Page 161 - Tomb of Annihilation
P. 161
LEVEL4:
CHAMBERS
OF HORROR.
MAP 5.4: CMAM8£RS OF HORROR
Any character who searches the cell and succeeds on The pit is within the cell's antimagic field, so spells
a DC 10 Wisdom (Perception) check notices a seam run- and magical effects that might otherwise allow a charac-
ning down the middle of the floor from north to south. ter to survive the rollers or ascend the pit won't work.
The seam suggests the existence of a pit trap. Secret Door. Any character who searches the medusa
Trap. The falling sand fills the room at a rate of 6 bas-relief and succeeds on a DC 11 Wisdom (Percep-
inches per round, turning the Boor into difficult terrain tion) check notices seams around the carving, suggest-
after 1 round. Any character who can reach the ceiling ing the presence of a secret door. A successful check
can use an action to stuff a number of holes with cloth also reveals that the medusa's obsidian pendant is a
or wax, slowing the sand by 1 inch per round. 1f the button. The button won't depress unless the pit is open.
sand reaches a depth of 12 inches, the floor splits open A character can try to unlock the button using thieves'
along its seam. When the pit opens, half of the floor tools, doing so with a successful DC 17 Dexterity check.
swings down to the west and the other half drops to the Pressing the unlocked pendant causes the secret door's
east, and the sand stops falling. A 6-inch-wide ledge sur- lock to release with a dull clunk, after which the door
rounds the pit on all sides. Any creature standing on the can be swung open to reveal area 48 beyond. The secret
floor when it opens must make a DC 15 Dexterity check; door has springs that cause it to close automatically
those standing along the walls have advantage on the unless it is held or wedged open. The door locks when it
check. On a successful save, a creature finds purchase closes and can be opened only from within the cell.
on the ledge. A creature that fails the save falls.
The 10-foot-deep pit contains two giant stone rollers 48. SHAGAMBI'S TOMB
with interlocking stone teeth. Anything larger than a
Each character who teleports into this tomb from area
grain of sand gets chewed up between these rollers,
47C appears atop a randomly determined teleportation
taking 132 (24d10) force damage. Any creature reduced
rune (see "Teleportation Runes" below). Characters can
to 0 hit points by this damage is ground to a pulp. A
also enter the tomb through the secret door at area 47D.
creature that passes through the rollers with at least 1
hit point remaining lands on an iron grate 5 feet below
the grinders. A stone button is set into one of the walls This tomb Is filled with terracotta warriors, kneeling in
above the grate and is visible only to creatures under the
neat ranks around a polished wooden coffin. Between the
rollers. When pressed, the button causes the rollers to
warriors, four aisles scattered with broken pottery lead
stop turning and retract into the walls, allowing crea-
up to the coffin, whose painted lid shows a leopard with
tures that survived the horrid trap to climb out with a
successful DC 15 Strength (Athletics) check. serpents sprouting from its shoulders.
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