Session 2- Gambling & Fighting in P-N

The ToA’s sidequests are all pretty much pointless and boring so I had to invent  my own (except chasing pirates, that’s perfectly fine to me). Not only that but if you’re actually following the main plot of ToA (unlike me), doing the sidequests is actually detrimental to accomplishing the main quest! Talk about bad design… I did run the dinosaur race (but that was already an idea in the Jungles of Chult supplement (1993)). 

Characters:

  • Shin, Tabaxi Fighter, Outlander; Big-game hunter
  • Lucky, Half-Elf Cleric of Tymora, Street Urchin; the lowly will be exalted
  • Pocor, Human Druid, Outlander; Traveller of chultan descent
  • Phileas, Half-Elf Bard, Archeologist; “it’s not tomb-robbing if you do it respectfully”
  • Corpos, Forest Gnome Wizard, Archeologist; antiquary, strange fixation on the undead
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Tomb of Annihilation, WoTC, really nice art!

And now what’s the plan?

The PCs disembarked in Port Nyanzaru at dusk and their first move was, unsurprisingly, to find shelter for the night. They opted for Kaya’s House of Repose, a cozy inn located inside the walls feeling confident that their meagre funds would soon be replenished. Puzzled by the lack of other customers they asked around and learned that everybody (except the staff) went to see an unusual sight: a Halruaan airship had landed in town! Joining the crowd in the plaza, the soon-to-be explorers could only marvel at this efficient way of locomotion. Young Lucky, accustomed to city life, quickly became aware that wily pickpockets were taking full advantage of the diversion. Fortunately, targeted Pocor was vigilant enough to evade theft.

With so much people around, the PCs  heard some interesting rumors they could benefit from.

Let’s talk money

In their first couple of days in Chult, the PCs have found out of a few ways to earn some gps before leaving Port Nyanzaru for their dangerous jungle expeditions:

  • Arena Fun: The Mercenaries vs the Velociraptors
  • Arena Fun: The Mercenaries vs the Skeletal Horde!
  • Middleman Mboka have a job: Cleaning a Mine from critters (coast, two days away)
  • Captain Shago have a job: find a certain M’panzu thought to be in league with the pirates  and bring him to the captain.

Arena Fun

Shin, Corpos and Phileas happily enlisted, whilst Pocor and Lucky had some mischievous plans of their own.

Mercenaries VS Velociraptors!

From his spectator seat, Pocor cast an entangle spell at one of the two porticullis where were kept the raptors, effectively blocking it.  Two raptors entered the arena from the other side and advanced rapidly to the center of the arena, where Phileas and Corpos were ready for action. As for the Tabaxi, he climbed with celerity on one of the spike jutting from the encircling wall, intent on using his bow on the beasts.

Corpos’ mage hand threw sand in the eyes of one raptor and Phileas attempted to skewer the other with a fancy move of his rapier but only lightly wounded it. The savage bite and claw attack against him nearly put an end to his barely-started adventuring career, but for the help of Pocor’s healing powers.

As Corpos, Phileas and Shin finished the two raptors, yet another magical intervention from Pocor triggered an angry reaction from two young hooligans seated nearby. If he was so intent on helping the « mercenaries » they told him, he might as well join them in the arena below! A short scuffle ensued and Pocor got the upper hand (but not without losing his concentration on his entangle spell).

Below the two remaining raptors were finally free and Phileas, quite the crowd-pleaser, made a loud cracking noise with his whip that sent a magical Thunderwave, killing one raptor and wounding the other. A flame bolt from Corpos finished the poor beast.

(Shin’s player wasn’t too lucky with his dice throughout the combat. I think he hit once with an arrow?)

Meanwhile, Lucky tried to gain money another way. Feigning intoxication, he attempted to pickpocket a richly attired Chultan but got his greedy hand stung and was poisoned. He felt ill for an hour or so for his troubles. The locals aren’t the easiest of targets it seems.

Dinosaur Racing!

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A dinosaur race was announced for the evening. Two contenders: the ill-tempered allosaurus Bonecruncher was a 2:1 betting favorite against the young ankylosaurus Grung Stomper!

Of course it occurred almost immediately to Phileas to mess with the race and try to win against the odds! Corpos and Lucky were both convinced by the bard’s greedy enthusiasm and put a sum on Grung Stomper.

