TEXT: Secrets of Shilku
  Secrets of Shilku
  Tomb of Annihilation
  Tomb of Annihilation
  Expanded content for Shilku in Tomb of Annihilation
  Expanded content for Shilku in Tomb of Annihilation
  Chapter 2: The Land of Chult
  Chapter 2: The Land of Chult
  
  2  |  CREDITS
   |  CREDITS
  Secrets of Shilku
  Secrets of Shilku
  Credits
  Writing: Dan Kahn
  Layout: Dan Kahn & J. A. Valeur
  Editing: Dan Kahn & J. A. Valeur
  Cover and Interior Art: Art provided by Dungeon 
  Masters Guild and used with permission under the 
  Community Content Agreement for the DMs Guild. 
  Maps: by Stanislav Mokrushin (TacticalMap)
  Special Thanks: Jushu, Oriel, Sasha, Warner, & EB for 
  support.
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2020 by Dan Kahn & Eventyr Games and published under the 
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  Introduction
  In the southwestern corner of Chult lies a ruined 
  settlement called Shilku. The village has recently been 
  re-inhabited by albino dwarves, fighting to survive in the 
  wilds of Chult. The land is plagued with evil firenewts 
  who bask in the volcanic region. As the dwarves seek to 
  reclaim key locations to their heritage, an unseen force 
  sews malice, giving power to the firenewts' cause.
  This supplement to Tomb of Annihilation expands on the 
  locations of Shilku, Hrakhamar, and Wyrmheart Mine and 
  the character Withers. It is meant to make these locations 
  more exciting and manageable for both the DM and the 
  players. The document includes:
  A New Location - Shilku Outpost with a Map, which 
  will give life to the Shilku Bay location.
  A New Location - Mount Todra with a battle map, to 
  expand on the firenewt sub-plot from Hrakhamar.
  Additional Adventure Hooks, providing the characters 
  with a reason to travel to Shilku.
  Random Encounters & Discoveries for Shilku Bay, 
  including an entirely new encounter location, Mount 
  Todra, complete with its own encounter map.
  Expanded Hrakhamar and Wyrmheart Mine, 
  offering suggestions on how to run these locations, as well 
  a mine cart chase scene, which is certain to be epic!
  Expanded History & Lore, which elaborates on Shilku 
  and the albino dwarves' history, and foreshadows Withers 
  in the Tomb of the Nine Gods.
  New Mundane & Magic Items – reward characters 
  with mystical flora or give them the might of Moradin's 
  gauntlet!
  Using this Supplement
  This supplement provides several new ideas on how 
  to run Shilku, Hrakhamar, and Wyrmheart Mine from 
  Tomb of Annihilation. It is useful to first read the sections 
  about these locations in the official campaign book before 
  reading this supplement.
  As always, it is up to you how much of the content you 
  want to use. It's perfectly fine to use some parts of this 
  supplement while discarding others, or simply let the 
  ideas presented here inspire new ideas of your own.
  This supplement assumes a party of 4–6 characters 
  of 4–5th level. More powerful parties will have an easier 
  time with the challenges within. It is recommended that 
  parties of lower level should have a few adventures to 
  level up before attempting this adventure. Throughout the 
  document, you will find suggestions for scaling encounter 
  difficulty. It is recommended that the party advance to 
  level 5 by the time they reach Wyrmheart Mine. 
  Monster References
  The following monsters are used in this supplement: 
  • albino dwarf warrior (TOA, 210) – A pale-skinned dwarf native 
  to Chult. Many of the dwarves used to inhabit the forge at 
  Hrakhamar.
  • albino dwarf spirit warrior (TOA, 210) – An albino dwarf 
  blessed with spellcasting abilities by a Chultan spirit.
  • aspect of Imix – A evil fire spirit sent by Imix at the call of the 
  firenewts to rain destruction upon Chult.
  • fire snake (MM, 265) – A jouvenile salamander.
  • firenewt warrior (TOA, 219) – A humanoid amphibian that 
  lives in volcanic regions and worship Imix, the Prince of Evil 
  Fire. 
  • firenewt elite warrior – A more powerful firenewt warrior.
  • firenewt warlock of Imix (TOA, 219) – A firenewt with magical 
  powers granted by worship of Imix.
  • flail snail (TOA, 220) – A large snail native to Chult with a 
  magical shell that is worth a lot of coin.
  • giant strider (TOA, 222) – A loyal firenewt mount that is 
  vaguely birdlike and reptilian. 
  • mephit – Small flying elementals made of magma, mud, 
  smoke, or steam.
  • magmin – A small fire elemental that looks like a short 
  humanoid made of magma.
  • priest – A spiritual leader and community healer.
  • salamander (MM, 265) – A snakelike fire elemental.
  • young red dragon – A dragon that is between 6 and 100 years 
  old, but quite formidable. Red dragons, above all else, love to 
  hoard treasure.
   
  Dramatis Personae
  The following characters from Tomb of Annihilation are 
  referenced in this supplement:
  Ekene-Afa (TOA, 25) – A merchant prince at Port Nyanzaru who 
  deals in magic shields.
  Hew Hackinstone (TOA, 34) – One armed shield dwarf guide in 
  Port Nyanzaru, who lost his arm to Tzindelor trying to reclaim 
  Wyrmheart Mine.
  Imix (TOA, 219) – A powerful primordial worshiped by 
  firenewts. Also known as the Prince of Evil Fire.
  Laz Drumthunder & Malkar Stonegrist (TOA, 63) – Albino 
  dwarves captured by the firenewts. While being tortured the 
  dwarves overheard information about firenewts' plot. 
  Liara Portyr (TOA, 227) – Commander of the Flaming Fist at 
  Fort Beluarian under pressure to explore Shilku for treasures.
  Musharib (TOA, 47) – Albino dwarf guide in Port Nyanzaru who 
  wants to see Hrakhamar reclaimed by the dwarves.
  Sithi Vinecutter (TOA, 60) – Leader of the albino dwarves at the 
  Shilku Outpost. She wants to reclaim the forge at Hrakhamar. 
  The names of other dwarves at Shilku Outpost can be found on 
  page 8 of this supplement.
  Tzindelor (Tinder) (TOA, 85-89) – A young red dragon who 
  conquered Wyrmheart Mine 40 years ago.
  Wakanga O'tamu (TOA, 27) – A merchant prince at Port 
  Nyanzaru who deals in magic items.
  Withers (TOA, 145) – An undead Omuan engineer in the 
  service of the archlich Acererak helping the firenewts in 
  exchange for access to the forge of Hrakhamar.
  Official Material References
  The supplement references the Monster Manual (MM) and 
  Tomb of Annihilation (TOA) followed by a page number as a 
  recommendation for further reading.
  3
   INTRODUCTION  |
   INTRODUCTION  |
  
