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-

Not for res le. Permission gr nted to print or photocopy this document for person I use only.

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

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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.