Page 47 - Tomb of Annihilation
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between the blades must make a DC 13 Dexterity throw, pressed, the squares are pressed in the wrong order,_or
taking 18 (4d8) s lashing damage on a failed save, or half they're pressed by the wrong people, a glyph of warding
as much damage on a successful one. Once identified, on the door triggers a thunderwave spell. Finding the
the trap can be jammed by hammering spikes or metal glyph requires a thorough search of the door and a suc-
blades into the niches and succeeding on four separate cessful DC 13 Intelligence (Investigation) check. Every
DC 10 Strength checks (to hammer in the metal solidly creature on the ledge when the spell triggers must make
enough). Each successful check jams one scythe and a DC 13 Constitution saving throw. On a failed save. a
reduces the trap's damage by ld8. creature takes 9 (2d8) thunder damage, is pushed 10
feet away from the door, and falls into area 6C, setting
6C. PUZZLE FLOOR off the trap there. A creature that succeeds on the save
To reach this section of hall, characters must climb a takes half damage and is not pushed.
7-foot-high ledge (see "Ledges" above). The area north of
the ledge forms a 16-foot-high terrace, the floor of which 6E. 'TREASURY
is tiled in a four-by-four pattern of squares. There's
just enough room for a person to stand at the top of the
ledge without stepping on the tiles, but beyond that, the The Aoor of this dusty, 40-foot-high, 20-foot-wide cham-
pattern covers the floor from wall to wall, clear back to ber is littered with dinosaur bones. Webs stretch from
another 7-foot-high ledge that separates this section of the walls to a 30-foot-tall central pillar, coiled around
hall from area 60. The wooden door at area 60 has a
which is a narrow stone staircase, its steps covered with
similar four-by-four pattern carved into it. A character
dust. Carved into the pillar are reliefs of a man carrying
atop someone else's shoulders can see the entire pat-
tern, but a person of normal height can't see the bottom a crocodile. The reliefs follow the stairs to the top of the
row of the pattern on the door-and that's unfortunate, pillar, on which sits a large, beautiful, ceramic jug.
because one square of that bottom row on the door
glows faintly (roll a d4 to determine which square it is).
Even if someone can see that area of the door, the glow The staircase that spirals around the pillar is 2 feet
is so faint that a successful DC 13 Wisdom (Perception) wide, and each step is 1 foot higher than the one below
check is needed to notice it. it. Whenever a character who is carrying another char-
acter starts his or her turn on the staircase, both the
The pattern on the door corresponds to the pattern
rider and the carrier must make a DC 10 Dexterity (Ac-
on the floor, with the bottom door row matching to the
robatics) check. If both checks fail, the rider and carrier
floor row closest to the characters. If an individual ap-
fall. Otherwise, the team maintains its balance.
plies more than a few pounds of pressure to any square
Trapped Steps. There are thirty steps in total. Each
except the one corresponding to the lit-up square on
the door, magical flames blast out from the walls. Every of steps 3, 10, 17, and 23 has a glyph ofwarcJinB spell
placed on it, set to trigger when the step is walked on.
creature on the terrace when the flames appear must
Creatures emulating Man and Crocodile don't trigger
make a DC 13 Dexterity saving throw, taking 22 (4d10)
the glyphs. Each triggered glyph releases a 20-foot-ra-
fire damage on a failed save, or half as much damage
dius sphere of lightning centered on the step. Every
on a successful one. If the correct tile is stepped on or
creature in the area must make a DC 13 Dexterity sav-
depressed, no flames are triggered and a square in the
ing throw, taking 22 (Sd8) lightning damage on a failed
second row on the door lights up- again very faintly.
save, or half as much damage on a successful one. Crea-
As characters advance across the floor tiles, the ledge
tures emulating Man and Crocodile have disadvantage
blocks more and more of the pattern on the door, always on the saving throw. To spot a glyph, the dust on the
making it hard for characters to see which square is lit
unless they are riding on the shoulders of a companion. step must be cleared away, and a character searching
The tiled pattern on the floor can be crossed safely by the step must succeed on a DC 13 Intelligence (Investi-
gation) check.
stepping only on the squares that light up on the door, or
by a two-person rider/carrier team. Putting pressure on Treasure. The jug is an alchemy jug, placed here ages
any other square triggers the flames. This trigger and ago by Chultans who revered it as a gift from Ubtao. The
trap are magical. so they can't be disarmed or jammed only safe way to pick up the alchemy jug is to emulate
Man and Crocodile. Either member of a rider/carrier
mechanically. Casting dispel magic on the floor tiles dis-
ables the trap for 1 hour. team can pick up the jug safely and carry it out of the
room. If the jug is picked up by anyone else, loose bricks
6D. PUZZLE DOOR begin to fall from the ceiling. Every creature in area 6E
is struck by falling bricks and must make a DC 13 Dex-
To reach this door, characters must climb another
terity saving throw, taking 10 (3d6) bludgeoning damage
7-foot-high ledge, above which the ceiling is 9 feet high.
A wooden door at the back of the ledge has no apparent on a failed save, or half as much damage on a successful
handle or latch. To open it, the four lit-up squares must one. A creature that starts its turn in the room repeats
be touched, in order from bottom to top, by a rider/car- the saving throw. After 3 rounds, the bricks stop falling.
rier team emulating Man and Crocodile. The bottom A rider/carrier team trying to descend the stairs while
two squares must be touched by the carrier and the top carrying the alchemy jug makes Dexterity (Acrobatics)
two by the rider. If the squares are pressed correctly, checks with disadvantage unless the jug is placed in
the door swings open into area 6E. If wrong squares are a backpack, or slung in a sack or some other bands-
free carrier.

