Page 104 - Tomb of Annihilation
P. 104
The shrine to the trickster god Unkh (represented by a Using thieves' tools, a character can pick the lock on
flail snaH) contains one of nine puzzle cubes needed to the pedestal with a successful DC 25 Dexterity check. A
enter the Tomb of the Nine Gods. character who fails the check by 5 or more accidentally
triggers the trap.
8A. SHRINE ENTRANCE Trap. If a character inserts the wrong key into the key-
Above the doors is written an inscription in Old Omuan: hole at the base of the pedestal or botches an attempt to
"Unkh urges us to contrast all options before acting." pick the lock, the shell of the flail snail statue emits daz-
Unkh's priests were contemplative but prone to inde- zling rays of light that fire in all directions. When this
cision. Their message is a clue to solving the shrine's happens, each creature in the shrine must make a DC
puzzle. The doors to the shrine are not locked and hang 18 Dexterity saving throw. Any creature that fails the
heavy on their hinges. Each door weighs 600 pounds, so save is struck by a ray and takes 33 (6d10) radiant dam-
one or more characters need a combined Strength score age. The statue can't emit rays while wholly or partly
of 20 or higher to heave them open. contained with an antimagic field.
8B. RUINED WORKSHOP 9. ADVENTURERS' CAMP
The roof of this workshop collapsed long ago, and now a
Amid the ruins is an abandoned campsite. Torn back-
thick mass of plants grows from the rubble. Through the
packs and rotted gear litter the ground around the three
moss, you see hundreds of iron keys hanging from hooks
moldering tents. At the center of the camp, a scrap of
on the wall. Some are bent and broken, while others are
dirty yellow cloth hangs from a crude wooden flagpole.
rusted beyond repair. The rest look serviceable.
This camp was made by the Company of the Yellow
One of the keys unlocks the pedestal in area 8C. If the
Banner, a party of explorers that arrived in Omu over six
characters know which key to look for, they find it after a
months ago. All the explorers are now dead. For further
few minutes of searching.
details, see chapter 5.
Characters who search the area discover a moldy
8C. CHAMBER OF CONTEMPLATION
parchment caught in the lining of one of the tents; give
the players a copy of handout 13 (see appendix E). The
A statue of a giant snail looms before you. In place of leader of the company, Lord Brixton, left this letter be-
hind for a missing comrade. The rest of the camp has
antennae, it has five pseudopods ending in rocky clubs.
since been looted.
Along the walls. six iron keys hang in small niches above
stone plinths. Behind the statue, a carved pedestal in a
DEVELOPMENT
wide alcove has a keyhole set into its base. If the characters stay at the camp for an hour or more, a
randomly determined Red Wizard (see "Red Wizards of
Thay," page 93) stumbles upon them. The Red Wiz-
The statue is 9 feet tall and represents the trickster god
ard is accompanied by two mercenaries and is search-
Unkh as a flail snail. Three ghasts (undead Chultan
ing for Omuan shrines. A battle is certain unless the
tribesfolk) hide behind it. Each ghast has Ras Nsi's sym-
party has struck up an alliance with Zagmira, in which
bol- a small blue triangle-tattooed on its forehead. The
case the Red Wizard offers to join forces with the party.
ghasts leap out from behind the statue and attack as
soon as the characters enter the room. 10. I'JIN's SHRINE
None of the keys in this room unlock the pedestal.
However, they are all similar in size. If a character takes
all six keys and overlaps them, their overlapping teeth
Cracked monoliths flank the entrance to this ruin. Saw·
form a particular pattern. A search of the ruined work-
edged ferns grow in the courtyard between broken flag-
shop (area 8B) yields a single key that matches this pat-
stones. A pair of stone doors provide entry to a large,
tern. This key unlocks the pedestal.
Puzzle Cube. Unkh's puzzle cube is hidden inside the flat-roofed ruin.
pedestal. If a character inserts the correct key in the
keyhole and turns the key a quarter turn clockwise, the
The shrine to the trickster god l'jin (represented by an
puzzle cube emerges from a concealed hatch:
al mi raj) contains one of nine puzzle cubes needed to en-
ter the Tomb of the Nine Gods.
l l
The pedestal grinds around on the spot. As it turns, an
lOA. SHRINE ENTRANCE
ornate stone cube corkscrews up from a concealed hatch
A harmless almiraj (see appendix D) lives in a burrow
in its surface.
underneath the courtyard and goes to ground as soon
as it senses intruders. When a character approaches the
door, read:
The puzzle cube can now be safely removed from
its pedestal.
CHAPTER 3 I D'll'ELURS OF THE fOllBTDD"EN CITY
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