TEXT: ESCAPE from 
  ESCAPE from 
  MALAR'S THROAT
  MALAR'S THROAT
  TOMB 
  TOMB ofof ANNIHILATION
   ANNIHILATION
  An Introductory Dungeon for Tomb of Annihilation
  An Introductory Dungeon for Tomb of Annihilation
  Chapter 1: Port Nyanzaru
  Chapter 1: Port Nyanzaru
  
  2  |  CREDITS
   |  CREDITS
  ESCAPE from
  ESCAPE from
  MALAR'S THROAT
  MALAR'S THROAT
  Credits
  Writing: Dan Kahn
  Layout: Dan Kahn & J. A. Valeur
  Editing: Dan Kahn & J. A. Valeur
  Cover and Interior Art: Art provided by Dungeon 
  Masters Guild and used with permission under the 
  Community Content Agreement for the DMs Guild. 
  Maps and Priests' Cache: by Stanislav Mokrushin 
  (TacticalMap)
  Special Thanks: Dranik, Tyll, Knock, Kelerk, Cade and 
  Helga.
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, 
  Ravnica 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 2020 by Dan Kahn & Eventyr Games and published under the 
  Community Content Agreement for Dungeon Masters Guild.
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  3
   INTRODUCTION  |
   INTRODUCTION  |
  Introduction
  M
  alar's Throat sits precariously outside of the 
  city walls of Port Nyanzaru. The poor living 
  within this slum are under constant threat 
  from floods and the undead denizens of the jungle of 
  Chult. When the undead march upon the city, heroes must 
  rise to protect the living, without falling themselves.
  This supplement to Tomb of Annihilation expands on 
  Malar's Throat in Port Nyanzaru. It is meant to add an 
  exciting new dungeon to this location. The document 
  includes:
  A New 1st Level Dungeon. Start the party's adventure 
  in Chult off with a harrowing rescue mission, that will 
  have them fending off ravenous undead, solve puzzles, and 
  pitch them against Port Nyanzaru's worst scoundrels!
  Black Market items for Port Nyanzaru. Expand Port 
  Nyanzaru's black market with new illicit substances, such 
  as Dreaming Tincture and Mistleaf.
  Using This Supplement
  This supplement provides a low level dungeon within 
  Port Nyanzaru so that players earn enough experience 
  to level up by the time they set out into the jungle. It is 
  useful to first read Chapter 1: Port Nyanzaru in the official 
  Tomb of Annihilation campaign book before reading 
  this supplement. You can also use this supplement in 
  any campaign by changing the locations or names of 
  characters as needed.
  As always, it is up to you how much of the content you 
  want to use. It's perfectly fine to use some parts of this 
  supplement while discarding others, or simply let the 
  ideas presented here inspire new ideas of your own.
  This supplement assumes a party of 4–6 characters of 
  1st level. More powerful parties will have an easier time 
  with the combat challenges within. To scale this adventure 
  for parties of level 2 you can do the following: 
  • Add an additional skeleton and zombie (or one ghoul) 
  to the encounter described in the section "Doors to the 
  Temple".
  • Change one of the giant frogs to a giant toad in Area 3 of 
  the Tunnels of Fortune.
  Quick Overview
  In Tomb of Annihilation, characters begin the adventure in 
  Port Nyanzaru. The port is a safe haven from the savage 
  jungles of Chult, but often comes under attack from the 
  wild undead. This adventure begins when the port's 
  alarms signal an imminent attack from the undead. A 
  town crier informs the characters that innocent children 
  are trapped within the Temple of Tymora, just outside 
  of the port's gates in an area called Malar's Throat. In 
  order to save the kids, the characters must rush out to the 
  temple.
  Unfortunately, the port's guards close the gates behind 
  the characters leaving them no choice but to hole up 
  within the temple. One of the priests of the temple informs 
  the characters that there may be a way out through the 
  crypts. 
  After examining the crypts, the characters will find 
  a secret door that leads further underground below the 
  temple. After a few encounters with some wild creatures 
  in the tunnels, the characters will find a secret entrance 
  into a smugglers' den. The characters must find a way 
  out of the smugglers' den through force or cunning and 
  escape through an old sewer pipe into the harbor.
  Monster References
  The following monsters are used in this supplement: 
  • bandit – A smuggler, part of an organization called The Net.
  • giant frog – A large amphibious creature that can swallow 
  people whole.
