More days
Day 20
Navigation. You m ke a Wisdom (Survival) check DC
15 for the navigating char cter.
oragfng. The group comes to a section of jungle
where a number of zombies have been c ught in traps.
They are dangling from ropes tied to their ankles, hanging
upside-down 15 feet above the ground.
As the heroes travel further, they m y step on one such
trap if they do not spot it with a DC 15 Wisdom (Perception)
check. A DC 20 Wisdom (Perception) check reve ls
jaculi (f oA pg 205) lurking in the s me tree. A character
who steps on the trap character will be y nked off the
ground, dangling upside down from a rope tied to their
nkle. The character is restrained (PH pg 291) until they
use an action tom ke a successful DC 15 esc pe check.
The j culi will att ck the character as soon as they are
dangling.
Further in, the group will find a 1 rge tree house parti
lly covered in vines. Inside it is the long-de d body of
w ITior we ring scorpion annor (f oA pg 205). The
person seemed to be trying tot ke the armor off when
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they died. This armor is cursed and is ve1y, very
deadly.
THE irAR 10 itAO
At 2 PM, the heroes come upon a vine-choked,
parti lly cmmbled temple of Ubt o. Hundreds of
sc rlet m c ws perch in it and on it, chirping happily
A glow comes from within the temple.
Entering the Temple. When anyone enters the
temple, all of the parrots go completely silent and
w tch them quietly The source of the glow is a
stone sl b alt r that be rs a c 1ving of am ze th t
emits golden light. Behind it is a 15-foot-t 11 st tue
ofUbt o.
Any who come ne r the alt r find th ta single
gold and white paITot 1 nds in the open hands of
the dinos ur father and spe ks: ''Touch the alt r
nd explore them ze of your lives."
If someone touches the alt r, a white light grows
from it and engulfs all characters in the temple.
The Maze. They find themselves inside a circu-
1 r m ze that has w lls m de of solid gold. The
floor and ceiling are m de of cloudy glowing light.
A cool, gentle breeze w fts through the pl ce.
The 2:rouo will need to pass through 3 golden
doors to exit the m ze. When a golden door is
opened, they appe r in a glowing, illusory, semire
1 vision of the past In e ch, they c n le ma bit
of Omu's story and test themselves against the
foes that lie ahe d.
oor D !'he heroes find themselves in a gl01ious
city oveITun by zombies. Ras N si (f oA pg 230) is
cutting down citizens with his fl ming sword and
tums to hack into a wounded tiiceratops. H ve everyone
roll initi tive. These are illus01y battles, so
11 wounds he 1 and even sl in characters are fine
t the end. The one exception is that critic 1 hits do
re 1 dam ge. Those wounds rem in.
oor DZ'he group is in the glorious city once
more. The 9 trickster gods st nd upon their shrines
nd c 11 upon their followers to come and gain
their blessing. E ch char cter c n choose a shline
of one of the nine entities listed on pg 256. Once
everyone's m de their choice (or none at all), the
vision ends. The characters now gain the boon and
fl w of the trickster god they chose. This effect
1 sts for the next 36 hours, or two long rests.
TOM Of ANNIHILATION COMPANION 19
oor . Jl hideous Ii ch-thing st nds among the broken
rem ins of the tJ.ickster gods. Roll Initi tive. The group
can eng g e Acere1·ak himself (f oA pg 209). After one
round, the group retums to the temple ofUbt o, unhaimed
except for dam ge t ken from a c1itic 1 hit.
T king and completing a long rest in this temple removes
all dise ses, m dnesses and curses.
Day 21
Navigation. You m ke a Wisdom (Smvival) check DC
15 for the navigating chat· cter.
Foraging. A chwinga (f oA pg 216) le ds the group to
brightly-lit section of jungle where there are trees holding
vibrant, b1ightly-colored banan s and lemons.
FEY-TOUCHED JUNGLE
The heroes enter a spai·kling section of jungle, a pl ce
full oflight and energy. An Intelligence (Arc na) check
DC 13 reve ls that the ba11ier between the world and the
Feywild is we k here.
The group will come across m ny ftiendly turtles and
lmirajs here. There are and abundance of stre ms and
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ponds with w ter that is actually s fe to drink.
THE GREAT TuRTLE
P st a veil of bright green vines is a sm 11 grove
illuminated by a shaft of golden light pouring
down from the he vens. The grove is lined with
c rrots m gic lly growing from the ground.
In this grove is a huge turtle. It tums to the heroes
and spe ks in common: "Greetings, I am
known as the Gre t Turtle. Why have you come
here?"
The Gre t Tmile is 1,000 ye rs old and much of
his life w s spent in the Feywild. He will shai·e his
knowledge with the group if they help him win the
upcommg race.
The Race. Every week the Gre t Tmile races an
entity known as the Gre tAlmiraj. The turtle always
loses.
The Gre t Almiraj is e sily distJ.·acted. He alw
ys wins bee use the other almiraj const ntly
urge him on from the sidelines. If the group c n
distract the Gre t Almiraj three times during the
race, the Gre t Turtle will win.
