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
166

