowhere
Once this set of stairs led down into a maze demiplane, used for Ubtao worship. Acecerak warped the gate to the Negative Energy Plane (meaning a desolate place of mostly emptiness but with a strong alignment to undeath), and it is this power source that Ras Nsi tapped and that led to the creation of the undead zones of Chult (the areas marked "greater undead" on the map).

It should be considered an artifact for purposes of destroying it. If the party is foolish to venture forth, it's like a bitter cold ash desert set in eternal dusk, with the odd stone ruin or petrified tree husk. There is no air and fire brings no warmth, so visits by living creatures tend to be short. Even if you overcome these obstacles, the plane itself used to inflict negative levels upon you (say, 1 level of exhaustion to any non-undead per day, no save). The purpose of the Stairs to Nowhere isn't to provide an adventure location, but to explain how a middling Necromancer such as Ras Nsi could fill an entire continent with undead for a hundred years.

I might revisit this map key when I've read up on how to destroy the Soul Monger. Perhaps shucking it inside could be an alternative means to getting rid of it, as well as closing the gate?

m. Old Royal Palace (original location #20) with Dignitaries Suites
Outside the palace a few courtiers quickly dart from building to building, and an occasional merchant wagon rolls by. Nobody is seen entering or exiting the actual palace, though.

The palace itself is just as abandoned as in the book version, perhaps out of fear its previous owners haunt it still. Empty galleries and great halls, with only few pieces of evidence of Yuan-Ti presence, a shed skin here, a dead human slave skeleton there. There are still great pieces of chultian and minotaur artwork to be found - priceless artifacts to any museum curator, but not terribly valuable to adventurers.

Just think of what Princess Mwax can accomplish with the Skull Chalice of Ch'Gakare here!

Dignitaries Suites
The important-looking grand house to the northwest of the Palace houses various foreign guests - after all Omu has existed for quite some time, so it makes sense Ras Nsi has made a few allies of his own. I'm not talking neighboring cities and lands; it stands to reason there's at least one teleportation circle in the palace, so these dignitaries can come from any where and from any plane. A tiefling or gitzerai merchant here, a far-away yuan-ti or shadar-kai ambassador there... Any guards are more like attendants or servants, and mostly regular Purebloods.

Perhaps an Eryines that tried to seduce Ras Nsi but was exposed and has to bide its time here, fearful of returning home to report defeat... or a visiting (and unscrupulous) necromatic fey scholar from the Unseelie court, anything really, that signals how important Ras Nsi is after all, considering his continent-wide necromantic power... (not to mention those who sense the power of the Soulmonger and mistakenly believes that power belongs to Ras Nsi).

Treasure: medium riches as befits foreign dignitaries (gold wine goblets, luxurious carpets, oiled pleasure slaves) but nothing magical.

n. Fane Entrance (#20a)
This structure looks as if it could have an entrance facing towards the palace. I'm placing my downward-sloping Fane entrance (facing to the southwest - leading back underneath the Palace) here.

Place a sizable guard contingent here. Specifically, place at least two pairs of Yuan-Ti whose purpose is to raise the alarm inside rather than to fight any intruders.

o. Water Gate
A monster guards this gate. Perhaps a Froghemoth. Perhaps the Fane Hydra can get out and join the fight? If the fight isn't over quickly and silently (easier said than done when fighting bulky monsters), guards will investigate.

p. Waterfall (original location #17)
This location is mostly here just to make the characters wonder about it. There's nothing of real interest here, and walking here is an useless detour - as the module specifies, the waterfall isn't navigable. If they try anyway, at least "reward" them with the Vision (see q below).

q. Water Vision (original location #17)
The vision of Acecerak is too cool to only be used for an out-of-city location few adventurers will visit (especially if you don't use a map with keyed encounters). So I'm moving it to below the waterfall.

The character that has the nightmares of shadow Acecerak is effectively under an epic-level curse and cannot benefit from a long rest even with Ubtao's Favor. I leave the means to which you rid yourself of this affliction up to the DM. Just as one suggestion: Genuinely converting to Ubtao's faith will do it. Having to kill Acecerak is also okay - when it comes to the lich it's time to play hardball.

r. Papazotl (original location #16)
Ouch. Dat puzzle.

