Page 149 - Tomb of Annihilation
P. 149

32. ROTATING CRAWLWAYS                           TREASURE
                                                             Sephirius wore no armor but carried a +J yklwa (see
           Any character searching for traps or secret doors in this
                                                             "Buying a Special Item" in chapter 1 for more infor-
            tunnel notices a narrow seam in the stonework with
                                                             mation on this weapon), a dungeoneer's pack, a pouch
           a successful DC 15 Wisdom (Perception) check. This
                                                             containing 8 gp, an ivory back scratcher shaped like a
           seam marks one end of a 25-foot-long section of crawl-
                                                             dinosaur claw (25 gp), a holy symbol of  Bahamut (25 gp),
           way (marked uTunnel A" on map 5.3) that rotates. If  the
                                                             and a red crystal eyeball measuring 1 inch in diameter.
           check succeeds by 5 or more, the character can deduce
                                                               Crystal  Eye. The nonmagical crystal eye is one of
           that the seam represents a point where two sections of
                                                             the ten keys needed to open the vault of  the beholder
           tunnel can detach from one another.
                                                             (area 44).
             When 50 pounds or more of weight is applied to the
           floor at the midpoint of  tunnel A, a mechanism causes
                                                             33.  CHAMBER OF OPPOSITION
           the tunnel to quickly rotate 90 degrees clockwise and
           sink 5 feet as it turns. Both ends of the tunnel are
           immediately cut off, trapping creatures inside. At the
                                                               This chamber contains a stone font filled with a steaming
           same time, a second crawlway perpendicular to the first
           (marked "Tunnel B" on map 5.3) rotates 90 degrees   green liquid. Beyond it, a shadowy figure stands at an
           clockwise and sinks into place, positioned where tun-  open door on the far side of  the room. The figure's back
           nel A used to be. Characters who are flying, in gaseous   is toward you.
           form, or otherwise effectively weightless do not trigger
           the trap and can move through the tunnel safely.
                                                             The stone font ls attached to the floor and can't be
           ROTATING TuNNEL                                   tipped over. It is also impervious to damage and spells.
           Read the following text to players the first time their   It  appears to hold 40 pints (5 gallons) of hot soup, but
           characters are caught in a rotating tunnel:       the liquid is illusory. Tactile exploration reveals that the
                                                             liquid has no substance and the font is dry.
                                                               The dark figure is a magical, illusory duplicate of
             With a loud grinding noise, this section of crawlway be-
                                                             whichever character opened the door to the room. It
             gins to rotate, instantly cutting off the exits ahead and   copies the character's movements, allowing a shrewd
             behind. You can feel the passage sink about five feet as   player to use the duplicate to dispense with the liquid
             it turns. After a few seconds, it comes to a stop and the   in the font. The shadow duplicate has the statistics of
                                                             a commoner and is immune to poison damage. It per-
             grinding abates.
                                                             fectly matches the motions of the character who created
                                                             it, always keeping its back to its creator as though it was
           When tunnel B connects to the rest of  the crawlway, a   a projected image 15 feet ahead.
           new passage running north to south is formed. Tunnel B   If  the character who created the shadow duplicate
           is trapped similarly to tunnel A, except that both tunnels   moves backward, the duplicate moves toward the font
           ascend 5 feet as they rotate 90 degrees counterclock-  lf  the character then mimes drinking from the font, the
           wise when the trap triggers. The only way to return tun-  duplicate slurps up the "soup" at a rate of  5 pints per
           nel A to its original position is to trigger the trap from   round, draining the font in 8 rounds. Once the font is
           tunnel B, and vice versa.                         drained of illusory soup, a treasure appears in the font
             Characters trapped in a section of tunnel not con-  that wasn't there before (see "Treasure" below). Casting
           nected to the rest of the crawlway have no clear means   dispel magic on the font causes the illusory soup to van-
           of escape. The tunnel is airtight. A single creature   ish, but the treasure does not appear. The illusory soup
           consumes the available air supply in 24 hours, with   reappears 1 minute later.
           multiple creatures dividing that time up between them.   The shadow duplicate can't exert pressure on objects
           For example, four creatures trapped in the tunnel could   and glides through any obstacles it encounters. Casting
           survive 6 hours before they begin to suffocate.   dispel magic on the figure causes it to vanish. It doesn't
                                                             react to taking damage but disappears if it drops to 0
           SKELETAL REMAINS                                  hit points or is made to leave the chamber. Closing the
           Any character  who can see into tunnel B notices the   door to the room and reopening it creates a new dupli-
           body of an unlucky adventurer.                    cate of  whoever opened the door. There can be only one
                                                             shadow duplicate at a time.
                                                               The shadow duplicate has a terrible and deadly as-
          I                                                  pect. Any creature that looks upon its face sees a hor-
             As a new tunnel rotates into place, you see a skele-
             tal corpse lying on the floor of that tunnel, about ten
                                                             rific visage locked in a silent scream and must succeed
             feet away.
                                                             on a DC 15 Wisdom saving throw or drop to 0 hit points.
                                                             A creature that cannot be frightened automatically suc-
                                                             ceeds on the saving throw.
           The corpse belongs to Sephirius, dragonborn paladin
           of the Company of the Yellow Banner. Looting the body   TREASURE
           reveals several items of  interest (see "Treasure" below).   If  a shadow duplicate drinks all the illusory soup in the
                                                             font, a 1-inch-diameter eyebalJ  made of incandescent

           Cl! \YTHM  II   fOMB OF  111£ NINll GOUS
   q.8
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