  • skeleton – An undead creature animated by dark magic, part 
  of the undead hordes that wander the jungle of Chult.
  • spy – A crafty rogue-like smuggler who is the leader of The 
  Net. 
  • swarm of rats – A group of normal sized rats that can swarm 
  around a foe. See "The Nature of Swarms" in Appendix A of 
  the Monster Manual.
  • thug – A strong enforcer, part of the Zhentarim who work 
  effectively in combat in groups.
  • zombie – An undead creature animated by dark magic, part of 
  the undead hordes that wander the jungle of Chult.
   
  Dramatis Personae
  The following characters from Tomb of Annihilation and new in 
  this supplement are referenced in this document:
  • Father Baltan – Recently deceased priest of the Temple of 
  Tymora.
  • Grim – Leader of a group of Zhentarim thugs that operate in 
  Port Nyanzaru.
  • Kwayothé (TOA, 35) – One of the merchant princes of Port 
  Nyanzaru who deals in fruits, drinks, and oils. She has two 
  disguised consorts, a succubus and an incubus.
  • Sister Clara – The priestess of the Temple of Tymora in 
  Malar's Throat.
  • Tymora – The goddess of luck. 
  • Wakko – Leader of a group of smugglers called The Net who 
  specialize in smuggling illegal fruits and substances from the 
  jungles of Chult.
  Official Material References
  The supplement references Tomb of Annihilation (TOA) followed 
  by a page number as a recommendation for further reading.
  Malar's Throat
  Malar's Throat is the slum district that sits just outside 
  of the walls of Port Nyanzaru in Chult. Malar's Throat 
  is set in a ravine between two large ridges and is full 
  of ramshackle buildings. This part of Port Nyanzaru is 
  known for being a haven for thieves and potentially black 
  market dealings. During heavy rains or attacks from the 
  undead in the jungle, people flee for the large city gates 
  known as Ubtao's Jaws. Many of the poor in Malar's 
  Throat send their children to the Temple of Tymora for 
  schooling. Those who live in this area know that the 
  Temple of Tymora is the sturdiest building in Malar's 
  Throat and children are taught that it is safe haven in 
  times of trouble.
  
  4  |  ADVENTURE SETUP
   |  ADVENTURE SETUP
  Adventure Setup
  The following sections provide a suggested way to set up 
  this dungeon adventure. 
  Undead Attack
  If the characters explore Malar’s Throat or if you need 
  to add some excitement to a day of shopping in Port 
  Nyanzaru, you can read the following:
  Alarm horns suddenly blare as someone runs through the 
  streets crying, ‘The undead have returned, there are children 
  trapped in Tymora’s Temple.’ The crier runs up to you and 
  says ‘Please! Someone has to help them!’
  At this point, the port's militia will begin to take their 
  places along the walls around the main gate to Malar's 
  Throat, which is known as Ubtao's Jaws. If the characters 
  choose to help, they must first run 250 feet from Ubtao's 
  Jaws to the Temple of Tymora. At the same time, the 
  undead are pressing forward into Malar's Throat. 
  Race to the Temple
  To reach the doors before more undead arrive, the 
  characters must succeed several skill checks. A single 
  party member may make each check as a "best attempt" 
  for the party. Each character must have attempted a check 
  before any character can make a second check. As the 
  characters set off in a run, you can read the following:
  You can see down the long ravine scores of undead making 
  their way towards the gates. The sturdy-looking temple made 
  of heavy stone lies some two hundred feet from the safety 
  of the gate. Through the crowd, you can see three children 
  running towards the temple with undead not far behind. As 
  you consider the temple of Tymora, a prayer you once heard 
  uttered to the goddess of luck is on the tip of your tongue.
  The party can choose a character to make a DC 12 
  Intelligence (Religion) check to recall a quick prayer to 
  Tymora. On a success, the Goddess of Luck blesses the 
  party with a small portion of luck, allowing them to re-roll 
  one failed check as they try to reach the temple.
  Dozens of stragglers are rushing by you back towards the gate 
  to flee the oncoming undead in the distance. The mess of 
  people are impeding your path.
  The party can choose a different character to make each of 
  the following checks: 
  • A DC 12 Dexterity (Acrobatics) check to dodge people 
  running in the opposite direction. 
  • A DC 12 Wisdom (Perception) check to spot the quickest 
  way through the rushing people.
