Page 6 - Tomb of Annihilation
P. 6

INTRODUCTION


                     OMETHING EVIL IS TRAPPING THE SOULS       That was not the end of Ras Nsi, however. Bitter over
                      of the dead and draining life from all who   his loss of power, he forged an alliance with the yuan-ti
                      have been raised from death by magic. This   lurking in the ruins of Omu and underwent a ritual
                     worldwide "death curse" not only prevents   of transformation, becoming a yuan-ti malison. As a
                      the raising of the dead but also causes   yuan-ti, Ras Nsi imposed his terrible will on the evil
                      creatures that were previously raised from   snake people and became their leader.
                      the dead to wither and die. The source of   Beneath the cracked and broken streets of Omu lies
                      this death curse lies in a trap-riddled tomb   a secret yuan-ti temple called the Fane of the Night
             hidden beneath a lost city in the depths of a vast jungle.   Serpent, where Ras Nsi holds sway and plots to bring
              Tomb of Annihilation is a DUNGEONS & DRAGONS     about the end of the world. Omu is also home to the
             adventure that takes place on the peninsula of Chult in   Tomb of the Nine Gods. As the characters explore
             the Forgotten Realms. Chult is a tropical wilderness   this multilevel dungeon, they encounter the spirits of
             composed mostly of jungles, plateaus, impassable   Omu's trickster gods and are potentially inhabited by
             mountains, and belching volcanoes. You can substitute   them. Each god embodies a different alignment, and
             a different jungle setting, changing location names as   any character inhabited by one gains a special power as
             needed. Alternative D&D settings include the Amedio   well as a fiaw. The nine trickster gods don't get along,
             Jungle of Oerth, the Savage Coast of Mystara, the   and they try to push one another out of the characters'
             jungles of Xen'drik on Eberron, or a comparable setting   bodies. As the gods fight over their living hosts,
             on your home campaign world.                      the characters must deal with the deadly traps and
              This adventure is designed to begin with a party of   monsters that guard the Soulmonger. Venturing deeper
             four to six 1st-level characters, who should advance to   into the tomb, they uncover clues about the dungeon's
             11th level or higher by the adventure's conclusion.   evil architect- the archlich Acererak-and learn that the
                                                               Soulmonger is feeding souls to an undead horror called
             STORY OVERVIEW                                    an atropal. Once it consumes enough souls, the atropal
                                                               will transform into an evil god.
             The characters are drawn into the story by Syndra Sil-
                                                                Destroying the Soulmonger ends the death curse
             vane, a retired adventurer and merchant who, years ago,
                                                               affecting the world, while killing the atropal incurs the
             was raised from the dead. Now, she's withering away.
                                                               wrath of Acererak. Under normal circumstances, the
             When she consulted priests, Syndra learned that the
                                                               enraged archlich would be far too great a foe for mortal
             affliction was widespread and that no spell could cure it.   adventurers to overcome, but with the trickster gods of
             She spoke to her friends among the Harpers, who deter-  Omu on their side, the heroes have a fighting chance.
             mined the source of the affliction: an ungodly necroman-
             tic device called the Soulmonger. The Harpers received
             their intelligence from a lich, but they don't know much   RUNNING THE ADVENTURE
             about the Soulmonger other than its name and general   To run this adventure, you need the D&D fifth edition
             whereabouts. Adventurers willing to help Syndra must   core rulebooks (Player's Handbook, Dungeon Master's
             travel to Chult, a land of jungles and monsters, to find   Guide, and Monster Manual).
             the Soul monger and destroy it.
               Unknown to Syndra and her allies, the Soulmonger
                                                                Text that appears in a box like this is meant to be read
             is trapping the souls of the dead and depriving liches
             of the means to trap souls in their phylacteries. (The   aloud or paraphrased for the players when their charac·
             Soulmonger snatches up the souls before they can be   ters iirst arrive at a location or under a specific circum-
             trapped elsewhere.) Szass Tam, the most powerful lich   stance, as described in the text.
             among the Red Wizards of Thay, has sent operatives to
             Chult to steal the Soulmonger or, failing that, destroy it.
             Leading the Thayan expedition is Szass Tam's devoted   The Monster Manual and Volo's Guide to Monsters con-
             lieutenant, Valindra Shadowmantle. Valindra has been   tain stat blocks for most of the creatures found in this
             warned that adventurers might cross her path, so she's   adventure. You don't need the latter reference to run
             prepared for them.                                Tomb of Annihilation, as all the necessary stat blocks
               Also lurking in the heart of Chult is Ras Nsi, a   from Volo's Guide to Monsters are included with the new
             mythic, villainous figure among Chultans. Ras Nsi   monsters in appendix D.
             was a human paladin and a sworn protector of the city   When a creature's name appears in bold type, that's
             of Mezro. He betrayed bis oaths and was banished.   a visual cue pointing you to its stat block in the Monster
             Rather than redeem himself, he raised an undead army   Manual. If a stat block appears in appendix D. the adven-
             to conquer Mezro. The would-be tyrant was defeated   ture's text tells you so.
             and banished once more. Mezro was later destroyed   Spells and equipment mentioned in the adventure are
             by the Spellplague (or so it seemed), during which Ras   described in the Player's Handbook. Magic items are
             Nsi lost his power to create and command nndead. He   described in the Dungeon Master's Guide, unless the
             withdrew to the city of Omu, leaving the vestiges of his   adventure's text directs you to an item's description in
             undead army to roam unchecked throughout the jungle.   appendix C.

                                                                                                INTRODUCTION
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