D&D Diary – Tomb of Annihilation – Session 36

This week, our brave heroes barely escape the evil eye, dine with our enemies, and suffer the wrath of a necessary ally.

Tomb of Annihilation thumb
 Yes, I love it! The DM is doing everything he can to get you to fight me and you do everything you can to derail the campaign!

When last we left our heroes, they had learned the terrible news that a player was leaving the campaign soon. All our plans to continue exploring the jungles of Chult without a care in the world are out the window. Now we have to get to Omu as fast as possible to even have a chance to wrap up this campaign before Theo leaves for college.

ToA Roster10
 And we’re about to lose five more.

After escaping an ambush of homebrewed dino-men, killing a hag at the top of mountain, and thwarting the betrayal of their guide Salida, our heroes made it to the hidden shrine of Orolunga. Inside, they met the oracle who was really the avatar of a couatl demi-god, Ecatzin. Read my Explorer’s Guide to Chult for more details about why she is important to the canon. Ecatzin told them everything they needed to know; they have to get to the lost city of Omu, hundreds of miles to the southeast through dense, infested jungle, they have only ten days to get there before the world ends, and she even laid out a brilliant and conveniently contrived plan to get them there in time.

I added to my lore that the ancient civilization of Chult were far more advanced than believed and that they had even developed teleportation circles, called Crossings, that connected various cities. One such Crossing still exists between this ruined city of Orolunga and her sister city of Nangalore, far to the east and halfway to their destination. From here the plan got a bit more cryptic. “At Nangalore you must obtain the black orchid from Zalkore, then in Kir Sabal you must be given the Eshowe Scepter from Mwaxanare to receive the Song of the Seven Winds.” Our heroes knew that Kir Sabal was a place near Nangalore, but the rest was unknown to our heroes. They’ll just have to trust that the oracle (by which I mean, me) knew what she was talking about and they will get to Omu on time. That was my plan, and it would have worked, but how could I predict that my players would… Wait, I’m getting ahead of myself. You’ll see soon enough.

Chult Map Fouth Expedition pt3
Technically, this is the most distance travelled in one session. Over 350 miles.

One last thing before we get to this week’s session. Salida. The snarky, sarcastic guide whom my players loved and was destined to betray the party. Although the book suggests it, she was never going to make it to Omu and betray the party there. I wanted either Eku or even the party frenemies, Faroul and Gondolo, to get them to the hidden city. Where they could sacrifice themselves in a grand spectacle, so our heroes can go on and save the world. I expected Salida to betray the group somewhere in the jungle, which would also strand our heroes in the jungle without a guide. But with my accelerated timeline, I can’t have her messing up the player’s very specific path to get to Omu, so she had to die last week.

Her betrayal was fun and led to one of the funniest moments of the campaign, when Gwen, purposefully got herself surrounded by undead and attempted to turn them, only to learn that Salida had stolen her holy symbol and was now completely screwed. After Salida’s death, Gwen collected her head for “future questioning” and inadvertently saved the campaign. Which is ironic, since Gwen is the one who will nearly destroy the campaign when she… No, no, no. Not yet. Wait just a little bit more.

Guide Salida
Poor Salida, we’ll miss her sharp acerbic wit, but we won’t miss her back-stabbing, symbol-stealing, snake-in-the-grass back story.

The group found one other interesting item on Salida’s corpse. Another sending stone with a connection to Ras Nsi (so far, the main bad guy of the adventure). Usually, the party has used these stones to trash talk Ras Nsi. But today, they did something different. They challenged Ras Nsi to meet them face to face and talk. I expected this conversation to happen eventually, probably in Omu, but this is actually better. Ras Nsi agrees to the meeting and I know just the place. In a blink and you’ll miss it section of the book, we read that Ras Nsi has a ruined palace just north of Nangalore. Ras Nsi gives our heroes the time and place and taunts them that they’ll never make it in time. Of course, Ras Nsi doesn’t know about the teleporter.

So, without further ado, our heroes step into the Crossing Circle, say the magic word “Ka-Nanji”, and in an instant, they are whisked away over 200 miles to the Sister Circle in Nangalore. But to our heroes eyes, it was as if the world just changed around them. One moment they were looking at the ziggurat of Orolunga and the next second they were staring at a ruin they had never seen before. Before you ask, Ka-Nanji is the original name of Nangalore, but this tidbit of history and pointless lore is never revealed to the players by any means in the book.

ToA Nangalore DM map
Nangalore DM map. Such an incredible space with nothing going on in it.

The ruin of Nangalore is fantastic. A series of plant infested terraces that have been slowly sinking into a swamp, filled with crumbling statues and a veritable maze to get to the end. I couldn’t wait to explore this area. I made it one of the key locations mentioned in the various prophesies and fortune tellings our heroes received throughout the adventure. And this was to be the first location that would expose my group to the culture, language, and history of the Omu. In my game, the people of Omu were the remnants of the Eshowe tribe, who were at war with Mezro and then massacred by Ras Nsi, which led to his banishment from Mezro. Now Ras Nsi lives in Omu, the last enclave of the people he murdered. How very ironic.

I had so many plans for this location. I wanted to build a 3-D display of the entire dungeon, to showcase the multitude of levels that you just can’t fully comprehend on a two dimensional map. I wanted to delve into the language of the Eshowe/Omuans using a brand-new alphabet, based upon the real-world cuneiform writing of the ancients. I wanted the exploration of this space to be truly spectacular and memorable. But I also expected to have a few weeks if not months before we even got here to prepare. Now that my entire timeline has been thrown into chaos, I barely had time to paint the mini of the main villain at the end of the dungeon.

Ancient Alphabets
I wanted to use the hieratic language because the glyphs look like snakes. But I never had the time.

I expected the adventure in this space alone to fill up an entire session, if not two. But now that I’m on a blitz to get the group to Omu as fast as possible, Nangalore has been relegated to a mere hour or less of game time. I breezed through the description of the place, hand-waved all the translations of the Omuan lore thanks to a comprehend languages spell the group got last session, and had a float of crocodiles chase them into the ruins proper. Once they were inside, I let them succeed in any trick they could think of to circumvent the “maze” of the ruin. Climbing ropes, standing on their shoulders, misty step; whatever it takes to get them through the ruins faster. Any plants that stood in their way were obliterated and I did nothing to boost the combats to make them more dynamic. Such wasted potential.

