Isle of Dread: Difference between revisions
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== Overview == | |||
The continent of '''Faerûn''' is a land steeped in magic, history, and legend. Home to powerful empires like Amn in the ''Lands of Intrigue'', and great city-states such as Waterdeep on the ''Sword Coast'', it is a place where heroes rise and darkness always looms at the edge of civilization. | |||
A new threat has emerged—one that divine magic cannot quell and even the most learned scholars cannot explain. | |||
== The Death Curse == | |||
For the past year, a phenomenon known as the '''Death Curse''' has spread across Faerûn. It affects anyone who has ever been resurrected, causing them to wither and waste away, growing weaker by the day until they succumb to a final, irreversible death. | |||
Resurrection magic—once a common miracle among the powerful—is failing entirely. Those afflicted cannot be saved, and those who die cannot be brought back, no matter the power or piety of the spellcaster. | |||
Temples are in disarray. Scholars are mystified. And rumors abound that this curse could affect not just Faerûn, but the entire world. | |||
== Syndra Silvane's Summons == | |||
The parties journey begins in Baldur’s Gate, where you have been summoned to the estate of '''[[Syndra Silvane]]''', a retired adventurer and accomplished Archmage. | |||
Syndra is famed for her victory over Strahd von Zarovich and her escape from the cursed domain of Barovia. But her storied past offers little protection now. She, too, has begun to suffer from the Death Curse—having once been resurrected herself. | |||
With no cure in sight, Syndra turned to her allies in the [[Blackwood|Blackwoods]], who uncovered a dark lead: a necromantic artifact tied to the curse. | |||
---- | |||
== The Soulmonger == | |||
The [[Blackwood|Blackwoods]] believe the source of the Death Curse is a powerful, forbidden device known as the '''Soulmonger'''. Their intelligence—gathered from an uneasy alliance with a lich—points to the artifact's presence in the distant land of Chult. | |||
Little is known about the Soulmonger itself beyond its name and its destructive potential. What is certain: it must be found and destroyed to end the curse. | |||
== Journey to Chult == | |||
Their mission is clear: | |||
* '''Travel to Chult''', a land of dense jungles, deadly creatures, ancient ruins, and forgotten gods. | |||
* '''Locate the Soulmonger''', hidden somewhere within its depths. | |||
* '''Destroy the artifact''' and end the Death Curse before it claims more lives. | |||
Chult is a place of legend and danger. Few return from its wild heart. But the fate of the Realms may rest on what you find there. | |||
== Arrival in Port Nyanzaru == | |||
After successful negotiations with Lady Clarin and Captain Tarus, the party arrived at the bustling '''Port Nyanzaru''', unloading a shipment of questionable cargo. There, they were granted an audience with Merchant Prince Wakanga O’tamu, who offered them transportation into the jungle via canoes. | |||
== Gathering Allies == | |||
While in the city, the party met Undril Silvertusk, a female half-orc cleric of Helm. She had been tasked with reaching [[Camp Vengeance]] to rendezvous with Sister Cyas. | |||
The group also hired [[Azaka Stormfang]], a Chultan gladiator, to serve as their jungle guide. Her fee was simple: assistance in reclaiming a stolen personal item from a band of pterafolk residing at the spire of '''Firefinger'''. | |||
== Trouble at the Docks == | |||
Just as the party prepared to depart for Camp Vengeance, they were confronted by K’lahu, a local bookie they had previously angered. A brief skirmish ensued, but the party emerged victorious and quickly launched their canoes onto the River Soshenstar, beginning their expedition into the heart of Chult. | |||
== Camp Righteous == | |||
During their journey, the party stopped at the ruins of Camp Righteous, an abandoned forward base once maintained by the [[Order of the Gauntlet]]. They made camp for the night, but awoke the next morning to find their canoes missing. | |||
With few options left, they turned their attention to a mysterious cave structure built into a nearby ridge. | |||
== The Legend of Man and Crocodile == | |||
North of the camp, an '''80-foot-tall stone statue''' stood embedded in the ridge, depicting a man with a crocodile on his back. Between its feet, a stone archway led into a dark tunnel. | |||
At the cave's entrance, the party found a stone tablet inscribed with the following tale:<blockquote>''In the early days of the world, Man stood by the banks of a river, frightened. Crocodile raised his head from the water and asked, “What troubles you, cousin Man?”'' | |||