  Adventure Hooks
  The following subsections include adventure hooks for the 
  characters to adventure to Shilku Bay and the surrounding 
  area. Some of these are presented in Tomb of Annihilation 
  and are compiled and expanded on here for reference.
  Shilku Reconnaissance
  After securing a guide, most parties are encouraged to 
  secure a charter of exploration from the Flaming Fist 
  at Fort Beluarian. At the fort, Liara Portyr asks the 
  characters to set sail for Shilku Bay, conduct a one-week 
  reconnaissance of the destroyed village of Shilku, and 
  return to Fort Beluarian to report what they’ve seen (TOA, 
  56). If the characters accept the mission, Liara pays for 
  their food and passage and gives the party a free charter 
  of exploration. If the characters need more convincing, 
  in addition to a choice of potion or scroll, Liara may be 
  willing to throw in an extra 200 gold per party member 
  to really make it worth their while. This should have the 
  players arriving at Shilku Bay by boat and starting at 
  Shilku Outpost. If the characters would not have reached 
  level 4 by the time they reach Shilku Outpost, consider 
  adding a few encounters on their journey.    
  Brothers in Arm
  Hew Hackinstone is a shield dwarf guide at Port Nyanzaru 
  who will lead the players directly to Wyrmheart Mine 
  regardless of their stated interests. "Three years ago, 
  Hew was part of a dwarven expedition seeking to reopen 
  Wyrmheart Mine. The expedition encountered Tzindelor 
  the young red dragon. Hew alone escaped, and only after 
  the dragon bit off his left arm. Hew wants to return to the 
  mine and slay the dragon, but he needs a band of stout-
  hearted adventurers to help him" (TOA, 34). 
  As the party nears the Valley of Lost Honor, they will 
  encounter Sithi and her people who are planning to retake 
  Hrakhamar. While primarily interested in vengeance, Hew 
  is willing to delay the encounter with Tzindelor for the 
  sake of the dwarves in the region. If the characters have 
  been traveling by land, Sithi may suggest that they first 
  head to Shilku Outpost to resupply before attempting to 
  retake Hrakhamar. She can easily convince Hew that after 
  Hrakhamar the party can better equip themselves for a 
  fight with a dragon.
  Forging Alliances
  Musharib is an albino dwarf guide at Port Nyanzaru. 
  He is more interested in reclaiming the ancestral 
  forge of Hrakhamar for his people or at the very least 
  recovering Moradin's gauntlet, a dwarven relic (TOA, 
  34). He promises that his people will be able to forge the 
  characters superior weapons and armor in exchange for 
  their help. 
  As the party nears the Valley of Lost Honor, they will 
  encounter Sithi and her people who are also planning 
  to retake Hrakhamar. You may want to have Sithi and 
  Musharib be ex-lovers and have an interesting dynamic 
  because of their history. Maybe when this is all over, 
  they will get back together. Sithi recommends that the 
  characters resupply at Shilku Outpost if they traveled by 
  land. 
  A Shell Game 
  Volo's Guide to Monsters indicates that a flail snail shell 
  is worth 5,000 gp and can be used to make a spellguard 
  shield or a robe of scintillating colors. At the DM's 
  discretion, Ekene-Afa, who deals in magical shields, or 
  Wakanga O’tamu, who deals in magical items, put out job 
  postings at Port Nyanzaru for adventurers to retrieve flail 
  snail shells in exchange for great sums of money. Rumors 
  in the taverns and marketplaces will suggest that either 
  merchant prince will offer a reward of 2,500 gold pieces 
  for an intact shell (half of what it is actually worth). Ekene-
  Afa may offer a spellguard shield and Wakanga O'tamu 
  may offer a robe of scintillating colors. 
  Both merchant princes know that flail snails are most 
  commonly found near volcanic areas like Shilku Bay 
  because they are immune to heat. You may add that in 
  order to keep the shell intact, the characters must not 
  use any blunt weapons (bludgeoning damage) against the 
  snail. The merchant princes may be convinced to front 
  the money for the characters' passage by boat, which 
  should bring them directly to Shilku Bay. If the characters 
  would not have reached level 4 by the time they reach 
  Shilku Outpost, consider adding a few encounters on their 
  journey.
  Pirate Hunting Season
  Zindar the half-dragon harbormaster has a quest for 
  characters to capture pirate ships and their captains for 
  2,000 gp per ship and 500 gp per captain (TOA, 17). At 
  any time, there are only 2 of the 3 pirate ships at the pirate 
  hideout of Jahaka Anchorage (TOA, 64–68). There are a 
  number of ways that an encounter at Jahaka Anchorage 
  can go, and here are a few suggestions that may encourage 
  characters to visit Shilku Bay next:
  • Interrogation of other pirates indicates that the third 
  ship is likely somewhere near Shilku Bay. 
  • One of the pirates has a buried treasure in Shilku Bay.
  • The third ship arrives mid-way through combat at 
  Jahaka Anchorage and tries to escape to Shilku Bay rather 
  than fight. 
  • One of the pirates' prisoners is an albino dwarf who 
  knows about Shilku Outpost and either asks for a ride 
  back home or tells the characters to come visit. 
  4  |  ADVENTURE HOOKS
   |  ADVENTURE HOOKS
  
  Random Encounters
  While the characters are exploring Shilku Bay and 
  traveling between Shilku and Wyrmheart mine, you can 
  roll random encounters on the Shilku Bay Discoveries-
  table below, or choose your favorites. You can do so as 
  often as you like, or you can determine if an encounter 
  happens at random by rolling a d20 three times per day 
  the characters spend exploring, checking for encounters 
  each morning, afternoon, and evening or night. An 
  encounter occurs on a roll of 16 or higher. 
  Shilku Bay Discoveries
  d10
  Discovery
  1
  Firenewts
  2
  Flail Snail
  3–4
  Flora Discovery
  5
  Magmins
  6
  Mephits
  7
  Preserved Artifacts
  8
  Red Dragon
  9
  Salamander
  10
  Volcanic Activity
  Firenewts
  The characters spot a patrol of firenewts. If the characters 
  are not moving stealthily, both parties see each other. The 
  DM can roll 1d4 to determine the size of the patrol.
  d4
  Patrol Size
  1–3
  Characters spot a light firenewt patrol of 1d4 firenewt 
  warriors mounted on giant striders.
  4
  Characters spot a heavy patrol of 2d4 firenewt 
  warriors and a firenewt warlock of Imix, with half 
  mounted on giant striders.
  The firenewts always strike their final blows with the 
  intention of knocking out enemies, who are then taken 
  back to Hrakhamar (Area 9) to be tortured and eaten.
  Flail Snail
  The characters encounter evidence of a flail snail. The 
  DM can roll 1d4 to determine what the characters find.
  d4
  Snail Evidence
  1
  Characters spot a flail snail traveling out in the open.
  2–3
  Characters spot the slimy trail of a flail snail. If 
  they wish to follow it, a successful DC 10 Wisdom 
  (Survival) check correctly deduces which direction the 
  snail was traveling. If the check fails, the characters 
  lose the trail if they attempt to backtrack. 
  4
  Characters spot the dead remains of a flail snail. The 
  snail was killed by firenewts. Its shell is shattered.
  Flora Discovery
  Characters discover some of the local Shilku Bay flora. 
  A DM can roll 1d4 to determine what the characters find. 
  See 'Flora and Fauna of Shilku Bay' for the descriptions 
  and properties of the various fruits and plants. 
  d4
  Flora Discovery
  1
  Characters discover a tree with 2d6 large yellow Noni 
  fruit growing on it. Characters proficient in the Nature 
  skill or native to Chult recognize the fruit and its 
  properties.
  2
  Characters discover a patch of small shrubs with 
  4d6 red berries (Ohelo). Characters proficient in the 
  Nature skill can identify these as Ohelo or Akia berries 
  with a successful DC 15 Wisdom (Nature) check. 
  3
  Characters discover a patch of small shrubs with 4d6 
  red berries (Akia). Characters proficient in the Nature 
  skill can identify these as Ohelo or Akia berries with a 
  successful DC 15 Wisdom (Nature) check. 
  4
  Characters discover a small shrub with 2d4 black 
  Leponene berries growing on it. Characters proficient 
  in the Nature skill or native to Chult recognize the 
  berries and its properties.
  Flora and Fauna of Shilku Bay
  The following plants and fish can be found in the volcanic 
  regions of Shilku Bay. These plants are based off of real plants 
  that grow in Hawaii Volcanoes National Park.
  Noni. The large yellowish green Noni (NOH-nee) fruit 
  grows on a tree on rocky beaches. The fruit smells like vaguely 
  like vomit, but can be eaten as rations in times of need. The 
  Chultan dwarves refer to it as the starvation fruit. A single fruit 
  yields a pound of food.
  Ohelo. The bright red berries from Ohelo (oh-HEH-loh) 
  shrubs grow in volcanic areas, even on lava flows. The shrubs 
  grow 1 to 4 feet tall and have small green oval leaves. The 
  berries taste similar to cranberries. Fresh berries restore 1 hit 
  point if eaten within 24 hours of being picked.
  Akia. Akia (ah-KEE-ah) plants and berries look very similar 
  to the Ohelo plant and only trained observers can tell the 
  difference. Unlike the Ohelo berries, Akia berries are poisonous. 
  If a creature ingests one or more berries, it must make a DC 
  10 Constitution saving throw or be poisoned for the next hour. 
  Failure by more than 5 causes the creature to enter a catatonic 
  state (incapacitated) while poisoned.
  Leponene. Leponene (leh-poh-NAY-nay) also grows on a 
  small shrub, but the berries are black. The berries are processed 
  by the dwarves to make a morning drink, which not only 
  stimulates the mind, but also the bowels. The Leponene berries 
  has been used for centuries as a laxative, but mostly makes the 
  dwarves flatulent. Being regular has its benefits, consuming 
  fresh Leponene drink (also called "Nene" or "Poop Drink" for 
  short) gives a creature +1 to constitution saving throws for the 
  next 8 hours, starting 10 minutes after ingestion.
  Daga'ona Fish. The Daga'ona fish has evolved to be tolerant 
  of the sulfuric waters in Shilku Bay. Most predators do not 
  eat this fish, which is poisonous from living in such an 
  environment. The dwarves, who are resistant to poison, eat it 
  happily. Any creatures who are not resistant to poison must 
  make a DC 10 Constitution saving throw or be poisoned for the 
  next hour after ingesting a Daga'ona fish.
  5
   RANDOM ENCOUNTERS  |
   RANDOM ENCOUNTERS  |
  
