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Xen’drik Expedition to
TOMB OF ANNIHILATION

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by BRIAN HAMILTON
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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Tharkgun Dhak ..........................................................................11
Introduction ................................................................................... 5 House Deneith .......................................................................11
Preparation ............................................................................... 5 Artus Cimber ..........................................................................12
Omu .............................................................................. 5 ......................................................................................................13

Xen’drik Locations ................................................. 5 Features of Tharkgun Dhak .............................................13

The Traveler’s Curse ............................................. 5 1. Stairs .................................................................... 13

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Titan’s Teeth .................................................................................. 6 2. Ogre Camp ......................................................... 13
Approach .................................................................................... 6 3. Fortress Rooms................................................ 13
The Falls...................................................................................... 6 The Khyber Chasm ..............................................................14

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The Mountains ......................................................................... 6 The Fangs of Argarak ..............................................................15
Titan’s Pass ................................................................................ 7 The Obsidian Bridge of Zenzzir .....................................15
Khyber Dragonshard Caverns ........................................... 8 Reaching the Bridge ........................................... 15
1. Cavern Entrance................................................. 8 Traversing the Bridge ........................................ 15
2. Rust Monster Pen .............................................. 8 Appendix .......................................................................................16
3. Lava Lake .............................................................. 8 Animated Objects ................................................ 16

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4. Dragonshard Cavern ........................................ 8
Temple of Banor...................................................................... 9
1. Main Temple ........................................................ 9
Dolgaunt .................................................................. 16
Dolgrim .................................................................... 17
Skeletons ................................................................. 17
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2. Cloister Cells ........................................................ 9 Drow, Sulatar......................................................... 17
3. Lesser Sanctums ............................................. 10 Yellow Musk Mother .......................................... 19
4. Primary Sanctum ............................................ 10
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“Be Careful, Sela,”
Darren said, “We don’t

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want to awaken
anymore of those-“

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“Look out!” Harrik
shouted. “It’s one of
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the temple guardians!”

“Just like before, Boys”


Sela said, “We’ve got this!”
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Introduction
Adventure awaits in the lands of Xen’drik, home to
drow who worship fire and scorpion gods, ancient
ruins from a forgotten giant civilization, man-eating
plants, and aberrations living in the depths of Khyber.

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Preparation
This document assumes that you are already
familiar with the Tomb of Annihilation. If you haven’t
read the adventure yet, you may want to familiarize

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yourself with it before proceeding.
In addition, you may want to download Eberron
Guide to Tomb of Annihilation from the Dungeon
Master’s Guild website. It provides advice on how to
convert the Tomb of Annihliation adventure to the
Eberron Campaign Setting.

Omu
Although you are free to place Omu wherever you

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wish on the contintent of Xen’drik, you may want to
consider placing it in the Valley of Shadows. This
placement allows your adventurers to through the
mountains of Titan’s Teeth, past the ruins of
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Tharkgun Dhak, and over the peaks of the Fangs of
Argarak. If your adventurers take a different route,
you can always move these sites to another location.

Xen’drik Locations
The locations presented in this document are actual
locations on the continent of Xen’drik. As your
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adventurers move south, you may want to familiarize


yourself with their position on the hex map included
at the end of this document, so that you can get an
idea of when you can expect the adventurers to
approach them.

The Traveler’s Curse


Tens of thousands of years ago, a giant civilization
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spread across the continent of Xen’drik. After a


devastating war with the quori, the giants unleashed
a magical cataclysm that destroyed all portals from
the plane of Dal Quor and severed it completely from
the Material Plane. This event cursed the lands of
Xen’drik, twisting all sense of time and distance. If
your adventurers are unlikely to encounter one or
more of these locations on their current path through
the jungles, you can always use the Traveler’s Curse
to ensure that they pass through the locations
presented here. One way to do this is to move them
across the continent to where you want them when
they fail a navigation check.

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the mountains. Characters who disturb the placid
Titan’s Teeth waters alert the quippers to their presence.
• Climb the side of a waterfall. The cliffs over which
the waterfalls cascade are covered in moss and
Approach vines. Characters can attempt to climb these cliffs
by making three successful DC 10 Strength
Nestled between the Phoenix Basin and the Hydra
(Athletics) checks. For every three failures, the
River is a range of mountains known as Titan’s Teeth.
characters take 1 level of exhaustion. Characters
These mountains contain cyclopean ruins from the

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who fail by 5 or more on any given check fall and
Age of Giants and are home to many races, including
take 3d6 bludgeoning damage for every successful
stone giants, frost giants, and several tribes of the
check made while climbing.
Vulkoori drow. There are also several dangerous
In addition to these hazards, assassin vines grow on
creatures that lurk among the crags, including
the sides of the waterfalls. As the adventurers

