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dnd:campaigns:waterdeep:tomb_of_the_nine_gods [2025/07/29 17:33] – [Trickster God Spirits] kendnd:campaigns:waterdeep:tomb_of_the_nine_gods [2025/07/30 15:32] (current) – [Level 1] ken
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 =====tomb of the nine gods===== =====tomb of the nine gods=====
 [[https://5e.tools/adventure.html#toa,5]] [[https://5e.tools/adventure.html#toa,5]]
 +
 +This chapter is a meat grinder with frequent TPK. It's also inordinately long, with too many blockers. It needs to be stripped down, shortened, tamed down.
 +  - remove [[#unnecessary death traps]]
 +  - remove the beholder
 +  - remove the ten eye gem keys
 +  - keep the five [[#skeleton keys]]. They are pretty cool.
  
 Acererak built the Tomb of the Nine Gods not only to house the remains of Omu's trickster gods, but also to slay interlopers. However, few today even know the tomb exists, and thus it remains an enigma. Rare are the tavern tales that lure adventurers to its gates, and its horrors remain undocumented in the libraries of Candlekeep. The reason for this is simple: not one person who has entered the tomb has lived to tell the tale. Acererak built the Tomb of the Nine Gods not only to house the remains of Omu's trickster gods, but also to slay interlopers. However, few today even know the tomb exists, and thus it remains an enigma. Rare are the tavern tales that lure adventurers to its gates, and its horrors remain undocumented in the libraries of Candlekeep. The reason for this is simple: not one person who has entered the tomb has lived to tell the tale.
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 The spirits of the nine trickster gods of Omu haunt the tomb. Although they cannot escape it, these spirits can inhabit adventurers within the tomb (see "Spirits of the Nine Trickster Gods"). The spirits of the nine trickster gods of Omu haunt the tomb. Although they cannot escape it, these spirits can inhabit adventurers within the tomb (see "Spirits of the Nine Trickster Gods").
  
 +==Locations==
 ^ Trickster God ^ Magic Item ^ Location in Tomb |  ^ Trickster God ^ Magic Item ^ Location in Tomb | 
 | Moa | Staff of the Python | Zone 14 (Moa's Tomb) |  | Moa | Staff of the Python | Zone 14 (Moa's Tomb) | 
Line 123: Line 130:
 | Unkh | Robe of Scintillating Colors | Zone 55 (Unkh's Tomb) |  | Unkh | Robe of Scintillating Colors | Zone 55 (Unkh's Tomb) | 
 | Obo’laka | Ring of Protection | Zone 10 (Obo’laka's Tomb) |  | Obo’laka | Ring of Protection | Zone 10 (Obo’laka's Tomb) | 
- 
  
 These items are often guarded by traps, puzzles, or undead, and touching the item allows the god to attempt possession with DC 16 CHA saving throw. These items are often guarded by traps, puzzles, or undead, and touching the item allows the god to attempt possession with DC 16 CHA saving throw.
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 see p 129 for Flaw and Power & p256 for handouts see p 129 for Flaw and Power & p256 for handouts
  
