dnd:campaigns:waterdeep:tomb_of_the_nine_gods
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| dnd:campaigns:waterdeep:tomb_of_the_nine_gods [2025/07/29 18:23] – [10. Obo'laka's Tomb] ken | dnd: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:// | [[https:// | ||
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| + | 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 [[# | ||
| + | - 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. | ||
| Line 113: | Line 119: | ||
| 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 " | 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 " | ||
| + | ==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' | | Unkh | Robe of Scintillating Colors | Zone 55 (Unkh' | ||
| | Obo’laka | Ring of Protection | Zone 10 (Obo’laka' | | Obo’laka | Ring of Protection | Zone 10 (Obo’laka' | ||
| - | |||
| 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. | ||
| Line 129: | Line 135: | ||
| 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 | ||
| + | | ||
| + | Obo' | ||
| + | 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' | ||
| + | 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' | ||
| + | |||
| + | |||
| + | 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' | ||
| + | |||
| + | ==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' | ||
| + | |||
| + | You can roleplay the voices of the trickster gods in the characters' | ||
| + | |||
| + | 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, | ||
| ===Fabled Treasures=== | ===Fabled Treasures=== | ||
| p127 | p127 | ||
| Line 221: | Line 261: | ||
| ====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 walls, which are decorated with screaming skulls | + | |
| + | The air is stale and humid here. Moss covers the walls, which are decorated with arcane symbols | ||
| - | FIXME Skip area 1-6 | + | FIXME Skip area 1-6, but instead place [[#skeleton keys]] #1 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 a perfect equilateral triangle, the corners or which have three thin strips of gold plating near the base. |
| 5A. Poison Darts | 5A. Poison Darts | ||
| Line 1131: | Line 1172: | ||
| If the spirit successfully inhabits the character, give the player Kubazan' | If the spirit successfully inhabits the character, give the player Kubazan' | ||
| - | 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 1161: | 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.1753835003.txt.gz · Last modified: by ken