  6  |  RANDOM ENCOUNTERS
   |  RANDOM ENCOUNTERS
  Unarmed Salamander
  Unarmed Salamander
  Large elemental, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 90 (12d10 + 24)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  14 (+2) 
  15 (+2) 
  11 (+0) 
  10 (+0) 
  12 (+1)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan
  Challenge 5 (1,800 XP)
  Heated Body. A creature that touches the salamander or hits 
  it with a melee attack while within 5 feet of it takes 7 (2d6) fire 
  damage.
  Actions
  Multiattack. The salamander makes two attacks: one with its 
  claws and one with its tail. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  9 (2d4 + 4) slashing damage, plus 3 (1d6) fire damage.
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and 
  the target is grappled (escape DC 14). Until this grapple ends, 
  the target is restrained, the salamander can automatically hit the 
  target with its tail, and the salamander can't make tail attacks 
  against other targets.
  Magmins
  The characters are attacked by 2d6 magmins, which flee 
  if reduced to fewer than half their starting number. The 
  magmins spring up out of a lava stream.
  Mephits
  The characters encounter 2d6 magma mephits, mud 
  mephits, smoke mephits, or steam mephits. The 
  mephits only attack if they outnumber the characters two 
  to one, but they are reluctant to be helpful unless they 
  themselves are outnumbered. The DM can roll 1d4 to 
  determine what type of mephit is encountered.
  Mephit Type
  d4
  Mephit Type
  1
  Magma
  2
  Mud
  3
  Smoke
  4
  Steam
  Preserved Artifacts
  The characters spot an item preserved in lava rock. If they 
  take the time to clear it off, the item appears to be valuable 
  and is worth 1d10 x 10 gp. A DM can roll 1d6 to determine 
  the artifact found.
  Shilku Bay Artifact
  d6
  Artifact
  1
  A gold candelabra inlaid with rubies
  2
  A knife made from a Tyrannosaurus Rex's tooth
  3
  A ivory staff with the likeness of a jaculi
  4
  A metal lock box with emeralds in it
  5
  A silver serving dish engraved with dinosaurs
  6
  A platinum compass on a chain
  Red Dragon
  If the characters are within 50 miles of Wyrmheart Mine, 
  they see the young red dragon known as Tzindelor 
  circling over that location. If they’re farther away, they see 
  her flying in the direction of the mine. The dragon ignores 
  the characters unless they do something to attract her 
  attention.
  Salamander
  A burst of lava spurts from a nearby crack and an 
  unarmed salamander attacks the characters. 
  Volcanic Activity
  The nearby volcano rumbles and spews rocks into the 
  air, which land near the party. Announce that the party 
  members have entered a skill challenge and explain the 
  following information. Party members must collectively 
  succeed 3 skill checks of DC 13. The characters can 
  use any skills they are proficient in, but should describe 
  how that skill would help them dodge the flying debris. 
  Each skill may only be used once and a single character 
  may not make two checks in a row. Spells with obvious 
  benefit (such as expeditious retreat or misty step) may 
  automatically succeed in place of one check. One example 
  of a check would be a Strength (Athletics) check to 
  shove party members out of the way. If the party has 3 
  failures before 3 successes, each party member suffers 
  3d6 bludgeoning plus 3d6 fire damage. For more about 
  skill challenges, check out Matt Colville's video Skill 
  Challenges! Running the Game #21.
  
