Page 170 - Tomb of Annihilation
P. 170

the controls in area 61. Their ceilings are disconnected   The adamantine portcullis is impervious to damage and
             from the walls, allowing the chambers to turn without   spells, and its bars are spaced 4 inches apart. A Tiny or
             reorienting the ceilings or the shaft in area 58.   gaseous creature can slip between the bars easily.
                                                                 To raise the portcullis, monsters from all five ward-
              58.  Co o OF RoT                                 robes must be summoned and slain in this room. Only
                                                               one wardrobe can be opened at a time, and until that
                                                               wardrobe's monsters are defeated, all other wardrobes
               A pungent stench fills this pentagonal room, the walls   in the room are sealed and unopenable. When all of a
               of which are covered with riveted sheets of iron. A wild   wardrobe's monsters die, the wardrobe disappears and
                                                               one of the red crystals above the portcullis lights up.
               garden full of sickly plants and rotting compost takes up
                                                               When all five crystals are lit, the portcullis rises and
               most of the interior, and a narrow path hugs the walls
                                                                remains up for 24 hours. Once this duration ends, the
               between two exits. Jutting from the middle of the garden   portcullis lowers back into place, the crystals go dark,
               is a six-foot-tall rusty sprinkler. In  the ceiling above the   and the wardrobes reappear with their doors closed.
               sprinkler, a ten-foot-wide shaft leads straight up.   Each wardrobe contains a one-way gate to another
                                                                plane, which deactivates if the wardrobe is removed
                                                                from this chamber or destroyed. Any creature attempt-
              Whenever this room is rotated by the controls in area   ing to pass through a wardrobe's gate from this side is
              61, the sprinkler draws water from the underground   forced back and cannot enter.
              lake (area 65) to spray the plants in the room. Magic   Each wardrobe weighs 250 pounds, stands 61-2 feet
              keeps the plants alive despite the lack of sunlight.   tall, and radiates an aura of conjuration magic to a
               If the cogs are turned so that one of the doorways   detect magic spell or similar effect. A wardrobe is a Me-
              lines up with area 63 to the north, gas from that area   dium object with AC 11, 30 hit points, and immunity to
              billows into the garden and transforms random piles of   poison and psychic damage.
              compost into three shambling mounds, which rise up
              and attack any other creatures in the room. After 1 hour,   ACHERON W ARDROBE
              the shambling mounds revert to dead compost.      The scene on this door depicts an army of ores clash-
               The shaft in the ceiling ascends 15 feet to area 45. To   ing with an army of hobgoblins. When the door is
              scale the smooth walls of the shaft, a character needs a   opened, read:
              climbing gear or magic.

              59.  COG  OF ACID                                  Dust and smoke billow from the wardrobe, and the air
                                                                 arou11d you sounds out with the roar of battle. Beyond
                                                                 the doors, armies fight under a blood-red sky that has an
               An  acidic stench fills this pentagonal chamber, which has   iron cube floating in it like a huge, distant moon. Clouds
               two exits. The walls are covered with riveted sheets of   of ash suddenly Ay out of the wardrobe, transforming
               iron, and the pockmarked stone floor has a large puddle
                                                                 into screaming ores before your eyes.
               of gray slime in the middle of it. Friezes along each wall
                just beneath the ceiling depict five  black dragons.
                                                                Opening the wardrobe summons an ore war chief and
                                                                seven ores. Their bodies, armor, and weapons remain in
              Gouts of acid are meant to rain down from the mouths   this chamber when they die.
              of the dragon friezes whenever this room is rotated by
              the controls in area 61, but the acid compartments in   G EH ENNA WARDROBE
              the ceiling are currently empty. Consequently, nothing   This door depicts a grinning night hag with a swaddled
              happens when the room turns. Any character who can   human infant in her arms. When it is opened, read:
              get close enough to the ceiling to examine the friezes
              notices tiny holes in the dragons' mouths.
                                                                 The door opens above the caldera of an active volcano.
              60. Coo OF  BLOOD                                   Shards of black rock float above the molten magma.
                                                                  Perched atop one shard are two man-sized creatures with
                                                                  insectoid features and four arms apiece.
                Five teak wardrobes stand against the ironclad walls of
                this chamber, each with a door bearing a carved image or
                                                                Opening the wardrobe reveals two mezzoloths, which
                scene. Puddles of gray slime cover parts of the floor. The   teleport into the room and attack. When a mezzoloth
                room has two exits, including an adamantine portcullis   dies, its body transforms into wisps of oily smoke,
                blocking a passage to the north. Set into a metal plate   though its trident remains.
                above the portcullis is a row of five red crystals shaped
                                                                MECHANUS WARDROBE
                like drops of blood.                            This door is carved to depict the face of an ornate clock.
                                                                When the door is opened, read:



                                                                               CHAPTER 5  I TOMB OF TllE NINE GODS
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