Distracting he tiat Mniraj. The group must
succeed on 3 out of 4 DC 13 group skill checks of
their choice. E ch distJ.·action must be different.
Possible distractions include using c rrots (a
persuasion check), heckling the Gre t Almiraj (Intimidation),
telling a hil 1ious joke (a perform
nee check), or preventing the other almiraj
from chee1ing him on (through an intimidation
check).
Success. If the group succeeds, the Gre tAlmiraj
graciously concedes the loss. She pulls the hom
from her he d and gives it to the group. Another
hom immedi tely begins to grow from her he d to
repl ce it. Whoever wields the hom c n use a
bonus action to c st misty step (PH page 260). The
hom vanishes after three uses.
The Gre t Turtle knows a lot about the Sewn
Sisters, he rtstones, soul bags and hags in gener 1.
He c n the01ize that the de th curse is c used by
some kind of gre ter soul bag that traps souls,
even souls of those that aren't evil.
Failure. If the group fails, the Gre t Turtle is
TOM Of ANNIHILATION COMPANION 20
unphased and admits that perhaps he should just keep
trying to win the race on his own me1it without aid.
Night. Either w y, the Gre t Trutle will le d the group
to a 1 ke where there is an isl nd full of palm trees, s nd,
nd breezy bamboo huts for them to rest in s f ely for the
night.
Day 22
Navigation. You m ke a Wisdom (SUivival) check DC
15 for the navigating char cter.
f()l'aging. Foraging truns up strange trees with white
bark holding bl ck, round fruit with white m rkings that
look like hum n skulls. The fruit inside is red and juicy.
These "de thfmits" are delicious and noruishing.
THE PRISMATIC SHELL
The adventru·ers come upon a section of jungle crawling
with zombies. A zombie-filled field blocks their w y
forw rd. There are 300 zombies (MM pg 316), all st ring
at a 15-foot t 11 snail shell that shimmers with prismatic
light.
One zombie at the ve1y edge of the horde is clutching
1 rge, gilded book to her chest. If the group c n get this
book from her without attracting the horde ( only 50 of
the 300 zombies will le ve the shell, the rest are entranced),
they c n re d it.
he "4mal fo dra Craw. Stuffed in this book are
twoscrollsofftreball(PHpg241). Lr w sagre texplorer
who raided c vems and tombs for priceless artifacts.
The 1 st entries in the jorunal spe k of a 15 foot t 11
fl il snail. She lists everything she le med about the snail
(inf01m tion on ToA page 220) and notes that the shell
mplifies effects. She wiites that this particul r snail's
shell amplifies spell effects. A spell such as fireball hitting
the shell would theoretic lly re ch a much 1 rger radius
than norm 1 and could kill all of the zombies in the
field.
L r contracted shive1ing sickness and never got to
test her theory.
The gi nt fl il snail shell alw ys has a result of 5-6 on
when a spell is c st on it. It transmutes energy dam ge
into force dam ge and it will inst ntly vaporize all of the
zombies in the cle 1ing. Anyone within 100 feet of the
snail shell when the spell is c st will be c ught in the
bl st, and will need to m ke a DC 15 Constitution s ve,
t king 50 force dam ge on a fail or 25 force dam ge on a
success.
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ight. Al 11 PM, someone c n be he rd approaching.
It is T lg li, an aarakocra (MM pg 12)
who is missing most of his fe thers. He's been lost
in the jungle for weeks, is too we k to fly, and has
m d monkey fever (foA pg 40) and has the following
long te1m m dness (DMG pg 260): "I try
to become more like someone else I know - adopting
his or her style of dress, m rme1isms, and
name." T lgali will begin to think that the character
he is copying is actually imit ting him.
Day 23
Navigation. You m ke a Wisdom (Sruvival)
check DC 15 for the navig ting character.
oragfng. Foraging tums up strange t 11, thin
trees with brittle branches. From the branches of
this tree dangle 1 rge, pmple fruits with a he vy
shell like a pine pple. The trees quiver as if alive.
If one fruit is plucked from a tree, all of the fnlits
fall and anyone within 15 feet of the tree must
m ke a DC 11 Dexterity s ving throw or t ke 5
(ldlO) bludgeoning dam ge from falling fiuit.
F iling by 5 or more also knocks the t rget unconscious
for 1 minute.
There are 4 of these trees be 1ing the strange
ironfruits. The fruit inside is pmple and t stes like
grapes.
THE Mi.JLTAN :if:A.GUE
As the group travels, they notice more and more
trees with crispy, dying le ves. They begin to
come upon de d monkeys (teeth still chattering)
nd de d birds, all sl in by the shivering sickness
(pg 40).
They w lk ne r a huge grove cont ining 100
tri-flower fronds (pg 234). One frond is consuming
a gi nt bee.
This is c used by a colony of giant hive wasps
(see the back of this book, page 46) who live in a
gi nt, dome-shaped hive. Anyone stung by these
bees must m ke a DC 11 Constitution s ving
through or contract the shivering sickness (f oA pg
40). Thew sps are immune to insect repellent.
