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StoryTellingRon’s extra little fun

free supplement of stuff.


(rough draft!!!)
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Volo’s Guide to Chultan Extractions , Chwinga Charms! 30gp
20gp
Known charms given if gifts are given or on
1. Raw materials the whim of the Chwinga. Do not upset them.
2. Notes about recovery & making of
1d10 charges, 1 use and/or 1d4 minutes
3. How to finish items
1. Small toy weapons. +1d4 to attacks or
4. Where to craft, sell in Port Nyanzaru saves for combat
2. Dried fruits. Restoration
List: 3. Small bird bones. Undead Slayer +1HD/
1. Boots of Bounding (jaculi hide) +10ft/ combat
combat or leap/jump. Requires Tanner, 4. Hair of the undead. Turn Undead,
300gp DCWis!
2. Cloak of Jungle Hues (jaculi hide) Stealth 5. Any kind of flower. Plant Awareness
+2, in Jungle/Ruins. Requires Tanner, 6. A small trinket. Riddle Solver Adv to
300gp Insight
3. T-rex hide 1d4, +1 leather armor or +1 7. Small leather strings. Animal Control &
shield, +1 bracers. 1d10 x 1000gp value. Vision, 500ft
Skinning skill. Requires Tanner, 300gp to 8. A small ball. Jungle Moves, No difficulty,
make 1 item. Bonus Dash
4. Kamadan venom. Poisonors Kits to 9. Spicy food. +1d10 Temp HPs/combat
extract, DC15Int 1d6 dose, DC14Con 10. Sweet food. +1 Inspiration to anyone.
+2d8 damage. 11. A small diamond. Only one vision.
5. Garillion meat. Rare. 1d10 x 10gp value. 12. A small gem. Small visions.
Fresh? Attracts raptors. Seal it till needed. 13. A doll’s shield. AC+2/combat
Lasts 1d4 days. 14. Small feathers. Second wind.
6. Yellow musk pores. Seed pods. 50gp each. 15. Fish scales. Breathe, swim 10min
1d6 easily extracted. 16. Small jewelry. Adv to Persuasion
7. Tri-Flower glands. 1d6 per flower. 50gp 17. A song. Magic Resistance +1
each! 18. Small paper or cloth. Invisibility
8. Su Monster brains. 1d6 doses, DC20Int 19. Something unique! +1 luck
to extract & craft with Herbalism Kit, can 20. Something glorious. +1Crit 1d20charge!
divine one action. Roll d20, keep to use.
9. Eblis egg, can use as blinding bombs,
DC15Con. 30ft throw, 10’r.
10. Almiraj horn, adds +1d4 tempory
Wisdom bonus per dose, 1hour. Cookery,
Poisoner kit. DC10. 1d4 doses per horn.
