GAME 001:  August 4, 2018:  "Those That Harp..."

PLAYER NAME RACE GENDER CLASS
Tom Cynder Alefist Yuan-ti female Sorcerer
Ted Grimtooth Firbolf male Druid
Steven Windril Thahte Air Genasi female Barbarian
Kevin DM
Randall (absent) Istban Human male Fighter
Jonny Black Feather Duster Tobaxi male Rogue
Kenneth Anidae Rock Gnome female Warlock

PREVIOUS:

The "wasting" disease or the death curse has started a few weeks ago.  At first it appeared to be a random infection, something that found its way out of the jungle but stories of this wasting disease started to come in from the mainland.  We soon discovered that those who have died and been raised or reincarnated were suffering this death curse.  The most sinister aspect of this curse is that those afflicted can not be healed or restored.  They simply waste away until they finally die.  

Butterrum Alefist was the leader of the Albino Nine, a dwarven mining company that holds the majority of Dwarven interests in Chult.  He was the only person that I really ever trusted and he has been a good friend, never judging or trying to turn me from my quest.  At some point before we met he was gravely injured and did not survive.  He managed to last three weeks before the end.

I have been a loyal member of the Albino Nine Mining company and fullfilled by final obllication to the compnay by delivering Butterrum's final words.  This ceremony was not for the Dwarves, this was for the non-Dwarves that wanted to say their goodbye's.  The Dwarves and I were planning to meet across town and remember their fallen the wy a Dwarf should be remembered.


BRIEF SUMMARY:

I fulfilled my last obligation to Butterum Alefist and the Albino Nine by speaking at his memorial.  I was heading to his favorite tavern when I was approached by Ramallia, a Sun Elf female, and her human Harper companion, Syndra Silvane.  They were putting together a team of remarkable individuals that have been affected by the "wasting" plague.  The mission was to gather information from a known source and then hopefully find a way to end this plague.    I agreed to the mission and was immediately teleported north to Baulder's Gate.

Our task is to retrieve the spell book phylactery of the lich Zaldara Cordress known as the "Dutchess of Rot" and return it to Ramallia and Syndra.  The tower is roughly 3 days by boat and our captain for this journey is a halfling named Callbrax.  The cavern is just a smugglers cave that has been secured and trapped at key points.  We only managed to explore a few rooms before I made the decision that the rouge is going to be the first one to die.  We manage to retrieve the spellbook/phylactery and get back to the boat without suffering too much.  Once we are on the boat the captain casts a teleport scroll and we appear in a nearby clearing surrounded by bodies.  

Ramallia is there and she calls to the Lich Zaltera, the Dutchess of Rot.  I have her spellbook and agree to return it safe and undamaged if she will tell us everything she knows about the "wasting" disease.  We learn that the death curse is most likely a lich's phylactery and is located deep in the jungles of Chult.  Zaltera is positive that the phylactery is located in the lost city of Omu but she is not able to give us a location for the city.  I am certian that the Yuan-ti have something to do with this curse even though Zaltera is not aware of any connections.  Before I return her book I make it a point to introduce myself and remind her that we worked her straight and kept our end of the bargan.  

We pass on our information to Syndra and she commisions us to travel to Chult, make our way to Omu, and put an end to this death curse.  We have the use of her villa and we will have contacts within the city.  We all agree and are teleported to Chult.  


CURRENT:

day 1:  noon

Sun Elf female (Ramallia) works for a group that is trying to uncover this death curst.  The other one has heavy cloak with metal mask on.  They approach us and the elf speak a normal greeting.  The masked creature speaks with a raspy voice and tells us that there is a chance that they might be saved.  

Syndra Silvane is the cloaked figure and she speaks as a previous adventurer.  She is rotting away.  Multiack and the other divine types can't find a cause or a cure.  They will teleport us to Baulder's gate and then by boat.  The tower is roughly 3 days from Baulder's gate by ship.  After she removes her mast she is clearly once a human female.  I discover that the belongs to a group that "harps"

Ramallia sais that the group she works for is preparing to raid the lichs "Duchess of rot".  They need people to attack their fortress.  The phylactery is her spell book and is in the bottom of her tower.  There is an entrance on the seaside near the cliff.  reward for this is a potion of healing and 500 GP each.  

