Page 64 - Tomb of Annihilation
P. 64

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
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