Tuesday, March 27, 2018

"The Ritual of Stolen Life" - Tomb of Annihilation, Chapter 7


Baba Nunu (what my players call Nanny Pu'pu) prepared the dead body of Nova Scotia Blackman for the ritual. She laid his body on a large flat slab of smooth cold stone and shaved him of all hair using a ritual blade. She collected the hair into a clay bowl. She then bathed him and cleaned his body using ritual liquids and oils. She drained his body of any remaining blood or fluids and sewed his wounds closed. She inserted a quill into his arm and began pumping a strange liquid into his veins. She painted various magical sigils onto his skin and arranged pine needles, various salts and powders, and smooth round stones on the slab around his body. Flying monkeys continuously brought her necessary tools and ingredients from her hut as she needed them.

A cold breeze picked up and the sky darkened from a passing cloud.

She began the ritual, chanting in a strange unintelligible muttering. She then reached into the litter of pteran hatchlings and pulled forth a wriggling live specimen the size of a toddler. Its beak was tied shut and its clawed wings and legs were bound. She laid it on the slab near Nova Scotia's head. She placed the precious gemstone upon the squirming pteran's forehead. It seemed to attack through some unseen adhesive.

She looked at Xok-Wik as if daring him to interfere and said, "If any of you are weak of stomach, this next part may cause a problem for you. Shall I proceed?"

Xok-Wik consulted Zeynap and Apparently. They nodded in agreement. She continued.

The struggling pteran became weak. Its breath became labored. It stopped squirming and lay still on the stone, panting feebly. The gemstone began to glow purple. The creature stopped breathing.

Baba Nunu removed the glowing gemstone from the forehead of the now dead pteran hatchling and placed it upon the forehead of Nova Scotia.

There was a moment of silence. The breeze had stopped. The cloud had grown large and was now ominously dark. There was a peal of far off thunder.

Nova Scotia Blackman took a deep gasping  breath. His eyes opened wide in horror. He began panting. He looked around as if in panic and rolled off the slab.

The illusion of the pteran hatchling was gone revealing the lifeless body of an aarokan hatchling.

It began to rain.


CHAPTER 7, "THE RITUAL OF STOLEN LIFE"

THE EXPEDITION
  • John Henry Blackman, "The Nova Scotian" - a black Canadian archaeologist (Human Bard) 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 seeking 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. Having failed to find work in Port Nyanzaru as an animal handler, she has joined the expedition to the interior as a scout.
  • Bramble Wolf - a theran barbarian wise-man (Wildhunt Shifter Druid) searching for the legendary origin of his tribe.
  • Xoc-Wik - a b'alam warrior (Tabaxi Fighter) from the jungles of Bres, searching for those responsible for the destruction of his tribe.
  • Zeynap Shiravadakar - a Eusebean smuggler (Human Warlock) bearing the spirit of a celestial unicorn.

BRAIN FEVER
Bramble shook his head and stood up. He felt disoriented and slightly dizzy. He felt like he had just awakened from a nap. They were standing in Mbala. It was raining. He was standing in the rear of the group near two Avallonian soldiers. He knocked his head a few times and shook off the dizziness. It was the damned brain fever! It had struck Apparently over a week ago, now it had hit him! 


DM Note- Whenever a player misses a week, we say they come down with a case of "Crypt Cough" or "Brain Fever" or some other temporary malady. The symptoms include a loss of personality and the inability to interact with one's surroundings. Those who suffer "Brain Fever" can still walk at a normal pace and follow simple instructions including "Run", "Hide", or "Play dead!" but generally they simply fall asleep for several days. Once the Brain Fever has run its course, the victim regains full consciousness with a loss of all memory of the time they were affected.

He saw Xok-Wik, Zeynap, and Apparently watching the old crone doing something to Nova Scotia's naked shaved body lying on a slab of stone. A bird hatchling the size of a todder lay dead near Nova's head. He walked up to Xok-Wik and asked what was going on.

The feline b'alam began to explain but started coughing. He began to sway and his eyes fluttered. He moaned and passed out. Brain fever had struck again! He handed Xok-Wik off to the Avallonian soldiers and turned to Zeynap and Apparently, "Okay, what happened?"

The pair recounted the events of the previous two days. Bramble Wolf looked at Nova Scotia, rising from the dead as a reanimated corpse. Anger and frustration welled up inside the beast-man.

"In the two days I was out you people undertook a mission for an evil witch, massacred an entire nest of pterodactyl-people for nothing, got half the expedition killed, facilitated an evil sacrifice, and turned Nova into a zombie! I WAS ONLY GONE FOR TWO DAYS AND THIS IS WHAT HAPPENS!!"

DM Note- This is pretty much how it went down with the players. Bramble's player missed a session. The others filled him in on what he missed. Bramble's player became frustrated and dressed the others down using almost exactly the same words above, except he said "I WAS ONLY GONE FOR ONE WEEK!" Needless to say, he was not happy.

Zeynap winced, "Look, I'm sorry. In our defense, she didn't seem THAT evil at the time and it all seemed like the right thing to do."

"In your def..?!" sputtered Bramble. He pointed to the deserted ruins behind them, "Were the piles of human skulls not a sufficient clue that SHE," he pointed at Baba Nunu, "...is EVIL??"

"Okay, I'm sorry.  I can only say I'm sorry so many times! What's done is done."

THE FATE OF THE NOVA SCOTIAN

Baba Nunu helped Nova Scotia Blackman back to his feet. She reached into a pouch on her belt and gave him  a handful of what looked like large prunes made of jerky.

“Eat one of these whenever you become very tired. Yes. Yes. When eaten, the juju moyo will restore your essence.  Yes. Yes. If you want more juju moyos you must pay the price. Yes. Pay the price.”

Zeynap asked the Canadian how he felt. Nova Scotia held his head and explained that he felt strange. "I remember-", he paused and took a breath, "I remember EVERYTHING!"

"That's- great?" replied Zeynap nervously.

"No, you don't understand! I remember every single moment of my life! I remember what kind of cake I had on my fifth birthday! I remember what I got for Christmas when I was two!"

"What's 'Christmas'?" interrupted Bramble.

"It's a holiday where I'm from. That's not important now. You don't understand, I remember MY BIRTH! No one is supposed to remember that! How do I remember that?"

Bramble shot Zeynap a dirty look. Zeynap shrugged apologetically.

Baba Nunu was waddling back to her hut carrying the dead aarokan hatchling like a dead chicken.

Nova contemplated the five juju moyos in his hand, "How can I get more juju moyos?"

Baba Nunu paused. “More juju moyos you want? Baba Nunu can make more for you. Yes. But only if you bring Baba Nunu what she needs. Baba Nunu is lonely. Yes. Bring someone to keep Baba Nunu company. Yes. That is all. Someone to talk to. Yes. The more the merrier! Bring them! More friends, more moyos. All the moyos you need!” She disappeared into her hut.

Nova sat down on the cold stone slab and contemplated his fate. He stared at the edge of the table mountain and considered his options. 

Bramble noticed the two surviving Avallonian soldiers standing awkwardly nearby. "Are you guys okay with this?"

Ser Slaughter replied, "Absolutely not! We were against it from the start! Avallonian soldiers in the service of the Knights of the Circle pledge their lives to fight and eliminate the forces of Skion!"

"That's what I thought." He looked back to Zeynap and Apparently, "So, where'd you get the idea for this crazy plan anyway?"

Apparently answered, "It was one of the Chultan warriors, the only one who survived the battle in the nest."

Bramble looked around, "Where is he now?"

The warrior was nowhere to be found. "What? Where?" stammered Zeynap, "Did he run away?".

Bramble rubbed his forehead in frustration, "No," he sighed, "he was was probably Baba Nunu the entire time. You were tricked."

Zeynap looked sullen. After a moment of introspection, he came upon an idea, "Okay, well, we can undo this. We'll just take him to someone who can..."