  7
   SHILKU OUTPOST  |
   SHILKU OUTPOST  |
  Shilku Outpost
  Tomb of Annihilation describes Shilku Bay as a rather 
  inhospitable location (TOA, 82–83), but this is only based 
  on assumptions and rumors, as few have explored this 
  region in recent years. Shilku Outpost is a new Chult 
  location added by this supplement. Any albino dwarves 
  within 100 miles of the outpost may direct characters to 
  this location. If characters arrive in Shilku Bay without 
  a reason to visit the outpost, you may add a random 
  encounter with friendly albino dwarves.
  When the characters arrive at Shilku Bay you can read 
  the following:
  Lava flows out of holes in the side of a large volcano and 
  pours into the bay. The coastline is mostly solid black rock 
  made by cooled lava over many years. Patches of green 
  vegetation dot the shoreline. Towards the eastern portion of 
  the bay, there appears to be the remains of small buildings 
  encased in volcanic rock. 
  Inhabitants of Shilku Outpost
  Shilku Outpost is a new Chult location added by this 
  supplement. It is home to 20 dwarves, mostly albinos.   
  Characters may visit the following NPCs during their stay.
  • Sithi Vinecutter. NG female albino dwarf warrior who 
  is extremely blunt. Sithi is the leader of the outpost and 
  spends most of her time in the War Chambers.
  • Barendd Torunn. CG male albino dwarf warrior who 
  lives for his work of expanding the tunnels of the outpost.
  • Rurik Vinecutter. NG male albino dwarf spirit 
  warrior who is the outpost's nerdy herbalist. He spends 
  most of his time in the mess area studying native plants.
  • Helga Ironfist. LG female shield dwarf priest of 
  Moradin. Helga is very motherly and spends most of her 
  time at the Shrine to Moradin. 
  • Mardred Ungart. CN female albino dwarf warrior who 
  is the metallurgist of the colony. She is eager to get her 
  hands on a proper forge and is researching fire resistant 
  armaments.
  • Laz Drumthunder and Malkar Stonegrist. NG male 
  albino dwarf warriors who are the outposts lead hunters 
  and scouts. They have gone missing 2 days ago.
  • Yutmus Treasurehead. CG male albino dwarf warrior 
  and the self-elected barkeeper of the Magma Malt. Yutmus 
  has many fantastical stories to tell those who will listen. 
  Albino Dwarf Player Race
  Albino Dwarf is an optional player race that can be made 
  available to players. Albino dwarves have the traits described in 
  the basic rules and the following additional traits:
  Ability Score Increase: Your Wisdom score increases by 1.
  Survivalist: You have proficiency with one of the following 
  skills of your choice: perception, stealth, or survival.
  Spirit Magic: When you reach 3rd level, you can cast either 
  the hunter's mark or speak with animals spell once with this trait. 
  When you reach 5th level, you can cast either the speak with 
  plants or pass without trace spell once with this trait. You don't 
  need material components for either spell. You regain the ability 
  to cast these spells with this trait when you finish a long rest. 
  Wisdom is your spellcasting ability for these spells.
  The History of the Dwarves
  Dwarves used to live beneath Chult in underground 
  strongholds. Approximately 100 years ago, violent volcanic 
  eruptions shook the southwestern portion of Chult and drove 
  the dwarves from their homes. At the peak of their civilization 
  the dwarves numbered in the hundreds. Now there are only 
  dozens left living in the jungle, most of which are albino 
  dwarves. 
  Around the same time, the coastal village of Shilku was 
  destroyed by a volcanic eruption. The village was preserved like 
  Pompeii within the volcanic rock. The citizens of Shilku were a 
  tribe of humans called the Eshowe, who had a strong trading 
  relationship with the dwarves. The dwarves constructed roads 
  between the forge of Hrakhamar and Shilku to facilitate trade. 
  The remainder of the Eshowe living in the Chultan jungles 
  were slain by the undead armies of Ras Nsi in the Valley of Lost 
  Honor. With the town destroyed, firenewts claimed the village 
  and began excavating out cellars for hovels.
  About 50 years ago, a clan of ambitious shield dwarves began 
  to revive Wyrmheart Mine, believing that the riches within that 
  mine could begin the revitalization of the dwarven society in 
  Chult. As the mine began to function again, the dwarves sent 
  expeditions to Hrakhamar and found that a group of firenewts 
  had moved in. 
  Meanwhile, legend of the Tomb of the Nine Gods was 
  spreading, bringing adventurers to fall victim to its traps. 
  Withers, overwhelmed with the upkeep of the tomb, was in dire 
  need of skilled assistants. He sought out the dwarves of the 
  forge of Hrakhamar but found the inhabitants to be unskilled 
  firenewts. Fortunately, Withers' arrival coincided with the 
  shield dwarves' first effort to reclaim the forge. The dwarves 
  that were part of this expedition did not expect the firenewts to 
  have such a powerful ally and were destroyed with little fight. 
  Unfortunately for the dwarves, Withers claimed the dwarves 
  as his own, bolstering his maintenance crew and calling them 
  Tomb Dwarves. 
  Shortly after, the remainder of the dwarves at Wyrmheart 
  Mine were slaughtered by Tzindelor 40 years ago. With no 
  organized dwarf presence in the region, the firenewts were able 
  to move most of their forces north from Shilku Bay. 
  10 years ago, an albino dwarven woman named Sithi 
  Vinecutter was able to organize a small tribe of albino dwarves 
  to slay the small number of firenewts still living in Shilku. After 
  defeating the small force of firenewts still living in the village, 
  the dwarves began excavating cellars and re-routing lava tubes 
  beneath the village to make a suitable outpost for themselves. 
  The volcanic rock has formed an abundance of obsidian, which 
  the dwarves have begun to mine for weapon development.
  Although the sea is putrid with sulfur, the land is free of 
  large predators, which has advantages for the poorly equipped 
  dwarves. In areas where lava is not continuously flowing, 
  patches of green growth can be found along Shilku Bay. Some 
  of these unique plant species have become an essential part of 
  the dwarves' diet. Additionally, a particular type of fish, called 
  the Daga'ona Fish, thrives in the sulfuric waters. Dwarves, who 
  are naturally resistant to poison, have no trouble eating this 
  fish, which would otherwise be toxic to eat for most creatures.
   From Shilku, the dwarves sent expeditions to the Valley of 
  Lost Honor to keep an eye on the firenewts in Hrakhamar, 
  planning to reclaim the forge. The dwarves remain unaware that 
  Withers maintained contact with the firenewts, finding their 
  zeal and fanaticism easy to manipulate and using their access 
  to the forge for his own work.
  
  S1
  S1
  S3
  S3
  S2
  S2
  S4
  S4
  S5
  S5
  Map of Shilku Outpost
  Map of Shilku Outpost
  S6
  S6
  S7
  S7
  8  |  SHILKU OUTPOST
   |  SHILKU OUTPOST
  
  9
   SHILKU OUTPOST  |
   SHILKU OUTPOST  |
  Locations at Shilku Outpost
  The characters may visit the following locations while 
  staying at Shilku Outpost.
  S1. War Chambers
  This large, round room is dominated by a 10 foot diameter 
  table carved into the center of the room at floor level with 
  a shallow trench around it. The table is engraved with what 
  looks to be a map of the bay and the surrounding mountains. 
  Shields, spears, and handaxes line the walls. Makeshift 
  sparring equipment is scattered around the edges of the 
  room.
  The War Chambers are the largest chambers of Shilku 
  Outpost. The trench around the table is for dwarves to 
  stand in during strategic meetings. The table itself is 
  engraved with a map of Shilku Bay and the Valley of Lost 
  Honor. The room is lit by blue luminescent fungi. The War 
  Chambers are equipped with ten extra sets of dinosaur 
  hide armor, 10 shields, 20 obsidian tipped spears, and 20 
  handaxes made of dinosaur bones and obsidian rocks. 
  Sithi Vinecutter has an office attached to this cavern 
  for private meetings. If the characters do not arrive at the 
  outpost with Sithi, she is standing at the table, moving 
  obsidian pieces around the map. Sithi is extremely blunt 
  and answers questions with few words. She spends her 
  time planning or leading missions out further around the 
  area. As the unanimously elected leader of the outpost, 
  Sithi is looked up to for the general survival strategy for 
  the dwarves, which often involves strategic strikes on 
  hostile neighbors. Her main scouts and hunters are named 
  Laz Drumthunder and Malkar Stonegrist. Unfortunately, 
  the two of them went missing two days ago in the Valley of 
  Lost Honor. 
  Sithi's Quest. Above all else, Sithi wants her people 
  to reclaim the ancestral forge of Hrakhamar and kill all 
  of the firenewts that have desecrated it. She will offer the 
  characters riches from the treasury in exchange for their 
  aid.
  S2. The Workshop
  Piles of obsidian and volcanic rock are littered about this 
  room. An orange glow and the smell of sulfur emanate from a 
  small forge. 
  Mardred Ungart runs the workshop and is a skilled 
  metallurgist. She always complains that she has to work 
  with obsidian which is brittle. She cannot wait to get her 
  hands on a proper forge and metals so that she can make 
  some quality armaments. Mardred is working on a way 
  to create fire resistant weapons and armor to combat the 
  foes in the region. She begs characters to speak with Sithi 
  if they show an interest in helping reclaim the forge.
  Mardred's Quest. Mardred has not seen Barendd in 
  a tenday, although she is not worried for his health. She 
  has scrounged up enough adamantine to forge a proper 
  pick so that Barendd does not have to go through dozens 
  of obsidian picks. If the characters can find Barendd and 
  give it to him, they can keep half of the gems Barendd has 
  collected in the past few days of tunneling (1d10 gems 
  worth 25 gp each). The dwarves do not really have a use 
  for them anyway without trade.
  S3. The Magma Malt
  Long tables with wooden stools are arrayed in this open 
  space. Kegs are stacked around the room, which give off a 
  sweet fermented smell. A small bar is set up in the corner of 
  the room where a jovial albino dwarf arranges stone mugs.
  The Magma Malt is the closest thing to a pub south of Port 
  Nyanzaru. The dwarves of Shilku Outpost treat it as a 
  common area, but almost nobody can be found without a 
  Tej in hand. The Magma Malt is run by a friendly old dwarf 
  named Yutmus Treasurehead. Yutmus has a hundred 
  tales of adventure and about two or three of them are 
  mostly true. The dwarven society is communal so there is 
  no charge for the Tej or the Nene drink. 
  Yutmus can tell the adventurers the following tales:
  • Yutmus and his old crew once fought a flail snail that 
  was 30 feet tall with 8 eyestalks. It ate one of his mates, 
  who managed to carve his way out with an axe. (False)
  • Yutmus saw an airship crash in the jungle to the north 
  about a tenday ago. (True)
  • Yutmus once was held captive by pirates and managed 
  to break free by forging a lock pick out of toenail clippings 
  and his own dried feces. (False)
  As the characters sit an enjoy a drink, they may overhear 
  bits of conversation from the other patrons:
  • A dwarf noting that the catch is really good right now 
  because the recent storm diluted the bay and washed in 
  some more fish.
  • A dwarf bragging that he and his buddy killed a fire 
  snake thing out on the lava flows the other day. He says it 
  was bigger than a batiri goblin stack.
  • A dwarf asking if anyone's seen Laz or Malkar lately. 
  They were supposed to be back yesterday from some hunt.
  • A group of dwarves complaining about eating starvation 
  fruit, wishing they could charge into the jungle and bring 
  down a giant lizard or something.
  • A dwarf mourning the loss of his friend who was killed 
  by some volcanic rocks blown into the air and rained down 
  on them
  • A dwarf saying he saw Tzindelor with his own eyes. It 
  was there in the sky flying with a giant lizard in its mouth.
  S4. Shrine to Moradin
  The shrine to Moradin is tended to by an old female shield 
  dwarf named Helga Ironfist. Helga traveled to Chult many 
  years ago on a humanitarian mission from the Sword 
  Coast, fell in love with the land, and never left. She is a 
  priest of Moradin and is happy to heal players' injuries or 
  sicknesses when they arrive. Helga is very motherly and 
  has a famous saying that she tells all of the hunters: “Don’t 
  split the party”. Nobody seems to pay it any heed. 
  Helga's Quest. Helga has seen visions of Moradin's 
  gauntlet within Hrakhamar. If the characters indicate they 
  may be going there, she asks them to retrieve it if they 
  can. She tells them that "to the left of the two iron men, 
  there is a book with the secrets they'll need to acquire the 
  gauntlet". She doesn't know exactly what that means, and 
  thinks of it as a test from Moradin for the travelers. 
  