 +
 +Spirit Align. Personality Inherited Flaw Enemy Power
 + I'jin (female) CN Fickle and unpredictable “I never stick to a plan.” 
 +Obo'laka The host's Dexterity score becomes 23, unless it is already higher. 
 +Kubazan (male) CG Wild and spirited “I am fearless and not afraid to take great risks.” 
 +Papazotl The host's Strength score becomes 23, unless it is already higher. 
 +Moa (male) LG Truthful and kind “I must always speak the truth.” 
 +Wongo The host can use an action to turn invisible. Anything the host is wearing or carrying is invisible as long as it is on the host's person. The effect ends if the host attacks, casts a spell, forces a saving throw, or deals damage. 
 +Nangnang (female) NE Selfish and cruel “I won't share with others.” 
 +Shagambi The host can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. It gains a climbing speed equal to its walking speed. 
 +Obo'laka (female) LN Nervous and obsessive “I am risk-averse and a slave to routine.” I'jin The host can attune to one additional magic item. When Obo'laka leaves the host, all magic items to which the host is attuned are no longer attuned to it. 
 +Papazotl (male) LE Shrewd and conniving “I bow before no one and expect others to do as I command.” 
 +Kubazan The host can't be surprised, gains advantage on all Wisdom checks, and never takes damage from falling. Shagambi (female) NG Wise and virtuous “I never show mercy to evildoers.” 
 +Nangnang The host can make one extra attack when taking the Attack action on its turn. Unkh (female) N Self-absorbed and indecisive “I am incapable of making decisions.” None The host's Constitution score becomes 23, unless it is already higher. 
 +Wongo (male) CE Violent and deranged “I act without concern for the well-being of others.” Moa The host can use an action to unleash a psionic assault on a creature it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be stunned until the end of the target's next turn.
 +
 +
 +While inhabiting a host body, a trickster god acts like an overbearing passenger. The host creature remains in control of its actions but inherits a flaw from the god, as well as a special power. When a trickster god inhabits a player character, give the player that god's card (see appendix F). A character doesn't know what power and flaw are gained from a specific trickster god until that god inhabits the character for the first time. Both the flaw and the power end when the spirit leaves the host.
 +
 +==Leaving a Host==
 +p129 A trickster god never willingly leaves a host, but its spirit is forced out if a host dies or leaves the tomb, or if a host is targeted by the break enchantment function of the dispel evil and good spell. A trickster god can also be forced out by another trickster god (see “Fighting Over a Host” below).
 +
 +When the spirit of a trickster god is forced out of a host, it returns to the magic item to which it is bound and cannot inhabit that host again for the remainder of the adventure. If the item is destroyed or taken from the tomb, the trickster god's spirit finds another object within the tomb to inhabit. The spirits of the trickster gods can't be destroyed and can never leave the tomb.
 +
 +Fighting Over a Host p130 When the spirit of one trickster god inhabits a host that is already inhabited by a trickster god, the two gods battle for the right to remain in the host. Assign “even” to one god and “odd” to another, then roll any die. The result determines which god is victorious, with the losing god forced out of the host. The host has no influence over which god gets forced out.
 +
 +==Roleplaying the Spirits==
 +p130 A trickster god can use the host character's senses and speak to the host's mind. The character retains his or her alignment and can think independently. However, if the character has a flaw that runs counter to the trickster god's flaw, the character's flaw is suppressed until the trickster god's spirit leaves the character's body.
 +
 +You can roleplay the voices of the trickster gods in the characters' heads, but let the players roleplay their characters' inherited flaws. If a player neglects to roleplay a trickster god's flaw, have the inhabiting spirit attempt to goad the character into behaving more like it. You can award inspiration to a player who roleplays a trickster god's flaw particularly well.
 +
 +All the trickster gods are eager to get their revenge on Acererak. They can offer only limited guidance regarding the tomb and its denizens, but they encourage the characters to seek out other trickster god spirits and offer supernatural assistance in the final battle against the archlich.
 +
 +Each trickster god (except Unkh) has its own rival in the tomb that it would prefer to avoid. The Omuans dreamed up colorful stories to explain these antipathies, but in truth, the spirits simply represent conflicting points on the alignment axes. When rival spirits occupy different characters in the same group, they try to make their hosts bicker and defy each other whenever possible.
 ===Fabled Treasures=== ===Fabled Treasures===
 p127 p127
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 Princess Mwaxanaré (see "Kir Sabal," and appendix D) is keen to recover the Skull Chalice of Ch'gakare as part of her bid to reclaim the throne of Omu. To obtain it, characters must first survive the perils of the hall of the golden mastodon (area 67). Princess Mwaxanaré (see "Kir Sabal," and appendix D) is keen to recover the Skull Chalice of Ch'gakare as part of her bid to reclaim the throne of Omu. To obtain it, characters must first survive the perils of the hall of the golden mastodon (area 67).
  
-====Spell Restrictions==== 
-FIXME no - this is stupid 
- 
-p128 
-Many spells have altered effects when cast in the Tomb of the Nine Gods, including spells cast from magic items or artifacts, and class abilities that duplicate the effects of spells. Acererak's magic and the magic of the amulet of the black skull (see appendix C) are unaffected. 
- 
-Spells that would normally allow creatures to transport into and out of the tomb either fail or deposit their recipients in area 57. Spells that normally allow one to pass through stone fail, and divination spells cast within the tomb provide false readings. Spells designed to communicate over long distances are similarly foiled. These alterations are summarized in the Modified Spells table. Spells not included in the table might suffer similar alterations, at your discretion. 
- 
-Magic that summons creatures or objects from other planes functions normally, as does magic that involves the creation of an extradimensional space. Any spells cast within an extradimensional space (such as that created by rope trick) are subject to the same restrictions as magic cast in the tomb. 
- 
-Modified Spells 
-Spells Effect 
-Antimagic field This spell does not prevent the spirits of trickster gods from inhabiting hosts. The spell also has no effect on the Soulmonger. 
-Arcane gate Any creature that tries to enter or leave the tomb using this spell appears in area 57. 
-Astral projection This spell fails if cast in the tomb or if its intended destination is inside the tomb. 
-Augury This spell returns false readings if cast in the tomb. 
-Banishing smite Any creature banished by this spell appears in area 57. 
-Banishment Same as banishing smite. 
-Clairvoyance This spell fails if the sensor is meant to appear inside the tomb. 
-Commune This spell returns no answer if cast in the tomb. 
-Dimension door Same as arcane gate. 
-Divination Same as augury. 
-Etherealness The caster enters the Border Ethereal but can't move through surfaces or doors in the tomb. Ethereal characters might encounter one or more of the Sewn Sisters. 
-Find traps This spell fails if cast in the tomb. 
-Gate Any creature in the tomb that steps through the gate created by this spell appears in area 57. 
-Passwall This spell does not allow passage through surfaces or doors in the tomb. 
-Plane shift Same as arcane gate. 
-Stone shape This spell has no effect on surfaces, doors, sarcophagi, stone blocks, or statues in the tomb. 
-Teleport Same as arcane gate. 
-Teleportation circle Same as arcane gate. 
-Transport via plants Same as astral projection. 
-Tree stride Same as astral projection. 
-Wish This spell can't be used to escape the tomb. 
-Word of recall Same as arcane gate. 
  
