You are on page 1of 7

Executioner's Run

A 1-2 Hour Adventure, Recommended for 5e Characters lvl 1-6


A supplement for Tomb of Annihilation, or any campaign set in Chult or another jungle setting.

Written by Alex Nobiletti


Edited by Rebecca Wooldridge

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the
Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Alex Nobiletti and published under the Community Content
Agreement for Dungeon Masters Guild.
Created in The Homebrewery
Executioner's Run

S
ix stand before the tall metal gate, six condemned The Executioner's Run is a 50ft wide, 175ft long, 30ft deep
to meet their fate. One is a thief caught in the act, stone pit carved by the ancient Chultans for a ball game. It
two others were guides who did not pay Jobals' has been converted by the Merchant Princes into an obstacle
tax. Another had attempted to kill a man over a course full of dinosaurs and other deadly jungle creatures. As
fraudulent deal, and the fraud who was found out the only punishment for crime other than exile in Port
stands now at his heel. The last, a foreigner from Nyanzaru, the brutality of the bloodsport is quite effective at
a distant land, does not know our ways, his crime, dissuading petty crime, and ridding the city of those craven or
or what manner of punishment is at hand. desperate enough to commit such crimes.
The long arena has been divided into five Zones, each with
its own set of challenges. Each Zone has random tables for
About the Adventure the DM to roll on to populate that Zone with Creatures,
Executioner's Run is an adventure that is meant to be used Traps, and Plants. This ensures that each time the
when one or more of the characters commit a serious crime Executioner's Run is played it can provide a new and unique
in Port Nyanzaru. It is custom that serious criminals are challenge, even if players have been through it before. Some
taken, in groups of six, to Executioner's Run in the Old City. criminals that have survived the Run before have their own
Here the accused face a gauntlet of jungle creatures and preferred routes through the course.
traps, and those who climb the knotted rope up on other side Characters are held in cells in one of the stone ziggurats
of the pit are given their freedom as well as a cash prize. next to the Run in the Old City until mid-day, when the Run
This Adventure is recommended for 6 characters of level 1- begins. If you do not have six characters in the Run, fill the
6. If you don't have that many players, you may elect to use rest with NPCs from the list below.
Sample Runners to fill out the roster. Characters of any level
can be thrown in, but it may be difficult to imprison higher Sample Runners
level characters. Do know that this is intended to be, well, an Name Crime Class/Level
execution. Low level characters may vary well die. Losi Utugelu Dinosaur Thief Rouge/2
The Run is overseen by Merchant Prince Jobal, who
contracts the sellswoards that work as law enforcement in Atumwa
Wadozo
Sold Fake Jems Barbarian/1
Port Nyanzaru. He works closely with Prince Ifan Talro'a,
who supplies most of the dinosaurs and other dangerous Bati Hakal Unlicensed Guide Ranger/3
animals in the Run. Prince Ifan would be devastated if one of Nabobi Olu Serial Killer, Repeat Monk/4
his larger dinosaurs were to be killed. Not because of his love Offender
for the creature, but because of his love for the money he was
making off of it. Sana Zuberi Petty Thief, Repeat Offender Rogue/3
In addition, any survivor of Executioner's Run is given a Ekulu Kwala Smuggler, Repeat Offender Fighter/2
100gp reward by Prince Jobal himself, with the hope that it
will help the victor begin a new life without needing to resort The prisoners' weapons and magic items are taken away,
to crime. This incentive has led to several 'repeat offenders' but they are left with any mundane armor they are wearing. A
who commit crimes with the purpose of being thrown in the character can conceal a small item or weapon with the Light
Run, for gold or glory. Of course, if someone has defeated the property with a Dexterity (Slight of Hand) Check DC 14, a
Run several times Jobal and Ifan see to it that the non-Light one-handed weapon with a DC of 18, and a two-
Executioner's Run becomes more and more deadly. handed weapon with a DC of 22. Spell components are
Criminals are Run once a week, more if needed, and the unrecognized by the sellswords and are not taken.
Run is always a big crowd pleaser for the people of Port
Nyanzaru. There are bets made for who will live and who will
die, what creatures will do the most killing, what Zone Useful Actions
certain Runners will reach before being killed, or any other As the goal of the Run is to get through, not to kill
variable that can be thought of. all the monsters, you may want to remind players
of some useful Actions. For details, see page 192
of the Player's Handbook. Dodge: Enemies you can
Running the Adventure see have Disadvantage on attack rolls against you,
