Page 47 - Tomb of Annihilation
P. 47

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.
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