Page 56 - Tomb of Annihilation
P. 56

to launch an expedition from Port Nyanzaru without   2.  ORR GATE
             a charter. The only risk is that if a Flaming Fist patrol   Despite its name, this secondary gate on the south wall
             runs into an expedition without a charter, it will attack   of the fort has nothing to do with ore. It's a sally port
             the expedition and confiscate its gear.           the fort's defenders can use to launch counterattacks
               Everything being shipped in or out of the fort goes   against enemies assailing the main gate. It stays solidly
             through Beluarian Landing, which is nothing more than   closed and barred most of the time.
             a stretch of beach with a few log buildings above the
             tide line. Ships anchor a half-mile offshore, and people   3. ARMORER/ WEAPONSMIT H
             and supplies are ferried back and forth on rowboats. Six   The iron mines of Chult provide everything the garrison
             Flaming Fist guards defend this station; their chief duty   needs to make weapons, armor, and metal tools and
             is rowing the boats back and forth. In case of danger,   implements. Korhie Donadrue (LG male Chondathan
             they can barricade themselves inside the stoutest log   human spy) is the chief armorer for the fort. Having
              building or row out to sea until whatever threatens them   spent years as an adventurer himself before becoming
             loses interest and wanders away.                  a smith, he enjoys having adventurers and explorers
               The trek from Beluarian Landing to the fort is   spend time in his work area, swapping tales and sharing
              14 miles along a well-marked trail. This trail is not   news of the world.
             patrolled.                                          Characters can buy most types of weapons, ammuni·
                                                               tion, and armor here, at prices 25 percent above those
              1. WEST GATE                                     listed in the Player's Handbook. Donadrue would charge
             The main entrance is closed by two massive wooden   them less, but the prices are set by the Flaming Fist.
              doors with bars that take eight people to slide aside. Be-
              cause the area is patrolled and the fort has excellent all-  4.BAZAAR
              round lines of sight, the gates stand open during the day,   A dozen traders live within the fort and manage its ba-
              except when heavy rain restricts visibility and allows   zaar. Soldiers from the fort are only a tiny part of their
              the possibility of a sneak attack. The western gatehouse   business. Most of their trade involves selling gear to
              walls are 20 feet high, and the parapets are patrolled   explorers and supplies to miners. The traders also buy
              day and night by six guards. The walls ringing the rest   and sell gems, hides, animal parts (feathers, teeth, and
              of the camp are 12 feet high, but they look higher from   so forth), and small animals. Their prices are 50 percent
              outside because of the fort's elevation.          higher than those in the Player's Handbook, due to the
                                                                remoteness of the station.


                                                                                  CHAPTER 2  I TI'Hl LAND  Of CHULT
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