Page 125 - Tomb of Annihilation
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dreams of  the Night Serpent wrench them screaming   A hydra lurks underwater in this vicinity. Ras Nsi treats
            from their troubled sleep.                        the monster as his beloved pet and regularly feeds it
             The slaves are not chained. Presented with an oppor-  slaves, prisoners, and subordinates who've defied him.
            tunity to escape, most become paralyzed with indeci-  The hydra's victims are bound and ferried on rowboats
            sion. Breaking their fugue requires strong words and   over the deepest part of the river. To call the monster,
            a successful DC 17 Charisma (Persuasion or Intimida-  their captors sound the rowboat bell and hurl the hog-
            tion) check. Armed slaves who come to their senses try   tied victim (or victims) into the water.
            to slaughter as many yuan-ti as they can. They know the   Whfle it remains fed, the hydra avoids any boats that
            temple's defenses and general layout, except with regard   ply back and forth. When a rowboat bell is sounded,
            to areas 11 and 12 (which they've never seen).    the hydra surfaces within ld6 rounds. If  it's not fed
                                                              immediately, it attacks the boat. The hydra attacks any
            TREASURE
                                                              boats that venture north of  area 18. Swimmers are also
            Issar carries an iron key that unlocks the double door to   fair game.
            area 13. His red cloth headdress is sewn with malachite
            gemstones (250 gp), and he preens in a golden hand mir-  22. F UNGI  CAVERN
            ror (75 gp).
            20. UNDERGROUND RIVER
                                                               The passage widens into a cavern filled with fungi. Toad-
                                                               stools, puffballs, and other tuberous growths cover the
             An underground river opens before you. Stalactites   walls and floor. Against the far wall, a malformed skele-
             hang low over its surface, and dripping water echoes in   ton lies buried under a patch of  buttery mold. A brass key
             the dark.                                         hangs around its neck.

                                                             A patch of green slime (see chapter 5 of  the Dungeon
           The river links various sections of  the complex. The wa-
                                                             Master's Guide) clings to the ceiling above the entrance
            ter varies between 5 and 30  feet deep, and the current
                                                             and drops on the first creature that passes underneath.
           isn't strong enough to present a hazard to swimmers. To
                                                               A patch of  yellow mold (see chapter 5 of the Dungeon
           the north and south, the river descends into submerged
                                                             Master's Guide) covers the skeletal corpse. If a creature
           tunnels that spread for miles under the jungle.
                                                             touches the mold, it ejects a cloud of deadly spores.
           ROWBOATS                                            The corpse belongs to Kukuga, a yuan-ti pureblood
           When the characters arrive, a pair of rowboats are   who secretly worshiped Zuggtmoy (the demon queen
           pulled up on the shore near the tunnel to area 23 (see   of fungi). Kukuga concocted a fungal brew that would
           chapter 5 of the Dungeon Master's Guide for more infor-  transform his body into a form closer to that of  his de-
           mation on rowboats). A cowbell dangles from a hook at   monic mistress. Instead, it led to his sudden and horrific
           the prow of  each boat. Ringing either bel I summons the   death. Xopal (area 14) occasionally ventures into the
           hydra in area 21, which arrives in ld6 rounds.    cavern to harvest poisonous toadstools from his corpse.
                                                               To remove the brass key without disturbing the mold,
           YUAN-TIBROODGUARDS                                a character must succeed on a DC 12 Dexterity (Sleight
           Guarding the rowboats and watching the secret en-  of Hand) check. The key unlocks the door to the venom
           trance (area 23) are four yuan-ti broodguards (see   distillery (area 14).
           appendix 0). U they detect intruders not disguised as
           yuan-ti, one brood  guard runs to warn the yuan-ti sta-  23.  SECRET ENTRANCE
           tioned in area 19 while the others attempt to repel the
                                                             If  characters enter this tunnel from the surface, read:
           interlopers.
             The broodguards stop and question characters dis-
           guised as yuan-ti purebloods. To bluff their way past the   The passage winds into the bowels of  the earth. The
           guards, the characters must succeed on a group DC 10   air is wet and sticky, and the walls are slick with mois·
           Charisma (Deception) check. If  the group check suc-
                                                               ture. Harmless centipedes crawl across the floor as you
           ceeds, the broodguards wave them inside without check-
                                                               descend.
           ing their  story. If  the group check fails, the broodguards
           march them to meet Slavemaster lssar in area 19.
                                                             The tunnel is roughly 100 feet Jong. Characters who
           21.  H YDRAS L AIR
                                                             climb the tunnel toward the surface emerge amid the
                                                             ruins of Omu's royal palace (see chapter 3, area 208).
            An underground river widens to form a flooded grotto.
            To the west, a pebble-strewn bank rises to a door re·
            cessed in the cavern wall.  Near the middle of  the lake,
             bones cling like a tide mark to a rocky pillar.




           CHAPTER 4  I fANP.  01' THI' !'<IGHT SERPl!!l;T
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