Session 13 – Naumachia

Characters (1)

  • Flyzus, Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Rufb, Half-Orc Barbarian (berserker), Mercenary Veteran; captured by pterafolks, his fellow mercenaries killed, seeks riches and glory
  • Lucky, Half-Elf Cleric of Tymora (Trickery), Street Urchin; the lowly will be exalted

Massacre at the Tej House

With their mission with the Gripplis finished, Flyzus and Rufb were going back to Port Nyanzaru. Near the river’s mouth they met scouts from the city and they learned that the Tiriky’s Tej House had been attacked by bloodthirsty gnoll reavers, with many casualties. Here with the scouts was Lucky, and whilst the others departed to report to Port Nyanzaru’s authorities, he decided to join his erstwhile companions to take a closer look at the site of the massacre.

Sure enough the members of the Tej House’ staff were all dead but there was also 2 half-eaten gnolls amongst the corpses, killed by defending fishermen by the look of it. The Ranger sensed that something was amiss, the awful odor of a Giant Hyena was terribly overwhelming and very much recent, like less than an hour-recent. They knew that they had to prepare for a fight…

Lucky hid in a damaged hay house and summoned his illusory double. Rufb and Flyzus prepared their weapons. A Giant Hyena emerged from the jungle, followed by a Gnoll Hunter. Another gnoll, a large and scarred Pack Lord howled a warcry and the 2 dead gnolls got up on their feet: Whiterlings!

The Barbarian filled his soul with rage and cursed the gods that he had lost his great axe in a chasm… He only had this ridiculous lameass trident (however well-balanced), not a true warrior’s weapon at all (2)! Nonetheless he charged the Gnolls with abandon. Flyzus’ skillful swordmanship did great damage while Lucky’s double provided opportune distraction and soon, the PCs had triumphed (for the third time) against the savage Gnolls.

Naumachia (3)

Finally back in town, the PCs  spent well-earned gold and learned that the next big gladiatorial event was near ready. The captured pirates of the Stirge were to meet justice in the arena, and the organizers were quick to publicize the participation of the « Lord Elf « (Flyzus), the very one that had helped capture them!

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At the Grand Coliseum:

The Pirates vs the Mercenaries!

1 swashbuckler, 2 thugs, 6 bandits

vs

Flyzus, Rufb, 4 bandits, 1 halfling acolyte, 1 halfling archer

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Water pumped in the arena wasn’t deep, 4 or 5 feet max, but it was sufficient for sharks to swim in, adding to the spectacle. The pirates couldn’t hope to surrender this time and thus were determined to fight ’til the end. The pirate captain, showing off his acrobatic skills, jumped behind his foes while his men crossed the planks. The Barbarian got in a duel against a tough pirate lieutenant while Flyzus got in a confused melee at the center. The pirate captain tried to take advantage of a busy Flyzus and wounded him with quick rapier stabs but the latter killed the outclassed men around him and focused his attention on the dishonorable scoundrel.

The so-called « mercenaries » had only  lost 2 men and another had fell in the water but had been helped out just before a shark could bite him. As for the pirates, they were decimated… With the Ranger and Barbarian responsibles for most of it. The pirate captain fell last, but not before attempting some daring manoeuvers. With multiple wounds already from Flyzus’ swords, he couldn’t escape the enraged Rufb dead-set on killing him.

Victory to the Mercenaries!

DM’s Notes

  1. The passage of time in my campaign got a little fuzzy so I could accommodate players to have their characters together…
  2. It was funny as hell as Chris seemed to botched rolls every 2 rounds and blamed the trident!
  3. It was many sessions ago that we had an arena fight. I figured that an aquatic set-up would be suitably memorable!

Session 12 – Terrible Mandibles

I had a cold and was dead-tired but it was still a worthwhile session, if a little of the filling sort. Guillaume had to look after his baby son (the joy of parenthood!) but he managed to join us halfway in the session.