11. Zorbo’s hide & glands. Makes Bracers
AC+2. Requires Tanner, 300gp.
12. Zorbo’s glands. Makes Potion of
Resistance to damage & Adv to all
elemental saves, 1 hour
TREASURE OPTIONS d20 Cache Valuable Items
1 Rain Catcher and Mess Kit
DC 18 Cache 2 10x Preserved Rations, 1 Day
1-10 Common 1d20
DC 20 Cache, 1d8 roll 4 3 20x Preserved Rations, 1 Day 11-14 Merchant 1d10
50x Preserved Rations, 1 Day
15-17 Noble 1d4
DC 22 Cache, 1d10 roll 5 1d4x Cask, Water
6 1d4x Tej, Cask 18-19 Lordly*
DC 24, 1d12 Adv 7 1d4x Climber's Kit
20 Adventurer’s Journal!! Clues!
8 2d4 Vial of Antitoxin
Nat 20, 1d4, top 4 only 9 Insect Repellant (20 day supply) * story behind it.
1. 1d20 x 10 gp 10
11
1d4x Quiver each containing and 1d20x Arrows
Canoe with six paddles
2. Valuable Items 12 2x Hooded Lantern and 10x Oil, Flask Values (x1d10) gems, items, jewels
13 Two Person Tent and 1d4x Explorer's Pack
3. Valuable Items 14 2d10x Low Quality Daggers
Common 1gp
15 A set of Navigator's Tools Merchant 10gp
4. Potion & Things 16 1d10x Changes of Woolen clothing
Noble 100gp
5. Potion & Things 17
18
A set of Cartographer's Tools
Two person Tent and 1d4x Healer's Kit Lordly 1000gp
6. Weapon or Armor 19 2x Tent, Folding Camp Table, and 4x Camp Stool
Legendary 10000gp
20 2d4x Potion of Healing
7. Weapon or Armor
8. Helpful Magical Items Disadv
9. Helpful Magical Items
10. Helpful Magical Items 2 Disadv
11. Helpful Magical Items 2
12. Casting Magics!!
Potions & Things 11. Oil of Sharpness +1
12. Potion of Vitality, removes exhaustion, HD
1. Heal Potion 2d8 full.
2. Heal Potion 2d8 13. Dust of Fortitude AC+2, 1 combat
3. Greater Heal Potion 4d8 14. Potion of Giant Strength (1d6-2,min1, 1=hill)
4. Greater Heal Potion 4d8 15. Potion of Heroism +2STR, 10hp, 1combat
5. Potion of Climbing, 1 hour 16. Potion of Intelligence+2, 1 day
6. Potion of Underwater breathing 1 hour 17. Potion of Mind Reading, 1 min
7. Potion of Speed, x2move, no disengage, 1 18. Potion of Gaseous Form, 1hour, 10ft,
combat, AC+2 concentrate
8. Potion of Elemental Resistance (fire, cold etc) 19. Vial of Water, huge wave, 30’x10’x10’,
9. Potion of Damage Resistance, nonmagic Str18,3d8
10. Cure/Resist Disease/Poison 1 hour 20. Dust of Fortitude AC+2 1/combat

