Page 202 - Tomb of Annihilation
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the rest of the parry. If  no one on watch succeeds on the   MAD MONKEY MIST
            check, all the characters are surprised.          A bank  of  blue mist drifts toward the party, covering an
              If  this encounter occurs while the characters are trav-  area of ld6 20-foot squares. Any character  with a pas-
             eling during the day, have each party member make a   sive Wisdom (Perception) score of 13 or higher notices
             DC 16 Wisdom (Perception or Survival) check to spot   the mist and can warn others of its approach. If  the
             the telJtale signs of  an ambush: disadvantageous terrain   encounter occurs while the party is camped, the mist
             coupled with an eerie silence not normal for the  jungle.   drifts through the camp at a speed of 5 feet per round.
              Goblins bargain for their lives if captured. If the char-  Characters who come into contact with the mist are ex-
             acters can force or coerce a vow of cooperation £rom   posed to mad monkey fever (see "Diseases," page 40).
             goblin prisoners, the Batiri will serve as guides. They
             have the following additional skill: Survival +l.   MAG  MINS
                                                              The characters are attacked by 2d6 magmins, which
             GRUNGS                                            Hee if  reduced to fewer than half their starting number.
             A grung hunting party consists of 2d6 grungs led by a
             grung  elite warrior (see appendix D for both). If  this   MANTRAPS
             encounter occurs while the characters are traveling, the   The characters blunder into a patch of ld4 + 1 man-
             grungs have set up an ambush in the trees. Any charac-  traps (see appendix D), which are undetectable until
             ter with a passive Wisdom (Perception) score of 14 or   they attack. The plants are 10 feet apart, so that only one
             higher spots them just in time. All other characters are   plant attacks on the first round. The others must  wait
             surprised.                                        until characters maneuver within 5 feet of them.
              If  this encounter occurs while the party is camped,
             the grungs spotted the characters earlier in the day and   MEPHITS
             have shadowed them unseen. Each character standing   The characters might encounter magma mephits, mud
             watch must succeed on a DC 14 Wisdom (Perception)   mephits, smoke mephits, or steam mephits (each
             check, made with disadvantage because of the noise of   appearing as a group of  2d6). The mephits don't attack
             the  jungle at night. On a success, a character detects the   unless they outnumber the characters two to one, but
             encroaching grungs and can rouse the rest of  the party.   they're reluctant to be helpful unless they themselves
             If  no one on watch succeeds on the check, all the charac-  are outnumbered.
             ters are surprised.
              If  the characters capture one or more grungs, the frog-  NIGHT HAG
             folk offer to lead the characters to treasure in exchange   One of the Sewn Sisters (see chapter 5) shadows the
             for a promise of  freedom. The "treasure" is a half-mile   party while staying in the Border Ethereal. During the
             away from the party's present location and consists of a   party's next long rest, the night hag materializes and
             cache, which you can randomly determine by rolling on   snatches some blood or hair from a random character
             the Caches table.                                 before returning to the Ethereal Plane.
                                                               PTERAFOLK
             jACULIS
             Without warning, ld6  jaculis (see appendix D) launch   Looming in the sky, ld4 + 2 pterafolk (see appendix
             themselves at the party from the trees. Any character   D) watch the characters' every move and wait until they
             with a passive Wisdom (Perception) score of 14 or   blunder into danger. The next time a random encounter
             higher is able to react, but all others are surprised.   occurs, the pterafolk take advantage of  the distraction
                                                               and attack from the air, launching javelin attacks at
             KAMA  DANS                                        wounded characters while staying out of melee. If  they
             The party is ambushed by ld2 kamadans (see appendix   meet firm resistance, the pterafolk fly away, but they
             D). Any character with a passive Wisdom (Perception)   might regroup for a follow-up attack at your discretion.
             score of 16 or higher gets a warning of the attack, but all
             others are surprised. Characters who prevail against the   RARE PLANT(s)
             kamadans can search the area for their lair, finding it   The characters find one or more unusual plants (see ap-
             with a successful DC 15 Wisdom (Survival) check.   pendix C), determined by rolling a d6:
               A kamadan lair has a 25 percent chance of containing   1. 2d6 dancing monkey fruit growing on a tree
             ld3 noncombatant young the size of house cats. With   2. Menga bush with 2d6 ounces of leaves
             their snakes not yet grown out, they look like leopard   3. ld4 ryath roots growing in the ground
             cubs. Ifan Talro'a in Port Nyanzaru will pay 150 gp for   4. 4d6 sinda berries growing on a bush
             a live kamadan cub, but a s uccessful DC 15 Charisma   5. Wukka tree with 2d6 wukka nuts
             (Persuasion) check talks him up to 300 gp.        6. ld6 zabou growing on a dead tree

             LIZARDFOLK                                        RED WIZARD
             The characters encounter 2d4 lizardfolk and a     This group consists of a Red Wizard (LE male or female
             lizardfolk  shaman. These lizard  folk belong to a tribe   Thayan human mage),  ld6 guards, and ld6 skeletons,
             or kingdom in the V alley of  Dread and can be appeased   all answerable to Valindra Shadowmantle (see "Heart of
             with food (one day's supply per lizard  folk in the group).   Ubtao." page 58). lf  this encounter occurs outside of
             Otherwise they attack.                            Omu, these reinforcements are on their way to the city.
                                                               If  the encounter takes place in Omu, the Red Wizard is


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