"Do what?" demanded Bramble, "Perform the miracle to raise the dead or have him reincarnated? He's an undead now! We can't bring him back! Nothing short of true resurrection can bring him back now!"

"Or a wish!" offered Zeynap defiantly.

"...or a wish. So all we need is a high priest who can perform the miracle of true resurrection or a wish." Bramble rolled his eyes, "No problem!"

Bramble cautiously approached Nova, "Nova, please let me examine you."

Nova was putting on his clothes, "Sure."

Bramble examined Nova Scotia, noting the runes, looking into his eyes, turning his head back and forth, etc.  "Hmmm.."

"What is it?"

"There might actually be a way."

"Really? How?"

"You're not a traditional zombie. You are wearing someone else's soul."

"That would explain why I feel- different."

"Yes. You see, you are not the Nova Scotian. I think the soul in this stone is wearing the Nova Scotian's body like a suit. It's absorbed his knowledge and memories so it thinks like the Nova Scotian. It knows everything the Nova Scotian knew and can do everything he could do. You might even be fooled into thinking you're the Nova Scotian. But Nova Scotia Blackman's soul is trapped in limbo. We may be able to restore his soul to this body using the lesser miracle of raising the dead."

Zeynap interjected, "See? No problem!"  Bramble shot the Eusebean a look of annoyance.

THE SOUL MONGER
Nova Scotia then asked, "So what did Baba Nunu say about whatever is creating the undead in the jungle?"

Zeynap hit his forehead, "Shit! We completely forgot!"

Bramble spun around and glared at Zeynap. Through gritted teeth he hissed, "That. Is why. We came. Here in. The first place!"

Nova Scotia rolled his eyes and approached Baba Nunu's hut. She could be heard chopping away and singing some ancient Chultan song. "Baba Nunu. May we speak with you?"

The wrinkled old woman exited her hut, staring blindly around, "Yes?"

"Tell us what was causing the dead to rise in the jungles below."

The old woman played coy, "Oh, knowledge you seek, a price must be paid."

Apparently spoke up, "No! We had an arrangement! We bring you one pteran egg and you'd tell us the answer. We brought you six eggs and six live hatchlings! Now tell us what we came for!"

The  old woman sighed, "Very well. It is the Soul Monger. The Soul Monger is the cause of the Death Curse. Destroy the Soul Monger and you stop the Death Curse."

"Where can we find the Soul Monger?"

"Somewhere in the South of Chult."

"Who is causing it?"

"Your credit has expired, my dear. For more information, you must pay the price. Yes yes. Perhaps if you leave one of those nice soldiers here to keep Baba Nunu company, yes yes. They would do nicely."

The two soldiers looked nervously at each other.

Bramble interceded, "No! We're leaving."

Baba Nunu smiled as the party gathered their gear and moved towards the exit.

STAYING BEHIND
The party paused at the gate before leaving the ruins of the city. They discussed their options.

They thought about returning to Port Nyanzaru to search for a priest to perform the miracle of raising the dead. The soldiers objected. Their orders were to come to Mbala and discover what was causing the Death Curse. They had done that and they needed to return to Camp Vengeance to report. Apparently suggested they split up. 


Ser Slaughter replied angrily, "Absolutely not! You, lady, are our guide and navigator!  Unlike you lot, we can't find our food and water as we go. Unlike YOU, we can get lost, fairly easily I might add! Without you, we will become lost, will run out of food, and will get eaten by a monster! You will come with us back to Camp Vengeance to report!"

"What about him?" Apparently indicated the Nova Scotian.

"Yeah, we got a real problem with him! Me mate and I, we joined the army of the Knights of the Circle so we could hunt down and destroy the likes of him!" He shot a finger at the Nova Scotian, "He will be an unwelcome travelling companion on our return journey and will be met with violent disapproval at Camp Vengeance!"

"That won't be a problem," said Nova, "I'm staying here."

"What?" said Bramble.

"I'm choosing to stay. She's the source of these chicken heart things. I've only got five."

"They're just dried chicken hearts! We can get more chicken hearts!"

Bramble held his face in his palm, "They're not chick hearts, Zeynap!"

DM Note - When Zeynap's player said this, I even said, "Oh Jeffy, bless your heart! They're not really chicken hearts. You know that right?"

"What?"

Nova Scotia explained, "They're human hearts, or at least the hearts of humanoids, shrunken down and preserved through her magic. They're probably the hearts of the people who lived in Mbala."

"Oh? OH! Ugh!"

"Anyway, I'll stay here and keep her company. I'll play her music and keep an eye on her."

Bramble grabbed Nova Scotia's shoulder. It was cold in his grasp, "We'll be back. We're going to get reinforcements from Camp Vengeance and come back and take this hill top town. It will be the perfect new base for the Knights of the Circle in their war against the undead."

"I'll be waiting."

PASSING THE TIME

Nova Scotia Blackman sat on a boulder reading his traveler's journal. He had been watching the little flying monkeys dart around the Tepui. Baba Nunu ignored him. She went into her hut and never came out. It was becoming dark. The monkeys disappeared, apparently returning to wherever it was they nested.

He got up and called to Baba Nunu. She didn't answer. He walked towards her hut. No light could be seen from within. He pulled aside the tattered curtain at the entrance to her hut.

It was dark within the hut. The dimly lit sky shone through the many small openings of the ancient structure made of bone and hide. He could see nothing.

Baba Nunu's disembodied voice called out urgently from the darkness, "Number One Assistant! Awaken!"

A tall humanoid form emerged from the darkness opposite Nova Scotia. It was as if the figure had been standing there against the far wall, motionless. It interposed its body between Nova Scotia and the interior of the hut and forced him to back away from the entrance.

The humanoid form was over a head taller than Nova Scotia. It was bald and its body appeared hairless. It was asymmetrical, misshapen, and deformed. Its left arm was larger than its right. Its legs too were twisted and inconsistent. It stood awkwardly to one side and lumbered. It made no sound other than a gurgling breathy moan.

The disembodied voice seemed to resonate all around, “Do not be so bold as to think you may enter the abode of poor old Baba Nunu. No. No. You best leave poor old Baba at peace.”

Nova Scotia backed away with his palms raised. "I get it. I get it. I just wondered if we could talk."

"Baba Nunu has no need to speak with you. If you want to help Baba Nunu, go find her real friends. Bring them back. They will entertain Baba Nunu. Yes Yes. You make for poor company."

He made no further effort to enter the hut.

He spent the next several days observing and recording. He felt no need to sleep nor eat. His body remained cold and clammy. At night he would simply lie down in his tent to avoid the occasional rain. He would occasionally play the harmonica.

He sat and watched the vast horizon of Chult around him and waited.

This was his life now.

THERE AND BACK AGAIN
The remainder of the expedition retraced their path to Camp Vengeance. They made excellent progress. Apparently's skills at a guide were improving. The return journey took only two days!

DM Note- We're using the Rangers from Unearthed Arcana. I ruled that the jungle was "Difficult terrain" and that Apparently could lead the group through the jungle at two hexes per day instead of the normal one. 

They returned to Camp Vengeance under the guise that Ser Slaughter was the leader of the expedition. They had convinced Lord Commander Toriad when they left that they could avoid conscription if they accompanied the expedition to Mbala. Their mission was to eliminate whatever it was that was causing the so-called Death Curse in Chult.

The knight provided his report to the Lord Commander. He informed his superiors that the mission was a failure but that they had gained crucial intelligence. He reported all that the group had learned about Baba Nunu. He relayed her information regarding the Death Curse and its reported cause - the Soul Monger - located somewhere in southern Chult. He further relayed the vital role the foreign escorts had played in guiding the mission despite the loss of two Avallonian soldiers and all four of the Chultan warriors.

Finally he pointed out that the ruined city of Mbala would provide a superior base of operations to that of Camp Vengeance if only it could be liberated from its sole resident - the old witch Baba Nunu.

Ser Salhana voiced support for a mission to take Mbala. Ser Ord Firebeard was concerned about the feasibility of such an operation given the depleted state of their current forces.


