Trapped, the party will have no choice but to follow the clues and discover who unleashed Shemshime's curse upon the inhabitants and find a way to destroy him before they all lose their minds and die singing that wretched tune. Related: The Three Best Dungeons & Dragons Actual Play Shows That Aren't Critical Role
After spending the night in the cellar, they wake up humming an uncanny tune that leads to their imprisonment until they can get to the bottom of it. Set in the Firefly Cellar area, the players learn more about the bizarre 'singing madness' that overtook the courier. After unearthing a strange children's book in Candlekeep Library, the player's learn of its mysterious arrival 600 years earlier and the madness that struck the one who delivered it.