Isle of Dread

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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 Blackwoods, who uncovered a dark lead: a necromantic artifact tied to the curse. 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. 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. 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. 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. 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. 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. 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. 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.

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. 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.

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. 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 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?

Betrayal Beneath the Earth

Following their capture at Camp Vengeance, the party was transported deep into the Underdark, to the shadowy city of Oldonnar — a subterranean metropolis ruled by ancient powers and darker politics. Commander Niles, hoping to be rid of the party once and for all, turned them over to the mysterious Cormrael Sisters.

Upon arrival, the party met Ildax, one of the two ruling sisters, who assured them she could get them out of the city safely. Trusting her word, they followed — only to be betrayed and thrown into the blood-soaked fighting pits of Oldonnar.

Forced to battle for their lives against monstrous opponents, the party survived the arena, earning the awe of the crowd and the reluctant respect of the city's elite. Ildax, ever the political manipulator, publicly hailed them as the new heroes of Oldonnar, claiming the spectacle had been her plan all along. Through whispered rumors and guarded conversations, the party learned the truth: Oldonnar is controlled by the enigmatic Organization of the Zodiac, and the city is jointly ruled by the Cormrael Sisters — Ildax and her colder counterpart, Gelerin. After the pits, Ildax revealed her true motive. She suspects a Blackwing Assassin has infiltrated Oldonnar and asked the party to investigate the spy’s identity and motives. Now marked as champions of the city, the party was granted lodging at The Tasty Wolf, a well-known inn frequented by mercenaries and informants alike.

As they gather their strength and information, the party must decide: can Ildax be trusted again, or is Oldonnar yet another web of lies beneath the surface?

Secrets Beneath the Surface

After a night’s rest at The Tasty Wolf, the party was visited by Gelerin Cormrael, the colder and more enigmatic of the Cormrael Sisters. She subtly encouraged them to investigate a place called The Juta Tavern, whispering that if anyone in Oldonnar knew anything about the Blackwing spy, it would be someone found there. Upon arriving at the tavern and speaking the secret word, the party was granted access to its underground fighting pits — where they discovered the tavern was run by none other than K’lahu, the halfling they had once crossed paths with in Port Nyanzaru.

K’lahu, looking to make amends, offered the party the location of a forgotten dwarven vault — the same vault where he had once recovered a Deck of Many Things.

In the fighting pits, the party stumbled upon Azaka Stormfang, their former jungle guide, now fighting as a weretiger. Azaka revealed her true identity as a member of Blackwing, sent to infiltrate Oldonnar. She asked the party to help her break into a Red Wizards of Thay safe house hidden somewhere within the city. Before they parted, Azaka revealed a disturbing truth: Syndra Silvane is the leader of the Organization of the Zodiac — a revelation that deeply unsettled Drim.

The party then delved into the dwarven vault, discovering several chests of gold and a haunting statue of an elf named Braven — a figure from Drim’s past. The statue sat in the center of a pond filled with a thick black liquid, which, when ingested, transformed the drinker’s skin to resemble that of a Drow.

As they prepared to leave the vault, the party overheard a whispered conversation between two Drow operatives discussing Kilgore’s plans to take over the city. During a skirmish, one of the Drow escaped, leaving the party with more questions than answers.

Red Secrets and Githyanki Blades

Deciding to follow Azaka’s lead, the party infiltrated the Red Wizards' safe house, uncovering a series of letters penned by Valindra Shadowmantle — the current leader of the Red Wizards’ efforts in Chult. In these letters, Valindra instructed the remaining Red Wizards to regroup and avoid the attention of Szass Tam, their undead overlord. If necessary, she advised them to reestablish contact with Dargoth.

As the party sifted through this intelligence, they were ambushed by a squad of Githyanki Knights, also investigating the safe house for unknown reasons. A fierce battle ensued before the party could safely escape. They returned to the Juta Tavern to report back to Azaka, who was pleased with their findings. As a final favor, she offered them a guide out of the city.

That guide turned out to be an older-looking Lyndon — a face from their past now cloaked in mystery.

