Page 84 - Tomb of Annihilation
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Such an undertaking would require building a new fort SNOUT OF 0MGAR
from scratch somewhere on the southwestern coast, and
Liara has neither the hands nor the funds for that. She Once a mountainous peninsula, the Snout of Omgar
was split apart by the sea during the upheaval of the
might try to enlist the player characters into making a
Spellplague. A narrow strait allows passage between
voyage to scout possible locations for such a fort, if only
the mainland and what is now a large island. Mariners
so she can reassure her impatient superiors in Baldur's
and cartographers consider this feature to mark the
Gate that progress is being made.
Although devoid of human life, the city is far from boundary between the shores of Chult and the shores
of Samarach.
dead. Mephits, firenewts, salamanders, and other
heat-loving creatures prowl its ashen alleys and bore
tunnels into cellars long sealed by volcanic stone.
Explorers entering Chult from the east are likely to trek
SHILKU BAY through this passage, which is contained by the wind-
worn Sky Lizard Mountains to the north and the jagged
Lava still erupts from the volcano that destroyed Shilku,
Sanrach Mountains to the south. The valley of dense
and it flows like a glowing river down into this bay. The
jungle is well named; it's a stomping ground for dino-
sulfurous water is poisonous, so most of the bay's sea
life is dead and the surrounding shore is barren. Safe saurs of all kinds. It's also home to savage kingdoms of
landing spots can still be found on the beaches along lizardfolk ruled by heartless lizard kings and queens.
the western shore, but a sailing ship that cruises along
the eastern shore near Shilku is likely to lose its sails-
and possibly much more- to the red-hot stones that This burned-out valley surrounds Lake Luo. Most of the
infrequently rain down from the sky or to the burning vegetation around the southern and eastern shore of the
ash that drifts miles out into the bay before finally extin- lake has been wiped out by pyroclastic flows, rivers of
guishing itself in the stinking, hissing water. lava, and drifting ash. Fiery embers belched from the
Peaks of Flame drift across the sky and fall like rain
SNAPPING TURTLE BAY onto a blackened wasteland. The marshland north of the
This bay is beautiful beyond compare. Though the sky is lake is wet enough to survive, but the accumulation of
dark with clouds of smoke and ash streaked with light- ash atop the water bas turned into an almost impassable
ning, the white sand beaches, lush forests, bright coral expanse of knee-deep muck. Mud mephits and steam
reefs, and colorful wildlife make this a restful retreat mephits abound.
from the horrors of Ch ult. The shore is not without its
VALLEY OF LOST HONOR
dangers, but even they are inviting and wondrous to be-
hold. Tri-flower fronds, mantraps, and jaculis are com- The undead hordes of Ras Nsi wiped out a tribe of
mon, as are the fierce and aggressive giant snapping Chui tans in this valley. The bones of the fallen Esh owe
turtles that give the bay its name. See appendix D for are gone, along with everything else-swallowed up
more information on these creatures. by lava pouring out of the volcano west of Hrakhamar.
Cyclopes roam the shore and lair in mountain caves Firenewts have taken over that old dwarven forge in the
overlooking the bay. These simple creatures aren't mountains, and their territorial claim extends the entire
inherently hostile, but they are suspicious and wary length of this valley. Firenewt warriors mounted on gi-
around newcomers. Any show of malicious intent on ant striders (see appendix D) enforce that claim, making
the part of strangers is enough to shift the cyclopes the valley very dangerous for interlopers. Tzindelor, the
from cautious to hostile. They are experts at sur- young red dragon inhabiting Wyrrnheart Mine, is the
viving the dangers of Snapping Turtle Bay, which only creature whose might and authority the firenewts
makes them valuable allies if characters offer them begrudgingly respect. Tzindelor and the firenewts leave
something they want. The cyclopes alway$ need metal each other alone for now, but both of them covet what
tools (shortswords make dandy daggers), and they're the other has: Tzindelor would like to possess Hra-
delighted by whimsical magical trinkets. For generous khamar, and the firenewts would profit from controlling
inducements, cyclopes could even be hired to serve as the iron resources in Wyrmheart Mine.
bearers, guards, or guides for an expedition headed
north into the immense jungle between the Peaks of
Flame and the Valley of Dread.
KINGTOBA Standing next to some rocks and ferns is an 8-foot-tall
A giant snapping turtle (see appendix D) of unusual statue, humanoid in shape with bronze fists, iron joints,
size (120 hit points) likes to sun itself on the beaches
an adamantine breastplate, and an iron helm with slits
during the day. Chultans refer to the beast as King Toba.
for eyes. The rest of the statue is made of sculpted wood
Residual magic from the Spellplague has crystallized
parts of its shell. The shell's magic grants King Toba reinforced with bands and rivets of adamantine. Scat-
advantage on saving throws against spells and other tered around its feet are offerings of food, feathers, col·
magical effects. ored stones, and skulls.
Treasure. If the mighty turtle is defeated, sixty crys-
tals can be broken off its shell and sold for 10 gp each.
CHAPTER 2 I THE LAND Or CRULT

