The Fun in Fungi (magic: the gathering)

A few weeks ago I tried MtG for the first time. I’d never played in my youth (it seems like you choose either tabletop gaming or card gaming, rarely both). My good friend, who was nostalgic about his own gaming past, introduced me to this famous money pit (what a friend hey!). He taught me the basics and we had time to play twice The first time, and most interesting from my pov, was with bare-minimum dominaria decks.

I had a black and green deck, with not much going on with the notable exception of FUNGUS!

Here’s some cards I had:

 

That sufficed to make me like the game as I’ve been quite fascinated by anything mycology-related for a while now. In fiction, since I read the Ambergris books from Jeff Vandermeer and before that in gastronomy, when my wife and I became wild mushrooms enthusiasts.

The M:tG Thallids (how the fungus creatures are called) seems to have much more impactful art and concepts than their D&D Myconids counterpart and I will certainly steal a few things for my Ruins of Chult campaign!

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Sadly I don’t own this big guy… Yet!

 

Session 7b- Tiryki River – day 2 & 3

Characters

  • Flyzus, Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Varis, Drow Rogue (thief), Far traveller; exiled scion of a noble family on the losing side of a feud
  • Droidoc, Halfling Druid (circle of the moon), Outlander; was there when Camp Righteous fell, now he’s a cannibalistic loony

Day 2

A lot of meat

Ambiance

After slaying (most of) the gnolls, the victorious PCs entered the river and a few hours later come upon a grisly scene: an entire herd of hadrosaurs had been decimated. It wasn’t hard to guess that the gnolls had killed the beasts, taking meat and leaving most  to rot.

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A dozen velociraptors were doing the best they could before something bigger got there. The PCs didn’t stay to see what it would be…

Friendly Frogs- Portage

Combat>>defused

The party had to get out of the water for a portage, unfortunately 2 giant frogs were in the way. Unfazed, the Halfling druid cast the animal friendship spell and the two dangerous beasts let them pass without harm.

Uneventful first night as they slept on a small island in the middle of the river,  indicated by a fisherman earlier

Day 3

In Shallow Territory

Social (1)

Eblis

Paddling for a few hours in the morning, the PCs were met by an eblis who advised to take a side affluent, saying that it would be impossible to go further on the main river. He asked for « shiny things » for his well-timed advice.

After a moment of hesitation, the PCs did choose to follow the eblis’ advice and got on shallow waters full of reeds. Not much further, another eblis proposed to sell them « beautiful and magical feathers » and Varis fell for it.

Deeper in marsh terrain, a third eblis whispered an offer to raid a nearby nest while he did a diversion and split the content between them. The PCs declined and forged ahead.

By then, Droidoc had had enough of the shady eblis and when yet another one approached, he threw a javelin at it! (2)

Combat: 1 eblis

The eblis cast a Hypnotic Pattern spell, it briefly affected Flyzus. It then attempted to fly away but was instead shot down. The PCs then cut through the dense vegetation to get back on the main river and away from those damn lying birds!

Octopus vs Plesiosaur!

Combat: 1 plesiosaur

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A river plesiosaur broke the surface of the water and savagely mauled the surprised Varis. Droidoc shapeshifted once more into a giant octopus and grappled the marine reptile while the elves slashed at it with swords. The severely wounded beast tried to get away but the octopus did not let go until it was dead.

Uneventful night on the pebble river bank

DM’s notes.

  1.  My eblis were more akin to peddlers. Neutral evil peddlers.
  2. Sometimes violence is indeed the solution!
  3. The fisherman’s tip and the animal friendship both removed a combat situation and that’s perfectly okay, the PCs got xp for it.

Session 7a- Tiryki River – 1st day

Last session saw the Seven associates capture a pirate ship, the infamous Stirge. Now back in Port Nyanzaru, Flyzus and Varis went to the open market in Tiriky’s Anchorage to spend some hard-earned money. And soon after, this campaign have a much-needed step up…

Characters

  • Flyzus, Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Varis, Drow Rogue (thief), Far traveller; exiled scion of a noble family on the losing side of a feud
  • Droidoc, Halfling Druid (circle of the moon), Outlander; was there when Camp Righteous fell, quite insane now

Prelude: We’ve been waiting for you…

Combat: 6 thugs

Enemies were waiting for them: Bridgerunners. The gang members wanted revenge against the two elves for raiding their den in Malar’s Throat. Outnumbered 3 to 1, the situation seemed dire for the adventurers as the thugs approached on two sides. However Varis, ever the sly one, spotted Purple Stranglers nearby (members of a rival gang affiliated to dye works). He convinced them easily of the outrage(!) that the presence of these rivals in this part of town meant…

Also, for some undisclosed reason, one-time partner Droidoc was following the Purple Stranglers and quickly joined the fun. The Bridgerunners should have taken the cue, but… they sure didn’t.  The fight was  a one-sided and bloody affair. The two elves and halfling were rather merciless, shooting the fleeing thugs in the back and finishing another helpless entangled  one.