One detail I did add was that the ruins were filled with dozens of statues in every shape, size, race and attire. There were tribesmen in loincloths and spears, robed wizards, fightingmen in armors both modern and ancient, even some yuan-ti and other jungle races. Aside from being made of stone, all the statues had a look of shock and horror on their faces. Even more oddly, many of the statues were missing some limbs, an arm here, a leg there, one was missing a head, and another was missing everything except the feet. By now, everyone knew that a medusa was lurking about but what they didn’t know is that my medusa is a cannibal with the ability un-stone parts of the body for a little snack. I pointed out that these statues look like the limbs have been gnawed off. Gross.

ToA Medusa mini group
Pity poor Zalkore. Just a lonely temptress with only her plants to fauna over.

Before long, they arrived at the final room, which has been turned into a combination receiving room and bedchamber. Our heroes tried to be sneaky, but the mistress was aware of their presence. She called out to them, “You can stop sneaking about. I know you are there. It is safe to enter. It has been so long since I’ve had visitors. I only want to talk.” Not believing a word she said, Roland uses a mirror to peek into the room. A beautiful, shapely woman is sitting on a divan, and she is wearing a veil that covers her head and face. Convinced that I wasn’t trying to trick them into joining the sculpture garden, our heroes enter the room.

What followed was a charming conversation with the medusa, Zalkore. It would have been almost pleasant were it not for the fear that at any moment, the gorgon could tear off her veil and all hell would break loose. It was great fun to roleplay a medusa; I’d never heard of that being done before. She is a lonely old crone who has no one for companionship since her lover was so rudely taken from her (killed) centuries ago. Sadly, she has a very loose grasp of sanity, as she slips into outbursts of rage, and tries to calm herself down. “They all treat me like a monster. I’m no monster. By Eshowdo (her god), I’m a queen…Who’s there? More thieves! NO! Come to steal my treasure and gawk at the beast, have you?! I’ll teach them all to stare at me! I’ll turn them all to stone and feast on their corpse. Deep breath. No, thank you. I’m fine. Sorry about that. Where were we?” It was great to watch my players negotiate with a crazy person who could kill them with a single glance.

Zalkore is willing to trade for the black orchid that our players were told they must obtain but they don’t know why.  But the price she wants in return is steep. Someone must stay behind to be Zalkore’s permanent companion and she has her sights set on Benedict. Who the heck is Benedict? Don’t feel bad; I keep forgetting that he exists too. Benedict is the squire Roland hired from Fort Beluarian to keep him from being bullied. His job is to handle the animals the players capture on their excursions (which they never do). He is useless in combat and often gets in the way, whenever I remember that he is even there.

ToA Benedict
I’ve always alluded that Benedict is Roland’s squire and presumably young. But in reality, he is a really old stablehand. 

Nobody (except Roland) even cares about this guy, but are they willing to condemn a man to death in order to save the world? Or how about; would you kill a man to get a rare plant? As far as they knew, those are the stakes. I love moral dilemmas. I drop it onto the table like a bombshell and wait for the fireworks. Some treat it like they know it is a game and it doesn’t matter if Benedict is killed. Others treat it like it is real and debate the actual merits of choosing who lives and who dies. And would it have made any difference if it was a PC who had to sacrifice himself? For his part, Benedict was willing to stay behind so that the real heroes can go save the world. This was a pretty good character arc; cowpoke coward to medusa martyr.

In the end, they decided that they could not sacrifice a man even if the fate of the world hung in the balance. There must be another way. Theo told me afterward that if the group had decided to sacrifice Benedict, then Roland would have gone back, alone, if need be, and rescue him. I love Theo! He truly is the moral compass of the group. Too bad we’re gonna lose him. Eventually, Zalkore settled on trading the flower for a lot of treasure, including the priceless jeweled cloak they got from the pirates in Session 34. Not wanting to wait for Zalkore to change her mind and stone everyone, our heroes quickly left Nangalore behind and trudged their way through the swamp toward their dreaded dinner with Ras Nsi.

Jungle temple
I’m running out of jungle/swamp temple pics here.

It took two days to navigate the swamp toward Ras Nsi and his ruined palace. I would have loved to get these guys lost in the swamp wandering aimlessly since they had no idea where this palace would be and they had killed their last guide. But I don’t have time for this. So, congrats guys! You find the palace right away. The book states that this is a total ruin, nothing remains of the structure except a few bits of stone. My palace is far more intact, though now reduced to mostly the first floor and it listed to one side with half the foundation sunk into the swamp at an angle. I make sure to mention the enormous turtle shell carcasses that once caried this palace on their backs are littered all over the place also half buried in the mud.

The group knew when they were getting close, because the kept seeing more Yuan-ti guards and sentries who made no effort to hide but let them pass by without issue. Ras Nsi did promise safe passage in. He said nothing about out. Our heroes knew they were walking into a trap, but they didn’t care. If it offered a chance to kill Ras Nsi, they had to take it. When they finally arrive at the palace, they see that a large banquet has been set out on a crude patio in front of the palace. As our heroes make their way to the table, a Yuan-ti minion addresses them. “Welcome, honored guestsss. Rasss Nsssi sssends hisss regardsss and ssshall join you sssoon. Pleassse, Sssit.” There were just four chairs at the table. Once the heroes had chosen a seating arrangement, a gong sounded within the palace. Looking toward the sound, a figure stood in the doorway. Finally, after two years of anticipation, there writhed the boss snakeman himself, their nemesis, Ras Nsi.

ToA Ras Nsi
I finally get to use this picture for real.

I need this to be a monumental encounter. Ras Nsi has been built up as the ultimate bad guy responsible for all our heroes’ woes. He created all the undead in Chult. He ran the slaver network and unleashed the plague in Port Nyanzaru. He has set up at least three assassination attempts on them and his minions TPK’ed and captured our heroes early on in the adventure. And worse, he has mocked, berated, and belittled our heroes at every turn. On the flip side, our heroes have done the same, all while dismantling every aspect of Ras Nsi’s criminal empire. If the heroes are James Bond, then Ras Nsi is every Bond villain ever. Needless to say, these guys hate each other.

The Bond villain idea was the key to my playing Ras Nsi. Ras Nsi is always, or at least thinks he’s always, three steps ahead of the players. He is twisted, megalomaniacal, narcissistic, and wholly evil, bent on world destruction, but he is also brilliant, witty, charismatic, polite, and a gracious host. Ras Nsi is over 6000 years old; he has seen and heard it all. He is a master tactician and totally unscrupulous when it comes to fighting dirty. Through his network of spies, he knows everything there is about our heroes and just how to hurt them. But most important to Ras Nsi, he is not the villain of his story. Ras Nsi is the hero; your players are the obnoxious bad guys trying to stop him.

Bond Villains
The Rogues Gallery of Bond Villains. 25 dastardly drakes to throw at your party. I can name them all. Can you? BTW My Top five are Scaramanga, Drax, Zorin, Sanchez, and Trevalyan.

