Page 138 - Tomb of Annihilation
P. 138

'TREASU RE                                        NEPARTAK's SKULL
             The chest interior is lined with lead and contains 300   The skull in the crystal box belongs to Nepartak, the
             gp, a gold tankard embossed with a sad face that smiles   10-year-old granddaughter of Napaka, the last queen of
             when the tankard is filled (250 gp), and a stoppered   Omu. The magic of the crystal box preserves her con-
             bone tube containing a spell scroll of remove curse.   sciousness, but centuries of solitude and horror have
                                                               caused her mind to blank out the details of her plight.
             13.  STONE SKULL                                  The first character to enter the tomb hears Nepartak call
                                   --~~~~~~~~~~
                                                               out telepathically:
                                                              I                                            I
              A giant stone skull crusted with moss juts out from the
              end of the passageway. A flame flickers within each of its   The voice of a young girl echoes in your mind: "What's
                                                                happening? Why can't I see?"
              eye sockets, and a view into a chamber beyond can be
              seen through its open jaws.
                                                               Nepartak magically senses the presence of intruders,
                                                               using telepathy to question all the characters. Roleplay
             Any character who peers through the skull can see into   her as a tenified child lost in the dark. In her panic, she
             area 14 (see the description below). The skull's jaws are   might ask any of the following questions:
             opened wide enough to allow a Medium or smaller crea·
             ture to climb though.                             •  "Where am I? How did I get here?"
              Each time a creature climbs through the skull's jaws,   •  "Why can't I see anything?"
                                                               •  "Are you friends of my father? Is he looking for me?"
             one of  the flames in its eye sockets snuffs out. The third
             time a creature climbs through, the jaws clamp shut,   To safely explore this area, the characters must calm
             making a melee weapon attack with a +10 bonus. On   Nepartak without revealing her true predicament. Lying
             a hit, the target creature takes 22 (4d10) bludgeoning   to her requires a successful DC 12 Charisma (Decep-
             damage and is grappled (escape DC 19). While it re-  tion) check. If the characters reveal that she's nothing
             mains grappled, the creature takes 5 (ldlO) bludgeoning   more than a disembodied skull, if they fail three Cha-
             damage at the start of each of its turns. When that crea-  risma checks to deceive her, of if they simply ignore her,
             ture exits the jaws, the flames in the skull's eye sockets   Nepartak grows increasingly anxious, then flies into a
             reignite, the jaws open, and the trap resets.     murderous rage.
               The flames within the eye sockets give off no heat
             or smoke, and they can't be extinguished except in the
             manner described above. Any character searching the   The voice shrieks in horror as the skull's eye sockets flare
             skull and succeeding on a DC 15 Wisdom (Perception)   with green flame. With a shattering crash, the crystal box  I
             check notes that the lower jaw is hinged. A stout object   explodes and the skull  levitates into the air.
             jammed into the skull's jaw holds it open for as long as
             the object can withstand the damage. A detect magic
             spell or similar effect reveals an aura of transmutation   Nepartak has the statistics of a ftameskull but doesn't
             magic around the skull.                           speak, instead communicating using telepathy out to a
                                                               range of 30 feet. When she attacks, swarms of mummi-
             14. M oA's TOMB                                   fied spiders pour out from the n.iches at the start of the
                                                               following round.

                                                               UN DEAD  SPIDER WARRENS
               Skulls crusted with dried mud glower from niches cut
                                                               Six swarms of undead spiders inhabit the warrens
               into the walls of this tomb. A stone sarcophagus stands
                                                               within the walls of the tomb. They are treated as
               at the center of the chamber,  its lid adorned with a coiled
                                                               swarms of insects (spiders), except that they are sus-
               serpent carved in relief.  Behind the sarcophagus, resting   ceptible to effects that can target undead.
               atop a marble pedestal, is an ornate crystal box with a   The warrens are too narrow for Medium and larger
                                                               creatures to enter, and Small creatures must squeeze to
               small  humanoid skull floating inside it.
                                                               traverse them (see "Movement and Position" in chapter
                                                               9 of the Player's Handbook). Tiny creatures can move
             If the characters enter this tomb from the secret passage   through the warrens freely. The swarms attack any crea-
             along the river, they see the concave inner surface of the   tures that enter the warrens or any creatures in Moa's
             stone skull at area 13.                           tomb if Nepartak becomes enraged.
               A maze of tiny passages is cut into the walls beyond
             the niches, and any character who succeeds on a DC   'TREASURE
             10 Wisdom (Perception) check can hear the faint yet   The stone sarcophagus isn't locked and can be opened
             grotesque scuttling of insects from within. Hundreds   with a successful DC 15 Strength (Athletics) check.
             of tarantula-sized undead spiders crawl through   Inside, a bundle of faded cloth holds the serpentine
             these warrens.                                    bones of ajaculi (the trickster god Moa's animal form;
                                                               see appendix D). A staff of the python rests atop these
                                                               remains. The staff turns to dust and is destroyed if it


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