Page 145 - Tomb of Annihilation
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and area 28), the tomb guardian becomes aware of the
party's scrying after l minute. When that happens, read:
The surface of the pool explodes, and a hulking figure
wearing plate armor and a bucket helm heaves itself up
from the font.
The tomb guardian is a ftesh golem clad in plate armor
(AC 17). As it emerges from the font, it attacks every-
one in the chamber, fighting until destroyed. When the
guardian appears, the pool loses its scrying power until
the next dawn.
26. SPIRAL STAIRCASE
Three archways overlook a circular chamber where a spi·
ral staircase descends into darkness. The staircase walls
are lined with unlit torches in iron sconces and set with
niches containing moldering humanoid skulls and bones.
This staircase descends from level 2 to levels 3, 4, and
5, with each level 25 feet below the level above. The
bones and skulls in the niches belong to dead Omuans
whom Acererak sacrificed to build the tomb. Withers
and his tomb dwarves use these stairs to move be-
tween levels.
The torches can be removed from their brackets and
If the spirit successfully inhabits the character, give the taken elsewhere.
player Nangnang's card (see appendix F). Uthe attempt
fails, the spirit returns to the egg and waits for another 27. FORGE OF THE T OMB DWARVES
character to touch it.
25. SCRYING POOL Old wooden benches and shelves along the walls of this
I I chamber are covered with gears, chains, trap compo-
nents, and cages filled with rats. Lit iron braziers hang by
Behind the secret door, water fills a carved stone font.
chains from the ceiling. Along the north wall, a stepped
dais is set with a bulky contraption: an iron maiden of
Withers uses this font to speak to creatures outside the sorts, attached to a network of steaming pistons, tubes,
tomb and contact his tomb guardians. A detect magic
and bubbling vats of blood. Five masked dwarves operate
spell or similar effect reveals an aura of divination over
the contraption.
the water. When any character gazes into the font, read:
I When the characters arrive, five tomb dwarves are
As the water begins to swirl, eerie light emanates from
working inside the chamber. Each one has the statistics
within the basin. Slowly, an image resolves on the water's
of a wight, except that it wields a battleaxe and a light
surface.
crossbow. If the adventurers leave this area, there's a
I 50 percent chance that ld4 of the other tomb dwarves
prowling the dungeon are present when they return.
Those gazing into the font can see through the eyes of a
Any character who searches the forge uncovers
random tomb guardian as it patrols the dungeon. Pick a
enough gear to assemble two sets of thieves' tools, a set
random level (or roll a d6) and describe the guardian's
of artisan's tools, a set of alchemist's supplies, a set of
path through it. The guardian relies on dark vision to
mason's tools, and a set of smith's tools. The caged rats
see, so images in the pool are in black and white. The
are used to test traps.
images fade and the scrying effect ends if no character
gazes into the water.
IRON KILN
Unless one of the characters gazing into the pool is
The dwarves use the iron contraption on the dais to
wearing an amulet of the black skull (see appendix C
craft tomb guardians from the corpses of slain adventur-
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