Phileas’ plan was to wait somewhere further on the circuit and play tricks on the allosaurus’ mind with a well placed Dissonant Whisper spell. And oh my! How it worked! The ill-tempered Bonecruncher failed spectacularly  (rolled a 1! botches do count in my game) to resist the mind intrusion and went berzerk, losing precious time before his handler managed to steer him back on track. The race was still close but it was enough so Grung Stomper won!

DM notes:

  • With Pocor’s player agreement, I’ve decided that his character’s ancestors were from Chult.
  • I did some foreshadowing for the Halruaan airship before it become, huh, a jungle location?
  • This session was rather short with 3 hours of play. I had thought that a lot more would be accomplished but it’s ok, the players have learned a lot of stuff about the setting and had some ideas how to tackle it.
  • Last campaign finished with lvl 20 characters, beginning anew at lvl 1 is so different!
  • Phileas’ player loves when his PC shines and has fame! That’s certainly a good way to keep his interest in the campaign.
  • Both in the Arena and dinosaurs race, the players cheated their way to victory. That was a lot of fun. But hey, they are not the only crooks in town! I have to keep this in mind…

Session 1- Set Sail!

Here’s the start of the new campaign set in Chult that I’m calling « Ruins of Chult ». It’s homebrew, open hexcrawl exploration-focused and without time constraint. I’m using a little of the Tomb of Annihilation module; the Merchant Princes for sure and a few good locations. Certainly not the plot, it doesn’t make any sense IMO.

Edit: Anyway, this first session was lacking in many ways, I admit readily, it would be much better if we re-runned it but that’s almost always how it goes doesn’t it? I find my groove around the third or fourth session I think.

Characters:

  • Shin, Tabaxi Fighter, Outlander; Big-game hunter
  • Lucky, Half-Elf Cleric of Tymora, Street Urchin; the lowly will be exalted
  • Procor, Human Druid, Outlander; comes from a far away place
  • Pheleas, Half-Elf Bard, Archeologist; « it’s not tomb-robbing if you do it respectfully »
  • Corpos, Forest Gnome Wizard, Archeologist; antiquary, somewhat sinister for a gnome.

Fun fact: Both players with archeologists characters were, some years ago, real-life archeologists themselves! (Now one is an accountant and the other a government bureaucrat, so much for an exciting life, ugh!)

The crew of the Amnian Fop

En route

Lured by the promises of riches the PCs are leaving the city of Baldur’s Gate aboard the Amnian Fop, a fast schooner headed for the Chultan Peninsula. Amongst the would-be adventurers, Procor looks likes he’s already an experimented seaman and have some successful fishing along the way. Pheleas didn’t fare so well in his aquatic journey and will be a few pounds lighter at arrival.

The Pink Reef

The ship’s captain had planned a quick stop about halfway to their destination. He had some business to conduct at the Pink Reef, a place where merfolks traders gather. Young Lucky accepts an offer to invest his meager funds, buying a pearl and making some profit later on. Captain Shago left on a rowboat with two  sailors to meet the merfolks. Meanwhile First Mate Blimponia scanned the horizon with her spyglass looking for pirates, vulnerable as they were anchored at the atoll.

Aside: I’ve refurbished NPC Shago from ToA as a free-willed captain, rather than a Flaming Fist flunky…

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Unexpectedly, the attack came from below. A sudden, unnatural wave brought creatures aboard! Five Sea Spawns crashed clamsily (get it? GET IT? err) on the ship’ s deck. The sailors and PCs immediately tried to fend off the invaders.  Two sailors were grievously wounded in the ensuing battle and Procor was grabbed by a tentacle at some point, but the superior number of the defenders proved to be more than enough. Procor and Pheleas used magic to heal two grievously injured sailors (Bayiz and Kid Shago) earning even more gratitude. Searching the dead creatures, Shin found a wristband made of seashells and shark teeth.

Unwanted escort

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Leaving the Pink Reef behind, the crew observed with some unease that they were pursued by sharks. LOTS of sharks. A day later the swarm did not relent in the least. The following windless night, the sharks circled the ship hungrily and something else could be seen swimming amongst them: a sahuagin! The sahuagin talked to the crew in aquaan (the captain translated), said it wanted an object: the Sea spawn’s wristband, or else…The sahuagin was in fact hunting the Sea spawns before they got killed! The PCs decided, after a quick discussion, to give up the wristband rather than risk a fight and the satisfied sahuagin simply left.

Target practice

A few uneventful days later, not so far from Chult’s coast, they spotted something in the sky. A look through the spyglass revealed an unusual sight: a harpy harassed by some pteranodons, desperately fleeing. Wounded by many cruel bites, the harpy was flying toward the boat. And was shot dead. An arrow from Shin’s longbow and a seashell shot from Lucky’ sling put a brutal end to her flight.

