Heart of the Jungle

Cliff Caves


This scenario is designed for a party of 5th through 8th-level adventurers. “Heart of the Jungle” will introduce player characters to the dangers and excitement and the potential riches that wait within the jungle’s steamy embrace. The adventure ultimately will take the PCs in search of “the heart of the jungle,” an impressive emerald sought by many. Careful player characters could become wealthy; foolish adventurers might not leave the jungle alive.

There are several ways to get the player characters to Chult. Use a method below that best fits your campaign, or create a vehicle of your own. No matter where you place the PCs, make sure it is along the Chultan coast.

“The heart of the jungle” will fit into many locations on the jungle continent.

The PCs acquire a treasure map that leads them to Chult. The map hints at “the heart of the jungle,” a ruby as large as a man’s skull. The “heart of the jungle” is detailed in an encounter at the end of the adventure. You can use the treasure map that appears later in this section of the book or create a different one.

Travel In The Jungle Chult is hot—very hot. The baking sun plus the humidity challenge even the most stalwart adventurer. Determine what the PCs are wearing and how much potable water they have with them. Then consult the encumbrance and dehydration information presented in the first half of this product. PCs who wear armor and are heavily encumbered soon discover how uncomfortable the jungle can be.

Running The Encounters There are three types of encounters in this adventure: * Encounters keyed to areas on the map.

When the PCs reach the circled area corresponding to a letter, they have that encounter.

* In addition, there are set encounters that happen no matter where the PCs are. The DM can use these in any order.

* Finally, there are random encounters with the jungle’s aggressive plants and animals.

These are intended for the DM to sprinkle here and there to liven up the action and keep the players on their toes.

Based on the player characters levels, hit points and magical items, the DM might have to adjust encounters accordingly, either reducing or increasing the number of creatures encountered and their hit points. The intent of this adventure is not to kill the player characters (unless they are very foolish), but to show them how formidable the jungle and its inhabitants are.

Random Encounters Choose from the following to bedevil the player characters. Be careful not to damage the PCs too much; then they will not be able to handle the other elements of the adventure.

1) The player characters unwittingly come upon a low-groowing bush covered in ripe, aromatic golden berries. The plant has broad, tough leaves. Purple stalks with saw-toothed edges are hidden in the center of the plant.

Unless the PCs were paying particular attention to the plants, they are automatically surprised, as one of the PCs steps on the leaves of this plant. The leaves slam shut about him, holding him fast. The victim can make a Strength check on successive rounds to escape. Otherwise, the victim suffers 2-5 points of damage each round until he is rescued or dies.

Snapper-saw ( 1) : INT Non; AL Nil; AC 4/7/9; MV 0; HD 5; hp 27; THAC0 15; #AT 3-6; Dmg 2- 5; SA Trapping; SD Nil; MR Nil; ML 11; S H (15’ radius); XP 420 The main plant can withstand 27 points of damage before it is killed. Each leaf can sustain 1d8+8 points of damage; and each stalk, 1d8+16 points.

If the PCs kill the plant and search through its remains, they discover an icon chiseled out of shiny black rock. The statue is roughly 12” high and 3” wide, and is of a dinosaur with jagged teeth. The statue’s eyes are emerald chips. Although the statue is unattractive, it is worth 400 gp. PCs with the religion nonweapon proficiency are allowed a proficiency check at a -2 penalty. If they are successful, they realize it is a religious icon, an image of a cruel deity. However, they cannot place the deity, as the image is too foreign to them.

2) The player characters have entered the hunting territory of a half-dozen bhaergala cubs. The cubs were recently kicked out of their parents’ den, forced to fend for themselves.

They have stayed together for safety and better hunting.

The cubs begin their assault by sneaking up behind the party and pouncing on the last two characters in the marching order. If it appears party wizards and priests are casting spells, the cubs will use their ability of spell turning.

Bhaergala, cubs (6): INT Average; AL Nil; AC 6; MV 15; HD 2+2; hp 12 each; THAC0 15; #AT 3; Dmg 1-3/1-3/1-4; SA Pounce; SD Poison resistance, spell turning (four times a day); ML 13; SM (6’ long); XP 450 each 3) The jungle is filled with thick vines hanging from trees. However, some of the vines are malicious and hungry and will see traveling PCs as a meal. It is likely (90% chance) these vines will surprise the PCs. They are virtually indistinguishable from the other vines and should give the PCs no cause for suspicion.

Vine, Viper (3): INT Low (5-7); AL Nil; AC 8; MV 3; HD 4; hp 20, 22, 24; THAC0 17; #AT 1; Dmg 1-4; SA Paralysis, constriction; SD Immune to blunt weapons; ML 13; SL (20’ - 50’ long); XP 270 each The vines hang from trees, waiting to snare potential meals. On their initial attacks, each of the three vines will attempt to strike a PC; PCs do not receive Dexterity bonuses with respect to Armor Class. A successful hit means a vine has wrapped around a PC, causing 1d4 points of damage each round. The vines’ next attack is to release a paralytic poison; the victim must make a successful saving throw versus poison or become paralyzed, suffering damage until killed. Dead victims are eaten by the vines. Conscious PCs can break free of the vines with a successful bend bars/lift gates roll.

4) A wizard who journeyed to Chult several years ago in search of “the heart of the jungle” was killed by a tribe of goblins. His pseudodragon familiar escaped into the jungle. The pseudodragon is 13 years old, quite old for its kind; it likely will not live more than another year or two. It has gotten slower with age, has tired of evading the denizens of Chult’s jungles, and seeks human companionship and protection. The pseudodragon would prefer a wizard like its old master, or someone wearing jewelry or metal, which it likes to look at.

When the creature spies the PCs, it will turn green to blend in with the foliage, then follow them out of curiosity for at least a day so it can determine their intent and read their thoughts telepathically. When it is convinced the PCs are goodly-aligned, it will show itself, perching on a branch in front of them and turning bright red to get their attention. Describe the creature as a tiny red dragon, less than two feet long.

The DM should ask the players for their characters’ immediate actions. If there is any show of hostility or thoughts about attacking, the pseudodragon blends in with the foliage and attempts to escape. It will fight only if it is cornered.

However, if the PCs react in a friendly manner and offer it food or try to communicate, it selects one of the PCs as a companion and joins the adventurers. The pseudodragon can see invisible objects and creatures and has infravision to 60’. The pseudodragon can transfer its magic resistance to its companion.

Unlike other pseudodragons, this one will not fly ahead to act as a scout. It wants the protection of its companion and enjoys the safety of being with the party. The pseudodragon will join a fight if the PCs are in trouble. However, if the PCs commit cruel acts or mistreat it, the pseudodragon will leave and look for another companion.

Pseudodragon (1): INT Average; AL Neutral (good); AC 2; MV 6, Fl 24 (B); HD 2; hp 8; THAC0 19; #AT 1; Dmg 1-3+ special; SA Poison sting; SD Chameleon power; MR 35%; ML 15; S T (1- 1/2’ long); XP 975 5) The PCs wander beneath 40 monkey spiders, dwelling on the broad leaves of old trees. The monkey spiders, about one inch long, are curious about the PCs’ presence and keep a guarded distance. The monkey spiders follow the PCs, likely being mistaken for true spiders or insects.

They chitter in their own language, which the PCs will mistake for a soft buzzing. If the PCs do not attack the monkey spiders, the tribal leader speaks in Common to get the adventurers’ attention. This could confuse or unnerve the PCs, who are unlikely to realize the “insects” are primates.

If the PCs swat at the “insects” or otherwise threaten them, the monkey spiders flee. The tiny monkeys attack with their eye bites if they are cornered. Otherwise, read the following; “Humans,” you hear a soft voice whisper.

“The jungle is dangerous. Walk carefully.” The words are followed by tiny chitters and hoots, not much louder than the buzzing of flies. “Be wary of the green men, the nearest of the Batiri. They hunt more than food in the jungle.” The monkey spiders, being good creatures, wanted to warn the strangers about the goblins.

Only three of the tiny monkeys know Common; the rest speak their own language.

If the PCs discover that the “insects” are monkeys and attempt to converse with them, they can learn the location of “the home of the green men” (goblin village), “the home of the white men” (the dwarven emerald mine), and “the cave of the banana man” (the druid in the cave). The monkey spiders know the green men like to catch people and take them to their home. They know the white men are unsociable and don’t like the jungle. The monkey spiders do not know about “the heart of the jungle” or emeralds. They are not interested in gems, only fruit, nuts, and honey.

In return for this information, the monkey spiders ask the PCs to reach into a nearby tree, pluck out a honeycomb, and chase the bees away from it. The tiny monkeys are very fond of honey, but they don’t want to risk being attacked by the bees.

Monkey spiders (40): INT Average; AL Neutral good; AC 6; MV 18 (climb); HD 1 hp; THAC0 18; #AT 1; Dmg 1; SA Eye bite; SD Nil; MR Nil; ML 17; S T (1” long); XP 1 each Monkey spiders have a special attack with their saliva. If the tiny monkey bites a victim’s eye, the caustic saliva stings so badly that the victim must stop everything he is doing for one round to rub his eyes, The saliva raises welts if the bite is inflicted elsewhere.

6) A group of fast, carnivorous dinosaurs spots the PCs and decides the adventurers would nicely fill their rumbling stomachs.

Because of the size of the creatures and the noise they make coming through the jungle, the PCs will not be surprised. These dinosaurs, deinonychus, are faster than the PCs and can jump, Unless the PCs use a magical means of transportation, they cannot outrun the deinonychus.

Deinonychus (4): INT Non; AL Nil; AC 4; MV 21 (+1 jump); HD 4+1; hp 25, 22, 21, 20; THAC0 17; #AT 3; Dmg 1-2/1-2/2-8; SA Gutting talons; SD Nil; ML 11; S L (12’ long); XP 175 each 7) A band of finhead saurials, deposited in Chult years ago by a well-meaning wizard from Anauroch, have spied the PCs. Naturally curious, the creatures have been following the PCs for the past few miles and have decided to make contact.

Finhead saurials look like bipedal lizards, about five feet tall. They have bright green and blue scales, sharp claws, long tails, carry diamond- edged spears, and are nearly human in shape. These saurials are dressed in loin cloths, adopting the garments they notice the Batiri (goblins) wearing.

The leader finhead steps out in front of the PCs, waves his clawed hands, and gibbers.

The finhead speaks saurial and a smattering of Batiri and monkey spider. It will not be able to understand the PCs unless they cast a tongues spell or communicate by drawing pictures and using pantomime gestures.

It is possible the PCs will view the finheads as a threat. If the player characters attack the finheads, the saurials fight back, striking with their spears, which were acquired in trade from the Chult dwarves.

