Page 63 - Tomb of Annihilation
P. 63
3.ARMORY 6. TREASURY
The dwarves' enemies coveted the riches of Hrakhamar.
To defend their trove, the dwarves stockpiled weap-
Two suits of dwarven half plate armor stand on either
ons and armor in this chamber. The firenewts haven't
bothered most of it; they prefer their own weapons side of an adamantine-banded iron door. These suits of
over heavier dwarven designs, and the dwarves' armor armor were beautiful once, but now they're scarred by
doesn't fit them. weapons, scorched by fire, and smeared with filth. The
This chamber includes six each of battleaxes, great-
door has two locks, one above the other.
axes, mauls, morningstars, war picks, warhammers,
and heavy crossbows, plus two hundred crossbow bolts
and four suits of dwarven half-plate armor. If characters The dwarves sealed their treasure vault before leaving
are led here by Sithi Vinecutter, she's willing to let the Hrakhamar, and it's remained sealed to this day. De-
characters take one weapon apiece. spite their best efforts, the firenewts have been unable to
force the door or defeat the locks.
4.FORGE
Locked Door. The door's upper lock is embedded in
Molten iron and adamantine from area 2 is hoisted into
an adamantine frame resembling a stylized form of the
the northernmost of these two chambers, where it's
dwarven rune for "beginnings." The rune can be inter-
cast into ingots. Some of the metal was worked into
preted correctly by a character who reads Dwarvish.
tools and replacement parts on the anvils in the room,
The lower lock was originally embedded in a golden
but most of the iron was moved to the treasury (area 6).
frame in the shape of a stylized dwarven rune for "end-
Adamantine ingots were sent to the southern portion of
ings," but the firenewts scraped away the gold and used
the forge, where the massive stamping hammer in the
it to decorate their shrine to Imix (area 7). Scarring on
center of the room pounded out impurities. The pound-
the door hints at what used to be there; it can be inter-
ing sound heard throughout the forge comes from this
preted correctly by someone who reads Dwarvish and
machine-driven hammer.
makes a successful DC 15 InteJHgence (Investigation)
When characters arrive, four firenewt warriors are
check. Each lock can be picked with thieves' tools and a
in the northern chamber, and six fireoewt warriors are
successful DC 20 Dexterity check.
working in the southern chamber under the supervision
The lower lock is trapped. The trap can be spotted
of a firenewt warlock oflmix. See appendix D for the
with a successful DC 13 Wisdom (Perception) check,
firenew ts' statistics.
but it's impossible to disarm or bypass. The trap is
Iron Lever. The hallway between areas 4 and 6 is
triggered if an attempt to pick the lower Jock fails by 5
featureless except for a heavy iron lever set into the
or more, if the wrong key is used in the lock, or if it's
north waU 20 feet from the door to area 4. The lever is
opened by any means before the upper Jock. The trap
in the down position and can be lifted easily. Doing so
causes the metal gantry between the treasury and the
extends the walkway across the magma to area 6, if the
forge (area 4) to retract west, leaving a 40-foot gap
trap there caused it to retract. Moving the lever while
across the magma. The bridge can be re-extended only
the gantry is extended causes gears to grind for a few
by lifting the lever in the corridor from area 4. The lever
moments deep in the rock, but nothing else.
is too far away to be manipulated with mage hand by
anyone on the treasury side of the magma river.
5. ST ORES
The keys to the treasury were within the firenewts'
In these chambers, the dwarves stored supplies of every
grasp. However, they failed to recognize the keys for
kind, from food to leather aprons to protective goggles
what they were and incorporated them into a statue they
to parchment and ink. The firenewts looted all of it. Now
built in the shrine of I mix (area 7).
the chief features of these rooms are "nests" of ancient
Side Chamber. The solution to opening the door lies
dwarven clothing, insulated gloves, and other padded
in a seemingly empty side chamber near the treasury.
material that the firenewts sleep on in shifts. The smell
Anyone searching this room turns up a curious box
in this area is horrid, like burning hair mixed with burn-
tossed into the corner. The box is made of iron and re-
ing rubber. A disturbance in any of the chambers awak-
sembles a book, and it opens from both sides, rather like
ens and draws in all the firenewts in the storage area.
the front and back covers of a book. One side bears the
The northwest room is unoccupied. In the northeast
dwarven rune for "beginnings," the other bears the rune
room, three firenewt warriors play knucklebones with
for "endings." Opening either side reveals the impres·
dwarven knuckles. Four firenewt warriors sleep in a
sion of a key in the iron plate. The original keys for the
heap in the middle of the southwest room. The south-
treasury were stored in this box.
east room contains two firenewt warlocks oflmix
With all the tools ofHrakhamar at their disposal, cop-
arguing quietly over whether to denounce the warlock in
ies of both keys can be made from these impressions by
area 4 for heresy against !mix. See appendix D for the
a character who has proficiency with smith's tools and
firenewts' statistics.
who makes a successful DC 10 Jntelligence check. Sithi
Vineeutter has the needed proficiency if none of the
characters do. Musharib (see "Finding a Guide," page
33) also has the necessary skill. After three failed
checks, the box's impressions are ruined, and the box
can no longer be used to mold new keys.
CHAPTER 2 I THE LAND OF CIJULT
62

