Page 194 - Tomb of Annihilation
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APPENDIX B:  RANDOM ENCOUNTERS


              Random encounters can occur in Port Nyanzaru, in   PORT  NYANZARU  ENCOUNTERS
              the wilds of Ch ult, and in Omu. Such encounters add
                                                                  d20   Encounter
              mystery and atmosphere to the adventu re, even as they
                                                                   l   A parrot poops on a random character's head.
              increase tension by winnowing away at the party's re-
              sources. Random encounters are best used whenever    2   Near the harbor, an ankylosaurus that tows boats
              there's a lull in the game session or when your players   through the warehouse canals goes on a rampage
              seem restless. No more than one or two per session is    and must be calmed, restrained, or killed.
              recommended, since overusing random encounters can   3   A merchant shouts, "Stop! Thief!" as a furtive
              bog down the adventure and cause the players to lose     youngster (commoner) rushes past the characters.
              track of the story.
                                                                       lfthe thief is caught, the grateful merchant can in-
                                                                       troduce characters to a merchant prince or provide
              PORT NYANZARU ENCOUNTERS
                                                                       them one other favor.
              Port Nyanzaru has a lot going on even without random
                                                                   4   A drunk foreign sailor (unarmored veteran) is
              encounters, but if the characters spend time exploring
                                                                       loudly trying to pick a fight with three local com-
              the city, a few random incidents can help bring that ex-
                                                                       moners, who are clearly no match for the lout. If
              perience to life. Roll a d20 three times per day of game
                                                                       the characters intervene, the grateful locals be-
              time, checking for encounters each morning, afternoon,
              and evening or night. An encounter occurs on a roll of   come a reliable source of information about Port
              16 or higher. Roll a d20 and check the Port Nyanzaru     Nyanzaru, but the sailor and his shipmates ambush
              Encounters table to determine what the characters en-    the characters elsewhere in the city later on.
              counter, or simply choose an encounter you like.     5   A beggar (commoner) grabs a character by the arm
                                                                       and shouts, "The ancient one beneath the For-
              WILDERNESS ENCOUNTERS                                    bidden City gives birth to a terrible new god! The
              While the characters are exploring or camping in the     snake-men know! They know!" Then he stumbles
              wilderness, roll a d20 three times per day of game time,   away Into the crowd. Passersby tell  the adventurers
              checking for encounters each morning, afternoon, and     to ignore the beggar, and that his predictions are
              evening or night. An encounter occurs on a roll of 16 or   wrong most of the time.
              higher. Roll percentile dice and check the Wilderness
                                                                   6   Alarm horns declare that undead are attacking
              Encounters table for the terrain appropriate to where
                                                                       Malar's Throat. Mercenaries keep the monsters
              the characters are. After determining what the charac-
                                                                       out of the city proper,  but people are trapped in
              ters encounter, you can use the information presented
                                                                       the temple ofTymora and besieged by 2d6 zombies
              later in this appendix to bring the encounter to life.
               The maps of Chult have regions marked as undead         and 2d6 skeletons led by a ghoul.  If the characters
              territory (lesser or greater). The Wilderness Encounters   defeat the undead, the temple rewards them with 5
              table has separate columns you should use when deter-    gallons oftej and a potion of healing.
              mining encounters in these undead-infested regions, or   7   Shouts of "Look out!" give a character a brief warn-
              in regions with no undead.                               ing as a water barrel, building stone, or other heavy
               If your players tire of random encounters, make such    weight crashes down. The character must succeed
              encounters less common by having them occur on a roll
                                                                       on a DC 12 Dexterity saving throw or be struck,
              of 18 or higher, or only 20. You can also let the players
                                                                       taking 14 (4d6) bludgeoning damage. Any charac-
              narrate their way through avoiding easy encounters,
                                                                       ter who succeeds on a DC 15 Wisdom (Perception)
              or you can increase the difficulty of easy encounters
                                                                       check spots a disguised yuan-ti pureblood slinking
              to keep them exciting. One way to make an encounter
              more challenging is to have it trigger a second random   away from the scene.
              encounter. For example, a fight with goblins might at-  8   A tabaxi minstrel  (see appendix D)  asks one of
              tract a nearby pack of ghouls or dinosaurs. You can also   the characters for a gold piece to stake her for
              shorten encounters by having monsters flee when they     gambling, promising to pay it back. If the character
              lose the tactical advantage or most of their hit points.   agrees, the tabaxi makes good on her promise the
               Random encounters aren't tailored to characters of      next day, returning a pouch containing 10 gp.
              a particular level. If the characters encounter hostile   9   A thief {spy)  tries to pick the pocket ofone of the
              creatures beyond their ability to defeat, give them op-  characters.
              portunities to run, hide, negotiate, or otherwise avoid
                                                                  10   The characters run into Volothamp Geddarm  (see
              certain death. You can also have other creatures arrive
                                                                       appendix D), who is delivering a copy of his new
              and provide a distraction that the characters can use to
                                                                       book to one of the city's merchant princes. There is
              make their escape. For example, if a character needs to
                                                                       a 50 percent chance that Volo is drunk.
              make a crucial ability check or saving throw, you can
              have a chwinga (see appendix D) appear, cast guidance   11-20  The characters meet an NPC with a side quest (see
              or resistance on the character, and then disappear on its   "Side Quests," page 16).
              next turn.
                                                                                APPENDIX BI RANDOM ENCOUNTERS
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