Finhead saurials (6): INT Very; AL Neutral good; AC 5; MV 12; HD 2; hp 10 each; THAC0 19; #AT 1; Dmg 1-6 + 2 (naturally + 2 spear); SA Nil; SD Nil; ML 11; S M (5’ tall); XP 175 each If the PCs attempt to befriend the saurials, and find a way to communicate, they learn the following: * Night is a dangerous time in the jungle, as things rise from the earth (newly-created zombies) and stalk the villages.

* Give the dead things what they want and they will leave you alone.

* Some of the plants eat meat. Be careful where you step.

* The colorful men (Batiri) are numerous.

The nearest are green. They cooperate with the white men (Chult dwarves). The finheads know the green men live somewhere nearby, but they never desired to find out where— that information could be too costly.

In exchange for this information, the saurials want to know about Anauroch. This is the one word they speak that the PCs will be able to understand without magic. They miss their brethren who live in the Lost Vale in the Desertsmouth Mountains east of Anauroch. If the PCs offer to take them home, and the saurials can understand them, the finheads agree to accompany the PCs until they are finished with their explorations of the jungle.

8) PCs who move ahead of the party to scout or who fall behind to investigate something that catches their eye are fair game for this pair of giant constrictors who are in search of a meal. The constrictors blend in well with the foliage and are difficult to spot. The PCs suffer a -2 on their surprise roll.

Constrictors, giant (2): INT Animal; AL Neutral; AC 5; MV 9; HD 6 + 1; hp 46, 43; THAC0 15; #AT 2; Dmg 1-4/2-8; SA Constriction; SD Nil; ML 9; S L (20’ long); XP 650 each Set Encounters As the PCs travel through the jungle, they will have the following encounters. These help to get the PCs involved in the adventure of finding the heart. In addition, if the PCs were shipwrecked or stranded in Chult and are unwilling to explore, the encounters will nudge them along. The encounters are best used in order. However, DMs can alter the order based on the flow of the adventure. It is up to the DM when these encounters occur.

Failed Explorers The Harpers heard of a great evil resting in Chult, waiting to be awakened. Through the use of spells and research, the Harpers discovered this evil was linked to “the heart of the jungle,” a giant gem. By spending considerable gold in shady places, a trio of Harpers acquired a treasure map to the heart. Fearing that this awakening would come soon, the trio booked passage on a merchant ship, paid for the services of a Tabaxi guide, and set off to locate the heart. They believed the evil must be near the great gem, perhaps guarding it.

The three Harpers and their guide did not make it very far. Read the following as the PCs come upon this encounter.

You hear voices, two males. They are speaking a language you cannot understand.

The voices sound human, and you can almost make out some of the words.

The voices are hurried and seem angry.

The conversation comes from beyond the tall bushes to your right. Pushing aside the thick, broad leaves, you see two darkskinned men in scant clothing, bending over the remains of four other men.

The investigating pair are lean and muscular.

They are barefoot, wearing leather loin cloths and feathered armbands.

Knives are held by belts to their waists.

One of the dead men is similarly dressed.

The other three dead men wear more clothes and are light-skinned.

As you watch, the pair stand and bow their heads, mumbling what appears to be a prayer. Suddenly, one turns his head in your direction. Apparently they have noticed you. The taller of the two barks foreign words in your direction.

The pair are from a nearby Tabaxi village.

They were searching for their friend, the Tabaxi guide who led the three Harpers into the jungle after the heart. The PCs can avoid this encounter if they desire. The Tabaxi will not pursue them, as they consider taking these bodies to their village a more important task than pursuing foolish explorers.

If the PCs attack the Tabaxi, the pair attempt to flee to warn the village about evil human trespassers. However, if the PCs are friendly, the Tabaxi try to communicate with them.

The Chultan natives speak their own dialect and a bit of Batiri. They do not know Common or traditional goblin speech. The PCs will have to use magic to communicate. For example, tongues will work and will not frighten the Tabaxi. This spell is not flashy magic, and the Tabaxi will not even know it is an enchant- 36 ment. Read the following if the PCs are able to communicate with this pair.

The tallest of the natives bends to one of the four bodies lying amid the ferns. He retrieves a rolled-up piece of parchment from a body and tosses it into the brush.

“Foolish explorers. Men from other lands have no idea how dangerous the jungle is.

We told them their map would lead to death. We told them again and again. They said they had to reach the heart. Heart? Hah! They found a heart of blackness. They found only death.” Whether or not the PCs understand what the Tabaxi says, they notice that he throws a curled piece of parchment into the bushes. If the PCs are not able to communicate with the Tabaxi, the pair motion for the PCs to follow them to their village. The natives know an elder there who can communicate with practically anyone.

The Tabaxi make litters for the bodies. They intend to take them to the village and burn them so they will not come back as undead.

The PCs cannot dissuade the Tabaxi from taking the bodies. However, the natives do not mind if the PCs search the bodies. The PCs can determine the men were killed by poisonous snakes, as there are bite marks on their ankles, and the area around the marks is swollen and discolored.

Each of the light-skinned men wears a pin: a silver moon affixed to a harp. These are Harper pins. Also on the bodies is a total of 8 pp, 32 gp, 30 sp, and a flawed emerald worth 75 gp.

If the PCs retrieve the map that the Tabaxi threw into the brush, show the players the “Heart Map” on the opposite page. DMs should photocopy this map for the players’ convenience.

The map is on old, clothlike parchment and has worn thin because of age.

Tabaxi warriors (2): INT Average; AL Neutral good; AC 7; MV 12; HD 2 (F2); hp 15, 18; THAC0 19; #AT 1; Dmg 1-6+1 (large knife + STR bonus); SA Nil; SD Nil; MR Nil; ML 13; S M (5’ tall); XP 35 each If the PCs follow the Tabaxi to their village, consult the material presented in the first part of this booklet. A Tabaxi village is detailed and village life explained. The player characters will be brought before an elder who speaks Common. He welcomes the PCs to Chult and asks what brought them to the jungle. By questioning the elder, the PCs can learn that the three explorers were looking for a sleeping evil.

The Tabaxi have dealt with explorers and know they are always looking to get rich from gems and other treasures hidden in the jungle.

These three were interested in the great gem called the heart. However, they believed something evil guarded the heart of the jungle, and they were out to kill it. The Tabaxi think the explorers also wanted the gem, which would be worth a lot outside of Chult.

The Tabaxi say the gem, which certainly exists, is likely to be owned by a shaman, who uses it for a spell component. Decades ago the gem was brought to a Tabaxi village, where a merchant was going to purchase it.

However, the village was raided and the gem stolen.

The Tabaxi say the three explorers hired a guide to take them to this legendary heart.

The explorers, from a place called Deep Water (Waterdeep), had a map which one of the Tabaxi threw into the brush. The Tabaxi want nothing to do with a piece of parchment that leads to death.

The Tabaxi explain they must burn the bodies of the dead explorers and their Tabaxi guide so Ras Nsi does not turn them into walking dead. Ras Nsi is a man who associates with the dead and commands them to collect tribute from the living. The Tabaxi elder refuses to explain more about Ras Nsi and his undead forces.

The Tabaxi will not act as guides for the PCs; however, the Chultan natives will be cordial to them, offering them food and fresh water. The PCs are welcome to spend the night in the village.

Before the PCs part company with the Tabaxi, the elder addresses them: “Take care, strangers. Chult is dangerous.

What you do not eat likely can eat you.

Take care with magic. Such things are possessed by few and practiced with care. Our people in Chult shun those who should not practice magic—and that, my friends, includes you. You are not shamen here: you are outsiders. Take care with greed.

Great are the riches here for your kind.

But greater are the perils. Your lives are more valuable than hard, shiny gems.” Tabaxi warriors (many): INT Average; AL Neutral good; AC 7; MV 12; HD 2 (F2); hp 12 each; THAC0 19; #AT 1; Dmg 1-6+1 (large knife + STR bonus); SA Nil; SD Nil; MR Nil; ML 13; S M (5’ tall); XP 35 each Tabaxi warriors (2): INT Average; AL Neutral good; AC 7; MV 12; HD 7 (F7); hp 55; THAC0 14; #AT 1; Dmg 1-6+3 (large, diamond- edged knife naturally +2, + STR bonus); SA Nil; SD Nil; MR Nil; ML 13; S M (5’ tall); XP 335 Burdened Beasts It is night, and the sounds of insects and avians fill the air. Suddenly, a horrid cry from a beast you cannot place splits the air. It is followed by tumultuous crashing and thrashing sounds and the voices of people. You do not understand the dialect, but you recognize the voices as human.

The cacophony is coming from the west, likely less than a half-mile away.

If the player characters opt to investigate the source of the noise, continue with the following: Moving through the dense underbrush, you see a clearing lit by the moon. In it are two dinosaurs, each at least 15 feet long.

One of them thrashes in a pool of quicksand.

The dinosaurs wear leather saddles and look like huge, single-horned rhinoceroses, their skin a bony plating. A halfdozen short, stocky men dressed in dark cloaks move about frantically at the edge of the bog, waving their arms at the struggling creature. Behind the six are two more, similarly dressed. White beards edge out from under their hoods. These figures bark orders at the six; it sounds like they are speaking some type of Dwarvish.

The terrified dinosaur bellows in despair and churns the muck, splashing it in all directions. It is obvious the beast is slowly sinking. The other dinosaur looks on impassively, standing quietly in front of a large wooden wagon that is harnessed to it. The short, stocky men continue to yell at each other in a dialog you cannot understand and point at the dinosaur in the muck.

Monoclonius (2): INT Nil; AL Nil; AC 3/4; MV 6; HD 8; hp 40, 45; THAC0 13; #AT 1; Dmg 2- 16; SA Nil; SD Nil; ML 11; S H (18’ long); XP 650 each Dwarves, Chult (8): INT Average; AL N; AC 6; MV 9; HD 3; hp 15 each; THAC0 17; #AT 3; Dmg 1-8+3 (barbed, diamond-tipped spears naturally +2, and +1 STR bonus); SA +1 to hit in darkness; SD Nil; ML 15; XP 65 each The pair of monoclonius has been trained by the Chultan dwarves to serve as beasts of burden, carrying rock and debris from the emerald mine that is deeper in the jungle and carrying emeralds to Tabaxi villages and other settlements along the coast for trade.

The dwarves were leading the pair of dinosaurs from the mine when the lead monoclonius stepped into a sink hole filled with mud and sand. The dwarves quickly released the wagon it was carrying, but even unencumbered, the monoclonius could not climb free because it panicked. The dinosaur is sinking and will drown in seven rounds unless the PCs intervene to save it.

This encounter can run several ways. If the PCs approach the dwarves and appeal friendly, the dwarves chatter to the PCs and motion at the dinosaur, indicating they need help getting the creature out of the hole.

Describe the dwarves as pale, as light skinned as the moon. Their eyes are pink, and their beards and hair are pale yellow and wispy white.