  • A DC 12 Charisma (Intimidation) check to get people to 
  move out of the way to make a clear path to run.
  If the party fails two of or more checks, add 2 zombies to 
  the door of the temple.
  A quick all-out sprint will get you to the doors of the Temple of 
  Tymora. A small handful of undead are already knocking at the 
  doors and more are on their way, but you gauge their speed 
  and there is a possibility of outrunning them.
  The party can choose a character to make a DC 12 
  Strength (Athletics) check to help the party all-out sprint 
  to the temple before more undead arrive. If the party fails 
  this check, add 2 skeletons to the door of the temple.
  Doors to the Temple
  1 skeletons and 1 zombie (plus any additional undead as 
  a result of skill check failures) are trying to break down 
  the doors of the temple when the characters arrive. Sister 
  Clara, LG female Chultan human acolyte of Tymora, will 
  call to the characters from an upstairs window. When the 
  players arrive at the temple, you can read the following:
  A small group of undead warriors claw at the doors of the 
  temple. Someone peeks out of a window up above and 
  screams, "They're closing the gates. You'll never make it 
  back, but if you can take these ones out, we'll get you inside! 
  Hurry!" 
  As you consider her words, you truly see the wave of undead 
  approaching – too many to count. The flimsy shanties that 
  surround the temple stand no match for the oncoming tide.
  At the start of the encounter, Sister Clara will cast bless 
  upon the party to help. Once the characters have defeated 
  the undead, the scared people inside quickly open the 
  door, allowing the characters to enter. 
  Temple of Tymora
  Once the characters get inside Sister Clara will offer 
  a cure wounds spell and a potion of healing to injured 
  characters. Sister Clara explains that the temple is a sort 
  of school for poor children and is usually a safe haven 
  during floods or undead attacks, but this time there are far 
  more undead than before. She fears the undead may have 
  enough time to break in before the city militia can beat 
  them back. 
  Sister Clara puts on a brave face for the scared children 
  taking refuge in the temple, but admits to the party that 
  she is worried. She has only recently taken over clerical 
  duties since Father Baltan passed away a tenday ago. On 
  his deathbed, however, he told her that there was a secret 
  exit to the temple through the crypts.
  In addition to Sister Clara, there are 14 human Chultan 
  commoners inside the temple, 12 of whom are children.  
  
  2. Natural Caverns
  Stairs descend into a natural tunnel braced by three large 
  wooden columns. Three inches of water cover the floor.
  The natural caverns are cramped 6 feet tall tunnels. 
  Lurking in the shadows and shallow water are two 
  swarms of rats. They attack anyone who enters this room. 
  5
   TUNNELS OF FORTUNE  |
   TUNNELS OF FORTUNE  |
  A8
  A8
  A9
  A9
  A1
  A1
  A2
  A2
  A3
  A3
  A4
  A4
  A5
  A5
  A6
  A6
  A7
  A7
  The Tunnels of Fortune
  The Tunnels of Fortune
  (S)
  (S)
  (S)
  (S)
  (S)
  (S)
  (S)
  (S)
  Tunnels of Fortune
  Sister Clara can lead the characters and the peasants to 
  a trap door that leads to the crypt (Area 1). Characters 
  keeping track of directions may notice that the tunnel 
  that leads down to the crypt heads north from the temple. 
  Rooms with proper walls 8 feet tall, while tunnels with 
  natural, earthen walls are 6 feet tall and cramped.
  1. The Crypt
  Eight stone coffins are arranged in two rows along the walls 
  of this room. On the far end of the room stands a statue 
  of a woman carrying a large, stone, face down coin in her 
  outstretched hand. 
  The coffins are the final resting places of the priests and 
  founders of the Temple of Tymora. Given their recent 
  encounter with the undead, the characters may be 
  suspicious of the coffins. They are right to be suspicious 
  but for a different reason. Anyone who opens the coffins 
  by hand must make a DC 12 Charisma saving throw or be 
  cursed with bad luck, which causes the cursed character 
  to be affected by the bane spell for the next hour. 
  The first coffin on the right is the most recently 
  deceased priest, Father Baltan. Nobody knew that the key 
  he possessed opened a secret cache (see Area 4), so it was 
  buried with him in his coffin. The key is peculiar in that its 
  head is shaped like a gold coin. The other coffins contain 
  nothing of value as the priests of old hid their treasure 
  further in the tunnels in Area 4. The coffin lids weigh 
  approximately 50 pounds and can be opened without 
  making a check.
