Page 171 - Tomb of Annihilation
P. 171
I When the characters reach this room, give the players a
Enormous Interlocking gears and cogs stretch as far as
copy of handout 24 in appendix E. It shows the control
you can see. Suddenly, a spherical construct with spindly
panel atop the iron lectern, as well as the wall engrav-
legs and small wings tumbles through the open doorway.
ings and rusty pipes. Inspection of the pipes reveals
traces of the same gray slime found in puddles through-
out this level.
Opening the wardrobe summons a clueless, disoriented
monodrone that lands prone at the characters' feet. It ADVICE FROM THE SPIRITS
then tries to right itself and reenter the wardrobe, but
Any characters inhabited by the spirits of Papazotl,
is rebuffed by the wardrobe's magic. The modron fights
Unkh, or Wongo receive advice when entering this area:
only in self-defense and disintegrates if destroyed.
• Shrewd Papazotl asserts that the blue controls are
NINE HELLS WARDROBE helpful and the red controls are baleful. (This is pure
The scene on this door depicts twisted, screaming guesswork on his part.)
humanoid faces wrapped in chains. When the door is • Fretful Unkh thinks she can figure out what the con-
opened, read: trols do by studying them. If her host allows her an
hour of study and contemplation, she concludes that
the controls are a mystery and should be left alone.
Waves of heat assail you as the door opens, revealing an
• Violent Wonizo urges hls host to smash the controls.
iron road leading to a basalt citadel surrounded by the
CONCEALED CRAWLWAY
charred remains of defeated armies. Prisoners scream
A bidden crawlway runs from the underside of the lec-
from iron gibbets that festoon the citadel walls. Sud.
tern to area 70, but it cannot be accessed from inside
denly, a single glowing ember flies out of the wardrobe
this chamber. Any character who enters the crawlway
and transforms into a winged, bony fiend with a smiling, from area 70 discovers a stone lever in the wall at the
skull-like visage. south end of the crawlway. Pulling the lever slides the
lectern aside to reveal an access point.
Opening the wardrobe summons a bone devil. When it CONTROL PANEL
dies, its body transforms into a pool of stinking ichor. The control panel is a Medium object with AC 15, a dam-
age threshold of 10, 15 hit points, and immunity to poi-
SHADOWFELL WARDROBE
son and psychic damage. Destroying the panel disables
The scene on this door depicts ghouls gnawing on
the controls and causes arcs of lightning to momentarily
bones. When the door is opened, read:
erupt from the iron lectern. Each creature in the room
must succeed on a DC 16 Dexterity saving throw or be
struck by lightning, taking 11 (2d10) lightning damage.
You gaze out across an ancient cemetery, its canted
The controls atop the iron lectern have no labels, so
tombstones shrouded in fog. Eerie, hungry shapes move
their purpose must be discovered with experimentation.
among the graves in the distance. Suddenly, bright glow-
Blue Dial. This dial can be turned to the left or right,
ing balls of light appear in the room behind you. and it snaps back to center if released. The blue dial
determines which wall crystal is lit. Currently, the
crystal under configuration 3 is illuminated. If the dial
Opening the wardrobe summons four will-o'-wisps,
is turned, the currently lit crystal goes out and the crys-
which are invisible until they attack. Nothing remains of
tal to the left or right (the direction the dial is turned)
them when they are destroyed.
lights up.
Blue Button. Pushing the blue button orients the cog
61. CONTROL ROOM
rooms (areas 58 through 60) to match whichever con-
figuration has its crystal lit. The entire level trembles as
the giant cogs rotate. Uthe blue button is pushed while
A four-foot-high, seven-foot-wide iron lectern in the mid-
the cog rooms are rotating or already in their proper
dle of this rusty, iron-plated room is topped by a slanted configuration, nothing happens.
control panel. Set into the control panel are a gold lever Gold Lever. The lever begins in the up position. If
with a star.shaped handle, two dials in red and blue, and pulled to the down position, the lever locks in place and
aboleth slime (see "Aboleth Slime," page 168) begins
two buttons of the same colors. Wall engravings behind
to pour into the room through the iron pipes above the
the control panel show five groups of circles, with a small
wall engraving. If the pipes are plugged with cloth be-
crystal embedded in the wall under each one. The crystal
fore the lever is pulled, the slime is prevented from flow-
under the configuration labeled "3" glows bright green. ing into the room, but the pipes can't be stuffed while
Three six-inch-diameter rusty iron pipes jut from the wall slime is pouring out of them.
above the engravings. The slime covers the floor to a depth of 1 inch per
round. If the crawlway to area 70 is exposed (see "Con-
cealed Crawlway" above), the slime does not accumulate
in the room and instead pours into the crawlspace.

