Page 162 - Tomb of Annihilation
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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

