The Jungle's Claw #027
General Summary
Game date: 3rd day of the Wasp, Year 13944
The party found themselves at the entrance to the southeastern chamber of the dungeon, known to be the tomb of the cursed Shadim mages. The genie Azural was responsible for binding these mages to undeath, and the team had arrived to confront the looming threat. After a rest to regain their strength, the group gathered themselves, preparing for what lay ahead. In the darkness of the tomb, the dim glow of ancient runes reflected off the damp walls, and a sense of foreboding hung in the air.
Fouk, drawing upon his growing mastery of the artificer's craft, decided to make the most of the quiet moments and worked on his latest creation—a homunculus he called Spike. The process was perilous. Fouk used Mummy Dust in the ritual, absorbing its dark essence into the creation of Spike. This left him with a visibly weakened appearance, his veins blackened by necrotic energy, and drained him to the point of physical exhaustion. Spike was a small, all-purpose assassin drone equipped with lock-picking tools, poison reservoirs, and retractable blade-like appendages. Despite the toll on his body, Fouk worked tirelessly overnight during the rest period, and Spike's creation filled him with a renewed sense of determination.
The party was not alone; two members of the Sinister Six, Ratek and Krikfleek, were also camped nearby. They had been tasked by Kurgan to retrieve the party and return to The Jungle's Claw Tavern. Krikfleek, the unsettling undead skulk, was particularly restless, pacing about as if harboring unspoken thoughts. It was evident that despite the shared circumstances, Krikfleek was hardly trustworthy. His cadaverous gaze lingered on the group with a shifty suspicion that never settled.
As dawn approached, Gherman, Fouk, and Thronn made final preparations. They discussed their plans for the homunculus, with Fouk proudly showing off Spike to Gherman, waking him up in the early morning to display the new creation. Gherman, despite his grogginess, couldn't help but be impressed by the ingenuity involved, though he remained wary of Spike's dangerous contraptions and Fouk's pallor.
The party advanced into the dungeon, their steps echoing softly off the walls. The distant sounds of dripping water and the occasional rumble of movement gave the impression that the entire structure itself was alive. They soon entered the main chamber of the dungeon—a large, foreboding room dominated by seven sarcophagi, each arranged against the far wall with red orbs placed atop stone pedestals and recessed into the walls throughout the room. The strange, glowing orbs emitted an unnatural light, which flickered with a sense of sinister energy. Vines and roots crept across the walls, which would later reveal themselves to be Assassin Vines, adding to the sense of dread that filled the chamber.
The group discovered BöötMóöntch already in the chamber, drawn by the powerful undead presence. He had entered via the waterweird grotto chamber to the west while the party had camped in the northern hallway. BöötMóöntch was using a magical mirror—a relic with the power to sense undead—to track the presence that had lured him here. His haunted demeanor suggested he was just as dangerous as the undead he hunted. Though his affiliation with Kurgan created some camaraderie, the rest of the group remained cautious of his darker nature.
Krikfleek and Sherman worked together to investigate the central dais, their eyes scouring the carvings for anything unusual. Together, they found a hidden mechanism within the carvings. The moment they activated it, the chamber shook with a deep rumble—the sarcophagi were awakening. Gherman attempted to assist further, but Krikfleek hissed at him, unwilling to share his findings or glory.
Suddenly, one of the sarcophagi, far to the left, shuddered violently before its lid burst open. Dust and decay spilled forth as Nefra-Ra, the Sunless, emerged. Its eyes glowed with an intense hatred, and the room seemed to grow colder as it moved. As it stepped forward, its movements were unnervingly quick for a creature that should have been lumbering and slow. Thronn and Meat-Beak, who stood closest to the sarcophagus, found themselves under immediate threat.
The mummy lunged forward, its desiccated fist slamming into Thronn, who barely had time to react. The force of the blow sent shockwaves through his body, causing him to stagger backward. Before he could recover, the creature swung at Meat-Beak, connecting with a glancing blow that left the animal yelping in pain. Meat-Beak, relying on its instinctive bond with Thronn, used its pack tactics to maintain a strategic position.