Ras Nsi slithers out of his palace in grand spectacle. Ras Nsi is a Yuan-ti malison with a human head and torso, but with a giant snake tail for legs. He is a grotesque monstrosity made even more gruesome by the swaths of bloody bandages that wrap his body from head to tail. He appears sickly and dying but the fire in his eyes tells our heroes that he is still a dangerous foe. Ras Nsi take a seat at the head of the table. Actually, he just squats on the coil of his snaky tail, but you get the idea. Ras Nsi speaks, “So, you are quartet responsible for so much aggravation of late. I thought you’d be… bigger. No matter. That only makes your recent lucky streak even more impressive. My compliments. But every lucky streak has to end and I’m afraid yours ends today.”

Of course, our heroes first attempted to trash talk Ras Nsi, listing all the times they defeated some of Ras Nsi’s minions, ending with the death of Salida. “Ah, yes, Salida. One of my more useful spies. But what have you really accomplished? Killed maybe fifteen Yuan-ti and a couple dozen undead. A mere drop in the bucket. My forces number in the thousands. You stand no chance against such overwhelming odds. But I do applaud the effort. You are brave and resourceful and shown moderate skill. Qualities I hold in high regard. In another life, I think we could be allies, nay, even friends.”

Ras Nsi
The sign of a truly crazy villain is one who would consider hiring the heroes to do his dirty work.

Failing to goad Ras Nsi into a reaction, our heroes attempted to appeal to his conscience and stop his evil plan. They told Ras Nsi that his plan would kill millions and his actions are destroying Chult and go against all the teaching of the creator god, Ubtao. In response, our heroes learn the true, terrifying, unwavering zealotry that is Ras Nsi. “You foolish mortals don’t know anything. Chult can never be destroyed, and this “Curse” as you call it will make certain of that. You call it a curse. I call it a Rebirth. And it will be the salvation of Chult. We, Ubtao’s chosen children, once lived in harmony with the land, before men such as you came to rape, pillage, and plunder her of all her glories. Port Nyanzaru and Fort Beluarian are a stain upon the land and I shall cleanse Chult of their pestilence.”

“But what about all the undead?” Our heroes asked. Ras Nsi replied, “Again, your mortal thinking is so limited. The dead do not feed on the animals or carve them up to hang on their mantles, or cage them to be gawked at in some primitive zoo. They do not crush the plants, grind them into potions, or pluck them for study. They do not chop down all the trees to make their ugly shacks. They do not strip the mountains of their precious baubles. The dead are one with the land and protect her better than any so called “higher intellect” man ever could. Once this plague of human kind has been eradicated from the earth, then Chult will remain pure, perfect, and unsullied forever.”

ToA Ubtao
Is this truly the will of Ubtao? Or is Ras Nsi delusional?

But what about your vow to Ubtao? Did you not swear to protect the people of Chult? Are they not his chosen people? “You know your history, but not as well as you think. I have sworn to protect the people of Mezro, not Chult, no matter the costs and I have upheld that vow better that any Chosen before or since. Only I had the courage to do what must be done to keep Mezro safe. And no one has suffered more greatly than I.”

“When the Eshowe threatened my people, only I had the will to destroy every man, woman, and child to keep Mezro safe. For doing my duty, I was banished from my home, from the very people I swore to protect, yet still I upheld my vow. When that fool Artus Cimber led the Batiri hordes into the gates of Mezro, my undead army threw them back and kept Mezro safe. Yet still I was shunned. When the Spellplauge struck, I sent Mezro away to that barren, sterile pocket dimension to keep Mezro safe. The Blue Fire nearly killed me and I was forced to strike a bargain with the Yuan-ti and assume their form. And now that drowned tart, Mainu, wants to bring Mezro back. But when this “Curse” purges the land and annihilates mankind, then Mezro will have no land to return to, and will stay hidden right where she is, forever, to keep Mezro safe.”

ToA Ubtao creates Mezro
Is it possible that Ras Nsi is right? Why doesn’t Ubtao stop this?

Our heroes tried one last tact to sway Ras Nsi. Self-preservation. They told Ras Nsi that Acererak has lied to him and that the Curse is also the thing that is killing him and Ras Nsi will die with the rest. Ras Nsi was unfazed. “Few men have ever even heard that name, and fewer still have the guts to speak it. You are full of surprises. But I already know that this Rebirth will take my immortal shell and kill me as you say. But I swore to uphold my vow, even at the cost of my own life. And I am willing to keep that vow. I have lived for 6000 years and my soul is prepared to face my god in judgement. Is yours?”

“But your plan is pure evil,” Thames blurts out. “You come here to lecture me on morality? There is no good or evil; only those willing to do what must be done and those cowards who are not. I am a dedicated servant to my god, Ubtao. So, what motivates you? What have you dedicated your miserably short existence to? Power? Fame? Glory? The sadistic pleasure of murdering random monsters? No, it was and always will be, Gold. You came to Chult because you were being paid. Paid to steal her beauty and keep as many riches as you could carry. Pathetic.”

Gold Horde2
The root of all evil.

“Since I know how much you crave shiny trinkets, I have an offer for you.” Ras Nsi claps his hands once and four Yuan-ti appear at the palace entrance, carrying two huge wooden chests between them. They place the chests down at the foot of Ras Nsi. He opens the chests to reveal a trove of gold and treasure. “I could kill you now, and be done with you. But you have proven to be worthy adversaries and I respect that. Take these chests, give up your hopeless quest to find Omu, return to Port Nyanzaru, my spies will know when you arrive, and live out the rest of your days like kings.”

This was a crucial point in the conversation. Our heroes now know that Ras Nsi is insane. There is no rational way to bargain with such a man. He is hell-bent on genocide and will fully justify his actions as the right and proper thing to do. There seems to be no way to convince him that he is wrong. Our heroes had very few options. They could accept the offer, let Ras Nsi and Acererak win, ending the campaign and dooming the world. Unlikely. They could lie, accept the offer, and still find their way to Omu, hoping to do so before Ras Nsi learns that he’d been betrayed. Possible. Or they could fight this asshole, here and now, and damn the consequences. Most likely.

ToA Ras Nsi Mini
 You feeling strong? You wanna go, bro? I got the mini. Let’s dance!

I did not want them to fight Ras Nsi here and had been doing my best to dissuade them. They asked how many Yuan-ti they had observed walking into this trap. I told them they’ve seen at least forty snakemen in the area. Unbeatable odds. Our heroes may kill Ras Nsi, but they will die as well, and doom the world in turn. They didn’t care. Every hero, in every campaign, belives themselves to be invincible, wearing a coat of impenetrable plot armor. I think one of them made some sort of challenging threat and another drew his weapon. If this moved to combat, so be it, but I had one last trick up my scaly sleeve.

