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Cellar of Death

Cellar of Death

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This product is Adventurers League legal! Code: DDHC-TOA-4

Something evil is devouring the souls of the living in Chult, but before the characters take on the horrors in Tomb of Annihilation, they must first uncover the death curse’s origin by braving a lich’s tower in the Cloakwood. This introductory adventure is designed for a party of four to six 1st-level characters, who should advance to 2nd level by the adventurer’s conclusion. It is a prelude to Tomb of Annihilation that should take about 2 to 3 hours.

This product includes Fantasy Grounds files for the adventure.

What Inspired Cellar of Death?

The introduction of Tomb of Annihilation states Syndra Silvane learned about the Soulmonger from the Harpers, who “received their intelligence from a lich.” This adventure is the story of how the Harpers gathered that information.

Cellar of Death has a second purpose: to give characters a greater stake in the outcome of Tomb of Annihilation by creating an NPC they love. The death curse kills this NPC, giving the characters a personal reason to go to Chult.


For more free game resources check out worldbuilderblog.me or view my other DMs Guild products.

 
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Reviews (30)
Discussions (27)
Customer avatar
Daniel N June 15, 2018 11:09 am UTC
PURCHASER
Thanks for a great intro to Tomb of Annihilation, I had my group preparing the NPC for a week prior so there was a bit of a shock at the start for them! The eulogies was also a great way of getting people to do a little bit of RPing and as a new group it helped break the ice.
Customer avatar
Roger M May 07, 2018 7:45 pm UTC
PURCHASER
Ok, I have played in the module and the DM rewarded Elonast as Story Award. Is this okay? Also Elonast does not speak so how does it communicate with the party? I am think it a temporary bond which ends with the adventure.
Customer avatar
Julius M February 18, 2018 7:41 pm UTC
PURCHASER
What does "The shield on the wall is a shield of missile attraction that appears to be an arrow-catching shield." mean? Do the characters identify it as an arrow-catching shield if they study it during short rest?

How about with identify spell?
Customer avatar
Darren O February 15, 2018 4:16 pm UTC
PURCHASER
In case anyone was curious to see how this plays, my group plays entirely over text. I archived it into a website format. Obvious spoilers so don't look at this unless you're the DM!

http://darrenortiz.ca/misc/cellar-of-death/
Customer avatar
Rob T February 03, 2018 6:29 pm UTC
James, you should change the file format to "multiple" since it contains the FG mod as well. :)
Customer avatar
Christopher F January 24, 2018 2:02 am UTC
PURCHASER
Hi! The Fantasy Grounds Module doesn't have a treasure parcel for the Shield of Missile Attraction in map location Z10. I added it myself, but you might want to update the module. It's VERY easy to miss this if you're running it and relying on parcels!

Other than that, I'm tweaking this module for my CoS group that's starting out. Instead of the death curse, they're going in to find information on why this person is unable to be resurrected. It turns out her soul has been reborn in Ireena Kolyana. =)
Customer avatar
Wesley S January 20, 2018 10:39 pm UTC
PURCHASER
The map isn't loading for me for some reason. Is there any way to fix this?
Customer avatar
Brittney H January 17, 2018 6:03 pm UTC
PURCHASER
Is there a recommended min/max experience if I want to run this as an individual AL module?
Customer avatar
Douglas B January 05, 2018 6:43 pm UTC
PURCHASER
Nice work, running this adventure tonight for Adventurers League.

One quick note. The orientation of your map appears to be wrong. If one is traveling south from Baldur's Gate, the Cloakwood is to the East. The map has the cellar extending to the West, which would put it in the Sea of Swords, rather than beneath the Cloakwood.

Minor detail, but I'm a map junkie, and noticed it right off.
Customer avatar
Ian M January 28, 2018 2:12 pm UTC
PURCHASER
I think the entrance into the tower is actually on the southeast corner of the tower, though -- Callbrax pulls the keelboat onto the shore then hops into the water, so I think that solves that particular problem.
Customer avatar
Simon C December 19, 2017 2:49 pm UTC
PURCHASER
I have just purchased this mod and I was wondering if there is any guidance on scaling for higher difficulty levels available from peoples personal experience.
Customer avatar
Chris V November 27, 2017 6:11 pm UTC
PURCHASER
How do i get the mod into fantasy grounds ?
Customer avatar
Chris V November 27, 2017 6:33 pm UTC
PURCHASER
alright my apologies for a little bit of research and I figured it out myself.
Customer avatar
Roger R December 29, 2017 5:50 pm UTC
Could you share with us what you figured out please?
Customer avatar
Christopher F January 24, 2018 1:58 am UTC
PURCHASER
Copy the .mod file into "%appdata%Fantasy Groundsmodules" (%appdata% is generally C:UsersYOURUSERNAMEAppdataRoaming
Customer avatar
Chandler S November 26, 2017 6:26 am UTC
PURCHASER
how long should I expect the part 3 & 4 to take play wise?
Customer avatar
James I November 26, 2017 12:58 pm UTC
CREATOR
I'd say at least two hours, though every group is different.
Customer avatar
Eli G October 26, 2017 1:56 am UTC
PURCHASER
Typo: "If a character moves passed the column..." (p. 5)

Should be "If a character moves *past* the column..."

This comment refers to the Version 3 release of the adventure.
Customer avatar
Steve B October 23, 2017 12:16 pm UTC
PURCHASER
Quick additional map I made for Part 4 https://i.redd.it/7vmf2b6sdgtz.jpg
Customer avatar
James I October 23, 2017 2:41 pm UTC
CREATOR
Love this!!!
Customer avatar
October 19, 2017 1:06 am UTC
PURCHASER
Just to clarify - in AL, is this is locked to level 1 PC's only? in AL guidance for hardcovers there's a phrase that says higher levels can participate, as long as it matches the level guidance. This says "designed for level 1 characters" versus the APL language of 1st level. I say this because plussing up the encounters for a tier 1 level 1-4 party isn't super hard, but it changes the difficulty of the final fight if players have magic.
Customer avatar
Rowan M October 13, 2017 9:40 am UTC
PURCHASER
With "Cursed blood", in area Z6 how long does the imposed disadvantage last? An hour? Until they are not touching the floor? Until they are not touching the blood? Until they leave the room? The rest of the adventure?
Customer avatar
James I October 13, 2017 11:35 am UTC
CREATOR
Just until they are no longer touching the blood. I'll clear that up in the next update. Thanks!
Customer avatar
Rowan M October 14, 2017 5:34 am UTC
PURCHASER
Thanks! Looking forward to running this! ^^
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File Last Updated:
October 11, 2017
This title was added to our catalog on September 08, 2017.