If the PCs threaten or attack the dwarves, the Chultan albinos grab their spears and defend themselves, giving up on the monoclonius that is destined to die in the sink hole.

If the PCs do nothing and watch, the six dwarves take rope from one of the wagons and lasso the monoclonius. They try to pull the beast free—unsuccessfully. After seven rounds the monoclonius sinks beneath the surface. The dwarves take the remaining monoclonius and its wagon on their way.

They will come back later for the other wagon to dump its contents.

The Chult dwarves, who move about easily in the darkness, will be suspicious of the PCs and will not willingly provide information about the area if the PCs did not assist in freeing the trapped monoclonius.

dwarves—they discover it is filled with uncut emeralds, about 20,000 gp worth.

The Chultan dwarves make it clear the emeralds are theirs. If the PCs attempt to take the gems, the dwarves fight to the death for their property.

Rescuing The Monoclonius If the PCs decide to help the dwarves save the drowning dinosaur, the Chult dwarves automatically consider them friendly. Rescuing the dinosaur will not be easy because of the beast’s bulk, its frenzy, and because it has sunk deep into the muck. It will take a combined Strength score of 200 to pull the monoclonius free. The eight dwarves have a combined Strength score of 140, so the PCs will need to add at least 60 Strength points to release the creature from the sink hole. Other measures could work, such as a very careful use of a mud to rock spell, an entangle spell to use the plants to keep the beast from sinking, or a speak with animal spell to calm the beast.

It takes a combined Strength score of 130 to free the monoclonius if it is calmed.

If the PCs do not take the emeralds, the dwarves respect and trust them. Whether or not the dinosaur was freed, the dwarves thank the PCs for their efforts and reward them with a purple root (when chewed the root cures 2d4 points of damage). The dwarves want to know more about their new-found friends and will quiz the PCs about their home, what they are doing in Chult, if they are here after the heart, the names and powers of their deities, and if they are affiliated with any of the local Tabaxi tribes.

In exchange, if the PCs question the dwarves, the dwarves will provide the following information.

Each player character attempting to rescue the dinosaur must roll less than his or her Dexterity score on 1d20 or slip and fall into the sink hole. PCs who fall into the muck must make a second successful Dexterity check or suffer 2d8 points of damage from the thrashing monoclonius. It is not difficult to pull PCs from the sink hole.

All PCs involved in the rescue attempt should roll 1d20 vs. their Intelligence. PCs rolling below their Intelligence see a few emeralds spill from a pack on the dinosaur as it is pulled from the muck (or, if unsuccessful, as the dinosaur slips beneath the muck). The dwarves quickly pick up the gems and stuff them in their pockets. If the PCs search the dinosaur’s pack— amid protests from the * The albinos get along with most of the people of Chult. They trade with the Tabaxi, whom they call the dark ones, and they respect and cooperate with the Batiri, whom they call the emerald-skinned ones. The Chultan dwarves know Batiri in the jungle are many different colors, but the tribe they trade with is predominantly green. Some of the emerald-skinned ones work for the dwarves.

* The dwarves have lived all their lives in the caverns beneath Chult and are well adapted to the heat of this land. To them, the humidity can be oppressive at times, but they have found ways to deal with it, such as working underground during the hottest times and only going outside when absolutely necessary.

They pass around magical devices, such as decanters of endless water which do not always work for them, to help keep cool.

* They mine deep in the jungle. It has proven a lucrative livelihood for them, and they enjoy the cooler air inside the mine. They sell what they mine to local tribes who use the materials for their wizards and witch doctors. Although the dwarves refuse to say what they mine, they admit their garnered materials are used as spell components. The dwarves, who claim they do not fully understand magic, believe the most powerful of spells are derived from their mined materials. Other mined objects are taken to a trading post on the coast, where they are sold to merchants. In exchange for the material, the dwarves receive magical weapons, exotic foodstuffs, magical protection devices, and gold.

* “The heart of the jungle, ha! Legends say the heart of the jungle is a massive emerald. It is the talk of idle women, No such thing exists, else it would have been found by now.” * The dwarves do not completely trust any of the tribes in the area, even though they trade with them, and they are skeptical of most of the merchants they deal with along the coast. The dwarves know that many of the wizards and witch doctors would like to own the mines for themselves, so the Chult dwarves always keep sentries posted and are always on the look out for treachery from the tribes.

* The tribes consist of bands of Tabaxi who have collections of huts throughout the jungle.

Most of the settlements are near the coast, where the temperatures are not as intense because of the sea breezes. The dwarves are concerned about a band of lizard men who must live nearby. Dwarven scouts have spotted small parties of the tall lizard men near the mines. The dwarves are certain the lizard men do not yet know about the mine—and the dwarves intend to keep the lizard men from finding out.

* The Batiri also are to be given some respect.

They are a cruel lot. Fortunately, they seem especially interested in Tabaxi. Most of the goblins move their villages. However, there are a few large villages that have stayed in one spot for years.

* The dwarves have a guarded fear of the dinosaurs. They know how to avoid the largest and most dangerous of them. They hunt smaller herbivorous dinosaurs for meat, and they hunt young, mated monoclonius to steal their eggs and raise the young dinosaurs as domesticated pack animals.

* The dwarves must be about their task of removing rock from their mine. They do not invite the PCs to the mine, as although many people in Chult know of its existence, not all of them know where it is. Besides, the dwarves do not care for visitors. The Chult dwarves are taking the rock from inside the mine to dump it far away—rock piles too close to the mine would give away its location. Although the dwarves will not take the PCs to the mine, the characters would have little trouble following the monoclonius’ tracks and the wagon ruts back to the mine. The dwarves will not willingly reveal the mine’s location.

Deadly Denizens The thrashing monoclonius drew the attention of a pair of pterosaurs, which were flying in search of food, and a teratosaurus, which was curious about all the racket. The dinosaurs attack the PCs after the dwarves and the monoclonius have left the clearing. Alter the following description based on whether the PCs are surprised.

The dinosaur freed, and the dwarves on their way, the jungle clearing falls silent.

Perhaps too silent. On the ground a shadow appears, made by a massive creature with a broad wingspan. One more shadow follows it. Overhead, you see the reptiles. They are leathery creatures with snakelike necks and extended jaws. Their wings stretch nearly 50 feet from tip to tip.

They angle toward you.

Round 1: Because the pterosaurs came in quietly and from the sky, the PCs suffer a -3 penalty to their surprise roll. If the PCs are surprised, the reptiles get a free attack at a +4 bonus. If the pterosaurs successfully strike their victims on a surprise round, the damage inflicted is doubled.

Rounds 2 & 3: The pterosaurs continue to fight the PCs.

Round 4: The teratosaurus bursts into the clearing, deciding to join the fray. This dinosaur ’s attacks are split between the PCs and the pterosaurs. The pterosaurs continue to fight the PCs.

Round 5: The fight continues to the death.

Pterosaurus (2): INT Non; AL Nil; AC 5; MV 3, Fl 12 (D); HD 6+6; hp 36, 32; THAC0 13; #AT 1; Dmg 3-12; SA inflicts double damage on surprise attacks; SD Nil; ML 10; S G (50' wingspan); XP 420 each Teratosaurus (1) : INT Nil; AL Nil; AC 5; MV 18; HD 10; hp 50; THAC0 11; #AT 3; Dmg 1- 3/1-3/3-18; SA Nil; SD Nil; ML 11; S H (20’ long, 9’ tall); XP 1,400 Heart-Haunted Man Elijah Moonspeak came to Chult from the Sword Coast four decades ago. A priest of Tyr he and his band of adventurers (including his beloved) sought “the heart of the jungle.” They believed the massive jewel would bring them enough riches to retire wealthy and happy.

However shortly after arriving in the jungle the group encountered a tyrannosaurus rex.

Elijah ran away while the dinosaur ate his friends. The experience of seeing his sweetheart die in the jaws of such a huge, stupid beast—and knowing he ran away rather than tryting to help his friends—has haunted him.

Through the past 40 years Elijah has avoided the large dinosaurs, hidden from goblin hunting parties, trapped lizards for food, learned much about Chult, and grown quite mad.

Elijah will approach the PCs, mistaking them for the friends he left to the dinosaur decades ago. He believes they somehow managed to elude the beast, probably cutting themselves out of its stomach, and he will be grateful to see them. He does not notice that they are much younger than himself. Elijah will pay particular attention to a female PC (if there is one), mistakenly thinking she is his beloved whom he planned to wed upon their return from Chult. He will lavish attention on her and explain that he knows where “the heart of the jungle” rests.

Elijah rambles in Dwarvish and Goblin, jumping from subject to subject. He no longer talks in Common for fear that someone might hear him. However, he understands people talking in Common. He babbles in incomplete sentences and rarely seems to make sense. However, once in a while a sentence creeps in that has a tidbit of knowledge relating to something later in the adventure. For example, Elijah will make a reference to the winged lizards—the ptera-men are the creatures that build houses in the trees and look like lizard men. If the PCs have the patience to deal with him, and talk with him at length to sort through the ramblings, they will learn the following: * “My friends. Praise Ubtao you are back.

From the belly of the dinosaur you come! Ichor washed away and cleaner than the people of Chult. Reunited at last!” * “The heart. The heart. The beating heart that sounds as the drums of the goblins is here in Chult. Can’t you hear it beating now? It beats from the temple to the east, the noise throbbing inside my poor, poor head. Though a dozen miles away, I hear it beat. Too bad the foolish Batiri don’t know what they have.” * “There is a crazy man in the jungle. A man who loves plants. Thinks plants are life, he does. Told me so years ago. Chased me away when I ate a jar of his life. Told me I was crazier than he! Bah! The crazy man can keep his hole in the side of the mountain. The life he keeps in jars and baskets is not for me. It doesn’t beat like the heart.” * “The Batiri worship false gods, an ugly goblin-dinosaur god with no power. The true power is Ubtao. Oh precious Tyr forgive me.

But this god reigns here. And his children are numerous!” * “Beware the large lizards, and the smaller ones, too. The ones that fly to leave no tracks are the worse, I think. They are the hardest to hide from. But sometimes I can’t tell what I’m hiding from.” * “Little hearts. Tiny, tiny hearts are pulled from the earth by the ugly, dirty-white stout ones. They are not friendly, they chase me away. They fear I will take their dirty little hearts. Fine. I will leave them to their hole-inthe- ground-home-and-workplace. It is dark below ground, anyway.” Elijah can give precise directions to the dwarven emerald mine.

* “The plants tell me where the god’s children go. What do they tell you?” Occasionally Elijah casts speak with plants to find out where the small and large dinosaurs have been.