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basilisks, blood hawks, wyverns, and saber-toothed
climb, they are likely to encounter an assassin vine
tigers.
(see p. 213 of the Tomb of Annihilation adventure
module). If the characters take damage during this
Rainbow hued waterfalls cascade down
encounter, they must make additional DC 10
through the jungle from icy peaks, forming
Strength (Athletics) checks to avoid falling.
pools of crystal water that link up to
Characters who fall take bludgeoning damage as
streams meandering down to the Hydra River
described above. Successful Strength (Athletics)
many miles away. Peaking through the
checks made to avoid falling are not counted for
jungle canopy is the occasional massive
purposes of determining this damage.
column or archway, ancient reminders of

land.

The Falls
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the giant cities that once dominated the
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The characters will need to succeed at a series of
skill checks in order to navigate through the maze of
streams, pools, and waterfalls that lie at the base of
the mountain range. Some of the challenges that they
will need to overcome are as follows.
• Nagivate a stream. Although many of the streams at
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the base of the mountain are not particularly deep,


the streambeds are often slippery and filled with
large boulders carried down from the mountain
above. Characters will need to succeed at a DC 10
Dexterity (Acrobatics) check to navigate them
safely. Characters who fail this check fall into the
The Mountains
water and must make a DC 12 Constitution saving Normal temperatures in the mountains of Titan’s
throw in order to avoid swallowing water tainted teeth are around 40 degrees Fahrenheit during the
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with throat leeches (see p. 40 of the Tomb of day, with temperatures at night about 20 degrees
Annihilation adventure module). colder. In the event of extreme cold, high winds, or
• Traverse a natural pool. The banks of many of the heavy snowfall, characters who do not seek shelter
pools at the base of Titan’s Teeth are choked by must make a DC 10 Constitution saving throw at the
jungle. Characters can attempt to hack their way end of each hour or gain one level of exhaustion.
through this undergrowth by succeeding at three Characters with resistance or immunity to cold
DC 15 Strength (Athletics) checks. For every three damage automatically succeed on the saving throw,
failures, the characters take 1 level of exhaustion. as do creatures wearing cold weather gear (thick
Alternatively, characters can attempt to swim coats, gloves, and the like) and creatures naturally
across with a DC 10 Strength (Athletics) check. adapted to cold climates.
However, the currents of these waters are the least
of the characters’ concerns. 2d4 swarms of
quippers swim in the waters here at the base of

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6
face. As the remorrhaz attacks, the drow watch to see
how the characters handle themselves. If it seems
that the characters are struggling, the drow aid them
in bringing down the creature.
When the battle is over, the drow approach the
adventurers. According to Tulis, a group of stone
giants living in the pass raided his camp recently and
captured several from his tribe for use as slave labor

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in the Khyber dragonshard mines (see below). He
requests that the characters rescue these tribe
members in exchange for safe passage through the
mountains.
If the characters agree to help Tulis, he leads them

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to the Khyber dragonshard caverns where his tribe
members are held captive.
If the characters refuse, Tulis and the other drow
attack the characters, attempting to steal their
equipment in order to attempt the rescue themselves.
In addition, the characters must roll on the following
random encounter table every 1d4 hours to avoid
additional encounters with the drow. Any drow rolled
as a random encounter attack the characters from the
cliffs as they make their way through the pass. The

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the exception that they use shortbows in place of
hand crossbows as appropriate.
• 01-40 – No encounter.
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• 41-80 – 1 drow elite warrior and 6 drow
• 81-90 – 1 drow mage and 2 drow
• 91-00 – 1 drow priestess of Vulkoor (use the
statistics for the Drow Priestess of Lolth) and 2
Titan’s Pass drow

Through the snowy haze, a pair of colossal


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statues, carved from the mountain rock


itself, flank what appears to be a canyon
cutting through the range

Tens of thousands of years ago, the titans carved


this passage through the mountains, cutting what
would normally be a two-day journey in half. Though
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the titans carved it from solid rock, the sides of the


passage are now weathered. Only two pairs of
colossal statues at either end of the pass, all of which
have been magically protected from weathering,
indicate that this site was constructed.
Thanks to the Traveler’s Curse, Titan’s Pass is rarely
encountered by travelers. If the adventurers are
traveling with a guide from Stormreach, there is only
a 20% chance that the guide has ventured through it.
The rest have only heard of it in legends.
Hiding in the snow of the mountain pass, a young
remorhaz lies in wait for unwary travelers passing
through. A scouting party of 4 Vulkoori drow led by a
drow elite warrior, named Tulis, hide in the cliff
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