Page 179 - Tomb of Annihilation
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The armillary sphere depicts Tori I. its moon, the sun, ARMILLARY SPHERE CONJUNCTION
and other planetary bodies in Realmspace. Any charac- dlOO Conjunction Effect
ter who has viewed large-scale maps of FaerOn will rec-
ognize certain geographical features on the globe. 01-05 The armillary sphere and any creatures inside
it disappear. The DM ultimately decides where
ACTIVATING THE SPHERE they end up, if anywhere. Possibilities include
The first time any creature moves within 5 feet of the Mechanus, the Vast Swamp on Oerth, Mount
central globe, read: Nevermind on Krynn, a desert on Athas, Victo-
rian London on Earth, or the sun.
The apparatus suddenly swings around, its rings rotating 06- 15 The creature sitting in the armillary chair is
touched by an unknown entity and suffers a rad-
out of the way as the surface of the globe peels back to
ical personality change. Work with the player to
reveal a dark, hollow interior. Inside this cavity is a pad-
determine an appropriate change.
ded bronze chair with levers built into its armrests.
16-30 A cloudkill spell is cast within the globe.
31-50 The sun-shaped orb splits open, spilling 5,000 gp
When a creature sits on the armillary chair, the globe onto the floor.
closes again. Any attempt to prevent that closing over- 51-65 The creature sitting in the armillary chair gains
loads the mechanism; until the blockage is removed, any a charm of heroism (see "Supernatural Gifts" in
creature within 5 feet of the armillary sphere that isn't chapter 7 of the Dungeon Master's Guide).
seated on the chair takes 18 (4d8) lightning damage. 66- 80 Every creature within 20 feet of the armillary
When the creature seated on the chair stands up, the
globe's hatch opens, closing again only when another sphere regains SO hit points. Creatures inside the
creature sits on the chair or when there are no creatures globe do not gain this benefit.
within 5 feet of the armillary sphere. 81- 90 A gem of brightness appears on the lap of the
While the globe is sealed, the character sitting in the creature seated in the armillary chair.
chair can see through the globe as if it were made of 91- 99 The Intelligence score of the creature seated in
transparent glass. Pulling the levers at the eod of each the armillary chair permanently increases by
armrest causes the armillary sphere's rings to spin the ld4 + l , up to a maximum of22.
representations of the sun, the moon, and other plane- 00 The creature seated in the armillary chair is
tary bodies in one direction or the other. granted the ability to cast the wish spell once.
MONSTER IN THE M OON
SECRET CRAWLWAY
A nycaloth is crammed inside the bronze orb repre- A secret door in the south wall conceals a crawlway that
senting Toril's moon, SelOne. The first time a creature leads south and passes underneath the control room.
inside the armillary sphere reorients its rings and outer See area 61 for details.
orbs, the nycaloth bursts out of the moon, shattering it.
The nycaloth then tries to kill all other creatures in the
room, pursuing fleeing enemies. It ignores creatures in- LEVEL 6: CRADLE OF THE
side the globe but attacks any creature that exits it. DEATH Gon
When this nycaloth rolls a natural 20 on an attack roll
made with its greataxe, it cuts off the target's head (or Map 5.6 shows this level of the dungeon. Here, the
one of the target's heads, if it has more than one). If the dreaded Soulmonger nurses the atropal to godhood. A
target can't survive without the lost head, it dies. A tar- coven of hags called the Sewn Sisters guards the nurs-
get that is immune to slashing damage is immune to this ery, which remains sealed until five skeleton keys are
effect. The target is also spared decapitation if it doesn't used to unlock it. If the characters failed to obtain all
have or need a head, has legendary actions, or if its head five skeleton keys from the upper levels, they won't get
is too big to be cut off with the great axe, though it still far on this level. If you want to keep the adventure mov-
takes the damage from the weapon's critical hit. ing forward rather than have the characters backtrack,
place the remaining skeleton keys in area 71 or some-
C RITICAL CONJUNCTION where else nearby.
If the rings are spun so that all the celestial bodies are
lined up, roll on the Armillary Sphere Conjunction table 71. LAIR OF THE S EWN SIST ERS
to determine what happens. Once a conjunction effect
occurs, the armillary sphere breaks down, causing the
levers to lock in place and the hatch to lock shut. Green smoke billows out from a bronze cauldron in the
The locked hatch is a Large object with AC 11, 25 hit middle of this twenty-foot-high vaulted hall. Barely visible
points, and immunity to poison and psychic damage. through the haze are three rocking chairs, several work
As long as the outer rings and orbs aren't in motion, benches heaped with haberdashery, a spinning wheel,
the hatch can be forced open with a successful DC 20
Strength (Athletics) check, or opened with a success- and a rusty iron cage containing a prisoner. Galleries
ful DC 20 Dexterity check made by character using stand ten feet above the floor to either side of the room.
thieves' tools.
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