River Journey

Mission

Having seen firtshand their martial prowesses and ruthlessness in display, the local leader of the Purple Stranglers offered the PCs a job. Their boss, Jessamine, had a lucrative deal with a tribe of Gripplis. In exchange for their high quality pottery and rare jungle herbs, she provided the Gripplis with goods they didn’t produce (i.e iron knives). But now, the last shipment was two weeks overdue. Would the PCs like to go see what the f*** is going on?

(Payment (1) includes 400gp each and 25% discount on herbal decoctions on Jessamine’s stock) Upon agreeing, the PCs have to go up the Tiriki river for a weeklong journey before arriving into Grippli territory.

Saving the Little Mermaid (2)

Combat: 2 thugs, 1 veteran

A canoe was prepaid for them at the anchorage but once they got there the PCs saw an unusual scene: 3 Flaming Fists were harassing a captured female merfolk.

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The PCs immediately proceeded to attack the mercenary scumbags, a Spike growth softening them up before Flyzus and Droidoc got into brutal melee (with the sneaky drow shooting his crossbow from the side). They killed and looted the mercenaries, untied the emotional and grateful merfolk and then happily got aboard their canoe.

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Something Fishy

Combat: 3 sahuagins

The PCs had been on the river (the bay at this point) for a few hours when they saw a derelict fishing boat farther away. Upon closing in they could see a limp arm dangling from the side of the boat. Still closer (they’ve decided to inspect), they could see obvious signs of a struggle, the arm was in fact severed, the sail was all ripped, blood smears everywhere and 2 shark teeth oddly embedded in the mast.

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They didn’t have time to reflect on this as 3 sahuagins surprise-ambushed them (still on their canoe). 2 sahuagins embarked on the fishing boat, one holding a spear, the other a shark tooth sword. The third one stayed underwater and shook the PCs’s canoe violently, sending an unbalanced Flyzus in the water. Droidoc shapeshifted into a giant octopus (3) and went against the other sahuagins while Varis helped Flyzus get back onboard. Overcoming the initial surprise, Flyzus and Varis killed on opponent with their combined projectiles as Octopus/Droidoc turned the waters red with another. The surviving sahuagin tried to flee but the Octo-Doom quickly overcame him too.

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Loot: obsidian knife, shark tooth sword, 4 silver earrings, seashell necklace

One less War Canoe

Combat: 4 witherlings, 13 gnolls, 1 Gnoll Pack Lord

The PCs had heard from local rumors in town about a gnoll camp being erected on the eastern side of the river, and sure enough they saw it, bustling with activity, and worst still, they could smell the horrible emanations of putrescent meat, dejections, etc. , as they passed by and away. What they didn’t expect was to come head to head with an incoming war canoe as they got out of the bay in the river proper. The leader, a Gnoll Pack Lord, shouted some orders and set his crew on an interception trajectory, tireless witherlings rowing in cadence (4).

Far from panicking from the sight of ravenous gnolls approaching, the PCs quickly planned a lethal strategy that started with the halfling casting a spike growth directly on the war canoe (5). Droidoc then got busy, jumping underwater and shapeshifting once more into a giant barksinned octopus while the elves rowed to the shore, so they could defend themselves more efficiently. Some gnolls were good archers and Varis was severely wounded as a result. The 4 witherlings got destroyed by the magical thorns while they rowed. the Pack Lord have had enough and ordered his crew to abandon ship and swim for the shore. Do I have to say that it gave great pleasure to the Eight-Armed Droidoc? He spotted the Pack Lord and completely owned him while his clueless packmates were being shot by the elves as they swam.

Only 6 gnolls got ashore but it could still have meant the end for the two Elves but they managed to prevail with brilliant swordplay (6). Two gnolls managed to flee (7).

Loot: Ivory Armband, bag of precious stones, dinosaur meat

Tej House

Social

The PCs reached their first planned stop, a well-protected tej house. The clients, mostly chultan fishermen, were happy to learn of the gnoll’s débâcle and offered free drinks and a few good tips to the would-be explorers.

