Page 57 - Tomb of Annihilation
P. 57
5. TEMPLE OF HELM takes excellent care of the animals, to the extent that's
Fort dwellers pray to Helm for protection against the possible in this climate, while complaining constantly
dangers of the land. Shilau M'wenye (LN male Chultan about the impossibility of taking proper care of horses
human priest) is in charge of the temple and accepts do- in this climate.
nations. His father was a Chultan priest, and his mother
7. JOUSTING FIELD
was a Shou mercenary posted in Chult. He always tries
to see the best in other people without judging them. The main reason horses are kept at the fort is for joust-
ing. Tournaments are held once a month, and lesser
6.STABLES bouts occur when enough people have time off or when
Horses aren't native to Chult, and the climate (and its two Flaming Fist members have an issue to settle be-
many pests) are hard on the animals. Still, a few Tethyr- tween them.
ian members of the Flaming Fist brought their horses Tethyrian soldiers stationed at Fort Beluarian brought
to Fort Beluarian with them, and they're now a part their chivalric panoply and pageantry with them, but
of the culture of the fort. The horses seldom leave the they've combined it with a jungle aesthetic to create
immediate vicinity of the fort; they're a!J but useless in something unique. The usual symbols involving falcons,
the jungle. dragons, suns, and so forth give way in Chult to leop-
The stable has stalls for a dozen horses. Only seven ard-skin tabards, dinosaur-themed heraldry, helmets
are stabled there now (two riding horses and five unar- shaped like snarling panthers or swooping pteranodons,
mored warhorses). and armor bedecked with tyrannosaurus teeth and par-
The stablemaster is Thaeven the Bald (N male Tethyr- rot feathers.
ian human commoner with Animal Handling +4). He Wealthy merchants from Port Nyanzaru sometimes
make the journey to attend the jousting tournaments.
ACENTS OF THE FLAM INC FIST They camp around the fort in colorful pavilions and
place outrageous bets on the outcomes of matches.
If the adventurers spend a day in Fort Beluarian, Liara
Portyr becomes aware of them and dispatches a guard to
8. FLAMING FIST PROVISIONER
bring them to the great hall (area lOC). Adventurers who
refuse the summons are banished from the fort. Those The fort provisioner, or sutler, is a store that serves
who agree to meet with Liara are asked to serve the Flam- the soldiers of the Flaming Fist exclusively. It doesn't
ing Fist. For each service they perform, the characters re- have much variety and the prices aren't great, but some
ceive a reward. Characters who decline to serve the Flam- elements of the garrison appreciate its "no civilians
ing Fist are welcome to continue about their business, but allowed" policy. It sells basic necessities during the day
anything they wish to buy in Fort Beluarian costs five times
and serves food and drink in the evenin2. The store is
the normal price from that point on.
run by a sharp-tongued old man namedjaro (NG male
Ghoul Hunters. Portyr asks the characters to help rid the
Chultan human commoner).
jungle of ghouls. If the characters are up to the task, Portyr
gives the party a free charter of exploration. For every sev-
9. FLAMING FIST BARRACKS
ered ghoul head the characters bring her, she'll pay them
The barracks are the sleeping, eating, and general get-
20 gp. (She has enough money to cover the reward for up
to eleven severed ghoul heads.) ting-out-of-the-rain space for the fort's enlisted garrison.
Shilku Reconnaissance. Portyr asks the characters to set On particularly stifling nights, many soldiers abandon
sail for Shilku Bay, conduct a one-week reconnaissance of the barracks and sling hammocks in the guard towers.
the destroyed village of Shilku, and return to Fort Beluarian The breeze atop the walls provides some cooling and
to report what they've seen. If the characters accept the relief from insects.
mission, Portyr pays for their food and passage and gives
the party a free charter of exploration. If they complete the 10. INNER BAILEY
mission, the characters are given free meals and guest
This bastion is a fort within a fort. The bailey is 20 feet
rooms (see area 10)) whenever they visit Fort Beluarian,
tall at the peak of the roof, and the attached palisade is
and each character receives one potion or scroll chosen
16 feet high, so the whole structure can be seen from
from the ones available in the stores (see area lOG).
outside Fort Beluarian. The gates are always open
Strangers in a Strange Land. Flaming Fist scouts have
unless the fort is under attack or patrols have reported
spotted giant footprints south of Fort Beluarian. If the
characters find out who or what is making the tracks, and unusual amounts of undead in the neighborhood. In the
discover where they're coming from and what threat (if event that the outer wall is breached and the main enclo-
any) they pose to Fort Beluarian, Portyr will reward them sure overrun, the garrison would retreat to this redoubt
with five magic arrows (see area lOG). If the characters for its final defense.
accept the mission, Portyr gives the party a free charter
of exploration. To complete the mission, the characters 10A. COURTYARD
must locate at least one group of frost giants as well as The bailey's central courtyard is open to the sky. It can
their longship (see "Hvalspyd," page 64). To complicate
be sealed off with heavy gates and stoutly defended by
matters, Portyr doesn't believe any report that claims
even a handful of soldiers. A boardwalk is installed
frost giants have landed in Chult and won't pay up un-
around the courtyard, so people don't need to walk in
less the characters back up their claims with compelling
the mud when rain pours down.
evidence (such as a frost giant's severed head or a gi-
ant-sized weapon). A wooden statue of an armored man stands in the
middle of the courtyard. The statue portrays Grand
CHAPTER 2 I THE LANI.> OF CH ULT

