While the characters are exploring or camping in the wilderness, roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or night. An encounter occurs on a roll of 16 or higher. Roll percentile dice and check the Wilderness Encounters table for the terrain appropriate to where the characters are. After determining what the characters encounter, you can use the information presented later in this appendix to bring the encounter to life.
The maps of Chult have regions marked as undead territory (lesser or greater). The Wilderness Encounters table has separate columns you should use when determining encounters in these undead-infested regions, or in regions with no undead.
If your players tire of random encounters, make such encounters less common by having them occur on a roll of 18 or higher, or only 20. You can also let the players narrate their way through avoiding easy encounters, or you can increase the difficulty of easy encounters to keep them exciting. One way to make an encounter more challenging is to have it trigger a second random encounter. For example, a fight with goblins might attract a nearby pack of ghouls or dinosaurs. You can also shorten encounters by having monsters flee when they lose the tactical advantage or most of their hit points.
Random encounters aren’t tailored to characters of a particular level. If the characters encounter hostile creatures beyond their ability to defeat, give them opportunities to run, hide, negotiate, or otherwise avoid certain death. You can also have other creatures arrive and provide a distraction that the characters can use to make their escape. For example, if a character needs to make a crucial ability check or saving throw, you can have a chwinga (see appendix D) appear, cast guidance or resistance on the character, and then disappear on its next turn.
Day 2 = 20; 7; 8 - Morning =30 = Quetzalcoatlus. A flight of 1d4 + 1 2quetzalcoatluses (see appendix D) is spotted overhead. They keep their distance and attack only if threatened.
Day 3 = 4; 19; 9. Afternoon = 51 = The sound of wings heralds the arrival of 3d6 10flying monkeys (see appendix D), which swoop through the adventurers in a wave of grasping hands and feet. Each character must succeed on a DC 12 Dexterity saving throw or lose a useful piece of gear to the furry thieves.
If a random encounter is indicated, roll on the Encounter Type table, adding the current alert level to the roll. Then roll on the indicated table to determine the encounter specifics. Statistics for entries marked with (B) on the tables are found in appendix B of this book.
If a sector encounter is indicated, roll on the table below that corresponds to the characters’ current location. There are no random encounters in the Temples of Extraction.
Unless the dungeon is on high alert (level 6 or higher), a Thayan apprentice and 2d4 Thayan warriors (see appendix B for both stat blocks) accompany a monster in any sector or individual encounter entry marked with an asterisk.
If creatures leave their normal areas to roam the dungeon, add them to your notes as possible special encounters. If necessary, Syranna covertly helps such creatures move about the dungeon to add to the confusion and to aid the overall mission. When you roll a special encounter, you can choose from among the creatures in your notes or roll randomly. If a creature is eliminated, delete it from your list of possible special encounters. If you roll this result while no special encounters exist, then the group has an encounter of your choice.
8
9 = 1
Forest of Death = 5 = Minor encounter 4 = 1 wight and 8 (2) zombies
This post has potentially manipulated dice roll results.
DiT Treasure
Put your spoiler here
Changing Treasure. Feel free to change the treasure in the Doomvault or add more. It’s especially appropriate to change treasure to something characters in the party can use, and it’s satisfying to let them claim it from a defeated monster or Thayan. For instance, if you’d like to give a character a magic weapon, you can change a weapon-using monster to account for the treasure.
Thayans’ Potions. Each group of Thayans has among them 1d4 − 2 potions (minimum 0), each one determined by rolling on the following table.