Characters

  • 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
  • Corpos, High Elf Wizard (Necromancer), Archeologist; antiquary, strange fixation on the undead
  • Kalohan, High Elf Wizard (Evoker), Inheritor; noble Elf, ill-suited for adventuring life
  • Phileas, Half-Elf Bard (College of Swords), Archeologist; “it’s not tomb-robbing if you do it respectfully”
  • Goro-Tso, Human NPC (Berserker template), Mercenary, devotee of Malar; bought by promises of gold and tej, have yet to see much of either

Spider Riders (1)

The previous session had the PCs in a fight against a small patrol from the Canopy Drummers (batiri goblins) and they had emerged victorious. Next, they tried to put some distance before nightfall between themselves and their goblin foes, and had crossed into another tribe’s territory. This, apparently, did not suffice to deter pursuit, or at least not from some fast-moving skirmishers: Spider Riders.

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A (spider) Swarm descended from the trees upon the poor, terrified Kalohan, while 3 Spider Riders moved to attack the PCs from a distance. Shin, quick to assert the main threat, let loose 2 magically-charged shadow arrows, killing the leader of the skirmishers, a goblin warchief wearing a weird spider hat. The cleric of Tymora and the Elf wizard blasted to bits the spider Swarm with magic bolts and divine fire while the bard tried in vain some mind-trick on a Giant (medium) Spider.

The 2 remaining spiders failed to catch anybody with their webs. The goblins threw venom-dipped javelins and one downed Kalohan and the other wounded Philleas. However, the adventurers still clearly had the advantage after these first exchanges and they finished the skirmishers despite their annoying shoot-and-hide tactics.

A few antitoxin vials and healing spells from the cleric later and the PCs were good to go.

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Jason’s character is now wearing this, on his head… The start of a new trend?

The Mantis Warrior

On top of a huge fallen tree stood a Giant Mantis. Eerily still (2). Already upset with her recent encounter with giant spiders, Kalohan immediately hurled a fire bolt at the thing. The Giant Mantis dashed towards the PCs but their combined attacks forced its transformation into its true form, that of a disgusted-looking goblin shaman. The latter didn’t wasted time and transformed back into his more threatening Mantis-Shape and attacked savagely Philleas with spiked forelegs and ferocious bite.

The Mantis Warrior proved to be a worthy adversary but he was alone against 4. His wild shape once again used up, he tried to flee but the adventurers shot him in the back and killed him.

Should have killed that dude the first time

Later the same night, the PCs were alerted by some ruckus, something was approaching. In fact, it was Corpos and Goro-Tso, running away from a pack of ghouls (3). Scavo, the ghoul they’d freed (and tortured) earlier, told them that he wasn’t such a big fan of goblin flesh after all…

The 5 ghouls caught up with the 2 they were pursuing, but the cleric of Tymora intervened and his Turn Undead sent 3 of them sprinting wildly the way they came. The PCs had no intention to let them go however and they used their (always efficient) ranged attacks to mow down the flesh-eating monsters.

Scavo attempted a pathetic plea for mercy (yet again) and Philleas the bard responded with the quote of the day: « indeed, I know, i know, I totally agree, it’s just a big misunderstanding », then he lopped the ghoul’s head off…

A Giggle in the Dark

Now near exhaustion from back-to-back fights, the PCs  saw goblin scribblings on the trees that Lucky deciphered as a warning to Batiri, that further ahead laid a dangerous area. That certainly posed a conundrum, it would mean a place away from the goblins but at what risk? What if whatever it was that rendered this area dangerous for the goblins proved too lethal for the depleted adventurers? They tried their luck…

But what was that they heard? A giggle? (4)

They were fortunate to have stumbled (5) into the territory of a friendly and somewhat over-excited Dryad. After some chatter to satisfy the socially-starved fey, the PCs could finally have a decent rest. Next day, after offering them a delicious breakfast of berries and nectar, the dryad asked if they could solve a problem of hers: a burrowing monster was damaging the nearby trees’ roots to her great dismay. She had gifts for them if they would be so kind…

Acid-Spitting Giant Centipede!

The PCs accepted gladly. Following her advice, they baited the monster with dead animals placed near its lair. The thing did showed itself and combat ensued (6). The well-rested adventurers had many tools at their disposal. The Tabaxi blinded the (Large) Centipede with a special arrow. The beast’s tremorsense couldn’t detect the levitating Kalohan, Shin perched on a branch, nor Corpos and Lucky whom were too far. It left the tough Goro-Tso and nimble Philleas as targets. It did managed to grab the bard between its fearsome mandibles, grievously wounding him, but it soon succumbed under the combined onslaught of its attackers.

