Page 53 - Tomb of Annihilation
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A character in the pit can throw aside the prison bars   rungs of the ladder are damaged and the DC increases
            with a successful DC 20 Strength (Athletics) check.   by 2 for everyone following behind the climber. If  the
            Before the check is made, each guard makes one oppor-  check fails by 5 or more, the ladder is damaged and the
            tunity attack against the character attempting the check.   climber falls-quite possibly to his or her death, unless
                                                              precautions were taken (roping characters together,
            FIREFINGER                                        for example).
                                                               Pterafolk glide around the spire constantly except
                                                              when it's raining. They don't pay much attention to the
             Rising high above the jungle canopy is a 300-foot-tall,   spire itself, since they arrogantly believe they're safe in
             naturally formed spire of rock with smoke issuing from a   their stronghold. Characters might take elaborate pre·
                                                              cautions to avoid being spotted, but they're surprisingly
             flaming beacon at the top of it. The walls of  the spire are
                                                              safe as long as they reach the spire unseen. During rain
             sheer and dotted with small caves. Frail-looking ladders
                                                              or at night, there's no chance they'll be spotted climbing
             hang from  narrow ledges at various heights.
                                                              the tower. During daytime in clear  weather, a circling
                                                              pterafolk spots climbers with a successful DC 20 Wis-
            The rocky pinnacle called Firefinger (map 2.6) is an   dom (Perception) check, unless  characters have taken
                                                              other precautions.
            ancient Chultan signal tower. Before the Spellplague
            toppled them, many such towers were used to send   Firefinger's caves were formed by erosion and have
                                                              ceilings that range from 7 to 10 feet high.
            messages between cities via colored flames at night or
            colored smoke during the day. Firefinger is one of the
                                                              L EVEL 1. ABANDONED CAVE
            few still standing, if not the only one.
                                                              A ladder clinging to the south face of  the spire ends at
             Firefinger has been taken over by a flock of  pterafolk
                                                              this level, which is 60 feet above ground.
            that preys on hunters and explorers along the River
                                                               The pterafolk don't use this cave, the most prominent
            Tiryki. The tower is a perfect lair for the pterafolk; in
                                                              feature of which is a 10-foot-deep pit. The shortest dis-
            clear weather, from its 300-foot-high vantage point,
                                                              tance across the pit where characters can use a long
            they can spot anything moving on the river less than 10
                                                             jump is 15 feet. Climbing into or out of the pit is easy
            miles away, and its sheer  walls and crumbUng ladders
                                                              and requires a successful DC 5 Strength (Athletics)
            make it potentially lethal for anything without wings to
                                                              check. However, the first character who enters the pit
            attempt the ascent.
                                                              disturbs four giant wolf spiders that nest in crevices
             [f  Azaka Stormfang (see chapter 1) is with the charac-
                                                              along the pit walls. Only a character with a passive Wis-
            ters, she insists they attack the spire. She suggests wait-
                                                              dom (Perception) score of 17 or higher is not surprised
            ing until nightfall or rain, if none of the characters think
                                                              when the spiders attack.
            of  it. If  characters refuse to attack the pterafolk, Azaka
                                                               Reachln'  Level 2. A rock chimney leads up to level 2.
            leaves their service in disgust.
                                                              It's a 90-foot climb with plenty of handholds but several
             The best way to approach Firefinger without being
                                                              tricky, twisty spots; a successful DC 8 Strength (Athlet-
            spotted by the pterafolk is to stay under heavy forest
                                                              ics) check is required to ascend or descend it without
            canopy and cross open areas only when rain or dark-
                                                              the aid of  climbing gear or magic.
            ness limits visibility. If  these precautions aren't taken,
            have the party make a DC 12 group Dexterity (Stealth)
                                                              LEVEL 2.  STIROE CAVE
            check. If  the group check fails, the pterafolk mount
                                                              A ladder clinging to the south face of the spire ends at
            an attack  from above. The attack force numbers two
                                                              this level, which is 160 feet above ground.
            pterafolk (see appendix D) for each party member. If
                                                               The pterafolk don't use this cave. However, the cham·
            the pterafolk become outnumbered, the survivors flee
                                                              ber in the northeast corner is the lair of nine stirges,
            back to the spire and warn the others (in which case, the
                                                              which cling to the 10-foot-high ceiling. They don't react
            characters have lost the element of  surprise).
                                                              unless multiple characters enter their lair or someone
             Near the base of  the spire, characters find the body
                                                              brings in a torch or other open flame, in which case
            of an elf lying in the mud. Most of his limbs are broken,
                                                              they attack.
            the ribcage is crushed, and broken twigs and torn leaves
                                                               Six months ago, an explorer who was captured by the
            are stuck in it what's left of his clothes. This unfortunate
                                                              pterafolk managed to escape and descend this far be·
            explorer was captured on the river, flown to Firefinger,
                                                             fore falling prey to the stirges. Her desiccated corpse is
            stripped of  valuables, then tossed off the top of the tower
                                                             slumped along the northern wall of the stirges' chamber,
            to his death. Not far away, the characters find another
                                                              and the glint of gold and gems can be seen through tat-
            body, and a third, and so on as they scan around the
                                                              tered clothing and a rotting purse.
            base of the tower. This same fate awaits any character
                                                               Treasure. Characters who brave the stlrges and
            captured by the pterafolk.
                                                             search the dead explorer can recover 15 gp, a gold and
             The rope.and-wood ladders mounted to the spire are
                                                             carnelian ring (60 gp), and two onyx figurines represent-
            ancient and crumbling. Each character who ascends a
                                                              ing chwingas (50 gp each). See appendix D for more
            ladder to the next higher level (from the ground to level
                                                             information on chwingas.
            1, from level 1 to level 2, and so on) must make a DC
                                                               Reachln~  Level 3. Clinging to the west face of the
            8 Dexterity (Athletics) check. If  the check succeeds,
                                                             spire is a ledge, above which is a ladder leading up to
            the character reaches the next level safely without
                                                              level 3. Whenever a character crosses the ledge, roll a
            damaging the fragile ladder. If  the check fails, a few
            CHAPTER 21 THE LAND OF CHULT
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