Page 175 - Tomb of Annihilation
P. 175

65. UNDERGROUND LAKE                              formation as if  the characters had cast a commune spell.
                                                             (Since they're not actually casting the spell, this effect is
                                                             not subject to the restrictions on spellcasting within the
             A dark underground lake opens up before you, its ceiling   Tomb of the Nine Gods.) After sharing this information,
                                                             the aboleth grows bored and withdraws to a dark  corner
             festooned with chains and gears-some of  which appear
                                                             of the lake to dream of evil things.
             to have dwarves dangling from them. A gigantic motion-
             less stone cog rises from the water, with two matching   66. DOOR OF DEVOURING
             cogs connected to it. Rusty metal conduits stretch from
                                                             If  the characters approach this area by way of  the spiral
             the cavern walls to the cogs. The water of the lake is   staircase (area 26), read the following when they reach
             slimy, with pinpricks of  phosphorescent light twinkling in   the bottom of the stairs:
             the murk.
                                                            I                                             l
           The cavern ceiling is 20 feet above the foul surface of   At the bottom of  the staircase, a dark corridor leads
                                                               south, while a stone door with iron hinges and a brass
           the lake, which is 20 feet deep. Any creature that drinks   knob stands to the east.
           the water is poisoned until it regurgitates the liquid,
           which happens automatically in  ld4 minutes. The lights
           at the bottom of the lake are phosphorescent crabs   If  the characters approach this area from the lake, read:
           that feed on the muck. Each crab sheds dim light in a
           5-foot radius but stops glowing 10 minutes after being
           removed from the water.                            A worked stone column stretches from the bottom of  the
             The three stone cogs of areas 58 to 60 are half-sub-  lake to the cavern roof  and is attached to the nearby wall
           merged in the water and rise 10 feet above its surface.   by a stone conduit. On one side of  the column, steps of
           Their uneven upper surfaces are difficult terrain, and   moss-covered stone climb from a stone dock to a landing
           their smooth  outer  walls can't be scaled without climb-  whose stone door shows no handles or hinges. Ropes
           ing gear or magic.
                                                              lash a pair of  rowboats to a dock post, and a rusty iron
             The Mechanus chain (area 69) drives the machinery in
           this cavern, feeding power to the Soulmonger and to the   cage wallows in the slime, held afloat by chain and winch.
           many traps and other mechanisms within the dungeon.   Phosphorescent crabs gather at the bottom of  the lake
           At any given time, ld4 + 1 tomb dwarves in leather har-  below the cage.
           nesses dangle from the ceiling while performing routine
           maintenance on the gears and giant cogs. Each tomb
           dwarf has the statistics of a wight, except that it wields   The stone door separating the mooring area from the
           a battleaxe and a light crossbow. The tomb dwarves   spiral staircase (area 26) radiates auras of  abjuration,
           ignore intruders unless they are attacked, in which case   conjuration, and illusion to a detect  masic spell or simi-
           they defend themselves with their crossbows.      lar effect. The door can be opened easily from the west
                                                             side simply by pulling on the brass knob. The door is
           LURKER IN THE LAKE                                much harder to open from the east side.
           An aboleth named G'lyh'rul {guh-LEE-rool) lives in the
           lake. When Acererak enslaved it, the aboleth lost its   H UNGRY DOOR
           mind and developed a split personality. Its dominant   The mossy staircase that climbs up out of the lake and
           aspect awaits the coming of the death god, which it be-  the landing at its top are strewn with bits of crab shell. If
           lieves heralds the fall of divinity. Until that day, the abo-  any character touches or inspects the door, read:
           leth humbly obeys Withers (whom the creature refers
           to by his original name of  Gorra) and attacks anyone   A monstrous mouth forms on the door's surface, calling
           seeking to prevent the atropal's ascension. The aboleth's
           other personality is that of  a humanoid child-harmless,   out with a deep drawl: "I'm so hungry I could eat you
           gleeful, and  insanely curious. In this state of mind. the   alive, but I  'II settle for somethin' else. Somethln' livin'.
           aboleth poses no threat to anyone and flees if  attacked.   Somethin' light!"
           Roll any die to determine which personality is dominant
           at any given time. On an even result, the aboleth's child-
           like personaHty is dominant.                      The mouth is similar to that created by a masic mouth
            If  the characters explore the lake using the rowboats   spell, but more powerful. A successful dispel magic (DC
           in area 66, the aboleth ignores them regardless of its   19) cast on the door suppresses its magic for 10 min-
           current demeanor, unless they draw undue attention to   utes, preventing the mouth from forming. However, the
           themselves. In the event of  combat, the aboleth is not   door cannot be opened without the mouth except from
           the master of  the lake and has no lair actions as a result.   the west side, not even with a knock  spell.
            Ancient beyond reckoning, G'lyh'rul has accumulated   The mouth isn't programmed to say anything else,
           tens of  thousands of  years of knowledge. If  the charac-  but its words (and the crab shells underfoot) provide the
           ters establish telepathic communication with the abo-  characters with a clue regarding how to open the door. If
           leth and it is inclined to speak to them, it can provide in-  the mouth is offered a live phosphorescent crab, it opens
                                                             wide, chomps down to consume the crab, then spits out

           Cil.\PTl::R 6  I  roMB OF THE  Nl~E  OODS
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