At the drawing of swords, Ras Nsi was impressed. “Perhaps you do stand for something after all. I truly wish we had met under different circumstance. But before we cross swords and die a blaze of fruitless glory, I do have a special guest I want you to meet.” This time, Ras Nsi clapped his hands twice. Three more Yuan-ti appeared at the door, but this time they were not carrying treasure. These three were pushing and prodding a small creature that was tied up and gagged. Two of them had wicked curved daggers pressed to the creature’s throat. But the creature was more than that, it was a little boy. And not just any boy, it was Bucketboy.

Bucketboy
I love Bucketboy! And I’ll use any excuse to drag this NPC back into the story.

Bucketboy has been a vital NPC to the campaign ever since he was introduced back when our heroes first arrived in Port Nyanzaru in Session 3. He has been a constant presence in the campaign, and a source of laughter, joy, hope and friendship in a bleak and deadly land. Bucketboy was their first ally in Chult and introduced them to all the wonders that Port Nyanzaru and Chult had to offer. In many ways, he is the heart and soul of Chult, and all of the players love him. None more so than Gwen. She latched on to Bucketboy from the start and is very protective of him. But he has always remained relatively safe within the confines of Port Nyanzaru. Until now.

Ian, as Gwen, was pissed. Kidnapping his favored NPC is a low-down, dirty trick. Dirty, but effective. Gwen ran through the usual bluster, “If you’ve harmed on hair on his head…”

But Ras Nsi was done playing nice. “You’ll what? You’ll watch helplessly while we kill him. Make a move and we kill him. Say anything I don’t like and we kill him. You may get me in a rush, but Bucketboy dies first. Now stand down!”

Wisely, Gwen convinced the others to lower their weapons. She was able to stammer to Bucketboy, “Are you alright?” To which the boy nodded meekly. Gwen demanded to know, “How did he get here?”

Ras Nsi replied coldly, “It doesn’t matter how he got here. It only matters that he is. Now here’s the new deal. Me and the boy are walking out of here. Once we’re gone, you will return to Port Nyanzaru immediately. I’ll give you six days. Once I hear that you’ve arrived, I will release the child and have him returned to you. You try anything else and the boy dies. And leave the treasure behind. You’ve forfeited that offer. This had best be the last time we ever meet. Goodbye.”

ToA Ras Nsi mini group
It will not be the last time they ever meet. Thank goodness.

In stunned silence, our heroes watch as Ras Nsi gets up from the table, turns his back on them, glides to the palace, takes the captive Bucketboy by the wrists and slithers deeper into the ruins. Soon they hear the loud flapping of wings and a giant pterodactyl rises up beyond the palace and our heroes can just make out the silhouettes of Ras Nsi and Bucketboy as they fly away to the south. The Yuan-ti that stayed behind now all have their swords drawn. “You heard the massster. Run home to your cave, filthy humansss. Go now!”

Dejected, our heroes left the area without a fight, but more determined than ever to get to Omu somehow, rescue their friend, and murder that bastard, Ras Nsi. I was elated. Finally, a scenario that turned out exactly like I planned. I showed just how evil the BBEG was, my players hate him even more than ever, and no one died. And if I needed more motivation to get my players to Omu as quick as possible, this did just that. This was my second favorite showcase of the evil villains’ powers that left my players feeling lucky to be alive and driven more than ever to take them down. My favorite was the reveal of Lolth at the end of Lost Mines of Phandelver, Session 12, but that was ages ago. But on the other hand, this introduction of Ras Nsi had two years of anticipation and I’m amazed that it finally came to fruition. Okay, this one is my new favorite.

LMOP Session12
Nezzar, the Black Spider. One of my best BBEG encounter designs from the early days.

There was no question that our heroes were not going back to Port Nyanzaru. Once out of the area, they put the newly dubbed Swamp Ranger, Martic, and his skills to work covering their tracks in case they were followed (they were). They successfully eluded the Yuan-ti tailing them and pushed on into the night to get to Kir Sabal as quickly as possible and find out what sort of assistance they could get to continue their journey. Conveniently avoiding any random encounters, our heroes arrive at the towering monastery that clings to the side of a cliff. Kir Sabal. Haven of the majestic and noble Aarakocra; a tribe of eagle-men.

I was flying high after the encounter with Ras Nsi and felt that this would be one of the easiest encounters ever to be run. And a good one to boost my players spirits after the disappointing outcome of the Ras Nsi debacle. Kir Sabal was a layup. Our heroes had previously rescued to two Aarakocra allies in Session 26 and again in Session 31. They knew exactly what to ask about from the monastic leader, something called the Song of the Seven Winds, which they learned about last session. And they already had one of the items they need that they got from Zalkore earlier today. They just gotta walk up a flight of stairs, meet two NPCs, be nice, get what they need, and they will be rewarded with a cool, exciting, fantasy moment that will whisk them away to their final destination, Omu. Easy, right? Oh, the D&D gods can be so fickle.

ToA Kir Sabal full
Kir Sabal. Any requests for Free Bird will be denied.

It all started on the stairs. There are three checks needed to get to the top. Not to do anything seriously bad to the players, just to show that the climb is treacherous. Of course, Gwen failed all three, so that by the time she got to the top, she was bruised, battered, exhausted, and irritated. Not a good combination. In the end, I had a to have their Aarakocra buddy, Zephyr, find them and carry Gwen the rest of the way up to the monastery. Everyone was frustrated.

But this should cheer them up. I had presents for them for them. Seriously, legit presents. Our group had been playing together for almost two years now, and I wanted to get them something special. I wanted to give them a present for Christmas, but with Theo leaving in September, this was another thing I needed to move up in my timeline. The use of Norse Runes was a big plot point in our adventure that I added to the story. That may seem weird in a story set in a steaming tropical jungle, but it made sense and strangely fit the theme. Our heroes had received a fortune telling from a favored NPC, Sigfrid, who hailed from the frigid north and used real runes in her prophesies. During the reading, each player drew an individual rune that represented their hero. I found some amazing Futhark (runic) pendants made by Baldur Jewelry on Amazon.com and they had the four runes that my players drew. And yes, they were all wrapped up like presents.

ToA Rune charms
The very real pendants I gifted to my very surprised players. From left to right Algiz went to James, Berkana to Ian, Dagaz to Theo, and Inguz to Wes. I don’t know why Wes’s is so big.