* “A boat! Where is your boat? We must leave here, cross the ocean. Home. The Sword Coast. I will cut myself on its sharp, sharp blade to be free of Ubtao, his children, and the blasted beating of the heart. Tyr will take me back.” After Elijah has provided his insanity-tinged information, a thought creeps into his head.

These are his companions. But they were eaten. Therefore, if they are here now, they are undead. Elijah decides he must banish the dead, so he pulls out his holy symbol, presents it bravely, and shouts, “Be gone, foul creatures! The undead have no place in the jungle of Ubtao! Be gone, I command!” Of course, this turning attempt will have no effect since the PCs are alive. However, Elijah is not swayed in his goal. He begins to cast a spell. Elijah will use the following combat strategy until he is subdued or killed.

Round one: Summon swarm, directed at a spell caster. The insects drawn are biting flies.

Round two: Giant insect. This yields three giant flies: Flies, Giant: INT Non; AL Neutral; AC 4; MV 6, Fl 24 (B); HD 3; hp 18 each; THAC0 16; #AT 1; Dmg 2-8; SA Nil; SD Nil; MR Nil; ML 10; S M (5’ long); XP 420 each Undead Collectors Round three: Flame strike on a PC who is not standing too close to one of the giant flies.

Elijah doesn’t want to hurt a fly.

Round four: Hold person on a random PC.

Round five + : Elijah fights hand-to-hand with his staff +2. He fights to the death unless subdued or captured.

Elijah (9th level priest of Tyr & Ubtao): Age 70; AL Varies; AC 5; MV 12; hp 55; THAC0 16 (14 with staff); #AT 1; Dmg 1-6+2; S M (5’6” tall); ML 18; XP 5,000; Str 10, Dex 13, Con 17, Int 9, Wis 9, Cha 12. His lowered Intelligence and Wisdom scores reflect his current state of mind. His nonweapon proficiencies are not tied to his “insane” status.

Spells memorized: First level— animal friendship, invisibility to animals; Second level— goodberry, hold person; Third level— Continual light, summon insects; Fourth level —Giant insect; Fifth level— Flamestrike Weapon Proficiencies: Staff Nonweapon Proficiencies: Direction sense (18), weather sense (16), survival (jungle) (16), set snares (12) Equipment: Tattered clothes, leather sack filled with fruits, nuts, and dried lizard strips, staff +2, bracers of defense AC 5.

Elijah’s spells are limited because he waffles between worshipping Tyr and Ubtao. Still, Tyr bestows some spells upon him, hoping he will one day come to his senses and return to worshipping only Tyr.

Elijah is hopelessly insane. Only a wish can restore him to his senses. If the PCs subdue him, he refuses to willingly go to the heart or to the crazy man in the mountains. However, he will reluctantly guide them to the rest of the placed encounter spots on the map. Elijah would much rather take the PCs’ boat and go home.

Ras Nsi has sent a pack of undead Chult dwarves, Batiri, and Tabaxi to collect his monthly due from the albino miners. The undead, not especially intelligent, know they have to collect 12 emeralds. They will first try to get the gems from the PCs. If this proves unsuccessful, they will kill the PCs—so their master can create more zombies—then proceed to the dwarven emerald mine. It does not matter what time of day the DM uses this encounter. The jungle foliage is thick enough to keep the hated sunlight away from the zombies.

The PCs will not hear the zombies approach, as undead do not make noise. However, they will see the zombies step out from behind trees; each zombie has one hand outstretched, as if asking for something.

If the PCs attack the zombies, the undead fight until they are killed (for a second time).

Ras Nsi will be aware of the battle and send another dozen zombies 12 hours later. The PCs will face a total of five waves of zombies before Ras Nsi loses interest in them; the lord of the Chultan undead has more things to worry about than a handful of pesky explorers.

Zombies, Ras Nsi (12): INT Low; AL Neutral evil; AC 6; MV 9; HD 2; hp 12 each; THAC0 19; #AT 2; Dmg 1-8/1-8; SA Silence; SD Nil; MR Nil; ML 15; S M (4’ to 6’ tall); XP 130 each A band of Kuro Batiri is hunting Tabaxi—or any other demihumans they might come across—as the tribe needs more slaves for menial work to replace those who died from maltreatment or who were sacrificed. The Batiri are more formidable and ill-tempered than goblins found elsewhere in the Realms.

They are a particularly nasty breed of goblin that thrives in the oppressive heat and humidity of Chult. This band’s past several forays have been to gather Tabaxi who live in small villages in the depths of Chult’s jungle. However, many of the Tabaxi have moved farther away, so the goblins have decided to hunt for anything resembling a human or demihuman for awhile. The goblins know the general location of the dwarves’ emerald mine. Still, they do not intend to catch any of the dwarves there. Far too many dwarves work at the mines and would be too much to handle.

Besides, the goblins and the dwarves have a trade agreement, and to be caught catching dwarves could negate the arrangement.

The Kuro party is tracking the dwarves who take rock from the mines and dump it deeper into the jungle. They know the dwarves have dinosaurs with them, and they believe the dwarves at the mine would not be able to learn what happened to their comrades. The Kuro Batiri have watched the dwarves on several occasions and know the dinosaurs are docile and not trained to fight.

The player characters happen to be in the path of the goblin hunting party, which will stop and attempt to capture them. If a demihuman is among the PCs, all the better. If not, the goblins still will try to capture the PCs to use them as sacrifices for Kuro’s avatar in a ceremony tomorrow night. If the goblins capture the PCs, refer to the goblin village section.

The encounter begins as the goblins, using their camouflage skills, surround the PCs. If the pseudodragon is with the PCs, it notes the presence of the goblins and informs its companion that small green men with bows are watching the group. The goblins likely will attack with surprise unless the PCs have the pseudodragon. Refer to the information presented in the front half of this book for more information on the Batiri.

The goblins’ combat strategy is simple.

They will fire from cover using arrows coated with sleep poison. Each goblin can fire two arrows per round. PCs who are struck suffer the damage of the arrow and must make a saving throw versus poison. Those who fail fall into slumber for 4d4 rounds. If the PCs prove too much of a threat, the goblins close to melee with their hatchets.

Goblins, Kuro (14): INT Average; AL Neutral evil; AC 6; MV 12; HD 2; hp 10 each; THAC0 18; #AT 2; Dmg 1-6/1-6 (arrows) or 1-4,/1-4 (hatchets); SA Surprise; SD Camouflage; MR Nil; ML 15; SZ S (4’ tall); XP 65 each Each goblin carries a short bow, a quiver with 12 arrows (enough for six rounds of missile combat), an earthen vial of sleep poison to coat the 12 arrows, twin hatchets, a water skin and dried lizard meat. In addition, each goblin has 30 feet of vines fashioned into ropes.

The rope is intended to tie up captives.

If the PCs prove too much of a challenge, and half or more of the goblins are killed, the remainder attempt to escape by using their camouflage skills.

If the PCs capture the goblins and threaten their lives, the goblins reveal that the hunting party was merely looking for slaves and desired to free their brothers in the process.

The goblins give away the location of the Kuro village, its approximate population, and explain that at least some of the PCs (the humans) were needed for the planned sacrifice to Kuro’s avatar. Who is Kuro? The most powerful god in Chult. He takes the form of a great dinosaur and visits the land near the Kuro village. If the PCs question the goblins about “the heart of the jungle,” the goblins reveal it is in a temple near the village and that it is a valuable green rock. No matter how formidable the PCs seem, the goblins believe they are no match for the Kuro village or Kuro’s avatar.

Keyed Encounters A. Shrine of Evil The player characters have come upon the lands of the Kuro, a tribe devoted to the worship of their deity, Khurgorbaeyag, patron god of goblins, who takes the form of a powerful dinosaur. The goblins believe Khurgorbaeyag owns the jungle.

The Kuro have chosen this part of the jungle for their shrine because sink holes are plentiful and serve as a deterrent to trespassers.

Read the following as the PCs near the shrine:
The hazy light that filters through the dense foliage makes it difficult to tell the time of day—or to make out a lot of details of your surroundings. Everything is intensely green and shadowy.

Then, for an instant, you see a twinkle through the broad-leaved bushes. Moving ahead, you can see it more clearly. The glint is coming from a sculpture that reflects the light of the sun. The sculpture is of a goblin, a rather muscular one that has scales in places and carries a shield close to his body. The lower half of the goblin is a dinosaur. The image reminds you of a centaur or wemic, although it is unsettling and unnatural (and it is made out of the same material as the icon discovered in the carnivorous plant). The statue is a little more than seven feet tall and is surrounded by odd, chiselled stones that poke through the moss. In front of the statue is a stone table, roughly three feet square and only two feet above the ground.

Several objects lie on the table, but you are too far away to make them out.

Allow PCs with animal lore a proficiency check at -2. PCs who are successful recognize the dinosaur as a gorgosaurus and are allowed to consult the Monstrous Compendium™ entry on the dinosaur.

If the PCs move forward, they risk falling into the sink holes. Each PC has a 1 in 6 chance of falling in a hole, and each hole is assumed to be about three feet across. Characters can rescue their wet comrades by tossing them a rope, offering a hand, or using other methods that sound reasonable. The true danger of these sink holes will not be noticed by the PCs until 1d4 hours pass. The water and slime in the holes is so stagnant and insect-ridden, that each PC who fell in must make a saving throw versus poison, at a -2 penalty, or suffer a debilitating disease. The sickness causes a fever and saps one point of Strength per day for 1d6 days. The loss can be stopped by casting a cure disease spell on the affected character. Otherwise, the disease will run its course, weakening the character.

After the fever breaks, the character can regain one point of Strength a day by resting.

If the PCs continue to the shrine, they can search the table, the top of which is covered by stones carved in the shapes of lizards, birds and fruit, all painted with exquisite detail. There are four of each type of object.

The table is magical and functions a dozen times a day by turning to stone objects placed on it. The table is ancient, and the Kuro goblins believe their god gave it to them at the beginning of the world so they could make sacrifices to him.

The objects on the table were placed there yesterday. If the PCs place anything on the table now, it will turn to stone. The entire object must be on the table. For example, if a PC touches the table, he will not turn to stone.

However, if he sits or lies on it, he will turn to stone. The table works on animate and inanimate objects, and those objects remain stone unless a wish or limited wish is cast, or in the case of a character, a flesh to stone spell is cast.

The table weighs 500 pounds and is difficult to transport. The statue, which radiates evil if detected for, weighs three times that amount and is non-magical. If the PCs discovered the icon inside the plant detailed in the random encounters, they will note that the icon and the statue are similar in appearance.

B. Bird Village The PCs have come upon the land of a flock of eblis, evil jungle birds which have little regard for humans and demi-humans. The eblis village sits in the center of what the birds consider their territory. The huts, which are woven from the nearby grasses and leaves.

are difficult to discern from the foliage. Only rangers or characters skilled in animal lore, who carefully scan the area, can determine that the clumps are huts.