day 2:  noon

Once we all agree to join we are all teleported to Baulders Gate to the upper city.  Ramallia meets us and tells us that we are heading on 3 day journey to tower.  Ramalia is going through the cloak wood with army and when horn blast we are to enter the celler.  We are to recover the phalactory we are to get to the boat quickly.  The captain is Callbrax

day 3:  8am

Callbrax is halfling male captain dressed for the sea.  He is wearing a flame with eyes symbol.  I am able to tell that it is a symbol of mystra.  It is just us, the captain, and the crew.  Kenneth is deathly sick at sea and spends the day narfing over the side.  

day 6:  dusk

Clouds are forming and the weather gets worse.  We approach and see the forest and the approching tower.  We are called to the deck of the boat.  We get to the cliff and Calbrax opens the door with a word in common but no one is able to tell what he said.  He waives us over and we hear the horn signal the attack.  

Those of us that have darkvision are in the front.  Johnny has moved ahead out of our sight.  We can't see him and we can't hear him.  Johnny comes back to tell us that the place is clear and that there are three paths.  The main feature in this cavern is the unworked stone column.  There is a door with a human carved skull on the door.  I move to the stairs to the new chamber and climb the stairs so that I can see the floor level.  Steven moves around the main cavern and manages to alert the two skeletons in the room.  

- Johnny; moves close and shoot with an arrow.  First dusting
- Ted; moves for an attack
- Randal; bricks the bow shot
- evil (ac 14); skeleton at steve but miss
- evil; at randal takes an arrow for minor damage
- i fire bolt and strike for good damage
- steve; tries to jump the cliff and knocks himself prone
- kenneth; fires sacred flame and hits

- johnny; fires and moves back to cover
- ted; swings and misses with 1 so disadvantage on next round
- randal; casts true strike
- evil; drops bow and short sword at grimtooth but misses
- i cast a massive fire bolt that manifests as a phoenix for the kill shot

We search the skeletons but we can not find anything good other that 11 arrows (johnny).  After the battle we hear a raspy voice that tells us we are not alone.  The voice is coming from around us and this is most likely.  The voice says, "Your souls will be used to feed our endlessness..."  

Ted is able to locate a door but he can't find the location.  I am not able to find the trigger either.  He casts Detect Magic but nothing appears from the spell.  We take time to search the skull door but we don't find anything else.  

Johnny is going to check out the alcove.  This is mostsly dirt and junk.  Thiere was a skeleton at one time but nothing now.  He takes time to try the spot on the wall where the secret door is but he is not able to find anything.  After his failed attempt he moves to the skull door and nothing happens when he touches it.  He is able to discover that the door is most likely unlocked.  He comest back to the rest of the party and tells us what he discovered

I am going to take a look down the alcove.  tunnel down the hall with a pink/purple glow.  The second tunnel turns around the corner and opens into a larger structure.  The party moves the pink/purple tunnel.

Johnny is going to scout the room and as he approaches the light he moves quietly down the tunnel he can see these crystal structurs on the wall.  The crystals are producing a small portion of light but he is not able to see anything else.  He is going to take a quick look down the tunnel and Steven clumsily stomps into the room.  He uses his stick but is not able to knock one off the wall.  

Johnny takes on the second tunnel  and the first thing that we notice is that the dripping sound is getting louder.  Johnny moves into the room and then climbs the wall to get a better look at the alcove.  This is a normal alcve but more bones and little scraps of clothing.  We are able to determine that both the pink/purple tunnel connects with the water dripping sound.  

We decide to move into the dripping tunnel and explore the alcove of bones.  Ted searches the room but nothing.  Steven is able to see that the tunnels connect but they lead to another staircase taht leads up.  Ted is searching and feels something slimy drop from the celing.  The whole stalagetite morphs into some type of ooze.

- kenneth; eldridge blast but only damages the slime
- steven; attacks the ooze and hits for minor damage but as he pulls out his spear the metal starts to rust
- randal; he Hexes the ooze and weakens strength
- evil; slaps at steven and misses
- i strike with Fire Bolt for serious damage
- ted; notices that the ooze rusts metal so he hits with a boot stomp
- johnny; he moves and attacks with both sword and dagger with sneak attack.  He slices and manages to destroy the ooze but manages to damage both his weapons.

The damage is done with the metal weapons and they are all damaged and at a -1 to attack and damage.  We take time to explore the alcove and I take a look at the items from an Anthropology standpoint.  

Johnny is able to discover a pitted and corroded lead case.  He believes that the case does not have traps and manages to open the case.  He can see 8 to 10 crossbow bolts.  He hands it down to Grimtooth and he puts it in his bag.  

