Page 115 - Tomb of Annihilation
P. 115
AUDIENCE WITH FENTHAZA ThLEPORTERS
Fenthaza meets with prisoners in her quarters (area Ras Nsi created five magical teleporters (in areas 8
5). She sees the characters as pawns in her plot to through 12) that no one else is permitted to use. Each
overthrow Ras Nsi. To determine whether they can be looks like a raised, faintly glowing stone disk with a
trusted, she assigns them to work as slaves under Slave- serpentine glyph carved into the top of it. Each disk radi-
master Issar (area 19). Issar assigns each character a ates an aura of conjuration magic under the scrutiny of a
labor, determined by rolling percentile dice and consult- detect magic spell.
ing the Slave Labors table. (More than one character If Ras Nsi steps onto one of these disks, he can con-
can be given the same task.) As they perform labors, tinue his movement from any other disk in the temple.
characters see how the temple functions and might find A character with proficiency in the Arcana skill can
ways to escape. do the same thing by stepping onto the teleporter and
If the characters perform their labors without incident succeeding on a DC 20 Intelligence (Arcana) check. If
or complaint for 1 day, they are brought before Fenth- the check succeeds but the character has no destination
aza once more. She promises them their freedom if disk in mind, he or she appears atop a randomly de-
they agree to overthrow Ras Nsi. She also allows them termined one.
to keep any puzzle cubes in Ras Nsi's custody. If they
agree, she gives them the armory passphrases (see area 1. MAIN GATE
4) and encourages them to carry out a slave uprising.
If characters approach this area from the north, read:
She also offers to ritually transform human characters
into yuan-ti purebloods so they can get closer to Ras Nsi
(see area 9). While the characters sow confusion, she A wide passage slopes down to a set of bronze doors.
assembles her guards and priests (see areas 6 and 7),
Coiled serpents decorate the metal, with a sliding hatch
ambushes Ras Nsi, and attempts to kill him.
at head height. Four-inch-wide holes pierce the base of
If the coup is thwarted, Fenthaza and her confederates
each door.
are put to death. If the coup succeeds, Fenthaza con-
cludes that the characters have outlived their usefulness
and tries to eliminate them. If the characters fiee before
When opened, the bronze doors slide into wall niches
she can betray them, Fenthaza sends her air elemental
to either side of the tunnel. To pull the doors apart, the
(see area 5) to hunt them down and kill them.
yuan-ti broodguards under Nahth's command tug on
heavy chains on the south side of the gate. To bypass the
LOCATIONS IN THE TEMPLE doors without opening them, yuan-ti malisons transform
Map 4.1 shows the layout of the entire temple. The fol- into snakes and slither through the holes at the bottom
lowing features are common throughout. of the doors.
A type 1 yuan-ti mallson named Nahth (pronounced
CEILINGS NAWTH) and four yuan-ti broodguards (see appendix
Unless otherwise noted, chamber ceilings are 20 feet D) defend the main gate. Strangers are denied entry un-
high and corridor ceilings are 10 feet high. less they are accompanied by one or more yuan-ti.
Nahth is greedy. After allowing characters to pass
DOORS through the gate, he demands a bribe in the form of
Doors are made from worked stone, with 4-inch-wide food (preferably meat) or treasure (minimum 10 gp). If
holes spaced along their bottoms to allow Medium and the characters refuse to pay up, Nahth picks a fight with
smaller snakes to pass through. Doors are unlocked un- them. Combat here draws reinforcements from area 2.
less noted otherwise.
SNAKE PITS
ILLUMINATION Beyond the main gate are three pits covered with iron
Oil lamps provide dim light throughout the complex. grates. When enemies attack, the broodguards remove
Each lamp burns with a tall green fiame as bright as the grated covers and form up in a defensive line on the
torchlight. south side of the open pits. Each pit is 5 feet across, 10
feet deep, and filled with a swarm of poisonous snakes.
PORTCULLISES The walls of each pit are too smooth to climb without
Iron portcullises secure certain areas of the temple.
the aid of gear or magic. A creature can skirt around the
The bars of a portcullis are 1 inch thick and spaced 4 edge of a pit with a successful DC 10 Dexterity (Aero·
inches apart. A portcullis can be raised or lowered using batics) check but falls if the check fails. A creature can
an iron lever nearby. If the lever can't be reached, the also attempt to clear the pits with a standfog jump or
portcullis can be forced up or down by characters with running jump (see the Player's Handbook for jumping
a combined Strength of 30 or more, but doing so breaks rules), provided there are no broodguards lined up along
the mechanisms that keep the portcullis from dropping. the far side.
A knock spell also raises a closed portcullis.
TREASURE
RAMPS
Nahth has a crocodile skin pouch containing 28 gp and
In place of stairs, the temple has stone ramps, which wears gold ceremonial bracers sculpted to resemble
snake-bodied yuan-ti find much easier to climb. bats (150 gp for the pair).
CHAPTER I I FANE 01' f llE NIGHT SFR.PENT
114.