Monster Hit Points:
Thayan Apprentice 2 = 28
Reduced-threat Ochre Jelly 2 22
Reduced-threat Ochre Jelly 3 31
Hobgoblin Guard 2 16
Transmuter 40
Dread Warrior 2 39
Thayan Warrior 2 45
Thayan Warrior 3 56
Thayan Warrior 4 49
70 - Transmuter 44
70 - Thayan Apprentice 1 20
70 - Thayan Apprentice 2 30
70 - RT Black Pudding 2 43
70 - RT Black Pudding 3 44
M06 - Hobgoblin 2 11
M06 - Hobgoblin 3 10
M06 - Hobgoblin 4 15
55R1 - Wight 44
55R1 - Zombie 2 15
55R1 - Zombie 3 21
55R1 - Zombie 4 13
55R1 - Zombie 5 27
55R1 - Zombie 6 15
55R1 - Zombie 7 32
55R1 - Zombie 8 32
M22 - Hobgoblin Archer 1 10
M22 - Hobgoblin Archer 2 10
M22 - Hobgoblin Guard 1 14
M22 - Hobgoblin Guard 2 9
M22 - Hobgoblin Guard 3 7
M22 - Hobgoblin Guard 4 14
M22 - Hobgoblin Lancer 1 11
M22 - Hobgoblin Lancer 2 11
M22 - Hobgoblin Lancer 3 11
M22 - Hobgoblin Lancer 4 15
DV 37
Dread Warrior 1 40
Dread Warrior 2 36
Wight 1 50
Wight 2 46
Zombie 1 24
Zombie 2 26
Zombie 3 18
Zombie 4 25
Zombie 5 21
Zombie 6 24
M22b
Hobgoblin 1 11
Hobgoblin 2 10
M25 Lemure 2 10
M27
Hobgoblin 1 12
Hobgoblin 2 4
Hobgoblin 3 15
Hobgoblin 4 13
Goblin 3 6
M33
Goblin 1 4
Goblin 2 3
DV 52 Random Encounter
Displacer Beast 83
M22
Hobgoblin 1 11
Hobgoblin 2 8
Hobgoblin 3 13
Hobgoblin 4 12
Hobgoblin 5 10
Hobgoblin 6 16
Hobgoblin 7 11
Hobgoblin 8 9
Hobgoblin 9 5
Hobgoblin 10 5
DiT Random Encounter 55
Wight 44
Dread Warrior 41
DV97
Apprentice 1 22
Apprentice 2 40
DV89
Transmuter = 40
Gorvan (Dwarf Priest = 29
DV89
Helmed Horror 1 21
Helmed Horror 2 32
DV 87
Apprentice 1 = 18
Apprentice 2 = 19
Skeleton 2 = 12
Skeleton 3 = 17
Skeleton 4 = 7
SC Warerats
Warerat 2 30
Warerat 3 37
Warerat 4 37
DW 1
Goblin Skirmisher 2 13
Goblin Skirmisher 3 15
Goblin Skirmisher 4 20
Goblin Skirmisher 5 11
Goblin Skirmisher 6 12
Goblin Skirmisher 7 11
Goblin Skirmisher 8 13
Goblin Skirmisher 9 17
Goblin Skirmisher 10 15
Goblin Skirmisher 11 16
Goblin Skirmisher 12 11
Goblin Skirmisher 13 14
Goblin Skirmisher 14 11
Goblin Skirmisher 15 14
Goblin Skirmisher 16 12
Goblin Skirmisher 17 13
Goblin Skirmisher 18 15
Goblin Sneak 2 27
Goblin Sneak 3 24
Goblin Sneak 4 20
Goblin Sneak 5 17
Goblin Sneak 6 17
Goblin Sneak 7 28
Goblin Sneak 8 16
Goblin Sneak 9 31
DV 92
Four Armed Gargoyle 2 59
Four Armed Gargoyle 3 57
Four Armed Gargoyle 4 66
Four Armed Gargoyle 5 78
Four Armed Gargoyle 6 74
Monster and NPC Skill Checks:
Tomb of Annihilation Weather: Roll a 1d10
1 = Heavy Rain (roll a 1d4, on a 1 it becomes a full-blown tropical storm in 1d4 hours.)
2 - 4 = Constant Rain with patches of Heavy Rain.
5 - 7 = Constant Rain with patches of no rain.
8 - 9 = Light Rain interspersed with periods of no rain.
10 = No Rain (Roll a 1d4 on a 4 it is sunny.)
Roll again after 7d4 hours.
6 15
10 20 (until 10pm) 4
5 19 (until 4pm)
10 22 4 (until 2pm)
ToA Random Encounters
Wilderness Encounters
While the characters are exploring or camping in the wilderness, roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or night. An encounter occurs on a roll of 16 or higher. Roll percentile dice and check the Wilderness Encounters table for the terrain appropriate to where the characters are. After determining what the characters encounter, you can use the information presented later in this appendix to bring the encounter to life.
The maps of Chult have regions marked as undead territory (lesser or greater). The Wilderness Encounters table has separate columns you should use when determining encounters in these undead-infested regions, or in regions with no undead.
If your players tire of random encounters, make such encounters less common by having them occur on a roll of 18 or higher, or only 20. You can also let the players narrate their way through avoiding easy encounters, or you can increase the difficulty of easy encounters to keep them exciting. One way to make an encounter more challenging is to have it trigger a second random encounter. For example, a fight with goblins might attract a nearby pack of ghouls or dinosaurs. You can also shorten encounters by having monsters flee when they lose the tactical advantage or most of their hit points.
Random encounters aren’t tailored to characters of a particular level. If the characters encounter hostile creatures beyond their ability to defeat, give them opportunities to run, hide, negotiate, or otherwise avoid certain death. You can also have other creatures arrive and provide a distraction that the characters can use to make their escape. For example, if a character needs to make a crucial ability check or saving throw, you can have a chwinga (see appendix D) appear, cast guidance or resistance on the character, and then disappear on its next turn.
https://www.dndbeyond.com/sources/toa/random-encounters
10
Day 1 = 2; 8; 8
Day 2 = 20; 7; 8 - Morning =30 = Quetzalcoatlus. A flight of 1d4 + 1 2 quetzalcoatluses (see appendix D) is spotted overhead. They keep their distance and attack only if threatened.