  Secret Door. There is a secret exit to the temple behind 
  the statue of Tymora, which can be accessed by turning 
  the coin in her hand face up. Any character proficient in 
  religion or who succeeds a DC 12 Intelligence (Religion) 
  can recall that the symbol of Tymora is a face up coin. If 
  the characters do not realize this fact, Sister Clara will 
  notice the face down coin since the symbol of Tymora is a 
  coin face up and note that it's strange. 
  
  6  |  TUNNELS OF FORTUNE
   |  TUNNELS OF FORTUNE
  3. Flooded Halls
  Stairs descend further into a natural tunnel completely 
  submerged in water.
  There are three paths the characters can take at this 
  point. One leads to the priests' cache in Area 4, one 
  leads to a dead end, and one leads to the smugglers' den 
  through Area 5. Two giant frogs live in these corridors. 
  They are tired of eating rats and welcome larger sources 
  of meat. A summary of underwater combat rules from the 
  Player's Handbook is detailed below. To add an additional 
  challenge, you can have a character that takes damage 
  while holding their breath make a DC 10 Constitution 
  saving throw or lose 1 minute of air.
  Suffocating and Underwater Combat
  • A creature can hold its breath for a number of minutes equal 
  to 1 + its Constitution modifier (minimum of 30 seconds).
  • When a creature runs out of breath, it can survive for 
  a number of rounds equal to its Constitution modifier 
  (minimum of 1 round). At the start of its next turn, it drops to 
  0 hit points and is dying, and it can't regain hit points or be 
  stabilized until it can breathe again.
  • When making a melee weapon attack, a creature that doesn't 
  have a swimming speed (either natural or granted by magic) 
  has disadvantage on the attack roll unless the weapon is a 
  dagger, javelin, shortsword, spear, or trident.
  • A ranged weapon attack automatically misses a target beyond 
  the weapon's normal range. Even against a target within 
  normal range, the attack roll has disadvantage unless the 
  weapon is a crossbow, a net, or a weapon that is thrown like a 
  javelin (including a spear, trident, or dart).
  • Creatures and objects that are fully immersed in water have 
  resistance to fire damage. 
  4. Priests' Cache
  The narrow tunnel leads up out of the water. A large stone 
  chest sits on dry land with a keyhole, three dials, and a slot 
  the sized of a coin on it.
  This is where the priests of old hid what little gold they 
  managed to save over the years. Anyone who is willing 
  to wager a gold piece can attempt to open the chest by 
  sheer luck. Each of the dials has the numbers 1, 2, 3, and 
  4 inscribed on them. When a gold piece is entered into the 
  slot, the dials whirl around and each one randomly stops 
  on a number. To represent this, have the player roll 3d4. 
  If the sum of the dials (the dice) equals 7, the chest opens. 
  There are 64 possible outcomes and 12 result in a sum of 
  7 (roughly a 20% of success each time characters insert a 
  coin). Using the coin-shaped key from Area 1 allows the 
  user to make attempts to open the chest for free.
  Treasure. The chest contains 64 gold pieces in the 
  chest and a lucky coin, which looks like a copper piece but 
  both sides are heads. 
  5. Secret Passage
  Stairs lead up out of the water where a lever is set affixed to 
  the wall. A crack forms a rectangle on the wall the size of a 
  door.
  This hall leads to a secret entrance into a smugglers' den 
  below the Harbor Ward. The smugglers are unaware of 
  the secret entrance to their lair, which is more obvious 
  from this side. Pulling the sconce on the wall opens the 
  door to Area 6. 
  6. Abandoned Sewer
  Stagnant water sits at the bottom of this large sewer. To 
  the left, the sewer appears to be filled with debris and is 
  impassible. To the right, a thick metal grate extends into the 
  walls. Across the way, a tunnel leads to a doorway.
  This area was a storm water sewer from the early days 
  of Port Nyanzaru, but has been abandoned for over a 
  decade after it was clogged by debris. The metal grate 
  has AC 20, 60 hit points, a damage threshold of 15, and 
  immunity to poison and psychic damage. A tiny creature 
  can fit through the 4-inch holes in the bars. The sewer 
  discharges in the Harbor Ward beneath the Warehouse 
  District. Any character that touches the stagnant water 
  must make a DC 11 Constitution saving throw or contract 
  the disease sewer plague (see the Dungeon Master's 
  Guide, pg. 257). Anyone drinking the water makes the 
  save with disadvantage.  
