Page 148 - Tomb of Annihilation
P. 148
The jackal mask radiates an aura of divination to a South Hall. From south to north, the warriors and
detect magic spell or similar effect. If any character uses weapons in this hall are as follows:
teleportation or other magic to bypass the teeth and • Stork-headed males with handaxes (the figure on the
enter the tomb, the dwarf's moldering skeleton is discov- east wall has the crawlway to area 36 between its legs)
ered in area 35.
• Lizard-headed females with maces
• Panther-headed males with blowguns
30. IRON BARRIER
• Unarmed hawk-headed females (the east mural is illu-
sory; see area 31A)
• Goat-headed males with sickles
Ahead of you, the face of a snarling minotaur is etched
• Frog-headed females with tridents
into a sheet of iron that bisects the crawlway. Its eyes
North Hall. From south to north, the warriors and
have been cut out, letting you see through the sheet, be-
weapons in this hall are as follows:
yond which the tunnel continues onward.
• Frog-headed females with tridents
• Goat-headed males with sickles
The minotaur face is etched into both sides of a 1-inch- • Unarmed hawk-headed females (the east mural is illu-
tbick, sharp-edged iron sheet that blocks the crawlway. sory; see area 31A)
The holes that form the eyes are 2 inches wide. The • Panther-headed males with blowguns
characters can use spells such as gaseous form and • Lizard-headed females with maces
misty step to move past the iron sheet. • Stork-headed males with handaxes (the figure on the
Any character who examines the barrier discovers east wall has the crawlway to area 32 between its legs)
that it slides up into the ceiling. Coiled springs provide
resistance, and a successful DC 17 Strength (Athletics) 31A. HIDDEN ALCOVES
check is needed to lift the sheet. If the check succeeds, Two alcoves are hidden behind 5-foot-wide, 8-foot-tall
a hidden latch locks the sheet in place, allowing crea- illusions of damp stone walls bearing paintings of hawk-
tures to crawl underneath it. Unless it is wedged in headed female warriors. Touching the surface of either
place with an iron spike, a stout weapon, or a similar section of wall reveals that its stones and the images on
object, the barrier snaps down after 1 minute, sealing them are illusions.
the crawlway once more. Any creature underneath the Each alcove contains a plinth bearing a crystal eyeball
sheet when it snaps shut must succeed on a DC 15 Dex- 1 inch in diameter: a pale purple eyeball to the south
terity saving throw or take 44 (8d10) slashing damage. and a bright green eyeball to the north.
Any creature reduced to 0 hit points by this damage is Crystal Eyes. The nonmagical crystal eyes are two
chopped in two. of the ten keys needed to open the vault of the beholder
(area 44).
31. REFLECTED HALL
31B. CURTAIN OF WATER
A curtain of water separates two ha! I ways that a re ba-
Clear water forms a 1-foot-thick, 7-foot-high, 10-foot-
sically mirror images of one another. When characters wide curtain between the two hallways, radiating an
enter the first hall, read:
aura of conjuration magic to a detect magic spell or sim-
ilar effect. A successful dispel magic (DC 17) cast on the
Still puddles of water cover the Aoor of this fifteen- curtain causes it to vanish, leaving the archway open.
The curtain magically reappears after 1 hour.
foot-wide hallway. The walls are slick with moisture and
If any creature passes through the curtain of water
set with murals showing animal-headed humanoids in
carrying a trident, nothing happens. Any trident will do,
armor, most of which appear to brandish real weapons not just the ones in the hallways.
hanging on the walls. A three-foot-high crawlway in the If any creature passes through the curtain without a
east wall is flush with the floor. At the far end of the hall, trident, the water erupts as a fierce wave flowing north
and south. Any creature in either hall is slammed by the
a rippling, transparent curtain of water fills a stone arch-
water and must make a DC 15 Strength saving throw.
way. Beyond the curtain, you see another hallway that
On a failed saving throw, the creature takes 14 (4d6)
looks similar to the one in which you stand.
bludgeoning damage and is swept to the end of the hall
with such great force that it falls prone. A creature that
succeeds on the saving throw takes half damage and
The tarnished weapons hanging on the walls are in poor falls prone, but is not swept away. The weapons hooked
condition and are held in place with hooks to make it ap-
pear as though the painted warriors are holding them. on the walls remain where they are.
Water expelled by the curtain disappears before it can
Twelve painted figures line each hall, six on the west
flow beyond the confines of the hallways. The water also
wall and six on the east wall, directly across from one
does not enter either of the hidden alcoves (area 31A), so
another. Figures on facing walls are perfect reflections
creatures there are safe from the waves' effect.
of each other.
The water conjured by the curtain leaks out of the hall
through tiny cracks in the floor, leaving puddles behind.
CHAPTER 5 I TOMB OF THE NINI! GODS

