Page 167 - Tomb of Annihilation
P. 167

Even in death, Napaka pines for Omu to be reborn and   throw is made with disadvantage if the character was
           repopulated. However, what she desires above all is the   unaware of the pit. Any creature that enters the acid for
           destruction of Acererak.                          the first time on a turn or starts its turn there takes 66
                                                             (12d10) acid damage. The walls of the pit are too smooth
           54. ROLLING DOOM                                  to climb without the aid of  magic or climbing gear.
                                                              The pit's acid can be safely contained in glass vials
                                                             if the characters have any at  hand, and can then be
            After ten feet, this dusty corridor becomes a staircase   used as the acid in chapter 5, "Equipment," of the Play-
            that descends fifteen feet to a lower tunnel. Resting on   er's  HaI1dbook.
            the floor at the bottom of the staircase is an old treasure
                                                             55. UNKH'S TOMB
            chest with a rusty built-in lock. Just beyond the chest, the
            tunnel opens up to a huge, dark chamber.
                                                              Four marble columns support the ceiling of this grand
           The chest (area 54A) is the trigger for a trap. When the   tomb. Twin staircases ascend to an  upper gallery, where
           chest or its lid is lifted, a heavy stone ball (area 54B)   a carving in the form of a giant maze adorns the wall. On
           tumbles down the stairs. Adventurers fleeing the stone
                                                              the floor of the tomb stands an opaque crystal sarcoph-
           ball stumble into a hidden pit (area 54C).
                                                              agus that is constantly changing color.  Minotaur murals
           54A. TREASURE CHEST                                adorn the walls on the lower level of  the tomb.
           The Jock on the chest can be picked with a successful
           DC 10 Dexterity check made using thieves' tools. Within
                                                             The walls of  the tomb are lined with secret doors that
           the chest is an invisible key, 3 inches long and made of
                                                             slide open to reveal chambers strewn with minotaur
           brass. Any character  who manually searches inside the
                                                             bones-ten chambers in all. One of these chambers bas
           chesl feels the key, which unlocks the clock in area 56.
                                                             a hallway at the back of  it leading to area 56.
            If  the chest is smashed by the granite ball (see below),
           the invisible key is lost in the wreckage but can be found
                                                            ADVICE FROM THE SPIRITS
           with a successful DC 15 Wisdom (Perception) check.
                                                             Any characters inhabited by the spirits of l'jin or Kuba-
            A detect magic spell or similar effect also reveals the
                                                             zan receive advice when entering this area:
           presence of the key, either in the chest or among the
           wreckage. A successful dispel magic (DC 14) cast on the   •  Fickle l'jin suggests waiting for the sarcophagus to
           key renders it visible.                            turn gold before trying to open it. (Gold is I'jin's favor-
                                                              ite color.)
           54B. GRANITE BALL                                 •  Brave Kubazan urges his host to inspect the maze
           A 5-foot-diameter sphere of  solid granite balances   carving and be the first one to touch it.
           within a secret compartment at the top of the stairs.
                                                            MAZE
           Finding the compartment requires that a character
           search the tunnel ceiling and succeed on a DC 15   When the wall carving is examined, read:
          Wisdom (Perception) check. The hatch can be jammed
          with an iron spike or with a successful DC 20 Dexterity
                                                              The intricate carving shifts before your eyes, its configu·
          check made using thieves' tools.
                                                              ration ever.changing. The maze has no exits, and its cor-
            When released, the stone ball thunders down the
                                                              ridors are lit by tiny torches and clouded by fog.
          stairs and tumbles into the pit at 54C. Any character
          on the stairs or in the tunnel below can s tay ahead of
          the ball by running toward the pit. A character can also
                                                            Any non-undead creature that touches the wall carving
          leap over the ball with a successful DC 15 Dexterity
                                                            vanishes and reappears in a demiplanar maz.e, the con-
          (Acrobatics) check. Any character who fails the check  or
                                                            figuration of which matches that of the carving. The first
          can't move out of the ball's way is struck for 22 (4dl0)
                                                            time this happens, all the secret doors slide open as the
          bludgeoning damage and knocked prone. The ball also
                                                            minotaur bones knit together, forming ten m inotaur
          flattens the treasure chest (54A) as it tumbles through.
                                                            skeletons that emerge from their chambers and attack
          54C. ACID PIT                                     anyone in the tomb. All creatures present should roll ini-
                                                            tiative, including anyone trapped in the maze. The keys
          The walls of this 10-foot-deep pit are lined with thick
                                                            to open Unkh's sarcophagus are hidden in the maze.
          glass, and the pit is filled with green acid to a depth of
                                                              When a character arrives in the maze, describe it
          5 feet. The pit's lid is crafted of interlocking stone tiles
                                                            as follows:
          that fall apart beneath 100 pounds or  more of  weight.
          Any character  who searches the floor notices the un-
          usual stonework and smells the acid below with a suc-
                                                              You  stand within a fifteen-foot· high passageway walled
          cessful DC 13 Wisdom (Perception) check.
                                                              by smooth, featureless stone, which is lit by torches and
            A creature in the area of the pit when the floor col-
                                                              shrouded by fog. There's no ceiling, and when you look
          lapses can avoid a fall and grab the edge of  the pit with
          a successful DC 15 Dexterity saving throw. The saving   up, you see a distorted view of the room you left behind.
          CHAPT1'R 5  I TOMI! OP TH'E NINE GODS
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