Page 189 - Tomb of Annihilation
P. 189

When the wall of fire appears, all creatures present   The library contains the collected wisdom of a hundred
           should roll initiative. Each round on initiative count 15,   sages, along with a few spell  books and scrolls (see
           the wall moves 10 feet northward, stopping only when it   "Treasure" below).
           reaches S feet from the north wall. The wall lasts until   The corpses hanging along the north wall are the
           there are no creatures in the hallway, or until it is dis-  remains of  three archmagi who tried to meddle in
           pelled with a successful dispel magic (DC 14).    Acererak's affairs. A successful DC 12 Wisdom (Medi-
                                                             cine) check confirms that all three died within the past
           GOLDEN TRAIL AND SECRET DOOR
                                                             month and that destructive spells were the cause of
           The trail of  gold-colored tiles leads to the archway in
                                                             their demise.
           the west wall that contains a secret door. Any character
                                                               The old man sleeping in the chair is an arcanaloth
           wearing the eye-shaped pendant found in area 2 can
                                                             under the effect of its alter self  spell. The fiend has one
           find the secret door without needing to make a check
                                                             of the library's spellbooks lying open on its lap and pre-
           and can open the secret door without setting off the trap
                                                             tends to be asleep. If  approached, the man appears to
           (see below). Behind the secret door is a dusty, web-fiJled
                                                             wake and asks, "Why do you disturb me?" The creature
           hallway filled with sweet dulcimer music. The music
                                                             won't reveal its true name, instead referring to itself as
           gets louder as one approaches area 80.
                                                             "Mr. Fox." The arcanaJoth is bound  to the library by Ace-
             Glyph of  Warding. Opening the secret door triggers
                                                             rerak's magic and can't leave, nor can it allow any of  the
           a glyph of  warding spell, whkh targets all creatures in a
                                                             library's books or scrolls to be removed.
           20-foot-radius sphere centered on the door. The sphere
                                                              If  any character speaks the arcanaloth's true name
           spreads around corners. Each creature in the area must
                                                             ("Ygga Raxyg"; see area 71) within earshot of the fiend,
           make a DC 24 Dexterity saving throw, taking 22 (Sd8)
                                                             it is stunned for 1 minute. Once the stunned effect wears
           thunder damage on a failed save, or half  as much dam-
                                                             off, repeating the arcanaloth's name has no effect on
           age on a successful one. The triggering glyph is at the
                                                             it for the next 24 hours. If  killed, the arcanaloth melts
           bottom right corner of the door and can be found with a
                                                             into a pool of ichor, leaving behind its robes and horn-
           successful DC 24 Intelligence (Investigation) check.
                                                             rimmed spectacles (see "Treasure" below).
           PURPLE TRAIL
                                                             ALCOVE
           A trail of purple-colored tiles leads to the hall's north-
                                                             The alcove in the southwest corner of the room is empty.
           ernmost arch. If  a character walks along the trail with-
                                                             If  the magic at the end of  the purple trail is stiJI active
           out stepping off it, then touches the wall within the arch-
                                                             (see area 79), the back wall of  the alcove has the consis-
           way, the wall takes on the consistency of thick mud for
                                                             tency of thick mud. Any creature that passes through
           1 hour. While this effect lasts, any creature that passes
                                                             the wall, or any object pushed through the wall, emerges
           through the wall, or any object pushed through the wall,
                                                             from the northernmost archway in area 79.
           emerges from the back wall of the alcove in area 80.
                                                            TREASURE
           R ED TRAIL
                                                            The arcanaloth's horn-rimmed spectacles aren't magi-
           The short rrail of  red-colored tiles ends in front of  the
                                                             cal, but they are worth 250 gp. The spectacles are also
           hallway's southernmost arch. A creature that walks
                                                             a gate key that opens a portal in the planar city of  Sigil.
           along the red trail without ever stepping off of it, then
                                                            The portal is a two-way door to the plane of Arcadia. A
           touches the wall within the archway, is pulled into the
                                                             legend Jore spell cast on the spectacles reveals this in-
          wall and unceremoniously dumped into area 57.
                                                             formation and raises their potential value to 2,500 gp if
                                                             they are sold to a wizard or sage.
           80. R ED  LIBRARY
                                                              The object on the table is a music box made of  dark
          The characters might arrive here by way of the tunnel to   wood with gold filigree. A detect magic spell or similar
           the east, or through the alcove in the southwest corner if   effect reveals an aura of  conjuration magic around it.
           they activate the purple-trail archway in area 79.   Each of its five sides is sculpted with the image of a
                                                            horned woman playing a different musical instrument: a
                                                            dulcimer, a flute, a harp, a lyre, and a viol. While touch-
            Soft dulcimer music fills this room, the walls of which
                                                            ing the box, a creature can use an action to make it play
            are painted the color of  dried  blood. Bookcases draped
                                                            music featuring one of the instruments shown, which
            in cobwebs and dust line the walls and stand four deep   can be heard up to 60 feet away. The character can
            in the middle of  the room. Hundreds of leather·bound   also use an action to stop the music. The music box is
                                                            worth 750 gp.
            tomes weigh down their sagging shelves. At one end of
                                                              The library contains two hundred historical texts (50
            the room, a small study contains a padded leather chair,
                                                            gp each), sixty tomes of arcane lore (100 gp each), three
            a footstool, and a small table- as well as three corpses
                                                            dusty spell scrolls (create undead, fabricate, and resur-
            dangling upside down from shackles and chains bolted   rection), and six spellbooks. The first three spellbooks
            to the ceiling near the north wall. A  lantern-shaped de·   contain ld6 spells each of 1st through 3rd level. The
                                                            fourth and fifth spellbooks contain ld4 spelJs each of
            vice resting atop the table appears to be the source of
                                                            4th through 6th level. The sixth spellbook has a title (X
            the music. An old man lies asleep in the chair, his horn-
                                                            the Mystic's Arcane Grimoire) burned into its spine and
            rimmed spectacles slipping down to the end of his nose.
                                                            contains ld3 spel  Is each of 7th through 9th level.
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