Page 198 - Tomb of Annihilation
P. 198

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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