Ted is able to use the Archiologist and tell that this is a smugglers cave and not likely a Dwarf.  Nothing about the cavern or the other carvers.  Just enough construction to make the place safe.

We move through the connection and the stairs that go up.  He is able to tell that no traps and he is able to move up the stair stealgh and there is a large stone door with a carving of a kracken pulling apart a ship.  He takes time with the door but no traps.  There is a magic mark on the door.  In between the two ships there is an arcane rune.  Kenneth and I are able to figure out the iconography is most likely a pirate clan.  I am not able to tell the clan.  Kenneth is able to determine that this Arcane mark mostly contains a spell of some kind and is a trap.

Ted throws a bone at the door and that triggers a trap.  Spectral tentacles reach out and manage to attack and grapple Ted at the bottom of the stairs.  Steve avoids the tentacles and manages to grab ted.  The tentacles are pulling Ted back up the stairs.

- ted; tries to break the grapple and manages to break free.  He moves around the corner.  He does take cold damage from the attack.  
- randal; 
- steven; He manages to get Grimtooth free but he is grappled in the attempt.  He hits the tentacles and manages to deal damage.  
- i cast Fire Bolt and manage to deal minor damage.  I am also able to determine that we need Radiant damage to do serious damage
- kenneth; he casts sacred frame and manages to dispel the tentacles with his spell.

The tentacles are gone and we can see that the mark is still there but faded.  Johnny does not find any traps but this door is locked.  Johnny is able to pick the lock and open the door.  We are moving into a worked stone hall and as we move down the hall we see two doors on the left.  The doors are plain stone with no special features.  Johnny moves us and searches the first door, no traps or marks but unlocked.  The second door, no traps and unlocked.

Johnny moves down the hall and gets the definate smell of rot and decay.  We are moving into the Lich's domain so this smell is normal.  To the right hall he can hear a scraping sound like bone-on-bone or straping metal on floor.  We decide to take the door 1 and be ready if something comes out the door.  Ted is able to tell that this is human construction maybe 200 to 300 years old.  He is not able to detremine the use for this structure.

Steven moves to the room and pushes the door open.  The first thing that we notice is that the floor, walls, and ceiling are covered in blood.  There is a purple creature with long claws and teeth.  It is standing in the corner, surrounded by bodies, gnawing on something.  

- Johnny; He is able to sneak attack 
- ted; casts poison spray for minor damage
- randal; moves to the doorway
- kenneth; holds his action until the evil and then cast Sacred Flame
- i cast Fire Bolt and deals serious damage
- evil; moves after my Fire Bolt and kenneth casts Sacred Flame but misses.  It reaches out at Randal and misses.
- steven; he is going into a rage and manages to deal minor damage

- johnny; moves out of the way and goes to the end of the hall to try to listed for the shuffeling thing.
- ted; he is going to ready a Poison Spray down the hall
- kenneth; sacred flame for minor damage
- i miss with Fire Bolt
- evil; swings with claws and hits
- steven; tries to push but fails.  He moves out of the way but does not suffer an AOO

- johnny; He moves to the doorway, stores his bow, draws his swords, and strikes with sword and dagger.  He only hit with one for minor damage.
- ted; he is going to hold until he is in the hall then poison spray
- randal; moves, fires bow, misses, then moves away but does not provoke AOO as evil has already used his
- kenneth; endritch blast and misses
- i make another blast and a phoenix consumes this creatures.  I am not able to determine what creature this is but it is some type of ghoul

We are not going to go to the door in the Ghoul room but we are going to go to the second door.  Steven is going to open the door and there is a actual fountain of blood in this room.  There is a red mist in this room.  A blood soaked status of a horned and winged demon with blood spewing out of the statue.  

Steven is able to spot something in the fountain in the pool of blood.   There is a light shining in the pool.  Steven moves into the room and Ted is getting ready to pull steven out.  Steven reaches into the pool and pulls out a fist sized gem covered in blood.  It is shining like daylight in here.  Steven keeps the item and stores the item.

We close both the doors and move the the T junction.  We decide to take the hall to the right, the one that we heard the scraping sound.  Johnny moves far enough around he corning that he is able to see two of these creatures eating. He decides to sneak back to us before he attacks.  The creatures turn and notice Johnny and attacks.

- Kenneth starts the game by giving me advantage on my initiative and I scored a 19.