The curious pteranodons approached the ship but paid dearly as they were met with a volley of projectiles, killing three in no time. The dead-eye Tabaxi shot the last fleeing pteranodon more than 200′ away.

Land ho!

Before the landing, the Captain, aware of his passengers’ foolish desire to explore Chult, gave them a high quality (if partial) map, as a reward for their help in defending his ship.

DM’s notes:

Well, to be honest, I can’t say that my campaign’s prelude was that exciting. Sea travel isn’t easy to convey, for sure. We were all a bit rusty roleplay-wise. But one big mistake I made as the DM is leaving the PCs aboard the ship at the Pink Reef by default, more meaningful interactions would have been welcomed for sure. Doing this again, I would put some things going on on the atoll for the players to mess with.

A boat to Chult: the Amnian Fop

 

Another advantage of throwing away the dumb main plot of ToA is letting go of the time constraint (with the death curse and all).  This allows me a proper introduction to the campaign, which was totally lacking.

Also, NPC Shago has another role entirely. He’s no longer a Flaming Fist flunky.

Getting to Chult

Teleporting? Nope.

The PCs are going to Chult the long way: by boat.

Welcome aboard The Amnian Fop

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It’s a popular saying among  the Chultans now (after their uprising) that nothing runs faster, no deinonychus, no antelope, than a rich Amnian fleeing for his life. This boat is fast, hence the name.

The crew of the Amnian Fop will be the first characters the PCs will be able to interact with. Here they are:

Shago

Captain Shago, Human (Chultan): the adventurous son of prince-merchant Zhanti is the proud captain of this schooner. His mother would like him to act as ambassador of Port Nyangaru but politics doesn’t interest him much. He does share one goal with her though: get rid of all these pesky pirates that plagues chultan waters.

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First Mate « Blimp » Blimponia Stargazer, rock gnome: she’s got a badass harpoon-launcher. She made it. With luv. She calls her captain « Prince Shago »  sometimes. It annoys the shit out of him.

Sailor « Mute » Walix, sun elf: He’s not mute but few could say.  He’s got a useful little trick that mends the ship’s wear and tear.

Sailor Olgata, Human (Chultan): Mute’s girlfriend. She speaks to the Sea. Or more precisely, to the Seas’ moody mistress, the Goddess Umberlee. It seems to help, a bit.

Sailor Bayiz , fire genasi (Calimshite): Who said that a fire genasi could not become a sailor? Yeah… There’s something fishy about that.

Sailor « Handsome » Hasan, Human (Chultan): Half his face is just scar tissue. A dinosaur did this. Don’t mess with dinosaurs.

Sailor Kid Shago, Human (Chultan): A street urchin a year back, he would have turned bad if not of a chance encounter with Older Shago. Joyfully mops the deck of the ship.

Sailor Nondescript, not at all a replacement for a possible PC casualty.

 

 

 

Taverns, dives, pubs & cabarets of S&T

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The Crooked Fingers

Owned by Old Mindy’s Crew

Fencer in the backroom.

Lechers & Liquors Club

Owned by Maffeo’s Unrepentants

Disreputable, even by Disgrace Ward standard.

The Blackened Teeth

Owned by the Sons of Arson

The most impressive fireplace in town.

Poporo’s Bordello

Live girls (and some dead ones)

Owned by independent, pay tax to Bonemongers

Poporo the Necro-Pimp owns this nefarious joint.

The Fleeing Beauty Boardinghouse

Owned by independent, pays « tax » to Sons of Arson and Fetid Brigade

Rent rooms on second and third floor. Fourth floor is off-limit.

The Pierced Barrel Pub

Owned by the Broken Wheel Syndicate

Best halfling brandy in town.

The Stray Bullet

Owned by the Broken Wheel Syndicate

Changed hands a couple of months ago. Ex-owner forcefully ousted.

The Red Orphan

Owned by the Furniture Mishandling Club

Expect mimics.

The Turtle Shell

Owned by independant, doesn’t seem to pay taxes to anyone

Inside the shell of a dragon turtle (big specimen). Neutral. Don’t wear gang colors.

A Pair of Bludgeons

Owned by Golden Râ, higher-up of the Church of Sempiternal Deprecation

Members only. Fat, greedy merchants talk business.

The Domain

Owned by the 77 Red Dragons

Non-ghouls will feel some unease. At the very least.