Weapon or Armor 12. Weapon +1, +1attribute


13. Arrow +2, 1d4
1. Weapon +1 (based on what found) 14. Breastplate+2
2. Ammo +1 x 1d8 15. Bracers of Defense +2, leather only, no shield
3. Shield +1 16. Manuel of a Feat (player’s choice)
4. Studded Leather Armor +1 17. Tome of Dextrous Pedigree +1 to Dex, 1week
5. Bracers AC +1 18. Scabbard or Gem of Enchantment
6. Oil of Permanent Sharpness +1 19. +2 Sword of Effects, crits on 19, Bonus 2ndry
7. Oil of Permanent Hardening (armour) +1 attack (like 2nd weapon)
8. +2 Splint Leather armor of fitting, any size 20. Tome of Armour Enhancements. +1AC, And
9. Greater Weapon +1 gain a new trait? Based on spell cast with it.
10. Quiver of Speed +1init, +1shot/combat ~5000gp worth of craftsman, time, effort.
11. Weapon +2
Helpful Magic Items Helpful Magic Items 2
1. Cap of Breathing, in any liquid. 1. Bag of Holding, 200lbs
2. Boots of Levitation, 10ft, upto 120ft or 2min 2. Amulet of Health Con is 19
3. Boots of Flying, 30ft, upto 300ft or 1min 3. Cloak of Elvenkind +1 to stealth
4. Immovable Rod, button, 8000lb hold, upto 4. Cloak of Prot +1 AC & Saves
10’rod. 5. Ring of Jumping, 20ft, bonus, no react attacks
5. Pouch of Sand. Light but if squeezed. 50lbs. 6. Boots of Speed, +10ft move. +1 to Initiative.
6. Lightning Rod (place, Resist 30’radius) 7. Boots of Levitation, 10ft, hover, 10min/short
7. Anti-Magic Ring, 1/day, 1min, 10’ft 8. Boots of Flying, 50ft, moving, 10min/short
8. Magnifying Glass:, Adv to Invest, micro 9. Ring of Featherfalling
9. Tools+1 to any kit 10. Ring of Waterwalking
10. Magnet of Opening, nonmagic, Adv 11. Ring of Evasion, All Dex saves Adv
11. Tools +1d4 to any kit 12. Ring of Protection +1AC & Saves
12. Oil of Repair, 1d10 uses, magically repairs 13. Bracers of Dex +1
anything 14. Bone Vest of Density, Resist Bludgeon, Fall,
13. Ring of Free Action, terrain & magic can’t Crush
paralyze or restrain you. 15. Ring of Poison/Diseasee Resistance
14. Ring of Protection +1AC & Saves 16. Ring of Fire Resistance
15. Vest of Absorption, reduces damage 1d4/hit 17. Cap of Breathing, bubble around head, 1 hour/
16. Medal of Heroism, +1d20hp/day, +1d4 day
bonuses to hit/day, can use +1 for a roll 18. Tiny mask of the Chwinga, shrink to their size.
17. Ring of Resistance, may choose one before May summon one, once only to check them
any combat, but resets after long rest out. Offer gift?
18. Ring of Spell Storing 5 lvls, 1d6-1 spells in 19. Gem of Enchantment
there now. Can be cast! 20. Gem of Enchantment, add to item. Gain a new
19. Holy Symbol, inspiration, Adv to Wis, Cha, trait? Based on spell cast with it. ~1000gp
Con saves worth of craftsman, time, effort.
20. Gem of Enchantment
Casting Magics!! 12. Staff of Range, x2 range
13. Talisman of Power, +1spell lvl to spell cast
1. Beads of casting +1d4DC 14. Circlet of Misty Step, 30ft, bonus, 1/combat
2. Crystal of Energy +1HD for attack spells 15. Crown of Knowledge, Adv to Hist, Arcana,
3. Necklace of Magic, +1, 1st lvl spell slot Investigate
4. Earings of Illusion, +1AC 16. Bracers of Hindsight, deflect 1 visible non-
5. Amulet of Sorcery +1 sorcery point magical attack/turn
6. Scarab of Protection, 10hp/short rest, magic 17. Gem of Enchantment
user only 18. Tome of Intelligence +1, 1week to read.
7. Wand of Focus +1 to attacks & damage 19. Gem of Enchantment
8. Staff of Quickening, may use Quickening too, 20. Rod of Absorption! 10 lvls of targeted spells!
still cost sorcerery points, but +1 point Can then use them.
9. Vial of the Elemental, lasts 24hours, add fire,
water, earth or air(nothing) to summon. 1 use
10. Ring of Spell Turning lvl5, 1/short rest
11. Tome of Knowledge, Adv to History, Arcana,
Investigation (academic based)
Major Factions Order of the Gauntlet
Emerald Enclave Camp Vengeance... faltering, Commander
Small groups, hidden forest outposts, Niles Breakbone. Can be a base of operations,
concerned with peace. Spends their time in healing, restoration, but only if they aid them.
Malar’s Throat and Tiryki Anchorage. Scouts Especially with killing threats and food.
area to warn of undead. But losing many to
the undead & jungle. They are positioned in the Warehouse
District and have brought some order to the
Small druid & ranger groups, can come to aid area. To the liking of the good merchants, but
of others in jungle. But not powerful. not the bad ones.