''Man said, “I must cross this river, but I fear to enter the water alone, because it teems with your brethren.”'' | |||
''Crocodile replied, “It’s true, you would not be safe. But I will carry you across the river safely on my back, if you promise to return the favor.”'' | |||
''Man agreed, and Crocodile bore him safely across the water.'' | |||
''When they reached the far bank, Man asked, “How can I repay you?”'' | |||
''Crocodile replied, “I wish to see the realm of Humans, but I fear to go there alone, because it teems with your brethren. You must carry me on your back across your realm.”'' | |||
''Man had been tricked, but a promise is a promise. So he carried Crocodile safely on his back across the entire realm of humans — a journey that lasted many years. In his anger, Man swore that never again would Men and Crocodiles be friends. And so it has remained to this day.''</blockquote> | |||
== Into the Tomb == | |||
The party entered the ancient passageway beneath the statue and began navigating its trap-laden corridors. After narrowly avoiding several hazards, they now stand before a sealed stone door — the way forward uncertain. | |||
== From Righteous to Vengeance == | |||
After leaving the ruined temple beneath Camp Righteous, the party was ambushed by a band of goblins lurking in the surrounding jungle. However, the chaos of battle drew the attention of a nearby herd of undead — a mix of zombies and skeletons, shuffling mindlessly toward the sound of combat. | |||
A tense parlay followed with the goblin chief, allowing the party to slip away and continue their journey. | |||
== Camp Vengeance == | |||
The party finally arrived at [[Camp Vengeance]], a makeshift fort built from jungle timber — a grim bastion of civilization amidst the wild. Surrounded by a defensive ditch lined with sharpened stakes, the camp's interior consisted of tents, watchtowers, and a pervasive sense of desperation. | |||
Scattered about the compound were burned corpses and flayed animal remains, swarming with flies — grim evidence of the camp’s ongoing struggle against Chult’s horrors. | |||
Within the walls, the party met [[Commander Niles|Commander Niles Breakbone]], the commanding officer of the Order of the Gauntlet. His forces were stretched thin, morale was low, and supplies were dwindling. | |||
== New Intel and Old Friends == | |||
After some negotiation, Commander Niles shared what information he had: rumors point to the lost city of Bulobo as a possible location tied to the '''Soulmonger'''. An agreement was struck — the party would seek out the artifact and return it to the Order, so it could be properly studied and destroyed. | |||
That night, the party was introduced to '''Toshiro''', a ronin warrior who had once journeyed with [[Syndra Silvane]]’s previous expedition. With his guidance, they prepared to press deeper into the jungle. | |||
== Bulobo Awakens == | |||
The journey through the dense, suffocating jungles of '''Chult''' proved perilous. Along the way, the party was ambushed by a resting gargoyle, which they quickly dispatched. Eventually, they reached the courtyard ruins of Bulobo, where something far worse awaited. | |||
There, the party was attacked by a Yellow Musk Creeper, an insidious plant capable of reanimating the dead, and an overwhelming horde of zombies and skeletons. Barely surviving the onslaught, they fled into a nearby underground passage. | |||
== Tomb of the Venom Queen == | |||
Deep beneath Bulobo, the party discovered the ancient tomb of Shasskatar, known as the Venom Queen — a name whispered in Chultan legend. Entombed for centuries, her presence lingered with venomous malice. | |||
After a brutal confrontation, the party defeated Shasskatar and retrieved a black amulet from her remains — an object pulsing with dark magic, likely tied to the Soulmonger’s power. | |||
But their triumph was short-lived: the cavern began to collapse. Forced to escape through a narrow crawl space, the party emerged, gasping for air, into a hidden lake deep within the Chultan jungle. | |||
== Jungle Losses and Unexpected Allies == | |||
After defeating the '''Venom Queen Shasskatar''', the party narrowly escaped the collapsing tomb and found themselves lost deep within the Chultan jungle. While navigating the treacherous terrain, they were attacked by another group of gargoyles. In the chaos of the battle, they suffered a devastating loss — their trusted guide, Azaka Stormfang, was killed. | |||
Later, while crossing a mysterious jungle bridge shrouded in mist, the party encountered '''Grimnear''', a wandering adventurer who agreed to join their ranks and help them find their way back to Camp Vengeance. | |||
---- | |||
== The Gargoyle Pact == | |||
