Friday, October 26, 2018

A14. Follow the Pixy

When did Daisee become so distrustful? Kevar at the door checking for traps (rolled 16) and she also checking over his shoulder (rolled natural 1), “LOOK OUT!!” She reacting to something sticking out of the muddy floor. Yet while the door was NOT trapped, nor locked, Kevar cannot open it. Sudieman steps forward to shoulder it earning a bruise, “OOMPH. I think it’s barred on the other side.” Thus our wizard casts ‘Knock’; we hear a metal bar fall on the other side of the door.

Friday, October 19, 2018

A13. Glorious Sleep no More

We continue north past the sand trap, turning west to a door that opens into a room full of stench and refuse. Ghostly lights skitter across the floor in and out of the trash. But something else glints within the trash, drawing Daisee into the room to retrieve it.

That’s when we realize the lights are 3 foot long beetles that glow…and attack the kinder! Kevar casts ‘Fear’ that drives most away. Daisee swings her short blade (critical 20) cleaving both of the remaining light-bugs. Their phosphorescent guts now lighting the walks for a few brief moments before fading out. Digging within the trash she is soon rewarded with 3 turquoise stones and a rusty dagger (magical).

Monday, October 15, 2018

A12: Orolunga



18 August (Eleasis): 5 Days of applying insect repellent as we trudge thru the western forest before we reach the Ziggarat we’d spied before; Orolunga we are tasked to map. At least 60 foot tall with huge staircases centered on each side rising to the top where we can barely make-out the form of a building. Thick vines and tree roots block access to the pyramid base; we have to cut our way thru. Scampering sounds announce packs of animals nearby. We finally clear a path to the stone foundation only to be blocked by some kind of force-field. Exploration reveals it encompasses the entire structure.

“Maybe there is an outbuilding that provides access or the key to the field.” So we explore to the south in front of what we’ve determined to be the formal staircase. “Keep your eyes peeled. The building could be any…” A rumbling sound cuts short the instructions as the ground beneath us sinks away, plunging us into darkness and dust.

Sunday, October 14, 2018

A11.Camp Righteous then M'bala

31 July (Flamerule)We arrive in Port Nyanzaru on the feast day known as "Midsummer". On this day the city is a buzz with activities of all sorts. A grand feast for all, carousing, betrothals and general good fun are found everywhere. But we’ve no time to indulge; we’ve traveling ahead of us.

Daisee protests, "Just a few more days! Dino races start again in 2 days and I wanted to try my luck betting and riding again." But Kevar speaks up imploring the urgency of our tasks related to the 'dead curse'. The kinder's pout turns into a smile when Diero offers to give her a dino ride in the wilderness, "sometime."

A10. Flight home to Port Nyanzaru

27 July (Flamerule)We hastily made our way back to the two Tabaxi guides waiting at the edge of the marsh. It takes three days to arrive safely back in Kir Sabal where we hand over the black orchid to Asharra along with our map and details of Nangalore.  

28 July (Flamerule)As promised, in the morning, Asharra makes the concoction allowing you to quickly “fly” back to Port Nyanzaru. The flight is a little nauseating at first but becomes very pleasant after just a few hours. A grand vista of Chult:

A9: Nangalore

24 July (Flamerule)We stand at the edge of a marsh. Sudieman surveys the meager offering of trees, “Barely enough to make one raft.” Diero offers to become a crocodile ride for Daisee and Dyzon…at least for a few hours. Within an hour they can see the walls of Nangalore; but, Kevar spies more, “Company. From the wakes I’d guess a bask of crocodiles.” Diero swims for the steps of the Palace Gardens with his riders, but the raft is slower; overtaken by the crocs.

Kevar and Sudieman try to keep the crocs at bay with their poles while FaKeem balances to shoot arrows, unaware till too late a croc has climbed aboard. The elf soon in its grasp and about to be drug underwater. Between the cleric’s hammer smash and wizard magic missiles, the elf is pulled free. As the other crocs feast on the slain croc, the raft is poled to the safety of the steps of the palace.

A8: Bartering with Cranes

20 July (Flamerule)Morning breakfast then back on the trail we blaze starting with pre-cleared animal trails. Occasional flock of birds bursting from the treetops at our approach. Till we come upon a group of monkeys dancing in the trees. Everyone looks to Diero to converse, “Sorry, I didn’t study that spell this morning.” So we must rely on sign language and hopefully anticipation. At least Daisee’s offering of food has calmed their actions. But we struggle to learn anything. Till Daisee starts forward toward the river bank.

