Winds of Pandemonium

Two balconies face each other over a vast pit. Between the balconies hover five wooden platforms, each one a disk ten feet across. A single torch burns above each balcony. On the east balcony stands a rough-hewn, fifteen-foot-tall statue of a hulking fiend with furled wings and clenched fists. Set into the wall on the west balcony is a rusty lever in the up position.
  Climbing the walls requires a successful DC 15 Strength (Athletics) check. A crawlway is set into the northwest corner, at the same height as the balconies and floating platforms. Another crawlway extends off the east balcony. At the back of the west balcony, a staircase descends 10 feet to a landing and a secret door.   Advice from the Spirits
Any characters inhabited by the spirits of I’jin or Kubazan receive advice when entering this area:    
Fickle I’jin urges her host to pull the lever. What harm could it do?   Fearless Kubazan insists that his host jump to the platforms, even if others are better equipped to do so.
    Floating Platforms
The circular wooden platforms are 10 feet in diameter and hover between 6 and 12 feet apart, as shown on map 5.3. They float at the same level as the balconies, 15 feet below the ceiling and 60 feet above the pit floor. A detect magic spell or similar magic reveals auras of abjuration and transmutation around each platform. Each disk is wide enough that characters can move 10 feet before jumping (see “Movement” in chapter 8 of the Player’s Handbook). The platforms bob slightly when anything lands on them, as though they were floating on water. Any creature that falls from a platform to the pit floor takes 21 (6d6) bludgeoning damage. Casting dispel magic on a platform causes it to fall.   Wailing Winds
If the lever on the west balcony is pulled, the fiendish statue unclenches its fists to reveal a marble-sized object in the palm of each hand (see “Treasure” below). Simultaneously, howling winds rise up and fill the room. Returning the lever to its original up position causes the winds to abate and the statue’s fists to close.   Have all party members roll initiative whenever the winds begin to howl. While the winds are howling, any creature not standing on a floating platform that starts its turn in the room must make a DC 20 Wisdom saving throw, taking 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one. In addition, the winds cause creatures in the room to suffer disadvantage on all Strength-based skill checks, including checks made to jump to and from the floating platforms and checks made to climb the walls.   Statue
Any character who succeeds on a DC 15 Intelligence (Arcana) check realizes that the statue depicts a nycaloth. A detect magic spell or similar effect reveals auras of transmutation magic radiating from the statue’s clenched fists.   The statue weighs 15,000 pounds and is impervious to damage and spells. Casting a knock spell on the statue causes one of its fists to unclench for 1 round, during which time the object in that hand can be safely removed.   Treasure
The statue clutches a 1-inch-diameter pearly white crystal eyeball in its left hand and a similarly sized scarlet crystal eyeball in its right hand.   Crystal Eyes. The nonmagical crystal eyes are two of the ten keys needed to open the vault of the beholder (area 44).

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