Soon after, the party encountered a scouting party of warrior Gorillas, who — in an unexpected twist — offered them shelter for the night. These intelligent gorillas, distinct from the feral ones the party had fought before, revealed an ongoing conflict with the '''[[Red Wizards of Thay]]'''. In exchange for future assistance, they requested the party’s help in their struggle. | |||
That night, as the group rested, they experienced a vivid shared dream — a vision of the lich '''Acererak''', the very architect of the '''Soulmonger'''. He appeared before them, revealing that he had enslaved a pit fiend, who for reasons unknown, was now hunting '''Emo''', one of the party members. | |||
In the dream, Emo was slain by this infernal creature — a moment that left the entire group shaken when they awoke. | |||
== Siege on the Crimson Citadel == | |||
The party agreed to aid a tribe of warrior gorillas, who had recently laid siege to the '''Crimson Citadel''', a known stronghold of the Red Wizards. The assault had scattered much of the Red Wizard force into the surrounding jungle, providing the perfect opportunity for the party to infiltrate the Citadel, free the imprisoned slaves, and eliminate any remaining opposition. | |||
== Into the Citadel == | |||
Upon reaching the '''Crimson Citadel''', the party was surprised to find no resistance at its outer gates. The fortress, eerily silent, appeared deserted. | |||
Inside, however, they encountered a strange and deadly foe — a former Red Wizard, now transformed into a monstrous troll, awakened by their intrusion. A fierce battle followed, but the party ultimately emerged victorious, bringing one step of vengeance — and liberation — to the haunted halls of the Citadel. | |||
== Flames, Traps, and Time == | |||
After defeating the Red Wizard-turned-Troll, the party began to retrace their steps toward the Citadel’s entrance. However, just as they reached the main hall, they were ambushed by a pair of Hell Hounds and a Helmed Horror, sentinels of infernal design. The battle was fierce, and as the last foe fell, the entire chamber was suddenly engulfed in '''green flame''', sealing the exit and urging the party to delve deeper into the Crimson Citadel. | |||
== Secrets of Time and Shadows == | |||
While exploring the inner halls of the Citadel, the party captured a surviving '''Red Wizard''', who revealed a disturbing truth — the Crimson Citadel had been pulled back through time. The implications of this temporal shift were unclear, but it explained the strange anomalies plaguing the area. | |||
During the interrogation, '''Drim''' inadvertently triggered a hidden teleportation trap, vanishing from sight. He awoke imprisoned in a shadowy jail cell somewhere within the Citadel’s depths. The party soon located and freed him — along with another unexpected prisoner: [[Lyndon]], a legendary assassin of the '''[[Blackwing Assassins|Blackwing]]'''. | |||
Grateful, Lyndon offered a grim promise: if the party could defeat '''[[Crimson Empress Narri Castlereagh|Narri]]''' Commander of the Red Wizards of Thay in the region, he would reward them with a chest filled with black coins — currency of shadowy origins. | |||
== Mimics and the War Room == | |||
As the party pressed on, they entered a deceptively ornate room filled with what appeared to be fine furnishings. But the illusion was deadly — they were ambushed by mimics masquerading as carpets, tables, and chests, alongside a horde of zombies lurking in the corners. | |||
After surviving the trap-laden room, the party made their way into what appeared to be the Citadel’s War Room. There, they witnessed Lyndon in action — already locked in combat, cutting through Red Wizards with deadly precision. At the center of the chaos stood a towering Red Dragonborn Guard, battling Lyndon with brutal fury. | |||
== Showdown in the Cathedral == | |||
After clearing out the War Room, the party advanced into the main chamber of the Crimson Citadel — a vast, cathedral-like hall lined with towering columns and glowing arcane symbols. At the heart of the room stood [[Crimson Empress Narri Castlereagh|Baroness Narri]], leader of the Red Wizards in Chult, flanked by her half-dragonborn bodyguard. | |||
Without hesitation, the party launched their assault. One member unleashed the Instant Forest, causing thick jungle vegetation to burst forth within the chamber, turning the battlefield into chaos. Amidst the confusion, Baroness Narri fled, vanishing before she could be cornered. | |||
== The Underdark Gate == | |||
Continuing their search, the party discovered the Citadel stables, where five tamed allosaurs stood confined. Deeper still, they encountered two minotaurs guarding a stone stairwell that led to a shimmering blue forcefield — a mystical gateway to what appeared to be the Underdark. | |||
