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
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