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Treasure. The treasury contains the stockpiled These linked caverns are the lair of two smoke
wealth of Hrakhamar. Thousands of iron and adaman- mepbits. What the characters perceive as a dim lantern
tine ingots are neatly sorted, stacked, and crated. Each is a dancing lights spells cast by one of the mephits to
iron ingot is worth 1 gp and weighs 10 pounds. Each lure the characters deeper into the noxious lair.
adamantine ingot is worth 10 gp and weighs 1 pound. If All of area 8 is heavily obscured. Characters can move
she is present, Sithi Vinecutter allows the characters to 10 feet per round by following a wall with their hand;
collect their reward, though she watches them closely to moving faster than that means taking l bludgeoning
be sure no one takes more than twenty ingots. damage from banging heads and shins into stone protru-
Resting atop one crate is a gauntlet made of gold and sions. After 2 rounds in the smoke, each character must
sized for an adult dwarf. The dwarves of Chult call it make a successful DC 10 Constitution saving throw
Moradin's Gauntlet, and it's customarily worn by the at the start of each of his or her turns or gain a level of
overseers of Hrakhamar. It is finely crafted and worth exhaustion. Those who hold their breath won't gain ex-
2,500 gp, though a wealthy dwarf would pay twice that haustion for as long as their breath holds out; characters
much to acquire it. who tie wet rags across their nose and mouth or take
similar precautions have advantage on the saving throw
7. l MIX SHRINE for 10 rounds, but then the rag dries out in Hrakhamar's
It's unclear what the dwarves used this area for, but the intense heat.
firenewts converted it into a shrine. The mephits aren't interested in attacking adventurers
directly, but they'll gleefully loot the bodies of anyone
who collapses in the smoke. If cornered, they beg for
The reek of sulfur and burning flesh assaults your nostrils
mercy. They offer to trade information for their lives if a
as the tunnel opens into a small chamber. At the north-
character makes a successful DC 10 Charisma (Intimi-
ern end of the room is a five-foot-tall statue made of iron,
dation) check. They know the forge is infested with fire-
copper, gold, and silver, crudely hammered together into newts, where the newts' giant strider mounts are kept,
a form suggesting something vaguely humanoid but also and that two dwarf prisoners are tied up in the cells due
west of the mephits' lair.
fiery. Four firenewts worship before it.
9. CELLS AND PASSAGE TO WYRMHEART MINE
The worshipers are two firenewt warlocks of lmix Firenewts are notorious torturers and eaters of hu-
and two firenewt warriors (see appendix D for the fire. manoid flesh. Prisoners are tied up, gagged, and tossed
newts' statistics). They fight to the death. here until the firenewts decide how to inflict the most
The statue weighs 150 pounds and represents !mix, intense and longest-lasting pain on them. Most prison-
the evil, fiery primordial at the center of the firenewts' ers are dead within a tenday, but they wish for the end
militarized, theological society. The statue has little much sooner.
artistic merit (firenewts are passable smiths but poor Dwarves are the exception. There's much about the
artists). lf the gold and silver are separated from the workings of Hrakhamar the firenewts still don't under-
other metals, they're worth 20 gp and 400 sp, respec- stand. Captured dwarves are tortured for hints about
tively. An albino dwarf or a character skilled at smithing how the foundry's tools and machines work. Two luck-
could smelt out the valuable metals with the equipment less albino dwarf warriors (see appendix D) are tied,
in Hrakhamar in a few hours. gagged, and blindfolded here when characters arrive.
A character who makes a successful DC 13 Wisdom Their names are Laz Drumthunder and Malkar Stone-
(Perception) check while examining (or smelting down) grist. Both are wounded and have 1 hit point remaining.
the statue of I mix recognizes an object hammered into They are also starving, dehydrated, and suffering from 5
its flames as having once been part of a key. It's the only levels of exhaustion. Laz will recover normally with time
bit of adamantine on the statue, and only the toughness and care, or magical healing. Malkar has gone mad; he
of adamantine prevented it from being hammered out of shudders uncontrollably and screams nonstop if his gag
all recognition. Once the adamantine fragment is picked is removed. A lesser restoration spell or comparable
out, a more careful search turns up a second fragment magic is needed to restore his sanity. If Laz and Malkar
of gold, so thoroughly hammered that it's barely recog- are taken to Sithi Vinecutter, she and her companions
nizable. These keys once unlocked the door to the look after them.
treasury (area 6) and are beyond repair; so little of them The tunnel winds southward 40 miles to Wyrmheart
remains that not even a mending spell can fix them. Mine, which has been taken over by the dragon Tzin-
delor and her kobold minions (see "Wyrmheart Mine,"
8. SMOKE-FILLED CAVERNS page 85). The tunnel is passable and the rail cart
tracks are intact for the full length, but encounters with
carrion crawlers and giant spiders are guaranteed. As
The size and shape of this area are impossible to de- characters get closer to Wyrmheart Mine, they might
termine. Clouds of roiling smoke sting your eyes, and also encounter bands of kobolds. The albino dwarves
drifting embers burn your throat as you breathe. You can, know where the tunnel leads but are quick to warn char-
acters about the red dragon that has taken over Wyrm-
however, barely make out what looks like a lantern far-
heart Mine.
ther back in the smoke.
CHAPTER 2 I THF LAND OF CHULT

