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dnd:campaigns:waterdeep:tomb_of_the_nine_gods [2025/07/29 18:21] – [10. Obo'laka's Tomb] 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) | 
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 | 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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 ====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 dungeonThe air is stale and humid here. Moss covers the walls, which are decorated with screaming skulls and hung with rotting tree roots and dead vines.+ 
 +The air is stale and humid here. Moss covers the walls, which are decorated with arcane symbols and hung with rotting tree roots and dead vines.
  
-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
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 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.
  
-FIXME skip to 14 
-===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
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 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.
  
 +FIXME skip to 13
 ===13. Stone Skull=== ===13. Stone Skull===
 p137 p137
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 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.
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 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.1753834860.txt.gz · Last modified: by ken

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