Day 3 = 4; 19; 9. Afternoon = 51 = The sound of wings heralds the arrival of 3d6 10 flying monkeys (see appendix D), which swoop through the adventurers in a wave of grasping hands and feet. Each character must succeed on a DC 12 Dexterity saving throw or lose a useful piece of gear to the furry thieves.
Other Rolls
ochre jelly 1 1 Rounds
ochre jelly 2 4 Rounds
ochre jelly 3 2 Rounds
Wizard 73 Scroll 1 4 2
Wizard 23. 3. -1
72 Thayen Potions = 2 5 7
72 Dread Warriors 8 & 4
5 4
70 - RBP1 10 = N14
70 - RBP2 9 = M13
70 - RBP3 14 = R14
70 - Transmuter 23gp, 2 3 6 & 4 = Identify & Thunderwave
70 - Thayen Apprentice 2 8 4 = Potion of Invisibility & Potion of Climbing
70 - RBP1 1
70 - RBP3 2
Sewer Plague Oreus = 3
Sewer Plague Alben = 4
37 Dread Warrior 1 = 8 = +1 Chainmail
37 Dread Warrior 1 = 4 = Nothing
47 Conjurer = 11gp. 2. -1 = Nothing besides the gold.
Rellahne finds 4 Goblin Graffiti locations
73 = ""Hey, Cage Makers! This is our town, too!"
17 = "Hail Drakthar, lord of Rats
38 =
18 =
15
DiT Random Encounters
Encounter Type
If a random encounter is indicated, roll on the Encounter Type table, adding the current alert level to the roll. Then roll on the indicated table to determine the encounter specifics. Statistics for entries marked with (B) on the tables are found in appendix B of this book.
Minor Encounter
Dread Legion Patrol
Thayan Patrol
Sector Encounters
If a sector encounter is indicated, roll on the table below that corresponds to the characters’ current location. There are no random encounters in the Temples of Extraction.
Unless the dungeon is on high alert (level 6 or higher), a Thayan apprentice and 2d4 Thayan warriors (see appendix B for both stat blocks) accompany a monster in any sector or individual encounter entry marked with an asterisk.
Abyssal Prisons*
Blood Pens
Masters’ Domain
Far Realm Cysts*
Forests of Slaughter*
Ooze Grottos
Predator Pools
Golem Laboratories*
Special Encounters
If creatures leave their normal areas to roam the dungeon, add them to your notes as possible special encounters. If necessary, Syranna covertly helps such creatures move about the dungeon to add to the confusion and to aid the overall mission. When you roll a special encounter, you can choose from among the creatures in your notes or roll randomly. If a creature is eliminated, delete it from your list of possible special encounters. If you roll this result while no special encounters exist, then the group has an encounter of your choice.
8
9 = 1
Forest of Death = 5 = Minor encounter 4 = 1 wight and 8 (2) zombies
Forest of Recovery = 10 = Forests of Slaughter* encounter 1 = 2 hook horrors with a Thayan apprentice and 8 Thayan warriors
(1=TA, 2=TW) 2Forest of Recovery 12 = 1 displacer beast
Forest of Death 12 = 1 wight and 1 dread warriors. The Wight has a glyph key attuned to the 2 = Iron Golem Foundries. The Dread Warrior has 4 = nothing
Test rolls
85 77 84
77 83 81
64 77 71
67 62 60
22
Attack: 25 Damage: 11
DiT Treasure
Put your spoiler here
Changing Treasure. Feel free to change the treasure in the Doomvault or add more. It’s especially appropriate to change treasure to something characters in the party can use, and it’s satisfying to let them claim it from a defeated monster or Thayan. For instance, if you’d like to give a character a magic weapon, you can change a weapon-using monster to account for the treasure.
Thayans’ Potions. Each group of Thayans has among them 1d4 − 2 potions (minimum 0), each one determined by rolling on the following table.
Red Wizards. Each Red Wizard encountered in the adventure carries 4d10 gp. A Red Wizard also carries 1d4–2 (minimum 0) spell scrolls, each containing a random arcane spell of 1st or 2nd level, most often darkvision, daylight, detect magic, identify, invisibility, or thunderwave. Twenty-five percent of Red Wizards (determine randomly using a d4) instead have one 3rd-level spell scroll, either of dispel magic or remove curse.
Dread Warriors. A dread warrior carries no gold, but some of them have weapons or armor, determined by rolling on the following table.
.
97 Potions -1
89 Transmuter = 20 Gp, 2, 2 3 = 1 thunderwave scroll
87 Potions 1
Necromancer 27 Gp,
1, 2 2-1 scrolls. 1st scroll 3 2 = identify. 2nd scroll 3 6 = darkvision