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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