Locations in Omu

The Magic Academy of Omu

This grand building has decorative arcane runes engraved on it in maze patterns. The bottom floor is flooded and many rooms are empty, but there are two areas that might be of interest to explorers.

The Alchemy Lab

This room has a foot of water in it. There are shelves containing potions, a table with an elaborate alchemical set-up, and a pair of tall metal rods that shoot arcane lightning between them.

The Arcane Steps: There is a flight of stairs that leads to the upper level. Anyone traversing them soon finds that the stairs are magical and lead into a quasi-realm that looks like outer space. The stairs follow a maze-like pattern. The group must make a DC 13 group intelligence check to make it to the end. Failure means that they take a wrong turn and end up on a platform where two girallon statues become real and attack. Another check must be made to successfully navigate the stairs.

The Greenhouse

This was apparently once some sort of greenhouse. The ceiling is 30 feet high, and contains a partially-shattered glass dome. The floor has a foot of water covering it. The ancient plants in here are overgrown and collectively

look like a miniature, exotic jungle. There are 3 things of note in the greenhouse.

The Bell Tower of the Dinosaur Lord

This tall, thin building has a bell at the top that was clearly once used to ring out all across the city. At the bottom of this tower are engraved double

doors that bear the image of the bell radiating energy among humans and dinosaurs living in harmony.

The Tower: Inside the tower are stairs and a plaque written in the Omuan language. It says: "Here lies Ubtao's Prismatic Bell, a gift from the Father of the dinosaurs that blesses the people of Omu and allows humans and dinosaurs to communicate through divine energy."

The Maze Home

This estate was built with Ubtao's teachings in mind. It contains a maze of secret passages, emulating the maze of life that Ubto expects his followers to experience and solve.

The Maze Engravings. Each room of this two-story home has a 2 foot engraving of a maze on a wall. They're worn and rubbed in, as if people once ran their fingers through them often. Tracing a maze causes the wall section to slide open, revealing the interior labyrinth. There are three windowless rooms in the secret maze.

The Bath House

This ancient bath house was once a grand meeting place famous for its five magical bathing pools. Dinosaurs were even allowed to be cleaned here, under supervision. Now the bath house is carpeted with mold. Vines run up the walls and across the ceiling. Hazy sunlight streams through the windows, giving this place an ethereal quality.

The Pools. Time and much spilled blood has altered the effects of the magic pools. Entering one, drinking from it, or even touching it confers a special effect.

The Parrot House

The lower floor of this house is flooded with a foot of water and has many perches. The owner clearly had many birds as pets. Now, over 100 parrots

call this place their home. There is a mountain of seeds piled in a side room on which the parrots have been feeding for years.

The first floor is ruined, but the second floor is pristine. There are four opulent bedrooms, a privy, and even a rooftop garden. The parrots act as an effective warning system. If someone tries to sneak into the building, the parrots begin repeating their favorite phrases in unison, waking up anyone sleeping in the building.

The House of Vines

Just after the group decides to enter this large villa, a powerful storm hits the city of Omu. Rain comes down in sheets and the wind blows hard enough to make a loud howling sound.

The Dino-Dragon Inn

This was once an inn, with a tavern and a cellar both situated underground. The inn is dry, but the tavern and the cellar are completely submerged in water. There is at least one assassin vine down in the water, as well as many small, harmless turtles. The tavern has 10 iron, watertight crates full of food and beverages.

Pyramid Fruit Growing Operation

This house is mostly ruined, but is full of plants bearing a new type of fruit. Vines grow straight up for two feet. Three 1 foot-diameter yellow fruits in

the shape of a pyramid dangle from vines that are 2 feet tall.

Pyramid Fruits. If the hard, yellow, outer shell is pulled open, it reveals three smaller pyramid fruits inside, lying in a tropical juice. The interior fruits come in a number of colors. Each confers a different effect

when consumed:

Cog of Blood

This is an alternate version of the cog of blood (Room

60. Cog of Blood, ToApg 169) th t focuses a bit more on

interaction rather than combat.

