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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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