Page 105 - Tomb of Annihilation
P. 105
The blade makes a melee attack (+6 to bit) against any
Sculptural reliefs decorate the doors of this shrine. The
creature standing on the pressure plate. On a hit, the
carvings show a horned rabbit charging a small, fe. target takes 8 (ld8 + 4) slashing damage. A char~~ter
ral-looking bear with sharp claws. A cuneiform message searching for traps spots a pressure plate and ceilmg
is etched above the doors. compartment with a successful DC 16 Wisdom (Percep-
tion) check. Wedging an iron spike or other object under
a plate prevents the trap from triggering. Using thieves'
The message is written in Old Omuan and reads, "l'jin tools, a character can dismantle an axe blade with a sue·
teaches us to take the path least expected." l'.jin taught cessful DC 15 Dexterity check. If the check fails by 5 or
her followers to live unpredictable lives, always chang- more, the trap triggers and makes an attack against the
ing course and never sticking to a plan. Characters character with disadvantage.
would do well to heed her message inside lhe shrine.
Smaller inscriptions hidden underneath the carvings IOD. PUZZLE CUBE
tell the story of how I'jin (an al mi raj) earned the ire The doors of this chamber are not locked or trapped.
of Obo'laka (a zorbo) by spoiling a stew prepared for
the god Ubtao. For details. see "Legend of the Nine
I
Gods," page 92. Asha~ of natural light spills from a tiny square hole in
the ceiling onto a carved stone pedestal. An ornate stone
lOB. PUZZLE FLOOR cube rests on its surface. l
l The cube is I'jin's puzzle cube. It is not trapped and can
A ten-foot-wide hallway strikes off into the gloom. Carved ]
tiles depicting various beasts decorate the hallway floor.
be safely removed from the pedestal.
11. CHWINGA WAGON
Give the players a copy of handout 14 in appendix E.
Thirty-two tiles cover a 20-foot-long, 10-foot-wide
stretch of the hallway. Each tile is 5 feet square, and An overturned wagon lies on the street ahead. Rotting
the tiles are arranged in eight rows of four. The beasts
depicted on the tiles are almiraj (see appendix D), drag- flower petals litter the ground around it, and bees nest in
onflies, eagles, giraffes, monkeys, tigers, warthogs, its broken wheels. A freshly cut garland of jungle flowers
and zebras. hangs from the wagon's tongue.
Poison Darts. To cross the hallway safely, a charac-
ter must avoid stepping on the same animal more than
once. If more than 20 pounds of pressure is exerted The wagon is home to a chwinga (sec appendix D). The
on the wrong picture tile, four poison darts shoot from vegepygmies in the area are afraid of the chwinga and
holes in the walls. Each dart makes a ranged weapon bring it gifts of flowers to appease its wrath. In truth, the
attack (+5 to hit) againsr a random target within 10 feet chwinga is harmless.
of the triggering tile. A single creature can be attacked The chwinga uses its magic to hide in a mossy stone
by multiple darts. A creature hit by a dart takes 2 (ld4) disk underneath the cart (see "Queen's Decree" below).
piercing damage and must succeed on a DC 15 Consti- Characters who approach the cart notice that the area
is unusually lush and full of life. [f they leave an offering,
tution saving throw, taking 7 (2d6) poison damage on a
failed save, or half as much damage on a successful one. the chwinga timidly presents itself to them. If not, the
A character can spot the holes with a successful DC chwinga's natural curiosity forces it to shadow the char-
13 Wisdom (Perception) check. Stuffing the holes with acters and spy on them.
cloth or wax prevents the darts from launching. The scent of honey foreshadows the chwinga's ap-
pearance, and harmless bees follow it around. It has a
Characters can avoid the trap by flying or teleport·
ing across the hallway, or by using spider climb spells fascination for humanoid hair and is Likely to latch onto
to crawl along the walls or ceiling. The walls are too a bearded dwarf or a character with curly tresses. While
smooth to climb otherwise. the chwinga accompanies the party, any vegepygmies
that encounter the group flee as soon as they discern the
Almirlti Tiles. A detect magic spell reveals an aura of
abjuration magic around each almiraj tile. A creature chwinga's presence. The chwinga's affinity for the natu·
that steps on an almiraj tile gains 2d10 temporary hit ral world keeps it from following characters into shrines
points. Once a tile has bestowed this benefit, it loses its or dungeons.
magic until the next dawn. Casting dispel magic on a tile 1
has the same effect. QUEEN 8 DECREE
If the characters look under the wagon, read:
IOC. LABYRINTH
Traps are riddled throughout this dusty maze. Hidden
A moss-covered stone disk lies half-burled In the mud
pressure plates in the floor are located in the positions underneath the wagon. Concentric rings of inscriptions
marked X on the shrine map. If more than 20 pounds of
pressure is exerted on a pressure plate, a sharpened axe cover its surface-some written in Common and others
blade swings from a hidden compartment in the ceiling. etched in jagged cuneiform.
Cl! \PTFR 3 I DWELLERS OF THI! fORBlOflEN c1n·