Lord Commander Toriad considered his options. Camp Vengeance was down to the following personnel:
  • Himself
  • Ser Salhana
  • Ser Ord Firebeard
  • Five knights (including Ser Slaughter), two of which were out on patrols
  • Eleven soldiers (including the one who had returned with the expedition), four of which were out on patrols
  • Sister Cyas, priestess of Saint George
  • Six acolytes of Saint George
  • Wolf Rygor, an scout of mixed Avallonian and sylvan parentage, who was out on patrol
  • Lorsa Bilwatal, a native scout, who was out on patrol
  • and eleven native warriors, six of which were out on patrols

He agreed to the plan, assigning Ser Slaughter and one of the other two knights and four of his seven soldiers to the mission. The foreigners would act as guides and escort the mission back to Mbala. 

Their mission: Ensure that the witch Baba Nunu would pose no future threat to an Avallonian base camp to be established atop Mbala.


SNOW  IN THE JUNGLE
The expedition assembled and set out the next day. It had been nineteen days since they had left Port Nyanzaru. The rain was heavy and the mission made little progress.

The weather was much more cooperative on the following day and they traveled to within ten miles of Mbala. They set camp for the evening and went about foraging for food and water.

Suddenly Bramble felt a chill in the air and heard the far off thumping of giant footprints. He cautioned everyone to be wary and to gather near the camp fire.

Two massive white wolves covered in frost appeared through the trees. They eyed the mission suspiciously. They let out howls to guide their masters to their location.

The temperature dropped precipitously as three massive frost giants from Polaris approached through the jungle.

The party stayed their hands and no one spoke.

Eventually one of the frost giants spoke. He asked for the human named Nova Scotia Blackman.

The party replied that he had died atop Mbala.

The frost giant looked disappointed. He said that he and his companions were searching for a human named Artus Cimber. They had recently encountered another human, the Ysian named Zalma Haik. Zalma was also looking for Artus Cimber and revealed that Nova Scotia, too, was searching for him.

Zalma told the giants that Nova Scotia knew nothing but the giants did not believe him so they sought Nova Scotia to question him themselves.

The party apologized for disappointing the giants.

The giants said that they had a base camp on the north east coast of Chult. If they found Artus Cimber, it was imperative they bring him there.

The group agreed and the giants left in peace.

Bramble, Zeynap, and Apparently each exchanged knowing looks and exhaled nervous sighs of relief.

DAY 21
That morning Apparently befriended a saurian jungle beast - a parasaurolophus.

The skies were cloudy as the mission climbed the narrow path leading to the top of Mbala. Apparently reluctantly left her new friend at the base of the tepui. The path was too narrow for the lumbering reptile. It made deep plaintive trumpeting noises with its head-tube that she heard all the way up the side of the stone monolith.

They were greeted by Nova Scotia Blackman just before they reached the top. It was mid-afternoon. The sky was dark gray and the thick humidity seemed to absorb all sound. Nova Scotia had observed their climb and came out to meet them.

Nova Scotia told the group about "Assistant Number One" saying that Baba Nunu was protected by some kind of Frankenstein's Monster. The group had no idea who he was talking about but Bramble deduced it was some kind of animated golem made of flesh.

Apparently had befriended the flying monkeys, speaking to them in their own tongue and convincing them to stay away from Baba Nunu in exchange for food. "How do we defeat it?" she asked.

"I don't know. But in the book and in the movies it disliked fire." replied Nova.

"I've got a plan," said Bramble.

THE BATTLE FOR MBALA
Nova Scotia Blackman carried a container of lantern oil. He was running through the ruins of Mbala towards the side of Baba Nunu's hut of hide and bone. He was followed by his companions and six Avallonian soldiers who fanned out.

He opened the container and began pouring it onto the side of the hut.

Baba Nunu appeared out of thin air! She was no longer blind. She bore a fiendish countenance with serpentine arms and elongated hands and fingers that bore deadly claws! She grabbed the container and ripped it from his grasp. "No!" she screamed, "How DARE you! Betrayer! Assistant Number One! Destroy this betrayer!"

Assistant Number One burst from the interior of the hut. It was a twisted caricature of a human being sewn together with mismatched parts! It emitted a raspy semi-roar as it charged Nova Scotia.

A globe of flame appeared next to the creature! It recoiled from the flame in horror. Baba Nunu hissed! Assistant Number One tried to move around the ball of flame to attack Nova Scotia but the flame moved to intercept only amplifying the golem's anger and frustration.

Nova Scotia dodged and weaved as he disengaged from the pair and fled towards the nearby stone table on which he was revived. Meanwhile the fire had ignited the spilled oil and had quickly spread up the side of part of Baba Nunu's ramshackle hut.



The flame sputtered out of existence but was replaced by two glowing green halos that enveloped both Baba Nunu and Assistant Number One. Baba Nunu screamed a stinging epithet at Bramble for ruining her ability to become invisible with his druid's spell of faerie fire!  She had hoped to distract the druid and break his concentration but failed. She ordered Assistant Number One to destroy the druid responsible. The golem lumbered off towards Bramble who had taken cover alongside one of the Avallonian soldiers behind some nearby ruined walls and rubble.


Two of the other soldiers moved to assist Nova Scotia by the table as he fought off the attacks of the witch.  The soldiers thrust their spears into Baba Nunu again and again but she continued to fight!

Apparently loosed several arrows into the golem while one of the knights loosed several volleys at it with his crossbow. None of the arrows or bolts seemed to affect the large muscular creature as it bore down upon Bramble.

Zeynap placed a hex upon the witch and proceeded to harass the golem with bolts of magical force, the only attacks that seemed to have any effect upon it! Bramble and the soldier ran and split up. They led the golem on a chase around the piles of skulls and rubble. Frustrated, the golem gave up and returned to help its mistress.

The golem arrived just in time to see Baba Nunu fall before a rain of arrows and crossbow bolts. In his anger and frustration he ripped apart two of the soldiers with his bare hands, ripping them apart at the shoulder in a gruesome display!

Nova Scotia saw the mutilated bodies of the dead soldiers lying on the ground. He could smell their blood. He stared at their remains and was momentarily filled with a sickening desire to consume their fresh hearts. He tore his gaze away in disgust.

Assistant Number One knelt down and picked up the broken body of Baba Nunu. He emitted a wail of anguish as a final magical bolt destroyed him!


THE AFTERMATH
The team worked to extinguish the fire that had destroyed half of Baba Nunu's hut. In what remained they found a container of almost one hundred juju moyos - no doubt created from the inhabitants from Mbala. They also found the body of the Chultan warrior that they believed had led them to Baba Nunu. She had killed him in the night before their assault on the pteran nest and had taken his place. His body hung from bone hooks. His organs had been removed and stored in jars. His heart was cut out of his chest. Several of his extremities had been cut off and gnawed upon. Some of his parts had been evidently added to Assistant Number One.

Bramble examined the nearby well. He hoped to determine if the water was drinkable and whether it could be used by the Avallonians. The surface was covered with a thick layer of sludge but the well could otherwise be utilized. He also noticed an odd trail of mold and slime that led from the well to the hut. As if something frequently entered and exited the well on its way to and from the hut.

Bramble changed his form into that of an octopus and dropped into the water. He felt around until he found a hidden passage that led to a secret hideout. No doubt the witch would often retreat here to rest or hide. Within he found a bag with ten metal ingots, a handful of precious gemstones of the kind used in the Ritual of Stolen Life, and a sealed scroll case. He returned to the surface and revealed what he had found. The scroll, as it happened, contained a spell for magically comprehending any language.

They prepared to camp in the same spot they had six nights previous. Around the fire they spoke of their immediate ambitions -
  1. Return to Camp Vengeance to report that Mbala had been secured.
  2. Return to Port Nyanzaru.
  3. Adventure!
Nova Scotia Blackman played his harmonica, his bald hairless face illuminated by firelight, but the music felt hollow and distant. He stopped playing and sat in silence. He had become someone- something- different. He did not like what he had become.