If the investigation of the 16C riddle inscription was particularly successful, or the players are particularly stumped, reveal that each letter is inscribed in a faint square (hinting that it has a place on a grid...)


s. Ubtao Shrine
This shrine is an underwater maze bigger on the inside than on the outside - water-filled corridors with stone slabs above. Despite the creepy water there is no danger here. Just hold your breath, solve the maze and gain 1d10 Ubtao's Favors in the middle. If a character has water-breathing this place is actually an entirely safe resting place - no monster or enemy to Ubtao can ever solve the maze.

If holding your breath becomes an issue (which it really shouldn't be at this level), require three successful DC 13 Int checks: two to find your way into the center of the maze, the third to successfully recall the way out again. Each check takes 1d10 combat rounds. After ten to 15 rounds the PHB states a character starts to suffocate, so with three successes in a row a character should do alright if not extremely unlucky with the d10 rolls.

t. Nangnang (original location #18)
No changes. The solution is to gain access to make (all the) offerings alone, which apparently Chief Yorb has never tried.

u. House of the Dead
Bad location.

Describe as an Opium Den from a movie you've seen. Then add steamy snake-zombie depravity...

Most dwellers are drugged out of their minds here, unable to put up any effective resistance. But I'm thinking a Spawn of Kyuss and a worm-infested Abomination, maybe an Alhoon or Tlincalli, or any other disgusting thing you can think of!
 
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The nine shrines

In general, I'm a bit conservative with upgrades here. I already have beefed up the Red Wizards (both as individuals, but mainly by having them stick together) and Bag of Nails/Kings of Feather, and added a couple of dangerous locations (many more Yuan-Ti, House of Dead...)

My general assumption going into a detailed read-thru of the nine shrines, is that a simple doubling of any trap damage and just possibly a general +2 save DC bump might do it. Let's see if I'm correct :)


F. Kubazan (original location #3)

I'll probably keep the sole Froghemoth, only making the pool deeper so it can snatch one PC and force anyone else to dive into the pool*. Also, the party doesn't need the advance warning, so don't have it reveal itself by sticking up its eyestalks - it really only stands a chance of a decent encounter if the party needs to come to it. If they can just kill it from afar it's just a sitting duck. Or frog.

*) rule you don't have line of sight to the submerged 'hemoth from above the surface.

The puzzle and traps inside are easy, but that's okay. Possibly make the stakes deal 2d6 damage, but I don't anticipate the Rogue failing his Dex check.

I'd add a gust of wind preventing the heroes from simply jumping across (a recurring theme with ToA - its designers clearly have never contemplated jumping heroes, in several areas the distances are trivial)

I. Shagambi (original location #4)

Fighting the Kamadans is trivial at this point, so I'm thinking doing that should be a fail move - we need Shagambi to curse anyone hurting the cubs. Easiest is a vanilla DC 15 Bestow Curse, easily removed with Remove Curse, but still sends a signal you displeased Shagambi.

Inside, I'm thinking "fighting with honor" is key. I know I'm already using the "single combat" idea for Kings of feather, but it feels appropriate here to challenge each monster on an "honorable" duel like 1:1 or otherwise as Shagambi (the DM) deems fair (or its spear crumbles to dust, and a replica monster appears the next day).

I'm aware these gladiators have caused level-appropriate groups plenty of grief - but my group is neither level-appropriate or afraid of hard fights :)

R. I'Jin (original location #10)
Again, curse anyone killing the almiraj.

As for the traps themselves... they're strangely hollow. What about not sticking to plans? Just sensible trap-avoidance really works, so it seems something's missing here.

I would have the rule be "don't step on the same animal twice" and the exception be "except for almirajs". Instead of getting temp hp (which high-level heroes don't need) make it so you actually have to depress all almirajs to remove the puzzle cube.

As for the axe traps, the intent seems to punish secret door finders (why else walk up close to the dead end) and I guess that's okay. I would still have each square of the mini-labyrinth feature a pressure plate, so the party gets skittish and doesn't just run around freely. (I guess the druid will simply turn into a spider and do just that anyway)

Furthermore I'd have the 10D doors only open if both doors are opened at the same time (the fact the party needs to split up will always freak out my party).