- evil; he strikes at johnny and hits for serious damage and manages to paralys him (save 14)
- i call the phoenix and blast with Chaos Bolt for force.
- kenneth; he blasts with sacred flame for minor damage
- randal; fires bow and minor damage
- ted; throws a javalin and misses

- evil; attacks johnny but misses
- evil; attacks steven and manages to crit with claws and makes his paralysis save
- johnny; disengages and moves away
- i cast Fire Bolt for serious damage
- kenneth; moves so that he can heal both johnny and steven with bonus action and healing spell.  He does not move back as it will provoke an AOO
- steven; hits with spear for minor damage but enough to kill it
- ted; moves and poison spray

- evil; attacks steven but misses
- johnny; sneak attack for serious damage
- i Fire Bolt again but miss this time
- kenneth; Kenneth with his Sacred Flame manages to destroy the creature and manages to melt the creature

Ted and Steven get their javalins and we move the hallway to check the route.  We see that there are bodies that the creatures were chewing on.  The corpses are old and rotten but still with flesh.  There is nothing among the bodies or the ghoul creatures.  

We enter the hall with the three doors and detect that there is a gas cloud in this hallway.  We cna get thgough but we hae to hold our breath.  We discover that the door to the north is a spiral up to the battle.  We can hear sounds of battle.  The east door are stairs leading down.  The door to the south is locked.  

Johnny is not able to find any traps but he is able to pick the lock.  

Steven is the one that opens the door and the only thing that he can see at first is a worked column.  As soon as steven steps into the room he starts to feel the effecsts of energy.  There is an iron chest between two colums and something energy type is making his hair stand up.  As soon as he touches the chest he is engulfed in lightning and even inspiration does not help.  He only takes minor damage.  

Johnny searches the colums but he is not able to see anyhing trapped or markings.  He wants to lasso the chest and pull it off the table.  He is not able to move the chest as it is attached to the pedistol.  Johnny is able to test the trap and he is caught in the lightning blast but does not take damage.  He moves in and searches the chest for traps and manages to open the lock.  We are working under a 60-second time table before the lighting resets.  Johnny opens the chest and manages to get a sack but hides the scroll case.  The book was wrapped in flesh and we believe that this is the spell book and most likely the phlactary.  Kenneth took a look at the book but did not really tell what the book is.  

We decie to make it back to the door with the kracken but the door is closed.  There is not an arcane symgol on this side.  When steven touches the door the tentacles appear again.  Kenneth casts Sacred Flame and manages to dispel the tentacles.  We are not able to go through the door.  We go back throgh the slime room so that Ted will not have to search the room.  We sneak and make sure that the skull door is closed.  Before we exit the cave system we take a look at the book and determine that it is a spell book but we don't know what book it is.  

We get out to the boat and Calabraxix pulls out a scroll and starts to cast.  There is a bright flash and then we appear in a rune circle in the forest iwth tall pines.  There floor is littered with bodies, skeletons, zombies.  We see Ramallia standing around and she has taken some severe damage.  She tells us to stay here then turns back to the tower and says, "Zaltera, we have your spell book".  In a bright flash there appears a beautiful woman half burned.  She casts at Ramallia and crushs her to the ground.

The death curst is going to atak you all.  The death curse is a phalactory and deep in the jungles of Chult.  The Lich is not able to tell us anything about the Lich but she is able to tell us that the phlactory is in the forbidden city of Omu.  She is not able to tell me if there is a connection with the Yuan-Ti.  Once she has give us the information we decide to honor our agreement and I walk over to her and hand her the book.  The moment that she touches the book she disapears along with the other undead.

- sack; 200 gp total
- scroll; magic missile
- scroll; mage armor

Day 9: evening

We make our way back to Baulders Gate with the army we are paid our 500 gp.  We meet with the recovered Remallis and Syndra.  We tell them everything about the lich and the conversation.  Syndra agrees to come with us and act as a contact as well as use of a villa in the north part of the city.  She also agrees to pass on our information and our deeds to those that harp.  She agrees to take us to Chult via teleportation spell.

She also takes time to identify the crossbow bolts and they turn out to be +1 bolts.  The gem stone is a Gem of Brightnies and it fundtions with command words.  This item is not rechargeable but it does have its possibilities.  

This introductory game is called, "The Cellar of Death"

IMAGES:  

- Ship and Coast Line
- Cavern with column
- Skull door
- crystal chamber
- kracken door

RULINGS:  

Q: What is the difference between pink and purple?
A:  Your grip.