My players loved these pendants and I’ve seen them wear them occasionally in future sessions. But this wasn’t just a real world gift. It was a in-game item with in-game magical properties. In my story, Sigfrid was about to succumb to the effects of the Death Curse and she was going to leave these items to the players in her will which would have happened the next time they returned to Port Nyanzaru, which will now never happen. And Kir Sabal was going to be the last friendly locale our heroes will visit for the rest of the campaign. So once at the top, Zephyr told our heroes that a package arrived just a few days ago with their names on it, delivered by two sketchy guides. (Yes, it was Faroul and Gondolo). We never expected you to show, but here you are. There is a note attached to the box. “To the the defenders of Chult. I fear I am not long for this world. I know you are about to embark on a quest to somehow defeat the “Death Curse” that will soon take my life. I hope these items will help you to avenge me in the name of the Frostmaiden. Your ally in Valhalla, Sigfrid.”

So, not only were my players wearing their pendants, so were their characters. Each pendant was imbued with a charm that acted like one of the Blessings found in the DMG or the Rime of the Frostmaiden adventure. Each charm could be used once per day. Gwen has the Blessing of the Frostmaiden, granting her immuity to cold for one minute and able to cast one cone of cold during that time. Gwen had no real damage spells; now she has one. Roland had the Blessing of the Morning Lord, giving him 10 temporary hit points each day at dawn. For the party tank, he had very low hp; this should help. Martic’s rune of protection gave him the Blessing of Valhalla, which allowed him to summon a berserker warrior once per day. He had been the only hero without a second NPC to run in combat; not anymore. Finally, Thames had the Blessing of Mjolnir, granting him immunity to thunder damage for one minute and able to cast lightning bolt once during that time. These were some serious boosts to their comabt effectiveness and slightly atoned for the lack of magic items in the campaign. Between the real gifts and fantasy magic items, we were flying high and in great spirits, Nothing could bring us down. We’ll see…

After our Christmas in August, our heroes met Asharra, the strict, prim and proper, school principal leader of these monks, whom everyone calls Teacher. It started off fine. The players played nice despite Asharra’s prissy nature. Since our heroes already had the Black Orchid, she agreed to perform the ritual Dance that would imbue the players (and all their NPC allies) with the ability to fly for a few days. Just long enough to get them down to Omu. She was a little concerned when they asked about needing the Eshowe Scepter from Mwaxanare, but she did agree to introduce the players to this exiled Omuan Princess. Asharra even warned the players that this future queen is young, immature, and impetuous, but that any overt action against her would not be tolerated by Asharra or the over fifty Aarakocra living at Kir Sabal. So, let’s meet Mwaxanare and toss the campaign over the edge of this cliff.

ToA Mwaxanaré
Mwaxanare and Na. Don’t know why I bothered with a picture. We’ll never see the brat or her bird brained brother ever again.

I was playing this whole encounter straight from the book. I wasn’t looking to add anything or do anything weird. I tried to have everything go in our heroes’ favor. I even ran the suggested gargoyle attack that put everyone on the side of our heroes. Now, Mwaxanare was a suitably overbearing and obnoxious royal who thinks everyone exist to serve her. But she was immediately infatuated with the knightly Roland, and her brother, Na, was equally awed by Martic and the swarm of flying bugs that surround him. They just need to convince this queen to loan them her scepter. The problem was that our heroes had no idea why they needed it.

I deliberately left this vague during the Orolunga prophet meeting, just to see if my players would come up with anything on their own. They didn’t. So, they failed their initial Persuasion attempt. Mwaxanare refused their request. “I could never allow such an item to be in the hands of the common rabble. This, along with the lost Skull Chalice of Ch’gakare are sacred items that imbue the bearer the right to rule Omu. If I just gave the scepter to one such as you, then you could claim the throne.” From here, there were still lots of paths to choose from to steer this conversation back on track. They could talk about this Skull Chalice. Roland could turn on the charm. Martic could convince Na to help them with her sister. Anyone could just talk about literally anything for a little bit longer. And if they still struggled after that, I was going to tell them that they just need to borrow the item for a few minutes and give it right back. I never got that chance.

ToA Skull Chalice
The Skull Chalice of Ch’gakare. This is the first mention in the entire book of any of the “legendary” items found in the Tomb. There should have been much more foresahdowing.

But Gwen was fed up. Throughout the campaign, between obnoxious merchant princes, pompous fort commanders, and this irritating, impudent child, Gwen was sick to death of these idiot “leaders” who stood in the way of doing the right thing for such vain, petty excuses. As soon as Mwaxanare finished saying, “…the right to rule Omu.” Gwen stood up, slapped the future queen hard across the face and yelled at her, “You stupid, selfish little brat! You will have no world to rule over if we cannot get to Omu in seven days. And we need that staff to do it.” Everyone was stunned. What the hell just happened? I couldn’t tell if this was a character roleplay choice or a player frustration or what. It felt wholly out of character, especially from Gwen who has always been level-headed up to now. Sure, we make fun of her skull collection and the fact that she can’t walk three feet without falling down, but we’d never seen her pushed to the edge like this. Roland summed it up best when he said, “Gwen, what have you done?”

What she did was turn the entire population of Kir Sabal against them. This was the one inviolate rule that our heroes had just violated. Asharra pushed her way between Gwen and Mwaxanare, shoved Gwen back, pointed a spear at Gwen’s heart, and cried out, “Sound the alarm! Assassins!” A dozen Aarockra flood the room and more are heard coming. The book says the Aarakocra will defend the girl from all threats, and I couldn’t think of how else to handle this. Things were spiraling out of control. I needed to diffuse this siuation quickly. Zephyr was one of the first to arrive and I tried to use him to diffuse the situation. Asharra yells at her fellow birdman, “You bring these outsiders into our home. Vouch for them. And they attack our queen!’ Then turning on Gwen, “What do you have to say for yourself?”

Aarakocra
I really don’t want these guys to fight. I haven’t painted their minis yet.

Gwen could only stammer, “I’m sorry. I didn’t mean it. It’s been a really long day.” Roll Persuasion. Epic Fail. Somebody, anybody, give me something to work with. Crickets. I was unable to think of any way to fix this. So, with grim determination on her face, Asharra said, “Get out. And never come back here again.” Defeated, our heroes left. It was a long, miserable climb down to the base of Kir Sabal. At the bottom, everyone stood around, lost and numb. Finally, Thames said, “So, what do we do now?”

Next week, will our heroes make to Omu? Will they save Bucketboy? Or will they be thwarted by magic cubes, red wizards, and feral cats?

As always, even in its darkest hour and all hope is lost, there is always a way to Game On!