The Wardrobes. In the version of this room in the

book, when a w rdrobe is opened ( only one c n be open

ta time), monsters appe r. Once those monsters are

sl in, the gem on thew rdrobe lights up. Once the gems

on e ch of the 5 w rdrobes are lit, the p01tcullis 1ises and

the group c nm ke their w y to room 67 (foA pg 175).

In this version of the Cog of Blood, aw rdrobe door

must be open for three consecutive rounds. Then the gem

lights up. The group doesn't necess rily have to kill

whatever appears.

ACHERON WARDROBE

Dust and smoke billow from the w rdrobe, and the air

round you goes cool and st le. Beyond the doors, you

c n see into a tunnel whose w lls seem to be m de up

of.iron we pons and equipment including swords,

shields and doors. A cloud of ash blows through the tunnel

into the room, and as it cle rs, you see a 1 rge serpentine

ere ture bring its he d and neck into the room.

The llBt Dragon. This is the he d of Coirosis, a rust

dragon who rules an entire cube of Acheron and dwells

inside it in a pl ce c lled the Mines of M rsellin. Legend

has it that all things destroyed by a sphere of annihilat on

ctually appe r in the cube, and tum to iron within an

hour of their arriv 1. She despises modrons, who sc venge

her tunnels.

She looks like a met Ilic dragon, but her skin is corroded-

looking and is splotched with orange, brown, and

blood-red highlights.

Dealing with Coirosis. Coirosis won't necess rily att

ck. She desires three things: Steel, iron and spells. Rust

dragons do not collect tre sure hoards, so she has no interest

in money or items. Don't forget that she c n assume

a hum noid form - that of a mst-colored dragonborn.

She c n, in theory, enter this room id she so desues.

She would also w nt the modrons in are 69 (f oA pg

1 77) brought to her, prefer bly alive. If the group does

so, she will rew rd them with an item th t just appe red

in the mines: A cape of the mountebank (DMG pg 157).

Not for res le. Permission gr nted to print or photocopy this document for person I use only.

COIROSIS STATISTICS

Statistics. Coirosis has the st tistics of an adult

brass dragon (MM pg 108) with the following

changes

Her alignment is L wful Neutral

Repl ce the bronze dragon bre th we pon with

this:

reatB Weapon (Recharge 5-6). The dragon

uses one of the following bre th we pons.

• Acid Breath. The dragon exhales a thick

stre m of acid in a 90-foot line that is 5

feet wide. E ch ere ture in that line must

m ke a DC 19 Dexterity s ving throw,

t king 66 (12dl 0) acid dam ge on a

failed s ve, or half as much dam ge on a

successful one.

• Corrosion Breath. The dragon exhales

oxidants and reddish-brown liquid that

inst ntly mst any m teri 1 it touches. repulsion

energy in a 30-foot cone. E ch

ere ture in that are must succeed on a

DC 19 Dexterity s ving throw. On a

failed s ve, All non-m gic 1 met 1 on the

ch r acter is disintegrated.

ust JJf.etal. Any non-m gic 1 we pon m de of

met 1 that hits the mst dragon corrodes. After de ling

dam ge, the we pon t kes a perm nent and cumul

tive -1 penalty to dam ge rolls. If its penalty

drops to -5, the we pon is destroyed. Non m gic 1

mmunition m de of met 1 that hits the rust monster

is destroyed after de ling dam ge.

GEHENNA WARDROBE

The door opens into a c vern cont ining a river

ofl va. Stepping fthrough the w rdrobe is a

robed pellc ster with long bl ck hair and purple

eyes.

This is M roosi . She is pretending to be a powerful

w dock, but in truth she is a green hag (MM

pg 177) using her illusory appe r nee power.

The ~. M roosi w s imprisoned in B ba

Y ga's hut for a long time ( see page 21 of the 2nd

edition adventure, The Dane ng Hut of Baba

Yaga). She esc ped and tried to tum De th itself

gainst B ba Y ga, but failed. She has been in hid-

TOM Of ANNIHILATION COMPANION 41

. .

mg ever smce.

