Page 142 - Tomb of Annihilation
P. 142

1st level: alarm, comprehend languages, detect magic,   If the illusory sunlight falling from the ceiling strikes
               expeditious retreat, identify, iJ/usory script, sleep,   the plaque when the coffin is opened, the stone block in
               Tenser's floating disk                          the corridor outside the room slowly descends, sealing
             2nd level: arcane Jock, cloud of daggers, flaming   the entrance in 6 seconds. A creature that wishes to en-
               sphere, knock                                   ter or leave the tomb during this time can do so, moving
             3rd level: dispel magic, fireball                 up to its speed. If the creature ends its movement under
                                                               the block, it must make a DC 15 Dexterity saving throw.
               Devlin's staff is a staff of striking, but any character
                                                               If the save succeeds, the creature manages to get out
             who attunes to it transforms into a goat-humanoid hy-
             brid over the course of 3 days. Tieflings are immune to   from under the block on the side it was moving toward.
             this curse. Throughout the first day, shaggy fur begins   If the save fails, the creature takes 55 (lOdlO) bludgeon-
             to grow all over the cursed character's body. After   ing damage. If this damage reduces the creature's hit
             24 hours, the character's eyes become goat-like, and   points to 0, it is crushed to a pulp; otherwise, the crea-
             stumpy horns sprout from the brow. On the last day,   ture is shoved into the room. The block is impervious to
             the character's fingers and toes meld into double digits,   damage and spells. When fully lowered, the block is air-
                                                               tight and refuses to be budged.
             and the horns grow to full length. This transformation
                                                                Four enormous cisterns filled with red wine are hid-
             doesn'tt prevent the character from wielding weapons or
                                                               den in the walls behind the gargoyle beads. When the
             casting spells. Remove curse, greater restoration, or any
                                                               stone block seals off the entrance, the valves behind
             other effect that ends a curse restores the character's
                                                               the heads open, causing the wine to pour from the gar-
             original appearance, but only a wish spell can rid the
                                                               goyles' mouths and nostrils. The wine floods the tomb
             staff of its power to transform those who attune to it.
                                                               at a rate of 1 foot per round. Trying to crawl into a gar-
             20. FALSE TOMB                                    goyle's mouth while wine is gushing out of it requires a
                                                               successful DC 25 Strength (Athletics) check.
             Nested in the ceiling of the western tunnel is a stone
                                                                As the wine begins pouring into the room, all crea-
             block. A character who searches the tunnel spots
                                                               tures present must roll initiative. Track the passage
             the block with a successful DC 15 Wisdom (Percep-
                                                               of rounds:
             tion) check. The block is part of the room's trap (see
             "Trap" below).                                    •  At the start of round 3, three wine weirds (use water
                                                                 weird statistics) flow into the tomb from the north-
                                                                 west, northeast, and southeast cisterns. The weirds
               This room smells of wine. On a checkerboard marble   attack anyone in the tomb and are invisible while fully
               floor, a gilded coffin sparkles in sunlight streaming down   immersed in wine.
               from the chamber's vaulted ceiling, which arches twelve   •  After 12 rounds, the wine fills the tomb. Use the
                                                                 underwater combat rules in chapter 9 of the Player's
               feet overhead. Four huge stone gargoyle heads, their
                                                                Handbook to handle fighting in these conditions.
               mouths agape, protrude from the walls.
                                                                 Visibility within the wine is limited to 5 feet.
                                                                 The ability to breathe water does not help a character
             Illusion magic generates the sunlight that shines on the   drowning in wine. When 10 minutes have passed, the
             coffin. This light is treated as real sunlight, and crea-  stone block sealing the tomb rises back up to its niche
             tures averse to sunlight are affected by it. The gargoyle   in the ceiling. The wine cascades down the west tunnel,
             heads are 5 feet tall and 5 feet wide, with mouths that   pouring down the grand staircase (area 7). At dawn the
             are 2 feet in diameter. Behind each head, an airtight   next day, Withers sends tomb dwarves to clean up the
             stone valve blocks a crawlway. The valves remain closed   room and tunnel, after which the wine cisterns magi-
             until the room's trap activates, though a knock spell or   cally refill and the trap resets.
             a successful DC 25 Strength (Athletics) check can force
             open a valve. Casting dispel magic on the illusory sun-  E SCAPE TUNNEL
             light dispels it and prevents the trap from triggering.   The southwest crawlway ascends to area 24. When the
                                                               tomb floods with wine, the liquid reaches as far as the
             ADVIOE FROM THE S PIRITS                          sloped section of the crawlway.
             Any characters inhabited by the spirits of Kubazan or
             Moa receive advice when entering this area:       21.  ZOMBIE DOOR
             •  Spirited Kubazan tries to persuade his host to throw   Adventurers on the balcony hear guttural moans coming
               open the coffin lid and pummel whatever is inside.   from this door.
             •  Truthful Moa points out that this tomb doesn't match
               the symbolism of any of his godly companions.
                                                                Three oval holes are carved into a nine-foot-wide, nine-
             TRAP                                               foot-high stone door at human head height. As you
             The closed coffin is stuck to the floor with sovereign   approach, three humanoid heads stick out of the holes,
             glue and has a hinged lid. A detect magic spell or similar   each covered in putrid flesh and gnashing on an iron bit
             effect reveals an aura of abjuration magic around the   bolted to a chain bridle.
             coffin. A wooden plaque inside the coffin reads "Drown
             your sorrows" in Common.


                                                                              CHAPTER 5  I TOMB  OF TBE NINE CODS
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