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
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