Flaming Fist Red Wizards of Thay


Mercurial, looking for Omu, riches, wealth, Lord Szass Tam, Heart of Ubtao, Valandra
power. Shadowmantle, Thayan minions... closing in
on Omu
Several well armed groups, always ask others
for charter (50gp at fort). If they don’t have Ytepka Society
it, in the jungle, they are killed. Group will Against foreign rule, local Chultan leaders,
have +1 stuff, potions, scrolls. Many taken secretive. Only 50 members. Zindar is one.
from other adventurers they killed. Greedy Goals: Get rid of Zhentarim, Flaming Fists,
cunning lot. They probably spend more time & Lord’s Alliance. Red Wizards while a threat
hunting adventurers than looking for lost do not appear to want control. Order of the
treasures or finding Omu. Gauntlet are useful idiots that mean well. But
we shall not help them.
Harpers
Trying to seek Artus & the ring. Fearful of Zhentarim
its power. But also the notion of the Death The Black Network, guards & mercenaries
Curse. Are they tied? Secretive. No one Woodcutting camps, mining operations,
knows we’re hear, and sadly we are quite treasure-hunting expeditions.
ineffective. Wakanga and Syndra Silvane Teams made to hunt Cimber & get ring.
cooperate with Harpers. His villa is their safe
house. Secretive until they can trust, then will Devil’s Gold. Sulfur mining operations in
afford some magic, some divination. Land of Ash & Smoke are in dire straights!

Lord’s Alliance Greatly weakened by pirates! Their


Confusing hodge podge of the greedier mercenaries can’t compete with them!
weaker merchants, bought off by outsiders.
Seeking maps, explorers, and treasure
hunting expeditions. Pays well, offers guide,
but will escort a Veteran and a mage who
takes any magical relics.
Refuse Pit

Saltpeter
Red Wizards
Throne Hill Academia Temple of Sune

Executioner’s Run
Ifan Talro’a Kwayothe
Junk sales Smithing
Clothing Mounts wine exotics
Stone
Crafts Temple of Savras
Beggar’s Palace Jewel Market
Zhanthi
Ekene-Afa
Temple Hill
Wakanga O’Tamu jewelry, armor
Goldenthrone magic items Ytepka Society gear
Luxury Harpers Temple
of Gond
Finance
SellSswords
Vineyards Jobal Harbormaster
Pottery
Guides & Sellswords
Zindar

Jessamine
Grand Souk Order of the
rogue poison
Gauntlet
Harbor Ward
Warehouse District LightHouse
Jessa’s
Florashop Na N’buso
Emerald Enclave The Illustrious The Great King

Lords Alliance
Fort Nyanzaru
Malar’s Throat Temple of Tymora Fighter’s Guild
Arena Fish Market
Sales
Grand Coliseum
Customs & Taxes Public
Bathhouse

Yklwazi Hill
Hall of Gold Soaps,
Red Bazaar Alchemy
Emerald Enclave

Tiryki Anchorage Dhavian’s


Mount Sibasa
Volo
Fabrics
Dino Pens Inns & Taverns

Zhentarim The Dye Works


Black
Black Market
Gate

Ocean
Alchemia Flaming Fist

Syn of the Zhents


Good Merchants top before she makes a move. But the rot has
Wakanga distracted her greatly and now she hears of
(magic) adventurers dying off and no one finding the
While he wants the Vorn, he wants to help source of this yet, though all claim it comes
Sylvia deal with the Death Curse. And will from the lands of Chult. She has delved into
aid parties who help her. He’ll give a few collecting rare books but she hates reading
potions but expects them to come to him and trusts no one else to do it! She is almost
with any relics, artifacts and magics. accepting of her fate.