TO BE CONTINUED...

DM Notes-
First of all, missed opportunities. I had originally planned to beef up the Nanny Pu'pu fight by adding a few zombies and some creepy crawling hands. I'm very annoyed that I forgot to do that. 

Also, I should have kept Nanny Pu'pu invisible and had her pick off the outliers one by one instead of trying to save her shack. Bramble getting faerie fire on them both early in the fight was a major win for them! Bramble's player even exclaimed, "That's the first time in the history of anyone playing D&D ever that faerie fire has ever worked!" 

Final  missed opportunity - Nova Scotia should have been Charmed by Nanny Pu'pu. 

Other Notes- 
As-written, the Ritual of Stolen Life is a non-starter. At least not at this early stage in the game. The characters are only level 3 and losing 2d4 maximum hit points a day just won't do. So I re-designed Ritual of Stolen Life to be more interesting to play.

Characters who have been restored using the ritual of stolen life experience the following effects:

  • The character is considered undead.
  • The character is not affected by healing magic.
  • The character is immune to poison and is not affected by the poisoned condition.
  • The character does not need to eat, drink, sleep, or breathe. 
  • The character feels and experiences pain as normal. 
  • The character temporarily subtracts 1d4-1 from their maximum hit points per day due to the slow physical decomposition of their bodies.
  • Any time the character is wounded by bludgeoning, piercing, or slashing damage, the character’s maximum hit points are temporarily reduced by 1.
  • Any time the character’s hit points are reduced to less than half of the character’s maximum hit points, the character is rendered unable to speak. 
  • If damage reduces the character to 0 hit points, the character suffers +1 level of exhaustion and drops to 1 hit point instead.
  • The character does not make death saves. The character immediately dies if they suffer six levels of exhaustion. The gemstone embedded in their forehead shatters and the character's body becomes a mindless zombie. The character cannot be revived or rejuvenated short of true resurrection. 
  • The character may take a short rest as normal and may benefit from any effect that requires a short rest. 
  • The character may not take a long rest. 
  • The consumption of a juju moyo puts the character into a state resembling death for 8 hours. After 8 hours have elapsed the character is returned to life with the following effects:
    • The character regains all lost hit points.
    • The character regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die).
    • The character regains any expended spell slots.
    • The character's maximum hit point total is restored. 
  • A character can’t benefit from more than one juju moyo in a 24-hour period, and a character must have at least 1 hit point when consuming the juju moyo to gain its benefits.
  • Unlike other necromantic rituals, the soul of the character is not tied to the undying body. A “false soul” is instead controlling the body. The “true soul” is trapped in limbo and may be returned to the body using Revivify or Raise Dead if the “false soul” is removed.

 Juju moyos are specially prepared humanoid hearts. They are dried and shrunk down so that they look like desiccated chicken hearts.

Unknown to the players, consuming a heart of a living humanoid, or a humanoid that has been dead less than one minute, imparts the same effect as consuming a juju moyo. The player should learn this only when they encounter a freshly dead corpse. The character might "smell" the heart in the body or be overcome by a desire to consume the heart, etc.

Only Nanny Pu'pu knows how to prepare juju moyo. She will prepare more for you if you pay the price - bring her a living humanoid to "keep her company". Leave them in Mbala and just walk away. She will provide one juju moyo for every living humanoid you leave to keep her company.

She provides 2d6 juju moyo to anyone who has undergone the ritual of stolen life. Unknown to the players, she has a stockpile of XXX* juju moyo in her hut in Mbala. it is imperative that the players do not know this when the ritual is performed.

*as many as the DM feels is sufficient or deems necessary. I put the number at 200 so that the player can continue playing the character to the end of the campaign but I might lower it to 100. However, she might easily have 50, 20, 10, or none.

Part of the Ritual of Stolen Life involves shaving all the hair off the body. She collects this hair and uses it to create a fetish. Creating a fetish takes 2 hours. The fetish is linked to the humanoid that provided the hair. That humanoid is considered charmed by Nanny Pu'pu. Dispel Magic or Greater Restoration.

Wednesday, March 14, 2018

"The Price Must be Paid" - Tomb of Annihilation, Chapter 6



M'BALA
The path turned left and disappeared into a cleft cut into the smooth rounded edge of the top of the mountain. The steep path became stone steps that ascended between the cleft. Into the walls of the cleft were various bas relief carvings depicting giant jungle creatures, flying lizards, and erupting volcanoes.

Through the cleft they found an ancient entrance threshold made of finely carved petrified wood. The wooden doors that were once attached to the gateway had rotted away. Several piles of human skulls were stacked neatly inside the remains of the entrance.

The city once consisted of wooden and thatch structures on stone foundations. The structures were long gone leaving only the bare foundations and rubble.

In the distance was a single structure - a hut made of thatch and animal hides stretched over the rib cage of an immense reptile. Animal skulls, wind chimes, and totems of feathers and shells rattled in the breeze, and smoke drifted from the hut.

A small hunched elderly woman hobbled out of the hut and tended to a small garden of tubers. Flying monkeys would occasionally deliver to her small tools which she put immediately to use and returned to her helper who flew away giggling.

The old woman was blind with cloudy cataracts over her eyes. Upon her ancient leathery face was a yellow skull painted in dried clay.

Nova Scotia Blackman approached cautiously, "Hello!"

The old woman turned awkwardly, "Ah.. Ah.. Hello? Who goes there?"

"We are travelers. We mean you no harm. Who are you?"

The old woman stared off into the sky, then looked around as if at various invisible guests, "The people of Mbala once called me Nanny Pu'pu."


CHAPTER 6, "THE PRICE MUST BE PAID"

The party travels to the lost city of M'Bala
to investigate the cause of the mysterious curse
that is causing the dead to rise throughout Chult...


THE TRAVELERS
John Henry Blackman, "The Nova Scotian" - a black Canadian archaeologist (Human Bard) 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.

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

Zeynap Shiravadakar - a Eusebean smuggler (Human Warlock) bearing the spirit of a celestial unicorn.

THE PRICE
"Why do you come to see Nanny Pu'pu in cursed Mbala? You seek a love charm? A curse?"


Nova asked, "We came to find out if you are causing the dead to rise across Chult."

"Oh... you seek knowledge! Nanny Pu'pu knows many things. But knowledge has a price. There's ALWAYS a price!" The old woman's cackle sent the flying monkeys scattering.

She wheezed for a moment and regained her breath, "You speak of the DEATH CURSE! Yes, the little monkeys have told Nanny Pu’pu about the dead things in the forest. Nanny Pu’pu does not cause it. Nanny Pu’pu can return life to the dead but only when the price is paid."

Nova continued, "Do you know what is causing it?"

"Nanny Pu’pu knows the answer to your questions. But she will answer no questions unless you bring Nanny Pu’pu a gift. Yes. Bring her a gift and pay the price."

Xok-Wik stepped forward, "What is the price?"

"Hidden in the rocks on the south side of this tepui is a nest of pterans, wretched things that steal Nanny Pu’pu’s turnips and eat her little monkeys. Bring to Nanny Pu’pu one of their wretched eggs, or better one of their wriggling young, and Nanny Pu’pu will answer your questions. The price must be paid. Yes."

Xok-Wik looked at Nova and the pair looked back at Apparently, Bramble, and Zeynap. Everyone was in agreement. They would pay the price.

THE SPECTER
It was late in the afternoon so the party set camp among the ruins of M'Bala. It was the middle of the night while everyone was asleep that Apparently thought she saw a figure moving through the rubble.

She saw what appeared to be a bedraggled foreigner moving as if exhausted and barely alive. The figure groaned in pain. She was shocked when the foreigner looked up revealing dark hollows for eyes and a translucent ghostly pallor. The ghostly specter spoke, "Where is my soul?"



Apparently stumbled backwards, "I- I don't know!"