The Dryad was overjoyed with this victory and gave the PCs well-crafted bows and magic mu-ngyengyue bracelets.

DM’s Notes

  1. I’m a bit cruel with my arachnophobe sister…
  2. The Mantis Warrior was waiting patiently and wished to make a deal with the PCs. He never had the chance! It just didn’t happen the way I planned…
  3. A player that is late is very often the cause of such a dissonant scene, whereas his character oddly re-appear just like that…
  4. Okay, turns out that  I’m totally inept at giggling! Ha! Ha!
  5. Lenient DM
  6. Took an ankheg from the monster manual and pimped it a little.

A note on Myconids

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I don’t think I’ve ever used myconids, but that’s something I want to remediate soon enough. However, if I were to stick to D&D canon lore (which I won’t), myconids are supposed to be found exclusively in the underdark, the subterranean world home to the iconic drow. This was set in stone, so to speak, by Gary Gigax’s D1-2 Descent into the Depths of the Earth (1e), which of course, borrowed heavily on established hollow earth fiction (Jules Verne’s Voyage au centre de la Terre). More to the point, Gigax also borrowed the myconids, which were created in the earlier module  A4 In the Dungeons of the Slave Lords, which was an subteranean adventure (mostly) but in no way deep in the bowels of the earth-subteranean.

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They belong on the surface!

Leaving the myconids out of most of the more typical (surface) encounters is both sad and needless, in my opinion. Put in any setting, the potential is just mind-blowing…

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Deathbloom Thallid (MtG), perfect for a Chult campaign conversion

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Session 11 – The Hanged Man

Short session. Sadly, both my brother and sister couldn’t make it. That changed my plans. That, and we started awfully late. It is what it is…

Characters:

  • Lucky, Half-Elf Cleric of Tymora (Trickery Domain), Street Urchin; the lowly will be exalted
  • Phileas, Half-Elf Bard (College of Swords), Archeologist; “it’s not tomb-robbing if you do it respectfully”
  • Corpos, High Elf Wizard (School of Necromancy) , Archeologist; antiquary, strange fixation with the undead

Reinforcement

Corpos and Lucky were recuperating from their previous ordeals inside the ruined Camp Righteous at he same time that a supply convoy heading to Camp Vengeance made a quick stop. They were happy to see Phileas disembark to join them. The half-elf was spying on the dwarven Pick & Axe Company and had a few intel bits to share.

Also, Corpos, anticipating the difficulties ahead, managed to hire a fearsome-looking warrior named Goro-T’so (1) with promises of gold and tej.

The Canopy Drummers

As to be expected in Batiri territory, the PCs saw that they were tailed by goblin hunters.

And they had trained velociraptors…

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With Tymora’s opportune help, Lucky managed to spot more batiri ambushers further ahead. Acting on this knowledge the PCs started the hostilities before the trap could be fully sprung on them.  A well-placed Sleep  from the Elf wizard put the small but ferocious velociraptors out of combat early on. The bard charged one of the raptors’ handlers and Goro-T’so went the other way to attack 4 Batiri archers while Lucky fired his crossbow at them too.

The hireling got severely wounded but he also skewered 2 Batiri, with Lucky finishing a third. The fourth managed to flee. Phileas dodged several poisoned arrows and killed 2 more Batiris with the help of Corpos flinging spells from behind.

After the fight, Corpos decided to keep one of the sleeping velociraptor (tied up) with the idea to try to befriend the diminutive dinosaur in time.

The Hanged Man

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The PCs walked at a brisk pace, wishing to put distance from themselves and a Batiri tree-village they had spotted after their skirmish. A few hours later they saw an unusual sight: a man (or what looked like a man anyway) was hanged with a rope by the ankles some 10′ in the air. Closing in, with a horrible stench now assailing them, they could see that the man was in fact a ghoul!

The undead creature, a northerner male, immediately started to plead with them to let it go, offering information in exchange of its freedom.