TBC…

DM’s notes

  1. Varis’s player could have bargained a much better reward, he messed up with his maths… Ha! ha!
  2. Saw that image on pinterest and immediately thought about putting it in play
  3. I later said half-jokingly that the giant octopus was the star of the day! This rarely seen beast-form performed AMAZINGLY well.
  4. For this planned encounter, I was guessing that the PCs would flee (with quick-thinking and a few athletics checks) the 18 strong war canoe… But no! Ultra Chaotic Droidoc went full aggro as soon as he could!
  5. I was somewhat lenient with the spell, ruling that the gnolls couldn’t properly manoeuver their war canoe without « moving » so about half of them took damage each round.
  6. Flyzus hunter’s feature: horde breaker,  is very good in a fight like this one
  7. They are on the wrong side of the river if they wish to get back at their camp so there’s no short-term menace.

Chultan Armors

Scuta Leather Armor

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Best leather armor comes from Chult. Because dinosaurs!

  • 135 gp
  • Armor class: 13 + dex modifier
  • Weight: 17 lb

Zorbo Hide Armor

Zorbo

The bad-tempered Koala-like Zorbo possesses the peculiar ability to transform his skin into whatever he’s standing on. Some clever leatherworker have figured out a way to craft an armor that keeps this amazing power.

  • As leather armor but if you attach (bonus action) a special pin (comes with armor) it transforms into a (metal) breastplate.
  • 600 gp
  • you can buy an adamantine pin for 300 gp more (protection vs critical hits)
  • Weight: 10 lb

Ankylo Breastplate

Astutely assembled from ridges, crests and bone-plates, this heavy apparel has the distinct advantage of being a lot less heat-inducing than its metal equivalent.

  • 350 gp

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And here’s something interesting: https://nhm.org/alternative-armor

Robin Hobb’s Elderlings are Dragonborns well done

I recently read the amazing Liveship Traders trilogy by Robin Hobb and one thing that leapt to my mind is how much more interesting the Elderlings are compared to D&D Dragonborns.

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In my actual (Chult) campaign, to contrast with my human-centric previous one, I’ve let the players choose any character race, « even the dumb ones » I said. I was kind of relieved when none of them chose to play a Dragonborn as, for me, this race is certainly one of the dumbest fantasy race out there.

 Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids.

A cop-out if there ever was. At least there’s no sexually deviant dragons copulating with puny humanoids, oh wait, that’s where Half-dragons come from! Sigh…

Dragonlance’s  Draconians were not much better (I mean, how much stolen dragon eggs you need to make whole armies?!) but at least they replaced the overly used orcs.

Now, what about Hobb’s Elderlings?

They were ancient humans that pretty much lived side by side in a symbiotic society with dragons. Because of their proximity with these powerful beings’ essence and the occasional use of special rituals, they have acquired variable degrees of draconic traits: scaling, greater height, bright eyes, longevity and so forth. The culture of the Elderlings, what few glimpses we have of it, is also quite intriguing. All in all, much more convincing origins…

Magic Items – Chult

Homebrewed magic items for my Ruins of Chult setting:

Amulet of Power

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Wondrous item, rare (requires attunement)

Choose a spell you know, when you cast this spell you cast it at one higher spell slot than the one you spend. You can change the spell only after a long rest.

Headrest of Tranquility

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Wondrous item, uncommon

Using the Headrest of Tranquility while you sleep, you can recover from one additional level of exhaustion with a long rest. Additionally, you are immune to the Dream spell until next dawn.

Ivory Armband of Ferocity

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Wondrous item, rare (requires attunement)

When you hit with a melee attack, you inflict +1 damage

Ivory Cup of Purity

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Wondrous item, common

Anything you drink with the Ivory Cup of Purity is under the effect of a Purify food and drink.

Matteba Leaf Garment

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Wondrous Item, uncommon (requires attunement)

This garment is the Chult equivalent of a Cloak of Elvenkind.

Sahuagin Shark Tooth Sword

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Weapon (any sword that deals slashing damage), uncommon

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 7 slashing damage.

Velociraptor Feather Cloak

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Wondrous item, rare (requires attunement)

While wearing this cloak, you add 5′ to your base speed.

Mask of the Oracle

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Carved from the mythic Gboga Tree.

Wondrous item, very rare (requires attunement)

While wearing this mask, you can use an action to cast the scrying spell. You can’t use this mask’s ability again until next dawn.

Ikakalaka Sword +1

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Weapon (short or longsword), uncommon

Bonehead Helmet

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Wondrous Item (requires attunement)

While wearing this helmet, you cannot be stunned. Additionnally, you have advantage on your check when you attempt to shove a creature.

