Page 133 - Tomb of Annihilation
P. 133

incorrectly placed cube, dealing 18 (4d8) lightning dam-
                                                              age 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:

                                                             I
                                                               ~he  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
             NllN GNANG                         5HAGAM81     door closes must revisit the city to recover the cubes.

                                                              4B.  SECOND PUZZLE DOOR
                                                             When the characters move past the first door, read:

                                                             I                                            I
                                                               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.
             WoNGo            PAPAlOTL         Oeo'LAKA
                                                             When a character reaches the midpoint of the hall, read:
                0111GRllM 5.1:  S11MPLE PunLE Cuee CON F IGURATION
                                                               The skull's jaws creak open, and a skeletal hand holding
                                                               a crystal hourglass-style timer emerges from within. With
           4A. FIRST PUZZLE DOOR
                                                               a click, the timer rotates and sand starts to trickle into its
                                                               lower globe.
             A  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   Count down slowly from 10, and let the players tell you
                                                             what, if anything, their characters do in that time. If  the
             are nine cube·shaped cavities arranged in three rows
                                                             characters don't pull the lever by the time you've finished
             of  three.
                                                             your countdown, the lever and the sand timer retract as
                                                             the door sinks into the floor, revealing area 5 beyond.
           Give the players copies of the god symbols in handout   The sand timer can't be budged or damaged.
            11 of appendix E. The individual squares can be cut out   After remaining open for 1 hour, the door slowly rises
           to be arranged by the players as they wish, or they can   to seal off the passage once more. Characters can pre-
           simply make notes on paper.                       vent the door from rising by jamming iron spikes into
             To open the door, the characters must fill the cavities   the surrounding floor seams. The lever resets when the
           with all nine puzzle cubes retrieved from the shrines   door returns to its closed position. The door can't be
           of  Omu (see chapter 3), but in the proper configuration.   opened from the north side.
           The cubes representing the trickster gods must be   Pit Trap. Pulling the lever causes the Boor between
           placed so that each god is opposite its rival's cube on the   the two doors to split open along a central seam. Each
           grid, with Unkh (who is neutral and bas no rivals) in the   creature standing on the floor when the lever is pulled
           middle. For example, a puzzle cube inserted into a cor-  tumbles into a 20-foot-deep pit lined with poisoned
           ner of the grid must have its rival in the diagonally oppo-  spikes. With a successful DC 15 Dexterity saving throw,
           site corner. Diagram 5.1 shows one possible configura-  the character who pulled the lever can avoid falling by
           tion, though others will work as long as Unkh is situated   hanging onto it. The pit remains open until the lever is
           between I'jin (CN) and Obo'laka (LN), between Kubazan   reset to its original position.
           (CG) and Papazotl (LE), between Moa (LG) and  Wongo   Each creature falling into the pit takes 11 (2dl0) blud-
           (CE), and between Nangnang (NE) and Shagambi  (NG).   geoning damage and is impaled on ld4 spikes, each
             lf  a puzzle cube is placed incorrectly, any previously   of which deals 3 (ld6) piercing damage and 5 (ldlO)
           placed cubes pop out. Electricity then erupts from the   poison damage. Any creature that takes poison damage



           C:HAPTER 5  I TOMB  OF THE NlNE CODS
   132
   128   129   130   131   132   133   134   135   136   137   138