After some back-and-forth (2), the PCs accpeted the deal and the ghoul, going by the name of Scavo, revealed many things:

  • an old and creepy creature, sporting a blue triangle on its forehead, was responsible for his present state
  • he was a Flaming Fist mercenary prior to his demise
  • he had overheard a meeting between Pick & Axe members and Batiri goblins to cement a deal against a rival tribe

The PCs finally cut the rope and let him go, suggesting that he should make himself useful and go eat some goblins nearby…

DM’s notes

  1. promises doesn’t make for loyal henchmen when they’re not kept
  2. including some unsavory methods of intimidation

A note on Batiri Goblins

Most intelligent creatures in Chult fear the
Batiri. They are relentless trackers, skilled in
jungle lore and the use of the bow and spear.

That comes from the Jungles of Chult (1993). That makes sense, I mean, the Batiri have been in Chult for a long time, in the middle of friggin‘ Dinosaurland! They have to be some tough little buggers!

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Art: Raph Lomotan

They’ll have some annoying tricks too!

  • poisoned arrows
  • jagged arrows
  • snares, nets, exploding spores, etc.
  • steeds & pets: giant wasps, troodons, giant mantis, spiders, bats, etc.
  • shoot & hide tactics (hide as a bonus action) is PERFECT for jungle warfare

Batiri Tribes (homebrewed)

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 dug hole and giant hollow trees. The Black Stripes have an alliance with treants, for their mutual benefit.

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

Session 10c – Ossuary of the Eyeless Ones

The rogue would have been useful in the first true trap-filled dungeon of the campaign but he’s dead now…

Characters

  • Flyzus, Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Rufb, Half-Orc Barbarian (berserker), Mercenary Veteran; captured by pterafolks, his fellow mercenaries killed, seeks riches and glory
  • Leioppe (NPC), Grippli, Martial Artist (Volo’s: template); level-headed frogman, member of the Order of the Infinite Leap

Twisted Tricks of Blind Racists

Into the crypts of a long-dead culture of eyeless humanoids (1), the main gimmick was that the traps were all clearly visible to the PCs. How to evade them though, that was way less clear… A room where they had to step on the pressure plates on the floor. A room where their own shadows attacked them until they closed their eyes. Stuff like that. (Sorry, didn’t took enough notes!).

Hall of Bones and Horrible Statues

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A long hall bordered with rows of ominous, eyeless statues at either side. The floor is littered with countless bones. When the PCs step in, skeletons get up and attack. More and more of them. They had to get past the dark-energy filled statues with their eyes closed while fending off the waves of living bones. Not an easy feat but they managed to do it with only a few light wounds.

Exit

After some enthusiastic grave-robbing and mummy-killing the PCs arrived at the end of the dungeon. A door, with a sliver of light coming through, was barely visible amidst a wall made of bones. The central piece of the wall, a girallon skeleton, detached itself and attacked them but they didn’t have much trouble dispatching the monster.

Forbidden Valley

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While the PCs had a well-earned rest, Flyzus’ new pseudodragon pet (2) was put to good use as it surveyed the enclosed valley from the air (3). With a good idea of where to go the refreshed adventurers were happy to leave the crypts and explore the lush valley. The signs that an ancient civilization once flourished in the valley were almost erased, with the most visible being the central pyramid now little more than a big mound covered in vegetation. They found a few dead gripplis, presumably those that were sent to collect the cure before them. And they were found too, by a creature that seeked to accomplish its purpose even now that it was masterless: a chuul.

The cheap-d&d-version-of-some-well-known-lovecraftian-entity grabbed Leioppe but succumbed before the repeated assaults of Flyzus and Rufb.

Time to Collect

Collecting the medicinal plant after that could be done without further hassle (4).  The PCs had saved the frogmen and the pottery deal could now be respected. The Mud Shaman was chastised for his ill-fated bid for power and had to compensate the PCs for their troubles with some of his magic (5).

