Page 127 - Tomb of Annihilation
P. 127

To nurture the atropal, Acererak needed an untold
                                                              TOMB I N HABITANTS
            number of  souls. The archlich made a bargain with the
                                                              A grim pageant of  monstrous residents lurks in the
            Sewn Sisters. a coven of night hags feared through-
                                                              tomb, waiting to greet visitors.
            out the Lower Planes. Seduced by the prospect of a
            near-endless supply of souls, the hags joined Acererak
                                                              WITHERS AND TI-IE TOMB DWARVES
            in his tomb. With their assistance, the archlich crafted
                                                              Withers, Acererak's undead custodian, oversees the
            the Soulmonger- a necromantic device that could reap
                                                              undead maintenance crew that keeps the tomb's traps
            the souls of the dying from across Tori! and feed them to
                                                              in working order. To assemble that team, Acererak ab-
            the atropal. Leaving the Sewn Sisters behind as nurse-
                                                              ducted dwarf  miners and transformed them into wights
            maids, Acererak abandoned his tomb to watch the rise
                                                              to exploit their expertise at underground construction.
            of  the death god from afar.
                                                              Withers acts as supervisor for the dwarves and serves
                                                              as Acererak's adjunct when the archlich visits the
            EXPLORING THE TOMB
                                                              tomb. Using his scrying pool at area 25, Withers can
            To survive the tomb's horrors, the player characters   command Omu's gargoyles and speak to agents on the
            must call on every ounce of their cunning and  willpower.   surface world.
                                                               Withers and his crew use the staircase at area 26 to
            GENERAL FEATURES                                  roam unseen through the tomb's many levels. When
            The following features are common throughout the   their work is done, they retreat to their secret headquar-
            tomb. Some levels of the tomb have additional features   ters on level 2 of  the tomb (areas 27 and 28). Withers
            that are described at the beginning of their respec-  avoids contact with the characters when possible, confi-
            tive sections.                                    dent that Acererak's traps will defeat them.
            CEILINGS                                          LEGENDARY MONSTERS
            Unless specified otherwise, ceilings in the tomb are 8   Two legendary monsters dwell in Acererak's tomb: a
            feet high in corridors and 12 feet high in rooms.   beholder guarding a treasure vault (area 44) and an
                                                              aboleth lurking in an underground lake (area 65). These
            CRAWLWAYS                                         creatures can't use lair actions within the tomb, and the
            Certain areas of  the tomb are accessible only by way of   regional effects of each creature's lair are localized to
            narrow tunnels. These crawlways are 3 feet high and 2   the levels where they dwell.
            feet wide.                                         Despite being the dungeon's creator, Acererak doesn't
                                                             count the Tomb of  the Nine Gods as his lair. Conse-
            LIGHTING
                                                             quently, no lair actions or regional effects are ascribed
            All areas of  the tomb are unlit unless noted otherwise.   to the archlich in this adventure.
            SECRET DOORS                                      SKELETON KEYS
            Most secret doors within the tomb slide open on stone   To unlock the final gate to the Soulmonger, the adven-
            runners. The handles that unlock them are hidden   turers must acquire five skeleton keys- each the carved
            within the features of relief carvings along the walls, in-  skull of  an animated human skeleton that roams the
           cluding inside the jaws of  many graven skulls.   tomb. The characters can capture and control these
             A secret door can be spotted by any character  within   skeletons, or can simply snap a skull off its spine.
            5 feet of  it who has a passive Wisdom (Perception) score   A skeleton key has the statistics of a skeleton, with
            of 20 or  higher, or with a search and a successful DC 20   these changes:
           Wisdom (Perception) check.
                                                               The skeleton key ls unaligned.
            STAIRCASES                                       •  It has a climbing speed of 30 feet and can climb diffi-
                                                               cult surfaces, including upside down on ceilings, with-
           Stairs in the tomb are carved out of the living rock, and
                                                               out needing to make an ability check.
           each step is topped with a single slab of  cut stone. The
                                                             •  It wields a pair of daggers and can make two melee
           skulls and bones of  dead Omuans fill niches along the
                                                               weapon attacks (+4 to hit) as an action. Each dagger
           walls of  each staircase. Staircases run 25 feet between
           each level of  the tomb.                            attack deals 4 (ld4 +  2) piercing damage on a hit.
                                                               When reduced to 0 hit points, a skeleton key falls
           TRACKS                                              apart, though its skull and bones remain intact.
           Explorers have broken into the tomb recently, and With-  •  A  skeleton key does not trigger any trap placed in a
           ers and his tomb dwarves make frequent patrols. Their   room or on a door of  the tomb.
           trails crisscross back and forth, making other creatures
                                                               Each skeleton key has a skull that extends into a
           in the tomb difficult to track. The freshest tracks belong
                                                             carved key-like shape. These shapes match the keyholes
           to the skeleton keys (see "Tomb Inhabitants" below). Any
                                                             of the skeleton gate in the lair of  the Sewn Sisters (area
           character who tries to follow a skeleton key's trail can
                                                             71). The Skeleton Keys table summarizes the location
           do so with a successful DC 12 Wisdom (Survival) check,   and shape of each key.
           finding the way to the nearest unexplored location
                                                               Finding a S keleton Key. Each of the first five levels of
           marked with a skull symbol on the dungeon map.
                                                             the tomb has its own skeleton key. A skeleton key can be
                                                             encountered in any of the locations marked with a skull
           CHAPTU 5  I TOMB Ol'TIIE NINE CODS
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