Shadows of House Crestwood

The morning after their meeting with Lyndon, he informed the party that he could get them out of Oldonnar, but it would take two days to make preparations. While waiting at The Juta Tavern, the group received an invitation from House Crestwood, a long-forgotten noble family of Oldonnar. In traditional Drow society, it is customary to invite newly proclaimed heroes into one's home for an evening of hospitality.

While exploring the city, the party bore witness to the public execution of the female Drow warrior they had previously encountered in the Dwarven Vault — a grim reminder of the city's harsh justice.

That evening, the party made their way to Crestwood Manor, where they were greeted by a strange Duodrone servant. When they were introduced to Lady Cazna Crestwood, they learned she was a former priestess of Lolth, and Drim uncovered more about Braven Kilgore. The party also discovered that Lady Cazna had been under a form of house arrest ever since House Cormrael assumed power over Oldonnar.

Despite unease with Lady Cazna’s strange mannerisms and unnaturally pale complexion, the party accepted her offer to stay the night.

Later that night, the Duodrone — now clearly malfunctioning — warned the party to leave immediately. Instead, they investigated the manor and uncovered a hidden stairwell to the basement. There, they discovered Lady Cazna devouring the flesh of a dead Drow, standing before an enchanted statue of Lolth. A battle erupted. The party defeated Cazna and destroyed the dark statue. Among her belongings, they found the deed to Crestwood Manor, and the Duodrone, now functioning normally, began referring to Drim as “Lord Crestwood.”

The Coup in Oldonnar

The next morning, the party returned to the city center to meet with the Cormrael Sisters. Upon entering Ildax’s chambers, they were met with a shocking scene: Ildax’s lifeless body on the ground, and Gelerin standing over her with a bloody axe. A nervous-looking male Drow guard stood beside her. Gelerin calmly explained that she is of House Kilgore blood, and had orchestrated a coup. She accused Ildax of straying from the Organization of the Zodiac’s principles and attempting to have the party killed, despite knowing they were employed by Syndra Silvane.

Gelerin offered the party a deal: support the narrative that her guard killed Ildax and was stopped by the party, and in return, she would:

  • Provide them with a guide out of Oldonnar, and
  • Officially recognize the Crimson Citadel as an independent state.

Though unsure if they were being scapegoated, the party accepted — deciding it was best to leave the city while they still could. With the help of a Minotaur guide, the party returned to the Crimson Citadel. There, they spent a week resting, recovering, and working alongside the Emberpaw Tribe, finally allowing themselves a brief moment of peace.

Echoes of the Past

Upon returning to the Crimson Citadel now called Cragshadow Citadel, the party took several days to rest, reflect, and determine their next steps in the quest to destroy the Soulmonger.

During this time, they were introduced to Lord Serlo, the newly appointed Ambassador from Port Nyanzaru to the Citadel. Lord Serlo informed them that the Order of the Gauntlet had recently launched a brief siege on Port Nyanzaru with a small force before retreating deep into the jungle — a region now referred to as the Deep Jungle.

Unofficially, Lord Serlo requested the party's help in hunting down and killing Commander Niles, the elusive leader of the Order’s Chultan forces. The party also learned that the notorious pirate Jamus had been working with the Merchant Princes, assisting in disrupting the Order's fleet along the island’s coast. While continuing their cooperation with the Emberpaw Tribe, the party discovered that Jamus had originally rescued the tribe during their escape from Acererak’s tomb — a gesture that earned him their trust and gratitude.

During this period of calm, Toshiro was formally inducted into the Blackwing Assassins, marking a significant step in his personal journey.

Weighing their options, the party decided to seek out Jamus, hoping he could provide passage to the island’s far side — where the Emberpaw Tribe had first been discovered.

Upon locating Jamus’s hidden cove, the party was warmly welcomed. Jamus explained that he had been contracted by Blackwing to escort the tribe to safety. He offered to lead the party to the tribe's original location — on one condition: they would first need to investigate a mysterious Floating Tower that had recently appeared on a small island just off the coast.

The party agreed.