  When the characters approach the door to Area 7, any 
  character with a passive Perception above 10 can hear 
  voices from the other side. A successful DC 15 Wisdom 
  (Perception) check allows them to overhear the several 
  men with Chultan accents negotiating something about a 
  shipment of fruit and that it's not going well. See Area 7 
  for more details.
  7. Smugglers' Den
  This room contains several book shelves and benches. A 
  large comfortable chair sits prominently at the head of the 
  room across from a door that leads out. Tables are set up with 
  various food items. 
  A group of smugglers called 'The Net' built a hideout 
  in this abandoned sewer pipe. There are 8 smugglers 
  (bandits) in the group. The head of the smugglers is a spy 
  named Wakko. They mostly deal in dancing monkey fruit 
  and other hallucinogenic/illicit substances from the jungle. 
  People looking to buy something from these smugglers 
  will use thieves' cant phrases such as, "What is the latest 
  catch in The Net?" Characters proficient in thieves' cant 
  who have spent more than a day in Port Nyanzaru may 
  be able to recall information about this group with a 
  successful DC 12 Intelligence (History) check.
   When the characters approach the door, a group of 
  4 human Zhentarim thugs are trying to negotiate the 
  price of a shipment of dancing monkey fruit that will be 
  smuggled out of Port Nyanzaru to Baldur's Gate. The 
  leader of the Zhentarim group is LE human thug who 
  goes by the name of Grim. If Grim decides that Wakko is 
  being unreasonable, he has been given authority by his 
  superiors to replace Wakko through violence and have the 
  Zhentarim take control of the smuggling operation. In this 
  room, Wakko, 4 other smugglers, and the 4 Zhentarim 
  all have their weapons sheathed but tensions are running 
  high. 
  
  7
   TUNNELS OF FORTUNE  |
   TUNNELS OF FORTUNE  |
  Scenario 1. If the characters enter the room before 
  a minute has passed, Grim has the thugs abort the 
  negotiations and run out of the room towards Area 9, 
  assuming the party work for Wakko. Wakko has his 
  smugglers attack the unknown threat, and calls in 
  reinforcements from Area 9. If four or more smugglers 
  are killed by the party, Wakko will surrender and offer the 
  characters whatever they want to spare him and his – and 
  keep quiet about the smuggler's den.
  Scenario 2. If the characters wait and listen, Grim has 
  his thugs attack Wakko's bandits after 1 minute with the 
  goal of forcing Wakko to surrender, so they can find his 
  secret trove. If the characters intervene, Grim assumes 
  that the characters work for Wakko and have two of his 
  men deal with the new threat. Wakko will first have his 
  men deal with the thugs unless attacked by the characters.
  • Round 1. Grim and the other three thugs kill two of the 
  bandits. Wakko calls for reinforcements. One of the thugs 
  has 16 hit points.
  • Round 2. 3 bandits reinforcements arrive. The thugs kill 
  another two bandits. One of the thugs is killed. 
  • Round 3. The thugs kill another two bandits. One of the 
  thugs has 16 hit points. At the end of the round, Wakko 
  surrenders.
  • Round 4. The thugs restrain the remaining bandit and 
  surround Wakko. 
  If the characters intervene at this point, Grim and the two 
  thugs will immediately attack the characters. Wakko and 
  the remaining bandit will help the characters if freed from 
  their loosely held bonds. If combat breaks out, they will 
  each escape their bonds on their own after 1 round. 
  If the characters do not intervene, Wakko leads the 
  thugs to the secret door at Area 8 and the thugs loot 
  the smugglers' trove. The secret door to Area 8 can be 
  detected with a DC 20 Wisdom (Perception) of the room 
  or DC 15 Intelligence (Investigation) check of the wall. 
  Treasure. Each thug carries 2d6 gold pieces. Each 
  smuggler carries 2d10 silver pieces. Wakko has a key to 
  the locked chest in Area 8. 
  8. Smugglers' Trove
  Two open top barrels are filled to the brim with unsuspecting 
  tropical fruit. A closed wooden chest sits in the middle of the 
  small room.
  The chest is locked and can be opened with Wakko's key. 
