Page 160 - Tomb of Annihilation
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within 1 foot of the candle or removes it from the 470. AIR CELL
sconce. The lava rains down and magically drains away You immediately begin to choke as you are teleported to I
through the holes in the floor. Each creature in the cell
a failed save, or half as much damage on a successful I
when the lava begins to fall must make a DC 20 Dex-
a room with no light, no sound, and no air.
terity saving throw, taking 22 (4dl0) fire damage on
one. Any creature that enters the cell for the first time
on a turn or starts its turn there must repeat the saving The cell's antimagic field douses magical lights, and
throw. Because of the cell's antimagic field, magic items nonmagical flames are snuffed out because of the lack of
and spells that provide resistance to fire offer no pro- oxygen in the room. Creatures that can see in the dark
tection here. can see the following:
Extinguishing the Candle. If the candle is extin-
guished inside the cell, the antimagic field is dispelled Sculptural reliefs on the walls of this dark cell show
and all creatures in the cell are teleported to one of the
other cells, as follows: tornadoes uprooting trees and tearing cities apart. An
aarakocra skeleton embedded in one wall holds an iron
• If the candle's flame is doused with water or some sconce bearing an unlit red candle.
other liquid, creatures in the cell are teleported to the
water cell (area 47B).
• If the candle's flame is blown out or smothered by a Any creature that requires air to breathe immediately
lack of oxygen (including being ground out against the begins to suffocate unless it took the precaution of hold-
wall or floor), creatures are teleported to the air cell ing its breath before teleporting here (see "The Environ-
(area 47C). ment" in chapter 8 of the Player's Handbook).
Any character who cannot see can use an action to
47B. WATER CELL
blindly search the cell by touch, then make a DC 13
Wisdom (Perception) check. If the check succeeds, the
You appear in a cell that smells moldy. Its damp walls are character discerns one key feature of the room: either
the wall carvings, the aarakocra skeleton, or the candle.
covered with living snails and oysters, and feature sculp-
Aarakocra Bones. The aarakocra skeleton embedded
tural reliefs of tidal waves destroying coastal cities and
in the wall has hollow bones containing stale yet breath-
ships. A merfolk skeleton embedded In one wall clutches able air- each one essentially a tube sealed with wax. A
an iron sconce fitted with a burning red candle. Suddenly, character with a dagger or similar tool can use an action
lukewarm water begins to pour into the cell through rows to pry a bone out of the wall, pierce the wax seal, and
inhale the air within. The first time a bone is removed
of tiny holes in the ten-foot-high ceiling.
from a wall, the cell's antimagic field is dispelled. Any
character who inhales the air is teleported (along with
The candle is a distraction and offers no way out of the his or her possessions) to area 48.
cell. As long as it remains in this cell, the candle burns Unlit Candle. The candle can't be lit without air,
indefinitely until extinguished. If taken from the area, it but let characters waste time trying. The candle is not
burns down normally. the means by which characters can escape the cell. If
Flood Trap. The water fills the cell at a rate of 1 foot somehow lit, the candle burns indefinitely as long as
per round, taking 10 rounds to fill the room. If the can- it remains in this cell. If taken from the area, it burns
dle is left Jn its sconce, the rising water extinguishes it down normally.
on the fourth round. Trying to stuff or block the holes
doesn't stop the water from pouring in. Because of the 47D. EARTH CELL
cell's antimagiclield, spells and magic items that enable
characters to breathe underwater don't function here. The walls of this stone cell are covered with reliefs show-
Any character who runs out of air begins to suffocate
(see "The Environment" in chapter 8 of the Player's ing desert sands swallowing the ruins of civilization.
Handbook). A bas-relief of a robed medusa dominates one wall. It
Snails and Oysters. There are dozens of snails and wears a stone necklace with an obsidian pendant and
oysters clinging to the walls. A character can use an clutches an iron sconce with a burning red candle in it.
action to remove an oyster or snail from a wall, crack it Sand begins to fall from tiny holes bored into the ten-
open, and eat it. The first time an oyster or snail is re-
foot-high ceiling, and you hear a rumbling noise under
moved from a wall, the cell's antimagic field is dispelled.
Eating an oyster teleports a character (along with his or the floor.
her possessions) to the air cell (area 47C), while eating a
snail teleports a character (along with his or her posses-
The candle can be extinguished and relit, but is of no
sions) to the earth cell (area 47D). use to characters trying to escape the room. As long as
When the last character leaves the cell, rows of tiny
it remains in this cell, the candle burns indefinitely. If
holes open in the floor, allowing the water to drain out at taken from the area, it burns down normally.
a rate of 1 foot per round.
CHAPTER 5 I TOMB OF T HE NINE GODS
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