The group will have to either m ke their w y
through this zone without attracting too m ny of
the bees, or try to wipe out the colony. The w sps
typic lly travel in groups of8 (8 gi nt w sps is a
TOM Of ANNIHILATION COMPANION 21
medium challenge for a group of 5th level heroes).
Gi n t Hive W s p AC 12 HP 13 Spd 10 ft., fly 50 ft. +4 t h it, 5
(1 d6+2) piercing dmg, and DC 11 C n save. 10 (3d6) pi s n dmg
n a fail, half n a success.
Shivering Sickness. After the enc u nter, any creature hit by a
wasp must make a DC 11 C n save r c ntract shivering sickness
(TA pg40).
Killing hE (ten. The W sp Queen's st ts are on
page 47 of this book. If thew sp queen is sl in, the
colony will die out within months. She is loc ted in the
center of the dome, perched above a pool of honey with
honey w terfalls spewing from honeycombs all around
the room.
W sp Queen AC 15 HP 130 Spd 1 oft, fly so ft +8/+8, 12 (2d6+5)
piercing dmg. and DC 15 C n save. 17 (Sd6) pi s n dmg n a fail,
half dmg on a success.
Hive Queen. Wasps within 30 feet of the queen a re immune to
insect repellent.
Protect the Queen. When a wasp is adjacent t t he queen, attacks
against her have disadvantage.
Shivering Sickness. After the enc u nter, any creature hit by a
wasp must make a DC 11 C n save r c ntract shivering sickness
(TA pg40).
Frond Friends. The group could also lure a horde of
w sps to the triflower fronds, where they'll be sl ughtered.
A character with spe k with pl nts could convince
the fronds to ve1y slowly (they have a 5 speed) m rch to
the dome and engage in am ssive battle with thew sps.
Honey. These w sps m ke a speci 1 kind of honey. If a
ere ture bathes in 6 gallons of it and then t kes a long
rest, they regain the m ximum amount of hit points possible
when they spend one or more hit dice for that rest
only. Also, their skin becomes incredibly supple and is
smooth to the touch.
ighfflhe group comes upon a sm 111 ke in which
rainbow-colored fish le pup out of and back into the
depths on occ sion. The fish are s fe for e ting.
DAY 42
Navigation. You m ke a Wisdom (SUivival) check DC
15 for the navigating char cter.
oragfng. The heroes he r cl nking noises. Investigating
the sounds reve ls that a band of grungs are trying to
destroy a 10 foot t 11 st tue of the t:J.ickster god,
Shagambi. These grungs follow N ngnang, who is
Shagambi's enemy. 1 grung elite warrior (foA pg 223)
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nd 10 grung (foApg 223).
The st tue of Shagambi ism gic 1. Fore ch
de d grung stuffed in the st tue's open mouth, one
of the snakes on the st tue will cast create food
and water (PH pg 229), ere ting up to 45 pounds
of food and w ter. Unlike the norm 1 spell, this
food is not bl nd, t sting as if prepared by a m ster
chef This c n be done up to three times per
d y.
MUDSLIDE ALLEY
The adventurers st rt spotting zombies here and
there that are half-buried in the ground, up to their
w ist. A series of fairly-recent 1 ndslides buried or
parti Uy buried hundreds of the unde d.
It begins to rain and doesn't stop until nightf 11.
The Rumble. By 11 AM, the group notices
more and more half-buried zombies. Sometimes,
just a single arm re ches out of the ground. A lot
oft:J.·ees are down, toppled and lying in the muck.
There is very little c nopy overhe d.
Suddenly, there's a mmble. Am ssive mudslide
crashes tow rd the group. Cle rly visible in the
mud are m ny fl iling zombies!
E ch character must m ke a DC 13 Dexterity
s ve. Success me ns that the hero is able to find
protection, possibly climbing up a sturdy tree.
Those who fail are dragged 50 feet and buried in
mud, where 3 zombies (MM p 316) that are also
buried lunge for them blindly.
Escaping Burial. As an action, a hero c n t:J.y to
esc pe the mud by m king a DC 15 Strength (Athletics)
or Dexterity (Acrobatics) check. A success
provokes 1 opp01tunity att ck from a zombie.
F ilure me ns the hero rem ins buried and will begin
suffoc ting in their Constitution modifier+ 1
rounds.
The mudslide attracts the attention of 5 pterafolk
(f oA pg 229), who will att ck any living
ere ture not buried. They will w nt to bring the
heroes to their ae1ie ne rby to cook them up for
dinner.
Night. The group spots a huge, ancient dinos
ur skull of an unknown type that is about 40
feet long and 20 feet high. The hollow interior is
ide 1 for s fe c mping. Most ere tures won't come
TOM Of ANNIHILATION COMPANION 22
close to the skull out of the f e r th tit might be unde d.
It not.