The specter became angry, "Return my soul!!" It lunged at her, shoving her up against a section of wall. She tried to fire her bow and arrow but missed in the close confines of hand-to-hand combat. The specter throttled her and began draining her soul, inhaling it from her mouth.

Zeynap and Xok-Wik were both roused by the commotion and jumped to Apparently's aid. Zeynap released small bolts of lightning at the specter but his aim was poor. Xok-Wik shouted for the others to wake and slashed at the specter with his short sword. The sword passed through the specter and sprayed the wall with ectoplasm.

Nova Scotia woke with the others and came to the ranger's aid. Apparently broke free from the specter's grasp and ran. The specter gave chase but was cut down by Xok-Wik. The specter dissolved into a viscous puddle of ectoplasm.

Hours later, when everyone had returned to sleep, Xok-Wik observed the ectoplasm reform into a specter and began to wander back into the dark. The b'alam cat-man followed the specter to a small pile of hand-stacked bones. Mixed in with the bones were a pair of manacles and an expensive-looking lock. He took the manacles and lock and returned to camp.    

THE NEST OF THE PTERANS

Dawn broke on the M'bala plateau revealing a sunny blue sky overlooking a rocky island above a sea of low clouds. The party investigated the area overlooking the location of the pteran nest. They found a small fissure in the rock from which was emitted a foul reptilian odor. The fissure seemed too small to be safe so they decided to descend the cliff face.

The entrance to the pteran nest was a cave in the cliff wall about seventy feet below the edge of the cliff. Apparently levitated down while Xok-Wik used his cat-like claws to easily climb down. Nova Scota and Zeynap climbed down a long rope which was lowered over the side.

The party debated the morality of their action as they descended. Were pterans intelligent creatures? Were they mindless beasts? No one knew.

The cave entrance was covered in foul white excrement. The pterans apparently defecated over the side of the cliff. Apparently, who was the first to descend, encountered two pterans relieving themselves just within the entrance. The pterans were reptilian humanoids. Their small fingers were elongated and a wide flap of membranous skin connected the end of the finger to the pteran's thighs creating wings. The heads of the pterans possessed long pointed snouts filled with teeth and long fin-like sagittal crests.   They resembled pteranodons with humanoid lower torsos.

The pterans responded to Apparently's intrusion with violence, throwing javelins at the invaders. One rushed her and tried to push her over the edge while the other ran past and took wing.

Xok-Wik descended into the cave and loosed several arrows into the flying pteran. Xok-Wik asked Apparently, "Well? Are they intelligent? Can we kill them?"

Apparently, locked in mortal hand-to-hand combat with a pteran, shouted, "Don't know yet! But I hope we can!"

The pteran swooped around and dove at Xok-Wik. As it did so it cried a blood curdling shriek that turned Xok-Wik's feline blood to ice. The pteran crashed into Xok-Wik with his  claws and tore into him with his toothy maw!


Zeynap joined the fight with his magical attacks, "They have to be intelligent! They're bipedal!"

Xok-Wik and Apparently both cast incredulous glances at Zeynap. Apparently shouted, "What does THAT have to do with it?"

Zeynap, offended, countered, "Name ONE bipedal creature that isn't sensuous!"

Nova Scotia, having descended the rope and engaging in the combat, replied, "First of all.." he paused to parry his attacker and counter-attack, "its SENTIENT! Second of all.. PARROTS!"

Xok-Wik, also in combat, offered, "Monkeys!"

Apparently shouted, "Emus! Ostriches! Cassowaries! Some breeds of octopus!" before she fell beneath the claws and bites of her attacker.

The pterans were finally defeated and thrown over the edge to fall to the jungle below.

Zeynap rushed to Apparently's unconscious side and supplied healing magic, restoring her to consciousness. He replied, gently, "Point taken."

Suddenly a rasping voice shouted, in Chultan, from a tunnel in the back of the cave, "What's going on? Are we under attack? Do you guys need help?"

Everyone looked at each other in fear. They were out of breath and needed to rest. Apparently whispered, "Well, I guess they're kind of intelligent."

Nova Scotia responded to the voice, doing his best to mimic it, "It was just some flying monkeys! We took care of it!"

There was a pause, then, "Okay! Hey, when you are done, fly down to the jungle and grab some more food, okay?"

"Got it!"

The party sat down and rested in the foul tunnel entrance covered in filth. 

THE OBELISK OF KROORATA 
The passage at the back of the cave rose sharply, requiring anyone entering to climb into the next chamber. A lone pteranid climbed down from the rear passage muttering, "What is taking them so long?" He saw the party and turned back the way he came. He was quickly overwhelmed by the party and his body was thrown over the edge. 

Xok-Wik and Apparently climbed the passage at the rear of the cave. They emerged into a chamber filled with bones piled around a nine-foot-tall black obelisk engraved with strange glowing runes. There were three pterans eating in this room. As they ate they would pile offerings of uneaten food around the obelisk. At the first sign of intrusion the three pterans sprang to action and a fight ensued.

DM Note- The obelisk had profane powers. It healed 1d4 hit points to any pteran who prayed within five feet of it and caused 1d4 damage to any non-pteran who stood within five feet of it.

The pterans were soon defeated. A search of the room uncovered the recently deceased remains of a foreign explorer. The explorer's pack contained a gemstone and a healing potion. Zeynap gave the healing potion to Apparently who promptly drank it. Xok-Wik looked concerned, commenting, "Oh. Okay, I guess we're just going to do that then."

Xok-Wik prepared to smash the obelisk but Nova Scotia stayed his hand. Nova Scotia studied the obelisk. It appeared to be dedicated to some kind of demonic cult.

DM Note- Unknown to the players, it was dedicated to Kroorata - the Aarokan cult of ferocity, savagery, and primitivism. Not a specific deity or demon per se, but a philosophy and lifestyle. 

There were two other exits in the rear of the chamber, one heading left and one heading right. The chamber to the right led to a small cool room used for storing meat. Seeing and hearing no other activity, the party decided to once more rest for an hour.

THE NESTING CHAMBER
After a short rest the party continued down the tunnel to the left. The passage led twenty feet and opened over a ten-foot fissure. The fissure continued up and a small amount of sunlight could be seen above. It was obviously connected to the opening they saw on the surface. 

Two passages continued on the opposite side of the fissure. Xok-Wik climbed across carrying a rope and helped the others traverse the gap. They continued down the passage to the left.

After about thirty feet the passage bent to the right. Another twenty foot passage opened into a large chamber.

Within the chamber were over half-a-dozen pterans. The chamber was forty feet wide and sixty or seventy feet deep. There were two other exits, one about halfway down the wall on the right and one in the far rear. The rear section of the cavern was separated from the main cavern by a wall. The pterans within numbered six warriors, two elders, and a leader.

The party got the attention of the pterans and attempted to confine the fight to the entrance, hoping to limit the number of pterans they fought at a time. This proved more difficult than they anticipated as only one of them could fight in the passage while up to three pteran warriors could fight them from within the chamber using pointed sticks as thrusting spears.

Meanwhile the two elders and two of the other warriors exited through another passage in the rear right of the chamber. The leader and the other warrior peppered the intruders fighting single-file in the passage using thrown sticks as javelins.

The fight was brutal but Xok-Wik and Apparently managed to defeat two of the warriors and make their way into the chamber followed by Zeynap.

To their horror the elders and other warriors looped around and were coming at them from behind!
Nova Scotia did his best to hold the rear flank but he was first to fall. Xok-Wik was able to defeat a few more warriors but the battle ultimately turned he fell to their spears.

Zeynap and Apparently took on the leader and warrior in the room, hoping to demoralize the pterans by defeating the leader. in final showdown. Zeynap took out a few more warriors, leaving only one fresh warrior and a heavily wounded leader. Zeynap taunted the leader in an attempt to draw attacks away from Apparently. At first the taunts had the opposite effect but eventually Zeynap's insults and attacks became too great for the leader to ignore. The leader turned his attention to Zeynap and the Eusabean warlock soon fell. Apparently was alone and near death!

