Monday, February 19, 2018

"Camp Righteous" - Tomb of Annihilation, Chapter 3


It was the night after the dinosaur races and all of Port Nyanzaru was celebrating. Those whose bets payed off were buying rounds of drinks for everyone and those who lost their bets were enjoying those drinks.

The cat-man Xok-Wik had finally reunited with his friends from the Karanja. John Henry Blackman, aka "the Nova Scotian" was filling him in on the activities of the previous day as they walked the crowded streets of the Red Bazaar. Blackman told Xok-Wik of the upcoming mission to escort an Avallonian priestess up-river to someplace called Camp Righteous. It was going to be at least a ten day job, five days there and five days back. The Nova Scotian extended an invitation to the b'alam to join them. Xok-Wik said he would consider the offer.

At about that time a voice called to them, "Excuse me! Excuse me!" Xok-Wik recognized the accent as belonging to one of his Bresian countrymen. He turned to see a b'alam minstrel approaching them. Xok-Wik was intrigued.


Xok-Wik greeted his kinsman in Bresian, "Ma'lob ak'ab'!"

The minstrel replied, "Ma'lob ak'ab!" but continued in common Atlantean, "I was wondering if I could bother a fellow b'alam."

Xok-Wik was awkward and struggled to communicate with others but he was eager to speak to another of his kind. Xok-Wik asked, "Of course, but please tell me, are there other b'alam here?

The minstrel replied, "What? Oh, yes, a few. Many like myself came here, oh, over twenty years ago."

Xok-Wik implored the minstrel to provide more information, "Tell me where I might find other b'alam! My own pride, the Xok, was destroyed! I, alone, survived! I have followed those responsible across Antara. Their trail eventually led me here to Port Nyanzaru!" Xok-Wik became desperate,"Do you know anything of the Nagina Samrajya? Have you seen any?"

The minstrel became worried, "Ah, yes, as it happens, I have heard tales that the Nagina Samrajya walk among us disguised as human. I have heard that they are travelling from across Antara to Chult and are gathering somewhere in the interior. But that is all I know. Honestly, I just wanted to ask you if I could borrow a gold coin."

Xok-Wik was taken aback, "Wh-What?"

"I just need a single gold coin to cover a bet. If you have to spare, I promise to pay you back."

Xok-Wik was shocked out of his obsession, "Oh, uh, of course. Here." He gave the misntrel a coin.

The minstrel made a quick getaway into the throng, "Thanks! Later!"


TOMB OF ANNIHILATION, CHAPTER 3
"CAMP RIGHTEOUS"

Five travelers band together 
to aid an Avallonian priestess
deliver a message to the Knights of the Circle
at Camp Righteous in the Chultan interior...

THE TRAVELERS
John Henry Blackman, "The Nova Scotian" - a black Canadian archaeologist (Human Rogue) from 1920s Earth who was transported from Greenland to the strange continent of Zazamanc. He is searching for a way to return to Earth but has come to appreciate his new home. He is searching for a man named Artus Cimber.

Apparently Jones - a blue-skinned demijin caravan guide and animal trainer (Air Genasi Ranger) from Akasa, the land of sky mountains. She is traveling to Port Nyanzaru to find work as an animal handler.

Bramble Wolf - a theran barbarian wise-man (Wildhunt Shifter Druid) searching for the legendary origin of his tribe.

Qhallebbewk Zriri - an aarokan aristocrat (Aarocockra Ranger) from the sky-city of Aarokar-Nasaris, banished by his noble family for his boorish behavior. He is travelling to Port Nyanzaru hoping to win the approval of his family by accumulating glory and fame.

Xoc-Wik - a b'alam warrior (Tabaxi Fighter) from the jungles of Bres, searching for those responsible for the destruction of his tribe.

THE RIVER JOURNEY
The next morning the travelers woke before dawn to prepare for their journey up the River Soshenstar. As they gathered outside Kaya's House of Repose, the street urchin Jib-Jab ran up to Xok-Wik.

"Good morning, very much, yes sir!" said the gaunt boy, "A cat person such as yourself left this for you, sir." He delivered a pouch containing ten gold coins, "He said to tell you thank you sir. Very much!"