Wand of the Su-Monster

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Wand, rare (requires attunement)

The wand has 7 charges. While holding it, you can use an action to expend 1 charge to inflict 5d6 psychic damage on 1 target, 30′ range, stunned for 1 round (Wisdom saving throw DC  15).

The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.

Shotel Sword +1

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Weapon (scimitar), uncommon

A shotel sword can bypass an opponent’s shield (ignore AC from shield).

Mu-Ngyengyue Bracelet

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Wondrous item, uncommon (requires attunement)

While wearing this bracelet, you have advantage on saving throw to resist  entangle and ensnaring strike spells

Ubtao’s Maze Earrings

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Wondrous Item, rare (requires attunement)

While wearing the maze earrings, you have advantage on Intelligence (Religion) skill checks.

 

Want more? Magic Items – Chult II!

A note on Jungle Dwarves

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I’m going against the Tomb of Annihilation lore, again.

The only Jungle/Albino Dwarf NPC in ToA is Musharib, a guide who will forgo his pay if the PCs help him reclaim the dwarven forge of Hrakhamar.

A forge.

I mean,  come on Musharib, what will you do with the damn place? That’s not who you are anymore!

Here we have Dwarves radically different than the usual tolkienesque cliché. What’s the point to sorta get them back on track? That’s lame. In my campaign, the Albino Dwarves don’t want anything to do with their (distant) past. Indeed, it’s taboo for them.

The Earth Shook and Spat Fire

The ancient way of life led to apocalyptic disaster (many generations ago). Better forget about it. And better make sure nobody sneak around  and mess with the sites and artefacts of the ancient ones!

So yeah, the PCs will have to deal with that particular prejudice…

Also, in my campaign, there’s no wild dwarves or gold dwarves (as per 2e lore), just albino dwarves (and foreign typical dwarves).

Session 6 – To Catch a Stirge

Back to the adventure… Who wants to fight pirates?!

Characters (Seven Associates) (Well, five actually O_o)

  • Flyzus, Wood Elf Ranger (Hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Varis, Drow Elf Rogue (Thief), Far traveller; exiled scion of a noble family on the losing side of a feud
  • Lucky, Half-Elf Cleric of Tymora (Trickery), Street Urchin; the lowly will be exalted
  • Shin, Tabaxi Fighter (Arcane Archer), Outlander; big-game hunter, has no patience for weakness
  • Pocor, Human Druid (Circle of Spores), Outlander; member of Chultan Diaspora, returned to his roots, literally

Against the Pirates

Both Zhanti and her son Shago had a strong interest in defeating the pirates that scourged the Savage Seas around Port Nyanzaru which after all, you have to remember is a MARITIME city. They had a plan to inflict a first blow to the pirates and, of course, it involved using the Seven Associates. The PCs would accompany a selected force on board of a seemingly vulnerable merchant ship.

Hidden in the cargo hold, they waited for the pirates to find them, cramped quarters being the main foe in the meantime.

Goals

  • Capture at least a few pirates
  • Capture the Captain
  • Capture the pirate ship

Capturing a Stirge

The pirates did showed up (how boring would it have been otherwise!). The pirate ship had a kind of giant mosquito on its flag revealing that they were prey to The Stirge!

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The false merchant ship did try a token escape tentative so it wouldn’t look too suspicious. The pirates boarded as the crew on deck seemingly surrendered. Half a dozen pirates were sent below to take a look on the merchandises. But the Cleric of Tymora had prepared a nice trick for them: a Zone of silence, so that when the hidden ambushers jumped on the surprised pirates it did not alert their comrades above. Next, the pirates’ second in command, a burly Orc, went below to see what the heck took so long. He had time to swing his large cleaver at Flyzus once, wounding the Wood Elf, before he was cut down too.

The already suspicious pirate captain, still oblivious to what happened, decided then to listen to his instincts and called a retreat, dashing back to his own ship. The PCs and their allies rushed out at once, throwing more grappling hooks as simultaneously the pirates tried to cut free. Two planks were still in place and fierce fighting ensued. The pirates were now outnumbered but a priest of Umberlee amongst them managed to summon a water elemental in the hope of turning the tide (!).

With the Tabaxi firing arrows after arrows from the crow’s nest and the battle for the planks going in favor of his opponents, despite the water elemental wreaking havoc, the pirate captain decided to surrender.

As for the priest of Umberlee, he jumped into the water, disappearing under the waves, never to be seen again. No, really, he won’t be seen again. I’m telling you!

DM’s notes

  • The Stirge and its crew comes from ToA
  • The PCs found some valuables, including an old Omuan tapestry, a first inkling of things to come
  • reward: 2000 gp or a first payment if the PCs want to keep the ship