Page 88 - Tomb of Annihilation
P. 88
1 square = 5 feet
8uBLEVEL1 SUBLBVEL2
6A. LEDGE ing damage from the claw. One round later, the second
This platform is lit by a torch in a wall sconce and mechanism releases a 5-foot-diameter stone sphere that
guarded by two kobold inventors (see appendix D). drops into the cave (marked Ton the map) and rolls
Rough-hewn steps descend to area 6B. into the wooden claw across the tunnel mouth, which
is demolished by the sphere's impact-but not before
6B. EGG NURSERY diverting the sphere onto the cart tracks. The sphere
careens down the tracks until it reaches area 11, where
it derails and smashes into the urds' living quarters.
Seven small reptilian humanoids guard this room, the
{The urds easily hear it coming and get out of the way.)
walls of which have niches carved into them. Each niche Everyone in the sphere's path must succeed on a DC 13
is lined with moss and holds a brown egg the size of a Dexterity saving throw or take 22 (4d10) bludgeoning
small orange. damage and be knocked prone. Instead of being hit by
the sphere, a character who fails the saving throw can
opt to leap off the tracks and fall to the bottom of the
Seven kobolds guard this room, which serves as the shaft; this succeeds automatically. The sphere can't be
kobolds' egg nursery. These kobolds protect their eggs slowed down by Strength checks because of the steep
with flinty resolve. The mossy niches in the walls con- incline of the tracks.
tain a total of thirty eggs.
7. UPPER LANDING
60. ROLLING STONE ThAP Two kobolds stand guard near some old crates. One
A tripwire stretches across the mouth of the tunnel keeps an eye on the cart track, while the other watches
where the lower passage joins the cart track. It can be the stairs to the south. If one kobold falls, the other flees
spotted with a successful DC 13 Wisdom (Perception) down the stairs to warn its kin in area 8.
check. If the tripwire is missed, each character who Ore Cart. The ore cart north of this area appears to
passes through the tunnel mouth has a 50 percent be in working condition. though its brakes have a 10
chance to trip it and trigger two mechanisms. The first percent chance to fail each time they're used.
mechanism is a spring-loaded wooden contraption
resembling a claw that swings out from the wall of the 8. MAIN LIVING QUARTERS
mine shaft up-slope from this tunnel to snap across the The north passage connecting this chamber to the
tunnel mouth. Whoever triggered the trap must succeed cart track is trapped with a swinging log studded with
on a DC 13 Dexterity throw or take 7 (2d6) bludgeon- spikes. A character moving through the passage has a
CHAPTER 2 I THE LAND OF CHULT
87