  Alternatively, the lock can be picked with a successful DC 
  15 Dexterity (Thieves' Tools) check.
  Treasure. The chest contains 200 gold pieces, a pipes 
  of the sewers, and a cloak of elvenkind. The barrels each 
  contain 2d10 pieces of dancing monkey fruit. 
  9. Smugglers' Common Room
  Two round tables sit in the middle of the room. Around the 
  periphery of the room sit crates and boxes of varying sizes, as 
  well as a handful of bedrolls.
  This is where the smugglers hang out, prepare for 
  jobs, and occasionally sleep. The boxes contain the 
  materials for one explorer's pack and one burglar's pack. 
  Additionally, there is a crate of wine imported from 
  Baldur's Gate worth 20 gold pieces. The door to the 
  abandoned sewer is a secret door that is obvious from 
  within the room. From the sewer side of the door, the door 
  can be detected with a DC 20 Wisdom (Perception) of the 
  room or DC 15 Intelligence (Investigation) check of the 
  wall.  
  Conclusion
  If the characters bring the people to safety, Sister Clara 
  thanks them profusely and offers to help arrange a 
  meeting with any the Merchant Princes. Though she does 
  not know any of them personally, she "knows people who 
  know people" and can arrange a brief meeting within the 
  next two days, touting the characters' heroics. 
  If the characters became allies with Wakko, he may 
  offer them services such as free travel by boat if the 
  characters keep quiet about his secret hideout. You can 
  also have him know the location of the pirate hideout in 
  Jahaka Anchorage if the characters inquire. 
  If the characters allow the Zhentarim to escape, the 
  thugs may try to jump the characters at a later point and 
  question them about what they know and what they are 
  doing. 
  If the characters claim the dancing monkey fruit from 
  Area 8 and attempt to sell it, they may get in trouble with 
  Kwayothé, who sends her disguised succubus (Ixis) and 
  incubus (Indar) to fetch the characters for questioning. 
  Troubleshooting
  Here are a few tips in case players get stuck.
  • In the event of a character death, you can have a 
  player take over for Sister Clara for the remainder of the 
  adventure. If this is an introductory dungeon for your new 
  players, you can have Sister Clara arrive in the nick of 
  time with a cure wounds spell if a character faces certain 
  death.
  • If your player's characters are unlikely to take the bait 
  in the adventure hook (run outside to save the peasants 
  at the temple from the undead), you can have a thief 
  steal something from one of them and run away from the 
  main gate into Malar's Throat. The chase should bring 
  characters far enough that returning to the gates is not 
  an option once the alarms sound. Note that you may want 
  to emphasize both the large number of undead and the 
  fact that the Temple of Tymora appears to be the only 
  reasonable safe haven in the shanties of Malar's Throat.  
  
  8  |  BLACK MARKET
   |  BLACK MARKET
  Magic Items
  Cloak of Elvenkind
  Wonderous item, uncommon (requires attunement)
  While you wear this cloak with its hood up, Wisdom 
  (Perception) checks made to see you have disadvantage, 
  and you have advantage on Dexterity (Stealth) checks 
  made to hide, as the cloak's color shifts to camouflage you. 
  Pulling the hood up or down requires an action.
  Lucky Coin
  Wonderous item, rare
  This coin looks like an ordinary copper piece but has two 
  heads sides. When flipped, the person who flips the coin 
  can make one check with advantage in the next hour. 
  Once used, this property can't be used again until the next 
  dawn.
  Pipes of the Sewers
  Wonderous item, uncommon (requires attunement)
  You must be proficient with wind instruments to use 
  these pipes. While you are attuned to the pipes, ordinary 
  rats and giant rats are indifferent toward you and will not 
  attack you unless you threaten or harm them.
  The pipes have 3 charges. If you play the pipes as 
  an action, you can use a bonus action to expend 1 
  to 3 charges, calling forth one swarm of rats with 
  each expended charge, provided that enough rats are 
  within half a mile of you to be called in this fashion (as 
  determined by the GM). If there aren't enough rats to 
  form a swarm, the charge is wasted. Called swarms 
  move toward the music by the shortest available route but 
  aren't under your control otherwise. The pipes regain 1d3 
  expended charges daily at dawn.