One eblis is always posted in the trees as a sentry. He is alert for trespassing goblins; Tabaxi, who hunt the birds for food and their plumage; and dinosaurs which threaten the village. If the sentry spots a dinosaur that he believes the eblis cannot handle, he cries a warning for the eblis to take to the trees.

If the PCs have taken precautions to be quiet, there is a 25% chance they will spot the eblis sentry before the bird notices them. Otherwise, the sentry sees the PCs and squawks to his brothers to prepare an ambush. The eblis in the village enter their huts, waiting to pounce on the player characters while the spell-casting eblis prepares his spell assault.

Read the following as the PCs approach the village.

The foliage thins, and through the gaps in the leaves you see a marshy clearing with masses of tall grasses and broad leaves in clumps. The ground cover is thick. Insects buzz about, and faintly, over their annoying noise, you hear in Common, “Help me. Please, help me.” If the PCs check for tracks, a successful proficiency check reveals small lizard prints, a set of human prints (Tabaxi hunter), and the tracks of large avians. All of these tracks lead into the village. A second successful check shows that the human tracks are the oldest. If the PCs avoid the village, the eblis follow them, then swoop down to attack at the most opportune moment. However, if the PCs enter the village, the attack begins with the spellcasting eblis using a change self spell to make himself look like a wounded Tabaxi. The eblis/Tabaxi sticks his body partway out of the If the PCs defeat the eblis, they can search the clearing and locate four huts. Two of the huts each contain an egg. The eblis’ treasure is woven into the interior of the huts. If the PCs spend an hour poking through the grasses of each hut, they can find an assortment of shards of colorful glass, painted beads, broken pottery, bits of armor, three daggers (one of them diamond-edged and naturally +2), a silver spoon (engraved with the symbols of the Waterdeep navy and worth 90 gp), a dozen small gems (each worth 25 gp), and a silver ring set with a tiny, flawless emerald (worth 1,000 gp). The eblis eggs are fertile and will hatch in 2d8 days if kept warm. The eblis eggs 48 hut, moans as if in pain, and slips back inside.

The birds hope the PCs come into the center of the huts, where the birds can rush out and easily attack them.

The spell casting eblis will use its wall of fog to cut off the PCs’ escape, hypnotic pattern and hypnotism to hold one or more PCs in place, and blur to aid its own defense. The eblis do not fight to the death. If three of them are killed, the remainder try to flee.

Eblis (7): INT Average; AL Neutral evil; AC 3; MV 12, FL 12©; HD 4+4; hp 16, 20, 21, 22, 24, 24, 26; THAC0 15; #AT 4; Dmg 1-4; SA Nil; SD +1 on all saving throws against fire-based attacks, -1 for each die of damage from firebased attacks; MR Nil; ML 16; S L (8’ tall); XP 650 Eblis (1): INT Exceptional; AL Neutral evil; AC 3; MV 12, FL 12 ©; HD 4+4; hp 29; THAC0 15; #AT 4; Dmg 1-4; SA Spells; SD +1 on all saving throws against fire-based attacks, -1 for each die of damage from fire-based attacks; MR Nil; ML 16; S L (8’ tall); XP 1,400 This eblis is the leader of the village. He can use the following spells each day: change self, hypnotism, spook, wall of fog, blur, hypnotic pattern.

are each worth 50 gp. Eblis chicks can be sold for five times that amount.

C. Kuro Village


This is the largest village of Kuro goblins in this part of Chult. The goblins, who have named themselves after their gorgosaurus dinosaur god, are commanded by a warrior queen. She is cruel, hateful, and unforgiving.

The Batiri village is unusual. Most settlements of Batiri are not permanent and are moved to accommodate hunters and to keep the Tabaxi from locating the goblins. Only a handful of villages have remained on one spot for more than a year, and this is one of them.

The Kuro village has been here for nearly seven years. These goblins located near the dwarven emerald mine and established trade with the albino miners. The goblins and dwarves profit from the arrangement, even though both peoples are cautious of each other.

The PCs can come upon the village by following the treasure map, wandering aimlessly, or by being captured by the goblin hunting party and brought here to serve as slaves or sacrifices. If the PCs are not careful, they will be rendered weaponless, and if they display magic, spellcasters quickly will find themselves swarmed. The numbers of goblins in this village are likely too great for the PCs to overcome. PCs who attempt to fight will discover they cannot defeat everything in Chult.

In addition, when the PCs get too close to the village, they will set off magical totems that warn the Kuro Batiri of intruders. The totems are four to five feet tall and have carved goblin faces at the top. When non-Batiri humanoids pass by such a totem, it begins to scream “intruder” in the Batiri dialog. Only a silence spell, or the act of a Batiri, will keep the totem from screaming. The totems alert the entire village. Within three rounds, bands of 20 Kuro Batiri are sent out to capture the humanoids.

49 Read or paraphrase the following when the PCs see the village: Dozens of huts crowd bushes and trees.

The huts are small, not more than five or six feet in height, and they appear wellmade.

Each hut is a little different from those around it, and none are the same size. Several are hard to make out, as vines grow up their sides, masking them. Smoke drifts upward from several small, stone chimneys. In the background you hear the laughter of children and a tune drifting on the breeze.

Walking between the huts are green men and women, none of them taller than four feet. Their features are goblinoid.

Nearly all of them wear loin cloths, and several wear makeshift jewelry. An organized group of green men walks back and forth between the huts, spears held at their sides. This is perhaps the village security.

If the PCs were led to the village by the hunting party the totems will not scream. The player characters will be stripped of their weapons and thrown into the slave hut. It is up to them to devise a means of escape. The slave hut is marked on the map and detailed below. Each building is described in the event the PCs enter and explore them.

If the PCs approach the village on their own, they will be spotted by sentries the moment they get within sight of the huts, and they will be subject to the totems’ screams.

The PCs can only approach undetected if they use magic to cloak their presence. If the PCs are spotted and do not come into the village, a hunting party of 30 regular and warrior goblins is assembled and sent out to capture them.

If the PCs walk into the village of their own volition, they will be cautiously greeted and treated with a veneer of respect. They are ushered before the Kuro queen. The goblins want information from the PCs and want to learn about their abilities before reducing them to food for Ubtao’s children. Refer to the queen’s home section.

If anytime during their stay in the village the PCs provoke a confrontation with the goblins or use magic, the goblins in the village swarm them. The goblins will come in waves every three rounds. The goblins fight to subdue them. The goblins do not want to kill the PCs, as dead humans and demi-humans do not make good sacrifices. When the PCs are defeated, they are tossed into the slave hut to await the evening sacrifice. PCs at 0 hit points or below are healed so they have 1d4 hit points.

Healthy PCs are bound. Magic-using PCs are stuck with arrows coated with sleep poison to keep them quiet.

Refer to the keyed map on p. 50 and consult the matching entries below to determine the number and strength of goblins at each location.

The goblins are detailed following the buildings. All of the huts are made of reeds and bamboo tied tightly together by vines and thin ropes. The roofs are thatch painted with a rubbery sap that comes from nearby trees; this makes them virtually water-proof.

1) Slave Hut: This is the largest hut, and the tallest. It is effectively a thatched building placed on top of a 10-foot-deep pit. There is one door, and it is latched from the outside.

The village’s slaves are kept here, as is an occasional goblin who offends the queen. The 50 Heart of the Jungle exterior of the hut is clean and in good repair.

However, the stench of unclean bodies wafts out. The slave hut is guarded by two warriors stationed in front of the door and three warriors stationed behind the hut to discourage the slaves from breaking through the bamboo and escaping. If an escape is attempted, the guards on either side of the building sound an alert. Three rounds later, six warrior goblins and six regular goblins arrive; three rounds later, another dozen join them. Eventually, all the village’s warriors will join in the search.

The interior of the slave hut is one large pit where the slaves are kept. At any given time there are 4d6 Tabaxi slaves. While demihuman slaves are usually rare, there happen to be a pair of half-elf/half-Tabaxi present. The slaves are malnourished, some of them are sick, and several have been beaten.

If the PCs are brought here as slaves, the other slaves in the hut initially will keep their distance. The slaves have grown distrustful of everyone and have abandoned hope of escaping.

If the PCs work to win the slaves’ confidence, they can learn the following: * There are more than a hundred Batiri in this village. They all worship an ugly goblin god. They do not understand that the true power in the jungle is Ubtao. The goblins make sacrifices to their ugly god, using disobedient slaves and elves, which they rarely find. The goblins believe that their god takes the form of a large dinosaur. The slaves say it is important to behave and to do what the Batiri order—otherwise you could end up as dinosaur food. Most of the slaves also recognize Ubtao as a deity. However, some are skeptical that the dinosaurs are his offspring.

* The queen of the goblins is a powerful fighter, and none in the village challenges her.

She orders the goblins about at her slightest whim.

* There is a shaman in the village, a goblin who is the younger brother of the queen. He is the only one allowed to use magic in public.

He decides who will be sacrificed to the god’s dinosaur form.

* A sacrifice is made each time the moon is full and each time it disappears from the sky.

The moon will be full tonight.

* The slaves will not help the PCs escape. In fact, a few of the slaves indicate they will call the guards if the PCs make such an attempt.

The slaves do not want to be blamed for helping the PCs break free, and they believe if they stop an escape they will be rewarded with extra food. The PCs must somehow convince the slaves to not interfere with an escape or must silence them.

* The slaves know little about “the heart of the jungle,” other than that the Batiri claim to own it. One slave heard a goblin warrior talk about the heart inside a goblin shrine. The slaves say there is a ruined temple to the northeast of this village, across the crevice.

Perhaps the shrine is there.

2) Slave Pen: This area is fenced in by four-and-one-half-foot tall bamboo posts.

Twine is strung between the posts, and thorny jeklpa vines grow up the posts and across the twine. The pen has one gate, which is guarded by two goblin warriors.

Slaves trying to escape the pen by going through or over the fence are subject to damage by the jeklpa vine. Slaves who can manage to clear the fence avoid the vine, but must deal with their goblin guards.

If the player characters are in the pen, they can see that the warrior goblin guards stay several feet away from the fence. If the guards notice an escape or escape attempt, they sound an alarm. Three rounds later a dozen regular and warrior goblins arrive.

Vine, jeklpa (5): INT Nil; AL Nil; AC 8; MV 0; HD 5; hp 30 each; THAC0 Nil; #AT 1; Dmg 1-3; SA Venom; SD Venom; MR Nil; ML Nil; S L (8’ long sections); XP 420 each A strong paralytic venom runs through the vines, leaves, and thorns of the jeklpa plant.

This liquid can be spotted by closely examining the plant. Any creature coming into contact with the plant is likely to be scratched by thorns, which cause only 1-3 points of damage.