This skull is part of the rem ins of one ofUbt o's
unique pets, a ere ture known as the behemos ums. Legend
has it that this ere ture c rried a ziggurat on its back.
DAY 52
Navigation. You m ke a Wisdom (Survival) check DC
15 for the navigating char cter.
oragfng. On this day, the heroes stumble upon
strange tree stumps with cyclops faces. E ch stump has
12 branches that holds red cyclopsfruits (which t ste like
banan s mixed with strawberries). The branches are anim
te and w ve the fnrits in complex pattems, like a fastmoving
model of a constell ti.on.
Anyone coming within 10 feet of one of these stumps
will c use the cyclops eye to open and w tch. When a
char cter gets adj cent to a stump, the stump's mouth
will open. If a char cter pours half of a gallon of w ter in
stump's mouth, it will smile and le n all of the
branches tow rd the character, off e1ing the fruit to them.
Fighting atfi.mp. If a character tries to t ke the fruit
without m king an offe1ing, the fnrit tums bl ck and
withers inst ntly. Att eking a stump will provoke a potenti.
llv lethal resoonse.
The stumps have an AC of 12 and 40 hit points. They
c n shoot eyebe ms once per round, range 30, DC 11
Constitutions ve or suffer the effects of a flesh to stone
spell (PH pg 243), except that the character tums into
petrified wood inste d of stone.
Saving ietrified lty. Someone offering to pl nt
seeds for a cyclops tree might convince it to revert a petrified
victim to n01m 1, which it c n do with an action.
DEATHCLAW TYRANT
On this day, the group is ten-01ized by a Tyrannos urus
rex.
At 10 AM, they he r an e rth shattering roar in the dist
nee. Thous nds of panicked birds t ke flight.
At 11 AM, they come upon huge tracks of a tyrannos
ums rex. The tracks le d to the corpse of a tiicertops,
tom in half and parti lly e ten.
. At noon, it begins to rain and the wind kicks up, blowmg
through the trees and m king it hard to he r.
T. Rex dack. At 1 PM, the group comes to the edge
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of a cliff If they look down they c n see a 1 ke 80
feet below. The wind dies down. The rain stops
nd then, immedi tely, they he ran e rth-shattering
roar and ne rby trees coll pse. Characters ne r
the tree must m ke a DC 14 Dexterity s ve or t ke
10 bludgeoning and be pinned to the ground by the
fallen u·ee. To get free of the u·ee, the character
must m ke a DC 14 esc pe check.
The tyrannosaurus rex (MM pg 80) att cks.
Jumping dto he dke. If the group decides to
esc pe by jumping into the 1 ke, they must m ke a
DC 13 Dexterity (Acrobatics) check. A success
~e ns they t keno dam ge and dive gracefully
mto the w ter. F iling the check me ns they t ke
4d6 bludgeoning dam ge. F iling by 5 or more
me ns they hit a rock jutting out of thew ter, t king
8d6 bludgeoning and are knocked unconscious
for 1 hour.
ightNA.t 11 :30 PM, two axebeaks (MM pg
317) charge the c mp and st rt hacking aw y at
tents, sleeping bags, and rainc tchers.
DAY <2
Navigation. You m ke a Wisdom (Survival)
check DC 15 for the navig ting character.
oragidg. There isn't much in thew y of fruit
to be found. While the group is foraging, they spot
lone axebeak (MM pg 317). The axebe k is incredibly
hostile (no parti.cul r re son, it's just a
jerk) and will try to urin te on a hero if at all possible.
Soon after, the heroes come upon a nest full of
1 rge eggs. There are at le st a dozen. They are
x ebeak eggs.
A few rounds after this discovery, an incredibly
fast flock of 16 axebeaks (they have a speed of 50
ft.) comes mruring tow rd the nest.
The eggs are delicious.
THE mE dRD
The moming is b1ight and sunny. The group enters
section of forest with m ny banana u·ees. No anim
ls are seen or he rd. The heroes begin coming
upon anim te zombies u·apped by tree roots that
have sprouted from the ground, almost like natural
cages.
TOM Of ANNIHILATION COMPANION 23
The Enclosure. Suddenly, tree roots shoot up from the
ground, ere ting a w 11 that encloses the group in a 100
foot circul rare . Am ssive banana tree has become anim
te. It is, in fact, a treant (MM pg 289).
Treant Attack. This tre nt hates mort ls for ere ting
the pl gue of zombies. It unle shes 2 or 3 trapped ankylosaurus
zombies (ToA pg 240) while sending roots
through the ground to try to restrain one char cter e ch
round (DC 14 Dex s veto avoid, DC 14 esc pe ).
The tre nt has roots that connect to the other trees in a
1,000 foot radius. It c n see, he r, spe k and att ck
through them. Tlu-ee m ssive roots at its base are vit 1 to
this connection - if all tluee roots are severed, it loses
this connection and becomes fe rful and begs the group
not to bum it.
If the Treant is Losing. It will 1Iy to bribe them with
tre sure that it has t ken from the zombies over the
ye rs: 400 gold and a ring of protection (DMG pg 191,
+ 1 to AC ands ving throws). The ring be rs the symbol
of Kubaz n, the trickster god of sn·ength.
