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TREASURE water, air. and earth. Unless the characters destroyed
Each pedestal is a hollow stone cylinder with 6-inch- him, Withers (see area 28) senses when the secret door
thick walls. Characters with appropriate tools can to area 47A is opened and uses the scrying pool in a:rea
smash through the stone to get at the coins within 25 to observe the adventurers as they contend with
each pedestal. the cells.
The north pedestal holds 5 sp and 100 cp. The east An antimagic field fills each cell, rendering magic
pedestal hides 1 gp, 120 sp, and 200 cp. The south ped- items useless, suppressing ongoing magical effects, and
estal conceals 2 pp, 90 gp, 350 sp, and 500 cp. The west preventing all spellcasting. See the spell's description in
pedestal holds 10 pp, 630 gp, 7,200 sp. 5,000 cp, and the Player's Handbook for full information.
the skeletal remains of an Omuan engineer.
47A. FI RE CELL
46. LIZARD DEN
Waves of heat blast out of this cramped cell. The walls
A six-foot-tall green devil face is carved into the far end are scribed with relief carvings showing volcanoes set-
of this hallway, its mouth agape. Painted murals on the ting cities ablaze. Rows of tiny holes are bored into the
walls show faceless humanoid figures doubled over in floor and the ten-foot-high ceiling. A human skeleton
embedded in the opposite wall holds an iron sconce with
pain, clutching at their heads and ears.
a burning red candle in it.
Despite the ominous murals and the devil face carving,
this hall is devoid of traps. Any character who searches The skeleton is all that remains of a dead Omuan
the devil face finds a lizard hiding in the carving's shal- engineer. As long as the candle remains in this cell,
low mouth cavity. The recipient of an awaken spell cast it bums indefinitely. Iftaken from the area, it burns
by a Chultan druid, the lizard has an Inrelligence score down normally.
of 10 and speaks Druidic. The Company of the Yellow Secret Door. If Withers is watching, he tries to trap
Banner captured it in Omu and brought it to the tomb as many characters as he can in the cell by whispering a
thinking it might be useful for setting off traps. The Jiz. command word that causes the secret door in the south
ard escaped and wound up here. It doesn't know what wall to slide shut and lock. No keyhole or visible opening
became of its captors and helps the characters any way mechanism can be found on the secret door. The secret
it can if they promise to return it to Omu. door remains sealed until the characters escape from
the cells or die trying. A wedge, spike, or similar object
47. ELEMENTAL CELLS can be used to prevent the door from closing.
Lava Trap. Molten lava begins pouring from the tiny
To reach Shagambi's tomb (area 48), the adventurers
must pass through four cells thematically linked to fire, holes in the ceiling as soon as any character comes
CH \PTF.R 5 I TOMB OF THE N'INl: GOOS