There, they briefly conversed with a drider, who offered cryptic warnings before retreating into the shadows. The party decided not to press further and instead turned toward the living quarters of the Red Wizards. | |||
Within the quarters, the group discovered the treasure vault, already opened — its wards disarmed by none other than [[Lyndon]], the assassin they had freed earlier. Inside lay artifacts, spellbooks, and rare magical components left in Lyndon’s wake. | |||
Finally, the party reached Baroness Narri’s private chamber, where she stood before a large floating purple gem, channeling dark arcane energy. The final battle erupted — a brutal clash of spells and steel. Narri was ultimately defeated. | |||
But as the dust settled, Emo reached out and touched the gem. | |||
== The Baron Ascends == | |||
The moment Emo made contact with the floating gem, the entire Citadel was once again engulfed in green magical flame. The party felt reality twist around them — the temporal magic reversing. | |||
When the flames faded, the Citadel had seemingly returned to its original timeline, but something had changed: Emo bore a magical brand, marking him as the new Baron of the Crimson Citadel. | |||
== Liberation and Deception == | |||
With [[Crimson Empress Narri Castlereagh|Baroness Narri]] defeated and the '''Crimson Citadel''' secured, the party liberated the slave camp, granting freedom to those imprisoned by the Red Wizards. Victorious, they departed the Citadel to return to '''Stairs-at-Moon''' and his tribe of warrior gorillas. | |||
That night, the party was visited once more by the lich '''Acererak''', accompanied by his ominous pit fiend servant. Though he appeared pleased by Narri’s demise, Acererak’s demeanor shifted as he cryptically alluded to a larger threat — an unnamed '''Organization''' with shadowy motives. When denied control of the Citadel, Acererak withdrew. As he vanished, the party glimpsed a bone devil rising from a nearby lake, watching them in eerie silence. | |||
Returning to the gorilla tribe, the party offered the '''Crimson Citadel''' as a new sanctuary. '''Stairs-at-Moon''' accepted the gift, promising to defend it and use it as a bastion of freedom against the forces of Thay. | |||
The party then journeyed back to '''[[Camp Vengeance]]''', now visibly reinforced with new walls, soldiers, and siege defenses. There, they turned over the '''Black Gem''' recovered from the '''Venom Queen Shasskatar''' to '''[[Commander Niles]]'''. | |||
To the party’s shock, Commander Niles snapped the gem in two — an act that triggered a violent surge of necrotic energy. A '''pillar of black light''' erupted in the distance, tearing into the skies like a beacon of dread. | |||
Without explanation, '''[[Commander Niles]]''' turned on the party. Declaring them enemies of the Order, he ordered their immediate arrest. Caught off guard, the group fought back — but '''Kinmuan''' managed to flee into the jungle amidst the chaos. | |||
The rest of the party was quickly overwhelmed, taken into custody, and separated within the fort’s barracks. The question remains: What did Commander Niles see in the gem, and what does the Black Light signify? |
Revision as of 16:23, 2 May 2025
Overview
The continent of Faerûn is a land steeped in magic, history, and legend. Home to powerful empires like Amn in the Lands of Intrigue, and great city-states such as Waterdeep on the Sword Coast, it is a place where heroes rise and darkness always looms at the edge of civilization.
A new threat has emerged—one that divine magic cannot quell and even the most learned scholars cannot explain.
The Death Curse
For the past year, a phenomenon known as the Death Curse has spread across Faerûn. It affects anyone who has ever been resurrected, causing them to wither and waste away, growing weaker by the day until they succumb to a final, irreversible death.
Resurrection magic—once a common miracle among the powerful—is failing entirely. Those afflicted cannot be saved, and those who die cannot be brought back, no matter the power or piety of the spellcaster.
Temples are in disarray. Scholars are mystified. And rumors abound that this curse could affect not just Faerûn, but the entire world.
Syndra Silvane's Summons
The parties journey begins in Baldur’s Gate, where you have been summoned to the estate of Syndra Silvane, a retired adventurer and accomplished Archmage.
Syndra is famed for her victory over Strahd von Zarovich and her escape from the cursed domain of Barovia. But her storied past offers little protection now. She, too, has begun to suffer from the Death Curse—having once been resurrected herself.