  Whenever a swarm of rats that isn't under another 
  creature's control comes within 30 feet of you while you 
  are playing the pipes, you can make a Charisma check 
  contested by the swarm's Wisdom check. If you lose the 
  contest, the swarm behaves as it normally would and can't 
  be swayed by the pipes' music for the next 24 hours. If you 
  win the contest, the swarm is swayed by the pipes' music 
  and becomes friendly to you and your companions for as 
  long as you continue to play the pipes each round as an 
  action. A friendly swarm obeys your commands. If you 
  issue no commands to a friendly swarm, it defends itself 
  but otherwise takes no actions. If a friendly swarm starts 
  its turn and can't hear the pipes' music, your control over 
  that swarm ends, and the swarm behaves as it normally 
  would and can't be swayed by the pipes' music for the next 
  24 hours.
  Black Market
  This section expands on Port Nyanzaru's black market. In 
  Tomb of Annihilation, contacting black marketeers takes 
  half a day plus a successful DC 15 Charisma (Deception) 
  check to pose the right questions to the right people at 
  the right time. If the characters form a cordial connection 
  with Wakko or Grim or proficient in thieves' cant, you can 
  have this check be made with advantage. To determine the 
  black market price of an item, multiply the item’s normal 
  price (see the Chapter 5 of the Player’s Handbook) by 1d4 
  + 2. If an unusually large quantity is needed, increase the 
  price multiplier by 1. 
  In most cases, characters are not likely to have a lot 
  of money at the start of this adventure, so you can just 
  make black market items cost 2 times their normal cost. 
  Alternatively, you can have black marketeers accept favors 
  in exchange for items, such as silencing a troublesome 
  rival or rigging a dinosaur race.
  You can also have the following items and services 
  be available on the black market in Malar's Throat. 
  Characters who wish to sell any of these items to the black 
  market can spend the same time and make the same 
  checks as if seeking to buy.
  Illicit Substances
  • Dancing monkey fruit costs 5 gp per fruit.
  • A vial of dreaming tincture costs 10 gp.
  • A pinch of dried mistleaf costs around 5 gp, while a bag 
  holding 25 doses sells for around 100 gp.
  • An ounce of rot costs 25 gp, while a small flask 
  containing 10 doses sells for around 200 gp.
  Services
  • A forged Flaming Fist Charter of Exploration costs 
  100 gp (see Fort Beluarian in Chapter 2 of Tomb of 
  Annihilation).  
  • For 5 gp gold, characters can buy information about the 
  jungle from the Chult Rumors in Chapter 1 of Tomb of 
  Annihilation. 
  
  9
   MUNDANE ITEMS  |
   MUNDANE ITEMS  |
  Mundane Items
  Dancing Monkey Fruit
  This rare magical fruit produces enough juice to fill a vial. 
  Any humanoid that eats a dancing monkey fruit or drinks 
  its juice must succeed on a DC 14 Constitution saving 
  throw or begin a comic dance that lasts for 1 minute. 
  Humanoids that can’t be poisoned are immune to this 
  magical effect.
  The dancer must use all its movement to dance without 
  leaving its space and has disadvantage on attack rolls 
  and Dexterity saving throws, and other creatures have 
  advantage on attack rolls against it. Each time it takes 
  damage,the dancer can repeat the saving throw, ending 
  the effect on itself on a success. When the dancing effect 
  ends, the humanoid suffers the poisoned condition for 1 
  hour.
  Dreaming Tincture
  This elixir is created from hallucinogenic plants in the 
  jungles of Chult (see Nangalore in Chapter 2 of Tomb 
  of Annihilation). Any character that drinks a dose of the 
  tincture must succeed on a DC 15 Constitution saving 
  throw. Characters who are immune to the poisoned 
  condition succeed automatically. On a failed save, the 
  character begins to experience illusory sights, sounds, 
  smells, and sensations that seem real. Casting a lesser 
  restoration spell or similar magic on the character ends 
  the effect, which otherwise lasts for 1d4 + 4 hours.
  Mistleaf 
  Mistleaf is probably the most common of all illicit 
  substances. Relatively inexpensive and easy to grow in 
  large fields – often by followers of the nature goddess 
  Yondalla – Mistleaf can be found in nearly all corners of 
  Faerun. Causing only mild addiction and adverse effects, 
  Mistleaf can even be grown, sold and bought legally in 
  many places, such as Luskan, Amn and Golden Fields. 