 ===Replacing Dead Characters=== ===Replacing Dead Characters===
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 ====Level 1==== ====Level 1====
 **Rotten Halls** **Rotten Halls**
-p130 +p130 Map 5.1 shows this level of the dungeon, but needs heavy editing
-Map 5.1 shows this level of the dungeon. The air is stale and humid here. Moss covers the wallswhich are decorated with screaming skulls and hung with rotting tree roots and dead vines.+
  
-Map 5.1: Rotten Halls +The air is stale and humid hereMoss covers the wallswhich are decorated with arcane symbols and hung with rotting tree roots and dead vines.
-Player Version +
-Player Version +
-Ceiling Cracks +
-p130 +
-Thin shafts of daylight and moonlight spill through tiny rock fissuresforming pools of natural light as shown on map 5.1. A Tiny creature can use these narrow fissures to enter and leave the tomb.+
  
-Underground River +FIXME Skip area 1-6but instead place [[#skeleton keys]] #caught in a bear trap. It attempts to scurry away when it spots the party. A bizarre outcropping of bone on the top of its skull forms perfect equilateral triangle, the corners or which have three thin strips of gold plating near the base.
-p130 +
-Muddy rainwater seeps from the jungles above, flowing through the tomb as a sluggish underground river that is treated as difficult terrain. The water is 3 feet deep, with the tunnel ceiling above it varying from 6 inches to 3 feet over the surface. The water is unfit for drinking. +
- +
-1. Acererak's Warning +
-p130 +
-Near the base of the cliffs, a fifteen-foot-tall obelisk of cracked stone is draped with vines and black moss. Behind ityou see a dark passageway obscured by withered creepers. A second, smaller tunnel burrows into the base of a cliff to the east. +
- +
-The tunnel leading to the tomb's true entrance (area 4) is obscured by vegetation and cannot be detected unless the characters search for it. However, any character who succeeds on a DC 10 Wisdom (Perception) check around the areas of the false entrance (area 2) or the open gallery (area 3) notices something more: +
- +
-Three stone gargoyles watch you from narrow ledges carved into the cliff side. Each has the face of a bearded devil, its mouth agape in a silent scream. +
- +
-The three gargoyles are perched on the ledges overlooking the obelisk, at the points marked G on map 5.1. The ledges are 30 feet above the ground, 5 feet wide, 2 feet deep, and spaced 25 feet apart. The gargoyles swoop down and attack anyone who tries to topple or damage the obelisk, or who attacks them first. +
- +
-Obelisk +
-p130 +
-The obelisk radiates a strong aura of abjuration magic under the scrutiny of a detect magic spell or similar magic, and a paladin using Divine Sense can detect a fiendish presence within the obelisk. Clearing the vines and moss from the south face of the obelisk exposes a message carved into it in Common. (Give the players a copy of handout 17 in appendix E.) The message reads as follows: +
- +
-Fear the night when the forsaken one seizes death's mantle and the seas dry up and the dead rise and I, Acererak the Eternal, reap the world of the living. Those who dare enter take heed: The enemies oppose. +
- +
-One stands between them. +
- +
-In darkness, it hides. +
- +
-Don the mask or be seen. +
- +
-Speak no truth to the doomed child. +
- +
-The keys turn on the inside only. +
- +
-The warnings Acererak has placed on the obelisk and on the grand staircase (area 7) provide clues to overcoming some of the challenges of the tomb. The obelisk's clues pertain to features and locations on level 1, specifically the true entrance (area 4), the devil face (area 5B), Obo'laka's tomb (area 10), Moa's tomb (area 14), and Wongo's tomb (area 16). +
- +
-Characters with a combined Strength of 60 or more can topple the obelisk, breaking it off at the base. Breaking or destroying the obelisk releases a cloud of black smoke that coalesces into a nalfeshnee demon. The demon appears in an unoccupied space within 30 feet of the obelisk and attacks those responsible for the obelisk's desecration. After 1 minute, the demon disappears and returns to the Abyss. +
- +
-The teleportation function of the ebon pool (area 81) returns characters to the obelisk even if it is toppled or destroyed. +
- +
-2. Gallery of Tricksters +
-p131 +
-Alcoves run the length of narrow tunnel, each one featuring a bestial statue standing or squatting above a basin of oil. +
- +
-The statues depict the nine trickster gods, with each facing pair of alcoves dedicated to two trickster gods who oppose each other. Moving down the hall from west to east, the opposing statues depict Moa (jaculi) and Wongo (su-monster), I'jin (almiraj) and Obo'laka (zorbo), Papazotl (eblis) and Kubazan (froghemoth), and Nangnang (grung) and Shagambi (kamadan). +
- +
-Each statue is 3 feet tall and can't be moved from its pedestal. When any character carrying a puzzle cube (see chapter 3) enters the tunnel, the oil basin matching the cube's trickster god bursts into flame. A detect magic spell or similar effect reveals an aura of divination magic around the statues. The oil basins give off an aura of conjuration. +
- +
-Only eight trickster gods are initially visible; the statue of Unkh (flail snail) is hidden behind a secret door at the end of the tunnel, though it functions the same as the others. Bringing Unkh's puzzle cube into the tunnel lights Unkh's brazier, giving characters advantage on ability checks made to find the secret door. +
- +
-Treasure +
-p131 +
-A golden pendant shaped like an eye hangs on the Unkh statue. It is worth 25 gp and radiates an aura of divination magic. If a character wearing the pendant passes within 10 feet of the obelisk at area 1, the pendant tugs the character toward the hidden tomb entrance (area 4). The pendant is also of use in area 79. +
- +
-3. False Entrance +
-p131 +
-After 20 feet, a puzzle door sealing off a small chamber beyond blocks this false entrance into the tomb. +
- +
-A short tunnel ends at a slab of worked stone, whose edges are marked by relief carvings of grinning skulls. Four lines engraved at the center of the slab cross one another to form a star, with both ends of each line marking the location of a cube-shaped cavity cut into the door—eight cavities in all. +
- +
-Each cavity is sized to hold one of the puzzle cubes recovered from the shrines of Omu (see chapter 3). However, there are nine puzzle cubes in total and only eight cavities. +
- +
