Page 137 - Tomb of Annihilation
P. 137
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Six desiccated corpses slump on thrones in niches As you touch the ring, the dust swirls into the shape of
along the walls. Each corpse wears a black mask made of a small, feral, bear-like creature that billows toward you
papier-mikhe and feathers. An arched crystal window to with a ghostly roar.
the east offers a view of the tunnel beyond.
If the spirit successfully inhabits the character. give the
See area 6 for a description of the crystal window. player Obo'laka's card (see appendix F). Uthe attempt
The corpses slumped on the thrones are six dormant fails, the spirit returns to the ring and waits for another
wights. If the eyes on the bronze disk spot intruders in character to touch it.
the tomb (see "Disk of Eyes"), the wights rise and attack.
The wights also attack if one or more of them takes any 1 1. GAS POCKET
damage. They won't leave the chamber to pursue in-
This section of the underground river contains a buildup
truders. Once all intruders are dead or gone, the wights
of flammable gas that has a rotten odor. If a torch, Ian·
return to their thrones and fall dormant once more.
tern, or other open flame is brought into the area, or if
the secret door to area 10 is opened, the gas explodes.
DISK OF EYES
Each creature in the area of the gas pocket or within
Any character who studies the disk notices that its eyes
15 feet of it must make a DC 15 Dexterity saving throw,
are moving, their bronzed pupils flicking back and forth
taking 22 (4dl0) fire damage on a failed save, or half
to scan the tomb for intruders. These eyes have dark.
damage on a successful one. The explosion burns away
vision out to a range of 30 feet. If the eyes spot any hu·
the gas, which builds up again after 8 hours.
manoids inside the tomb, the wights awaken and attack.
The disk of eyes can't perceive any humanoid that dons
12. TRAPPED CHEST
one of the papier-m§che masks worn by the wights, nor
can it see in magical darkness or while covered with a
blanket or similar object.
Water pours from cracks and seams in the rough waits of
The bronze disk weighs 250 pounds. The bear statues
this cavern, whose Acor is a muddy pool that Aushes out
grip the disk tightly in their stone paws, so that it can't
be pried free without smashing the statues. Each statue into the tunnel beyond. Just above the pool's surface, a
is a Large object with AC 17; 45 hit points; immunity to large treasure chest dangles from rusty chains embedded
bludgeoning, piercing, and slashing damage from non- in the ceiling.
magical attacks; and immunity to poison and psychic
damage. A detect ma~ic spell or similar effect reveals an
aura of divination magic around the disk. The chest is 6 feet long, 3 feet wide, 3 feet high, and
suspended 1 foot above the surface of the 5-foot-deep
SARCOPHAGUS pool. A keyhole shaped Like a cackling demon skull
Any creature wearing one of the wights' papier-mache decorates the front of the lid. Encircling the keyhole, a
masks can push aside the lid of the sarcophagus with tiny inscription in Common reads, "I devour all but the
a successful DC 13 Strength (Athletics) check. To all greatest thieves."
other creatures, the lid is magically locked and cannot The chest is locked and doesn't appear to be trapped.
be opened without a knock spell or a successful DC 20 However, a detect magic spell or similar effect reveals
Dexterity check made by a character using thieves' tools. an aura of evocation magic around it. Picking the lock
requires a successful DC 22 Dexterity check made us·
SECRET DOORS
ing thieves' tools. This also disarms the lock's magical
Secret doors are set into the back walls of two alcoves- trap, allowing the chest to be opened safely.
one to the north and the other to the south. The secret If the check fails, the demon skull bites down on the
door to the south has edges made of flint. Opening this thieves' tools and destroys them. If the check fails by 5
door creates sparks that ignite the odorless gas in area or more, the magical trap teleports the character mak·
11 (see that area for details). ing the check inside the locked chest, whereupon the
character is restrained. The chains holding the chest
'TREASURE
then release it into the water, where it sinks to the bot-
The bones of a zorbo (Obo'laka's animal form; see ap·
tom of the pool. Even if the chest is removed from the
pendix D) lie in a dusty pile within the sarcophagus. A
water, a character trapped within runs out of air after
ring of protection rests atop the pile. The ring turns to
5 rounds (see "Suffocating" in chapter 8 of the Player's
dust and is destroyed if it leaves the Tomb of the Nine
Handbook).
Gods (but see "Lost Treasures," page 189).
The chest is a Medium object with AC 13, 30 hit
Obo'laka's Spirit. The spirit of Obo'laka tries to in·
points, and immunity to poison and psychic damage.
habit any character who touches the ring (see "Spirits of
Any character who attempts to pick the lock or hit the
the Nine Trickster Gods," page 129). When Obo'laka's
chest with a melee or ranged attack while it's underwa·
spirit manifests, read:
ter does so with disadvantage.
CHAP1 £R !5 I TOMI\ OF THE SINF CODS

