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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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