With no cure in sight, Syndra turned to her allies in the Blackwoods, who uncovered a dark lead: a necromantic artifact tied to the curse.
The Soulmonger
The Blackwoods believe the source of the Death Curse is a powerful, forbidden device known as the Soulmonger. Their intelligence—gathered from an uneasy alliance with a lich—points to the artifact's presence in the distant land of Chult.
Little is known about the Soulmonger itself beyond its name and its destructive potential. What is certain: it must be found and destroyed to end the curse.
Journey to Chult
Their mission is clear:
- Travel to Chult, a land of dense jungles, deadly creatures, ancient ruins, and forgotten gods.
- Locate the Soulmonger, hidden somewhere within its depths.
- Destroy the artifact and end the Death Curse before it claims more lives.
Chult is a place of legend and danger. Few return from its wild heart. But the fate of the Realms may rest on what you find there.
Arrival in Port Nyanzaru
After successful negotiations with Lady Clarin and Captain Tarus, the party arrived at the bustling Port Nyanzaru, unloading a shipment of questionable cargo. There, they were granted an audience with Merchant Prince Wakanga O’tamu, who offered them transportation into the jungle via canoes.
Gathering Allies
While in the city, the party met Undril Silvertusk, a female half-orc cleric of Helm. She had been tasked with reaching Camp Vengeance to rendezvous with Sister Cyas.
The group also hired Azaka Stormfang, a Chultan gladiator, to serve as their jungle guide. Her fee was simple: assistance in reclaiming a stolen personal item from a band of pterafolk residing at the spire of Firefinger.
Trouble at the Docks
Just as the party prepared to depart for Camp Vengeance, they were confronted by K’lahu, a local bookie they had previously angered. A brief skirmish ensued, but the party emerged victorious and quickly launched their canoes onto the River Soshenstar, beginning their expedition into the heart of Chult.
Camp Righteous
During their journey, the party stopped at the ruins of Camp Righteous, an abandoned forward base once maintained by the Order of the Gauntlet. They made camp for the night, but awoke the next morning to find their canoes missing.
With few options left, they turned their attention to a mysterious cave structure built into a nearby ridge.
The Legend of Man and Crocodile
North of the camp, an 80-foot-tall stone statue stood embedded in the ridge, depicting a man with a crocodile on his back. Between its feet, a stone archway led into a dark tunnel.
At the cave's entrance, the party found a stone tablet inscribed with the following tale:
In the early days of the world, Man stood by the banks of a river, frightened. Crocodile raised his head from the water and asked, “What troubles you, cousin Man?”
Man said, “I must cross this river, but I fear to enter the water alone, because it teems with your brethren.”
Crocodile replied, “It’s true, you would not be safe. But I will carry you across the river safely on my back, if you promise to return the favor.”
Man agreed, and Crocodile bore him safely across the water.
When they reached the far bank, Man asked, “How can I repay you?”
Crocodile replied, “I wish to see the realm of Humans, but I fear to go there alone, because it teems with your brethren. You must carry me on your back across your realm.”
Man had been tricked, but a promise is a promise. So he carried Crocodile safely on his back across the entire realm of humans — a journey that lasted many years. In his anger, Man swore that never again would Men and Crocodiles be friends. And so it has remained to this day.
Into the Tomb
The party entered the ancient passageway beneath the statue and began navigating its trap-laden corridors. After narrowly avoiding several hazards, they now stand before a sealed stone door — the way forward uncertain.
From Righteous to Vengeance
After leaving the ruined temple beneath Camp Righteous, the party was ambushed by a band of goblins lurking in the surrounding jungle. However, the chaos of battle drew the attention of a nearby herd of undead — a mix of zombies and skeletons, shuffling mindlessly toward the sound of combat.
A tense parlay followed with the goblin chief, allowing the party to slip away and continue their journey.
Camp Vengeance
The party finally arrived at Camp Vengeance, a makeshift fort built from jungle timber — a grim bastion of civilization amidst the wild. Surrounded by a defensive ditch lined with sharpened stakes, the camp's interior consisted of tents, watchtowers, and a pervasive sense of desperation.
Scattered about the compound were burned corpses and flayed animal remains, swarming with flies — grim evidence of the camp’s ongoing struggle against Chult’s horrors.
Within the walls, the party met Commander Niles Breakbone, the commanding officer of the Order of the Gauntlet. His forces were stretched thin, morale was low, and supplies were dwindling.