Nova slapped Xok-Wik on the back, "Well done! Looks like that bet paid off after all!"

The party gathered on the banks of the river Soshenstar. Undril Silvertusk, the theran priestess from Avallonis, was waiting for them by the large canoe, "I was beginning to worry you wouldn't show."


To everyone's relief, Silvertusk was not wearing the chain mail shirt that had nearly caused her heat stroke the previous day. However, she did look like she was carrying seventy pounds of chain mail in her backpack.

Day One
Morning - Clear and calm. Apparently Jones became ill with Chultan Cough.
Afternoon - Heavy rain with light winds. Nothing to report. Qhallebewk produced magical berries which fed everyone for the day. The rain catchers gathered sixteen gallons of water filling all five waterskins.
Night - Light rain and calm. Nothing to report.

Day Two
Morning - Clear and calm. The party encountered a group of travelers on the left bank of the river. They were calling for help. The group consisted of three foreigners and three local tribesmen. Xok-Wik argued that the party offer aid but Bramble Wolf pointed out that the tribesmen should be able to provide adequate food and water, indicating some kind of trap. They opted to ignore the increasingly desperate pleas for help and paddle onward.
Afternoon - Clear and calm. Nothing to report. The party foraged for food and water. The water was boiled prior to consumption to eliminate any parasites.
Night - Clear and calm. Bramble Wolf reported that during his night watch he was visited by a strange creature - a humanoid made of an inky black substance about a foot tall. The tiny humanoid wore a mask carved from what looked like ivory. The creature was odd and seemed curious but was otherwise not hostile. Bramble Wolf woke Qhallebewk but by the time the bird man was awake the small fellow had vanished.


Day Three
Morning - Clear and calm. Nothing to report. Qhallebewk flew above the trees to reconnoiter.
Afternoon - Medium rain with light winds. Nothing to report. 4 gallons of water were collected.
Night - Light rain and calm. Nothing to report.

Day Four

Morning - Medium rain and calm. A flight of five man-sized wasps were spotted flying upriver towards the canoe. Qhallebewk drew his bow and took to the air. Xok-Wik and Qhallebewk loosed arrows at the giant insects, felling the last at a range of over one hundred feet.
Afternoon - Light rain and calm. Nothing to report.
Night - Light rain and calm. Nothing to report.

Day Five - Camp Righteous
Morning - Medium rain and calm. Nothing to report. Apparently Jones was still not feeling well.
Afternoon - The party arrived at Camp Righteous. The camp had apparently been quickly abandoned after being attacked. There were no fortifications. The tents were torn to tatters. The few wooden structures were in ruins.

Behind the camp was a bluff and a small hill. A massive eighty foot tall stone statue of a man carrying a crocodile on his back was carved out of the side of the hill. Two rowboats were pulled ashore, they were filled with several weeks of rainwater. In the distance, a panicked flightless bird the size of a small ostrich was trying to escape an animal pen. The party pulled ashore and left Apparently Jones with the canoe.

Qhallebewk investigated the wooden structures. They were empty and their contents hurriedly removed.

Xok-Wik investigated the tents. They were likewise hurriedly abandoned and devoid of belongings. He poked around but found nothing.

Undril joined the Nova Scotian in investigating the bank and the boats. All useful tracks had been erased by weeks of rain though the lack of tracks made it evident no one else had walked in the interim. Undril did notice that dozens of men made a path south, following the river.

Bramble Wolf investigated the animal pen. He gave the panicked bird a ration biscuit. The bird ate it hungrily and was becalmed. Bramble Wolf slowly opened the gate and the bird fled into the nearby forests. Bramble Wolf had correctly surmised that the bird was a fledgling axe-beak, also known as a terror bird, and wisely chose to release the poor creature.

Finding nothing else of use in the camp, the party decided to investigate the entrance at the base of the tall stone statue.

The Shrine of the Crocodile
The party gathered at the entrance of the shrine. The statue reminded Nova of an ancient Zazamancian parable he had read in the libraries of Akwa-Obio. The parable spoke of a man wishing to cross a river teeming with hungry crocodiles.

