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Characters standing near the wall carving can see char- the shell of a flail snail (Unkh's animal form; see appen-
acters trapped in the maze but can't hear them. Simi- dix D) and a robe of scintillating colors. The robe turns
larly, characters in the maze can see giant, distorted ver- to dust and is destroyed if it leaves the Tomb of the Nine
sions of any creatures standing within 10 feet of the wall Gods (but see "Lost Treasures," page 189).
carving, but they can't hear anything outside the maze. Unlch's Spirit. The spirit of Unkh tries to inhabit any
The configuration of the maze constantly changes to character who touches the robe of scintillating colors
ensure that characters within it remain separated and (see "Spirits of the Nine Trickster Gods," page 129).
unable to find each other. Visibility within tbe maze is When Unkh's spirit manifests, read:
limited to 20 feet because of the churning fog. Spells
that are altered within the tomb are similarly altered in
the maze (see "Spell Restrictions," page 128). Slime pours from the folds of the scintillating robe to
The walls of the maze can be climbed with a success- take the form of multiple flail-like pseudopods. A female
ful DC 20 Strength (Athletics) check. Any character who voice echoes through the chamber: "I can help you. At
climbs to the top of the walls or flies beyond them is least, I think that's what I'm supposed to do."
expelled from the maze, taking 22 (5d8) force damage
and reappearing with a loud pop in an unoccupied space
near the wall carving. If the spirit successfully inhabits the character, give the
Finding a Key. Any character in the maze can spend player Unkh's card (see appendix F). If the attempt fails,
time exploring it. At the end of each turn spent exploring the spirit returns to the robe and waits for another char-
the maze, roll percentile dice and use the Maze Discov- acter to touch it.
eries table to determine what, if anything, the character
ACERERAK'S GIFT
finds. Any character who finds a crystal key and picks it
up is teleported to an unoccupied space next to Unkh's The character who retrieves the crystal key used to
sarcophagus, along with all gear and possessions. open Unkh's sarcophagus receives a supernatural gift
from Acererak that varies based on the key's color. The
character becomes aware of the gift when Acererak's
M AZE DISCOVERIES
arcane sigil appears somewhere on his or her body. The
dlOO Discovery
source of the gift cannot be confirmed without consult-
01-70 Nothing ing a higher power, but the mark can be removed with a
71-75 Skeletal remains of an Omuan child lesser restoration spell or similar magic. These gifts oth-
76- 84 Minotaur that fights to the death erwise follow the rules for charms in "Other Rewards,"
85- 87 Blue crystal key chapter 7 of the Dungeon Master's Guide.
88-90 Gold crystal key Black Key. The recipient gains a charm of nine lives.
91-93 Purple crystal key When you drop to 0 hit points as a result of taking dam-
age, you can choose to drop to 1 hit point instead. Once
94-96 Green crystal key
used nine times, the charm goes away.
97- 99 Red crystal key
Blue Key. The recipient gains a charm of the crystal
00 Black crystal key
heart. This charm grants you immunity to piercing and
slashing damage from nonmagical attacks, but you gain
SARCOPHAGUS
vulnerability to bludgeoning damage. These effects last
Any character who examines the sarcophagus notices
for 10 days, after which the charm vanishes from you.
a tiny keyhole carved into its lid. The keyhole does not Gold Key. The recipient gains a charm of treasure
penetrate to the interior of the sarcophagus, and there
sense. While this charm lasts, you can use an action to
are no mechanisms within it to pick or disarm. The sar- pinpoint, by scent, the location of precious metals and
cophagus is impervious to damage and spells. stones, such as coins and gems, within 30 feet of you.
The crystal sarcophagus changes color every 6 sec- The effect lasts for 3 days, after which the charm van-
onds, shifting through the following repeating cycle: ishes from you.
blue, gold, purple, green, red, black. If a crystal key Green Key. The recipient gains a charm of the swollen
claimed from the maze is inserted into the keyhole hag. This charm allows you to spit up a frog as an
when the sarcophagus and the key are the same color, action. The frog understands you and obeys your com-
the sarcophagus lid disappears, and the contents of the mands. Once used three times, the charm goes away.
sarcophagus are revealed (see "Treasure" below). At
Purple Key. The recipient gains a charm of the
the same time, the character who retrieved the key from maimed. This charm allows you to regrow a lost append-
the maze receives a supernatural gift from a mysterious age or organ, such as an arm, a foot, or an eye. After it is
benefactor (see "Acererak's Gift" below).
used once, the charm goes away.
If a crystal key is inserted when the sarcophagus and R ed Key. The recipient gains a charm of the ghoul.
the key are not the same color, the key is teleported back This charm allows you to use an action to eat a mouthful
to the maze and the sarcophagus remains sealed. of flesh from a humanoid that has been dead no longer
than 1 day. When you do, you regain 3d8 + 3 hit points.
TREASURE
Once used three times, the charm goes away.
The sarcophagus is filled with salt, within which are
buried ten opalescent bracelets (75 gp each) made from
CHAPTER 5 J TOMB OF TITT NINE COOS