You defy all my attempts to plan an amusing death for you Mr. Bond – Hugo Drax, one of the best Bond villains in one of the worst Bond films.

Bond Hugo Drax
Sadly, we lost Michael Lonsdale in 2020. But even in death my munificence is boundless.

Don’t forget to check out my Tomb of Annihilation Resources Page, filled with all the stuff I use to make this epic campaign even more epicier: My full Campaign Diary, plus Handouts, Maps, Charts, PDFs, Images, and more to use, abuse, or ignore at your peril.

And written specifically for this adventure, read my Explorer’s Guide to Chult to delve into all the legends, lore, history, religion, and culture that I used to bring even more life to this adventure.

Explorers Guide to Chult ToA
Forget stuffy spellbooks and poisonous tomes, you want to read about fictional gods and made up histories.

 

 

 

 

65 thoughts on “D&D Diary – Tomb of Annihilation – Session 36

  1. Oh no! If they’re kicked out of Kir Sabal, they can’t get the Blessing of the Seven Winds, and they can’t get to Omu? I wonder what will happen… Also btw Thames is my favourite 🙂

    Liked by 1 person

    1. Is this Wes? Who else would pick Thames?!! Not that you asked, but I couldn’t possibly choose my favorite. That’s like asking me to pick my favorite child. They’re all my special little scamps. So if I had to pick, I’ll say it was Miche, the tiefling budding culinary star with a penchant for filet knives and obsession with being bigger than Volo, who got tortured by Yuan-ti, captured by Batiri, turned feral, and faded into the mists of players who left the campaign too soon.
      BTW what is your guess on how we get the campaign back on track?

      Like

      1. This is not Wes (sadly, this campaign is amazing!) but I love artificers and his portrait. My guess? It involves another teleportation device, and/or the wreck of the Star Goddess.

        Liked by 1 person

        1. Well then, not-Wes, welcome to my blog. Thank you for joining us. Sadly we were no where near the Star Goddess and I didn’t think to use another Crossing. That could have been interesting to connect Omu with, say, Mezro, where they had already been. No, my solution is far more mundane and nearby. I’m nearly done with that post, so stay tuned.

          Like

          1. Can’t wait for the new post! Also, the route they’ll take is… *consults map of Chult* hang on, the only things near there are Needle’s Bones, and the Wreck of the Narwhal (the first), so unless a green dragon, a weretiger, and vegepygmies are involved… I have no clue what will happen! Love these lil mysteries in life 🙂

            Liked by 1 person

              1. I’m rarely disappointed. Just very excited for the method! Gives me some time to create more wild theories as to how you will do it. In the mean time, thanks for doing all this!

                Liked by 1 person

  2. Thought I would comment here due to a higher chance of you seeing. I’m pretty sure you said the water deep campaign fell through but my gods i need to know what the plan was for the ageless one. If I had more info, I would try the whole campaign myself. I LOVE THIS!!

    Liked by 1 person

    1. I’d been meaning to post an Ageless One post for a while. It is tragic that the Waterdeep campaign fell through right after their return from the Forge of Fury. But here are the very broad strokes.
      First off The Ageless One and the final villain of the campaign is… Andrew. His character has been tainted by the Talos cursed Zeitbrille (time goggles in German) and is slowly turning more evil and more powerful with his time abilities. As we progress through the other seasons of Waterdeep, more masked lords will be murdered in mysterious ways. At one point, there was even to be a massive brawl between the party with Andrew against a disguised Andrew from a different time. I. An ironic twist Andrew will be recruited as a Masked Lord himself. During the Winter season with Manshoon as the villain, he was going to seal off the Trollskull neighborhood with a force field and lay siege to the area. And his clone machine will malfunction and make 2 Volos (god help us). In spring, Xanathar has a new plot to collapse a bunch of buildings for petty reasons using an army of Umber Hulks and the party has to enter Undermountain to find him.
      Meanwhile Evil Andrew has been setting up his plan. Also All the Yawning portal adventures will include an unknown artifact that only Andrew understands. Once Waterdeep is done and they are hailed as heroes, Andrew will reveal himself as the villain and using a maguffin placed around town, the “Deep Water will Drift” to join with Talos plane of hell and the city will be overrun with demons.
      Laeral Silverhand will tell the player that the only way to fix it is to go back in time to before Andrew got the Zeitbrille and destroy it. But first they need to get a magic sword that existed at only one point in time over 100 years ago during the Time of Troubles when gods walked the land and chaos ruled. And also time magic is forgotten. The last known chronowizard was Acererak in his Tomb of Horrors.
      After they beat the Tomb and learn his magic they must go back to 1358 and steal the magic sword before it disappears by injecting themselves into the events of The Avatar series when a girl named Midnight became the new goddess of magic.
      After that they must go back to 951 and defend Waterdeep during the Trollwars with the first Blackstaff. Then they need to travel back to Phandalin and realize that they are the one who lead the orc invasion against the village and mine that are actually run by evil Netherese wizards. When they finally fight their way into the forge, they have to fight Andrew the master of time who has the ability to know in advance what the players will do on each round, and work out the perfect counter to every attack. Once Andrew is killed and the forge is destroyed before the Zeitbrille is made then everything resets and the heroes return to their time as if none of this ever happened. There’s way more but that was the plan. Now I really want to run that again!

      Like

    1. I hadn’t worked them all out, but they were all time based. Basically he always looks like he is glitching because he’s never in the correct time frame. The main three were Advantage on every roll. He could nullify the result of one character action per round. And he always knew what they were planning because he went ahead in time to watch it. Every player had to tell me what they were doing before each round. There would be some event that cancels this ability and that would turn the tide of the battle.

      Like

  3. Last question, at one point would the players need to stop regizar and free him and or have someone new join the party with him becoming a main villain

    Liked by 1 person

    1. Thanks for all these great questions. You really paid attention to the details of my silly stories, so thank you for that as well. Oddly I was just talking to the other son, James, who was also interested in restarting this adventure, at least the Waterdeep parts. He really wanted to replay as Riandon, but it didn’t seem fair since the new players have none of the buildup that made this so good.

      Like

  4. Yes I get that. man I love this story. sorry for getting you all excited again lol. i really enjoy the way it plays out. thank you for giving me the whole future timeline! i’m a little confused on why the sword and avatar series is necessary to the plot sorry im trying to understnad!! also just know if you ever have time to give even more info, U HAVE ME CAPTIVATED! im running lmop right now (i was the one who asked a bunch of questions before about that) and im so tempted to try this even if just going off of a whim mannnn! couple more clarifiying questions, according to the propehcy, when does the yuan ti raid happen and when is silverhand killed! also any hints to how many other lords were killed and how…. I love the reads. keeps me from not being bored. I get great ideas from it all 🙂

    Liked by 1 person

      1. I wasn’t quite sure how to get Against the giants in it. I would like to go the part where the drow get introduced so I can bring back Nezzar now turned into a drider and I can expand upon Lolth making her threats at the end on LMoP. As for level they would have been at least 15th.

