Page 89 - Tomb of Annihilation
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50 percent chance to trip the trigger wire, which can goes over the edge and falls. On a successful save,
be spotted with a successful DC 13 Wisdom (Percep- the creature lands prone on the cart track. On a failed
tion) check. Each creature in the passage when the Jog save, the creature goes over the edge with the cart and
swings through must make a successful DC 13 Dexter- takes damage from the fall, as normal.
ity saving throw or take 10 (3d6) piercing damage and
be knocked prone. 11. URDS' Q,UARTERS
Once used as a secondary work and storage area for the
dwarven miners, this cave now serves as living quarters
A fire smolders in a pit in the middle of the chamber,
for eight urds (winged kobolds). The urds don'L mingle
with lizards, bats, and quippers slowly roasting on sticks with their wingless kin and attack intruders on sight,
propped around it. The fire illuminates the cave's kobold fleeing up the shaft if half or more of them are killed.
occupants. Ore Cart. The ore earl on the siding below this area
appears to be in working order, but the brake handle
will snap off the first time it's used.
During daytime, this room contains 2d6 kobolds; at
night, that number swells to 6d6 kobolds. Day or night, 12. BOTTOM OF THE SHAFT
half of the occupants are noncombatants. Unless some
loud disturbance has awakened them, the kobolds sleep
The floor at the bottom of the shaft is littered with
piled atop one another on mounds of reeds that are in-
fested with small lizards and other vermin. charred dwarven skeletons. A 60-foot-high waterfall
Shrine. The chamber to the east is a shrine to Kurtul- pours out of the north wall, forming a large pool about
mak. It contains two empty barrels, atop one of which is
10 feet deep. All you can hear is the sound of crash-
a 3-foot-taJI statue of the kobold deity assembled from
ing water.
bits of metal, glass, wood, and stone. Offerings of food
are piled around the base. None of the statue's compo-
nents are valuable, but it would be worth 10 gp to any A dozen charred dwarven skeletons litter the floor. Eight
curio collector in Port Nyanzaru. The statue weighs 15 of them are ancient and covered with calcium deposits,
pounds. Other than the statue of Kurtulmak, there is no bul four are fresher (they're from Hew Hackinstone's ill-
treasure. Everything the kobolds find of value is surren- fated expedition three years ago). The kobolds stripped
dered to Tinder. them of anything valuable.
An underground stream pours out of the north wall
9 .lNVENTORS'Q,UARTERS
35 feet above the cart track (60 feet above the floor) and
Old crates and barrels have been converted into sleeping
plunges through the trestle before splashing into a pool
hovels for the tribe's kobold inventors, two of which are
on the mine floor. It's only a thin curtain of water, but it
present (see appendix D). The other two are in area 6A.
makes a lot of noise and it raises enough mist to keep
the bottom of the shaft perpetually damp. The pool is
10. BIG SMASH home to 2d6 quippers. A fishing net is rolled up nearby.
A boulder is precariously balanced on a ledge above the PassiJSe to Hralchama. r. An elevated cart track enters
cart track at this point. A rope tied round the boulder a tunnel in the north wall and continues northward
passes through an iron ring on the central pillar and (more or Jess) for 40 miles to the firenewt-infested
through another near the kobolds' chambers. If the ko- smelter and forge ofHrakhamar. It's passable and the
bolds hear an ore cart rumbling down the tracks, four tracks are intact for the full length, but encounters with
of them race out and prepare to yank this rope, timing kobolds and other monsters are likely.
it so the boulder smashes down on the cart. They make
an attack roll (+4 to hit) against the cart's AC, which 13. AUDIENCE CHAMBER
depends on its speed. Rolling at top speed (no brakes),
the cart has AC 16. If occupants are using the brakes
This cave looks out over a much larger cave. Hanging
to control its speed, the cart has AC 8. If the cart's oc-
from pegs at the back of the overlook are four fero-
cupants engage or release the brake when they see the
cious-looking wooden masks and four capes made of
kobolds pulting the rope, to change the cart's speed, it
has AC 12. scaly dinosaur hide dyed bright red.
Tf the boulder hits, every creature in the cart takes 5
(ldlO) bludgeoning damage. Roll a d6 to determine what
happens to the cart and its occupants: When the kobolds have tribute for Tinder or need the
dragon's advice or approval, they send their fawning,
1- 2. The cart continues down the track unhindered.
groveling emissaries to this ledge overlooking the
3- 5. The cart derails into area 11. Each creature in the
dragon's lair. The kobolds don the ceremonial wooden
cart is thrown out, lands prone, and must succeed on
masks and capes before addressing their overlord.
a DC 12 Dexterity saving throw or take 5 (ldlO) blud-
If characters put on the masks and capes before
geoning damage.
peering into area 14, and they make themselves seem
6. The cart tumbles off the track and falls 125 feet to
kobold-sized, they have a chance to fool the dragon into
area 12. A creature in the cart can make a DC 12
believing they're kobolds, but it's easy to slip up. First,
Dexterity saving throw to leap out before the cart
the kobolds speak only Draconic to the dragon. Second,
CHAPTER 2 I THE LAND Of CHU LT