New Intel and Old Friends
After some negotiation, Commander Niles shared what information he had: rumors point to the lost city of Bulobo as a possible location tied to the Soulmonger. An agreement was struck — the party would seek out the artifact and return it to the Order, so it could be properly studied and destroyed.
That night, the party was introduced to Toshiro, a ronin warrior who had once journeyed with Syndra Silvane’s previous expedition. With his guidance, they prepared to press deeper into the jungle.
Bulobo Awakens
The journey through the dense, suffocating jungles of Chult proved perilous. Along the way, the party was ambushed by a resting gargoyle, which they quickly dispatched. Eventually, they reached the courtyard ruins of Bulobo, where something far worse awaited.
There, the party was attacked by a Yellow Musk Creeper, an insidious plant capable of reanimating the dead, and an overwhelming horde of zombies and skeletons. Barely surviving the onslaught, they fled into a nearby underground passage.
Tomb of the Venom Queen
Deep beneath Bulobo, the party discovered the ancient tomb of Shasskatar, known as the Venom Queen — a name whispered in Chultan legend. Entombed for centuries, her presence lingered with venomous malice.
After a brutal confrontation, the party defeated Shasskatar and retrieved a black amulet from her remains — an object pulsing with dark magic, likely tied to the Soulmonger’s power.
But their triumph was short-lived: the cavern began to collapse. Forced to escape through a narrow crawl space, the party emerged, gasping for air, into a hidden lake deep within the Chultan jungle.
Jungle Losses and Unexpected Allies
After defeating the Venom Queen Shasskatar, the party narrowly escaped the collapsing tomb and found themselves lost deep within the Chultan jungle. While navigating the treacherous terrain, they were attacked by another group of gargoyles. In the chaos of the battle, they suffered a devastating loss — their trusted guide, Azaka Stormfang, was killed.
Later, while crossing a mysterious jungle bridge shrouded in mist, the party encountered Grimnear, a wandering adventurer who agreed to join their ranks and help them find their way back to Camp Vengeance.
The Gargoyle Pact
Soon after, the party encountered a scouting party of warrior Gorillas, who — in an unexpected twist — offered them shelter for the night. These intelligent gorillas, distinct from the feral ones the party had fought before, revealed an ongoing conflict with the Red Wizards of Thay. In exchange for future assistance, they requested the party’s help in their struggle.
That night, as the group rested, they experienced a vivid shared dream — a vision of the lich Acererak, the very architect of the Soulmonger. He appeared before them, revealing that he had enslaved a pit fiend, who for reasons unknown, was now hunting Emo, one of the party members.
In the dream, Emo was slain by this infernal creature — a moment that left the entire group shaken when they awoke.
Siege on the Crimson Citadel
The party agreed to aid a tribe of warrior gorillas, who had recently laid siege to the Crimson Citadel, a known stronghold of the Red Wizards. The assault had scattered much of the Red Wizard force into the surrounding jungle, providing the perfect opportunity for the party to infiltrate the Citadel, free the imprisoned slaves, and eliminate any remaining opposition.
Into the Citadel
Upon reaching the Crimson Citadel, the party was surprised to find no resistance at its outer gates. The fortress, eerily silent, appeared deserted.
Inside, however, they encountered a strange and deadly foe — a former Red Wizard, now transformed into a monstrous troll, awakened by their intrusion. A fierce battle followed, but the party ultimately emerged victorious, bringing one step of vengeance — and liberation — to the haunted halls of the Citadel.
Flames, Traps, and Time
After defeating the Red Wizard-turned-Troll, the party began to retrace their steps toward the Citadel’s entrance. However, just as they reached the main hall, they were ambushed by a pair of Hell Hounds and a Helmed Horror, sentinels of infernal design. The battle was fierce, and as the last foe fell, the entire chamber was suddenly engulfed in green flame, sealing the exit and urging the party to delve deeper into the Crimson Citadel.
Secrets of Time and Shadows
While exploring the inner halls of the Citadel, the party captured a surviving Red Wizard, who revealed a disturbing truth — the Crimson Citadel had been pulled back through time. The implications of this temporal shift were unclear, but it explained the strange anomalies plaguing the area.
