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!"
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.”
"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.
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 -
- Return to Camp Vengeance to report that Mbala had been secured.
- Return to Port Nyanzaru.
- 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:
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.
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.
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