However, once the skin is broken the venom can ooze inside and paralyze the victim.

Creatures scratched by the thorns must save vs. paralysis at -4 or fall still upon the plant for 1d4 turns. In the jungle, this invites predators to finish off the victims. The plant gains nutrients from the rotting remains.

Creatures attacking the vine with edged weapons are subject to venom spurts. These creatures must save vs. paralysis or fall still for 1d4 rounds. If the plant is killed, the venom is assumed dispersed and is no longer a threat.

3) Goblin Warriors’ Hut: There are 1d6 warrior goblins here at any given time. This sparsely-furnished, three-room building is home to one dozen warriors. Spears, arrows, and the mounted heads of large lizards line the walls. The floor is bare, and the bunks are little more than reedy mattresses. The goblins ’ wealth is stored in the mattresses. A total of 15 very old gold pieces, 14 sp, three silvered daggers, and an ornate dagger sheath (worth 80 gp) can be found. The gold pieces are antique and worth three times their face value.

4) Goblin Warriors’ Hut: There are 1d4 goblin warriors here at any given time. This is furnished similar to the previous hut. A total of 21 antique gp, 29 sp, a serrated-edged dagger (non-magical, but +1 because of its fine workmanship), and a dinosaur-tooth necklace can be found by searching the mattresses.

5) Hunters’ Hut: This three-room building is kept immaculately clean and vermin free.

The front room holds weapons—spears, short bows, arrows, lizardskin quivers, and knives (none of them magical). In addition, there is a pot of sleep poison, enough to coat 80 arrows. There are 1-3 goblins here during daylight hours, repairing or making weapons.

If the PCs’ weapons were confiscated, they will be in this room.

The back two rooms are used for storing and smoking the meat brought in by the hunters. During daylight hours there is always a goblin here working.

6) Shaman’s Home: There is a 30% chance the shaman is here at any given time. The exterior of this hut is gaudy and decorated with wooden shields painted with the visages of various dinosaurs. Each dinosaur is painted green, but has streaks of colorful paint zigzagging across its face.

This hut sits back from the others to help give its occupant distance and superiority over the rest of the tribe. Those approaching to within 10 yards of the building note an unusual scent; this comes from a small brazier that is always burning near the doorway to the hut. The incense is harmless.

The interior is one room, a combination sleeping quarters and audience chamber. It is more elaborately furnished than the warriors’ huts, having a raised bed, carved wooden chairs and small tables, and lanterns (all stolen from a Tabaxi village). The walls are decorated with more paintings of Ubtao’s children, these in their natural colors. A shelf on the wall near the bed is filled with rolled up sheets of parchment. Behind the parchment is the shaman’s spell components.

The parchments are filled with pictures and writings about dinosaurs. If the PCs read these scrolls, the DM should provide some of the information about dinosaurs l i s t e d i n t h e FORGOTTEN REALMS ® Monstrous Compendium™, Volume Three.

The shaman’s treasure is kept in a scroll tube under his bed: 30 antique gp, 2 pp, 4 gp, 52 Heart of the Jungle in village; MR Nil; ML 15; SZ S (4’ tall); XP 65 each The damage applies to goblins carrying weapons. Only one-fourth of these goblins have weapons on them, and these consist of short bows, quivers with 8 arrows, and twin hatchets.

The unarmed goblins can acquire weapons in eight rounds by running to the hunters’ hut.

Batiri, Kuro (children) (30): INT Average; AL Neutral evil; AC 6; MV 12; HD 2; hp 4 each; THAC0 19; #AT 2; Dmg 1-3/1-3 (claws); SA Nil in village; SD Nil in village; MR Nil; ML 15; SZ S (2’ to 3’ tall); XP 35 each Goblin Warriors, Kuro (35): INT Average; AL Neutral evil; AC 6; MV 12; HD 3; hp 18 each; THAC0 17; #AT 2; Dmg 1-6/1-6 (arrows) or 1- 4+1/1-4+ 1 (hatchets and STR bonus) or 1-4/1- 4 (claws); SA Nil in village; SD Nil in village; MR Nil; ML 15; SZ S (4’ tall); XP 120 each Goblin Shaman, Kuro (1): INT Very; AL Neutral evil; AC 3; MV 12; HD 7; hp 35; THAC0 16; #AT 2; Dmg 1-4/1-4+ 1 (hatchets) or 1-3/1-3 (claws); SA Spells; SD Spells; MR Nil; ML 16; SZ S (4’ tall); XP 650 Spells: 1st level— phantasmal force, cure light wounds, cure light wounds; 2nd level— chant, bind, web; 3rd level— hold person, suggestion, prayer; 4th level— cure serious wounds Magic items: (BI) Bracers of defense AC 7, four vials of ryath root cream (each vial contains two doses, each dose curing 1d4 points of damage), non-magical hatchet (naturally +1 due to fine quality) Erytulk, the village shaman, believes he is the most powerful Batiri shaman in all of Chult because of the number of spells at his command daily. Erytulk is a greedy Batiri, wanting as much wealth and power as his position allows. He envies the queen and desires control of the village, but he knows the goblins would never accept a spellcaster as their leader. Still, he works to exert his control by offering his council to the queen and making occasional suggestions to her.

If the PCs provoke a fight, Erytulk elects to first use his chant and prayer spells to increase the fighting abilities of his people. He follows this with hold person on a PC spellcaster, and web anchored to the huts on PC fighters, trying to avoid binding the goblins.

Erytulk retreats if he feels his life threatened.

Goblin Queen (1): INT Very; AL Neutral evil; AC 2; MV 12: HD 6; hp 42 each; THAC0 15; #AT 2; Dmg 1-4+2/1-4+2 (hatchets +1 and STR bonus) or 1-4/1-4 (claws); SA Nil in village; SD Nil in village; MR Nil; ML 15; SZ S (4’ tall); XP 270 Irtana, the leader of this tribe, is a respected fighter who earned her title through combat.

Her orders are obeyed without question, as under her rule the village thrives and has a good supply of slaves and sacrifices. The goblins over the past few years who questioned her orders ended up in the bellies of dinosaurs.

She is cruel, relishes making slaves frightened and uncomfortable, and enjoys tormenting lesser creatures.

In her dealings with the player characters, she acts aloof, attentive, and makes it clear she is in charge of their fates.

D. Emerald Mine The Chult dwarven mine is a simple affair, and relatively new. This clan exhausted their previous mine two years ago and opened this new one many miles to the north after finding a trace of emeralds in their samplings. They have fashioned two large chambers for their living accommodations, and a small one to house the Kuro Batiri who work for them.

anchored to the platform. These are used for lowering sacrifices into the crevice. A brass gong sits back from the platform.

tail swishes slowly as the dinosaur thun- The crevice is 30 feet across and 60 feet ders along. The thing must be 30 feet long.

deep at this point. The crevice runs a mile in either direction, gently rising to meet with the surrounding landscape at its ends.

During the ceremony, the PCs will be brought to the platform. They will have their wrists and ankles bound, their weapons taken, and they will be lowered into the crevice just as night falls. Once at the bottom, the vines that lowered them will be cut, a gong will sound repeatedly, and a loud thrashing sound begins The PCs have 12 rounds to escape before one of Ubtao’s children comes to dine on them.

DMs should allow reasonable escape attempts to work, such as PCs wriggling free of their bonds (with a successful Dexterity check, perhaps), cutting the twine on sharp rocks, etc. Unless the PCs had weapons concealed on them, they will not be able to defend themselves against the dinosaur. If spellcasters were stripped of their components, they will not be able to cast some of their spells.

The only objects at the bottom of the crevice are bones and the long twine ropes that held previous victims. Crafty PCs can use the ropes to help them climb the crevice walls to freedom.

Because the walls are jagged, thieves receive a +20% bonus to their climb walls ability.

It is up to the PCs to decide whether to escape or fight one of Ubtao’s very large children.

Read the following if the PCs are around to see the dinosaur arrive: The ground shakes and a massive head breaks through the brush. In the light from the full moon overhead you see jagged teeth, seemingly grinning at you.

The creature’s front legs are small, batting aside the bushes as its muscular rear legs propel it over the ground. Its long, leather If the PCs searched through the parchment in the shaman’s home, they can recognize this dinosaur as a gorgosaurus, a creature capable of delivering a particularly nasty bite.

Gorgosaurus (1): INT Non; AL Nil; AC 5; MV 15; HD 13; hp 78; THAC0 7; #AT 3; Dmg 1-3/ 1-3/7-28; SA Nil; SD Nil; MR Nil; ML 11; S G (30' long); XP 5,000 The dinosaur is aggressive and fights to the death.

Aftermath/Escaping: If the PCs defeated the dinosaur, the goblins above will be furious.

No one kills the children of Ubtao! However, the goblins will not attack the PCs if they exit the crevice or climb the walls on the other side of the village. PCs returning to the village will be attacked.

If the PCs tried to escape before the dinosaur arrived, they can run east and risk the possibility of the dinosaur catching up with them because of its quick movement rate, run west—and right into the dinosaur, or they can climb the crevice wall. It is important to note which side of the crevice they climb. The goblins will be furious if the PCs escape on the other side, but the goblins will not pursue them.

If the PCs are weaponless, they might wish to return to the village to attempt to reclaim their possessions. DMs should pay attention to their methods and precautions and determine their chance for success.

Batiri, Kuro (60): INT Average; AL Neutral evil; AC 6; MV 12; HD 2; hp 8 each; THAC0 19; #AT 2; Dmg 1-6/1-6 (arrows) or 1-4/1-4 (hatchets) or 1-3/1-3 (claws); SA Nil in village; SD Nil 54 Heart of the Jungle in village; MR Nil; ML 15; SZ S (4’ tall); XP 65 each The damage applies to goblins carrying weapons. Only one-fourth of these goblins have weapons on them, and these consist of short bows, quivers with 8 arrows, and twin hatchets.

The unarmed goblins can acquire weapons in eight rounds by running to the hunters’ hut.

