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
52

