
Piedra Tonalli (The Soul Stone)
Complexity: Complex
Type: Magical
Severity: Dangerous
Trigger: Entering a 10-foot radius around the stone and touching or interacting with it
Effect: Upon activation, a brilliant radiant light bursts forth: – Initial Burst (Radiant Damage): Each creature within a 30-foot radius must make a DC 15 Constitution saving throw. – On a Failed Save: The creature takes 28 (8d6) radiant damage and suffers from blindness for 1 minute. – On a Successful Save: The creature takes half damage, or 14 (4d6) radiant damage, and is not blinded. – Blinded creatures can make an additional saving throw at the end of their turns to end the blindness. – Summoning of the Guardians: After the radiant burst, 2d6 spectral warriors (treated as Wraiths) rise from the walls to attack, favoring blind targets.
Damage Output: 28 (8d6) radiant damage on failed save, 14 (4d6) radiant damage on successful save; Wraiths attack with necrotic damage (Radiant (from the burst) and Necrotic (from the Wraiths’ attacks))
Detection DC: DC 12 Perception check to notice the unusual glow; DC 16 Investigation check for hieroglyphs
Disarm DC: Intelligence (History or Religion): DC 15 and Wisdom (Insight): DC 15
The chamber of Piedra Tonalli is a breathtaking yet foreboding sight. Embedded in the walls are ancient carvings, with depictions of celestial bodies intertwined with grim warriors and offerings. The stone itself stands imposing in the center, its black surface gleaming with a mystical light, and symbols spiral around its base like serpents. As adventurers approach, an ominous hush envelops the room, interrupted only by their footsteps echoing against the stone. The air grows thick with an unseen force, as if the room itself breathes with anticipation. When the stone is disturbed, a brilliant surge of radiant light floods the room, followed by an ethereal wail as spectral warriors materialize from the air, their translucent forms gliding through the walls, intent on defending their sacred post.
Gameplay Notes for the Piedra Tonalli Trap
Trap Activation:
The Piedra Tonalli trap activates under the following conditions:
- Proximity Trigger: The trap is set to activate when any creature enters the chamber and comes within 10 feet of the Piedra Tonalli stone.
- Touch Trigger: The trap specifically activates when a creature physically touches or interacts with the stone. This can include actions like examining it closely or trying to move it.
Detection and Disarm Notes:
Players can use the following checks to detect or understand the trap:
- Perception Check (DC 12): To notice the unusual shine of the stone or the charged energy in the ground.
- Investigation Check (DC 16): To understand the hieroglyphs on the stone and wall, which provide warnings about the trap.
- Wisdom Saving Throw (DC 15): Affects characters who look directly at the Piedra Tonalli (see Secondary Effects).
Disarming the Trap:
Once the trap activates, it cannot be disarmed directly. However, players can perform a ritual to appease the sun deity, requiring:
- Intelligence (History or Religion) Check (DC 15): To comprehend the carvings and their context.
- Wisdom (Insight) Check (DC 15): To deduce the correct sequence of actions for the ritual based on the hieroglyphs.
Suggested Tactics and Variations:
- Targeting Strategies: Wraiths will prioritize blinded characters first, adding a layer of urgency and danger. Use this to encourage characters to strategize and assist each other.
- Environmental Adjustments: The intensity of light emitted from the Piedra Tonalli can be modified to affect visibility (e.g., it can flicker, causing darkness/dim light for normal sight).
- Difficulty Levels: Adjust the number of wraiths summoned based on an encounter’s difficulty need: perhaps debut with one or two, adding more if the party handles them too easily.
Initiative and Round Actions:
- Trap Initiative Bonus: +2 to initiative rolls.
- Initiative Rolls: Roll initiative for the trap at the beginning of the encounter.
List of Actions Each Round:
-
Initial Burst (Round 1):
- Effect: All creatures in a 30-foot radius must make a Constitution saving throw.
- Failure: 28 (8d6) radiant damage and blinded for 1 minute.
- Success: 14 (4d6) radiant damage and not blinded.
-
Summoning Phase (Round 1):
- Wraiths Appear: 2d6 Wraiths arrive (roll this before the round begins) and attack in the same turn.
-
Wraith Actions (Rounds 1-4):
- Each Wraith attacks (use the following attack stats):
- Attack Bonus: +5 to hit
- Damage: 21 (6d6) necrotic damage on a hit (life drain effect)
- Wraiths will take their turns after the trap’s action in initiative order.
- Each Wraith attacks (use the following attack stats):
Evolving Environmental Effects:
- Cracking Walls: As rounds progress, dust and small debris may fall from the ceiling, providing a hint of impending danger. This can cause characters to make Dexterity saving throws (DC 12) to avoid landing difficult terrain.
- Shifting Shadows: If combat continues into a third round, the persistent light from the stone may cause the shadows in the chamber to become denser, imposing disadvantage on ranged attacks.
Round-by-Round Effects:
-
Phase 1 (Round 1):
- Initial radiant burst; all creatures within 30 feet make saving throws; wraiths summoned.
-
Phase 2 (Rounds 2-4):
- Wraiths attack, and characters engage. Every round begins with continued environmental effects (dust falling, shadows enhancing).
-
Phase 3 (Round 5+):
- If the trap remains active, energy pulses from the stone may intensify, requiring all creatures within range to roll a Constitution saving throw at the start of each round to avoid taking an additional 14 (4d6) radiant damage.
Tips for Smooth Management:
- Keep track of the initiative for the trap and the summoned wraiths separately to maintain flow in combat.
- Clearly communicate saving throw results, especially for blinded conditions and Wraith attacks, to build tension and urgency.
- Consider pausing after the initial activation to allow players to strategize and react to the environment and threats to encourage team dynamics.
- If the party is severely hindered by blindness or the curse, consider subtle hints through NPC actions that encourage them to focus on healing or using spells to counteract the trap’s effects.
Using these gameplay notes, a DM can ensure a dynamic and engaging encounter with the Piedra Tonalli trap, blending threat, strategy, and the mystical atmosphere of an ancient setting.