        Like

    1. No worries. This all came about because in addition to teaching my kids the game, I wanted to teach them the history of the Forgotten Realms and D&D. I wanted to shoehorn in the Time of Troubles timeline because I love that story and it also culminates in Waterdeep of the past. My Tomb of Horrors is set in the Anourach desert. After they activate the time jump in the Tomb they find themselves in 1358 and end up following and intersecting with Midnight’s journey from Tantras to Waterdeep. I forget the exact magic of the sword but it was going to be the only thing that could break the magic glass of the hourglass that controls the Zeitbrille I added to the end of LMoP.
      The prophesy. Snakes storming the shore was going to be a drifting ship filled with zombie Yuanti (this was before I read Tomb of Annihilation). The leaders would through a dying sailor that the Yuanti have some how go a floating island heading to Waterdeep and invade. Our heroes go out by boat to intercept. They crash on the island trapping them there. Captured by Yuanti (again before Tomb). Escape ground collapses lead to events in Hidden Shrine of Tomoachan. Solving that dungeon causes the whole island to sink. Have to run to previous found boat that is marooned on mountain top.
      Laeral Silverhand is “killed” in the battle within the yawning portal. I forget how many lords I was gonna kill. I was following the storyline of “Death Masks” where that story properly introduces Jalester Silvermane to the story. I was also about to run the story “Blackstaff Tower” that would help Vajra Safahr become the new Blackstaff after her mentor is killed by “Ten-Rings” whom I had already introduced. Also this story is where we meet Meloon Wardragon officially. So many plans. You are the first person, I’ve told them too. Even my kids never learned them and thank god they don’t read the comments of my posts. Of course they don’t read my posts either.

      Like

  5. ok I know quite a bit of forgotten realms lore but trying to recall it all right now. battle within yawning portal, when is this taking place because silverhand also tells the adventerurs they have to go back in time. blackstaff tower, where can i find. death masks…. storyline for what again? what was the plan for running troll wars and how was the orc invasion of the mines going to run exactly. going to tomb before or after time jump?where exactly are we introducing the drider/lolth again. thank you for telling me! i really really appreciate it. this conversation never happened for your kids sake. apologies again for all the questions. I’m really enjoying it though! If you don’t wanna answer though, just let me know. I know it’s taxing

    Liked by 1 person

    1. Okay but this is it. I gotta go to bed. I misspoke. Silverhand dies probably near end of Dragon Heist. Had not worked out all the details about what “stuff” the Time Lord needed. Vajra tells about the time stuff. Have to get to bottom of tomb first heroes to learn how to time jump. BTW tomb is running full deadly like intended. Everytime they die they are caught in a time loop and have to start at the beginning again. See how many tries it takes to win. Blackstaff Tower and Death Masks are two novels set in Waterdeep and are the introductions of many NPCs in Dragon Heist. unsure when Nezzar would return. Original Giants ends with a trip into the Underdark then a trip to Lolth’s abyss realm. But I didn’t want to go that far astray from the Time story. I would run troll war and orc invasion like bigger version of my goblin siege of Phandalin. Hope this helps. Now I really ought to write a full post about this. Thanks again for helping me recall it all.

      Like

  6. Would love an eventual full post! thanks again for all the answers. sorry for keeping you. I appreciate all the help and will hit u up if your willing for anymore questions. really do appreciate it.

    Liked by 1 person

  7. This is fabulous! Loving the Tomb posts, just reread Dragon Heist and I love the Zeitbrille, it’s a very fun magic item. Also, I can’t wait for when you, hopefully, run Rime of the Frostmaiden, my favourite book and adventure. I’m very excited for the 1st Strahd post!

    Liked by 1 person

  8. Wooh Strahd!! couple more questions (i swear im running out of them) Ok so i know the PC’s need to go back to the avatar series to get the sword. is there an actual narrative arc that occurs here? is this within the novels? Second, love the trollgate idea, just not sure how it ties into the plot. third, did u ever think about changing the final dungeon since it would technically be wave echo cave agian and making it diffeent at all by adding anything on? im finally starting to branch a plotline in my head. thanks again

    Liked by 1 person

    1. There is no real reason to send the heroes back to any time. I wanted to have the campaign begin and end in the same location. LMoP mention that the original village of Phandalin was sacked by orcs in 951DR. Naturally you assume that the good village was destroyed by evil orcs.
      I thought it would be interesting if somehow the heroes were responsible for leading those very orcs to attack the village. And the village and the mine and the forge are not run by good people but rather evil Netherese wizards. The wizard village all have these floating towers that the heroes manage to collapse hence all the circular ruin found around my current village.
      The mine is fully operational and the heroes have to go through several proper levels to get to the final forge level. They will arrive just as Mormesk is about to create the Zeitbrille. There will also be an interesting moment when the heroes realize that that have to hunt down all the keys held by Mormesk’s minions because if any of them escape from the mine then they won’t be available to be found 500 years later.
      After they defeat Mormesk and are about to destroy the forge, Evil Regizar shows up to stop them. In the battle Regizar summons the spectator that they found still guarding the area 500 years later. That is why it responded to good Regizar’s voice and called him Master.
      In 951 at the same time the orcs were invading Phandalin, the Trollwars were happening in Waterdeep. The famous wizard Ahghairon founder of Waterdeep defeated these trolls. In my story he had help. When our heroes go back in time from Warerdeep to get to Phandalin, they find themselves in the city under siege and they had to help stop the war to get out of the city in time. In 1479, our heroes found statues of themselves in the garden of heroes but they didn’t realize that it was them at the time.
      As for why they have to go to 1358, they don’t. I could have cut out the middle and jumped them right to the final year. But I love the events of this year and wanted them to adventure in it. The Avatar series of modules details the travels of an unremarkable wizard named Midnight who goes on to become the reborn goddess of Magic. On her journey from Tantras to Waterdeep she travels with a sword that has the soul of another god in it. Her journey travels just south of the Anouroc desert. I place my Tomb of Horror in that desert. When my heroes make their first time jump they have to pick up the trail of Midnight as they attempt to get the sword before it disappears. Needless to say they won’t get the sword until everyone arrives in Waterdeep, face off against the god of murder and help Midnight ascend. If I remember right the god in the sword is the god of luck, which had a lot of relevance to the thief, and the god of luck often battles with Talos the god of the Zeitbrille
      Hope this helps.