Meanwhile, Krikfleek raised his hands in supplication, calling aloud to Hathrazar, offering his allegiance. His betrayal was evident, and his actions were met with a sudden surge of energy as the central sarcophagus began to quake and open. Hathrazar, the Mummy Lord, rose from his resting place, his deep voice reverberating throughout the chamber: "You dare awaken the transcendent master of leyline paths? You shall all be consumed by my wrath!" His decrepit visage was filled with a dark malevolence as he surveyed those before him. Krikfleek, eyes wide, began chanting praises to Hathrazar, his loyalty apparently unwavering.
Fouk, seeing the rising danger, attempted to show his Shadim dagger to Hathrazar, shouting that he too was of Shadim descent, hoping to forge some kind of connection. Hathrazar regarded Fouk with contempt, dismissing his words as insignificant. In desperation, Fouk ordered Spike to launch a Fire Bolt, but the shot went wide, missing its target entirely and striking the stone wall, scattering embers harmlessly.
Bootmööntch had little patience for such theatrics. He knew this was no time for hesitation. Drawing on his experience as a hunter of the undead, he invoked a ritual, running his blade across his palm to activate his Crimson Rite. The energy coursed through his weapon, imbuing it with power, and he stepped forward, marking Hathrazar for his wrath. His eyes, hollow with determination, locked onto the mummy lord as he strategized his approach.
The party knew that defeating Hathrazar was the key to their escape. The ley line beneath the tomb held the power they needed to reactivate the sealed entryways and escape the dungeon. The tremors in the dungeon were growing more intense, stronger than usual, a reminder that the skyship passed overhead every six years during the vernal equinox, disturbing the already fragile structure.
Meat-Beak, loyal to Thronn, snapped ferociously at Nefra-Ra. The vulture-dog managed to tear into the mummy's wrappings, exposing brittle bone beneath. The creature let out a hollow shriek, but it was far from being defeated. The rest of the group, seeing the odds shift against them, prepared to defend themselves as more sarcophagi showed signs of stirring.
Ratek, the hulking Minotaur Barbarian, let out a fearsome roar and prepared to charge towards Hathrazar. However, before he could strike, an Assassin Vine lashed out, wrapping itself around Ratek, preventing him from helping. Fouk, seeing Ratek's plight, attempted to climb to a nearby balcony to gain a tactical advantage, but his attempt failed, instead awakening another Assassin Vine, which quickly grappled him as well.
Spike, the homunculus, scurried across the floor, targeting the unwrapped portions of Nefra-Ra while Meat-Beak viciously tore at the mummy's legs. The relentless attacks began to take their toll, and the mummy struggled to regain its composure. Thronn, weakened but determined, knew that he had to take drastic measures if they were to have any chance of surviving the onslaught. He reached for his potion of Storm Giant Strength and drank it, feeling his muscles swell with an immense power.
Amidst the fury, Sherman rose to his feet, the mocking voices of his puppets driving him onward. One of his puppets, Vorrin Shadowleaf, hurled an insult at Hathrazar. The words cut through the tension, and Hathrazar momentarily faltered, his composure broken by the puppet's vicious mockery.
BöötMóöntch finally acted, his blade infused with fire from his Crimson Rite. He lunged forward, rolling with the movement as he drove the blade into Hathrazar's chest. Dark energy rippled through BöötMóöntch's arm, the backlash of his power causing him pain, but he remained focused on his target. The strike landed true, causing Hathrazar to reel, the fire damage burning into his ancient form.
Rewards Granted
1625 each
XP TRACKER
Notes
The conversation about their future plans—whether to visit Grizburg, pursue the Obsidian Fang quest, or deal with Sythara, the witch of Nepos—was held after the session ended, during GM discussion. The stakes were high, and it was clear that not all would leave this chamber alive, but their path forward was now set, and they would have to see it through to the end.

Fouk Shadim
Neutral Evil Variant Human (Criminal / Spy)
Rogue 5
Artificer 4
Rogue 5
Artificer 4
66 / 66 HP
STR
9
9
DEX
20
20
CON
15
15
INT
15
15
WIS
8
8
CHA
8
8

Thronn Zamda

Gherman
Lawfull Evil Goliath (Outlander)
Barbarian 4
Barbarian 4
45 / 45 HP
STR
19
19
DEX
14
14
CON
17
17
INT
9
9
WIS
13
13
CHA
7
7
Report Date
15 Nov 2024
Primary Location
Secondary Location
Related Plots
Related Characters
Comments