The adventure assumes that at least one character has been and you have Advantage on Dexterity saving
throws. Dash: You may move up to your speed.
detained and is (are) being held until the next Run. If one Disengage: Your movement doesn't provoke
party member ends up in the Run, it is up to the other opportunity attacks for the rest of the turn.
members to decide if they wish to commit a crime to get
thrown in with their companion, or watch and bet from the
sidelines. Many of Jobal's sellswords will accept a bribe of
25gp to enter someone who has not committed a crime into
the Run. If questioned about what crime was committed, the
sellsword answers with "Attempted bribery."
When it is time for the Executioner's Run to begin, read or
summarize the following text aloud: Zone One
The creatures and traps in Zone One are designed to drive
You hear sharp, booted footsteps approaching your cell. A well the Runners further into the course. To give the fans a good
dressed man in blue silks and gold chains is followed by no show, there are two racks of old weapons in the first part of
less than twelve lightly armored guards carrying wicked Zone One. When the characters enter Zone 1 read the
obsidian yklwa. He addresses you formally,
following text aloud:
"For those of you who do not know me, I call myself Jobal,
You are in some kind of arena that has been built into an
Prince. You are criminals, and it is my goal to rid this city of
obstacle course, with a sandy dirt floor and tall jungle grass
criminals, one way or another. In case you do not know what
and bushes growing in patches. There are rough mudbrick
happens to you now, and fear you travel to your deaths, worry
walls about 10ft high to either side of you, vines and plant
not! There is hope for you yet. You will face the Executioner's
tendrils winding their way to the top. Further out to the sides
Run, and should Ubtao judge you irredeemable his children
you can see even higher walls of smooth stone with an inward
will not let you through. But, if he still has use for you you will
curve at the top. There are several old weapons scattered on
prevail! You will run his gauntlet and climb the rope to safety
the ground nearby. There seems to be only one way to go:
on the far side. Your crimes will be forgotten, your
through the Run.
possessions will be returned, and I will personally gift you a
prize of 100 gold. Ubtao watches you today." Jobal turns and
walks back the way he came. Entryway
When he is out of sight the one of his men opens the doors Ifan has filled this section with several swarms of weaker
to the cells and leads you down a narrow stone corridor. The creatures, and Jobal installed two theatrical "rolling boulder"
hall turns and quickly widens, a massive metal portcullis 20 traps that can fire several different types of projectiles. Grass
feet wide and 15 feet tall bars the far end. Beyond it you can and jungle bushes have been allowed to grow in the Run,
see a dirt floor, tall stone walls, and thick bushes. You can hear
creating many squares of difficult terrain. Any bushy square
on the map is considered difficult terrain. In the center of the
the distant roar of hundreds of people yelling, clapping, and
Zone is a large pit of quicksand (Dungeon Master's Guide
stomping in excitement. pg110) that blends in with the dirt floor and separates Zone
The thick iron bars jolt upward with a clang, and the men One from Zone Two. Runners must either cross the
behind you line up, weapon tips poking you through the quicksand or go around and face a rolling trap. At the end of
threshold. With a bang the gate slams shut behind you, both rolling traps is a pit trap that will open if a character
trapping you in Executioners Run. steps on it or when or rolling trap projectile puts pressure on
the square.
The Walls Weapons Weapon Damage
The entire Run is a 50ft wide, 175ft long, 30ft deep pit of Weapon Damage
Moldy Shortbow, 1d6
smooth stone with an inward lip at the top. The inner, lower Rusty Shortsword 1d6 6 Arrows
walls have been constructed specifically for the Executioners Chipped Yklwa 1d8
Run, and are 10ft tall. These lower walls can be climbed with Shoddy Mace 1d8
climbers moving at half speed. The outer walls are smooth, Dirty Dagger 1d4 Splintered 1d6/1d8
and require magic or some kind of climbing gear to be able to Off Balance Hand 1d6 Quarterstaff
climb. Any character that attempts to climb the outer walls is Axe Soggy Shield +1 AC
met with loud boos and jeers from the crowd. The outer walls Wooden 1d6
require a Strength(Athletics) Check DC 18 with climbing Shortspear
Tattered Whip 1d4
gear to climb. If characters climb to the top of the outer wall
they come to the inward lip. It requires a Strength (Athletics)
Check DC 25 to leap from the wall to the edge of the lip The Tall Grass
successfully. On a failure the character falls 30ft to the floor The tall grass and bushes restrict movement and are difficult
of the Run. Any character that successfully escapes the run terrain. Roll 1d6 on the table below to determine what type of