Batiri, Kuro (children) (30): INT Average; AL Neutral evil; AC 6; MV 12; HD 2; hp 4 each; THAC0 19; #AT 2; Dmg 1-3/1-3 (claws); SA Nil in village; SD Nil in village; MR Nil; ML 15; SZ S (2’ to 3’ tall); XP 35 each Goblin Warriors, Kuro (35): INT Average; AL Neutral evil; AC 6; MV 12; HD 3; hp 18 each; THAC0 17; #AT 2; Dmg 1-6/1-6 (arrows) or 1- 4 + 1/1-4 + 1 (hatchets and STR bonus) or 1-4/1- 4 (claws); SA Sil in village; SD Nil in village; MR Nil; ML 15; SZ S (4’ tall); XP 120 each Goblin Shaman, Kuro (1): INT Very; AL Neutral evil; AC 3; MV 12; HD 7; hp 35; THAC0 16; #AT 2; Dmg 1-4/1-4+ 1 (hatchets) or 1-3/1-3 (claws); SA Spells; SD Spells; MR Nil; ML 16; SZ S (4’ tall); XP 650 Spells: 1st level— phantasmal force, cure light wounds, cure light wounds; 2nd level— chant, bind, web; 3rd level— hold person, sugg e s t i o n , p r a y e r ; 4th level— cure serious wounds Magic items: (BI) Bracers of defense AC 7, four vials of ryath root cream (each vial contains two doses, each dose curing 1d4 points of damage), non-magical hatchet (naturally +1 due to fine quality) Erytulk, the village shaman, believes he is the most powerful Batiri shaman in all of Chult because of the number of spells at his command daily. Erytulk is a greedy Batiri, wanting as much wealth and power as his position allows. He envies the queen and desires control of the village, but he knows the goblins would never accept a spellcaster as their leader. Still, he works to exert his control by offering his council to the queen and making occasional suggestions to her.

If the PCs provoke a fight, Erytulk elects to first use his chant and prayer spells to increase the fighting abilities of his people. He follows this with hold person on a PC spellcaster, and web anchored to the huts on PC fighters, trying to avoid binding the goblins.

Erytulk retreats if he feels his life threatened.

Goblin Queen (1): INT Very; AL Neutral evil; AC 2; MV 12: HD 6; hp 42 each; THAC0 15; #AT 2; Dmg 1-4+2/1-4+2 (hatchets +1 and STR bonus) or 1-4/1-4 (claws); SA Nil in village; SD Nil in village; MR Nil; ML 15; SZ S (4’ tall); XP 270 Irtana, the leader of this tribe, is a respected fighter who earned her title through combat.

Her orders are obeyed without question, as under her rule the village thrives and has a good supply of slaves and sacrifices. The goblins over the past few years who questioned her orders ended up in the bellies of dinosaurs.

She is cruel, relishes making slaves frightened and uncomfortable, and enjoys tormenting lesser creatures.

In her dealings with the player characters, she acts aloof, attentive, and makes it clear she is in charge of their fates.

D. Emerald Mine The Chult dwarven mine is a simple affair, and relatively new. This clan exhausted their previous mine two years ago and opened this new one many miles to the north after finding a trace of emeralds in their samplings. They have fashioned two large chambers for their living accommodations, and a small one to house the Kuro Batiri who work for them.

The necessities handled, they recently began work on a tunnel that is being mined for the precious gems.

There are 40 albino dwarves operating the mine. They are lead by a dwarven cleric who has several acolytes. They keep their brothers spiritually and physically healthy.

When the PCs come upon this area, read or paraphrase the following: The grasses have been tramped down in this large clearing, and small footprints are visible in the damp ground. Here and there are dinosaur tracks and what looks like the marks left from wheels. The foliage on the edges of the clearing is thick, practically obscuring the large rocks. Through the broad leaves you see the beginning of a hill. Faint sounds drift across the scene.

Odd sounds, metallic.

The entrance to the mine is hidden behind carefully-tended bushes. The dwarves do not want visitors, nor do they want their operation discovered. The mining sounds are coming from underground, in the tunnel where the dwarves and goblins are working. As the mine gets older, and the tunnel deeper, no sounds will be heard above ground.

PCs with the nonweapon tracking proficiency can identify the tracks as belonging to goblins, dwarves, and to large dinosaurs similar to the one they saw in the sink hole earlier.

A successful tracking proficiency check shows the footprints lead to a massive bush. The sound of metal against rock is louder here, and bits of rock can be seen around the bush.

PCs who part the bush come face-to-face with a pair of albino dwarven sentries, who sound the alarm and demand the PCs identify themselves. The dwarves will not attack unless they are threatened. In addition, if a few days have passed since the PCs aided the pair of dwarves in rescuing their monoclonius, those dwarves will vouch for the PCs as good-intentioned and honorable. In this instance, or if the PCs prove they mean no harm, they are quickly invited inside. The dwarves do not want any nearby ptera-men or goblin patrols seeing travelers talking to bushes.

The PCs will be lead to one of the dwarven living chambers, where characters without irfravision will find it impossible to see. The dwarves will not allow the PCs deeper in the mine.

The use of lanterns and light spells is forbidden, and any PCs using them will be chastised and looked down upon. The dwarven leader demands they explain how they found the mine. He wants the PCs to promise they will not give away the location, nor will they come back. That business out of the way, he quizzes them about activities above ground, the strength of any nearby goblin communities, and the location of ptera-men. If the PCs have not yet encountered the ptera-men, the leader describes them as tall lizard men that do not have tails.

If the PCs came from the goblin village and are weaponless, the dwarves provide each PC with a pick or spear for defense. These weapons are not the diamond-edged weapons used by the dwarves. However, the PCs can acquire these items by trading. See the information presented on the albino dwarves in the front section of this book. If the PCs have magic, gold, or other items for trade, the dwarves will barter with value-for-value in emerald shards and cut gems.

If pressed or questioned thoroughly the albino dwarves grudgingly explain they mine emeralds, which are sought after by spellcasters and merchants. They trade for weapons, wine, ale, magic weapons, and magic items.

They are especially fond of decanters of endless water, even though the decanters do not always function for them. They work with the Kuro Batiri in the neighboring village. It is a cautions relationship, with the dwarves not trusting the emerald-skinned men. Still, the goblins are good workers, and so far the relationship has worked.

The dwarves know well the tales of “the heart of the jungle.” In fact, the dwarven leader claims he mined the stone years ago. If the PCs ask about the heart, read the following: The old albino dwarf rubs his long beard, twirls the end in a white, stubby finger, and closes his eyes. “The heart. Yes, I know the heart. I mined it, cut it. Bigger than a dwarf’s fist, it is, and more brilliant than the cursed Chult sun. It was seventy years ago I cut it. Seventy years ago I tried 57 to sell it to a rich merchant from a place called Sembia. It was a rough trip to the Tabaxi village, where I was to meet the merchant. I don’t like the light, and traveling above ground was taxing. Still, I knew the gem would fetch a price like no other, so I went.

“The merchant was awed, as were all the Tabax—and then the goblins streamed in, surprising and terrorizing us all. I lived, as did half the Tabaxi. The merchant died.

The gem was taken.

“I hear the goblins still have the heart.

Where, I couldn’t say. I don’t care. Gems that large only bring about death and court evil.” The PCs can get no more useful information from the dwarves. However, they can learn about the albino dwarves and their mannerisms.

The player characters are welcome to rest here. However, the dwarves want them to leave early in the morning, as they must get back to work.

Dwarves, Chult (40): INT Average; AL N; AC 6; MV 9; HD 3; hp 15 each; THAC0 17; #AT 1; Dmg 1-8+1 (barbed spears and STR bonus); SA +1 to hit in darkness; SD Nil; ML 15; SZ S (4’ tall); XP 65 each Batiri, Kuro (18): INT Average; AL Neutral evil; AC 6; MV 12; HD 2; hp 8 each; THAC0 19; #AT 2; Dmg 1-6/1-6 (arrows) or 1-4,/1-4 (hatchets) or 1-3/1-3 (claws); SA Nil in village; SD Nil in village; MR Nil; ML 15; SZ S (4’ tall); XP 65 each E. Medicine Man Partway up the face of the hillside is a series of caves. A druid from the northern Realms lives in the largest of these, and his people, a band of Tabaxi, live in the other caves. It is not difficult to find the homes, as well-traveled trails lead up the mountain. Tabaxi from villages in the jungle, as well as rare bands of elves and occasional albino dwarves, make their way here for healing balms.

The druid attempts to be a recluse, but the Tabaxi who dwell near him keep that from happening. Still, he is quiet, brooding, and absorbed with the plants of Chult. He has made his life’s work studying them, and he uses them to heal the sick and injured.

PCs who travel up the trail will be spotted unless they are invisible. They will be greeted by Tabaxi children, and shortly thereafter by the Tabaxi elder.

If the PCs arrive during the day, the Tabaxi explain that they cannot meet with the great druid. He is out gathering plants for study and he must not be interrupted during this time. The Tabaxi will not tell the player characters where he is, as the Tabaxi know that the druid values his time alone. Not even the Tabaxi bother him while he is collecting the plants. However, the Tabaxi say the PCs are welcome to stay and wait for him. The Tabaxi will go on at great length about how wonderful is Arvo the druid, the great plant man. If the PCs prove an attentive audience, the Tabaxi regale them with stories of how he saved their entire village when the people were dying of a strange disease. Ever since then, the Tabaxi adopted him and live near his cave on the mountain.

The Tabaxi elder will not allow the PCs to enter the druid’s cave when he is not at home.

Tabaxi children (12): INT Average; AL Neutral good; AC 8 (Dex); MV 12; HD 1; hp 3 each; THAC0 20; #AT Nil; Dmg Nil; SA Nil; SD Nil; MR Nil; ML 13; SZ S-M (3’ to 5’ tall); XP 15 each Tabaxi adults (21): INT Average; AL Neutral good; AC 9 (Dex); MV 12; HD 1; hp 5 each; THAC0 20; #AT 1; Dmg 1-4 (knife); SA Nil; SD Nil; MR Nil; ML 15; S M (5’ tall); XP 15 each Tabaxi elder (1): INT Very; AL Neutral good; AC 10; MV 12; HD 4 (F4); hp 32; THAC0 17; #AT 1; Dmg 1-6 (short sword); SA Nil; SD Nil; MR Nil; ML 15; S M (5’ tall); XP 120 each The druid, a human in his mid-60s, arrives at the mountain shortly before sunset. He is laden down with small leather sacks filled with plants. He grudgingly greets any PCs; the druid does not appreciate this unexpected company. Still, he agrees to meet with the PCs, as he assumes talking to them will make them go away faster. Despite his age, the druid is agile, muscular, and likely as healthy as the youngest PC.

58 Heart of the Jungle If the PCs are weaponless because of their encounter at the goblin village, the druid provides them with three long swords, a short sword, two spears, and three wooden shields.

None of the arms are magical. Arvo does not want people wandering defenseless in the jungle.

Eventually, the PCs will be invited into his cave. When this occurs, read the following.

The cave is large, clean, and surprisingly cool given the heat of the jungle outside.

Lanterns line the wall, providing plenty of light.

Most of the interior of the cave is taken up with tables and shelves filled with fruit, vials, and bowls of various mixtures. Dried plants are stacked and labeled, and sheets of parchment lie everywhere.

Behind the workspace is a large bed that looks plush and comfortable. From a perch near the bed, a bright green bird squawks at you.

“That’s Worry,” Arvo says, pointing at the bird. He reaches for a banana, peels it, and takes a few bites. “She’s a friend. She won’t bother you unless you get too close. She’s been known to snap off fingers.” With that the man squawks and chitters at the bird, then returns his attention to you.