      Like

  9. Yes ok! Awwww man i love the foreshadowing. i’m gonna have to contemplate my own ways that i can foreshadow the charactrers more because i already love the amount you’ve given. all of the lost mines of phandelver things are making sense even more and thankfully i’m not too far in to click everything together. i actually really like the midnightt trail thing. it’s making a lot more sense now. anywhere I can read up more on the story so I can figure out how to eventually run it? i love everything you’ve done. thoughts on what to use for the different levels of the mine to add on?i have a really good looking plannnnn! gosh i hope i can pull through with it because my this would be so much fun. thanks again for all the help. I truly appreciate it.

    Liked by 1 person

    1. Good luck with your mad plans. The Time of Troubles saga also called the Avatar Trilogy was three novels turned into three adventure module titled Shadowdale, Tantras, and Waterdeep. I only planned to run the Waterdeep one while tracking Midnight to her destiny. As for levels, I didn’t have a real plan. Basically the group started Dragon Heist at 5 level. They would advance 1 level at the end of each season and one more after getting the treasure. Another level at the end of Tomb, The Avatar story, defeating the troll war. That gets them to 13. I’d probably throw in a few more level where it felt right. Good luck.

      Like

  10. take your time, but I thought of a small question? what was the plan on keeping the seasons flowing smoothly from one to another and giving reasoning behind the other villains because I remember you saying that the stone of golorr would be needed to be taken from PC’s so they can’t attune and find the vault immediatly. thanks for your help! been thoroughly investigating and reading up on articles

    Liked by 1 person

    1. The first time it was going to be stolen by the Black Viper bringing her into the story. Next time I would work with the player holding the stone to be denied tuning by the aboleth who would then mind control the player to planting the device to start the next chain. After that a different player could attune to it but by then agents of Xanathar and Manshoon would by hunting for the item and anyone holding it.

      Like

  11. so to make sure i’m understanding right. jaraxle, stone is stole by black viper, given to cassalanters, gotten back after that plot is foiled, winter time now. called away to tamoachan so it’s forgotten. back to waterdeep. reject attunement. private session where stone is lost. go to manshoon. foil manshoon’s plans. properly attuned now. call to spring while they get the keys and xanathar’s plans are underway. he doesn’t really need the stone at this point but the PC’s take on because he’s ransacking waterdeep. they then finally have all the keys and can access the vault with a big finale fight with all the villains before finally moving to evil ageless one plot.

    Liked by 1 person

    1. Absolutely going to WPM. That is the best funhouse dungeon ever. I was setting up the various thefts of the items using the newspaper. In WPM the heroes would recover Wave and Whelm but Blackrazor would be stolen by Evil Andrew before the players get there (time shenanigans). I forget exactly why Andrew needs it. Probably had something about its soul stealing power.

      Like

        1. Glad some is a fan. I could never get my head around that dungeon. And couldn’t find a way to fit it into the Waterdeep campaign because it is so long and distracting from the main story.

          Like

    1. Hi, other Anom! Nice to speak to you. As for White Plume, all I can say was Rich did show an image of it alongside Shrine and Forge, and it’s in Yawning Portal

      Liked by 1 person

  12. the one who just commented is the one who’s been commenting about wpm and stuff. i’ve asked all of the ageless one questions! let me know if there’s a discord. I’ll join

    Liked by 1 person

  13. loving TOA still by the way :). any other thoughts on how to draw out the search for keys longer and how to use the villains at the end of each chase?

    Liked by 1 person

    1. Honestly, I hadn’t worked out all the details for the Manshoon and Xanathar seasons. But for the Cassalanters, the party would be having a hard to attune to the item. Meanwhile, the party would be invited to join the Cassalanters circle, since they are now famous celebrity heroes. Viper steals the stone. The heroes do some work for the halfling thieves guild to learn her identity. She tells them the drop for the stone. The heroes arrive just in time for a chase with the tiefling servants. Successfully or not the heroes arrive at the Cassalanters on the Halloween masquerade just in time to stop the ritual sacrifice.

      Like

    1. Thank you Jace. But I was just kidding. I could tell you apart. I just found it funny that I got into two separate conversations at the same time e on a ToA post that were talking about two other campaigns. But welcome aboard, Jace.

      Like

  14. I’m still anonymous. But yes, I’ve been talking about Strahd, Frostmaiden, the path they’ll take in Session 37, and WPM for a little while now. Also, I’m the one with capital letters.

    Liked by 1 person

  15. thanks for inviting me! lol yes that would in fact be my bad for sidetracking. Love the TOA content still. great idea for the cassalanters, that’ll be great. the villains guide explains well for what I think i’ll do with manshoon. my only concern is how to easily loop the xanathar plots and finding the keys together. i like the heist into castle waterdeep. i thought about them finding a key in the undermountain as well which i think i’ll use. did you have any sort of plan on what levels of the undermountain to use and how to loop the collapsing buildings? maybe the xanathar sees the heroes as a threat and sends his minions as a dispatch? I’m also lost on the undermountain and what to use as enemies for xanathar besides umber hulks and the collapsing building thing. also, thoughts on what to use for the multi leveled forge of spells in 951 dr during the orc raid

    Liked by 1 person

    1. For the keys, I had not decided what or where they will be. Aside from the one in the castle, I figured the others would come about from the choices the party made. Maybe placing one in an area they never explored, or other relevant place.
      As for undermountain, xanathars lair is on the third level in an area attached to a place called Skullport, which has its own problems. (You could hide a “key” here, maybe make it the skull of one of the floating flameskull judges). I was going to use the first three levels of Waterdeep: Mad Mage. You could also find a copy of the original Undermountain on eBay for about $20, but those levels are bunch bigger and unwieldy.
      Once they got to Xanathars lair, they would find a note called Xanthars Bucket List with a munch of Waterdeep locations on it with a couple crossed out that have already collapsed, linking them. Our heroes then have to go into the sewers to hunt out the umber hulks. They will not know it is umber hulks until they uncovered the first group. Nice little surprise.
      In 951, in was going to run the orc invasion, much like the goblin siege except now the players are the goblins, or rather orcs. And the villagers are all mid level wizards, enough to cast fireball and such, all protected in their floating tower. The heroes main objective is to get to the magic crystal (I forget the name) the keeps the towers floating. The crystal will be guarded in the center of town and once destroyed, all the towers fall to the ground, sacking the town. I had not made any plans for the new, operational levels of the mine.

      Like

Leave a reply to Anonymous Cancel reply