Fading Lighthouse and Pit of Souls

We’re sidetracking in our sidetracking. Forget about the dragon or The Voice, there’s a lighthouse in the Lingering Swamp!

Scenario 61

Goal:  loot all treasure tiles

Team: Brute (lvl 8), Elementalist (lvl 8), Soothsinger (lvl 9)

Set difficulty: 5

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Filled with unpleasant inhabitants…

This is one of the coolest looking scenario (with Math’s 3D decor) hands down.

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We’re not killing much monsters, the challenge is to jump over monsters and traps without getting too much damage.

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Victory!

  • we moved fast, mostly ignored (or immobilized) the monsters and got a secure win

Scenario 62

Goal: Kill the Hungry Soul

Team: Brute (lvl 8), Elementalist (lvl 8), Soothsinger (lvl 9)

Set difficulty: 5

A single, if somewhat large, room with living bones and living spirits. The elementalist wipe out the living spirits with a well-timed vengeance. We can then focus on the immediate goal of slaying 10 living bones (they keep popping up each round).

Once it’s done (not a big feat), the Hungry Soul manifests itself. Oddly, the Hungry Soul is no big deal as it’s just a slightly stronger elite living bones (with a shield mechanic that doesn’t really works to its advantage). So all in all, an anticlimactic end to the Fall of Man thread.

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Victory!

  • All three of us can now retire our characters, that’s pretty awesome!

Decrepit Wood

Now, maybe the sensible thing would be to get some information on who or what is The Voice exactly? But following what IT wants means that we get in the Lingering Swamp. And, as it happens, we have a swamp aficionado, of all things, among us. So to hell with prudence, lets go to the decrepit wood to seek something or other that our desincarnated employer wants so bad.

Scenario 32

Goal: Reveal G tile, kill all monsters, loot treasure

Team: Brute (lvl 7), Elementalist (lvl 7), Soothsinger (lvl 8)

Set difficulty: 4

I’m not quite certain what an Harrower is but they sure are tough cookies. But as they’re melee attackers, they’re quite easy to outmanoeuver. In fact, we did so well with this scenario that… I don’t feel like there’s much to say?

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The soothsinger’s forte is not high damage output.

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Or that’s what we thought…

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We chose to enter the door in front of us instead of going by the side entrance. We get pesky Black Imps and more Harrowers.

 

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Last room and we still have plenty of resources, no worries.

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Victory!

  • this one was a walk in the park
  • we now unlock the elementalist’s life goal special (double) scenario
  • Both me and the soothsinger will complete our own life goals too so we’ll retire as a team!

Echo Chamber

We’re supposed to investigate a dragon sighting in the copperneck mountains, but more frivolous adventurers the world as never seen. We’ve sidetracked at the first occasion, in this case after seeing some odd writings on the walls of a cave mentionning a “voice”. Or rather: The Voice.

Scenario 24

Goal: Open all doors

Team: Brute (lvl 7), Elementalist (lvl 7), Soothsinger (lvl 7)

Set difficulty: 4

We start the scenario with our first encounter with drakes (of the rending variety) and oozes. The soothsinger immobilize the whole lot before the elementalist softens them up. I then finish the two leftmost drakes with a devastating swing of my battleaxe. The way is clear (mostly).

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In the next room floats 4 living spirits with their annoying shields and all.

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But they’re promptly zapped into oblivion by the elementalist.

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Living spirit: “I think it’s our cue!” Living spirits in unison: *anguished wail*

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3 more drakes. We manoeuver so that they’re bunched together and:

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Boom! They’re disintegrated, just like that.

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Things are so smooth & easy, we’re swaggering our way deeper into the echo chamber. We will pay the price for our overconfidence though…

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Only one door to open to win the scenario, but at least one of us must survive the round and it now seems far from certain…

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The elementalist goes down too but the soothsinger survives to win the day. With 1 hp!

  • That was an incredibly close call!
  • Upon verification,  surviving the final round isn’t mandatory but that would have felt like cheating…
  • The drakes are hard-hitting but not very durable, glass cannons essentially.
  • I think this scenario should be fairly easy, with a sound plan, on most play

More locations for Chult sandbox

Dinosaur Boneyard

Miles upon miles of massive bones. No vegetation whatsoever. Somewhere in the middle is an ancient mansion. But first you’d have to get past the carrion critters and the undead dinosaurs

Pit of the Broken Idols

A cave. A long-lost civilization had thrown statues that they found offensive down the 60′ deep shaft. There’s still some residual power in some of them.