Night. The heroes come upon a sm 11, parti llyflooded
min. It w s once a circul r m ze, but some of the
w lls have cnnnbled and are covered in vines.
In the center is a cle rare fit for c mping. Those who
have tre ted the ruins with respect dre m of tiding dinos
urs, racing across open pl ins. Vv'hen the heroes
w ken, they gain inspiration.
Exploring the Ruined Maze. There is one 1 rge fl gstone
in the floor of the m ze be ring an innic te, circu-
1 r m ze design. Anyone tracing their finger in it c uses
it the stone to slide open, reve ling a sm 11 10 foot by ten
foot vault.
In the vault is quite a bit of tre sure:
• A ceremoni 1 suit of pl tem il with a golden,
gilded m ze of Ubt o on the chest pl te.
• Vv'hi te robes with golden thre d that ere te a m ze
ofUbt o.
• A bl ck hooded cloak with a dark silver m ze of
Ubt o.
• Am ce whose he d resembles that of a tyrannos
ums rex.
• A shield in the shape of a triceratops he d, complete
with tlu-ee sm 11 ivory homs.
• A golden brooch with sm 11 rubies that ere te a
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circul r m ze worth 150 gp.
DAY27
Navigation. You m ke a Wisdom (Survival)
check DC 15 for the navig ting character.
Foraging. The group comes upon a 1 rge 1ift in
the ground that is 15 feet wide, half a mile long
nd 500 feet deep. On the group's side of the rift is
horde of 40 zombies (MM pg 316) lingering
round a number of verdant pine pple trees.
These zombies are dee ved and will w lk into
the rift if the group lures them into doing so. There
re m ny vines dangling into the rift th t c n be
grabbed on to with a DC 10 Dexte1ity s ve if
someone falls in.
If someone falls into the rift, they 1 nd in a deep
body of w ter and bl ck out. They are rescued by
be utiful merf olk (MM pg 218) whose priests
happily he 1 them in a sm 11, elegant underw ter
kingdom known as Crownw ve.
The zombies who fall down there will likely destroy
this pl ce.
THE ~ANNOSAURUS fk GRAVEYARD
The heroes spot a valley with a low-hanging, loc
Ii.zed aurora bore lis that lights it up day and
night. The bones of dozens oftyrannos ums rexes
litter the are . As the adventurers w tch, a 1 rge,
ncient, sc ITed tyr nnos ums rex hobbles in to
valley, crashes to the ground, and 1 ys in obvious
pain, gasping for bre th.
It desperately tries to crawl tow rd a c ve, but
dies before it c n get inside.
From the shadows of the valley come 10 vicious,
neutral evil albino dwarf warriors (ToA pg
210), led by an ang1y fem le albino dw rf named
Konivra (st ts of a vetemn, MM pg 350), who had
portion of her face bitten off by a raptor long
go.
The albino dw rves cruelly behe d the expired
tyrannos ums rex, cheer, and he d into the c ve.
The Eggs. Inside the c ve are 3 tyr nnos urus
eggs. These dw rves pl n to bring them out into
the valley, cook them up and e t them. With the
mother de d, there is no one to protect them.
If the group inte1venes and t kes the eggs, in-
TOM Of ANNIHILATION COMPANION 24
tending to keep them s fe so that they c n hate~, the bore
lis emits a deep voice thats ys, "As you navtgate the
m ze oflif e, know that you have gained the favor of the
F ther of the Dinos urs."
E ch character gains inspiration, as well as the ability
to spe k with and underst nd one type of dinos ur of
their choosing.
DAY28
Navigation. You m ke a Wisdom (SUivival) check DC
15 for the navigating char cter.
Foraging. The adventurers sense they are ne r the
soulmonger. They find nothing but fruit full of~ ggots
who are found in abundance in this are of the Jungle that
is dense with unde d.
AVOIDING UNDEAD LEGIONS
The heroes are deep in the jungle and there are unde d
everywhere. Three times on this day, the group comes
upon groups of200 zombies (MM pg 316).
The e siest w y to bypass them is to travel in the trees,
which have thick branches that support the group's
weight. There are gaps, however, and to get f~om one
tree to another might require swinging on a vme.
There are m ny hanging vines, which heroes could
swing on to travel over the zombies.
Swinging on Vines. In three inst nces on this day, the
group will likely need to swing on a vine right ove~ a
zombie horde. Doing this requires a DC 11 Dextenty
(Acrobatics) check. F ilure me ns the character 1 nds in
the horde. The slow-witted zombies go 1 stone ch
round, so the hero's allies will have a chance to rescue
them if they're quick and clever.
Foraging. As night approaches, the group fmds a
cle ring oft 11 grass. Alone anklyosaurus (MM pg 79)
is there. It is friendly and will rest ne r the group. At 8
PM 12 more anklyos Uiuses s unter out of the jungle,
slee~ing next to the group and forming a protective circle
---·---· ·------· ____ -·--- -·-- __ . __ Lt dawn.