W. Wongo (original location #12)
A complex one. If the character chooses to fight, I'd give the su-monsters "regenerate 27 per turn", meaning that a single character needs to kill one, or it's fully fresh for the next. (Fleeing the room is one option) Their stun ability doesn't have a high save DC, but if four character get trapped behind the portcullis (and so it's only one or two PCs left) this might turn out to be interesting...

If the character chooses to curse, it appears the challenge is merely to dispel any affected character before the adventure continues, which isn't interesting enough at high level. I'd make each cursed character get attacked by a su-monster each, and to have the portcullis drop regardless. Any character that passes the save will easily kill "its" attacker; and only if the characters stayed in the four corridors will the actual fight become interesting - I'd have each character killed (in animal form) by a Su-Monster stay dead when the Polymorph wears off.

b. Moa (original location #6)
I'm thinking there needs to be something like Reverse Gravity making it non-trivial to cross the 60 ft gulf... My party will probably suspect a trap and rather be safe than sorry and teleport across. If this means they send a lone PC across, all the better :)

Researching Jaculis, I find online: "they are large (8' to 12') but fairly feeble (1 HD) serpents, most commonly found in woods or trees. They feed on tree mosses and insects. Usually encountered in swarms of 11-20..." and there we have it. Of course even twenty 1 HD critters should be a trivial Fireball away from dead, but still..

In 5E they're only 1/2 a HD, so even less cause for concern. I'll probably allow them to take 20 on their camouflage, since DC 24 will still probably mean they're spotted.

Inside, the only change I'd make is to have all twelve archers focus-fire on the lead PC.

d. Unkh (original location #8)
This is the shrine I'd choose to be empty. The ghasts is an excellent misdirection, and Unkh's cube is the one you "can do without" at the tomb entrance.

As for changes, I'll probaby use the suggestion I found on Reddit to make the keys white, so the "put all the colors of the rainbow together" becomes a good clue. Especially given the powers of a Flail Snail.

I'm reading about the Flail Snail's stun effect, and so I'd have the statue emit this light, which makes its dazzling rays slightly more of a concern. I'd have the statue keep this up while the wrong key is inserted, making this a nice (if unlikely) TPK if everybody fails their stunning save :)

h. Obo'laka (original location #19)
I agree (with Reddit) it's better to start with the torches and simply have to shine their light onto the cube, than having to figure out that they must be placed in the sconces outside (for no apparent reason). I don't see how Mage Hand trivializes the puzzle. Either you use magic to protect the torchlight during pool transport, or you find and use the secret passageway. The mirror idea is clever though and ought to get a pass from a generous DM.

Since defeating the Red Wizard is trivial at this level (he won't survive the surprise round and will never get to make a single action), I'm removing his gear (a henchman brought it back to base, also informing Zagmira that Voj needs stone-to-fleshing, which they haven't come around to doing just yet).

r. Papazotl (original location #16)
Ouch. Dat puzzle. At least make close inspection of the 16C riddle inscription reveal that each letter is inscribed in a faint square (to hint that it needs to be put on the grid).

t. Nangnang (original location #18)
As I understand it, the adventure makes us want to believe Chief Yorb never tried offering the treasures to Nangnang - that he always had his underlings (in plural) carry them for him?

In other words, that the one thing Chief Yorb never tried, was to be alone in making the offerings. That sounds preposterous for a self-centered chief.

I guess I have to let this slide - the puzzle is hard enough as it is.
 


What?

If you dont see Omu as a massively cool adventure site all by itself, let me assure you you're in the wrong thread.

Everything about this is about making Omu into a cool play area for mid-level heroes.

If you have something to add to that (such as ideas for the Yuan-Ti) I'm all ears, but "The combat with the T Rex should be enough" is actively against the topic of this thread, since it implies skipping the entire chapter, so please take that notion elsewhere. Thank you.

"If you aren't going to participate in my thread in the way I dictate then you aren't welcome here" has really become a theme of yours lately.
 

"If you aren't going to participate in my thread in the way I dictate then you aren't welcome here" has really become a theme of yours lately.
Please don't bring negativity into this thread. If you feel I have broken any rules, report the posts instead of resorting to public shaming.
 

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