Page 98 - Tomb of Annihilation
P. 98
Despite the obvious risks, Orvex looks forward to ex- The wall relief shows Kubazan (a froghemoth) fighting
ploring more of the city and unlocking its secrets. If he's Papazotl (an eblis). An inscription written in Old Omuan
still with the characters when they retrieve all nine puz- tells how Kuhazan earned his tentacles from the god
zle cubes, he jumps at the chance to accompany them on Ubtao (see "Legend of the Nine Gods," page 92).
their descent into the Tomb of the Nine Gods. Spiked Pit. The pit is 30 feet deep. A creature that
falls into the pit takes 10 (3d6) bludgeoning damage
3. KUBAZAN'S SHRINE from the fall and must make a DC 12 Dexterity saving
throw. On a failed save, ld4 stakes impale the creature
for an additional ld6 piercing damage per stake.
A rectangular pool of murky water stretches before this Wooden Beams. A creature can move around the
vine-draped shrine. Rope bridges that once spanned the perimeter of the room by hopping from beam to beam.
water float on the surface, tangled with other debris. The To hop onto a beam without falling, a creature must suc-
ceed on a Dexterity (Acrobatics) check, the DC of which
shards of a toppled monolith form stepping stones to the
is 5 + the distance (in feet) between the two beams.
middle of the pool, where a statue of a stone frog rises
When weight is applied to and Lifted from a beam, it
above the water. retracts and becomes flush wilh the wall, preventing it
from being used again. The beams reset to their original
positions after all of them have retracted into the walls.
The shrine to the trickster god Kubazan (represented as
Puzzle Cube. If Kubazan's puzzle cube is removed
a froghemoth) contains one of nine puzzle cubes needed
from its pedestal, the gate in area 3B slams shut and
to enter the Tomb of the Nine Gods.
locks. Checks made to pick the gate lock from within the
3A. FROGHEMOTH POOL shrine have disadvantage. At the same time, the carved
frog heads on the walls open their mouths, belch forth
This pool is 6 feet deep and clouded with mud and algae.
enough poisonous gas to fill the shrine, and then close
A character who succeeds on a DC 14 Wisdom (Per-
their mouths. Placing an object of equal weight to the
ception) check spots the eyestalk of a froghemoth (see
puzzle cube (half a pound) on the pedestal prevents the
appendix D) sticking out of the Pool. The froghemoth
gate closure and the release of gas.
attacks anyone who disturbs the water or tries to reach
The gas fills the shrine for 1 minute, then dissipates.
the shrine, heaving itself from the pool to pursue prey.
Any creature that starts its turn inside the shrine while
The shattered monolith is slippery with moss, and
the gas is present must succeed on a DC 12 Constitution
the rotted rope bridges sink as soon as anyone steps
saving throw or take 10 (3d6) poison damage. Creatures
on them. Any character who jumps across the stepping
are affected even if they hold their breath or don't need
stones must succeed on a DC 10 Dexterity (Acrobatics)
to breathe.
check to keep from falling in the pool.
Stone Key. A character who examines the mouth of
4. SHAGAMBI's SHRINE
the frog statue spots a stone key set into an indentation
on the statue's tongue. This key opens the locked gate
at area 3B.
A ruined shrine stands at the heart of this walled com-
3B. LOCKED GATE pound. Tall monoliths flank the entrance, decorated with
Carved into the lintel above this locked gate is an in- images of a jaguar with six snakes sprouting from its
scription written in Old Omuan: "Kubazan urges us to
shoulders. A stone door is set into the shrine beyond.
tread without fear and to give back as much as we take."
A character who heeds the words gains some insight
into the trial that awaits in area 3C. The shrine to tbe trickster god Shagambi (represented
To pick the lock, a character with thieves' tools must as a kamadan) contains one of nine puzzle cubes needed
succeed on a DC 20 Dexterity check. Whether the to enter the Tomb of the Nine Gods.
check succeeds or fails, a glyph of warding spell targets Two mated kamadans (see appendix D) use a cart at
the character with a fear spell (save DC 15). The glyph the back of the shrine as their Lair. If they hear intruders
doesn't trigger if the door is unlocked using the stone approaching the shrine, the kamadans try to ambush
key from the froghemoth pool (area 3A). them. The kamadans fight tooth and claw to protect
their three young cubs. Kamadan cubs are noncomba-
3C. CHAMBER OF BRAVERY tants that look like baby leopards and grow to adult size
within a year. The cubs' snakes won't sprout from their
shoulders for another 6 months. Characters can capture
Steps descend to a ledge overlooking a pit of sharpened
the cubs and spend months trying to domesticate them,
stakes. An alcove on the far wall holds a pedestal with
but the kamadans turn on their would-be masters once
a stone cube resting on it. A relief carved into the back they reach adulthood in a year.
of the alcove shows a monstrous frog with tentacles
4-A. SHRINE ENTRANCE
fighting a crane. Wooden beams radiate from the walls at
Flanking the entrance are two stone monoliths, each
floor height, with four-foot gaps between them. Carved
one 15 feet tall and draped in vines. Characters who
frog heads extrude from the walls above the beams. examine the carvings uncover an inscription written
CHAPTl'R3 I D\HLUl<\O~ IH!i rORBIDD!':-ICJn
97