DAY29
Navigation. You m ke a Wisdom (SUIVival) check DC
15 for the navigating char cter.
Foraging. This are of the jungle has precious little in
thew y of food. Food foraging results are cut in half,.as
11 that c n be found are tiny blueberries, m ny of which
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re not ripe.
THE .Mr'E OF SHAGAMBI
The sky is completely gray and thick with slowmoving
clouds. Fog fills the jungle and reduces
visibility to 60 feet. The group might not know it,
but this section of jungle is famous for alw ys being
foggy.
The jungle becomes thick with the groans of
m ny a zombie. Where ever the adventurers go,
the tracks of one or more m ssive zombie hordes,
e ch cont ining as m ny as 200 zombies, cover
the jungle floor.
At one point during the day, a zombie hor~e
comes over a crest 100 feet aw y. There are, m
fact 200 zombies in this horde as well.
'
The Kamadan. The group will notice that they
re being followed by a kamadan (pg 225). It is
not hunting the heroes. It is em ci ted, too we k to
do much of anything but nibble on scraps. The
zombies have m de this are difficult to sUIVive
in. If the group feeds it or tre ts it with mercy, the
kam dan will be fiiendly to them and might accomp
ny them for a time.
The ide of c mping for the night might seem
futile - one or more hordes are sure to approach
during the night.
The Mote. At noon, the rain stops and the
clouds bre k. In the sky, hovering just 100 feet up,
is a sm 11, hovering e rthmote that had been obscured
by the fog and clouds.
A group with a grappling hook could tie two 50-
foot-long ropes together and climb up. They'll
need to m ke three DC 8 Strength (Athletics)
checks every 30 feet. F iling a check by 5 or more
me ns they fall, getting one chance to m ke a DC
1 O Dexterity s ving throw to stop the lethal
plunge. F iling the checks do 3d6, 6d6, or 9d6
bludgeoning dam ge respectfully.
The Shrine. The grassy top of the mote cont ins
sm 11 stone building. Inside it is a 15-foot-t 11
st tue of a kam dan, a pool of w ter with three
1 rge stone snakes rising in front of it, and murals
of Shagambi battling a huge grung (N ngnang).
The 3 serpents on the kam d n st tue att ck
nyone who w s cruel to the kam dan e rlier.
TOM Of ANNIHILATION COMPANION 25
They fire 3 simult neous poison spray spells (PH pg
266) with a range of 60 feet at the char cter(s ). The victim(
s) must m ke a DC 15 Constitutions ve fore ch
spray. E ch failure me ns they t ke 6 (1 dl 2) poison damge
and they are cursed.
Shagambi's Curse. They are now a snake m gnet. Every
night, a giant constrictor snake (MM pg 324) will
pproach the sleeping char cter and att ck. At the end of
e ch long rest, the character c n attempt to m ke a DC
20 Charism s ving tluow to end the effect. A remove
curse spell (PH pg 271) also ends this effect.
The Pool. Those who are of good alignment and have
not harmed a kam dan in the 1 st 24 hours c n use the
pool. With it, the heroes c n scry (PH pg 273) the jungle
below. The first time the w ter of the pool is touched, a
feline voice gently s ys, "Show no mercy to evil."
The Serpent Levers. The heroes c n use the tluee serpent
levers to c use a trio of m ssive, stone serpents to
emerge from the sides of the e rthmote. By pressing on
n eye of a serpent lever, a character c n c use one of the
exte1ior stone serpents to fire a thick, IO-foot-radius,
200-foot-long be m of force once per round that does
dlO + 50 force dam ge.
With this device, they c n wipe out all zombie hordes
in the are . There are 4 em ci ted kam dans in the are
swell, e sily spotted due to the m gic of the pool. If
ny are sl in by this device, the pool ce ses to function
nd the kam d n st tue fires 3 poison sprays (PH 266)
with a range of 60 feet at anyone in the temple every
round. From this point on, any time a character sets foot
in the temple, the statue ttacks.
Resting ni l1i! IItine. If the group has harmed no kam
d ns and t kes a long rest in the temple, they gain inspiration
and good-aligned characters have the ability to
use an action to become a kamadan (pg 224). This boon
1 sts 1 d4 days.
DAY CB
Navigation. You m ke a Wisdom (Survival) check DC
15 for the navigating char cter.
oragfng. All fruit in the are is rotted. The group is
close to Omu and this are has been ravaged by the unde
d. There is no food to be foraged.
TRIAL IO HE J.8..vN lSTERS
I The jungle has grown dark and quiet. Bones of explor-
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ers, anim ls and dinos urs are spotted every few
minutes. You get the sense you are close to a
pl ce of gre t evil - perhaps, at long 1 st, you've
ne red the Lost City of Omu.
The Sewn Sisters w tch the group approach
through the eyes of gi nt bats that lurk in the treetops.
E ch of the hags will test the group on this
day, trying to sc re, we ken or kill heroes that
have alre dy proven their strength by surviving the
long joumey through Chult.