  S5. Mess Cavern
  The Mess Cavern is simply a large cavern with wooden 
  tables set up throughout it. The dwarves of the outpost 
  tend to take meals at the same time and enjoy the 
  camaraderie of dining together. The exceptions are 
  usually Sithi or Barendd, who are married to their work. 
  The head herbalist/naturalist of the colony is Sithi's 
  younger brother Rurik Vinecutter. Rurik first identified 
  the plant in the region, which saved his people from 
  starvation. The plant, Noni, is often referred to by the 
  dwarves as "starvation fruit". Over time, he was able to 
  discover the differences between the Ohelo and Akia 
  berries so that his people could enjoy a bit more variety 
  in their diet. Thankfully for the meat loving dwarves, 
  desperation lead a few of them to try the Daga'ona Fish, 
  which is now a staple food. Rurik loves sharing nerdy 
  factoids about the native plants of Chult and will happily 
  identify any specimens that characters have picked up 
  along their travels. 
  Rurik's Quest. Rurik has been under a bit of pressure 
  to get the people more Ohelo berries, which are far 
  more flavorful than the starvation fruit of the Noni plant. 
  Unfortunately, he's the only one who can tell the Ohelo 
  and Akai berries apart. He will gladly trade the characters 
  a lapis lazuli gemstone (worth 10 gp) for each 10 Ohelo 
  berries they bring him. He has six of these gems in total.
  S6. Builders Tunnels
  Barendd Torunn is the master tunneler of the dwarves. 
  He almost never leaves tunnels and some wonder if 
  he ever sleeps. Barendd managed to engineer a way 
  to re-route the lava tubes and poisonous gas seeping 
  through the rock beneath Shilku to keep it away from 
  the settlement. He is constantly at work expanding the 
  outpost, digging deeper into the rocks. Barendd refers 
  to others as youngins and relies on his own experience 
  rather than suggestions from others. He wears a coconut 
  shell on his head as a pseudo hard hat. If characters are 
  looking for Barendd, they must first succeed a DC 15 
  Wisdom (Survival) check to track him through the mess of 
  tunnels. The characters find Barendd trapped under some 
  rubble calling weakly for help. Barendd was trapped in a 
  small cave-in about a day ago and although he does not 
  want to admit it, he is grateful for his rescuers.
  S7. Living Quarters 
  Most of the living quarters are old cellars of the people of 
  Shilku. The dwarves have made personalized dwellings 
  out of these cellars with two or three dwarves living in 
  each space. The two southernmost living quarters are 
  vacant and are offered to the characters.
  10
  10  |  SHILKU OUTPOST
   |  SHILKU OUTPOST
  
  1111
   HRAKHAMAR  |
   HRAKHAMAR  |
  Hrakhamar
  Hrakhamar (and the map of Hrakhamar) is presented 
  on pages 60–64 of Tomb of Annihilation. The following 
  subsections outline only the proposed changes to the 
  location. 
  Adjusting Difficulty
  Firenewts are deceptively strong for CR 1/2 creatures 
  due to their high AC, guaranteed damage from their spit 
  fire ability, and their ability to multiattack. The following 
  sections provide some suggestions so that the characters 
  are not overwhelmed by the large number of these 
  buggers, because invading Hrakhamar as written in Tomb 
  of Annihilation is a bit more challenging than it seems.
  1. Magma Rift
  No changes to this location.
  2. Smelter
  Fighting 8 firenewts warriors can be quite a handful, 
  especially if they call for reinforcements. Because they 
  are busy working, it would make sense if they are not 
  equipped for battle. If you want to go easier on your party, 
  you can use the firenewt worker statblock instead (see 
  page 17 of this document). 
  3. Armory
  No changes to this location.
  4. Northern Forge Room
  The 4 firenewts in the Northern Forge Room (Area 4) may 
  become aware of battle in the Smelter (Area 2). You can 
  have them equip themselves with a sword and scimitar 
  as they pass through the Armory (Area 3) without using 
  an action. These firenewts fear the wrath of the firenewt 
  warlock of Imix in the Southern Forge Room (Area 4) and 
  may not call for aid from that room when they see and 
  hear combat at the Smelter.
  4. Southern Forge Room
  Withers recently had the firenewts forge one of his 
  favorite new traps, the Wind Tunnel in Area 15 of the 
  Tomb of the Nine Gods (TOA, 138). The molds for the 
  shapes atop the skeleton keys are foreshadowed here, but 
  should have no significance to players at this point. If the 
  characters investigate what the firenewts were working on 
  in the Southern Forge Room in Area 4, you can read the 
  following:
  The forged creations in this area seem out of place. There are 
  molds of what look like sharpened propeller blades. Molds of 
  geometric shapes, a triangle, square, pentagon, etc appear on 
  shelves. 
  5. Stores
  No changes to this location.
  6. The Treasury
  To make Moradin's gauntlet a more satisfying reward, you 
  can have it provide the wearer with the benefits of a belt 
  of dwarvenkind (that also grants proficiency with smith's 
  tools). Alternatively it could function as a gauntlet of ogre 
  strength or a homebrew item at your discretion.
  7. Imix Shrine
  Withers, under the effect of the tongues spell, is 
  concluding a meeting in this room with a firenewt 
  warlock of Imix. When the characters approach the 
  chamber, you can read the following instead of what is 
  presented on page 63 of Tomb of Annihilation: 
  The reek of sulfur and burning flesh assaults your nostrils as 
  you follow the tunnel. You hear the sound of a voice up ahead 
  that gives you chills. 
  "This new creation will serve my master well. I will contact you 
  again soon in the coming days after my helpers test this new 
  device."
  (If any of the players speak Ignan): "Yeth. Witherth. We are 
  pleathed to be at your thervithe. The ritual is thet to begin."
  "Spare me the details of your pathetic religion. I gave your 
  warlocks the reagents they would need for Mount Todra for 
  your services, not your gospel. I take my leave."
  There is a flash up ahead and the conversation ends.  
  At the end of the conversation, Withers teleports to a 
  hidden teleportation circle in Omu. As the players round 
  the corner read the following: 
  The tunnel opens into a small chamber. At the northern end 
  of the room is a five-foot-tall statue made of iron, copper, 
  gold, and silver, crudely hammered together into a form 
  suggesting something vaguely humanoid but also fiery. Four 
  firenewts worship before it. Two beaten albino dwarves are 
  bound and gagged against the southern wall.
  8. Smoke-Filled Caverns
  It is recommended that the eastern end of this cavern 
  connects Area 7 as shown on the map below. This gives 
  players more flexibility in how they approach the dungeon 
  from a tactical perspective. 
  9. Cells and Passage to Wyrmheart Mine
  The dwarves Laz and Malkar were held here for torture 
  until recently. The firenewts have brought them to the 
  Imix Shrine in Area 7 to ritualistically feast upon them 
  before Imix once they conclude their business with 
  Withers. 
  
