Wednesday, October 25, 2017

We've got fun...

Once again, thanks to Kyla Cox for keeping the notes and doing the write up!

Things pick up right where they left off: with the party slowly making their way through the dense jungles of Chult. Their progress forward was halted by the smell of death in the air. The smell was soon joined by the sound of heavy footsteps slowly dragging their way through the brush. And then came zombies.
Quite a few zombies, in fact. All of them had a blue triangle painted on their foreheads. A warning? The party didn't know. Between their efforts (and the timely use of Spirit Guardians by their cleric follower), the party made quick work of the pack of undead. Taban, the fighter, made mention of blue triangle-marked zombies typically being found deep in the jungle.
The threat concluded, the group continued their slow progress. But it wasn't long before trouble found them again, this time in the form of a albino dwarves laying in wait with an ambush. Only some quick talking (and some just as quick bargaining for food and water) kept the encounter from getting violent.
The dwarf and his fellows proved surprisingly useful as a source of information. The triangle-marked zombies the party met earlier, he said, were marked as part of an undead army from the time of the Spellplague. He also warned them about a red dragon that had driven the dwarves from their home.
Curiously, he also mentioned that a man named Artis Cimber was seeking the Soul Monger just like the party was. The man had been last seen at Camp Righteous, before it was destroyed by zombies...
After nearly having their supplies stolen in the middle of the night by a pack of goblins, the party ran into another group of people wearing the blue tirangle. Only THESE ones were still very much alive. The sole survivor they took as prisoner spent his time rambling about a "Night Serpent" and the lost capital city of Chult known as Omu.
A few more days of journeying deposited the group at the ruins of Camp Righteous. The place was a wreck, with no sign of anyone living in the vicinity. (The canoes moored at the river bank, however, were a welcome sight after so long spent hacking through the underbrush.) The camp was constructed outside of what looked like a temple. A statue of a man with a crocodile on his back stood just outside the entrance.

Confronted with the lure of gold, our adventurers did what they do best: crept their way inside to see what riches lay ahead. But that is a tale for next time...

Wednesday, October 11, 2017

Welcome to the Jungle!

This blog post come courtesy of my best friend and partner in crime, Kyla Cox. Read on, adventurers!

Our adventure begins with a motley crew of adventurers entering Baldur's Gate one by one. Some of them have come to strike it rich, and some have come as punishment for breaking the law. Here's the line-up:

Alec, playing Jane Cena, a half-orc bard
Shannon, playing Remy Wiseflaw, a halfling monk (an old friend from Tomb of Horrors)
Laz, playing Orly Owlface, a gnome wizard
Jeff, playing Khungror Earthhide, a dwarf druid
Will, playing R. Frick (yes, his first name is literally R), a goliath cleric
Joseph, playing Grim Buckman, a human rogue (from Storm King's Thunder)
Kyla, playing Brynn Rennock, a human ranger

The party has been hired by Syndra Sylvane, a wealthy noble living in Baldur's Gate, to mount an expedition to the Chultan Peninsula in order to uncover the cause of a mysterious illness racing through the world: the Death Curse. It afflicts those previously restored to life by magic, and those afflicted by the curse waste away bit by bit every day until they die. And once dead in any way, no one can be revived. Not even by clerics or paladins of holy faith.
Syndra herself is suffering from the curse. She greets the party while wrapped up under a blanket, sounding raspy and sick. She offers them wine (Jane chugs an entire bottle and bounces the cork off of Brynn's head with one good spit). Syndra herself doesn't know much about Chult; much of the area is unmapped and is no doubt full of dangers. The curse is believed to originate with a relic of necromantic power knows as the "Soulmonger".
After a bit of haggling, the group convinces her to pay them 50 GP each as spending money for supplies. She also offers them 1 magical item each upon completion of the hunt for the cause. They have approximately 79 days before the curse kills Syndra.
After teleporting to Port Nyanzaru, the main settlement on Chult, the group joined Syndra in visiting the villa of merchant prince Wakanga O'Tamu. He give the party the lay of the land in Port Nyanzaru: explaining the merchant princes and the Flaming Fist patrols out of Fort Belaurian. He also offers a quest to give the group the lay of the land: locate the control amulet for a shield guardian called Vorn and return it to him.
Most of the party spent the first day in preparation for the trip. Mostly. R Frick negotiates the purchase of a hadrosaur for half of the offered price. A sizeable chunk of the party bets on the local dinosaur race (and promptly loses because the odds are decidedly not in their favor). Brynn takes on an odd job as a bookie's hired muscle, promptly loses when the target of the debt, a gladiator named Taban picks a fight, and walks out with a new friend and a splitting headache. In Brynne's defense, gladiators are challenge 5 NPCs with buckets of hit points and high damage potential.
Jane and Frick, showing what real friendship looks like, bet against her success.
Remi, however, has a moment of pure heriocs in rescuing a Chultan man's husband from being mauled to death by raptors in a fighting pit. Jane helps by casing Sleep on the dinos (and providing a distraction while the others slip away unnoticed).
Orly remained in Wakanga's villa, studying in the library, and eventually learns of a ruined city upriver, said to be guarded by a wise and generous naga...
The group meets a representative of the Order of the Gauntlet who requires an escort to Camp Vengeance, further inland. So, with a priest, a gladiator, and a dinosaur in tow, they set out.
Not long after leaving, however, they meet a Flaming Fist Patrol requesting their exploration permit. After some quick negotiations with the Flaming Fist mercenaries, they are allowed to pass unhindered. The next time, however, may not end as easily as the first.

