Thursday, April 2, 2020

The Jungle Tomb of the Mummy Bride and WotC

Jungle Tomb of the Mummy Bride is an outstanding adventure and one of my favorite 5e releases. I decided to take the adventure and discuss how to use it with the three established 5e D&D settings I know best.

There’s really no question about the best spot in Eberron for this adventure. The mysterious continent of Xen’Drik has numerous ruins dotting its immense jungle. The Mummy Bride and cannibals make perfect antagonists for the pulpy adventures there. I would change the humanoids to drow, since they are the primary inhabitants of Xen’Drik (other than giants). While the drow there aren’t typical evil drow, there could easily be decadent tribes among the race.  Give the cannibals the following adjustments:

Fey Ancestry: advantage on saves vs. charm, immunity to sleep magic

Innate Spellcasting (spell save DC 11)
At Will: Dancing Lights
1/day each: Faeire Fire, Darkness

Sunlight Sensitivity
In the sunlight, drow have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. Note: The dense jungle protects them from this most of the time.

Adventure Hooks

  • The party’s ship or airship has been grounded near the tomb. Hearing rumors, they believe their is magic there that can help them repair it and go home.
  • The University of Wynarn or Morgrave University send the party as part of an expedition to a newly discovered elven ruin. 
  • A member of a Dragonmarked house has gone missing  exploring Xen’drik and his family want him found. 

Forgotten Realms
Honestly, the adventure can be used with little change in the Realms. The obvious place to place the jungle temple is Chult. It could be a location you add to Tomb of Annihilation. The setting already has undead and dinosaurs. However, if you want something a little different, I’d place it in far of Maztica. I got a Central and South American vibe from Jungle Tomb and Maztica is the Forgotten Realms equivalent of those places. It also makes the place more mysterious. 

Adventure Hooks
  • The party are friends with Volo. They hear news that he’s gone missing and the last time anyone heard from him he mentioned exploring a lost pyramid. This plot hook works really well if you’re running Waterdeep: Dragon Heist.
  • Something is disrupting trade with Port Nyanzaru and the Merchant Princes hire the party to investigate. 
  • The party are payed handsomely to be a part of an Amnian merchant’s trade expedition to fabled Maztica.

In the Critical Role world, the jungle is based placed on a large island in the Lucidian Ocean between Tal’Dorei and Wildemount. This makes it accessible to both campaign books set in Exandria. I think I would put it somewhere not too far from the Menagerie Coast, but still a distance from trade routes. The dark gods and spirits the Mummy Bride is bound to could be betrayer gods (such as Zehir, Torog,  Vecna, or Tharizdun) or lesser idols like the Arms of the Betrayers, Ceratos, Desirat, or Uk’otoa).  

Adventure Hooks
  • The Revelry - One of the Plank King’s favorite captains has gone missing and he offers a reward for their return. Not only does the party have to deal with the jungle and it’s dangers, but they also have to deal with rival pirates.
  • Clovis Concord - Rumors of the jungle riches have reached a powerful merchant. They hire the party to investigate and offer them a percentage of the find.
  • Kryn Dynasty - Bright Queen Leylas Kryn has had a vision of the Luxon in a distant tropical island. With her forces at war with the Dwendalian Empire, she sends the party to investigate.  

If you want the pdf of the adventure you can snag it from DriveThruRPG. If you want a print copy, you can message the Planet X Games Facebook page and ask if they have any left. 

1 comment:

  1. For Eberron, definitely having this adventure set in Xen'drik is the best option. Turning cannibals into drow makes sense, but if you want a little more danger you can also use thri-kreen, giving even more "exoticness" to the surroundings.