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favor and protection. They paint a blue triangle (Ras TREASURE DROPS
Nsi's symbol) on their foreheads as proof of their de- dlOO Treasure
votion and are known to venture into Omu to hunt and 01-50 None
deliver tribute.
If this encounter occurs during the day, the characters 51-52 A crude map drawn on a scrap of tanned dinosaur
spot 3d6 tribal warriors feeding on the rotting remains hide, showing a route to Port Nyanzaru and the
of a dismembered zombie. If the characters remain location of a randomly determined landmark or
quiet and keep their distance, they can move away with- lair (250 gp)
out being noticed by the cannibals. 53-54 ld4 gemstones (10 gp each) in a small pouch
If this encounter occurs at night, 3d6 tribal warriors 55-56 A malachite ring inlaid with electrum (50 gp)
try to sneak into the adventurers' camp and murder 57-58 An empty corked vial made from an aarakocra's
them. Any character on guard is warned of the attack engraved wing bone (5 gp)
with a successful DC 10 Wisdom (Perception) check. 59-60 A rotting quiver containing ldlO silvered arrows
61-62 A gold nugget the size of a dwarfs fist (50 gp)
CHWINGA
63-64 A stoppered vial of serpent venom (see chapter 8
A chwinga (see appendix D) takes an interest in the
characters. It attempts to steal something valuable from of the Dungeon Master's Guide)
an unguarded pack or canoe, but is noticed by any char- 65-66 An engraved ivory smoking pipe (25 gp)
acter with a passive Wisdom (Perception) score of 17 67-68 Case containing 2dl 2 blocks of insect repellent
or higher. The chwinga always leaves something else in incense
exchange: a pretty shell, a handful of nuts, or an uncut 69-70 An iron token bearing the symbol of a triceratops
gemstone (10 gp). (the sign of the Ytepka Society), worth SO gp in
Port Nyanzaru
CROCODILES
71-72 Potion of animal friendship
Any character with a passive Wisdom (Perception)
73-74 Potion of vitality
score of 12 or higher sees and hears ld4 + 1 crocodiles
moments before they attack; all other characters are 75-76 Spell scroll (choose a l st-level spell)
surprised. A crocodile can capsize a canoe and throw 77-78 A stoppered vial of wyvern poison (see chapter 8
its occupants into the water by using its action and suc- of the Dungeon Master's Guide)
ceeding on a DC 15 Strength (Athletics) check. 79-80 An obsidian knife (25 gp)
81-82 A stoppered, wooden tube containing l d4 gem-
CYCLOPS
stones (SO gp each)
A cyclops is journeying toward its home near Snapping
83- 84 A small onyx orb with maze-like patterns carved
Turtle Bay. It isn't looking for a fight, but any sudden into its surface (75 gp), usable as an arcane or
moves or hostility from the characters might trigger one.
The cyclops knows the region around Lake Luo and the druidic focus
western end of the Valley of Dread quite well, and it's 85- 86 A Batiri goblin mask made of painted wood, set
never seen anything like Omu in those areas. with nine gemstones (10 gp each)
Roll twice on the Treasure Drops table to see what 87- 88 A spyglass (1,000 gp)
treasure, if any, the cyclops has. 89-90 A lute (35 gp) with one broken string
91-92 A set of thieves' tools (25 gp)
D INOSAURS 93-94 An excellent lock (SO gp) that requires a success-
Encounters with "honkers" are common in Chult,
ful DC 20 Dexterity check to pick using thieves
though not all such creatures are l1ostile.
tools (the lock's key is missing)
Allosaurus. The party's scent attracts ld3 allosau-
ruses, which appear 100 yards away when the charac- 95-96 Jar of Keoghtom's ointment
97-98 Horn of blasting
ters first notice them. Any character who succeeds on a
DC 15 Wisdom (Survival) check can find a safe refuge (a 99-00 Wand of secrets
high branch, a small crevice, a hollow log, and so forth)
that the predators can't reach or enter. the dimetrodons take no notice of the characters; on an
Ankylosaurus. An ornery ankylosaurus is gorging even result, they're hungry and attack at the slightest
on plants, but it attacks any characters who disturb it. provocation, or if the characters approach within 100
Brontosaurus. A lone brontosaurus (see appendiK D) feet of them.
lumbers toward the characters, oblivious to their pres- Hadrosaurus. A herd of 3d6 hadrosauruses (see
ence. Though it might step on characters who don't get appendix D) are grazing nearby, with ld6 noncomba-
out of its way, it fights only in self-defense. tant young among them. The adults don't attack unless
Deinonychus. A wild boar races across the party's they're attacked or antagonized. The young are Small
path, followed closely by a hunting pack of ld4 + 2 dei- beasts that can be sold to I fan Talro'a in Port Nyanzaru
nonychuses (see appendix D). The predators decide the for 50 gp each, or for 100 gp if a character succeeds
characters are more interesting prey. on a DC 15 Charisma (Persuasion) check to negotiate
the price. The young dinosaurs are easy to handle if
Dimetrodon. A pack of 2d6 dimetrodons (see ap-
pendix D) are spotted along a sunny riverbank or on separated from their parents, but the adults fight if their
rocks above the water. Roll any die. On an odd result, young arc captured.
APPENDIX B J RANDOM ENCOUNTI:RS
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