The monkeys howling and dancing wildly. Something danger in the waters. So we follow their leads to use thick vines to swing across the narrow river. One after another till our cleric remains. We left our healing till last?! Sudieman swings halfway but his heavy armor is too much for the vine. “SPLASH.” The monkeys howl as the water churns. Piranha!

A7: Shipwreck and Kir Sabal


10 July (Flamerule)As we plunge deeper into the forest we soon begin to see a wooden dome. As we get closer we realize it is the upside down hull of a ship; barnacles decorating its outside. Its name on the upside down prow, "Narwal." We make note for later reference in Nyanzaru’s logs; maybe records of a lost ship. But why is a sailing ship wrecked this far inland?! Crates neatly stacked beside the hull suggest someone lives here, which prompts Daisee, “Hello? Anyone Here? Cleared to come aboard?” A voice rings out from the top of a tree behind us, “Look alive mates; there be pirates come to plunder our missus!” A man can be seen peering thru the branches. Shredded clothing, unkempt beard, crazed look. But still a striking resemblance to Wakunga back in Nyanzaru. Our guess he’s been alone for some time, abandoned out here.

A6: Eaten by a T-Rex and the Laughing Gorge

6 July (Flamerule): Once again we seek shelter to wait out a tropical storm.


7 July (Flamerule)Maybe if our birdman guide had been flying overhead we would have seen it sooner. But the flush of birds from the treetops proceed the crashing and stomping approach of a tyrannosaurus. Once again Daisee thinking she can make friends with an outstretched hand...that is almost bitten off!  

Too late to run, we stand and fight. Blade and spells versus sharp snapping teeth. Sudieman's armor saving him from being crushed by the powerful jaws, but that didn't stop the T-rex from swallowing him whole! A concerned earnest to kill the beast before it ran off with our cleric. More hacking and slashing, to include the blade tip suddenly appearing from the beast's gullet; Sudieman cutting his way out. Then silence as the beast fell.

We wonder if we'll face the thing again as an undead considering the 'death curse' upon the world.

A5: Fort Beluarian then on toward Firefinger

18 JuneWe travel the well maintained road east-northeast to the fort. Along the way we find a man tied to post, covered in honey and bees. A criminal displayed as an example...of what? Why bees? He claims to be a noble named Pontificus Electromb. Says highway robbery of his winnings from the jousting event held in Fort Beluarian. We cut him free.

Come across glowing globes dancing across leaves and the grass. Tiny elementals – Chwanga. Kevar is charmed with tattoo.

It seems there are statues of Ubtao everywhere. This one covered in beetles. And more goblins; Daisee adding a pig-golbin mask to her collection.

A4: Nyanzaru Rumors and Races

13 June (Kythorn): Our insect repellent LONG gone. What a welcomed sight to behold Port Nyanzaru once again. We lead the 'Shield Guardian' Vorn to Wakunga's estate; many eyes follow us out of wonderment...and maybe envy.

Our success opens many mouths eager to tell us of other adventures that await in the jungle. The challenge isn’t getting people to tell them about Chult; it’s sifting the truth from the mountain of rumor, conjecture, and myth.

A3: Searching for a Cure and Flying Tiger

15 May (Mirtal): We come to a creek where a dozen brontosaurus are eating patches of wild root (juice rids poison condition). We follow the creek hoping to find our own patch to harvest. Noises. Dyxon peeks thru brush finding zombies attacking a baby bronto. Too many for us. Diero grabs patch of roots and returns to bronto parents to lead them in a stampede against zombies to rescue baby.

That night we camp in a cave behind a waterfall. Inside we find skeletal remains of a tabaxi.

16 May (Mirtal): we come upon a ruined camp. 3 slain hafling explorers raked by claws but no tracks; thus, suspecting birdmen. Their tents ruined also with claw marks but we manage to salvage 2 rain-catcher tarps, 3 explorer packs, and 3 flasks of Taj (honeywine). As we take the time to bury the dead (per Daizee’s and Sudieman’s insistence), we find their “Flaming Fist permission” letter to explore for 3 weeks dated 2 weeks ago. Night-time: 4 zombies disrupt the camp.

17 May (Mirtal)find banana tree. Diero climbs finding horned-rabbits in next tree. ‘Speak with Animals’ to ask permission to gather bananas (taste like licorice) and learn goblin and upright frog-creatures (small, brightly colored=poisonous; Grung) walk the forest below them as birdmen threaten from above. Have to drag Daizee away who wants one as a pet. She calls them “rabicorns’” but we know them as Almiraj.