M roosi will w nt to win the favor of the Sewn Sisters,

thinking they c n protect her from B ba Y ga.

M roosi will try to te m up with the heroes or follow

them invisibly. She will turn on them when she thinks the

Sewn Sisters are w tching.

MECHANUS WARDROBE

This rem ins simil r to what is in the book. This monodrone

has a mission - to find out what happened to the

corrupted modrons and either s ve them or destroy them.

This monodrone c n help the group figure out how

this level works, as it w s built using modron principles

nd logic. The monodrone refers to itself as "we" (the

concept of individuality terrifies modrons) and has difficulty

perceiving modrons that are more than one rank

hove it. It c n see duodrones, but others are fuzzy at

best.

It is possible that the group could bef1iend this modron

nd te ch it about individu lity. The modron might "go

rogue", which me ns that it begins thinking outside the

box. Other modrons hunt and kill rogue modrons.

NINE HELLS WARDROBE

W ves ofhe t ass il you as red light stre ms out from

thew rdrobe. Appe 1ing in the room is a devil judge

holding a gavel st nding before a podium. 1 devil we ring

fine garb and a shivering half-elf we ring t ttered

rags st nd in front of the podium.

fury Duty. The group is the jury for this tri 1. The

half-elf, a fem le named F thorn, cl ims to have been

tricked into signing an infernal contract. Her sister had

the de th curse, and F thorn signed over her soul to the

devils if they agreed to cure her sister.

The devil's advoc te, Drovili Pettiwhim, (an el'inyes

MM pg 73) points out that the st ndard practice for contracts

of this type is that the devils have 6 days to cure

the sister, but bee use the sister died of other me ns 3

days after the signing of the contrau, r u1u1111~ Mrnv1y

the victim of bad timing and her soul belongs to the Nine

Hells.

F thorn's sister died in a myste1ious fire, which

F thorn cl ims the devils st rted.

Solving the Case. B1ibe1y is done openly. The devils

dvoc te will offer the group m gic, gold, whatever they

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need in order to gain a guilty conviction.

The group could bribe the judge, but that would

require someone else to willingly signing their

soul to him.

Mistrial. The judge w ms the group th t finding

F thorn innocent without a valid re son will

c use a mistri 1, and F thorn will be brought beck

to the Nine Hells and will have to rem in in custody

for 9 ye rs until she c n be retlied.

Examining the Contract. The group ask to

look at the contract, which is a 9-foot-long piece

of parchment. Most of it is written in common, but

nyone m king a DC 12 Wisdom (Perception)

check will notice a very tiny pass ge at the bottom.

This pass ge is written in infernal, a 1 nguage

that F thorn c n't re d. If a character c n re d infernal,

they will see the following: "If the sister

dies of anything other than the de th curse,

F thorn is rele sed from the terms of the conti·act."

Victory. If the group s ves F thorn's soul, she

thanks the heroes and begs them to rescue the soul

of her sister, which is trapped in the Soulmonger.

The devils are impressed with the group's skill at

navig ting the infern 1 court system.

SHADOWFELL WARDROBE

You gaze out into an ancient cemetery and feel a

dark force w sh over you. A sense of despair and

m laise fills the ir.

The Shadowfell is steeped in despair, which seeps

into the room and attempts to infect the heroes.

E ch character has a vision of a shadowy m ss

hovering in a fie1y 1 ir drawing their souls from

their bodies. E ch char cter must m ke a DC 13

Chaiism s ving throw.

Failing the Save. Those who fail the s ve see

the thing devour their souls w tch as it slowly begins

to transform into some kind of evil god (this

is the atropal, ToApg 214). Chai·acters who fail

suffer from a supernatural fe r, gaining dis dvant

ge on att ck rolls ands ving throws when in are

s of dai·kness. They c n repe t the s ve after

e ch long rest to end the effect.