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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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