Page 61 - Tomb of Annihilation
P. 61

4. VALINDRA's LAIR                                warmed by the sun. The rest of  Hisari remains above
                                                             ground, engulfed by vines and creeping flowers. Every
                                                             brick and pillar is coated in moss, and a latticework of
             This cave is musty and dimly lit by daylight filtering down
                                                             roots and ash covers the city's cracked, golden domes.
             through the hollow, petrified tree trunk 20 feet above.
             A pool of  dirty rainwater occupies the central 20 feet of   HRAKHAMAR
             the floor, between natural pillars formed by the roots of   Nearby volcanic eruptions forced the dwarves to aban-
             the petrified tree. Three tall bookcases stand against the   don Hrakhamar (map 2.9). They always intended to
             wall to the right of  the cave entrance. A desk and several   reoccupy and reactivate the forge when it was deemed
                                                             safe, but that day never came.
             wooden crates stand against the left-hand wall. Opposite
                                                               Firenewts moved in and put the forge to work crafting
             the entrance are two open doorways into smaller cham·
                                                             armor and weapons for themselves. A small group of
             bers and, between them, a large iron cage.
                                                             albino dwarves lurks in the jungle nearby and keeps
                                                             watch on forge, but their numbers are too low to chal-
                                                             lenge the firenewts.
           Valindra's undead patrols sometimes capture luckless
           explorers and bring them here. Prisoners are kept in the   If  characters travel within 10 miles (l hex) of the
           iron cage while Valindra questions them, then disposed   forge, four albino dwarf  warriors (see appendix D) spot
           of in the swamp. The cage is not in use when characters   and approach them. Their spokesperson is blunt-talking
           arrive, unless you choose to place Artus Cimber and   Sithi Vinccutter. She lays out the problem ("firenewts
           Dragonbait here as prisoners.                     have taken over our ancestral forge") and proposes the
             As a lich, Valindra isn't bothered by how dank and   solution ("kill them"). As a reward, each character will
           uncomfortable the cave is. If  that subject comes up, she   be allowed to take twenty 1-pound ingots of refined ada-
           explains that as an elf, she has no need for a bed or for   mantine from the forge, and the dwarves will lead them
           hours and hours of  sleep; she simply meditates for a   to the location of a crashed "flying boat" from some far-
           while at her desk each day. The rest of her time is spent   off land (see "Wreck of  the Star Goddess," page 84).
           poring over her maps and histories, searching for likely   The dwarves offer to stand guard outside while the
           hiding spots for the Soulmonger.                  characters rid Hrakhamar of firenewts. If  the characters
             Treasure. The bookcases are filled with books,   seem underpowered or in need of a guide, Sithi offers
           scrolls, tablets, and maps, all about Ch  ult in one way or   to accompany them. She remembers the layout of the
           another. They cover history, geography, culture, and nat-  forge but doesn't know how many firenewts are inside,
           ural philosophy in great depth, but all of them predate   or where they might be hiding.
           the Spellplague. Valindra would literally kill to possess   When the forge was operated by the dwarves, it was
           Syndra Siivane's map, if she learns of its existence. Her   linked by trade roads to Shilku Bay and other points
           spellbooks aren't here-they're safe back in Thay-but   on the peninsula. Although those roads have endured
           the shelves do bold two spell scrolls of arcane gate.   a century of neglect, in the vicinity of  the forge they
                                                             were of dwarven construction, and not even a century
           5. UNDEAD  GUARDIANS                              of disrepair can erase a dwarven road. The roads are
           Stuffed in this closet are six Chultan zombies and two   buried under ash in the Valley of  Lost Honor, but where
           girallon zombies (see appendix D). They stand here   the mountains rise above the ash plain, the road can be
           inertly until attacked, or until Valindra calls them out to   spotted easily and followed to the forge entrance. A char-
           fillhl or act as servants.                        acter who makes a successful DC 13 Wisdom (Survival)
                                                             check while examining the road sees scorch marks in-
           6. TELEPORTATION CIRCLE                           dicative of firenewts or other Ha me creatures using it.
           Valindra's teleportation circle is etched onto the floor   When the characters reach Hrakhamar, read:
           of this chamber. Anyone with proficiency in the Arcana
           skill recognizes what the circle is and can write down
           or memorize its sigils so it can be used as a destination   The entrance is a 10-foot-tall arched doorway beneath a
           from another teleportation circle. Valindra isn't foolish   massive relief  carving of  a crossed hammer and tongs.
           enough to leave the sigils from her  Thayan circle scrib·   Two iron doors were fitted to the entrance, but one lies
           bled somewhere in this lair, so no one can follow her if   on the ground, completely rusted off its hinges, and the
           she chooses to escape.
                                                              other sags so badly it appears as if  it could collapse at
           HI  SARI                                           any moment. Several buildings once stood outside the
                                                              forge, but they've been reduced to their foundations.
           This ruined yuan-ti city stands in the jungle at the foot
           of the Crown, a fuming volcano that marks the western
           end of the Sky Lizard Mountains. A powerful ward   The entrance gradually narrows to just 5 feet wide by 10
           similar to that of an antipathy/sympathy  spell prevents   feet high. The tunnel proceeds this way, sloping down-
           yuan-ti from entering tbe city. Many of the serpent folk   ward very slightly but  with occasional staircases leading
           who once dwelled here bave since relocated to Omu.   down, for three-quarters of a mile before reaching the
            The earth swallowed balf of the city, which rests in   forge proper. Scorch marks cover the walls and floor.
           a sprawling underground cavern that has never been


   60      Cll l\i'Tl?R 2  I Trn: LAND OF CH  ULT
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