Page 168 - Tomb of Annihilation
P. 168

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
   163   164   165   166   167   168   169   170   171   172   173