Page 132 - Tomb of Annihilation
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Characters with a combined Strength of 60 or more Each cavity is sized to hold one of the puzzle cubes
can topple the obelisk, breaking it off at the base. Break- recovered from the shrines of Omu (see chapter 3).
ing or destroying the obelisk releases a cloud of black However, there are nine puzzle cubes in total and only
smoke that coalesces into a nalfesbnee demon. The eight cavities.
demon appears in an unoccupied space within 30 feet If puzzle cubes representing every trickster god ex-
of the obelisk and attacks those responsible for the obe- cept Unkh are inserted into the cavities in such a way
lisk's desecration. After 1 minute, the demon disappears that the cubes of rival gods are opposite to one another,
and returns to the Abyss. a stone block slowly descends over the tunnel entrance.
The teleportation function of the ebon pool (area 81) Any character in the tunnel must decide whether to stay
returns characters to the obelisk even if it is toppled or or to flee, which requires a successful DC 10 Strength
destroyed. (Athletics) check. Characters who stay or who fail the
check are trapped when the stone block seals off the
2. GALLERY OF TRICKSTERS tunnel. Once the tunnel is sealed, caustic gas billows out
from the mouths of the relief.carved skulls. Any creature
trapped in the tunnel must succeed on a DC 15 Con-
Alcoves run the length of a narrow tunnel, each one stitution saving throw or take 5 {ldlO) poison damage
featuring a bestial statue standing or squatting above a and 5 {ldlO) acid damage. While any affected creature
basin of oil. remains in the tunnel, it must repeat the saving throw
at the start of each of its turns. After 10 rounds, the gas
valves close and the stone block rises back into the ceil-
The statues depict the nine trickster gods, with each ing. Any puzzle cubes still in their cavities are pushed
facing pair of alcoves dedicated to two trickster gods out, and the trap resets.
who oppose each other. Moving down the hall from west Any character searching the tunnel for traps spots
to east, the opposing statues depict Moa (jaculi) and the raised stone block with a successful DC 16 Wisdom
Wongo (su-monster). I'jin {almiraj) and Obo'laka (zorbo). (Perception) check. The weight of the block makes it im-
Papazotl (eblis) and Kubazan (froghemoth), and Nang- possible to hinder its descent. Any character who exam-
nang (grung) and Shagambi (kamadan). ines the puzzle door and succeeds on a DC 14 Wisdom
Each statue is 3 feet tall and can't be moved from its (Perception) check notices holes in the mouths of the
pedestal. When any character carrying a puzzle cube skulls. Stuffing the holes with cloth or wax prevents the
(see chapter 3) enters the tunnel, the oil basin matching gas from being released. Doing so while the trap is ac-
the cube's trickster god bursts into A a me. A detect magic tive is difficult, requiring six successful DC 10 Dexterity
spell or similar effect reveals an aura of divination checks, each made as an action.
magic around the statues. The oil basins give off an aura Beyond the false door is a gas-filled chamber. Any
of conjuration. creature that starts its turn in this area takes 11 (2d10)
Only eight trickster gods arc initially visible; the statue poison damage and 11 (2d10) acid damage.
ofUnkh (flail snail) is hidden behind a secret door at
the end of the tunnel, though it functions the same as 4. TRUE ENTRANCE
the others. Bringing Unkh's puzzle cube into the tunnel
Thick foliage conceals the true entrance to the Tomb of
lights Unkh's brazier, giving characters advantage on
the Nine Gods. Any character searching the base of the
ability checks made to find the secret door.
cliff at this location finds the entrance with a successful
DC 10 Wisdom (Perception) check.
TREASURE
A golden pendant shaped like an eye hangs on the Unkh
statue. It is worth 25 gp and radiates an aura of divina- Pulling aside the heavy undergrowth, you uncover an
tion magic. If a character wearing the pendant passes
archway in the cliff face. Stone skulls peer down from the
within 10 feet of the obelisk at area 1, the pendant tugs
lintel, and old bones litter the threshold. As light strikes
the character toward the hidden tomb entrance {area 4).
The pendant is also of use in area 79. the entrance, a swarm of bats screeches out from within.
3. FALSE ENTRANCE
The bats are harmless. jungle predators use this tunnel
After 20 feet, a puzzle door sealing off a small chamber as sheller, and the bones are a mix of grung and veloci-
beyond blocks this false entrance into the tomb. raptors. Any character who searches for tracks discov-
ers boot prints leading into the tomb. The tracks are not
recent and belong to the last group of treasure seekers
A short tunnel ends at a slab of worked stone, whose
to enter here.
edges are marked by relief carvings of grinning skulls.
Four lines engraved at the center of the slab cross one
another to form a star, with both ends of each line mark·
ing the location of a cube-shaped cavity cut into the
door- eight cavities in all.
CHAPTER. 5 I TOMll OF THE NIN.E GODS

