Omu

PC tie-ins:

Trickster Gods preferences:

NPCs:

Power Groups:

History:

(pg 93) Factions in the City: You can use these factions in the city as you please:

(pg 94) Puzzle Cubes: These cubes are needed to get into the Tomb of the Nine Gods.

(pg 204) There are a few random encounters set in Omu on pg 204:

(pg 95) Searching Buildings: Bunch of things the group might find:

(pg 95) 1. City Entrance: 5 yuan-ti malisons will quietly follow the group. When the group takes a rest, they attack.

(pg 96) 2. Walled Compound: A lot of Red Wizards were killed here. One is trapped in rubble, and calls out for help.

(pg 97) 3. Kubazan's Shrine: To get in, you need to find the key (in the mouth of the statue) and avoid or defeat the froghemoth. Inside, you need to platform jump over a spiked pit and grab the cube. When you grab the cube, poison gas does 10 points of dmg per round for 1 minute or until you can get through the sealed exit.

(pg 97) 4. Shagambi's Shrine: Two kamadans guard this place. Inside, the heroes need to obtain 4 spears from clay guardians and place the spears into the hands of statues.

(pg 100) 5. Great Rift: Hey! Don't fall in. You take 70 bludgeoning damage from the fall and 55 fire damage from the lava (per round). When the group comes here, vegepygmies are about to sacrifice a grung.

(pg 101) 6. Moa's Shrine: The shrine is guarded by 4 jaculi. Taking a cube causes statues to animate and launch arrows at the group. There's actually 2 fake cubes that vanish once you take them out of the shrine. The real one is in a secret room. On the way out, the pit traps activate - DC 15 Dex save to avoid. Falling in means d6 damage and landing in green slime.

Statues: AC 17 HP 30 +6 to hit, 5 (d8+1) piercing dmg.

(pg 102) 7. Fallen Tree: If the group tries to cross the river on this tree, Bag of Nails attacks! He gives up if reduced to half his hp, and takes them to his place where he serves them (poisoned) stew.

(pg 102) 8. Unkh's Shrine: The puzzle cube is in a locked pedestal. There is a shed that has hundreds of keys to choose from, and six more are in the shrine. Only one key opens the pedestal. Using the key puts you in a world of hurt! The six keys in the shrine can combine to show what the real key looks like, which is hanging in the shed among hundreds of other keys.

(pg 103) 9. Adventurers' Camp: This campsite was home to the Company of the Yellow Banner, a group of heroes that are now dead. The group can find a parchment (pg 250) which, to me, is kind of hard to read. It talks about how Lord Brixton thinks that the Eye of Zaltec is in the tomb, and that the shrines are the key to opening the doors to the tomb. If the group stays here for an hour or more, a red wizard and 2 mercenaries show up looking for trouble.

(pg 103) 10. I'jin's Shrine: First the heroes must cross a puzzle floor (you have to step on a different animal tile with each step) and then navigate a trapped maze.

(pg 104) 11. Chwinga Wagon: The chwinga (pg 216) here loves hair and might become a buddy to a hairy PC. The group can find a tablet here that will allow them to translate Old Omuan.

Green Slime (DMG page 205): DC 10 DEX save, 5(d10) acid damage. It does 11 acid to wood or metal. It does this damage until scraped off.

(pg 105) 12. Wongo's Shrine: This one is fun. You can look through masks that help you figure out how to get the puzzle cube. You need to pour water into one of 4 cupped hands or feet. Some heroes might get turned into an animal for 24 hours!

(pg 106) 13. Amphitheater: This is the home to the King of Feathers, a special t. rex! Here's his stats:

King of Feathers: AC 13 HP 200 Spd 50 +10/+10 each 10 ft., 20 bludgeoning/33 piercing dmg. If tgt is medium or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.

Stats:

(pg 106) 14. Tomb of the Nine Gods: This is what chapter 5 and the rest of the book will be about!

(pg 106) 15. Ruined Bazaar: There's 6 traps in here. Catapults that use a kobold inventor (see pg 226) power. I would go with the green slime pots, as that seems fun. Fire makes no sense because they'd burn their own home down.

(pg 107) 16. Papazotl's Shrine: This one might frustrate some groups. First they have to answer a riddle, then they find that they simply can't remove the box. They'll need to find a secret room, solve a puzzle to get a clue that will help them remove the box.

(pg 108) 17. Waterfall: A character will have a vision of Acererak and during each long rest, they dream it again, with Acererak getting closer each time.

(pg 108) 18. Nangnang's Shrine: It is guarded by grungs. Once inside, there all of these (illusory) treasures. You must offer a treasure to Nangnang to get the puzzle box.

(pg 109) 19. Obo'Laka's Shrine: Guarded by 4 zorbos. This one is a bit complicated. The group has to deal with some teleporting pools. If they grab the puzzle cube they might turn to stone! This turn to stone check must be made every round. The heroes have to figure out how to shut this down (put torches in sconces) and then figure out how to transport the torches without putting out the flames.

(pg 110) 20. Royal Palace: This place has a secret entrance to the yuan-ti lair.