This is where we leave our party: cutting a path through the jungle towards Camp Vengance, meeting the local homicidal fauna (a constrictor snake) and flora (a mobile, poisonous flower called a tri-flower frond) and all-too-aware of the time that's slipping away from them with every day...

Wednesday, October 4, 2017

Undead suck, demons suck, dragons suck

So shit continues to happen. But on a more personal front, this company wants to publish my novels. I've been focusing on writing those, and I'll be focusing on them for a while. But this blog will continue. I already have some help.

So, we started exploring the undead infested portion of the forge. We managed to find a dwarven shrine containing Durgeddin's body, as well as a wight and some skeletons. Life drain sucks. Usually the life out of you. Ask Phox. Kyla seems to have the worst luck with these: first Tathora now Phox.

Then we found a ghostly dwarf when Hoggle peaked into a room. It used a feature called horrifying visage to age Hoggle and Phox 40 years. Hoggle, being a gnome, didn't care so much, but Phox is now 60. Then the ghost possessed Hoggle. And started attacked Hiro. We used some percussive exorcism to knock the ghost out of him. After we banished it, we took a short rest.

Most of the rest of this area contained smashed furniture and and dwarf skeletons. Rooms full of nightmares are best not gone into, so we left them alone. We came upon a nice, fancy bedroom with a suspiciously well described rug. Lydia nudged it with mage hand and of course it sprang to life. Hiro watched Aladdin too many times as a child (How is that possible? Reasons!) and tried to ride him. So it did what rugs of smothering do: wrapped him up and tried to smother him. We beat the rug and moved on.

The next interesting thing we came across was a library where a suspiciously beautiful woman was reading at a table. Phox talked to her, and learned her name was Idalla and that she was trapped in that room by a wizard living somewhere below us. She wanted us to go and kill the wizard and free her. In the meantime, Phox and Squiz examined a few books. Lydia, feeling a little deceptive, told Idalla we already had killed the wizard. Whether or not Idalla believed the lie, she chose that moment to reveal herself as a succubus and cast charm. Lydia was a little miffed at her friends hurting her new BFF, but she laid a deadly smooch on Lydia, knocking her out. Phox got a little miffed by this, and grappled the demon. The demon just charmed Hiro, instead. Hoggle handed out some bardic inspiration, then dropped silence to prevent Hiro from casting spells. But Phox finally dropped the demon.

After we recovered, we found a series of secret doors that ended at a natural cavern at the lip of chasm with a rope ladder leading down into it. We climbed down to a muddy waterfall pool. Lydia identified the tracks in the mud as belonging to a dragon.

We probably should have taken a long rest before continuing. But screw that, we're adventurers! Also, Alec let us level to 5 and granted us the benefit of a long rest for leveling. A narrow beach around an underground lake with an island heaped with treasure. Seems totally safe. We crossed a crumbly bridge, separating the party when it collapsed after Squiz crossed. Then the dragon, a black dragon, struck by sticking it's head out of the water and breathing it's line of acid. It dropped Vrinn and Hoggle on the first round.

Alec just made an unconsciounable number of recharge rolls on that breath weapon. It was able to use it almost every round.

Lydia used a scroll of spider climb to use the walls and ceiling to get around the bridge. Hiro made everyone invisible again after another wild magic surge. This included the dragon. It didn't last long, the dragon breathed again. The most beneficial effect we got, however, was when Hiro's surge cast fly on Squiz. He flew to the island and found a wand of magic missiles in the dragon's hoard. Then Hiro got breathed on and got dropped. Phox and Tog managed to use a Healer's Kit and potions to revive or stabilize people, getting Hoggle back on his feet, who was able to get Vrinn back on his feet. Then the dragon breathed again and killed Hoggle outright.

Lydia broke out a new spell hunger of Hadar, to create an area of icky, tentacly, whispery blackness that finally smoked the dragon out of the water. Tog finally got the killing blow, and Hiro stabilized on his own.

We hauled Hoggle back to town for resurrection, since we had the money now, thanks to the dragon's hoard.

Next week, Tomb of Annihilation begins. It's gonna be fun!