  12
  12  |  HRAKHAMAR
   |  HRAKHAMAR
  Hrakhamar on Alert
  The first confrontation at the smelter will involve 12 
  firenewts, each of which will use spit fire once dealing 
  2d8 fire damage (half damage on save). Characters 
  will undoubtedly need to short rest after this first 
  confrontation. During that rest, the firenewt warlock of 
  Imix in the Southern Forge Room (Area 4) will notice that 
  the 12 workers are missing (or their bodies splayed about). 
  This will cause the rest of the firenewts of Hrakhamar 
  to go on alert. The following bullets include a few 
  recommendations how to handle Hrakhamar at this point.
  • Firenewts will mount up on giant striders and have 
  patrols of two guarding the forge entrances. Because 
  a combined firenewt/strider pair is quite a bit more 
  challenging of a foe, it is recommended that when a 
  giant strider is reduced to 8 or fewer hit points, it flees 
  and knocks its rider prone on the ground. For simplicity, 
  firenewt-strider pairs should act on the same initiative. 
  • The firenewts in the Stores (Area 5) will all be out and 
  about on alert.
  • The firenewts at the Imix Shrine (Area 7) will likely not 
  be notified out of fear of retribution for the failure of letting 
  the assailants get away in the first place. 
  • Depending on how many resources the party expended 
  on their initial assault, it is recommended that some of the 
  firenewt warrior patrols head down the tracks towards 
  Wyrmheart Mine as the newts may suspect that the 
  kobolds were responsible for the attack.
  • Sithi (or another dwarf) may accompany the party on 
  their second attempt, worrying that they may fail if she 
  does not aid them.
  Conclusion
  Through clearing Hrakhamar, the characters should have 
  accomplished the following:
  • Liberated the forge for the use of the albino dwarves
  • Rescued Laz and Malkar
  • Learned that the firenewts are planning something at 
  Mount Todra and a mysterious figure is involved. Laz and 
  Malkar also overheard this information and know the 
  firenewts refer to the man as Withers. They can describe 
  him as what must have once been a Chultan man but is 
  now some sort of sentient zombie capable of magic.
  As a thanks, Sithi will tell the players of a great treasure 
  trove within Wyrmheart Mine. She does, however, 
  qualify that there is a young red dragon guarding it. If 
  the characters are willing to reclaim Wyrmheart mine, 
  Mardred can use the forge to have the characters' armor, 
  shields, or robes enchanted with fire resistance to help 
  them defeat the dragon. In addition, at the DMs discretion, 
  Mardred can perform any of the upgrades found in The 
  Armorer's Handbook, but asks that the players pay for 
  the labor, which they can certainly pay for with the ingots 
  Sithi may have allowed them to take from the treasury.
  At the DMs discretion, Sithi, Laz, and Malkar know 
  the location of Omu as it is not far from the Valley of 
  Lost Honor. If the characters ask about its location, Sithi 
  suggests that the dwarves can lead the characters to 
  the city once the firenewts have been destroyed and the 
  dragon driven off.
  
  13
  13
   MOUNT TODRA  |
   MOUNT TODRA  |
  Mount Todra
  Mount Todra, is a new Chult location added by this 
  supplement. It is the largest volcano of the Kobold 
  Mountains and is located just west of Hrakhamar on 
  the map of Chult. At the end of the character's next long 
  rest after clearing Hrakhamar, Laz and Malkar (or other 
  dwarves on patrol) summon the characters to witness a 
  foreboding scene atop the volcano:
  Dark clouds swirl unnaturally over the looming volcano's 
  peak. You can feel tremors in the ground as the volcanic 
  activity increases. Chunks of red-hot rock and black ash spew 
  from the seemingly angry caldera. 
  The characters should realize that this is related to the 
  ritual either overheard at the Imix Shrine or overheard 
  by Laz and Malkar. If not, Sithi will connect the dots and 
  ask the characters to put a stop to the ritual. Once the 
  firenewts are defeated, they can all turn their attention to 
  the dragon and treasure in Wyrmheart Mine.
  The Ascent
  A set of treacherous stone stairs ascends the volcano. 
  It takes an hour to ascend to the top, but the climb is 
  difficult, even with stairs. Each of the following checks 
  must be attempted by a character in the party before 
  reaching the summit. Each party member may only make 
  one of the checks. If there are less than 5 party members, 
  a character may attempt 2 of the checks.
  • DC 15 Strength (Athletics) check to climb the stairs 
  quickly and help those who are less able. Failure: Roll on 
  the terrain encounter table and creature encounter table.
  • DC 15 Dexterity (Acrobatics) check to dodge and help 
  others dodge falling volcanic debris. Failure: Roll on the 
  terrain encounter table.
  • DC 15 Intelligence (Nature) check to identify terrain 
  hazards during the ascent. Failure: Roll on the terrain 
  encounter table.
  • DC 15 Wisdom (Survival or Perception) check to find 
  safer alternate paths and avoid enemies. Failure: Roll on 
  the creature encounter table
  • DC 15 Charisma (Intimidation) check to scare off 
  creatures or small groups of enemies that would 
  otherwise try to attack. Failure: Roll on the creature 
  encounter table.
  Creature Encounters
  d4
  Creature Encounter
  1
  1d4 magma mephits, 1d4 smoke mephits, and 
  1d4 steam mephits rise from a molten crack in the 
  mountainside and attack. 
  2
  1d6 fire snakes hatch from 2-foot diameter spheres of 
  smoldering obsidian rock and attack.
  3
  1d4 firenewt warriors and one firenewt elite warrior 
  are on patrol and intercept the characters. 
  4
  1d4 firenewt warriors atop giant striders are on patrol 
  and intercept the characters.
  If the characters have lost considerable health as a result 
  of these encounters, they may seek to have a short rest. 
  With a successful DC 15 Wisdom (Survival) check, they 
  can find a small cave to safely rest in for an hour.
  Terrain Encounters
  d4
  Terrain Encounter
  1
  Tremor. The ground begins to shake. Each creature 
  must make a DC 12 Dexterity saving throw. On a 
  failed save, a creature takes 2d6 bludgeoning damage 
  and is knocked prone. 
  2
  Volcanic Debris. Smoldering rocks and ash spew from 
  the volcano causing a landslide. Each creature must 
  make a DC 12 Strength saving throw. On a failed save, 
  a creature takes 1d6 bludgeoning and is buried under 
  rock. Buried creatures take 1d6 damage at the start of 
  each of their turns and are restrained. Breaking out or 
  digging out a buried creature requires a successful DC 
  12 Strength (Athletics) check. 
  3
  Sulfuric Gas. Hydrogen sulfide gas spews from 
  a nearby vent. Each creature must make a DC 12 
  Constitution saving throw. On a failed save, a creature 
  takes 1d10 poison damage and is poisoned for 1 
  minute.
  4
  Magma Jet. Magma shoots from a crack in the 
  mountain. Each creature must make a DC 10 Dexterity 
  saving throw. On a failed save, a creature takes 6d6 
  fire damage.
  The Peak 
  When the characters reach the top, read the following:
  A platform overlooking the caldera stands before you. The lava 
  below churns and spews smoke into the air. Three firenewt 
  warlocks chant around a runes etched in the ground. The 
  warlocks are flanked by two firenewt guards. The head of a 
  fiery bird begins to emerge from the lava.
  By the time the characters arrive, the three firenewt 
  warlocks of Imix have nearly completed their ritual 
  to summon the aspect of Imix (see page 17 of this 
  document). They are starting the second part of their 
  incantation to imbue the aspect with the strength of the 
  volcano below. Two firenewt warriors stand guard. Due 
  to the roaring of the volcano and the chanting of the 
  warlocks, characters that do not overtly draw attention 
  to themselves can easily surprise the firenewts. Once the 
  characters attack, on initiative count 20 of the following 
  turn read the following:
  Out of the lava, a large fiery bird emerges and screeches to 
  the sky and gazes at your position. It screeches as it swoops 
  towards you.
  As long as the firenewt warlocks of Imix remain alive 
  and concentrating (not incapacitated), the aspect of Imix 
  cannot be destroyed. A silence spell or antimagic field will 
  temporarily halt the ritual as the warlocks will attempt to 
  move outside of the effect range and resume spellcasting. 
  As the warlocks are using their actions to further the 
  incantation, the only offensive spell they will use is hellish 
  rebuke, if attacked. 
  The walls of the spiraling path leading to the caldera 
  have plenty of hand holds, such that a creature can climb 
  up or down without making a check. The walls are 10 feet 
  high between platforms. There is a 5-foot wide crack on 
  the south-west side of the caldera, where lava pours down 
  the side of Mount Todra. Characters can jump over this 
  crack without making a check. A creature that falls in the 
  lava or starts its turn there takes 55 (10d10) fire damage.
  