DM Note- It was down to the leader, who had 19 hit points left, and a fresh warrior, and Apparently who had 3 hit points remaining. It was going to be a TPK so I called the fight.

Suddenly Avallonian soldiers rushed into the room from front entrance while Chultan warriors entered from the rear entrance. The Chultans fought the leader and remaining pteran warrior from one flank, allowing Apparently to scamper behind them to safety, while two of the Avallonians fought from the opposite flank. The remaining two soldiers stabilized Xok-Wik and Zeynap.

The pterans were ultimately defeated but two of the Avallonian soliders and two of the Chultan warriors were dead.

The soldiers were able to save Xok-Wik and Zeynap but Nova Scotia Blackman was beyond rescue.

The soldier informed Xok-Wik, "He is dead."

The b'alam hung his head in sadness.



The sole surviving Chultan warrior of the agwọ na-efe efe (flying snake) tribe touched Xok-Wik's soldier, "Perhaps he may still be saved."

"How do you mean?"

DM Note - At this point, I made Nova Scotia's player leave the room.

"I have heard many stories of Nanny Pu'pu. They say she can restore life to the dead. Perhaps she can help your friend."

The Avallonian soldiers were against the idea but the surviving party members agreed and brought Nova Scotia's body to the surface along with six large pteran eggs each the size of a man's head and six live wriggling hatchlings each the size of a large human baby.

THE RITUAL OF STOLEN LIFE
Xok-Wik and the others returned to "Baba Nunu" (what they kept calling Nanny Pu'pu). They brought her the eggs and hatchlings. "We've done as you have asked but we have another request."



Her curiosity was piqued, "Yesss?"

They asked the old witch if she could restore their friend Nova Scotia Blackman to life.

She said that she could but that she lacked a key ingredient - a precious stone from deep within the earth. They produced the stone recovered from the Pteran nest and asked if it would suffice. She agreed that it would.

She said she would perform the ritual but that it would take several hours. They said they would wait.

Nanny Pu'pu prepared for the ritual. She laid Nova Scotia Blackman's body on a large flat slab of smooth cold stone and shaved him of all hair using a ritual blade. She collected the hair into a clay bowl. She then bathed him and cleaned his body using ritual liquids and oils. She drained his body of any remaining blood or fluids and sewed his wounds closed. She inserted a quill into his arm and began pumping a strange liquid into his veins. She painted various magical sigils onto his skin and arranged pine needles, various salts and powders, and smooth round stones on the slab around his body. Flying monkeys continuously brought her necessary tools and ingredients from her hut as she needed them.

A cold breeze picked up and the sky darkened from a passing cloud.

She began the ritual, chanting in a strange unintelligible muttering. She then reached into the litter of pteran hatchlings and pulled forth a wriggling live specimen the size of a toddler. Its beak was tied shut and its clawed wings and legs were bound. She laid it on the slab near Nova Scotia's head. She placed the precious gemstone upon the squirming pteran's forehead. It seemed to attack through some unseen adhesive.

She looked at Xok-Wik as if daring him to interfere and said, "If any of you are weak of stomach, this next part may cause a problem for you. Shall I proceed?"

Xok-Wik consulted Zeynap and Apparently. They nodded in agreement. She continued.

The struggling pteran became weak. Its breath became labored. It stopped squirming and lay still on the stone, panting feebly. The gemstone began to glow purple. The creature stopped breathing.

Nanny Pu'pu removed the glowing gemstone from the forehead of the now dead pteran hatchling and placed it upon the forehead of Nova Scotia.

There was a moment of silence. The breeze had stopped. The cloud had grown large and was now ominously dark. There was a peal of far off thunder.


Nova Scotia Blackman took a deep gasping  breath. His eyes opened wide in horror. He began panting. He looked around as if in panic and rolled off the slab.

The illusion of the pteran hatchling was gone revealing the lifeless body of an aarokan hatchling.

It began to rain.

TO BE CONTINUED...

Tuesday, March 6, 2018

"Camp Vengeance" - Tomb of Annihilation, Chapter 5


CAMP VENGEANCE
It was the tenth day after leaving Port Nyanzaru.

The trail left by the survivors fo Camp Righteous led towards the bank of the River Soshenstar to the right.

The forest cleared to the south revealing a wide marsh teeming with swarms of insects.
The river flowed from the marsh over a series of shoals.

Across the river was a hill freshly cleared of trees. Atop the hill was a crude timber fortification - a walled compound with watchtowers and a gate house facing the river.

All around the fort were decaying bodies and skeletons of humans and other animals impaled on long poles, still writhing, animated by some eldritch necromancy. Flies swarmed and the stench was unspeakable.

Undril, wearing the tabard of the Knights of the Circle, caught the attention of a guard on the gate house. The guard called some orders within the fort and soon a young man wearing a dirty uniform exited. The young man crossed the river in a rowboat and met the expedition.

He was skinny and disheveled. His face was unshaven and he seemed very tired. He took a deep breath and gave gave Undril the salute of her order which she returned.

"Greetings," he said in a low-born Avallonian accent, "Welcome to Camp Vengeance."



CHAPTER 5, "CAMP VENGEANCE"

The party must deliver a message
to the commander of the Knights of the Circle.
They have finally arrived at Camp Vengeance
and prepare to deliver their message... 


THE TRAVELERS
John Henry Blackman, "The Nova Scotian" - a black Canadian archaeologist (Human Bard) 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.

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

Undril Silvertusk - a theran priestess (Beasthide Shifter Priest NPC) delivering an important message to Lord Toriad of the Knights of the Circle.

INTRODUCING
Zeynap Shiravadakar - a Eusebean smuggler (Human Warlock) bearing the spirit of a celestial unicorn.

LORD COMMANDER NILES TORIAD
They were ferried across the river. There are three other rowboats tied to the bank.

The fort was about 85 feet wide and 125 feet long. The walls were constructed of a crude log palisade about 12 feet tall and surrounded by ditch filled with fetid muddy water.

The expedition approached the gate but it remained closed. The young soldier called out to open the gate and provided the correct response to the challenge. The gate was opened and they were hurried inside. It closed promptly after them. The expedition got the sense they don’t like opening the gate. Once inside they noted that there was only one person manning the gate.

The interior was muddy and wet and miserable.

To the left was a large puddle and an animal pen with four sick looking goats. To the right was a small patch of grass and a watchtower with one guard on duty.

Ahead was a large rectangular tent flanked by two circular yurts. The central tent flied multiple flags and pennants including the flag of Avallonis, the banner of the Knights of the Circle, a pennant indicating its status as a command tent, and a pennant of a noble house of Avallonis featuring an image of a broken bone.



The expedition was introduced to the camp commander, Lord Commander Niles Toriad of Avallonis. Lord Toriad was a man in his forties with noble bearing. He was an experienced military commander. He wore the red uniform of an Avallonian officer with a symbolic shoulder pauldron and epaulet of chain main indicating his status as a knight.

Behind him was his lieutenant, Ser Perne Salhana, an Agarttan woman.

Not present was Ser Ord Firebeard, a Polarian daro.

The Lord Commander received Undril and greeted her companions.

Undril delivered her message - a scroll in a sealed tube. The Lord Commander opened the tube and unfurled the scroll. He read the message and grimaced, crumbling the paper in his hands.

"I fear you brought the worst possible tidings."

He gave the message to Ser Salhana who read it and took a sharp breath. The Lord Commander instructed one of his aides to summon Ser Firebeard.

Undril looked worried, "What is it? What is wrong?"


The Lord Commander asked the theran, "Undril, do you know why the Knights of the Circle are in Chult?"

"No really, no sir."

"Ser Salhana, please explain."

The Lord Commander stepped away and his lieutenant, Ser Salhana, explained, "Over a century ago, the people of Chult were forced to flee their cities when the land became overrun by the undying forces of Skion - the bodies of the dead animated through foul necromancy.