The Floating Tower

Upon reaching the island, the party was immediately attacked by a small force of Yuan-ti abominations. After defeating them, the group entered the strange, arcane tower. Inside, they found only a single object: a large floating anchor suspended in the center of the chamber. Emo, upon touching the anchor, was flooded with visions of the past. He quickly realized that he could not only witness past events, but also manipulate them. By changing the events in one of these visions, Emo pulled Commander Niles from the past into the present, manifesting him inside the tower alongside the party.

Immediately after Emo brought Commander Niles back from the past, Niles launched a violent attack on the party. During the heated battle, a small group of what appeared to be Order of the Gauntlet soldiers entered the Floating Tower—though something about them felt… off. Once the fight was over, the party discovered that the bodies of the Yuan-ti abominations they had previously slain were gone. They quickly realized that altering the past by bringing Commander Niles into the present had somehow shifted the timeline—events had changed, and not everything was as it once was.

Returning to Jamus’s hideout, the party found the entrance heavily fortified. Upon questioning him, they learned that Jamus had not sent them to investigate a Floating Tower, but rather to deal with a group of ex-Order raiders who had taken up residence on the island.

Regardless of his motives, Jamus upheld his end of the bargain and ferried the party across to the far side of the island, to the place where he had first encountered the Emberpaw Tribe. During the journey, the group spotted a seaside cliff face rumored to be the location of Dargoth’s lair.

As they sailed onward, the party debated their next move: venture into Dargoth’s lair, or head toward the towering column of black smoke—believed to mark the location of Acererak’s temple. They ultimately chose to investigate the Black Smoke Pillar, with a promise from Jamus that he would return in two days—or sooner, should the pillar disappear from the sky.

Journeying into the Deep Jungle, the party came upon a river crossing with a massive stone statue standing in its center. As they crossed, Emo briefly saw the statue move—but the moment passed, and they pressed on.

Eventually, the group stumbled upon a small village, strangely quiet and entirely undefended. Suspicious of the peaceful atmosphere, the party visited the Night Crawlers Inn, where they met Matilda, an elven woman who claimed to have lived in the village since childhood. Unsettled by the town’s eerie ignorance of the surrounding dangers, the party deployed their tower just outside the tree line, inviting the townsfolk to visit that evening.

That night, as the party kept watch, a thick mist began to form above Kinmuan. As it swirled closer, they realized the mist was not natural—it was a vampire. Upon being discovered, the creature vanished into the night before they could give chase. The group remained in the tower until dawn, concerned for their safety, and particularly for Drim, who was deeply worried about a new friend he had met in the village.

The next morning, the party returned to town and confronted Matilda about the vampire. She responded by attacking them, confirming their worst suspicions.

During the battle, the party heard screams and chaos erupting outside. Looking out the windows, they saw a mob of orcs, some wearing Order of the Gauntlet tabards, torching homes and rioting through the streets. With the battle escalating, the party rushed upstairs—unsure of what they’d find next.

The Forgotten Sisters

After defeating Matilda in the tavern, the party rushed upstairs and found a woman who looked identical to her, bound to a chair. As Toshiro moved to release her, she too attacked—confirming the presence of not one, but two Matildas.

While searching the rest of the tavern, the party uncovered a hidden chamber beneath the storeroom. There, they found the vampire from the night before, now cowering and starved in the corner of his lair.

The vampire, who called himself Raphael, revealed the truth: both Matildas were part of a coven of Shadow Dancers known as the Forgotten Sisters, guardians of an ancient Vault hidden nearby. They had used the village as a secret outpost after the beholder Zirthri—their former master—was executed when the Emberpaw Tribe escaped.

Raphael explained that he had protected the village from undead ever since. Upon learning that the party sought to destroy Acererak, he saw his chance at freedom and shared the location of Acererak’s Vault. In return, the party agreed to let him remain, understanding that he alone kept the undead hordes at bay.

He also revealed that the Yuan-ti lord Ras Nsi was responsible for generating the undead legions within the ancient city of Omu—and had been for centuries.