  Mount Todra Peak
  Mount Todra Peak
  14
  14  |  MOUNT TODRA
   |  MOUNT TODRA
  Sithi may propose the characters return to Shilku 
  Outpost to plan the attack and enjoy some Tej at the 
  Magma Malt. If the party returns to the outpost with the 
  dwarves, there are no encounters along their journey.
  As mentioned above, at the DMs discretion, Sithi, Laz, 
  and Malkar know the location of Omu as it is not far from 
  the Valley of Lost Honor. If the characters ask about its 
  location, Sithi suggests that the dwarves can lead the 
  characters to the city once the dragon has been driven off.
  Conclusion
  If the party successfully defeats the firenewts and the 
  aspect of Imix, read the following:
  From the tips of its fiery wings towards its abdomen, the 
  primordial bird begins to snuff out. The billowing smoke from 
  the caldera begins to cease as the lava recedes further down 
  into the earth until the red glow is completely gone. 
  With the firenewts' plot foiled, the party the dwarves 
  will congregate at the base of Mount Todra to celebrate 
  the heroes. Sithi Vinecutter will reward the players with 
  fire resistant upgrades to their armor and hopes to discuss 
  reclaiming Wyrmheart Mine where the true reward 
  awaits. 
  
  15
  15
   WYRMHEART MINE  |
   WYRMHEART MINE  |
  Wyrmheart Mine
  Wyrmheart Mine (and the map of Wyrmheart Mine) 
  is presented on pages 85–89 of Tomb of Annihilation. 
  The following subsections outline a suggested strategic 
  approach to get the most excitement out of this location. 
  Infiltration
  Sithi recommends that the characters first attempt to 
  clear the mine as stealthily as possible so as to avoid 
  alerting the dragon. She knows that the mine is inhabited 
  by numerous kobolds. She also knows that there is a 
  waterfall in the mine and hopes that it will make enough 
  noise to cover up the sounds of small skirmishes, but 
  cautions that the mine carts will be quite loud. The 
  characters may decide to wisely wait for the dragon to go 
  out hunting before infiltrating the mine. If this occurs, 
  once the characters clear out the kobolds, proceed to the 
  'Bait' section of this supplement.
  If Tzindelor is present while the players infiltrate, you 
  may have Sithi offer a contingent of dwarves (albino 
  dwarf warriors named Bonson, Beezin, and Gradon and 
  1 albino dwarf spirit warrior named Skip) to help the 
  party fight Tzindelor. The dwarves will wait at the ready 
  to approach when the characters have either reached the 
  dragon, or the mine becomes alerted to their presence. 
  Skip can use speak with animals to enlist the help of a bat 
  to watch the characters as they move through the cavern. 
  If the stealth mission is successful, the dwarves will 
  carefully propel themselves via ropes down to the base of 
  the waterfall in Area 12. During the fight with Tzindelor, 
  you can have each player control a dwarf, which acts on 
  the same initiative as their character. Due to her hatred of 
  dwarves, Tzindelor will initially target the dwarves rather 
  than the characters.
  Tzindelor will not fight to the death. If reduced to below 
  half her maximum hit points, she will fly straight up out of 
  the cavern and plot her revenge for the following day after 
  she has recovered from her wounds.
  Bait
  Sithi has a crazy plan that just might work. In order to 
  fight the dragon, the characters need to stay out of reach 
  of her bite and claws. Sithi proposes that they sit in a 
  mine cart at Area 3 and wait for the dragon to return, then 
  use the speed of the cart to kite the dragon as they roll. 
  They may even load up the cart with gold to help taunt 
  the dragon. Riding in the cart provides the characters 
  with three-quarters cover. In the meantime, the dwarves 
  will re-rig the trap in Area 10 to drop a weighted net as 
  Tzindelor flies by to prevent her from flying off again and 
  the characters can finish her off once and for all. 
  Cart Logistics
  As Tzindelor approaches, the characters can push off with 
  the mine cart and begin the chase. The track is roughly 
  500 feet long and descends 250 feet. The cart will pass 
  by the Area 10 trap after it has moved approximately 250 
  feet along the track. The following information is based 
  loosely on physics in a non-magical setting assuming 
  some amount of friction. The numbers have been rounded 
  for ease of use. Suspension of disbelief is recommended to 
  enable this fun encounter. 
  Controlling the Cart. At the top of each round, the 
  character manning the brake may choose one of the 
  following options. If the brakes fail, the only option is 
  release the brake. 
  • Use an action to forcefully apply the brake to slow down, 
  causing the cart to lose 100 feet of speed (roll a d10, on a 
  roll of 1 the brakes fail).
  • Use an action to apply the brake to maintain speed.
  • Release the brake (no action required), causing the 
  cart to gain 100 feet of speed to a maximum to 200 feet. 
  Because the cart starts at rest, this option will move the 
  cart 100 feet on the first round.
  Since this is effectively a chase, each participants' 
  movement – Tzindelor and the cart – happens 
  simultaneously, instead of on their respective turns. This 
  also means that creatures can't take opportunity attacks 
  against each other. See page 252 of the Dungeon Master's 
  Guide for more information about running a chase.
  End of the Track. Depending on the speed in which 
  the characters are traveling when they reach the barrier 
  at the bottom of the track, they will either be able to safely 
  stop or crash. The following scenarios are presented 
  as an alternative to the cart damage presented on page 
  86 of Tomb of Annihilation. In general, crashing at a 
  speed of 200 feet or 100 feet per turn deals 10d6 or 5d6 
  bludgeoning damage, respectively, to the riders.
  • Full Speed. The characters start the round 200 feet 
  from the end of the track and were traveling at a speed of 
  200 feet. If the characters do not elect to forcefully apply 
  the brake, any characters in the cart when it crashes 
  must make a DC 15 Strength saving throw, taking 10d6 
  bludgeoning damage on a failure, or half as much on a 
  successful save.
  • Half Speed. The characters start the round 100 feet 
  from the end of the track and were traveling at a speed 
  of 200 feet. By successfully applying the brakes (slowing 
  their speed to 100 feet for the final stretch of track), any 
  characters in the cart when it crashes must make a DC 15 
  Strength saving throw, taking 5d6 bludgeoning damage 
  on a failure, or half as much on a successful save.
  • Safe Stop. The characters start the round 100 feet from 
  the end of the track and were traveling at a speed of 100 
  feet. By successfully applying the brakes (slowing their 
  speed to 0 feet for the final stretch of the track), they coast 
  gently to a safe stop at the bottom of the track. 
  Flying at 80 feet per round, Tzindelor should pass under 
  the weighted net trap at Area 10 during the third round of 
  combat. Once netted, the dragon's fly speed is reduced to 
  0, and Tzindelor will be forced to glide to the ground for 
  the final confrontation. If she lands on the tracks below 
  and is hit by the cart, the bludgeoning damage dealt by the 
  crash is doubled for her. The net only affects the dragon's 
  wings and does not impose any other conditions. She may 
  fight to the death or bargain for her life. However, she will 
  lie as much as she needs to while biding her time until she 
  can get the upper hand.
  Conclusion
  If Tzindelor is defeated, Sithi shares the location of 
  Omu with the characters, and suggests Laz and Malkar 
  guide them there. The dwarves plan to ship some of 
  the riches back to Port Nyanzaru to begin trade. They 
  offer to perform a supply run (for food, weapons, spell 
  components, etc.) for the characters and can even 
  establish a drop point within Omu. 
  The journey from Shilku Bay to the port takes 4–5 days 
  as the small sail boats travel an average of 8 miles per 
  hour and are manned to travel for 24 hours per day. The 
  trade mission will return to Shilku in a tenday and be able 
  to trek to Omu from there. The albino dwarves know the 
  region and are able to travel at double the party's pace.
  