-If puzzle cubes representing every trickster god except Unkh are inserted into the cavities in such a way that the cubes of rival gods are opposite to one another, a stone block slowly descends over the tunnel entrance. Any character in the tunnel must decide whether to stay or to flee, which requires a successful DC 10 Strength (Athletics) check. Characters who stay or who fail the check are trapped when the stone block seals off the tunnel. Once the tunnel is sealed, caustic gas billows out from the mouths of the relief-carved skulls. Any creature trapped in the tunnel must succeed on a DC 15 Constitution saving throw or take 5 (1d10) poison damage and 5 (1d10) acid damage. While any affected creature remains in the tunnel, it must repeat the saving throw at the start of each of its turns. After 10 rounds, the gas valves close and the stone block rises back into the ceiling. Any puzzle cubes still in their cavities are pushed out, and the trap resets. +
- +
-Any character searching the tunnel for traps spots the raised stone block with a successful DC 16 Wisdom (Perception) checkThe weight of the block makes it impossible to hinder its descent. Any character who examines the puzzle door and succeeds on a DC 14 Wisdom (Perception) check notices holes in the mouths of the skulls. Stuffing the holes with cloth or wax prevents the gas from being released. Doing so while the trap is active is difficult, requiring six successful DC 10 Dexterity checks, each made as an action. +
- +
-Beyond the false door is a gas-filled chamber. Any creature that starts its turn in this area takes 11 (2d10) poison damage and 11 (2d10) acid damage. +
- +
-4. True Entrance +
-p131 +
-Thick foliage conceals the true entrance to the Tomb of the Nine Gods. Any character searching the base of the cliff at this location finds the entrance with a successful DC 10 Wisdom (Perception) check. +
- +
-Pulling aside the heavy undergrowth, you uncover an archway in the cliff face. Stone skulls peer down from the lintel, and old bones litter the threshold. As light strikes the entrance, a swarm of bats screeches out from within. +
- +
-The bats are harmless. Jungle predators use this tunnel as shelter, and the bones are a mix of grung and velociraptors. Any character who searches for tracks discovers boot prints leading into the tomb. The tracks are not recent and belong to the last group of treasure seekers to enter here. +
- +
-4A. First Puzzle Door +
-p132 +
-slab of worked stone blocks the overgrown tunnel some twenty feet from the entrance. Grinning skulls mark the edges of the slab, in the center of which are nine cube-shaped cavities arranged in three rows of three. +
- +
-Give the players copies of the god symbols in handout 11 of appendix E. The individual squares can be cut out to be arranged by the players as they wish, or they can simply make notes on paper. +
- +
-To open the door, the characters must fill the cavities with all nine puzzle cubes retrieved from the shrines of Omu (see chapter 3), but in the proper configuration. The cubes representing the trickster gods must be placed so that each god is opposite its rival's cube on the grid, with Unkh (who is neutral and has no rivals) in the middle. For example, a puzzle cube inserted into a corner of the grid must have its rival in the diagonally opposite corner. Diagram 5.1 shows one possible configuration, though others will work as long as Unkh is situated between I'jin (CN) and Obo'laka (LN), between Kubazan (CG) and Papazotl (LE), between Moa (LG) and Wongo (CE), and between Nangnang (NE) and Shagambi (NG). +
- +
-If a puzzle cube is placed incorrectly, any previously placed cubes pop out. Electricity then erupts from the incorrectly placed cube, dealing 18 (4d8) lightning damage to any creature within 20 feet of the door. A mage hand spell can be used to place the cubes from farther away and avoid this damage. +
- +
-A detect magic spell or similar effect reveals an aura of evocation magic around each of the cavities. If the characters place the cubes correctly, read: +
- +
-The nine cubes flare with light, then disappear. Growling like an angry beast, the slab begins to slide up into the ceiling. +
- +
-When the door opens, the puzzle cubes teleport back to their respective shrines in Omu. Once the door has fully risen, it remains open for 1 hour before slowly sinking back into place. Characters who are outside when the door closes must revisit the city to recover the cubes. +
- +
-Diagram 5.1: Sample Puzzle Cube Configuration +
-Diagram 5.1: Sample Puzzle Cube Configuration +
-4B. Second Puzzle Door +
-p132 +
-When the characters move past the first door, read: +
- +
-Another slab blocks the hallway twenty feet beyond the first door. An iron lever is set into the door's surface, with a graven stone skull leering down from above. +
- +
-When character reaches the midpoint of the hall, read: +
- +
-The skull's jaws creak open, and a skeletal hand holding a crystal hourglass-style timer emerges from within. With a click, the timer rotates and sand starts to trickle into its lower globe. +
- +
-Count down slowly from 10, and let the players tell you what, if anything, their characters do in that time. If the characters don't pull the lever by the time you've finished your countdown, the lever and the sand timer retract as the door sinks into the floor, revealing area 5 beyond. The sand timer can't be budged or damaged. +
- +
-After remaining open for 1 hour, the door slowly rises to seal off the passage once more. Characters can prevent the door from rising by jamming iron spikes into the surrounding floor seams. The lever resets when the door returns to its closed position. The door can't be opened from the north side. +
- +
-Pit Trap. Pulling the lever causes the floor between the two doors to split open along a central seam. Each creature standing on the floor when the lever is pulled tumbles into a 20-foot-deep pit lined with poisoned spikes. With a successful DC 15 Dexterity saving throw, the character who pulled the lever can avoid falling by hanging onto it. The pit remains open until the lever is reset to its original position. +
- +
-Each creature falling into the pit takes 11 (2d10) bludgeoning damage and is impaled on 1d4 spikes, each of which deals 3 (1d6) piercing damage and 5 (1d10) poison damage. Any creature that takes poison damage from one or more spikes is poisoned for 24 hours, or until the condition is removed with a lesser restoration spell or similar magic. +
- +
-Spotting the seam along the floor requires a successful DC 15 Wisdom (Perception) check. Characters can hammer spikes into the floor to prevent it from dropping, but at least ten spikes are needed because of the floor's size and weight. +
- +
-5. Trapped Corridor +
-p133 +
-A moss-covered corridor extends beyond the second door. Tree roots hang from the sagging ceiling, and the air reeks of rot and damp. Ahead, a bas-relief carving of a bearded devil's face adorns the wall at a T-shaped intersection. The devil's open mouth is a well of utter darkness.+
  