A2: Up a River without a Guide

1 May (Mirtal): We are introduced to the merchant Jobal who is apparently the 'pimp' for the jungle guides within the city. Each guide offers his or her strength and knowledge of specific regions in the outlying jungle. 


Azaka Stormfang, one such guide, wanting payment upfront unless we aid her in her quest, "Evil Pterafolk atop Firefinger stole a lion-mask from me. Help me retrieve it and I'll waive the guide fees." But we decline, uncertain, due to condescending remarks of others. Time will tell who tells the truth.

Each condescending of the other guides, "She has yet to return with the party that hired her." "They are crooks; soon slit your throats in your sleep." But after interviewing a few, we conclude, “5 gold a day just to guide?! I think we can do without.” Thus we travel to the 'Red Bazaar' to shop for our own gear: tents and netting and mosquito repellent along with rations to pile into our canoes.

3 May: We have a vague idea of were we are going, in search of Vorn and the amulet Wakunga tasked us to find. Down the River Soshenstar past Camps Righteous and Vengeance then inland to the north-northwest. We lug our canoes to the river mouth and set off. The chatter of birds, hum of insects, crash of animals in the trees (foraging wild boars), buzz of mosquitoes is unending...like Daisee's constant conversation of anticipation what's around the next river-bend.

4 May: The oppressive heat of the jungle soon has Sudieman shedding his armor, "Hopefully I'll have time to put if on before major combat." An alligator attack threatens to sink a canoe but we fight if off. At least our armorless cleric was drowned in his heavy armor. Diero makes repairs to the canoe per his sailor skills.

6 May: We come upon more canoes heading our way. Five wilderness specialists wearing the clasp of the Emerald Enclave. They wish us well, "Be sure to gather wild-root; brewed, it can rid you of the poisoned condition." Another night along the shores invites skeletons into our camp.

A1: Port Nyanzaru

1 May (Mirtal): Diero is still in the process of emptying his stomach into the raised flowerbed when a huge face confronts him. “What the hell is that?!” Daisee already climbing upon a ledge to peer into the streets, spying thundering lizards filling the streets either as pack-animals or as mounts, “You can ride these things? Where do I sign up? I told you this was going to be fun!”

The streets are full of color, street performers, laughing kids wearing hats. A bustling harbor filled with fish smells and the calls of hawkers selling their catch of the day. People of all races and colors; even cat-people Syndra calls "Tabaxi." Syndra is already strolling up the passage, “Let me first introduce you to my contact. Get you acquainted with the city and laws. And buy you cloths so you can fit in (their drab clothing nothing like the colorful turbans and scarfs of the city-folk). We even need to sign in with the harbormaster.”

A0: Introductions Are In Order

The Adventurers:
Daisee (kinder)-trickster
Ripped from her homeland thru a ‘red’ portal that opened near a dragon’s den.
Diero (human)-druid
Crewmember on the Arc-Maiden, stopping at various ports and islands. Opportunities to study and catalog various plants and animals peeking my druidic interests. Till that fateful trip our quartermaster let the food spoil, weakening us, such that we were no match for the pirate attack. I was knocked overboard but could hear the crew losing the battle, surely killed every last one. No longer trusting of others till they prove themselves. Walked inland to pursue my druid calling. But the call of the sea brought me back...not to sail but to seek out that damn pirate Captain Zaroum Al-Saryak, rumored to be in Chult.
Dyxon (halfling)-monk
a hands-on kinda short guy
Fukheen (elf)-ranger
His last century-old childhood memories of Chult were his parents securing his passage aboard the last ship out of Mesro during the ‘spell plague’.
Kevarniv (human)-wizard
An Archaeologist turned wizard
Sudieman (human)-cleric
Always dreamed of being a great warpriest.  However he messed up his job as ship quartermaster and the food spoiled causing the crew to get sick and many to die in battle.  He now sees his mission to correct that error and will lay down his life in defense of the party members.  He will always be the last to leave the fight if the party flees. However, the trauma has left him with an impatience for puzzles that if he cannot solve immediately, he wants to leave and go somewhere else.  He also now has a temper against things that wrong him.  Also, although LG he believes that a fiction told to benefit the greater good is okay.



It is now the last day of April 1494 DR (Dale Reckoning). How, why, or when each came to Baldur’s Gate is their story.