"Over the last hundred years, the Knights of the Circle have sent multiple expeditions to eliminate these abominations. Over time we seemed to be winning. Whatever necromancy that animated the dead over a century ago had ended. The walking dead were becoming rarer and rarer. Their animated corpses rotting away. They were now little more than skeletons.

"Six months ago, we were an expeditionary force of one hundred knights. Our orders were to eliminate the last remaining deathless abominations in Chult. A task that, at the time, seemed reasonable and achievable.

"We established Camp Righteous on the banks of the River Shoshenstar. In our overconfidence we built no fortifications.

"However, we were immediately overrun by hundreds of animated corpses. These were not the wretched decaying bodies of a forgotten time. These were the freshly reanimated bodies of the recently dead - humans, beasts, batiri, everything!

"We were forced to abandon our camp. We regrouped and traveled upriver to establish a new base which we have named Camp Vengeance.  The Lord Commander sent a messenger to Port Nyanzaru to summon reinforcements. What forces were available at Port Nyanzaru were sent upriver and new replacements were requested from Avallonis.

"The current forces of Camp Vengeance include:

  • Lord Niles Toriad of Avallonis
  • Myself
  • Ser Ord Firebeard, a Polarian daro
  • Eight knights, of which five are healthy and three are sick beyond the ability of our healers.
  • Twenty-four soldiers, of which thirteen are healthy and eleven sick.
  • Sister Cyas, priestess of Saint George
  • Six acolytes of Saint George
  • Wolf Rygor, an scout of mixed Avallonian and sylvan parentage
  • Lorsa Bilwatal, a native scout
  • and fifteen native warriors

"On this side of the river we are relatively safe from the walking dead. But the water here is poor and we can't boil water or collect enough rain for everyone. Plus the biting insects that swarm over the swamps carry their own foul pestilences.

"The men are becoming weary and are slowly succumbing to disease and exhaustion. 14 are currently incapacitated with various injuries and illnesses.

"This message is the response from Avallonis. Our request for reinforcements was denied. We were unable to convince the high command that a new threat exists here in the jungle. They are thousands of miles away. They have not seen what we have seen. The Lord Commander has been instructed to carry out his original orders."

Ser Ord Firebeard entered the tent and exchanged greetings with the Lord Commander. Ser Firebeard was a daro. He stood about four feet tall with a squat thick body. His face consisted of a series of jowls and folds of pale skin. He had dark deep-set eyes and a long dark red moustache and beard.

Lord Commander Toriad then took over for Ser Salhana. He introduced Ser Firebeared and addressed the expedition, "Since we sent that request, we have sent patrols into the jungle. We have learned this - Anything that dies in the jungle east of the River Soshenstar is coming back, reanimated by the undying force of Skion! A few months ago, it was only in the jungle interior. Since then it has grown!

"Undril told me that she promised we would pay you each two gold coins a day for your services. Ser Salhana will see to your remuneration. However, I must instruct you that I have further need of your services. I need to find out what is causing this. I need to put a stop to it. But I am unable to allocate any more of my men on any more patrols. I need more men. I am therefore conscripting you as soldiers of the Monarchy of Avallonis. Your first assignment will be to join a small expeditionary force under the command of one of my sergeants. The force will consist of yourselves, four of my soldiers, and four of the native warriors.

"Your mission is to follow up on some intelligence we have obtained from local sources. You will travel to the lost city of Mbala and investigate reports of an ancient evil there. I believe whatever is there is reanimating the dead. You will find this ancient evil and you will eliminate it.

Ser Firebeard and Ser Salhana gave each other a questioning look. Ser Firebeard began to smile, "Excellent! Welcome to the force!" Ser Salhana sighed and looked at the expedition with pity. 

"As conscripts, you will earn the standard pay of an Avallonian soldier - 2 gold coins a day, paid at the end of the mission. My lieutenants will see to your uniforms and equipment. Excuse me."

Lord Commander Niles Toriad nodded at his lieutenants and left the tent.

NOW WAIT A MINUTE!
Ser Firebeard gleefully exclaimed, "Let's get you fitted with a helmet and a spear!"


Nova Scotia, Bramble, Xoc-Wik, and Apparently Jones exchanged a worried glance.

Nova Scotia spoke up, "Now wait a minute! We didn't agree to this."

Ser Salhana explained, "Sorry, but that's sort of the idea of conscription."


Bramble warned, "Look, we're happy to help, but if you try to enslave us, there's going to be trouble!"

Ser Firebeard guffawed, "Slavery?? No, son! This is military conscription! You'll be paid and there are terms for your service. It may be compulsory but we're no slavers! Come now, you'll enjoy it! You'll be serving the greatest empire in the history of Antara! You should be proud!"

Ser Salhana rolled her eyes.

Bramble bared his teeth but Nova Scotia intervened. He addressed Ser Salhana, pleading with her sense of conciliation, "Hey, how about we serve as mercenaries?"

Ser Firebeard narrowed his eyes and growled, "The Knights of the Circle do NOT employ mercenaries!"

"No, only slaves!", interrupted Bramble.



The two were about to exchange blows when Nova Scotia suggested, "Slow down! Slow down! Ser Salhana, we don't want trouble but we're not going to submit to conscription. Perhaps we can discuss alternatives."

"Such as?" she inquired.

"Independent contractors. We'll go on the mission for the same pay. However, we will not serve under an Avallonian sergeant. They'll work under OUR supervision. In addition, we'll take care of the incapacitated soldiers in your medical tent. We are confident that by the thrice poxed anus of Saint Arturo, we'll have at least- five..."

"Seven," interjected Bramble.

"...Seven of your incapictated soldiers back in action by tomorrow morning. The healthy soldiers can then take the ones that are still sick downriver to Port Nyanzaru to get the medical attention they need."

"You can do that?" said Salhana.

"Absolutely!" assured Blackman.

"The Lord Commander will never agree to this!" declared Firebeard.

Ser Salhana thought for a moment. She looked at her daro colleague, "I've got an idea. I think we can solve two problems with one catapult." The pair exited the tent.

A moment later, Ser Salhana returned alone, "Okay, you've got a deal. If you heal my men, you can lead the mission as contractors. However, I've got one more stipulation. You'll need to take another little problem off our hands."

Blackman looked wary, "Which is?"



Ser Firebeard returned to the tent accompanied by a dishevelled figure, a Eusabean from the island of Meropis. He had dusky skin and shaggy black hair and a large knot on his forehead the size of half of a chicken egg. He was in chains.

"You take him off our hands. I don't care what you do with him, but he can't stay here."

"Who's he?" inquired Blackman, skeptically.

The man, still shackled, smiled and reached out to shake Blackman's hands, "Greetings! Zeynap Shiravadakar, at your service."

"He's a smuggler we found on the river. We arrested him but we can't take him back to the authorities in Port Nyanzaru. Neither can we hold him. You take him into your custody and we have a deal."

"Deal!"

LORSA BILWATAL
Later, while the rest slept, Nova Scotia Blackman and Bramble Wolf sat around a fire and talked with the tribal warriors of the camp. Nova pulled forth a harmonica he brought with him from Earth. Lorsa Bilwatal was impressed with the instrument and struck up a conversation with the archaeologist.

Nova learned that the warriors belonged to the Flying Snake tribe and that they were acting as guides and hunters for the soldiers of the Knights of the Circle. At Nova's prompting, Lorsa relayed everything she knew about the recent history of Chult.

Lorsa said that one hundred years ago, Chult was ruled by several powerful city-states. There was Mezro in the east, Mbala in the west, and Omu in the south. All three have since fallen and have been forgotten. She told Nova about the Ras named Nsi, one of the seven Chosen of Ubtao, sworn to protect Mezro. So zealous was he that he waged a war of genocide on a tribe that dared to attack the city. For this crime he was exiled by the other six chosen. Ras Nsi vowed revenge and

Nova and Bramble asked Lorsa to identify some of the the various strange creatures they had encountered so far in Chult. Lorsa was impressed that the expedition had survived the dreaded Kamadan and had encountered the Chwinga forest spirits which are known to impart good fortune. She also relayed what she knew about the yellow-skinned mask-wearing savages known as Batiri.