 5A. Poison Darts 5A. Poison Darts
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 Moss obscures the tiny holes in the walls through which the darts are fired, but they can be spotted with a successful DC 15 Wisdom (Perception) check. With a careful inspection of the floor and a successful DC 15 Wisdom (Perception) check, a character notes irregularities in the floor's tile patterns that reveal the pressure plates. Wedging an iron spike or similar object under a plate prevents that plate from being triggered. Stuffing the wall holes adjacent to a pressure plate with cloth or wax prevents the darts from being fired. Moss obscures the tiny holes in the walls through which the darts are fired, but they can be spotted with a successful DC 15 Wisdom (Perception) check. With a careful inspection of the floor and a successful DC 15 Wisdom (Perception) check, a character notes irregularities in the floor's tile patterns that reveal the pressure plates. Wedging an iron spike or similar object under a plate prevents that plate from being triggered. Stuffing the wall holes adjacent to a pressure plate with cloth or wax prevents the darts from being fired.
- 
-5B. Devil Face 
-p133 
-Magical darkness and a permanent silence spell fills the mouth of the devil face and a large cavity behind it. The face is sculpted from stone and melds seamlessly with the surrounding wall, and its mouth is wide enough for a Medium or smaller creature to crawl through. A detect magic spell or similar effect reveals an aura of illusion magic over the face. 
- 
-The cavity behind the devil's mouth is home to a shadow demon that can see normally in the magical darkness. If any creature reaches into the mouth, the demon makes an attack against it with advantage, then continues attacking if any creature enters its abode. 
- 
-A successful dispel magic (DC 16) cast on the demon's lair dispels the magical darkness and the silence. If the darkness is dispelled, the shadow demon emerges and attacks until reduced to half its hit points or fewer, at which point it flees to a darker area of the tomb. 
- 
-5C. Floor Hatch 
-p133 
-A rusted iron grate is set into the corridor floor. Through its bars, you see muddy water flowing slowly past. 
- 
-The bars cannot be bent or broken, but they are spaced widely enough that a Small creature can squeeze through them. The grate can also be lifted by one or more creatures with a combined Strength score of 24 or more. Any creature that passes through the hatch drops into the sluggish underground river, which flows toward area 17. 
- 
-6. Crystal Window 
-p133 
-Creepers and vines cling to the walls of this corridor, at the end of which is an arched crystal window, six feet wide and ten feet high. Through it, you can see a dark chamber. 
- 
-The crystal window peers into Obo'laka's tomb (area 10), cannot be opened, and blocks all sound between area 6 and area 10. The window has AC 5, a damage threshold of 15, 10 hit points, and immunity to poison and psychic damage. 
- 
-When any character approaches the crystal window and peers through it, read the boxed text in area 10, omitting the last sentence about the window. 
- 
-If the characters enter area 10 through the broken window without taking appropriate steps to conceal themselves, the undead creatures in Obo'laka's tomb attack (see area 10 for more information). 
  