faces the wrath of the angry crowd, cheated of their sport. creature has been put in the Run this time. The characters
The mob of people pushes the character back into the Run, can either fight the swarms or run from them, but they should
where they fall 30ft to the ground. Among Chultan natives, it feel driven to cross into Zone Two, where the swarms will
is considered good luck to take the weapon from a Runner not, and often cannot, follow. Any character in Zone One can
before pushing them back into the Run. see into Zone Two as well. Reveal both Zone One and Zone
Two on the map at the same time, and roll for creatures in
Zone Two at the same time you roll them for Zone One.
Zone One Creatures At the end of the hallway Zone One lets out into Zone Two.
Roll 1d6 2d4 of Book for Stats 5ft before that there is a hidden pit trap (the black circles
outlined by yellow and marked PT) that opens when the first
1 Wild Boar MM 319 Runner or heavy object reaches it. It takes an
2 Axe Beak MM 317 Int(Investigation) Check DC 12 or a Wis (Perception) Check
3 Flying Monkeys ToA 220
DC 15 to spot the hidden pit. A Runner that steps in the
square marked on the map must make a DC 14 Dexterity
4 Green Grung ToA 223 Saving Throw or fall 10ft to the bottom of the pit, taking
5 Flying Snakes MM 322 4(1d6) falling damage. On a success they safely jump to the
far side. The trap door stays open. A Runner that falls in the
6 Velociraptors ToA 235 pit is left there and forced to Run in the next Executioners
Run.
The Wild Boar snort and squeal from the bushes. They
only attack Runners that are in the bushes. Rolling Trap
The Axe Beak stalk the sides of Zone One, attacking when Roll 1d6 Effect
Runners enter the narrow side hallways. 1: Giant Rolls 30ft at the end of this characters turn
The Flying Monkeys glide down from the inner walls, Boulder and another 30ft, into the pit trap, at the
attempting to grapple Runners by their heads, Blinding(DMG end of their next turn. Any character that is
290) them. The monkeys will follow Runners into Zone 2. rolled over must make a DC 15 Dexterity
The Green Grung hide in the quicksand, leaping out to Saving Throw or take 26(5d10)
grab Runners and pull them in. bludgeoning damage and be knocked
The Flying Snakes hide in the vines on the walls and prone.
attack Runners that have not seen them. They have a Stealth 2: Stream of A gout of fire sears a 50ft line down the hall
DC of 12. The snakes will follow Runners into Zone 2. Fire at the end of this turn. Any creature in the
The Velociraptors break cover and attack the Runners as line must make a DC 15 Dexterity Saving
soon as they can, ideally before everyone has had a chance to Throw or take 11(2d10) fire damage on a
arm themselves. failed save, or half as much damage on a
successful one.
Quicksand 3: Poisonous Poisonous Snakes surge out of several
Snakes holes in the wall. They slither 30ft forward
The quicksand appears as a large patch of sandy dirt requires at the end of this turn, and an additional
and requires a Passive Perception of 14 to notice, or an 10ft at the end of every turn, covering the
active Wisdom(Perception) or Intelligence(Investigation) area behind them with snakes that stay in
Check DC 12 while looking for traps will notice the hallway until the end of the Run. Any
character that ends their turn in the snakes
quicksand as well. Experienced Runners will know the takes 6(1d10) poison damage and is
location of the quicksand. If a character steps in the Poisoned(PHB 290) for 1 hour.
quicksand they sink 1d4+1 feet, and an additional 1d4 feet at
the end of their turn. Characters can attempt to free 4: Feathered Long spears shoot down the hallway for
Spears three rounds. If a character ends their turn
themselves with an Action using a Strength(Athletics) Check in the hall, they must make a DC 14
DC equal to 10 + the number of feet they have sunk. See page Dexterity saving throw or take 9(2d8)
110 of the DMG for more details. piercing damage.
5: Poison Black feathered darts shoot out dozens of
Traps Darts small holes for 3 rounds. If a character ends
The Runners will either cross the quicksand or go through their turn in the hall, they must make a DC
16 Dexterity Saving Throw or take 2(1d4)
the trapped passages on the sides of Zone One. Both traps piercing damage and must succeed on a DC
are identical, but roll for them each independently every Run. 15 Constitution saving Throw, taking
They are activated when a Runner steps on a pressure plate 6(1d10) poison damage on a failed save or
in the marked squares on the map (the yellow circles marked half as much on a successful one.
PP). The pressure plates take a DC 14 Intelligence 6: Young Grung Stomper, the trained ankylosaur from
(Investigation) or a DC 16 Wisdom(Perception) Check to Ankylosaurus, the dinosaur races has also been trained to
notice. Experienced Runners will know the locations of these Grung 'race' down this hallway. Grung Stomper
pressure plates. Stomper acts on his own turn, after the character
