Page 200 - Tomb of Annihilation
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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
199

