Page 162 - Tomb of Annihilation
P. 162

If  intruders are heard within the tomb, the terracotta   ing through pottery shards imposes disadvantage on the
             warriors rise to defend it (see "Terracotta Warriors"   check. Once roused into action, the terracotta warriors
             below). To steal Shagambi's treasures, characters must   attack all the creatures in the tomb.
             move quietly.
                                                               COFFIN
             ADVICE FROM THE SPIRITS                           Shagambi's coffin is trapped but not locked. When its
             Any characters inhabited by the spirits of Unkh or   lid is opened, a music box inside the coffin is activated,
             Wongo receive advice when entering this area:     rousing the terracotta warriors if they can hear its
             •  Nervous Unkh suggests that her host leave the tomb   haunting melody (even if the adventurers have been
               at once using one of the teleportation runes, though   silent up to that point). Any character  who succeeds
               she can't decide which rune is best.            on a DC 14 Wisdom (Perception) check while gently
             •  Impulsive Wongo thinks it's a good idea to shatter   lifting the coffin lid spots the trap's trigger wire, which
               as many terracotta warriors as possible, as quickly   can then be cut with thieves' tools and a successful DC
                                                               12 Dexterity check. The music box is activated on a
               as possible.
                                                               failed check.
             'TELEPORTATION RUNES                                The bones of a kamadan (Shagambi's animal form;
             Three teleportation runes are scribed on the floor along   see appendix D) are bound in cloth inside the sarcopha-
             the north, east, and south walls of the tomb. A detect   gus, along with valuables (see "Treasure" below).
             magic spell or similar effect reveals that each rune has
             a different aura- strong, steady conjuration magic from   TREASURE
              the eastern rune; flickering conjuration magic from the   The following treasures are heaped around Shagambi's
             northern rune; and a combination of conjuration and   bones: 200 gp, five moonstones (SO gp each), the fine
             transmutation magic from the southern rune.       music box activated by the trap (2SO gp), and an instru-
               Whenever a creature teleports into the tomb, roll a   ment  of  the bards (Canal  th mandolin} . The instrument
             d6 to determine which rune it arrives on: 1-2, north   turns to dust and is destroyed if it leaves the Tomb of the
                                                               Nine Gods (but see "Lost Treasures," page 189).
              rune; 3- 4, east rune; S- 6, south rune. If  more than one
             creature is teleported to the same rune, the previous   Shagambi's Spirit. The spirit of Shagambi tries to
             creature is pushed harmlessly off the rune when the   inhabit any character who touches the mandolin (see
                                                               "Spirits of  the Nine Trickster Gods," page 129). When
             new creature appears. Additionally, the north rune is
             malfunctioning, and any creature arriving there takes   Shagambi's spirit manifests, read:
              18 (4d8) force damage.
               Any creature that moves from outside a rune into its   Six shadowy serpents slither out of  the mandolin and coil
             space is instantly teleported to area SO. A creature that
                                                                 around your body. You hear a purring voice in your mind
             uses the south rune to teleport is also polymorphed into   I                                   I
             a random beast, as though it had failed its saving throw   say, "I am not your enemy."
             against the polymorph spell. Roll a d4 to determine the
             new form: 1, baboon; 2, bat; 3, flying snake; 4, quipper.
                                                               If  the spirit successfully inhabits the character, give the
                                                               player Shagambi's card (see appendix F). If  the attempt
             TERRACOTTA WARRIORS
                                                               fails, the spirit returns to the mandolin and waits for an·
             Forty-eight terracotta warriors guard the tomb. Use
             animated armor statistics, with these changes:    other character to touch it.
             •  Each terracotta warrior wields a shortsword. As an   49.  MAZE OF DEATH
               action, it can attack twice with the weapon (+4 to hit),   Stone slabs seal off the entrances to this corner of
               dealing S (ld6 + 2) piercing damage on a hit.   the dungeon.
             •  If  a critical hit is scored against a terracotta warrior, it
               shatters and is destroyed.                      49A. STONE SLABS
               The terracotta warriors remain perfectly still and   When the characters reach either entrance, read:
             pose no threat as long as the tomb remains relatively
             quiet. If  any character talks loudly, steps on a piece of   A  stone slab blocks the end of this corridor. Painted on
             broken pottery, or makes any other equivalent noise
             while in the tomb, read:                            the slab is the image of a gaunt male humanoid wearing
                                                                 a hooded cloak, its face a mask of  stars. The figure's
                                                                 withered left hand is raised with palm extended.
             I                                                 The stone slabs are impervious to damage and spells,
               All the terracotta warriors turn their heads to face you.
               As one, they pull their swords a few inches from their
               scabbards.
                                                               and they are fitted so snugly that even creatures in gas-
                                                               eous form can't slip past them. If  any character stands in
             After this single warning, the terracotta warriors attack   front of  a slab and raises his or her left hand with palm
             if  they hear any other noise. Without the use of  magic,   extended, both slabs open at the same time, regardless
             any creature walking through the tomb must succeed on   of  any efforts taken to prevent them from doing so.
             a DC 12 Dexterity (Stealth) check to remain quiet. Mov-  When this happens, read:

                                                                              CllAPTl::R 5  I TOMB OF TR.E  NINE GODS
   157   158   159   160   161   162   163   164   165   166   167