A. Story Recap
With the help of Elonast, the group of adventurers began making their way through the twisting caverns that connected to Zaldara's cellar. Elonast steered the group along the back wall of the caverns until they entered a gem chamber, a room covered floor to ceiling in pink crystals as if the group was standing inside a geode. Careful inspection by the group revealed that the crystals were magically conjured and had the ability to teleport anyone who touched them. While the group didn't know exactly where these conjured crystals would teleport them, they decided it best to pass through this chamber without touching anything.
Passing through the gem chamber, the group made their way up a set of stairs to a large stone door, with the image of a kraken carved into the stonework. Having encountered one of Zaldara's trapped doors previously, the group decided to inspect the door and in so doing noticed runic magic on the door. When the group asked Elonast if she knew anything about what the rune did, she replied "SQUEEZIES!" The adventurers were sure they didn't want to find out exactly what that meant, so Fitz made careful use of his mage hand and a pick axe to deface and disable the rune.
Safely through the disarmed door, our group of adventurers was overwhelmed with a wretched stench of death and decay. Sneaking ahead and peering through an opening on the left, the group noticed a ghoul feasting on what appeared to be the severed arm of a halfing, gnome, or perhaps a human or elven child. Cramming themselves into the tight squeeze of the hallway, the group was able to carefully maneuver and get a sneak attack in on the ghoul. A fight ensued with another ghoul making his way out of the room when the first ghoul was hit. Kaely sunk an arrow into the first ghoul taking him down and getting the first killing blow of the night. When the party had carefully dispatched both ghouls they crept further down the tiny hallway noticing another doorway to their left. Inside, they noticed another ghoul playing in a fountain of what appeared to be blood. So enthralled with his fountain was the ghoul that the group was able to move past without being noticed.
The group then made their way to a larger hallway where, to the left a set of stairs led upward toward the raid lead by the Harpers in the main area of Zaldara's tower. To the right, the group found another pair of ghouls. Elonast surprised the group by releasing her euphoric breath, intoxicating the ghouls. The group made short work of them and continued further in their quest for Zaldara's vault. As they made their way down the hall, the group came to a foyer of sorts. To their right a stone door, which Elonast told them was the door to the vault. Before them was a short set of stairs.
With the door to the vault opened, the group was able to see an iron chest surrounded on either side by two floor to ceiling stone pillars. Ella was able to detect an evil undead presence in the vault. Cire threw his voice into the corner of the room hoping to draw out whatever evil may have been hiding behind the stone pillars and sure enough two specters and a poltergeist floated out from behind the pillars toward the sound in the corner of the room
Unsure about facing the ghostly creatures, the group quickly but quietly shut the door behind them and decided to explore the other way. Fitz made his way up the stairs and came to a landing where the walls were decorated in coats of arms and rusty armor. However, amidst the rusted old armor was a pristine iron shield. Fitz, in true Fitz fashion, decided that shield should be his, and lifted it off the wall. As he was strapping the shield to his back, the swords behind it came to life and two flying swords came flying right at him. While the flying weapons proved difficult to hit, swirling around in the air, the group was still able to take them down without getting hurt.
From here the adventurers began to strategize about the best way to get access to the vault without the poltergeists attacking. Cire had the idea to disguise himself as Zaldara and convince the specters to stand down. While some of the party wasn't quite on board with the plan, Cire spent some time with Elonast working on perfecting Zaldara's image and Ella helped out with her disguise kit. Fully disguised, Cire waltzed into the vault room and commanded the specters to retreat. The specters were a bit skeptical, but ultimately Cire gave a convincing performance and the ghostly figures retreated down the hallway, leaving Cire alone in the vault room with the locked chest. Fitz came to his aid, picking the lock with his mage hand and the chest was opened to reveal gold, scrolls, and a tome that
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| Zaldara Cordress, Dutchess of Rot, Queen of Ghouls |
The group attempted to persuade Zaldara to let them leave with her phylactery, of course to no avail. Some of the group scattered, running towards the stairs leading to the main tower. Fitz's mage hand carrying the phylactery and Ella made their way up the stairs, hoping to get the phylactery up the stairs to the Harpers. Unfortunately, they were met with a Flesh Golem at the top of the stairs. Upon hearing some of the group at the top of the stairs Remalia made her way there and engaged the flesh golem.
Meanwhile, back down at the vault, Xandaros heroically charged in to fight zaldara. He, Sagres, and Cire managed to hold their own against the lich, landing a few blows against her which she mostly seemed to shake off.
Eventually the group realized the only way out of this predicament is to run. So that's exactly what they did as Remalia made her way downstairs to help hold off the lich so the group could get to safety. Making their way out the way they came the group was almost in the clear when the ghoul who had been playing in the fountain of blood took notice and gave chase. The group again decided to pose as Zaldara and command the ghoul to run the other way. It worked! The group was able to make their way to the mouth of the cavern where Callbrax was waiting. Callbrax cast a spell and teleported the group out to a clearing in the front of the lich's tower. Remalia joined the group and summoned Zaldara.
