Page 134 - Tomb of Annihilation
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from one or more spikes is poisoned for 24 hours, or
             until the condition is removed with a lesser restoration
             spell or similar  magic.
              Spotting the seam along the floor requires a success-
             ful DC 15 Wisdom (Perception) check. Characters can
             hammer spikes into the floor lo prevenl it from drop-
             ping, but at least ten spikes are needed because of  the
             Boor's size and weight.

             5. TRAPPED CORRIDOR


              A  moss-covered corridor extends beyond the second
              door. Tree roots hang from the sagging ceiling, and the
               air reeks of  rot and damp. Ahead, a bas-relief  carving
              of  a bearded devil's face adorns the wall at a T-shaped
              intersection. The devil's open mouth is a well of  utter
              darkness.



             SA.  POISON DARTS
             Each X on the map marks a 5-foot-square pressure plate
             triggered by 20 pounds or more. When a plate is trig-
             gered, four poisoned darts shoot out from spring-loaded
             tubes in the  walls. Each dart makes a ranged attack
             (+8 to hit) against a random target within 10 feet of  the
             pressure plate. Any creature hit by a dart takes 2 (ld4)
             piercing damage and must make a DC 15 Constitution
             saving throw, taking 14 (4d6) poison damage on a failed
                                                               50. FLOOR HATCH
             save, or half as much damage on a successful one.
               Moss obscures the tiny holes in the walls through
             which the darts are fired, but they can be spotted with   A  rusted iron grate is set into the corridor floor. Through   ]
             a successful DC 15 Wisdom (Perception) check. With a   l
                                                                 its bars, you see muddy water flowing slowly past.
             careful inspection of  the floor and a successful DC 15
             Wisdom (Perception) check, a character notes irregular-
             ities in the floor's tile patterns that reveal the pressure   The bars cannot be bent or broken, but they are spaced
             plates. Wedging an iron spike or similar object under a   widely enough that a Small creature can squeeze
             plate prevents that plate from being triggered. Stuffing   through them. The grate can also be lifted by one or
             the wall holes adjacent to a pressure plate with cloth or   more creatures with a combined Strength score of  24
             wax prevents the darts from being fired.          or more. Any creature that passes through the hatch
                                                               drops into the sluggish underground river, which flows
             5B. DEVIL FACE
                                                               toward area 17.
             Magical darkness and a permanent silence spell fills the
             mouth of the devil face and a large cavity behind it. The   6.  CRYSTAL WINDOW
             face is sculpted from stone and melds seamlessly with
             the surrounding wall, and its mouth is wide enough for
             a Medium or smaller creature to crawl through. A  detect   Creepers and vines cling to the walls of  this corridor, at
             magic spell or similar effect reveals an aura of  illusion
                                                                 the end of  which is an arched crystal window, six feet
             magic over the face.
                                                                 wide and ten feet high. Through it, you can see a dark
               The cavity behind the devil's mouth is home to a
             shadow demon that can see normally in the magical   chamber.
             darkness. If  any creature reaches into the mouth, the
             demon makes an attack  against it with advantage, then
                                                               The crystal window peers into Obo'laka's tomb (area
             continues attacking if any creature enters its abode.
                                                               10). cannot be opened, and blocks all sound between
               A  successful  dispel magic (DC 16) cast on the demon's
                                                               area 6 and area 10. The window has AC 5, a damage
             lair dispels the magical darkness and the silence. If  the
                                                               threshold of 15, 10 hit points, and immunity to poison
             darkness is dispelled, the shadow demon emerges and
                                                               and psychic damage.
             attacks until reduced to half its hit points or fewer, at
                                                                 When any character approaches the crystal window
             which point it flees to a darker area of the tomb.
                                                               and peers through it, read the boxed text in area 10,
                                                               omitting the last sentence about the window.
                                                                              ClU.PTf.R 5  I TOMB Of THE  NINE CODS
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