During the interrogation, Drim inadvertently triggered a hidden teleportation trap, vanishing from sight. He awoke imprisoned in a shadowy jail cell somewhere within the Citadel’s depths. The party soon located and freed him — along with another unexpected prisoner: Lyndon, a legendary assassin of the Blackwing.
Grateful, Lyndon offered a grim promise: if the party could defeat Narri Commander of the Red Wizards of Thay in the region, he would reward them with a chest filled with black coins — currency of shadowy origins.
Mimics and the War Room
As the party pressed on, they entered a deceptively ornate room filled with what appeared to be fine furnishings. But the illusion was deadly — they were ambushed by mimics masquerading as carpets, tables, and chests, alongside a horde of zombies lurking in the corners.
After surviving the trap-laden room, the party made their way into what appeared to be the Citadel’s War Room. There, they witnessed Lyndon in action — already locked in combat, cutting through Red Wizards with deadly precision. At the center of the chaos stood a towering Red Dragonborn Guard, battling Lyndon with brutal fury.
Showdown in the Cathedral
After clearing out the War Room, the party advanced into the main chamber of the Crimson Citadel — a vast, cathedral-like hall lined with towering columns and glowing arcane symbols. At the heart of the room stood Baroness Narri, leader of the Red Wizards in Chult, flanked by her half-dragonborn bodyguard.
Without hesitation, the party launched their assault. One member unleashed the Instant Forest, causing thick jungle vegetation to burst forth within the chamber, turning the battlefield into chaos. Amidst the confusion, Baroness Narri fled, vanishing before she could be cornered.
The Underdark Gate
Continuing their search, the party discovered the Citadel stables, where five tamed allosaurs stood confined. Deeper still, they encountered two minotaurs guarding a stone stairwell that led to a shimmering blue forcefield — a mystical gateway to what appeared to be the Underdark.
There, they briefly conversed with a drider, who offered cryptic warnings before retreating into the shadows. The party decided not to press further and instead turned toward the living quarters of the Red Wizards.
Within the quarters, the group discovered the treasure vault, already opened — its wards disarmed by none other than Lyndon, the assassin they had freed earlier. Inside lay artifacts, spellbooks, and rare magical components left in Lyndon’s wake.
Finally, the party reached Baroness Narri’s private chamber, where she stood before a large floating purple gem, channeling dark arcane energy. The final battle erupted — a brutal clash of spells and steel. Narri was ultimately defeated.
But as the dust settled, Emo reached out and touched the gem.
The Baron Ascends
The moment Emo made contact with the floating gem, the entire Citadel was once again engulfed in green magical flame. The party felt reality twist around them — the temporal magic reversing.
When the flames faded, the Citadel had seemingly returned to its original timeline, but something had changed: Emo bore a magical brand, marking him as the new Baron of the Crimson Citadel.
Liberation and Deception
With Baroness Narri defeated and the Crimson Citadel secured, the party liberated the slave camp, granting freedom to those imprisoned by the Red Wizards. Victorious, they departed the Citadel to return to Stairs-at-Moon and his tribe of warrior gorillas.
That night, the party was visited once more by the lich Acererak, accompanied by his ominous pit fiend servant. Though he appeared pleased by Narri’s demise, Acererak’s demeanor shifted as he cryptically alluded to a larger threat — an unnamed Organization with shadowy motives. When denied control of the Citadel, Acererak withdrew. As he vanished, the party glimpsed a bone devil rising from a nearby lake, watching them in eerie silence.
Returning to the gorilla tribe, the party offered the Crimson Citadel as a new sanctuary. Stairs-at-Moon accepted the gift, promising to defend it and use it as a bastion of freedom against the forces of Thay.
The party then journeyed back to Camp Vengeance, now visibly reinforced with new walls, soldiers, and siege defenses. There, they turned over the Black Gem recovered from the Venom Queen Shasskatar to Commander Niles.
To the party’s shock, Commander Niles snapped the gem in two — an act that triggered a violent surge of necrotic energy. A pillar of black light erupted in the distance, tearing into the skies like a beacon of dread.
Without explanation, Commander Niles turned on the party. Declaring them enemies of the Order, he ordered their immediate arrest. Caught off guard, the group fought back — but Kinmuan managed to flee into the jungle amidst the chaos.
The rest of the party was quickly overwhelmed, taken into custody, and separated within the fort’s barracks. The question remains: What did Commander Niles see in the gem, and what does the Black Light signify?