When activated, the roll on the table below to determine that activated the trap. He moves 25ft
the type of projectile the trap shoots and its effect. All down the hallway on his first turn. Any
projectiles are shot from the back end of their halls character trampled must make a DC 12
Dexterity saving throw or take 13(3d8)
respectively (from the yellow arrows marked RT). Tell the bludgeoning damage. Any character that
character what has happened and then let them take any attempts to move past him is subject to an
Actions or movement they have remaining. Each of the opportunity attack from his club tail, made
Rolling Traps can be activated only once per Run. at +3, 13(3d8) bludgeoning damage on a
hit. On his next turn, Grung Stomper is
startled by all the commotion and moves
backwards 10ft. On his third turn he
charges all the way into the pit trap at the
end of the hall.
Zone Two Zone Three
Zone Two is a more open area, with the opening to Zone Zone Three divides Executioner's Run in half, and consists of
Three in the far left corner behind the bushes. Roll the two switchback corridors, each 50ft long, and 10ft wide,
creatures for Zone Two at the same time as you do those for enclosed by 30ft high walls. In this room are plants meant to
Zone One. Roll 1d6 on the table below to determine the bind and hold characters, allowing the one creature in each
creature for Zone Two. Unless they are hiding, the creature in corridor an opportunity to attack. The creatures are hiding in
Zone Two can be seen from Zone One. The back of Zone Two the bushes or on the walls. Roll for 2 creatures in Zone
is a 30ft high wall (see The Walls in Zone One above) except Three, one in the first corridor, the other in the second. If the
for the small opening on the left side to Zone Three. creatures in Zone Three kill a Runner they will spend the rest
of the time consuming the body, ignoring other Runners.
Zone Two Creatures
Roll 1d6 Creature Book for Stats Zone Three Creatures
Roll 1d6 Twice Creature Book for Stats
1 Angry Stegosaurus ToA 231
1 Kamadan ToA 225
2 Giant Strider ToA 222
2 Jaculi ToA 225
3 1d4 Dinonychus ToA 217
3 Pterafolk ToA 229
4 1d4 Elbis ToA 219
4 Su-Monster ToA 232
5 Grung Elite Warrior ToA 223
5 Zorbo ToA 241
6 Girallon ToA 222
6 Girallon ToA 222
The Stegosaurus prefers to stay in the open middle of The Kamadan hides in the bushes until a Runner makes it
Zone Two and use its tail to repel anything that comes near it. past a plant. It then attacks with it's Sleep Breath, dragging
The Strider is a bird-like reptile that can spit fire. It will the victim up the inner walls to eat them. The Kamadan has a
spit over the quicksand into Zone One if a good opportunity Stealth DC of 16.
arises. The Jaculi coils in to the vines on the inner walls, and
The 1d4 Dinonychus hide in the bushes, attacking attacks a Runner as soon as it is in range of their Spring
Runners hit by the plants. They have a Stealth DC of 14. attack.
The 1d4 Elbis have had their wings clipped and cannot fly. The Pterafolk has had its wings clipped and must glide
They attack as soon as possible. down from the walls. If a character is hit by a plant, the
The Grung Elite Warrior hides in the quicksand and uses Pterafolk swoops in to steal the kill.
it's Mesmerizing Chirr on the last Runner to enter Zone Two. The Su-Monster sits on top of the walls in Zone Three and
It then attempts to pull them into the quicksand. The Grung waits until a Runner is restricted by a plant. It then uses its
Elite Warrior has a Stealth DC of 15. Psychic Crush attack. If the Runner survives and escapes the
The Girallon is enraged to be captive, and climbs the inner plant the Su-Monster moves in to finish the job.
walls in Zone Two, leaping to other walls or to attack as many The Zorbo climbs on the walls, waiting for an
different Runners as possible. unsuspecting victim to wander below. The Zorbo drops on
There are also several dangerous jungle plants in the Run, the first Runner to pass by it.
in the locations marked on the map. Keep the location of the The Girallon takes up an entire corridor, springing from
plants hidden from the players, and consider changing their wall to wall and tries to attack as many different Runners as
locations on different Runs. When a character comes within possible.
5 feet of one of the plants, roll on the table to determine what There are also three dangerous plants in Zone Three at the
it is. It then attacks the character. marked locations on the map. Keep the location of the plants
Zone Two Plants hidden from the players, and consider changing their
Roll 1d4 Creature Book for Stats locations on different Runs. When a character comes within
5ft of a plant, roll on the table below to see what awaits.
1 Shrieker MM 138
2 Violet Fungus MM 138 Zone Three Plants
Roll 1d4 Creature Book for Stats
3 Yellow Musk Creeper ToA 237
1 Mantrap ToA 227
4 Tri-Flower Frond ToA 234
2 Assassin Vine ToA 213
The tall wall at the back of Zone Two hides Zones Three, 3 Gas Spore MM 138
Four, and Five from view. 4 Tri-Flower Frond ToA 234

