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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

