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·
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