Page 131 - Tomb of Annihilation
P. 131

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           F IGHTING O VER A  H OST                          1. ACERERAK S W ARNI NG
           When the spirit of one trickster god inhabits a host that
           is already inhabited by a trickster god, the two gods
                                                               Near the base of  the cliffs, a fifteen-foot-tall obelisk of
           battle for the right to remain in the host. Assign "even"
           to one god and "odd" to another, then roll any die. The   cracked stone is draped with vines and black moss. Be-
           result determines which god is victorious, with the los-  hind it, you see a dark passageway obscured by withered
           ing god forced out of the host. The host has no influence   creepers. A  second, smaller tunnel burrows into the base
           over which god gets forced out.                     of  a cliff to the east.

           ROLEPLAYING THE  S PIRITS
           A trickster god can use the host character's senses and   The tunnel leading to the tomb's true entrance (area 4)
           speak to the host's mind. The character retains his or   is obscured by vegetation and cannot be detected unless
           her alignment and can think independently. However, if   the characters search for it. However, any character
           the character has a flaw that runs counter to the  trick-  who succeeds on a DC 10 Wisdom (Perception) check
           ster god's Haw, the character's flaw is suppressed until   around the areas of  the false entrance (area 2) or the
           the trickster god's spirit leaves tbe character's body.   open gallery {area 3) notices something more:
             You can roleplay the voices of  the trickster gods in the
           characters' heads, but let the players roleplay their char-  Three stone gargoyles watch you from narrow ledges
           acters' inherited flaws. If  a player neglects to roleplay a
                                                               carved into the cliff side. Each has the face of  a bearded
           trickster god's flaw, have the inhabiting spirit attempt to   I
           goad the character into behaving more like it. You can   devil, its mouth agape in a silent scream.
           award inspiration to a player who roleplays a trickster
           god's flaw particularly well.
             All the trickster gods are eager to get their revenge   The three gargoyles are perched on the ledges overlook-
           on Acererak. They can offer only limited guidance re-  ing the obelisk, at the points marked G on map 5.1. The
           garding the tomb and its denizens, but they encourage   ledges are 30 feet above the ground, 5 feet wide, 2 feet
           the characters to seek out other trickster god spirits and   deep, and spaced 25 feet apart. The gargoyles swoop
           offer supernatural assistance in  the final battle against   down and attack anyone who tries to topple or damage
           the archlich.                                     the obelisk, or who attacks them first.
             Each trickster god (except Unkh) has its own rival   OBELISK
           in the tomb that it would prefer to avoid. The Omuans   The obelisk radiates a strong aura of  abjuration magic
           dreamed up colorful stories to explain these antipathies,   under the scrutiny of  a detect  magic spell or similar
           but in truth, the spirits simply represent conflicting   magic, and a paladin using Divine Sense can detect a
           points on the alignment axes. When rival spirits oc-  fiendish presence within the obelisk. Clearing the vines
           cupy different characters in the same group, they try
                                                             and moss from the south face of  the obelisk exposes a
           to make their hosts bicker and defy each other  when-  message carved into it in Common. (Give the players a
           ever possible.
                                                             copy of handout 17 in appendix E.) The message reads
                                                             as follows:
           LEVEL 1: ROTTEN HALLS
           Map 5.1 shows this level of the dungeon. The air is stale
           and humid here. Moss covers the walls, which are deco-  Fear the night when the forsaken one seizes death's man-
           rated with screaming skulls and hung with rotting tree   tle and the seas dry up and the dead rise and  I, Acererak
           roots and dead vines.                               the Eternal, reap the world of  the living. Those who dare
                                                               enter take heed:
           CEILING CRACKS
           Thin shafts of  daylight and moonlight spill through tiny   The enemies oppose.
           rock fissures, forming pools of  natural light as shown on   One stands between them.
           map 5.1. A Tiny creature can use these narrow fissures   In darkness, it hides.
           to enter and leave the tomb.                         Don the mask or be seen.
                                                                Speak no truth to the doomed child.
           UNDERGROUND R IVER
           Muddy rainwater seeps from the jungles above, flowing   The keys turn on the inside only.
           through the tomb as a sluggish underground river that is
           treated as difficult terrain. The water is 3 feet deep, with
           the tunnel ceiling above it varying from 6 inches to 3   The warnings Acererak has placed on the obelisk and
           feet over the surface. The water is unfit for drinking.   on the grand staircase (area 7) provide clues to overcom-
                                                             ing some of  the challenges of the tomb. The obelisk's
                                                             clues pertain to features and locations on level 1, specif-
                                                             ically the true entrance (area 4), the devil face (area SB),
                                                             Obo'laka's tomb (area 10), Moa's tomb (area 14), and
                                                             Wongo's tomb (area 16).


           CllAM"ER  5  I TOMB  OF THE  NINE  GODS
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