Page 146 - Tomb of Annihilation
P. 146
ers. As the characters arrive, the tomb dwarves are in
the process of unleashing their newest creation.
The iron contraption shudders as it opens, releasing a
hissing cloud of steam. Through the roiling vapor, an ar-
mored figure wearing a bucket helm stomps into view.
The creature that emerges from the contraption ls a
tomb guardian-a Hesh golem encased in plate armor
(AC 17). This guardian was fashioned using the sal-
vaged remains of Seward, an adventurer with the Com-
pany of the Yellow Banner, and a number of other unfor-
tunate trespassers. Now a mindless undead, it attacks
the characters on sight.
TREASURE
Any character who searches the forge finds a ghost lan-
tern (see appendix C) that once belonged to Seward. It
lies on a bench next to some tools.
The spirit of a female moon elf warlock known as the
Starfallen resides within the ghost lantern. If any char-
acter touches the lantern, the spirit can be seen within
it. The spirit is insubstantial and can't be harmed, nor
can it cause harm. It speaks and understands Common,
Elvish, and Sylvan. If the lantern is destroyed, the spirit
becomes trapped in the Soulmonger.
The Starfallen was slain almost a thousand years ago
by a fomorian. After her death, her soul inhabited the
lantern. The Company of the Yellow Banner found the
lantern and began questing for a way to return the Star-
fallen to life. The fabled Eye of Zaltec was said to pos-
sess the power to raise the ancient dead. The company
tracked the jewel to the tomb and perished without ever
finding it.
The spirit of the Starfallen has weakened over time ing the tomb. When Acererak sacrificed his workers to
and grown forgetful. She remembers little of her past or their own dungeon, Gorra's traps performed the best.
her travels with the Company of the Yellow Banner, but This pleased the archlich enough that he transformed
certain things might jog her memory. If the players get Gorra into a wight, with these changes:
stuck, you can use the Starfallen as a means to provide • Withers has an Intelligence of 16 (+3).
hints to keep the adventure on track. He wears an amulet of the black skull (see appendix
C) and doesn't carry a longbow.
28. WrTHERs's OFFICE • He has the Spellcasting feature described below.
• He has a challenge rating of 4 (l.100 XP).
Spe//casting. Withers is a 9th-level spellcaster. His spellcasting
Candles dimly illuminate a cluttered office: A skeletal
ability is Intelligence (spell save DC 13; +S to hit with spell at-
songbird rasps at you from a filthy cage In one corner. tacks). He has the following wizard spells prepared:
Other furnishing include a wooden writing desk and a
Cantrips (at will): acid splash, mage hand, minor illusion, pres-
tall-backed chair. Anatomical drawings sketched in cha.r- tidigitation
coal hang on the wall behind the desk. Seated in the chair 1st level (4 slots): detect magic, expeditious retreat,featherfall,
thunderwa ve
is the shriveled corpse of a humanoid wearing moldy
2nd level (3 slots): darkness, hold person, rope irick
robes and a bronze mask sculpted to look like a frowning 3rd level (3 slots): dispel magic, lightning bolt
visage. Around the figure's neck hangs a black skull- 4th level (3 slots): blight, wall of fire
shaped amulet, and a number of severed hands crawl on Sth level (1 slot): telekinesis
the desk and floor around him. When the characters arrive, Withers is working at his
desk. Seven crawling claws follow him around and
obey his commands.
Before he was turned into an undead creature, Withers Withers is fiercely loyal to Acererak. His passion for
was an Omuan engineer named Gorra. Like all of Omu's learning followed him into undeath, granting him a rare
citizens, Gorra was enslaved and put to work construct- chance to study for eternity. The walls of his office are
CHAPTER 5 [TOMB OF THE NINE GODS