  16
  16  |  MAGIC ITEMS
   |  MAGIC ITEMS
  Magic Items
  Armor of Fire Resistance
  Armor (any), rare (requires attunement)
  You have resistance to fire damage while you wear this 
  armor.
  Moradin's Gauntlet
  Wondrous item, rare (requires attunement)
  While wearing this gauntlet, you gain the following 
  benefits:
  • Your Constitution score increases by 2, to a maximum 
  of 20.
  • You have advantage on Charisma (Persuasion) checks 
  made to interact with dwarves.
  • In addition, while attuned to the gauntlet, you have a 50 
  percent chance each day at dawn of growing a full beard if 
  you're capable of growing one, or a visibly thicker beard if 
  you already have one.
  • You gain proficiency with smith's tools.
  If you aren't a dwarf, you gain the following additional 
  benefits while wearing the gauntlet:
  • You have advantage on saving throws against poison, 
  and you have resistance against poison damage.
  • You have darkvision out to a range of 60 feet.
  • You can speak, read, and write Dwarvish.
  Robe of Scintillating Colors
  Wondrous Item, very rare (requires attunement)
  This robe has 3 charges, and it regains 1d3 expended 
  charges daily at dawn. While you wear it, you can use 
  an action and expend 1 charge to cause the garment to 
  display a shifting pattern of dazzling hues until the end 
  of your next turn. During this time, the robe sheds bright 
  light in a 30-foot radius and dim light for an additional 
  30 feet. Creatures that can see you have disadvantage 
  on attack rolls against you. In addition, any creature in 
  the bright light that can see you when the robe's power is 
  activated must succeed on a DC 15 Wisdom saving throw 
  or become stunned until the effect ends.
  Spellguard Shield
  Armor (shield), very rare (requires attunement)
  While holding this shield, you have advantage on saving 
  throws against spells and other magical effects, and spell 
  attacks have disadvantage against you.
  A shield is made from wood or metal and is carried in one 
  hand. Wielding a shield increases your Armor Class by 2. 
  You can benefit from only one shield at a time.
  
  1717
   CREATURES  |
   CREATURES  |
  Creatures
  Firenewt Elite Warrior
  Firenewt Elite Warrior
  Medium humanoid, neutral evil
  Armor Class 16 (scale mail)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  16 (+3) 
  12 (+1) 
  7 (-2) 
  11 (+0) 
  8 (-1)
  Damage Immunities fire
  Senses passive Perception 10
  Languages Draconic, Ignan
  Challenge 2 (450 XP)
  Amphibious. The firenewt can breath air and water.
  Touched by the Fire Lord. When a creature the firenewt can see 
  is reduced to 0 hit points within 30 feet of it, the firenewt's next 
  scimitar attack deals an extra 3 (1d6) fire damage on a hit.
  Actions
  Multiattack. The firenewt makes two attacks with its scimitars. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Spit Fire (Recharges after a short or long rest). The firenewt spits 
  fire in a 15-foot cone. Each creature within the cone must make 
  a DC 12 Dexterity saving throw, taking 9 (2d8) fire damage on a 
  failed save, or half as much damage on a successful one.
  Firenewt Worker
  Firenewt Worker
  Medium humanoid, neutral evil
  Armor Class 14 (chain shirt)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  13 (+1) 
  12 (+1) 
  7 (-2) 
  11 (+0) 
  8 (-1)
  Damage Immunities fire
  Senses passive Perception 10
  Languages Draconic, Ignan
  Challenge 1/2 (450 XP)
  Amphibious. The firenewt can breath air and water.
  Actions
  Multiattack. The firenewt makes two attacks with its claws. 
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  3 (1d4) slashing damage.
  Spit Fire (Recharges after a short or long rest). The firenewt spits 
  fire at a creature within 10 feet of it. The creature must make a DC 
  11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed 
  save, or half as much damage on a successful one.
  Aspect of Imix
  Aspect of Imix
  Large elemental, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 102 (12d10 + 36)
  Speed 20 ft., fly 60 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+31) 
  17 (+3) 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  14 (+2)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Immunities charmed, exhausted, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, stunned
  Damage Immunities fire, poison
  Damage Vulnerabilities cold
  Senses darkvision 60 ft. passive Perception 12
  Languages Ignan
  Challenge 6 (2,300 XP)
  Flyby. The aspect does not provoke opportunity attacks when it 
  flies out of an enemy's reach.
  Illumination. The aspect sheds bright light in a 60-foot radius and 
  dim light for an additional 30 feet.
  Boon of Worship. As long as there are firenewt warlocks of Imix 
  worshiping within 120 feet of the aspect, it regains 10 hit points at 
  the start of its turn, and its hit points cannot be reduced below 1. 
  Actions
  Multiattack. The aspect of Imix makes two attacks: one with its 
  peak and one with its fiery talons.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) fire damage. If the target is a creature or a flammable 
  object, it ignites. Until a creature takes an action to douse the 
  fire, the target takes 5 (1d10) fire damage at the start of each of 
  its turns.
  Fiery Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) fire damage.
  Reactions
  Reposition. The aspect can move up to half its speed.
  
  Dan Kahn & 
  Eventyr Games 
  Collaboration
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  idea, or just want to get in touch, you can reach 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Tomb of Annihilation/Chapter 2 - Secrets of Shilku.pdf