Zhanthi Evil Merchants


(jewerly, luxury) Kwayothe
Of the Ytepka Society, she is concerned more (slavery that gets: fruit, wine, perfumes, oil,
about the pirates than Kwayothe. But she tej)
may deal with her yet, perhaps with powerful Switch worship to Loviatar, Maiden of Pain,
outsiders at her side. She knows Kwayothe Scourge of the Mistress!
has powers over Ifan, Ekene’s husband, & Top levels of Temple of Sune are ‘normal’,
perhaps Jobal. but below is the Temple of Loviatar. She has
corrupted and taken over the temple!
Ekene-Afa Pirates bring her adventurers to torture!!
(gear, armor)
She is good but angry. She sees Kwayothe’s She has the succubus and incubus resort to
charm as dangerous. She has her suspicions seductive liaisons with lesser merchants and
that her weak husband is spending too much powerful proprietors to gain their loyalty or
time with Kwayothe and her consorts. servitude. Not all attempts are successful and
some were murdered by the their draining
kiss. This ‘sickness’ has been attributed to this
Neutral Swayed Weak Merchants
Death Curse but others are starting to put
Jobal two and two together and the Ytepka Society
(guides, sellswords) may make its move!
While charmed and blackmailed by
Kwayothe and her consorts, he still is
anchored in his own desires. Aazon his loyal
Ifan Talro’a
(mounts, beasts)
spy has discovered that Kwayothe’s lovers
Sends flying snake messages to the Yuan-Ti
have powers of charm. He is keeping his
via a pureblood. He suspects Yuan-Ti but
distance and is unsure whether to make a
as long as they pay in ancient Omu relics he
deal with the devil or find allies against her.
is fine with that. Hates Wakanga & Ekene’s
success. Tied to Zhentarim! They support
Jessamine him. Suspicions rising that Ifan may be
(poisons, spices, assassins) compromised by Kwayothe.
Due to her Death Curse rot, has remained
outside of Kwayothe’s clutches. She has a
network of assassins but avoids all their plots
and ploys. Waiting to see who comes out on
Grand Souk
Can also make deals to get certain supplies.
But most be a wholesale order, large
quantities, if small, very expensive.

Buy timber, spices, medicines concocted


from jungle plants, dinosaur skulls and claws,
iron, tiger pelts, carved ivory, Batiri and
grung handiwork, colored feathers, tropical
fruit, monkeys, dino meat, and all the other
riches of Chult.
Alchemical Reactions on grenade, +20ft range, DC10 Dex/Str
Gunpowder: saltpeter, charcoal, sulfur check!

Flash: 1 gunpowder, 1 magnesia Hand mortar


Dex/Str check, 10/20ft, 15’ radius, sight, Archery skill, 80/240ft
DC12Cha or lose next turn (if aware its
coming, Adv to check) Acids
All basic components are made & stored at
Smoke Bomb: 1 gunpowder, sugar, dye for the Ocean Alchemia
color? Dinos hate purple! Love Red. Royal Water (melts even gold!) highly toxic
fumes.
Flashbang: 1 gunpowder, 1 magnesia, fuse, Basic mix: hydrochloric (acidum salis or the
sealed clay ball acid salt), nitric acid (aqua fortis or strong
DC12 Dex/Str check, 30/60ft, 15’ radius, water)
sight/hearing, DC14Cha or lose next turn (if
aware its coming, Adv to check) Piranha Water, bubbles explosive, hot, eats
flesh
Basic mix: sulfuric acid (oil of vitriol, clear
liquid from dried crystal powder using a
retort (distilling curved vase))
And
peroxide (dark water, bluish thick, decays in
light)

Grenade1: 3 gunpowder, 3 magnesia, fuse,


sealed clay ball
DC12 Dex/Str check, 30/60ft, 10’ radius,
DC12Dex or take 2d8 bludgeoning & lose
next turn. Half if save.

Grenade2: 3 gunpowder, 3 magnesia, iron


shot, sealed clay ball w/ etch marks for grip!
DC12 Dex/Str check, 30/60ft, 10’ radius,
DC12Dex or take 2d8+4 piercing,
bludgeoning & lose next turn. Half if save.

Refined, concentrated powders, add HD to


damage. Stronger than clay! Add HD! Grip
Gun & Powder Rules Make Needle bones lair, sulfur hot spring?
Load 1 shot per turn Make galleon lair, iron shot, smithing tools,
Pistol misfire 2 black powder ruined!
Musket misfire 2-3 black powder tome: grenade1, grenade2,
Crits on 19 or 20 hand mortar, cannon stuff(?), refining
Rain light +2 misfire, heavy +5 misfire powder, making iron balls+1, making
‘bullets’.
Misfire mishap
1 (regular fumble) (hit other, fall, drop
weapon, hesitate
2 weapon damaged (must repair, takes 1
action to try, DC14 Int, if fail must use tinker
tools, sit down, etc...)
3 weapon burns the powder, needs clearing
(must clear, may use 1 action to do)

Powder getting wet!