That night the members of the expedition rested safely within the walls of Camp Vengeance.

Day 11
Cyclone-strength winds beset the camp for the entire day. The expedition decided to postpone leaving Camp Vengeance for a day until the winds died down. Undril Silvertusk and Nova tended to the soldiers and knights who were ill. Undril prayed for Saint Arturo to take their suffering and Nova raised their spirits by playing his harmonica.

Day 12
Morning - Heavy rains and no wind. The new expedition, including Zeynap, four soldiers, and four tribal warriors, set out for the lost city of Mbala. The mission would travel overland through the jungle. The terrain was hilly with many ravines and small valleys.


Afternoon - Medium rains and light wind. That afternoon, while most of the expedition set camp, Xoc-Wik and a tribal warrior went foraging in one direction while Apparently and another tribal warrior went foraging in a different direction.

Apparently encountered another camp of travelers! The camp appeared to belong to a wealthy trader or explorer and consisted of four hirelings and seven native warriors. Apparently observed them from hiding before returning to inform the others.

Nova, Bramble, and Zeynap openly approached the camp in peace while Apparently covered them from hiding with her bow.

The camp belonged to Zalma Haik, a merchant from Ys. Zalma was searching Chult for a man named Artus Cimber. Artus had stolen something belonging to the merchants of Ys and he was sent to bring it back. Zalma's journey had taken him from Fort Belurian to Jakaha Anchorage. He then traveled up the River Tath, through the Ataaz Kahalka, aka the Gorge of Screaming Death, and past the Aldani Basin. He was on his way to the River Soshenstar where he would continue to Port Nyanzaru.

Nova Scotia Blackman explained that he, too, was searching for Artus Cimber. The mystery man was said to have information on how he might return to Earth. Blackman was surprised to learn that Haik was familiar with Earth and had met other Earthlings, though he had never been there himself.

The two groups exchanged pleasantries and eventually parted ways. Nova, Bramble, Zeynap, and Apparently returned to their camp.

Meanwhile, Xoc-Wik and his native companion had encountered a sinkhole in the jungle. The ground gave way and the pair barely managed to grab a nearby vine for safety. To their horror there erupted from the sinkhole a massive swarm of centipedes!

Xoc-Wik managed to flee to safety but the native warrior panicked. The warrior tried to stab at the centipedes with his spear but there were too many. He was quickly swarmed by the crawling insects. He screamed and reached fruitlessly to Xoc-Wik as he fell. Xoc-Wik turned away in disgust as the native slowly lid into the pit covered in venomous centipedes!

Xoc-Wik returned to camp and relay the sad news to the rest of the expedition.



Night - Nothing to report.

Day 13
Morning - Medium rain and no wind. Nothing to report.

Afternoon - No rain and no wind. Nothing to report.

Night - Medium rain and strong winds. Nothing to report.

Day 14
Morning - Medium rain and no wind. The terrain continued to rise in elevation. During their journey, Apparently, who was leading the caravan as navigator, heard something large crashing through the forest. She signaled the others to stop and she scouted ahead. She saw a giant one-eyed humanoid lumbering through the forest. The cyclops' path led in the same general direction and would intersect with their own but it otherwise seemed intent on journeying to a different destination. Apparently remained hidden and let it continue unmolested.



Afternoon - Medium rain and no wind. The expedition arrived at the base of a tepuis or table mountain. The flat-topped mountain had sheer walls and rose almost two thousand feet above the jungle. The lost city of Mbala awaited them atop the plateau. They found a narrow path and began their ascent.

They had climbed several hundred feet above the trees of the jungle. They were rewarded with a spectacular view. To the east they could see the mountain known as Firefinger belching smoke and ash. To the southeast stretched the vast marshy swamps of the Aldani basin. In the sky to the southeast they could see the small floating chunk of rock that Lorsa had described as the Heart of Ubtao.

Near the top they witnessed a strange event. A glowing ball of energy like ball lightning appeared in the clear blue sky. The energy flashed and pulsed. Out of the flash emerged a bizarre flying craft! The craft resembled no Antaran flying vehicle. It was not an Atlantean flying disk. It was not an Akasan sky-ship suspended by a gas-filled balloon. It was long and slender with four flat wings, two large ones towards the front and two smaller ones in the rear. The craft was as large as a sailing ship and appeared to be made of metal.

Nova Scotia Blackman recognized it as an aircraft from Earth but it was larger and heavier than any aircraft he had ever seen in 1920!

The aircraft was on fire and trailed heavy smoke. The wings and fuselage appeared heavily damaged. It flew over the jungle for nearly fifty miles before crash-landing near the horizon. Blackman made a note of its location for future investigation.


The path turned left and disappeared into a cleft cut into the smooth rounded edge of the top of the mountain. The steep path became stone steps that ascended between the cleft. Into the walls of the cleft were various bas relief carvings depicting giant jungle creatures, flying lizards, and erupting volcanoes.

Through the cleft they found an ancient entrance threshold made of finely carved petrified wood. The wooden doors that were once attached to the gateway had rotted away. Several piles of human skulls were stacked neatly inside the remains of the entrance.

The city once consisted of wooden and thatch structures on stone foundations. The structures were long gone leaving only the bare foundations and rubble.

In the distance was a single structure - a hut made of thatch and animal hides stretched over the rib cage of an immense reptile. Animal skulls, wind chimes, and totems of feathers and shells rattled in the breeze, and smoke drifted from the hut.

A small hunched elderly woman hobbled out of the hut and tended to a small garden of tubers. Flying monkeys would occasionally deliver to her small tools which she put immediately to use and returned to her helper who flew away giggling.

The old woman was blind with cloudy cataracts over her eyes. Upon her ancient leathery face was a yellow skull painted in dried clay.

Nova Scotia Blackman approached cautiously, "Hello!"

The old woman turned awkwardly, "Ah.. Ah.. Hello? Who goes there?"

"We are travelers. We mean you no harm. Who are you?"

The old woman stared off into the sky, then looked around as if at various invisible guests, "The people of Mbala once called me Nanny Pu'Pu."

TO BE CONTINUED...


DM Commentary
The player controlling Nova Scotia Blackman was unhappy with the character as a rogue. It wasn't matching his mental image of the character. Since the campaign is young and I'm pretty loosey-goosey about these things, I encouraged him to re-create the characters as a Bard. If he's still not happy, he may replace the character altogether.

During the journey through the jungle on day 13, the player controlling Zeynap began to complain about the rain and miserable conditions. I consider it a compliment to my storytelling skills and power of description that the player was beginning to BELIEVE in the rain and mud! It made me very happy.

Last week there were two extra rowboats at Camp Righteous. That's in the module. I can only think that there were only enough survivors to flee upriver to fill four rowboats so they left two behind. However, in my story I had the survivors march overland. I wanted more of a clue to leave the players to follow. So the presence of two rowboats was technically a plot hole. Until the introduction of Zeynap this week, which gave me the opportunity to tie his character to the lost explorers from week three and suddenly all plot holes were filled! HUZZAH!

I often allow the players to name NPCs. So of course they named the wealthy explorer "Salma Hayak" which was a call-back to an earlier joke when I tried to think of an actress to whom I could compare Ser Salhana's appearance and one player blurted out "Salma Hayak?" which was a) random and b) incorrect. Anyway, when it came time to name an NPC, the other players blurted out "Salma Hayak!" And so it was.

Anyway, when role-playing "Salma Hayak" I was trying to do a posh English accent which the players immediately interpreted as Hedonism Bot from Futurama. I kept trying to reiterate that Salma WASN'T decadent or hedonistic but the mental image, and the accent, just kept coming back.