Page 154 - Tomb of Annihilation
P. 154

REVOLVING  ROOM  EFFECTS                         and the chest below. By manipulating the statues, char-
                                                               acters can teleport the golem up to their level, or send
                d20    Effect
                                                               one of their own into the pit.
                1-6    The demon faces exhale jets of  a soporific gas
                       that dissipates quickly. Each creature in the room   ADVICE FROM THE  SPIRITS
                       that is not immune to the poisoned condition   Any characters inhabited by the spirits of Moa or Papa-
                       must succeed on a DC 15 Constitution saving   zotl receive advice when entering this area:
                       throw or fall  unconscious. An unconscious
                                                               •  Thoughtful Moa warns that adamantine or magic
                       creature can repeat the saving throw each time   weapons are needed to harm a clay golem.
                       it takes damage, ending the effect on itself on a   Bossy Papazotl insists that someone stand on the
                       success.                                  third plinth. ("It must be empty for a reason!")
                7-12   The demon faces exhale jets of  sparkling dust,
                                                                Goo STATUES
                       which blind any creature in the room that does
                                                               The two statues facing the pit represent Azuth  (god of
                       not succeed on a DC 15 Wisdom saving throw. A
                                                                wizardry) and Torm (god of courage and self-sacrifice).
                       creature's blindness lasts until it is cured with a
                                                                Either can be identified with a successful DC 12 Intel-
                       lesserrestoration spell or similar magic.
                                                                ligence (Religion) check. A detect magic spell or sim-
                13- 18   Stone spikes 6 inches long magically protrude
                                                                ilar effect reveals an aura of abjuration magic around
                       from the walls. Any creature that takes damage   each s tatue.
                       from the room at the start of  Its turn takes an   Any examination of the plinths reveals that each
                       additional 11  (2d10) piercing damage from the   statue is set on a rotating, spring-loaded gear. If  the
                       spikes. The spikes retract when the next room   statue of Azuth is rotated to the right, one creature in-
                       effect is triggered.                     side the pit teleports onto the third plinth, forcing aside
                19-20   The demon faces spew jets of  an incendiary gas   any other creature  standing there. If multiple creatures
                                                                are in the pit, randomly determine which creature is
                       that promptly ignites, filling the room with fire.
                                                                teleported. Rotating the statue of  Torm to the right tele-
                       Each creature in the room takes 45 (10d8) fire
                                                                ports anything on or above the third plinth into the pit.
                       damage.
                                                                Even if nothing is there, a popping is heard as air rushes
                                                                in to fill the empty  space. When a statue that has been
               While the room is revolving, an additional effect is
                                                                turned is released, it grinds back to its starting position.
              triggered at the end of initiative count 10. Roll a d20 and
                                                                 The clay golem has orders to attack any creature that
              consult the Revolving Room Effects table.
                                                                it sees and can reach. If  the golem is destroyed, Withers
               The room stops tumbling if  the lever in area 38A is
                                                                uses his manual of  golems in area 28 to create a new
              raised, or if the south door is opened or destroyed. The
                                                                one after 30 days.
              door's locks are hidden in the walls and can't be picked
              with thieves' tools, and it takes three separate knock   ST ONE C H EST
              spells to unlock them. The door can also be wrenched
                                                                The chest and its hinges are made of stone. The chest
              open with a successful DC 26 S trength (Athletics) check
                                                                weighs 250 pounds and is fitted with a silver locking
              or attacked. It  has AC 17; 50 hit points; and immunity
                                                                mechanism. Opening the lock requires the silver key
              to fire, piercing, poison, psychic, slashing, and thun-
                                                                that the golem wears around its neck. A mage hand  spell
              der damage.                                       or similar magic can lift the key from around the golem's
                                                                neck without causing the golem to attack. A character
              39.  GOLEM PIT
                                                                using thieves' tools can pick the lock with a successful
                                                                DC 20 Dexterity check. However, opening the chest by
                                                                any means other than the silver key releases a cloud
               A fifteen-foot-wide, fifteen-foot-deep pit dominates this
                                                                of  gas that fills a 15-foot cube centered above the chest
               chamber. At the bottom of  the pit, an eight-foot-tall clay   (filling the entire pit). The gas instantly corrodes and de-
                figure stands motionless beside a stone treasure chest. A   stroys all nonmagical metal that comes into contact with
                                                                it, including armor and weapons. Metal objects sealed in
                silver key hangs from a cord around the figure's neck.
                                                                containers are protected.
                 Two nine-foot-tall stone statues stand atop plinths on
                                                                  The chest is a Small object with AC 12. 10 hit points,
               either side ofthe pit. A third plinth against the south wall
                                                                and immunity to poison and psychic damage.
                stands empty. One of the statues depicts a hooded and
                                                                ThEASUltE
                bearded male figure with his left hand held high, index
                                                                The chest contains two !-inch-diameter glass eyeballs
                finger pointed up. The other portrays an armored  male
                                                                resting on a red cushion. One eyeball is pale green and
                knight with his gauntleted right hand extended, its palm
                                                                the other is pink.
                facing inward toward the knight.                  Crystal Eyes. The nonmagical crystal eyes are two
                                                                of the ten keys needed to open the vault of the beholder
                                                                (area 44).
              An invisible wall of force (as created by the wall of  force
              spell) covers the top of  the pit, shielding the clay golem
                                                                               CIIAPTl:R 5  TOMB OF THE NINE GODS
                                                                                                                   153
   149   150   151   152   153   154   155   156   157   158   159