Up the Ladder

« Watch your step »

Owned by independent, doesn’t seem to pay anyone

Drunk clients are often lowered by rope so they don’t break their neck falling from the 90 steps ladder.

Busy Wheelbarrow

Owned by independent, pays tax to the Northwall Creepers

Offers a service of « transportation » back home. Efficient if not very comfortable.

The Hidden Atrium

Owned by the Hidden Atrium Masks

Hidden. Really.

The Hourglass Cabaret

Owned by the Hidden Atrium Masks

Managed by charming Madame Colombina. The most haut-de-gamme you can find in the district.

The Passage’s Hole

Owned by the Passage’s Middlemen

Surprisingly spacious once you’re in.

Dart & Dime Cafe

Owned by Fate’s Favorites

Have gambling tables. No cheating.

The Dryad’s Bosom

Owned by Fate’s Favorites

Good food, try the needlefish.

The Winning Cockatrice

Owned by the Marfark Street Mumblers

Fighting pit. All kind of fights. Floor is one big red stain. Bloodthirsty crowd.

Isaac’s adventures – I

I started something with my 5 years old son a couple of months ago. Each morning I walk him to school and we have a really good time together, chatting and all. And so, somewhere along the way I began telling him stories. Fantasy stuff. And oh boy! that’s the fun part, he fully goes at it and tell parts of his own. He’s amazingly good at it too. Now he asks for it every day and- I’m stuck with it not always in the mood- but he likes it  sooooo very much!

Of course, he’s a bit young and he doesn’t quite grasp what are the hmm… proper conventions of the genre… That leads to some funny bits.

  • Me: There’s a stair, made of stone, covered in dust. It’s going down and we can’t see very far, it’s very dark. What are we gonna do?
  • My son: I have a flashlight!

  • Me: The thief is going away with the labyrinth’s trophy! He’s very nimble and fast. How do we catch him?
  • My son: We take the car, we’ll be faster!
  • Me:`Oh! We have a car!
  • My son: Yes. And a driving license.
  • Me: Ha! We need a driving license?
  • My son: Yes daddy. If we want to drive the car we need a driving license.
  • Me: Uh ok! Makes sense.

    We’re talking about what else to add to our grand castle:

  • Me: We need a large banquet room. So we can invite a lot of people and serve them a lot of good food.
  • My son: Yes. And also there’s a mcdonald right next to the castle!

  • Me: There’s a door, with a message scribbled on it. It says: beware trespassers, great dangers awaits you ahead.
  • My son: …
  • Me: Probably traps and monsters, huh?
  • My son: It’s too dangerous daddy, let’s go elsewhere.

Here’s a list of unusual friends we have made while adventuring:

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  • giant spiders, ensnare our foes with their webs
  • a giant, intelligent lobster
  • a three-headed dragon
  • ogres, they were bad guys at first but we helped them out and became friends

District Invasion

As if the numerous troublesome gangs weren’t enough, outside parties often invite themselves to the woe of the inhabitants.

Gargoyles from the Folly

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There’s many clutches of gargoyles living among the Folly’s dizzying heights. They’re very territorial and constantly at each other’s throats. They mostly keep to their high above ground perches but recently, the Covellites gargoyles, under pressure by an alliance of Realgars and Pyrites, have started making forays into the Harlequin.

Thrill-seeking Enclave Elves

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Boredom can be a powerful driving force, suffer a couple of centuries of it and I’m sure you’ll agree. A manifestation of this is expressed by those elven interlopers going for a stroll in the « bad neighborhood ». Most of the time, such a group is escorted by hired arms and the elves themselves are comically clad with antique (and mostly useless) armors.  Less often, these Enclave Elves want to really test themselves and get some action. Some are actually quite good at it.

Kwaggers from… the Kwag

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Be they of any races, kwaggers are kwaggers. Crazy, violent slum people who don’t even seem to want to better their lives. But then, the Kwag is literally a nexus of bad energy. Folks who live there don’t stay sane very long. Sometimes things spill out, a gate gets destroyed or a levy-bridge breaks, slamming down, and the Kwaggers swarm over, howling and clawing like madmen.

Notches on a Blood Cudgel

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It’s a bit contrived but I was searching for a way to upgrade damage output for weapons that normally do 1d4 (for my beat’em up setting), as a way to balance weapon-using classes with the monk class (1).