  While affected by Mistleaf, a user will often wear a 
  dumbfounded expression or sheepish grin, a sign of the 
  giddiness the herb causes. Prolonged use of Mistleaf also 
  causes 'misty' eyes – a dull, pale sheen over the eyes, that 
  seemingly has no effect on the user's eyesight. 
  Mistleaf is also known as 'Demongrass', 'Laughleaf' or 
  'Yondalla's tobacco'. Users often refer to the consumption 
  of Mistleaf as 'getting misty' or 'misting'. 
  Dose. A pinch of dried Mistleaf. A single dose costs 
  around 5 gp, while a bag holding 25 doses sells for around 
  100 gp. 
  Use. You can use a pipe or similar object to smoke a 
  single dose of Mistleaf over the course of 1 minute. 
  Effect. 10 minutes after consuming a dose of Mistleaf, 
  you begin to feel light and relaxed. For 1 hour, you have 
  temporary hit points equal to your level. You also gain 
  disadvantage on Intelligence and Wisdom ability checks. 
  Overdosing. For each dose beyond the first, you must 
  succeed on a DC 10 Constitution saving throw or become 
  poisoned for the duration. If you fail this saving throw 
  twice, you fall unconscious for the duration, or until you 
  take damage. 
  Withdrawal. When the effect ends, you must make 
  a Constitution saving throw against a DC of 10 + the 
  number of doses used. On a failure, you gain one level of 
  exhaustion. 
  Rot
  This black, tar-like liquid is harvested from undead 
  creatures by unscrupulous necromancers and dark 
  priests. Essentially distilled blood of an undead creature, 
  Rot smells bad and tastes worse. The dark liquid, which is 
  sold in small vials, carry traces of the necromantic energy 
  that fuels the undead, allowing anyone to gain a brief taste 
  of an undead creature's numbed existence. Despite its 
  foul nature, Rot is very popular among street beggars and 
  vagrants, who use it to keep pain and hunger at bay. 
  Rot-users are easily recognizable by their grayish skin, 
  dead eyes and often ghastly smiles. Long-time users also 
  show signs of hair loss, decaying teeth and general muscle 
  atrophy. 
  Rot is also known as 'ghoul's blood' or 'grave drink'. 
  Users often refer to the consumption of rot as 'rotting' or 
  'gravecrawling'. 
  Dose. An ounce of dark liquid. A single dose of Rot 
  costs around 25 gp, while a small flask containing 10 
  doses sells for around 200 gp. 
  Use. You can drink a dose of Rot as an action. 
  Effect. Immediately after consuming a dose of Rot, 
  you begin to feel numbed in both mind and spirit. For 8 
  hours, you have a +4 bonus to your Constitution score and 
  you don't need to breathe, sleep, drink or eat. You also 
  have disadvantage on Dexterity saving throws and ability 
  checks. 
  Overdosing. For each dose beyond the first, you must 
  succeed on a DC 15 Constitution saving throw or suffer a 
  level of exhaustion. 
  Withdrawal. When the effect ends, you must make 
  a Constitution saving throw against a DC of 15 + the 
  number of doses of Rot you've consumed. On a failure, 
  your Constitution score is permanently reduced by 1. If 
  this causes your Constitution score to become 0, you die 
  and rise as a mindless zombie at the start of your next 
  turn. 
  Disclaimer
  As someone who's experienced first-hand the harm substance 
  abuse can cause to both people and families, it's important for 
  me to emphasize that this document is not meant to glorify 
  or trivialize addiction or drug use. I feel strongly that there's a 
  way to explore hard topics through roleplay – just as we might 
  deal with violence, death, romance, etc. – in a safe way, without 
  causing harm to anyone. That being said, these rules are not for 
  everyone or for every table. Be mindful that while introducing 
  drugs and gambling to a D&D-game may seem like innocent 
  fun to you, it can make other people uncomfortable. Please 
  make sure that everyone at your table is comfortable exploring 
  these sensitive topics before using some of the items in this 
  product. 
  
  Dan Kahn & 
  Eventyr Games 
  Collaboration
  We hope you’ve enjoyed the content in this 
  compendium. If you find any errors, have a good 
  idea, or just want to get in touch, you can reach 
  out to Dan Kahn at leprekahn7@gmail.com.
  To be notified about similar content, as well as 
  special promotions and new products, click here 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Tomb of Annihilation/Chapter 1 - Escape from Malar's Throat.pdf