Page 122 - Tomb of Annihilation
P. 122

Sekelok is Ras Nsi's trusted bodyguard and takes   FLYING SHIELDS
             grim pleasure in slaughtering his master's enemies. Ras   As a bonus action, Ras Nsi can speak a command word
             Nsi delights in forcing those who offend him to duel Se-  ("Ssilum") that causes five shields to fly off the walls and
             kelok, either to the first cut or to the death.   levitate around him. While they're active, Ras Nsi gains
               Sekelok has a secret affair with Neema, one of  Ras   a +10 bonus to his AC.Han attack that would normally
             Nsi's concubines (see area 10). His motivations here are   hit Ras Nsi is blocked by the shields, one of  the shields
             confused: while he remains staunchly loyal to Ras Nsi,   is struck and disabled as it falls to the floor, reducing
             the subterfuge fuels his ego. If  Ras Nsi discovers the   Ras Nsi's bonus to AC by 2. When there are no more
             affair, he flays both parties alive for their betrayal and   active shields, the effect ends, and Ras Nsi can't use
             feeds them to bis pet hydra (see area 21).        this power again until he finishes a long rest. A detect
                                                               magic or similar effect reveals an aura of transmutation
              SECRET DOOR
                                                               magic around the shields. Only Ras Nsi can activate the
             A secret door in the western corner of the north wall   shields, and the effect is confined to this room.
              leads to Ras Nsi's lair (area 12). To locate the secret
              door, a character must succeed on a DC 16 Wisdom   ThLEPORTER
              (Perception) check  while searching the walls. If  the   The engraved stone disk  in the eastern alcove is
             characters have been told about the secret door, they   one of  Ras Nsi's magic teleporters (see "Teleport-
             gain advantage on the skill check.                ers," page 114).
             Th  LE  PORTER                                    TREASURE
             The engraved stone disk in the southern alcove is   Ras Nsi wields a flame tongue longsword and carries a
              one of  Ras Nsi's magic teleporters (see "Tele  port-  sending stone. The companion  stone is in Salida's pos-
              ers," page 114).                                 session (see "Finding a Guide," page 33).
                                                                 Ras Nsi's lair contains treasures from distant lands.
              12. RAs Ns1's LAIR                               The collection includes a Sembian wine flask (50 gp), a
                                                                bejeweled Amnian doublet with matching money pouch
                                                                (75 gp), a fine Cormyrean cloak (100 gp), a gilded Moon-
               Shadows dance over this opulent bedchamber. Cushions   shae harp (250 gp), and three large cushions covered
               lie in one corner, and decorative shields line the walls.   in Turami silk (25 gp each). Hidden under one of the
               Treasures are heaped around the room: gold and silver   cushions is Ras Nsi's leather-bound spellbook, which
                                                                contains all the spells he has prepared (see appendix D).
               coins; a gilded harp; a jeweled wine flask;  pillows of silk;
                                                                In addition, his hoard contains thirty 50 gp gemstones
               and fine clothes draped over wooden mannequins. To
                                                                in a  clay urn, 150 pp in an unlocked wooden chest, 350
               the east, an engraved stone disk is set into the floor of  an
                                                                gp and 900 sp scattered on the floor, and a froghemoth
               alcove. To the west, a rectangular steel plate mounted on   statuette made of painted wood with three amethyst
               the wall is polished to a mirror-like sheen.     gemstones for eyes (100 gp each).
                                                                 Puzzle Cubes. If  Ras Nsi has taken one or more puz-
                                                                zle cubes from the shrines of  Omu, they can be found
              At night, Ras Nsi (see appendix D) rests here, weakened   among the items in his hoard.
              by the death curse that is slowly consuming him. If
              enemies corner Ras Nsi, shields leap from the walls to   13. STOREROOM
              protect him (see "Flying Shields" below). Dudng waking
                                                                The southwest double door is locked. Using thieves'
              hours, Ras Nsi returns here only if he's in danger.
                                                                tools. a character can pick the lock with a successful DC
               If  the characters defeat Ras Nsi and question him, he
                                                                15 Dexterity check.
              reveals the following information to save his skin:
              •  Ras Nsi is slowly rotting to death. He doesn't know the   Stacks of  sturdy wood crates, bundles of doth, and clay  I
               cause of his affliction and has no way to cure it.
                                                                 amphorae litter the floor.
              •  Before he dies, Ras Nsi wants to bring forth Dendar   I
               the Night Serpent and destroy the world.
              •  The  yuan-ti believe there's a locked gate somewhere
                                                                Supplies gathered from the world above are stored in
               under the Peaks of  Flame that prevents the Dendar
                                                                this chamber. An awakened giant constrictor snake
               from entering the world. Acererak has promised to
                                                                named Azi Mas serves as custodian for the provisions.
                help Ras Nsi unlock the gate and bring forth the Night
                                                                When fresh goods arrive, Azi Mas personally checks
               Serpent. In  return, Ras Nsi defends the Tomb of  the
                                                                them and mentally catalogs them. The rest of  the time,
               Nine Gods.
                                                                he remains coiled in the shadows. The snake is bored
              •  Nine stone puzzle cubes are needed to enter the Tomb
                                                                and enjoys chatting with yuan-ti visitors. Should other
               of the Nine Gods. Ras Nsi doesn't know how to use
                                                                creatures enter from the southwest, Azi Mas ambushes
                the cubes to unlock the tomb.
                                                                them and tries to take a hostage. If  outmatched, he
              •  The tomb entrance is marked with an obelisk. (Ras
                                                                whines and pleads for mercy.
                Nsi can provide directions and/or an escort.)
                                                                  Long ago, a jungle druid used an awaken spelJ on Azi
              •  Acererak slew the  nine gods of Omu before enslaving
                                                                Mas, giving him an intelligence of 10 and the ability to
                the city's inhabitants, which he used to build his tomb.
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