Page 121 - Tomb of Annihilation
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Magic  Resistance. You have advantage on saving
                                                              TELEPORTER
            throws against spells and other magical effects.
                                                              The eastern booth contains an alcove. set into the floor
             Poison Immunity. You are immune to poison damage
                                                              of which is a faintly glowing stone disk engraved with a
            and the poisoned condition.
                                                              serpentine symbol. This is one of  Ras Nsi's magic tele-
                                                              porters (see "Teleporters,'' page 114).
            10. HAREM
                                                              TREASURE
            An iron portcullis seals the entrance to this chamber. To
                                                              Characters who loot these chambers gain the following
            raise it, a creature must lift a lever in area 9.
                                                              treasures: a white gold tiara made from two intertwined
                                                              vipers with topaz eyes (750 gp), a jade trinket box
             A fountain of cool water bubbles on the floor ahead. The
                                                              shaped like a flytrap with curling golden leaves (250 gp),
             scent oflllies fills the air,  and silken drapes drift lazily in   and two golden cobra candlesticks (75 gp each).
             the heat. Archways open into shaded booths heaped with
                                                              11.  THRONE ROOM
             cushions and trays of  sugared sweets. Lounging about
             are a dozen scantily clad humanoids with eyes like those
             of  snakes and scaly patches on their arms, legs, necks,
                                                               Four pillars support the vaulted ceiling, and steps as·
             and backs. Watching over them are a pair of  inhuman
                                                               cend to an iron throne carved in the likeness of  a hydra.
             bipedal reptiles.
                                                               Painted on the wall behind it is a large blue triangle. To
                                                               the south, an engraved stone disk is set into the floor of
           Ras Nsi's concubines live in luxury within these cham-  an alcove. A ten-foot-wide opening in the east wall leads
           bers. Eleven yuan-ti purebloods and a doppelganger   to a flooded cave.
           disguised as a pureblood comprise the harem. Two
           yuan-ti broodguards (see appendix D) watch over the
           harem at all hours.                               Circumstances determine this room's occupants:
             Ras Nsi used to spend much of his time here, sam·
                                                             •  During the day, Ras Nsi (see appendix D) "sits" in the
           piing the harem's delights. S ince the death curse took
                                                               throne while addressing two type 1 yuan-ti malisons
           hold of him, he has cloistered himself elsewhere. The
                                                               who routinely advise him. Standing guard in the mid-
           purebloods neither help nor hinder the characters, and
                                                               dle of  the room is Ras Nsi's champion, Sekelok (see
           they fear Ras Nsi enough not to betray him willingly.
                                                               below), and three yuan-ti broodguards (see appendix
           Despite Ras Nsi's efforts to hide the effects of the death
                                                               D). Hidden behind the throne are four ghouls that
           curse, the concubines know that he is sick and dying.
                                                               obey Ras Nsi's commands. Each ghoul has a blue tri-
             Ras Nsi's yuan-ti champion, Sekelok (area 11), is fas-
                                                               angle tattooed on its forehead.
           cinated by the concubine Neema and courts disaster by
                                                             •  At night, Ras Nsi retires to area 12. leaving the other
           visiting her in the dead of night. Neema browbeats the
                                                               yuan-ti (including Sekelok) and the ghouls here. Se-
           other concubines to cover up her affair.
                                                               kelok sometimes sneaks off to the harem (area 10).
                                                             •  If  the gong in area 9 is struck, Sekelok and the other
           DOPPELGANGER SPY
                                                               yuan-ti leave to investigate while the ghouls hide be-
           The doppelganger infiltrated the temple by killing and
                                                               hind the throne and Ras Nsi withdraws to area 12.
           assuming the form of a male yuan-ti pureblood named
           Ishmakahl (pronounced ISH-mah-kawl). It has been
                                                             SEKELOK
           sent by Zagmira, a Red Wizard, to spy on Ras NsL Un-
                                                             Sekelok is a tall, muscular  yuan-ti pureblood. He has
           fortunately for its employers, the doppelganger has had
                                                             the statistics of a champion (see appendix D), with
           little contact with Ras Nsi since arriving at the fane;   these changes:
           however, it has learned a few things by eavesdropping
                                                               Sekelok is neutral evil.
           on Sekelok and Neema's intimate conversations.
                                                               He  wears no armor, but his scales are as hard as
             Ishmakahl appears as a handsome ChuJtan man with
                                                              steel (AC 18).
           eyes like a snake's. If  the characters make contact with
                                                             •  He is immune to poison damage and the poisoned
           the doppelganger on behalf  of  the Red Wizards, it offers
                                                              condition.
           to help them steal any puzzle cubes from Ras Nsi's lair
                                                             •  He has darkvision out to a range of  60 feet.
           (area 12). lshmakahl knows the layout of the temple and
                                                             •  He speaks Abyssal, Common, and Draconic.
           knows there's a secret door somewhere in the throne
                                                              He has advantage on saving throws against spells and
           room (area 11) that leads to Ras Nsi's lair. The doppel-
                                                              other magical effects.
           ganger also knows that Ras Nsi's lair can be reached
                                                             •  He has the Innate Spellcasting trait described below.
           via the fane's teleporters, though it doesn't know how to
           activate them. ll advises the characters to break into the   Innate Spe/lcosting. Sekelok's spellcasting ability is Charisma
           lair when Sekelok next visits the harem.          (spell save DC 13).  He can innately cast the following spells,
            Ishmakahl is secretly contemplating a defection to   requiring no material components:
           the yuan-ti. If  its plan shows any signs of backfiring, the
                                                             At will:  animal friendship  (snakes only), poison spray
           doppelganger reveals itself to Ras Nsi or Sekelok, and
                                                             3/day: suggestion
           warns him about the intruders.
           CHAPTER 4  I FANE Of' TRE NIGHT ~F.RPE:!l.'T
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