Page 160 - Tomb of Annihilation
P. 160

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
                                                                                                                  !59
   155   156   157   158   159   160   161   162   163   164   165