Survival DC12 light rain, DC14 heavy rain.
Advantage with care, waterproof container. If
submerged... DC18!

Weather
1.
Sunny day
2.
Sunny day
3.
1 fast shower, DC12 drenching
4.
muggy hot, DC14
5.
fast show, muggy hot, DC13
6.
light drizzle, DC14 damping
7.
buzzing hot, DC16 or exhaust
8.
heavy rain, DC20 exhaust if travels, DC16
drenching
May add roleplay descriptions to adjust DC
downward!

UPDATE MISFIRE FIX RULE WHAT ROB


SAID.
Faroul & Gondolo heard of a crashed air
galleon that had things like Cornelius’s boom
sticks! Only bigger ones! It’s near needle
bones somewhere? They say Needlebones
took it down!
Narwhal Treasure DC12 Dex/Str check, 30/60ft, 10’ radius,
DC12Dex or take 2d8 bludgeoning. Half if
Terrain Treacherous save.
DC16 Str or Dex Save
Or 2d6 damage, fall, collapse & cave in Grenade2: 3 gunpowder, 3 magnesia, iron
shot, sealed clay ball w/ etch marks for grip!
Every segment! DC12 Dex/Str check, 30/60ft, 10’ radius,
DC12Dex or take 2d8+4 piercing,
bludgeoning. Half if save.
Salvage Process, Descriptive!!!
DC20 Investigate! Hard. Need light.
Aid...
Refined Gunpowder: requiring twice the
DC20 Str to move things.
ingredients, and strenuous mortar & pestle
Light source!
work (beyond our sailors) could afford +1
Stabilizing techniques?
HD to each shot or grenade.
Leverage
Dissertation on Cleaning & Maintenance
Treasures:
Techniques: DC10Insight then +1 to Tinker
(all wood is rotted)
Tools
1. d20 x d20 coin
2. d20 trinkets, small weapons
Iron Balls +1: Dipped in molten steel. At a
3. Cache
forge.
4. large tools (use for leverage)
5. small tools (1d8, +1s for toolkit)
Other tests for better grenades and shot
6. Pouch of 20 bullets
recorded by the Captain. Also will seek
7. Small tin of 10 bullets +1
Merchant Ekene-Afa and the Temple of
8. Pistol parts 1d8
Gond for possible manufacture of arms and
9. Musket parts 1d12
munitions.
10. Black Powder Tome

Black Powder Tome Crafting Arms


Pistol 10 parts
Musket 18 parts
Gunpowder: saltpeter, charcoal, sulfur
(parts are just ‘gun parts’, so interchangeable)
Flashbang: 1 gunpowder, 1 magnesia, fuse,
sealed clay ball Captain’s Quarters & Journal
DC12 Dex/Str check, 30/60ft, 15’ radius,
sight/hearing, DC14Cha or lose next turn (if Poisoner’s Kit +1
aware its coming, Adv to check) 2000gp, 10 merchant items, 4 noble
2 gems of enchantment (for blades)
Grenade1: 3 gunpowder, 3 magnesia, fuse, Pistol parts, 1d8, (use these, +1 to craft)
sealed clay ball. Tin of 10 bullets+1
Oil of Cleaning 1d4 (reduces misfire this
many times)
Tin of gunpowder +1HD, 10 uses

Captain’s Journal

Grenade grip. Adds 20ft to toss.


Grenade seal made of iron, +1HD
Crafting hand mortar, 20 parts

Hand mortar
Reload 1, Misfire 3, 120/320ft
2 misfire explodes! 2d8 to holder, mortar
destroyed, but with 1d4 parts can rebuild

Merchant Ekene-Afa
Improving pistol +1, 350gp
Improving musket +1, 500gp

Oil of Cleaning 1d4 crafting, 100gp of


refined exotic oils. Port’s soap district.
10min apply, reduces misfire for 1d4.

A gem of enchantment could reduce misfire


by 1, down to 1 only, so I have heard?

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