Page 200 - Tomb of Annihilation
P. 200

single Dexterity (Stealth) check for the dinosaurs, with   by succeeding on a DC 12 group Charisma (Persuasion)
             advantage. Any character whose passive Wisdom (Per-  check. The Emerald Enclave scouts have enough food
             ception) score equals or exceeds the velociraptors' check   and water to nourish themselves, and each scout has an
             result is not surprised.                          explorer's pack. The  priest carries a priest's pack.
                                                                 Enclave Outpost. Any character with a passive Wis-
              DRAGON, FAERIE                                   dom (Perception) score of 13 or higher spots a wooden
              An invisible green faerie dragon takes an interest in the   platform in a tree. The platform is 2d6 x 5 feet above
              adventurers and follows them for a while. If  the charac-  ground, and a successful DC 12 Strength (Athletics)
              ters are in good spirits, the tiny dragon plays harmless   check is required to climb the tree. The platform is 10
              pranks on them during the party's next short or long   feet square and sturdy enough to support six characters
              rest. lf  the characters are not angered by this trickery,   and their gear.
              the dragon appears and truthfully answers three of
              their questions before bidding the party farewell. If  the   EXPLORER, DEAD
              characters seem dour or mean, or if the faerie dragon's   Ch  ult is strewn with the corpses and bones of  those who
              pranks sour them, it flutters off without providing any   have fallen victim to its terrors. When the characters
              sort of  aid.                                     discover one such victim, roll a d20 and consult the
               The faerie dragon visited Omu recently and knows   Dead Explorers table to determine what they find. Then
              about the evil gargoyles and "snake people" that watch   roll once on the Treasure Drops table to see what, if any-
              over the city. It also knows things about other nearby   thing, can be found on or near the remains.
              landmarks or locations, as you determine.
                                                                EXPLORERS
              DRAGON,  RED                                     The party runs into another band of  explorers, consist-
              lf the characters are within 50 miles of Wyrmheart   ing of a mage, a priest, a scout, and ld6 tribal war-
              Mine (see chapter 2), they see the young red dragon   riors. Roll a d6 to determine the group's situation:
              known as Tzindelor or Tinder circling over that location.
                                                                1- 2. The explorers are lost and hungry.
              If  they're farther away, they see her flying in the direc-
                                                                3-4.  The explorers are in good shape but are actively
              tion of the mine. The dragon ignores the characters un-
                                                                 hunted by lirenewts, ghouls, goblins, or grungs (see
              less they do something to attract her attention.
                                                                 the appropriate entry in this appendix).
                                                                5. The explorers are healthy and headed toward the
              EB  LIS
                                                                 nearest landmark, intent on exploring it.
              lf  the characters are on the move when this encounter
                                                                6. The explorers are healthy and heading back to Port
              occurs, they stumble across ld4 + 1 eblis (see appendix
                                                                 Nyanzaru for rest and supplies.
              D) living in reed huts built on stilts above a swampy
              marsh or pond. The eblis attack wounded or weak-look-
                                                                FIRENEWTS
              ing characters but offer to trade information for precious
                                                                A light firenewt patrol consists of ld4 firenewt warriors
              gemstones il  faced with a strong, well-armed group. For
                                                                mounted on giant  striders. A heavy patrol consists of
              50 gp worth of gems, they point the adventurers in the
                                                                2d4 firenewt warriors and a firenewt warlock  oflmix,
              direction of nearby landmarks. If  the characters follow
                                                                all mounted on giant striders. Statistics for all these
              these directions, they have advantage on checks made to
                                                                creacures appear in appendix D. The firenewts always
              reach those landmarks (see "Navigation," page 38). 1f
                                                                strike their final blows with the intention of  knocking
              the characters defeat the eblis and search the huts, roll
                                                                oul enemies, who are then taken back to the creatures'
              three times on the Treasure Drops table to determine
                                                                cave lair to be tortured and eaten.
              what, if anything, the eblis have stashed in their homes.
               If  thfa encounter occurs while the party is camped,   FLAIL SNAIL
              the eblis sneak into the camp and try to drag one char-  Characters spot the slimy trail of a flail snail (see ap-
              acter away.                                       pendix D). If  they wish to follow it, a successful DC 10
                                                                Wisdom (Survival) check correctly deduces which direc-
              EMERALD ENCLAVE
                                                                tion the snail was traveling.
              The characters encounter a band of Emerald Enclave
              scouts or stumble upon one of  their outposts. Choose   FLAMING FIST
              whichever encounter works best for the circumstances   The soldiers of  the Flaming Fist know the dangers of
              and location.                                     Chult better than most, and they don't take the wilder-
                Enclave Scouts. The party meets ld4 + 1 members   ness lightly. A typical patrol is made up of  a knight or
              of the Emerald Enclave working to rid the jungle of  its   veteran leading an acolyte, a scout, and 2d6 guards-
              undead menace. The group works with a priest ofMiel-  and is sometimes accompanied by ld4 deinonychuses
              ikki, but all other members are scouts. If  one of the ad-  (see appendix D) trained to fight and hunt alongside
              venturers has died recently, you can use this encounter   their handlers. The Flaming Fist is friendly and helpful
              to introduce a new character-either a member of the   toward adventurers possessing a charter of exploration
              Emerald Enclave, someone the scouts have rescued, or   issued by Commander Liara Portyr of Port Beluarian. If
              a character who hired the scouts as guides.       the party has no such document, the patrol tries to con-
                The scouts are willing to trade information on an   fiscate the adventurers' critical gear and advises them
              equal basis with a non-evil party. Characters can also   to replace it at Fort Beluarian-and co obcain a proper
              convince the scouts to join their party for up to 3 days   charter while they're at it.
                                                                                 APPE:>IUIX  8  I RANDOM  J::NCOUNTJ:;RS
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