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Sometimes called blood cudgels or shillelaghs, these are clubs made from a bloodroot tree and specially imbued  with magical potency but oddly, you’ve got to « prove » yourself by beating the crap out of people. Many people…

30 + 1d20 notches required

  • You make the roll when you first acquire a blood cudgel.
  • a K.O, dropping a foe to 0 hp counts as a Kill.
  • You cannot « upgrade » a blood cudgel which have been notched by someone else.

Once you have enough notches, the blood cudgel counts as a magical weapon and its damage dice is one higher (d4 to d6 or d6 to d8 with this feat).

In addition, a blood cudgel may potentially gain special damage if it is used to kill monsters (i.e gaining fire damage if it kills an efreet). At the DM’s discretion.

A blood cudgel costs 80 gp, is a simple weapon and is not widely available.


  1. As Dubs kept remembering me, annoyingly but… he was right!

 

Class variant: Flâneur

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I won’t mess with the mechanics of the rogue as it is one of the few character classes that is perfectly okay within my Streets & Turmoil D&D setting but here is a little more flavour coming along with the flâneur. As always, the players will be free to do as they wish (almost) but it seems to me that a rogue character could well be played with these lines in mind:

The flâneur belongs to the same social and moral universe as the spy, agent de sûreté and, somewhat later, the detective. Like them, he strives to be both all-seeing and invisible (though, just as spies were commonly spied upon, so too the flâneur is himself not infrequently the object of physionomie) and, no less than Vidocq or Hugo’s Javert, he is a Protean figure capable of assuming a variety of disguises in order to pursue his scopophiliac passion undetected.

extract from The flaneur and his city by Richard D.E. Burton

The flâneur is a keen observer, so much so that using physionomie knowledge he can, from the dress, gait, etc. in a mere moment gain, like Burton says: « god-like power-through knowledge over the Other. »

Rosler-LeFlaneur

Well I think that would help explain a few things about the features of the rogue class (versatility, skills strength, backstab ability and so on).

The Furniture Mishandling Club

ec79677462d55591972cc5f6776ce7f3Les bahuts, monsieur, répliqua l’architecte, les bahuts, meuble obligé d’une maison moyen âge ! Le moyen âge et le bahut sont inséparables ! Le bahut, madame, ajouta-t-il, en se tournant vers Malvina, le bahut, c’est le coffre au linge, l’armoire à glace, la commode, le secrétaire de nos aïeux. Le bahut et le prie-dieu, voilà la grande ébénisterie du xive siècle ! — (Louis Reybaud, Jérôme Paturot, 1842)

The members of the Furniture Mishandling Club (FMC) are known far and wide for their love of barricade building and their signature magic ability to cast animate object on, well, any furniture they can put their hands on. They even create furniture golems!

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Situation

The FMC loves gratuitous mayhem but it has also a knack for extortion (great many houses have been emptied by its operators). They now have under their control three sub-precincts, delimited with their infamous, almost impassable barricades.

One such particularly impressive wall of furniture is purely defensive. The FMC blocked the gate leading to the Kwag Slums, to prevent an invasion on their eastern side by those crazy Kwaggers.

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Gang Activities

  • extortion
  • intimidation
  • thieving
  • beating
  • reselling
  • tax to enter territory
  • cut from woodcraft’s guild

Most Noteworthy members

King Bahut (leader, dwarf)

The grizzled leader of the FMC was a member of the Resistance who fought against the Third Tyrant a century ago. It seems like he developped an obsession of barricades from this bloody era. He’s quite the brilliant guerilla tactician but he’s not entirely sane. He’s often found sitting on a gigantic, damaged throne that moves around.

Master Stool (dwarf)

A dwarf martial artist, he still laugh like a devil when he succeeds in tripping an opponent over  an animated stool with an adroit push of his quarterstaff, even after so many times.

Chairman Lookup (goblin)

Almost always on top of a barricade, the so-called Chairman loves to throw things from above. Chairs, bricks, rocks, nets, dead rats; he always prepare a good stash of ammos. He has a monkey pet that have strange, red, evil-looking eyes.

Maatelaah, Queen (of the) Bed (hobgoblin female)

When she’s not expertly directing the building of yet another pile of furniture, « Queen » Maatelaah loves to terrorize the neighborhood with a bunch of thugs, snatching anything she wants, the animated bed following her dutifully serving as transport.

Captain Chiffonnier (human male)

The pedantic « Captain » Chiffonier has a much profitable business relation with the woodcrafting’ s guild. Taking away so much furniture from the people in the vicinity of the FMC also creates a need and such an unscrupulous fellow as Chiffonier wants what he thinks is his due.


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