Zone Three ends the same way it began, with a blind


corner at the end of the second 50ft long hall.
Zone Four Zone Five
When a Runner comes out of Zone Three into Zone Four, Runners that have just crossed the water have run right into
they are able to see through Zone Four to the end of the Run the star of the show, the large carnivore in Zone Five. When a
in Zone Five. Reveal both these Zones on the map at this Runner enters Zone Four, roll the creature for Zone Five on
point. Between the two Zones there is a moat dug 10ft deep the table below:
and filled with murky water. There is a protruding rock in one
spot, and a short log floating in another. The rock is stable, Zone Five Creatures
but the log requires a DC 14 Dex Saving Throw for a Runner Roll 1d4 Creature Book for Stats
to keep their balance if they land on it or start their turn on it. 1 Young Allosaurus ToA 32
There is also a creature in the water, and depending on what 2 Young Carnotaurus ToA 32
it is it may be visible. Across the moat is a large carnivorous
dinosaur, and behind it a large, knotted rope. Roll one 3 Young Spinosaurus ToA 32
creature for Zones Four and one creature for Zone Five at the 4 Young Tyrannosaurus ToA 32
same time.
The Young Allosaurus will pace the bank of the moat,
Zone Four Creatures waiting for someone to come over. The Allosaurus targets the
Roll 1d6 Creature Book for Stats weakest Runner first.
1 Plesiosaurus MM 80 The Young Carnotaurus hunkers down and hides in the
2 Giant Crocodile MM 324
bushes, attacking in ambush. Use the stats of the Young
Allosaurus for the Young Carnotaurus. The Young
3 2d4 Swarms of Quippers MM 338 Carnotaurus has a Stealth DC of 15.
4 Merrow MM 219 The Young Spinosaurus is willing to splash and swim
through the water and into Zone Four in pursuit of the
5 Gelatinous Cube MM 242 Runners or the creature in Zone Four. Use the stats of the
6 Giant Snapping Turtle ToA 222 Young Tyrannosaurus for the Young Spinosaurus.
The Young Tyrannosaurus will pace the bank of the moat,
The Plesiosaurus has been starved and is very aggressive, waiting for someone to come over. The Young Tyrannosaurus
attacking as soon as possible. It can follow Runners onto targets the strongest Runner first.
land, but it cannot enter the bushes. On the far wall is a large knotted rope that runs all the way
The Crocodile takes the place of the log on the right side to the top of the 30ft high Outer Wall (represented by the
of the moat. When a Runner enters the water it submerges yellow star on the map). Because of the lip on the wall, the
and pursues them. If landed on by a jumping Runner it rope is hanging free about two feet from the wall, giving the
throws them into the water. The crocodile has a Stealth DC climber some mobility. Climbers move at half speed. While on
of 14. the rope, characters are able to push off the wall and swing
The Quippers wait below the surface of the entire moat, around, giving creatures attacking them Disadvantage.
attacking as soon as meat enters the water.
The Merrow is fairly intelligent, and waits until a Runner Conclusion
jumps. It then bursts out of the water and attempts to grapple
the jumping Runner mid-air. Any Runner that climbs the rope out of the Run is met by the
The Gelatinous Cube rests in the short 15ft wide part of roar of the crowd and by Prince Jobal. Jobal congratulates the
the moat, positioning itself to attack whoever is crossing if triumphant Runners, handing them a purse with the 100gp
they were to fall in. reward money and a bag with their confiscated possessions.
The Giant Snapping Turtle takes the place of the small Characters that survive the Executioners Run become well
rock in the middle of the moat, sending anyone who lands on known in Port Nyanzaru, and are urged by people on the
his shell toppling into the water with him. street to face the Run again.
DM and Players Maps

You might also like