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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