In the early days of the world, Man stood by the banks of a river, frightened. Crocodile raised his head from the water and asked, "What troubles you cousin Man?"
Man said, "I must cross this river, but I fear to enter the water alone, because it teems with your brethren."
Crocodile replied, "It's true, you would not be safe. But I will carry you across the river safely on my back, if you promise to return the favor." Man agreed, and Crocodile bore him safely across the water.
When they reached the far bank, Man asked, "How can I repay you?" Crocodile replied, "I wish to see the realm of Humans, but I fear to go there alone, because it teems with your brethren. You must carry me on your back across your realm." Man had been tricked, but a promise is a promise, so he carried Crocodile safely on his back across the entire realm of humans, a journey that lasted many years. He also swore, in his anger, that never again would Man and Crocodiles be friends, and so it has remained to this day."

Nova told the others of the parable, lit his lantern, and the group crossed the threshold of the shrine.

They could see that the corridor was twenty feet wide and just over twenty feet tall. The corridor was straight and ended in a seven-foot tall ledge after about eighty feet. There was no door and the entrance was covered in mud and vines

Qhallebewk flew into the darkness, hoping to perch on the ledge. To his horror, giant twenty-food diameter buzz-saw blades slashed out of concealed slots in the floor and walls. The blades trimmed his wings and tail feathers!

He flew above the ledge and noticed that the floor was covered in sixteen arcane symbols. Another ledge rose seven feet beyond. The wall of the ledge was likewise covered in sixteen identical arcane symbols to the floor. Instead of perching, Qhallebewk decided to hover while the others caught up.

The rest of the party gasped and winced at the sight of the buzz-saw blades. They were now wary of traps.

Nova cautiously advanced. He noticed an area twenty feet inside the entrance where there was less mud. Sensing a pit trap he had Xok-Wik tie a rope to him and he walked into the area of less mud. A twenty foot-by-twenty foot area of floor collapsed beneath him but Xok-Wik easily pulled him back up. Xok-Wik took off his backback and, using his unsheathed claws, carried everyone across the gap by climbing along the side wall.

Nova carefully studied the area of wall from whence the blades appeared. He was able to discern their thin openings. He and Xok-Wik hammered shovels and crowbars into the gaps which blocked the saw-blades. They were then able to easily approach the base of the first ledge.

Nova said, "I'm coming up." and began climbing.

Bramble Wolf, who had earlier heard Qhallebewk mention something about glyphs on the floor and wall, cried out, "No, wait! There's..."

Nova climbed up onto the far left tile, immediately setting off a magical trap which engulfed the entire landing in arcane fire! Nova was badly burned and collapsed. Qhallebewk was charred to a cinder and died.

DM Note- Our first PC death! 

It played out pretty much like I described it. I made sure to describe to Nova's player that he could not see the bottom row on the far wall from where he was standing. Nova's player said, "I climb up." and moved his mini to the top of the landing. Bramble's player cried out, "No, wait!" but I said, "too late."

Qhallebewk was already damaged by the blade trap. The flame damage exceeded his maximum hit points below zero. There were no death saves. He died instantly. Nova's player was annoyed at his own carelessness and felt horrified at the death of Qhallebewk. 




Undril shouted, "I can help them!"

Bramble Wolf said, "I got it. Xok-Wik, climb up the side and look at the tiles on the far wall."

Xok-Wik climbed up the side wall and observed that the second tile from the left on the bottom row was faintly glowing. Bramble climbed up to the corresponding tile on the floor. He safely ascended and channeled Gaia's healing power into the Nova Scotian. He looked at Qhallebewk and saw that it was too late.

Now on the landing, he could see that the third tile from the left on the second row was now glowing. He supported Nova Scotia and the pair stepped onto that tile with no ill effect. He then saw that the third tile from the left on the third row was glowing. They followed suit. Consequently, the third row from the left on the top row was now glowing. They continued and climbed the next seven foot ledge.

Xok-Wik then climbed to the first tile. He could not see any glowing tiles on the far wall. Bramble instructed him to just follow the same path. "But what if it changes every time?" worried Xok-Wik. Bramble shrugged.

Xok-Wik took a chance and crossed following the same path. There were no fiery explosions. Undril followed suit and soon all four survivors were standing on the second landing in front of stone door.




The door was engraved with with the same four-by-four square pattern with the same glyphs. Nova Scotia Blackman confidently said, "I guess we touch the squares in the same order."

