Page 153 - Tomb of Annihilation
P. 153
Window. The window in the south waU is stone mag-
ically rendered transparent from this side only. A suc-
REVOLVING ROOM (AREA 38) cessful dispel magic (DC 17) cast on the stone causes
Side View it to lose its transparency. If the tomb guardian is pre-
vented from seeing into areas 38B and 38C, it won't pull
the lever.
38A Iron Lever. The lever protrudes from a vertical slot
cut into the northwest wall. It rests in the up position.
Pulling the lever down activates the trap in area 38C.
38B. ACCESS TuNNEL
This hallway is 10 feet high and 5 feet wide. If the char-
acters enter the hall through the crawlways from areas
30 or 37, read:
38C
The walls of this narrow tunnel slope inward as they ap-
proach the ten-foot-high ceiling. Patches of mold cling to
~ the walls and floor in the eastern half of the hall. Cut into
the floor at the west end of the corridor Is a three-foot-
wide, four-foot-long rectangular hole with bright light
'\Gap between revolving
l squal'(' a 5 feet spilling out ofit.
room and outer shell
Any character standing next to the hole can peer down
DIAGRAM 5. 2: RevOLVING ROOM TRAP into a cylindrical room (area 38C), the curved 6.oor of
which is 15 feet below the hole.
The wall north of the hole acts as a one-way window,
'TREASURE but it appears no different from the rest of the tunnel
from this side. Creatures in area 38A can see into this
The statue clutches a 1-inch-diameter pearly white crys-
tunnel, but creatures in the tunnel can't see into area
tal eyeball in its left band and a similarly sized scarlet
38A. Spells such as detect magic and true seeing do not
crystal eyeball in its right hand.
reveal the window from this side.
Crystal Eyes. The nonmagical crystal eyes are two
of the ten keys needed to open the vault of the beholder 38C. REVOLVING DRUM
(area 44).
The characters can enter this room through the rectan-
gular hole in the ceiling (area 38B) or through a stone
38. REVOLVING ROOM TRAP
door in the south wall.
Three separate areas comprise this section of the tomb:
a control room (area 38A), an access corridor (area
38B), and a revolving death trap (area 38C). Diagram This room is shaped like a drum or cylinder lying on its
5.2 shows a side view of these areas. side, with its south end tapering toward a small stone
door. Carvings of demons decorate the stonework, with
38A. CONTROL ROOM
flickering flames in all their eyes.
This room is dark and dusty. A hulking figure wearing a
The 6.ickering Ba mes were created by continua/ flame
bucket helm stands to the west, with one hand on an iron
spells, which fill the room with bright light.
lever set into the wall. The south wall is sloped and has When the lever in area 38A is pulled, three hidden
a large rectangular window five feet wide by seven feet locks seal the south door, a wall of stone spell blocks
high. The window looks into a hallway, through a rectan- the rectangular hole in the ceiling (cutting off escape to
gular hole in the hallway floor, and farther down into a area 38B), and the room begins revolving. When that
happens, all creatures present should roll initiative.
well-lit room shaped like a cylinder tipped on its side.
Any creature that is not firmly attached to a wall, By-
ing, or under the effect of a gaseous form spell or similar
The helmed figure is a tomb guardian: a flesh golem magic is knocked about the revolving room. The crea-
clad in plate armor (AC 17). Its task is to pull the lever ture must make a DC 15 Dexterity saving throw at the
when it sees adventurers enter area 38C. The tomb start of each of its turns, taking 11 (2d10) bludgeoning
guardian fights only in self-defense and has orders from damage on a failed save, or half as much damage on a
successful one.
Withers to not leave the control room. If it goes berserk,
it ignores these orders.
CHAPTI!lt 5 I TOM& OF TIU. SINE GODS
152