THE EfsT DWIDOW ®AT
An unnatural fog suddenly closes in on all sides
until you c n see nothing. Then, it fades, and you
find yourself in a 40-foot-long hall in which the
floor, ceiling and w lls are m de entirely of hum
noid corpses. E ch corpse has a gold piece
somehow affixed to e ch of their eyes. At the end
of the hall is a wooden door be ring the vis ge of
c ckling hag. Both of the hag's eyes are covered
with a gold coin.
Taking alin. If one coin or more is removed
from a corpse, that corpse becomes a zombie
(MM pg 316) with the face of a hag. It c ckles in a
shlill voice and hies to strangle someone eve1y
round:+ 5 to hit, 7 (ld8+3) bludgeoning dam ge
nd the t rget is grappled (esc pe DC 15 if it is a
1 rge or sm Iler ere ture. Until the grapple ends,
the t rget t kes 15 (3d6+ 5) bludgeoning dam ge at
the st 1t of e ch of the zombie's tums. The zombie
c n't m ke att cks while grappling in this w y.
There are a tot 1 of 64 zombies in here, and 128
gold pieces. Undeme th the zombies is what looks
to be twitching red me t, as if this hall w s somehow
inside someone's body.
Opening hE ibr. Anyone who hies to open
the door c uses the hag's face on the door to
c ckle very loudly for one round. All who c n he r
it must m ke a DC 13 Constitution s ving tluow
TOM Of ANNIHILATION COMPANION 26
or age dl O ye rs.
The only w y to get the door to open is to put coins
over the eyes of the person opening the door and then
pull the handle. Once the group goes tlu·ough the door,
they pass through thick fog and retum to the jungle.
If the group is having trouble figuring this out, re d this:
One zombie in thew 11 opens its mouth. Little hands
pop out and stretch it open. A sm 11 child m de of cl y
climbs out and hops to the ground. It looks up at you. It
has no face. It w ves hello.
This is Clay-No-Face (see ToA pgs 179-180). It c n't
t lk, but c n help the group by c rving coins on its eyes,
or pl cing two gold coins where its eyes should be.
THE TEST OF PEGGY DEADBELLS
Suddenly, thous nds of tiny red ants emerge from the
jungle and bl nket the entire are , completely covering
the ground. They act as a conveyor belt, somehow
slowly sliding you further into the jungle without you
moving your legs at all.
The Mockeries. The group will encounter a hideous
version of themselves that has a key that the group will
need to esc pe this test. The keys look like tiny, skelet 1
versions of themselves. The keys do not move, unlike the
skeleton keys in the Tomb of the Nine Gods.
Here are some twisted vari tions. E ch is linked to the
char cter. If the mockery is sl in, the character it is connected
to gains 2 levels of exhaustion (PG page 291, dis-
Not for res le. Permission gr nted to print or photocopy this. document for person I use only.
dvant ge on ability checks and half speed). The
exhaustion goes aw y once the char cter le ves
this test.
MOCKERY OF DEATH
Suddenly, the freshly severed he d that looks exctly
like (insert char cter's
name here) appe rs from the depths of the jungle.
Inside its mouth, an object is gle ming. It flies tow
rd you and att cks !
This he d has an AC of 12, 50 hit points, a fly
speed of 30 and eve1y round it c n fire off a witch
bolt (PH p 289), +5 to hit, 2dl 2 lightning dam ge
nd one ch subsequent round, it c n do 2d12
dam ge to the t rget autom tic lly. It does not
need concentr ti.on to do this.
The key is in its mouth.
MOCKERY OF TIME
Riding further on the ant conveyor belt, a new
mockery appe rs. It is a very old, feeble and
wrinkly version of ( one of the
heroes). It trembles ands ys, "I am so gl d to see
you. So m ny apologies tom ke. I w s young, I
didn't underst nd how much you all me nt to
me."
It weeps and tties to hug the heroes. This mockery
is not violent at all. It has an AC of 10 and 1
hit point.
The key is in its he rt. It knows this. Extt·acting
the key will kill it.
MOCKERY OF GOOD
After a minute of quietly sliding down the ant
c rpet, an entity that looks quite like
_____ (character's name) appe rs 30 feet
he d. It widens its bl ck eyes, points at you and
opens its mouth in a silent sere m. A stt·e m of
blood pours from its mouth to the ground.
A DC 13 Wisdom (Perception) check reve ls
that this ere ture spit the key out of its mouth with
the blood. The key is lying on the ground in a pool
ofblood.
This mockery has the st ts of a ghoul (MM pg
148).
E ch ere ture must m ke a DC 15 Wisdom s ve
TOM Of ANNIHILATION COMPANION 27
gainst a Tashas H deous Laughter spell (PH pg 280).
Those who fail fall prone, become inc pacit ted and
1 ugh, spewing green mist from their mouth, nose and
e rs. Any ere ture affected c n repe t the s ve at the st 1t
of their tum to end this effect.