Nova touched the second tile from the left on the bottom row and the door emitted a massive thunderclap! Nova and Bramble were buffeted but remained on the landing. Undril and Xok-Wik, however, were blown off the landing and fell onto the glyph floor below. Their fall activated the explosion of arcane flame. They were both badly burned but survived.

Nova pulled himself up, cursing his bad luck. Bramble shouted at him, "STOP THAT!"

Undril and Xok-Wik were lying on very unsafe tiles without a clear way to get to path they hoped was still safe. They could see no glowing glyphs on the wall tiles but they were adjacent to each other. After saying a prayer of healing for Xok-Wik, she said, "If I might suggest. Perhaps if one of us carries the other, like in the parable?" Xok-Wik carried Undril on his back and the pair crossed over the dangerous tiles with no consequence.

Bramble told them to wait at the bottom of the ledge while he figured out the door.

The theran druid examined the door closely. The glyphs were now gone. The door appeared to be safe. He opened the door and called for the others to climb up.

They entered into a twenty-foot diameter room. The room was filled with giant dinosaur bones. There was a thirty-foot tall ten-foot wide pillar in the center of the room. Atop the pillar was a large beautiful ceramic jug. A wide beam of dim magical light shined from the ceiling onto the jug, illuminating it in soft overhead light. Narrow stairs coiled up the side of the column. The pillar was decorated with five bas relief sculptures of Man carrying Crocodile carved into the side of the pillar, as if illustrating the ascent on the stairs.

Nova Scotia Blackman examined each step carefully. The stairs were covered with millennia of dust. Confident in their safety, he ascended the stairs.

When he walked onto the step beneath the first bas relief sculpture, a storm of lightning erupted from the central pillar. The room was engulfed in lightning, electrocuting everyone in the room!

After it was over, the group reconsidered their plan. Bramble said, "I think I see what's going on here." Bramble wild-shaped into a crocodile and Xok-Wik carried him up the stairs.


Xok-Wik then carried Bramble the crocodile up the treacherous narrow stairs. They safely crossed each of the steps corresponding to a bas relief and ascended to the top. Xok-Wik was carrying a crocodile on his back and was unable to pick up the jug so Bramble the crocodile turned his head sideways and grasped the jug in his toothy maw. The pair, carefully carrying the jug in the crocodile's mouth, then descended the stairs.

A single stone block fell from the ceiling and crashed into the bones below.


They retreated past both landings and stopped to rest at the section of corridor between the pit trap and the saw blades. They decided to rest there for the night. In spite of its proximity to the blade trap, they hoped that the pit would protect them in case anything returned to the camp.

Bramble spent several hours examining the jug. He eventually learned that it possessed the magical property to create liquid. He simply wished for fresh water and he opened the jug to find several gallons of fresh water. This magical artifact would be a boon to the expedition and might fetch a hefty sum back in Port Nyanzaru.

Undril asked about the next steps for the expedition. She still needed to deliver the message to Commander Crusher. Survivors of the camp had fled south. She suggested they follow the trail and find any survivors. Nova suggested that they were captured and taken as prisoners. They agreed that was a possibility.

The party decided they would continue south in search of the survivors of Camp Righteous. But first, some needed rest.

TO BE CONTINUED...

DM's Notes - I started overland travel tonight using a house rule that you only get the benefits of a long rest every five days of travel. 

I had two goals for this house rule: 

1) In a day of travel, players know they can expect only one or two random encounters. So they expend all their daily resources and spells in overcoming that single encounter. I wanted to make random encounters more on par with dungeon encounters, where they might expect five to eight encounters in an adventuring "day", so they budget their resources appropriately. 

2) Giving an incentive to spend the night in proper towns and inns. Camping is hard and exhausting.

However, my players HATED this rule. Plus, five days was too arbitrary.

I talked it over with my players and we came to this compromise that still meets my design goals:

Any time they take a long rest in the "field", they make a DC 10 (or higher depending on circumstances) Survival check. A success means you are able to get a long rest. A failure means you can only get a short rest.

This adds a third benefit of making Survival skills important for everyone, not just the party druid/ranger! 



Next week: I hope Apparently is okay out there in the canoe!

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