 7. Grand Staircase 7. Grand Staircase
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 The first character to reach this point on the map glimpses a tomb dwarf on the level below: The first character to reach this point on the map glimpses a tomb dwarf on the level below:
  
-A hunched figure glares up at you from the balcony below, wearing a mask that is a replica of the devil face at the tomb entrance. Without saying a word, the figure steps out of sight.+A hunched figure glares up at you from the balcony below, wearing a grotesque gargoyle mask. Without saying a word, the figure steps out of sight.
  
 If the characters take action at once, they can catch the tomb dwarf. The tomb dwarf uses the statistics of a wight, except that it wields a battleaxe and a light crossbow. If it is not caught, the creature moves silently through the secret door to area 25. To any character leaning over the balcony to see where the figure went, it appears to have vanished into thin air. If the characters take action at once, they can catch the tomb dwarf. The tomb dwarf uses the statistics of a wight, except that it wields a battleaxe and a light crossbow. If it is not caught, the creature moves silently through the secret door to area 25. To any character leaning over the balcony to see where the figure went, it appears to have vanished into thin air.
  
-7B. Acererak's Second Warning + FIXME skip to area 10 
-p134 +===10. Obo'laka's Tomb===
-A bronze plaque is fixed to the east wall of the balcony on [[#level 2]], engraved with another of Acererak's cryptic warnings in Common. (Give the players a copy of handout 18 in appendix E.) It reads as follows: +
- +
-The ring is a path to another tomb. +
- +
-The dead abhor sunlight. +
- +
-Only a jewel can tame the frog. +
- +
-Bow as the dead god intoned. +
- +
-Into darkness descend. +
- +
-The clues on this plaque pertain to locations on level 2, specifically the gravity ring (area 19), the false tomb (area 20), Nangnang's tomb (area 24), Papazotl's tomb (area 22), and the devil pit (area 18). +
- +
-7C. Acererak's Third Warning +
-p134 +
-Another bronze plaque appears on the north wall of the balcony on level 3. (Give the players a copy of handout 19 in appendix E.) This warning reads as follows: +
- +
-Walk through water with weapon in hand. +
- +
-Slake your shadow at the font. +
- +
-The vulture is the first step. +
- +
-Right the gods. +
- +
-The walls of history tell all. +
- +
-The clues on this bronze plaque pertain to features and locations on level 3, specifically the reflected hall (area 31), the magic font (area 33), I'jin's tomb (area 35), the golem pit (area 39), and Kubazan's tomb (area 42). +
- +
-7D. Acererak's Fourth Warning +
-p134 +
-The last warning is on a bronze plaque mounted to the west wall of the balcony on level 4. (Give the players a copy of handout 20 in appendix E.) It reads as follows: +
- +
-Death to fire, dine or drown, precious air, and falling sand. +
- +
-The army sleeps in silence. +
- +
-The mirror holds twelve. +
- +
-Find the iron scepter's twin. +
- +
-The maze holds the key. +
- +
-The clues on this bronze plaque pertain to features and locations on level 4, specifically the elemental traps (area 47), Shagambi's tomb (area 48), the mirror of life trapping (area 50), the scepter in the crypt of the Sun Queen (area 53), and Unkh's tomb (area 55). +
- +
-8. Magical Attraction +
-p134 +
-A rusting statue of a knight stands at the west end of this hall, gripping a large iron shield. Shards and flakes of rusted metal cover the floor around the statue's feet. +
- +
-A magical field around the statue attracts metal objects of any kind (not just ferrous metal). Any metal object that comes into direct contact with the shield disintegrates, showering the floor with powdered rust. Artifacts are immune to this corrosion. Any metal object not being worn or carried that enters the room is instantly drawn to the shield if it weighs 150 pounds or less. Any creature wearing or carrying metal items that enters the room or starts its turn there can feel the pull of the statue and must succeed on a DC 10 Strength (Athletics) check to resist it. On a failed check, the creature loses its footing, flies across the chamber, and slams into the statue, taking 1d6 bludgeoning damage for every 10 feet it moved. If the character is wearing metal armor, the check is made with disadvantage. The shield disintegrates only metal objects that come into direct contact with it, so a metal object stored in a backpack would be protected from destruction by the pack's leather. +
- +
-A detect magic spell or similar effect reveals an aura of transmutation magic over the shield. The statue and shield are treated as a single Large object with AC 17; 40 hit points; immunity to piercing, bludgeoning, and slashing damage from nonmagical attacks; and immunity to poison and psychic damage. If the statue and shield are destroyed, the trap is disabled. A successful dispel magic (DC 17) cast on the statue shuts down the attractive field for 1 hour. +