The adventurers pressed Zaldara for what information she knew about the death curse and offered to leave her phylactery and leave her alive if she told them what she knew. Zaldara beaten down from her fight with Remalia reluctantly agreed.
"I have been studying the death curse extensively," explained Zaldara, "because it affects me too. You see the curse not only siphons away the souls of those who have been resurrected, but it siphons away the souls meant for my phylactery. Indeed since the curse struck, I have not been able to feed any more souls to my phylactery. There will come a time, when I will reach my end. My research has lead me to the conclusion that the only thing that could cause such a phenomena is an ungodly necromantic device called the Soulmonger. I do not know what it's purpose is. All I know know is that this Soulmonger is collecting all of the souls of the deceased and that the amount of dark energy it has gathered is enough to power an undead being like the world has never seen, greater than any lich. My scrying indicates that the soulmonger is located somewhere in the peninsula of Chult. Though I cannot pinpoint where."
Armed with this information, the group upheld their end of the deal and agreed to leave Zaldara's phylactery on the ground. Before they left, they asked one more thing of Zaldara -for Elonast's freedom.
Perhaps it was because she was overwhelmed with fear for her own life, perhaps because she knew she was bested by this group, but whatever the reason, a glimmer of the lich's once human self was almost recognizable as this question was asked of her. "You may take her or you may set her free. I have kept her locked away for far too long"
Meanwhile, back down at the vault, Xandaros heroically charged in to fight zaldara. He, Sagres, and Cire managed to hold their own against the lich, landing a few blows against her which she mostly seemed to shake off.
Eventually the group realized the only way out of this predicament is to run. So that's exactly what they did as Remalia made her way downstairs to help hold off the lich so the group could get to safety. Making their way out the way they came the group was almost in the clear when the ghoul who had been playing in the fountain of blood took notice and gave chase. The group again decided to pose as Zaldara and command the ghoul to run the other way. It worked! The group was able to make their way to the mouth of the cavern where Callbrax was waiting. Callbrax cast a spell and teleported the group out to a clearing in the front of the lich's tower. Remalia joined the group and summoned Zaldara.
The adventurers pressed Zaldara for what information she knew about the death curse and offered to leave her phylactery and leave her alive if she told them what she knew. Zaldara beaten down from her fight with Remalia reluctantly agreed.
"I have been studying the death curse extensively," explained Zaldara, "because it affects me too. You see the curse not only siphons away the souls of those who have been resurrected, but it siphons away the souls meant for my phylactery. Indeed since the curse struck, I have not been able to feed any more souls to my phylactery. There will come a time, when I will reach my end. My research has lead me to the conclusion that the only thing that could cause such a phenomena is an ungodly necromantic device called the Soulmonger. I do not know what it's purpose is. All I know know is that this Soulmonger is collecting all of the souls of the deceased and that the amount of dark energy it has gathered is enough to power an undead being like the world has never seen, greater than any lich. My scrying indicates that the soulmonger is located somewhere in the peninsula of Chult. Though I cannot pinpoint where."
Armed with this information, the group upheld their end of the deal and agreed to leave Zaldara's phylactery on the ground. Before they left, they asked one more thing of Zaldara -for Elonast's freedom.
Perhaps it was because she was overwhelmed with fear for her own life, perhaps because she knew she was bested by this group, but whatever the reason, a glimmer of the lich's once human self was almost recognizable as this question was asked of her. "You may take her or you may set her free. I have kept her locked away for far too long"
B. This Week's Achievements
In keeping with the previously announced achievement system, our players began earning achievements this week. Per the rules of achievements only one player can earn each achievement in a given session (with a few special exceptions that are achievements all players earn at the same time) and the achievement will go to the first person to earn it in a given session; and a player cannot earn more than 3 achievements in one session. This week's achievements and their rewards were:
| Character | Achievement Title | Description / Reward |
|---|---|---|
| Xandros | A Wizard Is Never Late | Be the first person to the game (reward: inspiration) |
| Cire | Putting the Tard in Tardy | Be the last person to the game (Reward: Title - the slow) |
| Cire | And the Oscar Goes To | Roleplay your character exceptionally (reward: inspiration) |
| Kaely | Finish Him! | Land a Killing Blow (Reward: inspiration) |
| Cire | Maybe We Can Reason With It | Defeat an Enemy with Social Skills / Persuasion (Reward: inspiration) |
| Fitz | Safety First | Disable / discover a trap before anyone is trapped (Reward: inspiration) |
| Xandros | Kick his ass, sea bass | Get a critical hit on an enemy (Reward: inspiration) |
| Fitz | My Middle Name is Klepto | Steal something (Reward: inspiration) |
| Xandaros | Leeroy Jenkins! | Charge into battle when the odds aren't in your favor (Reward: inspiration) |
| Everyone! | Let's Get it Started | Finish the Intro Adventure |
C. To Dos and Reminders
Our next session is next week, not two weeks out this time.
Because everyone reached level 2, please between sessions, go ahead and level your character up. If you need help, message Rach or post in the group.





