Page 123 - Tomb of Annihilation
P. 123

speak Common. After serving him for the duration of   successful one. In addition, the creature  is poisoned for
           the enchantment, the serpent slithered off and found   1 hour whether or not its save succeeds.
           its way to Omu. Azi Mas has a good memory; he can re-  Xopal believes it's his destiny to transform into a much
           member names and faces and is quick to warn his mas-  more powerful form of  yuan-ti- a metamorphosis that
           ters if yuan-ti pass through whom he hasn't seen before.   will occur when he develops a poison so virulent that
                                                             even innate immunity to poison can't withstand it. Xopal
           TREASURE
                                                             uses the zombies as test subjects; once he's overcome
           The storeroom contains fifty bolts of  cloth; six crates
                                                             their immunity, he plans to conduct further tests on
           of  bronze bars; three barrels of salt and spices; and
                                                             live yuan-ti.
           three chests containing rope, oil, lanterns, paper, and
           blankets. From the supplies, characters can assemble   BOTTLED POISONS
           enough gear to make five explorer's packs.        The presence of  so many poisons makes combat in this
            Mesmerizing Incense. Also present is a sealed case   room hazardous. If  a workbench is exposed to explosive
           containing ten blocks of  temple incense. Lighting a
                                                             force, such as that generated by a thunderwave or fire-
           block creates a hazy cloud that fills a 20-foot-diameter   ball spell, the bottles smash and create a 15-foot-radius
           sphere and moves with the block. Any creature that
                                                             sphere of  poisonous vapors that lasts for 1 minute. Any
           starts its turn in the cloud and breathes the air must
                                                             creature that enters the area for the first time on a turn
           succeed on a DC 16 Constitution saving throw or fall
                                                             or  starts its tum within the sphere must make a DC 15
           into a dreamlike stupor laced with nightmarish visions.
                                                             Constitution saving throw, taking 18 (4d8) poison dam-
           Though it remains awake, the creature is poisoned.
                                                             age on a failed save. Creatures are affected even if they
           Even yuan-ti are vulnerable to this effect, which lasts
                                                             hold their breath or don't need to breathe.
           for 1 hour after a creature leaves the cloud, or until it
                                                              Among the poisons is a stoppered bronze  jug used for
           receives a lesser restoration spell or similar magic.
                                                             fermenting jungle roots into soporific gas. Removing
                                                             the stopper releases the gas, which fills a 15-foot-radius
           14. VENOM DISTILLERY
                                                             sphere centered on the jug. See area 3 for the effect of
           The south door is locked, and the lock contains a   the soporific gas.
           cleverly hidden poison needle trap. To pick the lock, a
                                                            'TREASURE
           character with thieves' tools must succeed on a DC 15
           Dexterity check. Finding the trap requires a successful   Xopal carries a brass key that unlocks the south door.
           DC 20 Wisdom (Perception) check; once found, it can   Characters who search through the poisons can loot
           be disabled with a successful DC 12 Dexterity check.   twenty doses of  serpent  venom, five doses of  essence of
           A character who tries to pick the lock without first dis-  ether, and five doses of torpor (see "Poisons" in chapter
                                                            8 of the Dungeon Master's Guide).
           abling the trap must make a DC 16 Dexterity saving
           throw. On a failed save, the character is pricked by the
                                                            15. SNAKE PIT
           needle, takes 5 (ldlO) poison damage, and is blinded.
          The blindness is permanent but can be cured with a
          lesser  restoration spell or similar magic.
                                                              A rickety wooden walkway threads around the walls of  a
                                                              deep pit. Foul odors waft up from below. Somewhere in
            The air in here is moist and sticky.  Natural light spills                                   I
                                                              the gloom beneath you, thousands of  snakes writhe.
            from cracks in the ceiling, and mud coats the floor.
            Stone workbenches are laden with clay bottles of  various
                                                            Despite appearances, the rickety wooden walkway is
            shapes and sizes. Toadstools, snakeroot, and belladonna
                                                            safe. The yuan-ti sometimes hurl disobedient s laves
            plants grow among the clutter, fed  by water seeping from
                                                            into the pit to be devoured by the serpents. The pit is
            above. Standing near the plants is a hairless man with   50 feet deep and filled with poisonous snakes. When
            scaly skin and a bronze syringe. Lurking in the shadows   a creature falls or  sets foot in the pit, a swarm of poi-
            around him are five slouching humans that reek of  decay.   sonous  s nakes forms around it and attacks . A virtually
                                                            inexhaustible number of  swarms can be created in this
                                                            fashion. A swarm that has nothing to attack ceases to
          Yuan-ti use this chamber to extract venom from snakes.   exist as its constituents slither apart.
          Xopal (pronounced zoh-PAUL), a yuan-ti pureblood,   To climb the wet cavern walls, a character must suc-
          bottles and blends the venom to create deadly new   ceed on a DC 15 Strength (Athletics) check.
          strains. Five human zombies serve Xopal as laborers.
            Xopal carries a bronze syringe containing three doses   16. BLOOD BATHS
          of  a poison cocktail. As an action, he can make a melee
          weapon attack with the syringe (+3 to hit), which deals 1
          piercing damage and injects one dose of poison on a hit.   The iron stench of  blood floods this chamber. Along one
          Any creature injected with a dose of  poison must make a
                                                              wall, a row of  gore-filled pools sink Into the floor. Blood
          DC 14 Constitution saving throw, taking 10 (3d6) poison                                       I
                                                              trails and bloody footprints run between the pools.
          damage on a failed save, or half  as much damage on a



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