- +
-9. Magic Fountain +
-p135 +
-A large fountain crusted with moss rises in the middle of a circular room. Three marble maidens stand in the fountain, holding pitchers out of which water flows. +
- +
-Advice from the Spirits +
-p135 +
-Any characters inhabited by the spirits of Obo'laka or Wongo receive advice when entering this area: +
- +
-Cautious Obo'laka advises against anyone drinking from the fountain. +
-Reckless Wongo encourages his host to drink from the fountain. +
-Magic Fountain +
-p135 +
-Any creature that drinks from the fountain experiences a random magical effect, determined by rolling a d4 and consulting the Magic Fountain Effects table. Water removed from the fountain and stored in a container retains its magical properties, and a different effect occurs each time someone drinks from the container. Under the scrutiny of a detect magic spell or similar effect, the fountain radiates an aura of transmutation magic. +
- +
-Magic Fountain Effects +
-p135 +
-d4 Effect +
-1 The creature drinking the water must make a DC 12 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points, it dies and turns to dust. +
-2 The creature drinking the water loses the ability to speak for 8 hours. A lesser restoration spell or similar magic ends this effect. +
-3 The creature drinking the water magically changes sex. A greater restoration spell restores the creature's original sex, as does another drink from the fountain that yields this same result. +
-4 The creature drinking the water gains 2d10 temporary hit points. +
-10. Obo'laka's Tomb+
 p135 p135
 This vaulted tomb is overgrown with moss and creepers. A stone sarcophagus rests on a stepped dais in the middle of the floor. On the wall behind the sarcophagus, two large statues of bears grip a five-foot-diameter bronze disk embossed with a dozen glaring eyes. Six desiccated corpses slump on thrones in niches along the walls. Each corpse wears a black mask made of papier-mâché and feathers. An arched crystal window to the east offers a view of the tunnel beyond. This vaulted tomb is overgrown with moss and creepers. A stone sarcophagus rests on a stepped dais in the middle of the floor. On the wall behind the sarcophagus, two large statues of bears grip a five-foot-diameter bronze disk embossed with a dozen glaring eyes. Six desiccated corpses slump on thrones in niches along the walls. Each corpse wears a black mask made of papier-mâché and feathers. An arched crystal window to the east offers a view of the tunnel beyond.
Line 532: Line 320:
 If the spirit successfully inhabits the character, give the player Obo'laka's card (see appendix F). If the attempt fails, the spirit returns to the ring and waits for another character to touch it. If the spirit successfully inhabits the character, give the player Obo'laka's card (see appendix F). If the attempt fails, the spirit returns to the ring and waits for another character to touch it.
  
-11. Gas Pocket 
-p136 
-This section of the underground river contains a buildup of flammable gas that has a rotten odor. If a torch, lantern, or other open flame is brought into the area, or if the secret door to area 10 is opened, the gas explodes. Each creature in the area of the gas pocket or within 15 feet of it must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half damage on a successful one. The explosion burns away the gas, which builds up again after 8 hours. 
- 
-12. Trapped Chest 
-p136 
-Water pours from cracks and seams in the rough walls of this cavern, whose floor is a muddy pool that flushes out into the tunnel beyond. Just above the pool's surface, a large treasure chest dangles from rusty chains embedded in the ceiling. 
- 
-The chest is 6 feet long, 3 feet wide, 3 feet high, and suspended 1 foot above the surface of the 5-foot-deep pool. A keyhole shaped like a cackling demon skull decorates the front of the lid. Encircling the keyhole, a tiny inscription in Common reads, "I devour all but the greatest thieves." 
- 
-The chest is locked and doesn't appear to be trapped. However, a detect magic spell or similar effect reveals an aura of evocation magic around it. Picking the lock requires a successful DC 22 Dexterity check made using thieves' tools. This also disarms the lock's magical trap, allowing the chest to be opened safely. 
- 
-If the check fails, the demon skull bites down on the thieves' tools and destroys them. If the check fails by 5 or more, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to the bottom of the pool. Even if the chest is removed from the water, a character trapped within runs out of air after 5 rounds (see "Suffocating" in chapter 8 of the Player's Handbook). 
  
