Page 157 - Tomb of Annihilation
P. 157

A detect  magic spell or similar effect reveals an aura of   eye that is inserted, the reflections of the characters in
           enchantment magic radiating from the third curtain.   the mirror become progressively unhealthier- losing
           Any creature that looks at this curtain must succeed on   weight, hair, and teeth as they come to resemble undead.
           a DC 14 Wisdom saving throw or be frightened of it. A   When all ten eyes are in place, they disappear and tile
           frightened creature tries to leave the room as quickly as   door grinds open and remains open henceforth.
           possible and cannot reenter. Once outside the room, a
           creature can repeat the saving throw at the end of each   44B. I NSIDE THE VAULT
           of its turns, ending the effect on itself on a success. A   When the door opens, read:
           creature that saves against this effect is unaffected by
           the curtain thereafter and can reenter the room.
                                                              The vault door grinds upward, revealing a domed, can·
           LORD OF THE FEAST                                   dlelit room fifty feet high. The polished marble floor is so
           When the final tapestry curtain is pulled aside, the   perfectly reflective that it creates the illusion of standing
           dreaded Lord of the Feast confronts the characters:
                                                              at the entrance to a sphere. Nine alcoves filled  with glit
                                                              tering treasure open up along the walls.  In the middle
            The rotting head of a giant boar is mounted to the wall   of  the chamber, a large spherical object hovers under a
             behind the final curtain. Fresh blood and gore spatters   black silk drape twenty feet above the floor.
             its tusks, dribbling down the wall beneath it.

                                                             The beholder, Belchorzh (pronounced BEL-korj), floats
           Any humanoid that can see the severed boar's head   at the top of the room. Acererak cast a wish spell to ren-
           must succeed on a DC 16 Wisdom saving throw or be   der Belchorzh invisible. A successful dispel magic (DC
           charmed by it. On its turn, a charmed creature does   19) cast on the beholder or contact with an antimagic
           nothing except approach the severed head and put its   field ends its invisibility. Belchorzh reacts to intruders as
           own head in the boar's mouth. Only one head can fit in   described in the "Beholder Tactics" section below.
           the mouth at a tin1e. If  the boar's mouth is already full,   The hall contains one hundred lit candles. While
           a charmed creature waits patiently until the mouth is   the candles remain inside tllis vault, they burn indef-
           clear. Any creature that ends its turn with its head in   initely. If  a candle is taken from tile room, it burns
           the boar's mouth takes 22 (4d10) slashing damage as   down normally.
           the boar's jaws clamp down. If  this damage reduces the   The floor beneath the dome is magically slick. Any
           creature to 0 hit points, it is decapitated. A charmed   creature that steps onto or starts its turn on tile floor
           creature can repeat the saving throw each time it takes   must succeed on a DC 10 Dexterity saving throw or fall
           damage, ending the effect on itself on a success. Once a   prone. When an untethered creature is shoved or other-
           creature successfully saves against tllis effect, it cannot   wise moved across the floor, it travels in one direction
           be affected by the boar's head for 24 hours.      and does not stop until it comes into contact with a wall
            Destroying the Lord of the Feast ends its charm effect   or other barrier.
           on all creatures. The boar's head is a Medium object   The alcoves contain treasure (see "Treasure" below).
           with AC 5 and 22 hit points.
                                                             ADVICE FROM THE SPIRITS
           TREASURE                                          Any characters inhabited by the spirits of Kubazan,
           Destroying the boar's head reveals three items lodged   Obo'laka, or Wongo receive the following advice:
           between its teeth: a bent pair of  gold spectacles (25 gp),
                                                             •  Impulsive Kubazan urges his host to attack whatever
           a leather eye patch set with a bloodstone (50 gp), and a
                                                              is hiding under the black drape, with no warning or
           platinum hair pin (75 gp).
                                                              negotiation.
                                                             •  Cautious Obo'laka thinks a beholder is hidden under
           44. VAULT OF T HE B EHOLDER
                                                              tile black drape and urges her host to flee at once.
           An invisible beholder lairs in this circular chamber. To   •  When he becomes aware of  the beholder, reck-
           enter, adventurers must pass through a locked door.   less Wongo suggests that his host attack another
                                                              party member, to trick the beholder into thinking it
           44A. EYES OF T HE  BEHOLDER                        has an ally.
                                                             BLACK DRAPE,  IRON SPHERE
            The corridor ends in a large door with a round mirror set
                                                            The black drape conceals a magical sphere of iron, 6
            into its surface. Ten circular indentations, each about an   feet in diameter and Boating 20 feet above the floor. A
            inch across, surround the mirror.               Nystul's magic  aura spell placed on tile sphere makes
                                                             it seem like an evil aberration to features or magic that
                                                            can sense such information.
          The door is sealed tight and can't be opened with abil-
                                                              The iron sphere is hollow and immobile, and it re-
           ity checks or magic. To open the door, ten crystal eyes
                                                            mains inert while the drape covers it. Belchorzh can use
          found elsewhere in the dungeon (see areas 31A, 32, 33,
                                                            its telekinetic eye ray to remove the drape at any time,
          35B, 37, and 39) must be inserted into the indentations.
                                                            revealing the sphere and causing it to emit a magical
          Each eye lights up as it clicks into place. With each
                                                            magnetic field. Each creature in the room wearing metal
          CHAPTER 5  I TOMB OF THE .SIN'E GODS
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