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
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