DM’s Guild Review: Mines of Chult

Mines of Chult is a supplement by Jeff C. Stevens, in collaboration with Shawn Merwin and Tony Petrecca, that delves deep under the earth on the continent of Chult in the Forgotten Realms.

Disclaimer: We were provided with a free digital copy of this product.

Written with the Tomb of Annihilation in mind, and part of the Savage Encounters series, this supplement contains 9 short adventures taking place in mines – 3 from each author.

Story & Encounters

Each adventure is independent from the others, and you can expect them to last 1 to 2 hours (or more, of course, depending on your group), so they can be one-shots by themselves, or even small interludes within a session if you’re going for longer ones. In addition, they might be written for Tomb of Annihilation, but they can be used in almost any setting or location – they might need some minor flavour adjustments to take them out of the jungles of Chult, but it’s nothing too hard.

The party levels range from 1 all the way to 15, with instructions on how to adjust them a few levels up or down, and there’s certainly a theme – stubborn survival, demons and undead, greed and horror: it fits the flavour of Chult pretty well, in my opinion. Since I don’t want to spoil all of them, here are two that piqued my interest the most.

  • The Desperation of the Drow: A group of drow raiders have seized a jade mine that accidentally broke into the Underdark. However, their little expedition drew the attention of Orcus, who cursed them to drown in all manner of undead. Now barricaded in the mine, exhausted from constant fighting, they’ll welcome any help they can get – but, being led by a priestess of Lolth, things are never that clear. As you can guess, with Orcus stomping around, this takes place during Out of the Abyss, so it can also serve as an intro to that adventure as well – or, with a few adjustments, any campaign that takes place in the Underdark.
  • The Wounded Earth: While mining quartz, a group accidentally blasts a hole in a Galeb Duhr guarding a legendary – and dangerous – artifact. Confused after aeons of sleeping, it lashes out, and the players must stop it and rescue one of the miners. They can do it through violence, of course, but there are also peaceful options. As for the artifact, they can certainly take it, but they might soon regret it.

Layout & Art

Every entry includes a background establishing the story, adventure hooks, notes on any significant items or extra information, general information on the location, such as terrain and weather, and boxed text for most areas. There are maps for each adventure, and you can find them in colour or black and white for easier printing, as well as with player versions without tags, and optionally without grid marking. There’s also some additional art sprinkled throughout, mostly of the monsters you’re expected to encounter.

Extras

Besides the maps, there are some magic items, as well as some original monster statblocks – there are also several traps that are quite interesting and you can definitely reuse. The supplement is also available for the Fantasy Grounds VTT.

Final Thoughts

Mines of Chult is an excellent addition to any campaign taking place in Chult, especially Tomb of Annihilation, and it is also a great series of simple and quick one-shots that you can plug almost anywhere – mines can be found everywhere after all.

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