Page 95 - Tomb of Annihilation
P. 95

terrible ritual she performed to inhabit the body of her
           own granddaughter. All four mages carry spellbooks
           that contain all their prepared spells.
             Zagmira has seen the entrance to the Tomb of the
           Nine Gods (area 14) and believes the Soulmonger is
           held within. The Red Wizards have separated to find the
           puzzle cubes needed to unlock the tomb (see "Puzzle
           Cubes," page 94).
             A man named Orvex (see area 2) serves tile Red Wiz-
           ards as a scribe and translator, but his loyalty to them is
           tenuous. The adventurers can easily befriend him.

           TABAXI HUNTERS
           In the twilight of their lives, venerable tabaxi sometimes
           leave their families and  venture into the  jungle to claim
           a hunter's death. A divine being known as the Cat Lord
           leads the bravest to Omu, where they spend their final
           days hunting dinosaurs and other jungle beasts.
             Three elderly tabaxi hunters (see appendix D) stalk
           the city wnen the characters arrive. Their names are
           Hooded Lantern (male), Bag of Nails (mate), and Copper
           Bell (female). The hunters know the city well, but care
           little for its history and keep clear of  its shrines. They
           hunt alone and avoid contact with explorers. Rare weap-
           ons and hunting gear are the only items the characters
           could offer to gain their help.
             Hooded Lantern has graying black fur, and cataracts
           cloud his left eye. He is preparing himself for a glorious
           death fighting the great tyrannosaurus rex known as the   RACE FOR THE PUZZLE CUBES
           King of  Feathers (see area 13). Copper Bell has speck-  The characters need not explore all nine shrines. The
           led ginger fur and wears a torn blue cloth over her bony   Red Wizards find at least two of  the puzzle cubes, and
           shoulders- the blanket used to comfort her cubs when   Ras Nsi always steps in to claim the final cube. Things
           they were infants. She retains much of her inquisitive-  play out differently if  the players find a way to foil their
           ness and wry humor. Bag of Nails has gone mad and is   enemies' plans-by killing them, for example.
           described in area 7.                                On the day the characters claim their first puzzle cube,
                                                             the Red Wizards clear a separate shrine  within the city.
           PUZZLE CUBES
                                                             While the Red Wizards remain active, there's a cumula-
           To unlock the Tomb of the Nine Gods, the characters   tive 25 percent chance per day that they claim another
           must first recover nine puzzle cubes from shrines hid-  puzzle cube from a random shrine. If  the players arrive
           den throughout the city. The Red Wizards are already   at a cleared shrine, they discover a scene of  devastation:
           searching for the cubes, and Ras Nsi does what he must   traps sprung, monsters slain, and the cube missing.
           to prevent the Red Wizards or the characters from ob-  Once five puzzle cubes have been taken from their
           taining all of  them.                             shrines, Ras Nsi begins to set ambushes. When the
             A puzzle cube is a stone cube 3 inches on a side and   characters arrive at their next shrine, three type 1
           engraved with images of  a specific trickster god. Each   yuan-ti malisons and six yuan-ti purebloods ambush
           cube weighs half a pound. A  detect magic spell or sim-  them. Their orders are to capture characters and bring
           ilar effect reveals an aura of abjuration magic around   them to the Fane of  the Night Serpent for interrogation.
           each cube.                                          Once eight puzzle cubes have been claimed, Ras Nsi
             The puzzle cubes can't be destroyed by any means.   steals the ninth cube for himself  and leaves an obvious
           If  they're discarded, buried, or taken more than a mile   trail leading pursuers to the main entrance of his un-
           outside Omu, they teleport back to their resting places   derground temple (see area 20A). The characters must
           inside their respective shrines. If  the characters return   infiltrate the temple and either take the puzzle cube by
           to a previously cleared shrine, there's a cumulative 20   force or convince Ras Nsi to part with it. For more infor-
           percent chance per day that kobolds have reset its traps.   mation on the temple and its inhabitants, see chapter 4.
           LEARNING OF THE SHRINES                           AN UNEASY ALLIANCE
           A few clues can point the players toward the shrines,   The characters could form an alliance with the Red Wiz-
           including a lost journal found at a campsite (area 9).   ards to recover the puzzle cube taken by the yuan-ti. If
           Characters can also discover the shrines on their own   an accord is reached, Zagmira reveals that she has a spy
           or learn about them from Orvex Ocrammas (area 2).   in the yuan-ti temple: a yuan-ti pureblood named lsh-
                                                             makahl (pronounced ISH-mah-kawl). Zagmira doesn't
                                                             reveal that this spy is a doppelganger.


           C!IAPTER 3  I DWELLERS OF Till  FORDIODEr-.' CIT\"
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