The treasure hunters Moja, Morcius, Sarah and Tenns meet in Calimport. They are ferried to the northwest side of Chult and arrange to be picked up in a ten-day.
The party ventures into the forest and finds the remnants of an abandoned structure. As they approach, the ground collapses beneath them and plunging them into a hidden city below. They find themselves in a room with numerous alcoves depicting various scenes. Suddenly, several red warriors materialize from one of the alcoves. The treasure hunters defeat the red warriors.
When they come to the only door in the room, they find that it has no handles.
Full write-up
In a shabby, hard-bitten tavern, Tenns and Moja the Hatter have tea serviced by Moja’s steel defender, the “Wabbit”. They discuss their plans to seek treasure in the jungles of Chult, and Tenns suggests that they bring others with them. Moja invites the dauntless Sarah and the mysterious Morcius to join them for goodberry “scones” and “Wabbit tea”.
After establishing an agreement to share in any spoils, the Wabbit reminds the party that they are “very late for an important date.” Tenns leads them to a chartered boat to spend the night. During the night, the treasure hunters exchange background stories. Tenns explains that she is from the Feywild and that she serves both Ladies of the Two Courts. Something had been “borrowed” and not returned to the Ladies, so Tenns has been sent to retrieve them. Moja and the indefatigable Wabbit were sent to assist Tenns in seeking the lost items. Sarah is an adventurer from Waterdeep. Morcius is a native to Calimport and raised by one of the local thieves’ guilds.
The next day, they depart on trip that lasts several days. Upon reaching the relatively uninhabited northwestern edge of Chult, the Captain drops the treasure hunters off on a remote shore. They arrange for the captain to pick them up in a ten day.
Morcius leads the party into misty jungles of Chult until they find a triangular shaped ruin rising from the trees. The treasure hunters hear the sounds of creatures behind them, but before they can act, the earth collapses beneath them. Moja casts feather fall and the party descends gently into the dark depths below.
They find themselves in a room filled with alcoves. There are three alcoves along the left wall, three alcoves along the right wall and a half-domed alcove in the middle of the room. Each of the alcoves depict some scene of significance. It seems like each alcove pulls the watcher into the scene by some sort of magic. Morcius recognizes that these are works of the Alman. Moja scribblers down furious notes on the alcoves.
Suddenly, several red warriors depicted in one of the alcoves come to life before them. Sarah and Moja take out two of the red warriors. Morcius wounds one. Tenns dodges an attack. After a few moments, the strange red warriors are defeated by the party. Their bodies dissipate into nothingness, though they leave behind blood. Curious, Tenns examines the alcove that had depicted the red warriors and finds that they are no longer visible from the alcove.
Looking at the alcove, Tenns notices that the red warriors are no longer in the image, but the black warriors remain.
The party makes to leave through a door etched with a sun symbol. Although there are hinges on the side with scratches on the floor along the path of the door, there is no visible handle. Eight holes seemed to have been bored into the door (an inch into the door) and it has a keystone at the very top.
Moja’s Notes
Room One
Bottom right Alcove (I will call this “D”): This is a quaint scene of 10 red warriors red and 10 black warriors black fighting (probably over tea time). Funny thing, the red warriors popped into life and we most reluctantly had to slay them. Tenns noted that they are no longer in the alcove – oh well.
Middle right Alcove (“E”): It appears to be about the creation of the world. A guy with gorgeous green feathers, ashes and blood is forming a naughty sculpture of a man and woman. Suicidal red, black blue and white figures standing about (stabbing themselves). Two smaller ones consumed by fire (one cowering in fear). None of these people look like a fun time.
Top Right Alcove (“F”): Boring. Depictions of people weaving rugs, grinding stones, making clothes – but no hats! One particular commoner that has a unique looking staff (maybe a boss guy, or maybe useless – could be both).
Bottom left Alcove (“A”): Another boring scene. A dozen commoners gathering fish by a river.
Middle left Alcove (“B”): More boring stuff. Twelve commoners engaged in farming, harvesting. There are also five tribal warriors stand guard and a priest in a pretty bird costume (I wonder if Tenns will let me make her a bird hat?).
Top left; Alcove (“C”): There is a temple / pyramid. Seven commoners bring offering of gold and jade (really pretty stuff). A priest handling a large snake in front of the temple. Around him stands three beefy tribal warriors: one as a winged serpent, another as a bear with claws and a coyote holding torch. Not a hat among any of them. Clearly these people do not have style.
Center alcove: Twelve muscly tribal warriors; scout, mastiff and panther and deer. You would think that would have something more inspiring as the centerpiece. Oh well, good taste did not evolve until the invention of the hat.