Following this, the party confronted a raiding force from the Order of the Gauntlet, who were burning the village. After tense negotiations, the party convinced the commander that the town was peaceful and held no minions of Acererak.

From the officer, they learned that the Order's main army was now deep in the Lost City of Omu, searching for Commander Niles and preparing to assault the source of the Black Smoke Spire—believed to be Acererak’s stronghold.

Into Omu

The party pressed forward and entered Omu, finding the city in chaos. Abandoned camps lay scattered, while signs pointed to a battle between the Order and the Yuan-ti raging in the eastern district. Seizing the distraction, the party moved stealthily through the ruins, eventually discovering Zirthri the beholder, impaled on a spike.

After dispatching a Yuan-ti patrol, they reached the Temple of the Nine Gods. But within its desecrated halls, they were ambushed by a Nightveil Specter and his Gloomwing companion. The fight overwhelmed them, and the party was knocked unconscious.

They awoke in cells within what appeared to be Acererak’s Vault—surrounded by dangerous creatures from across the multiverse.

The Forgotten Sisters came to escort them to Acererak, but Emo refused to comply. In response, one of the sisters activated a magical bead, flooding his cell with a gelatinous ooze. Emo went into a rage, but was ultimately overwhelmed and drowned.

Meanwhile, Drim and Toshiro were brought before Acererak, who made them an offer: in exchange for their freedom and assistance in resurrecting Emo, they must kill Syndra Silvane.

Acererak revealed that Syndra had once defeated Strahd von Zarovich and escaped the Plane of Barovia—a feat that even he could not accomplish. Her escape changed her; she became obsessed with immortality. Though she had died escaping Barovia, a powerful cleric revived her—and ever since, she had been preparing to become a lich.

To that end, Syndra had created the Organization of the Zodiac to gather power and resources, with the ultimate aim of dominating the Sword Coast.

Now, Acererak feared she might become an even greater lich than himself. Turning on his own creation—the Soul Monger—he sought to prevent her ascension and punish her for destroying Strahd.

Faced with this truth, the party accepted the bargain. Acererak handed Drim a large red gem, promising that it would help bring Emo back, but warned them not to break it within the Vault.

Upon reaching the surface, Drim shattered the gem. In a flash of arcane light, it released a genie named Calim—the former ruler of Calimshan. Grateful for his freedom, Calim removed Drim’s Kilgore poison curse and offered to help revive Emo.

However, he explained that he would need a cadaver and a willing soul to complete the resurrection...

Into the Serpent’s Den

In the hopes of resurrecting Emo, the party set out toward the battlefield, seeking a suitable body for the ritual. Along the way, they encountered a familiar face: Lepacious Rikken, one of the original members of Toshiro’s expedition to Chult.

Lepacious revealed that he had been captured by the Yuan-ti, but was freed by a mysterious female Yuan-ti priestess, who spared him on one condition—that he kill Ras Nsi, the infamous Yuan-ti warlord and master necromancer who ruled from deep within Chult.

The party made their way to the Order of the Gauntlet’s forward camp on the outskirts of Omu, where they met the newly battlefield-commissioned commander: a Lizardfolk named Vigru. Desperate to turn the tide of the siege, Commander Vigru asked the party to infiltrate the Yuan-ti temple and eliminate Ras Nsi. There, they also learned that the Order had re-established contact with Oldonnar—a name that came with questions and deeper political implications.

Using a pair of enchanted bracers taken from a slain Yuan-ti guard, the party activated the temple’s ancient gate, allowing them to slip inside undetected. Navigating the dark, winding corridors of the temple, they eventually found themselves in a lavish harem—the private quarters of Ras Nsi himself.

There, they discovered a doppelganger spy, claiming to work for Oldonnar. She warned that Ras Nsi was in possession of a crown of teleportation, granting him the ability to move instantly across the island of Chult.

She explained that to reach the throne room, the party would need to use the temple’s teleportation network—magical disks scattered throughout the structure.

Without hesitation, Lepacious stepped onto the first teleportation disk. In a blink, he vanished—transported directly into Ras Nsi’s throne room, surrounded by guards and face to face with the serpent lord himself.