MOCKERY D !td:)NESS
Appe ring ahe d is an entity that looks just like
_____ (inse1t char cter name) sitting in a rocking
chair, he d lolling back, eyes milky. I ts bre thing is
raspy and its hands shake slightly.
This mockery has an AC of 12 and 100 hit points. It
has no att cks aside from the speci 1 effect that happens
when someone re ches into its throat.
The Key. The key is in its throat. Someone will need to
re ch in and get it. If they do so, the mockery bites down
nd tries to gnaw off the character's hand. The character
must m ke a DC 15 Dexterity s ving throw. Success
me ns they get the key. F ilure me ns the teeth cl mp
down, the character t kes 22 (5d8) piercing dam ge and
their hand is bitten off Immedi tely, a skelet 1 hand
grows from the stump to repl ce it. This hand works just
like a norm 1 hand, except it ism de of bone.
When Peggy De dbells is within 30 feet of the char cter,
she c n use a bonus action to control this hand.
THE DOOR
A door st nds in the middle of the jungle. The ants keep
respectful dist nee from it, none getting closer than 20
feet. The door ism de of wood and be rs the likeness
of an old hag we ring a neckl ce m de of children's
teeth. There are four keyholes undeme th the door handle.
When the four keys are used, the door opens and the
group c n step through and retum to the jungle.
If someone tries to open the door, force it open or pick
the lock, yellow gas surrounds the door in a 20 foot radius.
All within it must m ke a DC 15 Constitution s ve
or tum into a soul l rvae ("l 1vae" on DMG pg 63, a gint
worm with the character's face). The character reverts
to norm 1 when they pass through the door.
THE :EET DBAGGY M-iNA
Everything goes bl ck. You feel like as ck has gone
over your he d. You feel a needle piercing the flesh of
your neck. The s ck is being sewn on! You feel a slithering
thing on your cheek. There seems to be a snake in
Not for res le. Permission gr nted to print or photocopy this document for person I use only.
I the s ck with you.
Remove the Sack. Tote r off the s ck, the charcter
must m ke a DC 15 Strength check. F ilure
me ns that the snake tJ.ies to bite the character. It
has advant ge on att ck rolls while in the s ck
with the character's he d. When the character te rs
the s ck off, the s ck, snake and stitches vanish.
Poisonous Sn ke (MM pg 334) +S to hit. Hit: 1 piercing
damage, DC 10 C n stituti n save or take 5 (2d4) p i s n
damage, r half as much damage n a successful ne.
Baggy laiina's dillm. Once a character removes
as ck from their he d, they c n get a look
t their suIToundings.
Twitching zombies hang from nooses tied to tJ.·ee
branches everywhere. E ch zombie has a s ck
stitched to its he d. The s cks pulse, as if there
were sm 11 ere tures in them struggling to get
out. You spot a twitching torso lying on the
ground up ahe d. P st it is a simple wooden door.
Up ahe dis an ogi·e zombie (MM pg 316). Its
legs and arms have been severed. It tries to move,
but rem ins fl t on its back. As ck is stitched to
its he d, with an eyehole cut where the ogre's left
eye would be. C rved into into its chest is an arrow
pointing to the s ck on the ogre's he d and the
words "Key inside."
Somebody is going to have to re ch in, feel
round and retrieve the key.
Re ching in requires a se1ies of checks:
• A DC 10 Intelligence (Perception)
Check. F ilure me ns the character's hand
grasps a spider which bites it and does 10
(3d6) points of poison dam ge.
• A DC 10 Dexterity (Sleight of Hand)
Check. F ilure me ns that a scorpion
stings the character for 14 ( 4d6) poison
dam ge. If the character fails the check by
5 or more, mey are paraiyzeo ror one
minute.
Grabbing the Key. Once both checks are m de,
the character grasps the key and a powerful
cl wed hand grabs the character's wrist and tries
to pull the character in! DC 10 Strength check.
F il: The character is dragged into the hood. They
ppe r in a completely dark closet with me t
TOM Of ANNIHILATION COMPANION 28
w Us. B ggy N nna (night hag, MM pg 178) is in here
with them. E ch round, she tJ.ies to m ke an opposed
stJ.·ength check (she has a +4 to the roll) against the charcter.
If she succeeds, she begins sewing the character's
lips shut. The character t kes 5 (1 dl 0) piercing dam ge.
It t kes 3 successes for her to complete the t sk of
sewing the mouth shut, after which the character is
ejected back out of the s ck with the key in hand.
Helping ar'Jipped Ilg. While the character is inside,
other characters c n re ch in and pull the heroes out with
DC 13 Strength check.
The Dour. This door c n be opened without the key.
When it is open, it reve ls an underse of blood. Some
unseen force keeps the blood from poUiing through the
door.
If the key w snot used before opening the door, the
char cter dives into the endless blood oce n, t king 16
(3dl 0) necrotic dam ge per round.
If the keyw s used, when a character steps through,
they appe r in the jungle, covered in the blood of other
entities sl in by B ggy N nna in dee des past.