Treant Permaculture

A spectacular array of flowers and rare medicinal plants amongst the tallest trees of the jungle. This is the works of a cigar-smoking treant that doesn’t take kindly to trespassers.

Ubtao’s Tooth

Rogue, evil aarakocras, have made their lair atop this lonely peak. They’re given to banditry. They keep tongueless harpies as wretched slaves.

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Sacred Cenote

A very ancient site of worship, originally to some obscure amphibian deity. Glittering precious stones can be seen in the pristine water of the pool.

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Tunnel Cave (Mistcliffs)

A several miles long cave makes the link from dense, batiri-infested jungles to the coast, through the mistcliffs mountains. There’s many divergent paths and a lot of dangerous critters along the way.

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Jagged Summit (Mistcliffs)

The greatest aarakocra “nest” of the mistcliffs, the numerous sentinels patrolling the air don’t miss much. There’s an outpost for trade and only rare visitors are considered trustworthy enough to be allowed further.

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Sunken Firefinger

One of several rock tower that served to guard the border of the now defunct mezroan empire. This one has sunken below ground, only the uppermost tip remains. The lower part is now in the middle of a cave system.

Batiri Tribes from NW Chult

Okay, back to Chult. Here’s a few jungle goblins tribes that I’ve created for my campaign.

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Art: Raph Lomotan

Canopy Drummers

Live on tree platforms, at least 100′ above ground. They have an alliance with the Dwarves of the Pick & Axe co.

Steeds/Pets: Giant Spiders, Spider Swarms,

Favorite tricks: poisoned javlins, spider riders, spider swarm descending from trees, poisoned arrows, velociraptor ambush, snares, pits

Black Stripes (Tasloï)

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Live in underground lairs. Have recently started to worship a jungle spirit: the Sting of Decay.

Steeds & Pets: Giant Wasps

Favorite tricks: poisoned javlins, waspriders, pits

Wandering Tremors

Live on top of large dinosaurs. No fixed territory. Constant warfare with other tribes which they bully for tribute.

Steeds & Pets: all kind of dinosaurs

Favorite tricks: triceratop charger, brontosaur “fortress” with 20 batiri on it

Mystic Creepers (Kuro)

Live in round wood and hay huts. Have a long and strong tradition of shamanism. Learned magic long ago from a wizard with his soul trapped in a gem.

Steeds & Pets: Giant Centipedes, Giant Ants

Favorite tricks: entangle spell, ensnaring strike spell, shoot immobilized foes from distance, spore bombs

Egg Stealers

Live in temporary huts. Far ranging hunter-gatherers. Even more adept than other batiri at stealth.

Steeds & Pets: troodon mounts

Favorite tricks: jagged arrows, ambushed archers, hit & run troodon lancer

Spelljammer – If I did it

My Ruins of Chult campaign has been sputtering for a while (curst ye thrice gloomhaven) and now is on hold with summer finally upon us (time for garden luv). I say there’s nothing more pathetic in life than a campaignless DM. Alone. Adrift. Aimless.

And so:

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Hey, that’s out of the blue, isn’t it?

Well, not totally (for me, at least) as I read Gene Wolfe’s Book of the New Sun a few months ago and it struck a swordsspaceships chord I didn’t know I had.

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Anyway, loosely based on something mentioned on this book (it’s so packed with amazing ideas, it’s incredible!):

  • there’s only one spaceship, of unknown origin and it’s absolutely gigantic
  • it sometimes encounters other spaceships
  • they’re, in fact, alternate, and sometimes very weird, versions of the one spaceship
  • because the spaceship can go beyond the speed of light, as a result, SPACE AND TIME ARE BADLY FUCK*D UP AND WEIRD SHIT HAPPENS (I mean, who cares)

The main idea is that the PCs (humans, elves, dwarves and whatnot) awaken, pandorum-like, aboard the eternal spaceship and, you know, proceed to explore, or die trying. Once in a while, the spaceship temporarily halts its mysterious course, as it crosses the path of an alternate, different (subtly or not) version, and, well, things get interesting…

The best thing? All the weird monsters I never use (looking at you intellect devourer)? You bet they’d be there!