Page 65 - Tomb of Annihilation
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10.  MINE CART BAY                                check succeeds by 5 or more, the source is recognized
            The dwarves parked their ore carts and flatbed rail   as frost giants. A Chultan guide has advantage on this
            carts here when they weren't in use. Two of each are   check but won't make the leap to frost giants. That idea
            still here, and both are in minimal working condition.   is just too far-fetched.
              The firenewts use the area as stables for twelve giant   So far, the giants' searching has roamed from the
            striders (see appendix D). The giant striders are teth-  coast to the River Tiryki, and from the ruins of  Port
            ered, but the tethers are meant only to keep them from   Castigliar to the northeastern mountains. Drufi has
            crossing the westernmost line of  cart tracks and wan-  seen Fort Beluarian from a distance and Port Nyanzaru
            dering through the tunnels. An angry or alarmed strider   from across the mouth of  the River Tiryki, but the giants
            can easily break loose, and these vicious creatures be-  avoid Flaming Fist patrols. For their part, the mercenar-
            come both angry and alarmed when they see humanoids   ies and scouts from the fort have seen many puzzling
            who aren't their firenewt masters.                signs in lhe jungle to the south, but they haven't yet
              As soon as a non-firenewt enters area 10, the giant   concluded they're dealing with frost giants. The giants'
            striders begin stamping, growling, and straining at their   next step will be to push farther south. At some point
            tethers. Beginning on the following round, ld3 giant   (determined by you), they'll return to the Hvalspyd, sail
            striders break loose each round and attack or join in an   south to Refuge Bay, and start the search afresh from
            ongoing battle. They don't attack firenewts, and a fire-  there. Obviously, this is a very inefficient way to search
            newt can hop onto a giant strider and ride it as a mount   an area as large and as dense as Chu  It, but Drufi bas no
            using the standard rules for mounted combat.      better idea.
                                                               Drufi has no reason to attack or kill the characters,
            HVALSPYD                                          should they meet, unless the characters attack her or
            The Hvalspyd (the name means "whale spear") is a long-  if she suspects they know more than they're admitting
            ship sized for frost giants: 250 feet long, with sails made   about the Ring of  Winter. Before taking any action, she'll
            from white dragon wings. It's anchored 100  yards off a   try to ferret out what, if  anything, the characters know
            beach along Chult's northeast coast, 70 miles north of   about Artus Cimber and the artifact. Drufi's attempts
            Kitcher's Inlet. It's impossible for the giants to hide the   to be cagey about her interest have all the subtlety of  a
            vessel; anyone sailing down the coast can't miss  it.   charging mammoth. Any character who succeeds on a
             The Hvalspyd sailed south from the Sea of  Moving Ice   DC 10 Wisdom (Insight) check quickly recognizes that
            with a crew of twenty frost giants. Three frost giants re-  Drufi's clumsy questions are about a powerful magic
            main aboard the ship-two stand guard while the third   item in Cimber's possession.
            rests. Two more frost giants watch Lhe sea from the   Any meeting between the characters and the giants
            beach. The other fifteen giants have split into five search   will be more dramatic if  it occurs after the characters'
            parties of three giants each, and are searching the jun-  first encounter with Artus Cimber. If  they admit they've
            gle for Artus Cimber and the Ring of  Winter. One of  the   met him but can't (or won't) tell Drufi where he is, she
            frost giant hunters is the Hvalspyd's captain, Drufi (NE   has all the reason she needs to capture the characters
            female frost giant).                              and torture the information out of them.
             At the behest of  her lord,  Jar! Storvald, Drufi led this   TREASURE
            expedition to retrieve the ring. Storvald wants it for rea-  The Hva/spyd's stores have been mostly depleted, and
            sons explained in the adventure Storm King's Thunder.   the frost giants didn't bring treasure with them on the
            He believes that with the Ring of  Winter, he can freeze   expedition.
            the world and bring about the Age of Everlasting Ice-a
            wonderful dream that keeps Drufi focused on the task   !SHAU
            at hand. The giants know nothing of  Acererak, the Soul-
            monger, or the death curse.                       The coastal settlement of Ishau sank into the sea. Now,
             The frost giants are out of  their element in tropical   the village's stone buildings sit completely underwater in
            jungle. They regard it as the worst kind of  hell imagin-  Refuge Bay, a few miles from shore. Hunter sharks and
            able. They have no intention, however, of failing their jar!   reef sharks glide among the sunken ruins, competing
            and letting the Ring of  Winter slip through their grasp.   with plesiosaurs for the position as top predator- but all
                                                              of  them fear and avoid the vicious sea hags who occa-
            FROST GIANT  SEARCH PARTIES                       sionally scour the ruins for human remains and water-
            Drufi's search party includes two male frost giants and   logged trinkets.
            a pair of  winter wolves. Each of the other four search
            parties consists of three frost giants and 1d2 winter   jAHAKA ANCHORAGE
            wolves. The frost giants can't move through the jungle   Three pirate ships useJahaka Anchorage (map 2.10)
            without leaving a trail. If  characters encounter giants,   as a haven: the Dragonfang, the Emerald Bye, and the
            they're likely to see evidence hou rs or days before the ac-  Stirge. All three are sailing ships (see chapter 5 of the
            tual meeting: trampled brush, broken or uprooted trees,   Dungeon Master's Guide). See the "Pirates of  Jahaka
            gigantic boot prints, 3-foot-high runic trail markings   Anchorage" sidebar (page 67) for information on the
            carved into trees or etched onto boulders, and winter   captain and crew of each vessel.
            wolf droppings. Chult has many gigantic carnivores, so   Only one pirate ship is docked at the anchorage at any
            a successful DC 10 Wisdom (Survival) check is needed   given lime. A second ship rides ac anchor outside the
            to identify these indicators as foreign  to the jungle: if  the   harbor up to a mile away, ready to defend the anchorage.


            CHAPTER 2  I THE !AND OF CHU  LT
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