Page 188 - Tomb of Annihilation
P. 188

Gaze. If  the characters unshackle them, the nothics
               You step out of  the mist into an underground chapel   loiter io the chapel and leave the party alone. They also
               with blade basalt pillars and a polished obsidian altar.   provide the following helpful information if their libera-
               Resting on the altar is a leather bag the size and shape   tors Question them:
               of a human body, and which appears to have been sewn   •  If  the characters are searching for an exit to the tomb,
               shut. Beyond the altar, a heavy black drape hangs from   one nothic hops over to the black curtain, pulls it
               an archway.                                       aside, points down the tunnel to the north (area 79),
                                                                 and shouts (in Undercommon), "Mind the bones!"
                Eight emaciated, green-skinned creatures are shackled
                                                               •  If  the characters are searching for treasure, another
               to the walls of  the chapel, each one gazing toward you
                                                                 nothic performs the same actions as above, except it
               with a single baleful eye. The monsters begin to gibber   shouts, "Follow the purple trail!"
               and drool as they shake their manacles, eager to be
                                                               79. H ALL OF F I NALITY
               set free.

             Once the atropal has fed on enough souls, Acererak   Behind the curtain is a ten-foot-wide, forty-five-foot-long
              plans to baptize it in the blood of a worthy sacrifice. This   hallway set with four decorative archways that have blank
             chapel was built for that dark ceremony. The Sewn Sis-
                                                                 walls within them. Three paths marked out in red, gold,
              ters obtained an appropriate sacrifice and have stitched
                                                                 and purple tile snake along the floor, each leading to one
              it inside the leather body bag that rests on the altar.
                                                                 of  three archways. A  charred skeleton on the floor points
             ADVICE FROM THE SPIRITS                             to the fourth archway, which has no path leading to it.
              Any characters inhabited by the spirits of Moa or  Wongo
                                                                  A single torch burns in a wall sconce at the far end of
              receive advice when entering this area:
                                                                 the hall. Mounted below it is a bronze plaque that bears
              •  Kind Moa suggests freeing the shackled creatures.   a warning in Common: "Behold the fate of those who
              •  Violent Wongo urges his host to stab the body bag,
                                                                 defy me!"
               making sure that whatever is inside it is dead.
              BoovBAG
                                                               The torch remains lit and doesn't burn down as long
              The leather body bag can be cut open to reveal an un-
                                                                as it remains in this corridor. If  taken from the hall, it
              conscious prisoner, whose identity is yours to decide.
                                                                burns down normally.
              It might be Artus Cimber, Dragonbait, Volothamp Ged·
              darm, or some other NPC the characters never got the   ADVICE FROM THE SPIRITS
              chance to meet. It  could also be an NPC who became   Any characters inhabited by the spirits of I'jin or Shag-
              separated from the party in the course of the adventure.   ambi receive advice when entering this area:
               If  no suitable NPC springs to mind, use a captured
                                                                •  Fickle J'jin wants her host to follow the purple-tiled
              member of the Order of the Gauntlet named Zalder
                                                                 pathway to see  where it leads. (Purple is l'jin's favorite
              Faelrond (LG male Tethyrian human knight of  Torm,
                                                                 color, as least for now.)
              with no armor or  weapons). Zalder's story is that be
                                                                •  Wise Shagambi urges her host to not stray from the
              was kidnapped by the Sewn Sisters while patrolling the
                                                                 tiled pathways.
              jungle. If  set free, be requests an escort back to Camp
              V engeance (see chapter 2).
                                                                CHARRED SKELETON AND SECRET DOOR
               The night bags' magic keeps the prisoner alive and
                                                                The charred skeleton points to the arch containing a se·
              unconscious. With a successful DC 17 Intelligence (Ar·
                                                                cret door that slides open to reveal area 81 beyond.
              cana or Religion) check, a character determines that the
                                                                 Glyph of  Warding. Opening the secret door triggers
              effect can be ended only by splashing the prisoner with
                                                                a glyph of  warding spell, which targets all creatures in a
              holy water.
                                                                20-foot-radius sphere centered on the door. The sphere
                                                                spreads around corners. Each creature in the area must
              DEVOTEES OF ACERERAK
                                                                make a DC 24 Dexterity saving throw, taking 22 (Sd8)
              The creatures shackled lo the chapel walls are eight
                                                                cold damage on a failed save, or half as much damage
              nothics- former disciples of  Acererak who lost their
                                                                on a successful one. The triggering glyph is at the bot·
              minds trying to learn their master's arcane secrets. The
                                                                tom right corner of  the door and can be found with a
              nothics are restrained by the shackles and can't make
                                                                successful DC 24 Intelligence (Investigation) check.
              melee attacks until they are set free. They speak Under-
                                                                  Wall of  Fire. When the glyph of warding spell acti·
              common and demand to be released.
                                                                vates or is dispelled, a magical wall of fire springs up at
               The night hag Widow Groat (see area 71) carries the
                                                                the south end of the hallway, setting the black curtain
              keys to the nothics' shackles, which can also be picked
                                                                ablaze if it still bangs there. The wall of fire spans the
              with a successful DC 13 Dexterity check made by a
                                                                width and height of the ball. Any creature that enters
              character using thieves' tools, or sundered with a good,
                                                                the wall, starts its turn inside the wall, or starts its turn
              hard weapon strike.
                                                                within 5 feet of the north side of the wall takes 22 (Sd8)
               If  the characters ignore the nothics' demands, the
                                                                fire damage.
              spiteful creatures attack them using their horrid Rotting
                                                                               CHAPTER 5  I TOMB OP THE NINE  GODS   t8
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