Page 179 - Tomb of Annihilation
P. 179

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.


           CHAPH:R 5  I TOMB 01ยท  Tiii; NINE GODS
   174   175   176   177   178   179   180   181   182   183   184