Page 197 - Tomb of Annihilation
P. 197

CACHES                                            feet away. The almiraj run from any creature that they
                                                             can see within 30 feet of them. Any character who suc-
             dZO   Cache
                                                             cessfully traps an almiraj can use an action to make a
              l    Rain catcher (see chapter l) and mess kit
                                                             DC 14 Wisdom (Animal Handling) check. If  the check
              2    10-day supply of  preserved rations
                                                             succeeds, the almiraj becomes calm and doesn't attack
              3   20-day supply of  preserved rations
                                                             the character or run away unless it feels threatened or
              4   50-day supply of preserved rations         is harmed.
              S   ld4 casks of  water holding 5 gallons each
              6   ld4 casks oftej (see chapter l)            APES
              7   ld4 climber's kits                         The characters stumble upon 2d4 apes enjoying some
              8   Coffer containing 2d4 vials of  antitoxin   excellent fruit. The apes feel threatened and show signs
              9   20-day supply of  insect repellent salve (see chapter   of  defending their food. If  the characters immediately
                                                             back away slowly, the apes do nothing but make threat-
                  l) in a leather tube
                                                             ening displays. Otherwise, they attack.
              10   ld4 quivers, each containing ld20 arrows
              11   Canoe with six paddles                    ARTUS CIMBER
              12   2 hooded lanterns and 10 flasks oflamp oil   Artus  Cimber (with or without his saurial traveling
              13   Two-person tent and ld4 explorer's packs   companion, Dragonbait) can be encountered almost
              14   Wooden box containing 2dl0 daggers (low quality,   anywhere. See appendix D for more information on
                  of the type used as trade goods)           these NPCs. The characters might stumble into Artus's
              l  S   Set of  navigator's tools               camp in the evening, or he might walk into theirs. They
              16   ldlO changes of  woolen clothing          could find him at the camp of  another group of explor-
                                                             ers, or telling a story to Dragonbait. He could appear out
              17   Set of  cartographer's tools
                                                             of nowhere and use the powers of the Ring of  Winter to
              18   Two-person tent and 1  d4 healer's kits
                                                             help characters caught up in a tough encounter.
              19   2 two-person tents, folding camp table, and four
                  folding stools                             ASSASSIN VINES
             20   Wooden box containing 2d4 po lions of  healing   The characters unwittingly enter the hunting grounds
                                                             of ld3 assassin  vines (see appendix D). The vines are
           AARAKOCRA                                         indistinguishable from normal plants and can't be spot-
           Any character with a passive Wisdom (Perception) score   ted with Wisdom (Perception) checks. However, they
           of 15 or higher spots  ld4 + 1 aarakocra flying overhead.   draw carrion to their roots, so characters might smell a
           These creatures are scouts from Kir Sabal or another   dead body nearby. Because assassin vines can move, an
           aerie. They observe the party from a safe distance   encounter in the evening or at night might involve the
           but don't approach unless the characters demonstrate   vines creeping into the characters' camp and strangling
           peaceful intentions. The bird folk are friendly and can   them as they sleep.
           point characters in the direction of nearby landmarks.
                                                             AXE BEAKS
           ALDINO DWARVES                                    A flock of ld6 + 3 axe beaks stampede through the
           The characters are ambushed by ld4 + 3 albino dwarf   characters. The characters can hear the birds charging
           warriors (see appendix D) that attack from hidden bur-  toward them but can't see anything through the thick
           rows. Any character with a passive Wisdom (Perception)   undergrowth until the axe beaks burst forth and attack,
           score of 13 or higher spots the dwarves, but all others   slashing at anyone they can reach.
           are surprised. The dwarves knock characters out  rather
                                                             BABOONS
           than killing them. stealing food, water, and gear from
           those rendered unconscious. They break off their attack   A pack of 3d6 baboons take umbrage at the char-
           if any character speaks Dwarvish to them or demon-  acters' intrusion. The baboons can be distracted by
           strates peaceful intentions.                      tossing each of them a day's supply of food. Otherwise,
                                                             they attack.
           ALDAN  I
           The characters are shadowed by ld4 aldani (see ap-  CACHE
           pendix D), which are noticed by any character with a   The party finds a cache of supplies left behind by other
           passive Wisdom (Perception) score of 12 or higher. The   explorers. There's no way to ten from the cache whether
           aldani don't communicate with others unless they must,   those who left it are still alive and coming back for it, or
           and they won't fight unless the characters refuse to take   dead. Roll a d20 and consult the Caches table to deter-
           a bribe to leave the area. The aldani will aid the charac-  mine what the characters find.
           ters only if  they're offered something of great value in
                                                             CANNIBALS
           return- for example, an offer to drive off a pack of  preda-
                                                             Chultan cannibals prowl the jungles in small groups,
           tory dinosaurs encroaching on their territory.
                                                             killing and eating zombies while avoiding faster, more
           ALM  I RAJ                                        dangerous undead. Abandoned by their gods, the can-
           Any character with a passive Wisdom (Perception) score   nibals have turned to the worship of Dendar the Night
           of 12 or higher spots ld6 almiraj (see appendix D) 60   Serpent and pay tribute to Ras Nsi in exchange for his


           APPENDIX BI RANDOM ENCOUNTERS
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