If any of the PCs are injured, Arvo heals them to full hit points through his assorted balms. If the PCs are sick because of falling in the sink holes near the goblin idol (or from any other source), he cures them of their diseases as well.

Depending on the PCs’ questions, Arvo provides the following information: * Originally from Ravens Bluff, far, far away, Arvo came to Chult to study the plants. He heard legends that they held the key to healing the world’s ills. After years of research, he believes that is true.

* Arvo has discovered several compounds that when processed correctly have beneficial effects. These are detailed below. He will give the PCs samples if they provide him with gifts such as wine that he will keep for himself and trinkets that he can give to the Tabaxi. He is especially interested in potions that are noncurative.

* He says most rumors in Chult have a basis in fact. He has heard the tales of “the heart of the jungle” and is certain a gem of great proportions exits, likely in the goblin shrine north of the crevice. The Tabaxi stay away from the shrine, so there must be something terrible there. He also has heard a great evil is associated with it, probably guarding it. He learned from a Cormyrean merchant visiting his people yesterday that a small group of Harpers entered the jungle to search for the heart and the evil, but no one has heard from them. He suspects the evil they sought—or one of the dinosaurs in the jungle—killed them. Arvo has not ventured after the gem, as he has little use for material wealth.

* Ubtao is indeed a god, and the druid has a great respect for him and the dinosaurs, which are called his Children. Still, Arvo believes there are greater forces in the jungle.

“Nature is the real power in Chult,” he says.

* Arvo suggests they stay away from the goblin village. The goblins are numerous, ruled by a hateful queen, and there is nothing good that can come from a visit there.

* He cautions the PCs not to use magic in front of Tabaxi. They believe only chosen individuals should command arcane forces.

* He can provide directions to the dwarven emerald mine. However, he cautions the PCs that if they harm the dwarves or steal from them, the animals will tell him of their acts and he will seek revenge. The PCs will not be leaving Chult.

Salves and Balms 1) Ryath root: One dose of this mashed root cures 1d4 points of damage. Two doses cure 2d8 points; three doses bring on a sickness because of over-indulgence and cure no damage.

2) Ground menga leaves: When heated, turned to a liquid, and swallowed, one ounce heals 3d8 points of damage. Stronger doses are not recommended, as they cause unconsciousness.

3) Bytter nuts: When crushed and rubbed on an open wound, this compound heals 1d6 points of damage, even on unconscious victims.

4) Sinda berries: Swallowing a dozen of these dark brown berries will restore Strength and Constitution losses that are caused by poisons and diseases.

5) Wildroot: Rubbing the juices of this root on an open wound infected by a poison neutralizes the poison.

6) Feather Skin: The petals of this rare, pale blue flower have an astonishing curative power. By placing a petal on the tongue, it dissolves and rids the body of all diseases. The druid has only 12 petals, as the flowers are difficult to find.

If the PCs request healing compounds, he will give each PC up to 12 uses of any of the mixtures above, in a one-to-one trade. In other words, he would give up a menga root in exchange for a flask of wine. The exception is the petals; he will part with only two of these.

The druid invites the PCs to spend the night —with the Tabaxi. He prefers his privacy.

They must leave in the morning, as he has much work to do—alone.

If the PCs attempt to fight the druid for his healing plants, the druid and Tabaxi fight to the death.

Arvo, druid (1): INT Genius; AL Neutral; AC 4 (ring of protection and Dex); MV 12; HD 10; hp 65; THAC0 14; #AT 1; Dmg 1-4 +3 (dagger +3); SA Spells, shape change; SD Spells: MR Nil; ML 15; S M (6’ tall); XP 6,000 Spells: 1st— animal friendship, invisibility to animals, locate animals or plants, entangle, pass without trace, create water; 2nd— charm person or mammal, messenger, snake charm, speak with animals, trip, warp wood; 3rd— hold animal, summon insects, spike growth, tree; 4th— giant insect, repel insects, plant door, speak with plants; 5th— anti-plant shell, pass plant Magic items: ring of protection +4, dagger + 3 F. Ptera-men Village The ptera-men built their homes near the heart, hoping to unlock the secret that would let them claim the gem. The ptera-men will let the PCs pass through their village and reach the heart. They hope the adventurers can take the gem; then they will get the gem from the adventurers by ambushing them as they leave the shrine.

If the PCs climb up to the ptera-men’s homes, the creatures, looking like tall lizard men, come out and order the PCs away. The ptera-men will attack only if the PCs do not leave or if they threaten the ptera-men.

The ptera-men’s combat tactics are simple- swoop to the attack and fight with their claws and vicious bite. If one-third of the ptera-men are killed, the remainder retreat and plan to attack the PCs later when they are sleeping. Refer to the Monstrous Compendium ™ entry at the back of this booklet for more information on the ptera-men.

If the PCs kill the ptera-men, they find a total of 120 gp, 80 sp, and a dozen emerald shards each worth 25 gp.

Ptera-men (14): INT Average; AL Neutral evil; AC 4; MV 12, Fl 12 ©; HD 4; hp 22 each; THAC0 17; #AT 3; 1-4/1-4/2-7 or by weapon, 2-12 (barbed spear); SA Swoop; SD Nil; MR Nil; ML 17; S L (10’ tall); XP 300 each G. Shrine of the Heart The Shrine of the Heart sprang into being a little more than sixty years ago when an evil Tabaxi wizard, who was not permitted to practice magic, decided he must have the gem held by the goblins.

The wizard, using his spells to appear as the goblins’ deity, Khurgorbaeyag, in his ankylosaurus form, wrested the gem from the Kuro goblins and demanded they serve him.

The wizard had no intention of staying in Chult long, as he feared the other Tabaxi would overcome him. However, he enjoyed the servitude of his “people,” and hoped to uncover other precious emeralds even larger than the heart.

The wizard’s actions were indeed noticed by the shamen of nearby Tabaxi tribes. They were shamed by the malice and greed of their tribesman and put into motion a plan to stop him—while keeping the Tabaxi people oblivious to their actions. The shamen of the tribes secretly gathered on a hill northeast of the goblin village. Covering their presence with magic, they lured the evil wizard to the hill.

There, a fierce battle ensued between a half-dozen shamen and the wizard. The magic that was unleashed had a horrible impact on the ground. The ground where they fought hardened to a marblelike finish, and the surrounding trees died and hardened as well.

Three curious goblins who journeyed from their village to watch the display also became a permanent part of the shrine.

Eventually, the shamen overcame the wizard.

However, just as they were about to deal a killing blow, he cast a magic jar spell that placed his soul in the gem. The shamen destroyed his body and placed the gem in the marbled skull of the evil wizard.

Combining their magic, the shamen cursed the marblelike shrine. “The people of Chult may look upon the gem, but not touch it. Forever will it remind them that violence is a part of life in the jungle, but greed is worse and can call down destruction.” The curse prevents natives of Chult from getting closer than 20 feet to the marble shrine. However, the curse does not pertain to the PCs, who were not born in Chult.

Refer to the map when running the shrine encounter. The shrine sits on a hillock covered with thorny vines. At the base of the hillock are eight goblin warrior guards; they are relieved every six to eight hours by more goblin warriors from the village. (Even though the Kuro Goblins are also affected by the curse, they guard the gem that was once theirs jealously—if they can’t have it, nobody can.) To reach the Shrine of the Heart, the PCs must get past the goblin warriors, climb over the vines, and deal with the “evil” at the top.

The hill is 50 feet tall. PCs climbing up the hill are subject to damage from the thorny vines.

Such PCs automatically suffer 1d4 points of damage for every 10 feet they climb.

The shrine itself consists of a circular platform ringed by six pillars. The platform is the jungle ground and plants solidified into marble- hardness from the magical battle. The pillars are the marbled trunks of former rubberproducing trees.

If the PCs overcome the goblins, the thorns, and climb the hill, read the following when the reach the top: A circle of dark green marble, nearly 60 feet in diameter, sits atop the hill. Ringing it are green marble pillars, carved to resemble tree trunks and the carved forms of three goblins. In the center, on a rock that is chiseled in the shape of a skull, rests the largest emerald you have ever seen. Its facets sparkle.

If the PCs cast detect evil or detect magic, they discover that the marble platform, tree trunks, skull and gem radiate both. Casting dispel evil will do nothing; casting dispel magic on the gem causes the spirit of the Tabaxi wizard to enter the marble skull.

Any PC who steps on the marble platform is subject to the wizard’s magic jar spell. The wizard will attempt to possess a PC spellcaster, but will settle for any body to get away from Chult. Refer to the magic jar spell in the Player’s Handbook. If the wizard is successful, he takes no actions against the PCs, attempting to fit in as one of them. He does not want to give the PCs a reason to suspect him, as the spells he has remaining in his memory after the fight with the avatar are few, and the PCs might not have the needed spell components to cast them.

The wizard’s plan is to sneak away from the PCs at his first opportunity, book passage on a ship that will take him away from the jungle, and find a better body to occupy. He intends to start a new life in another land, where he can use his magic to terrorize an unsuspecting populace.

The wizard does not care if the PCs take the emerald. His soul sat inside it for so many decades that he wants nothing to do with it.

Retrieving the emerald will destroy the spirit of the PC he replaced. See “Taking the Emerald ” below.

62 Heart of the Jungle If the wizard is discovered, he attempts to flee, not wanting to lose this new body. If the body is killed, he is forced back into the gem, where he will attempt another magic jar.

Destroying the gem destroys the wizard. Destroying the “new” body kills the PC who used to inhabit it.

Taking the Emerald: The emerald is embedded in the marble skull. The only way to retrieve it undamaged is to destroy the skull.

The skull is treated as AC 0 and has 60 hit points; it is immune to weapons of less than +2. If the gem is retrieved, the PCs could sell it for up to 80,000 gp—provided they could get out of Chult alive with it. Another way to free the gem is to break it. The gem, because of the avatar’s curse, is treated as AC 1 and has 40 hit points. Striking the gem reduces it to shards, but does free it from the skull. The shards can be sold for a total of 15,000 gp.

Tabaxi wizard (18th level), spells remaining in memory: Magic missile, phantasmal force, protection from good, scare, spectral hand, suggestion, tongues, fear, fumble, false vision, f e e b l e m i n d , e n s n a r e m e n t , m i s l e a d , c l o n e , magic jar; Xp 2,500 Ending The Adventure How the PCs return to their own land is up to them. They can find a Tabaxi village and book passage on a merchant ship. Or, they can attempt to draw the attention of passing ships from other countries.

Perhaps they will want to stay in Chult longer, to explore the jungle continent and find other dangers and riches that hide within its emerald embrace. Adventures in Chult can be endless.