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
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