Page 89 - Tomb of Annihilation
P. 89

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
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