-The chest is a Medium object with AC 13, 30 hit points, and immunity to poison and psychic damage. Any character who attempts to pick the lock or hit the chest with a melee or ranged attack while it's underwater does so with disadvantage. 
  
 Treasure Treasure
Line 552: Line 326:
 The chest interior is lined with lead and contains 300 gp, a gold tankard embossed with a sad face that smiles when the tankard is filled (250 gp), and a stoppered bone tube containing a spell scroll of remove curse. The chest interior is lined with lead and contains 300 gp, a gold tankard embossed with a sad face that smiles when the tankard is filled (250 gp), and a stoppered bone tube containing a spell scroll of remove curse.
  
-13. Stone Skull+FIXME skip to 13 
 +===13. Stone Skull===
 p137 p137
 A giant stone skull crusted with moss juts out from the end of the passageway. A flame flickers within each of its eye sockets, and a view into a chamber beyond can be seen through its open jaws. A giant stone skull crusted with moss juts out from the end of the passageway. A flame flickers within each of its eye sockets, and a view into a chamber beyond can be seen through its open jaws.
Line 562: Line 337:
 The flames within the eye sockets give off no heat or smoke, and they can't be extinguished except in the manner described above. Any character searching the skull and succeeding on a DC 15 Wisdom (Perception) check notes that the lower jaw is hinged. A stout object jammed into the skull's jaw holds it open for as long as the object can withstand the damage. A detect magic spell or similar effect reveals an aura of transmutation magic around the skull. The flames within the eye sockets give off no heat or smoke, and they can't be extinguished except in the manner described above. Any character searching the skull and succeeding on a DC 15 Wisdom (Perception) check notes that the lower jaw is hinged. A stout object jammed into the skull's jaw holds it open for as long as the object can withstand the damage. A detect magic spell or similar effect reveals an aura of transmutation magic around the skull.
  
-14. Moa's Tomb+===14. Moa's Tomb===
 p137 p137
 Skulls crusted with dried mud glower from niches cut into the walls of this tomb. A stone sarcophagus stands at the center of the chamber, its lid adorned with a coiled serpent carved in relief. Behind the sarcophagus, resting atop a marble pedestal, is an ornate crystal box with a small humanoid skull floating inside it. Skulls crusted with dried mud glower from niches cut into the walls of this tomb. A stone sarcophagus stands at the center of the chamber, its lid adorned with a coiled serpent carved in relief. Behind the sarcophagus, resting atop a marble pedestal, is an ornate crystal box with a small humanoid skull floating inside it.
Line 1397: Line 1172:
 If the spirit successfully inhabits the character, give the player Kubazan's card (see appendix F). If the attempt fails, the spirit returns to the bracers and waits for another character to touch one of them. If the spirit successfully inhabits the character, give the player Kubazan's card (see appendix F). If the attempt fails, the spirit returns to the bracers and waits for another character to touch one of them.
  
-43. Veils of Fear+===43. Veils of Fear===
 p155 p155
 This room lies beyond a double door, the outside of which is carved with leering and laughing skulls. The doors are neither locked nor trapped, and they swing inward on rusty hinges to reveal the room beyond. This room lies beyond a double door, the outside of which is carved with leering and laughing skulls. The doors are neither locked nor trapped, and they swing inward on rusty hinges to reveal the room beyond.
Line 1427: Line 1202:
 Destroying the boar's head reveals three items lodged between its teeth: a bent pair of gold spectacles (25 gp), a leather eye patch set with a bloodstone (50 gp), and a platinum hair pin (75 gp). Destroying the boar's head reveals three items lodged between its teeth: a bent pair of gold spectacles (25 gp), a leather eye patch set with a bloodstone (50 gp), and a platinum hair pin (75 gp).
  
-44. Vault of the Beholder+===44. Vault of the Beholder===
 p156 p156
 An invisible beholder lairs in this circular chamber. To enter, adventurers must pass through a locked door. An invisible beholder lairs in this circular chamber. To enter, adventurers must pass through a locked door.
dnd/campaigns/waterdeep/tomb_of_the_nine_gods.1753831998.txt.gz · Last modified: by ken

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