DM’s notes

  1. morlock/grimlock style
  2. homework: Félix will have to come up with a name for next session
  3. I rushed this part of this day-long session a lot so we could finish in time…
  4. return to Three Cascades, the grippli village, was conveniently fast-forwarded
  5. 3 gems of mud elemental summoning

Session 10b – Into the Pit

Characters

  • Flyzus, Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Rufb, Half-Orc Barbarian (berserker), Mercenary Veteran; captured by pterafolks, his fellow mercenaries killed, seeks riches and glory
  • Leioppe (NPC), Grippli, Martial Artist (Volo’s: template); level-headed frogman, member of the Order of the Infinite Leap
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art: Conor Nolan

The Pit

The PCs waited for night-time, as the ritual chants of the Gripplis would provide the opportunity to get to the pit whilst most of Bufo’s gang would be otherwise occupied. They cautiously approached, two burly (1) frogmen patrolled the area. Their newfound ally made a diversion so Flyzus and Rufb could get closer. Rufb then charged one guard and sent him tumbling down the pit.

The PCs then attacked the other guard (2), losing precious time. This led to Bufo the Mud Shaman intervening, summoning 4 mud mephits. Those were easily dispatched but then a more imposing mud elemental took shape before them. Flyzus and Rufb finally decided to go on with their mission and jumped in the pit. Leioppe followed.

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Mold Zombies

Below, the guard that was pushed was being overwhelmed by grippli zombies (3) but his pleas for help met indifference.  Rufb jumped over the dying frog and shoved multiple zombies aside, his companions close behind.

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The mud elemental messily got down too. Flyzus and Rufb sucessfully destroyed it while Leioppe did his best to lure the zombies away to give them space.

Killing about fifteen of these zombies was hard work once they turned their attention to it. They had to burn them (with oil and torches) or else they just kept coming.

Nearby, in a hard to get cave, the PCs found a group of survivors, infected gripplis that had not been transformed yet. There was hope for them still, but time was of the essence.

Another Mold Monster

Further through the caves, Rufb entered headlong into a tunnel infested with brown mold. That was painful… Aware of the danger now, the adventurers jumped from safe spot to another until they got pass the dangerous patch (4).

A few oozes later and less a short sword for the elf, they got before a massive disgusting pile of mold and half-dissolved grippli corpses, a Shambling Mound.

The poor Leioppe got grabbed and engulfed before he could do much. Fortunately, Flyzus and Rufb hacked the mold monster most efficiently and could get him out just in time before he was asphyxiated or crushed to death.

Through the Wall

After a short rest, the PCs pressed on but were soon faced with an obstacle: a precipice some 12 feet across and a brick wall the other side. They remembered something that Nesu the Skinless had said just before they left: « you will have to make the Blind Man’s Leap ».

-What the heck is that supposed to mean? asked Rufb.

The glass-skinned frogman had shrugged, palms up, in the universal « I’ve no idea ».

Well, here was a leap for sure but would they be so foolhardy to try it?

Nah… A lot better to throw a rock at the wall… Sure enough it seemed to become transparent, unreal.

So reassured they jumped across and through the illusory wall.  No problem, except (!) that Rufb let drop his gigormous axe in the chasm (5). Uh oh.

DM’s notes

  1. the fascinating morphic diversity of the frogs ought to be exploited more than just colors or whatnot
  2. they should have simply ignored him
  3. Flyzus could recognize from past experience that those were somewhat akin to vegepygmies
  4. for once they managed to not screw up their acrobatic checks!
  5. But wait! another 1! I mean, isn’t that amazing? It seemed a bit too cruel that Chris would lose 2 characters falling to their deaths in back to back sessions so, just the axe…

Session 10a – Endangered Frogs

Onward Heroic Flyzus with your new brutish buddy (who conveniently replace your dead, half-eaten companion) onward and don’t worry too much about your missing cannibal Halfling friend (who may eat you too one day), onward I say,  your world-shaking quest (of getting a shipment of pottery ) awaits!

Characters

  • Flyzus, Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Rufb, Half-Orc Barbarian (berserker), Mercenary Veteran; captured by pterafolks, his fellow mercenaries killed, seeks riches and glory

Of Preys and Predators

Flyzus and Rufb have a few days of travel across the jungle before arriving at the grung village. En route, Flyzus’ ranger senses told him many things:

  • they were being followed by 5 deinonychus
  • the raptors were first attracted by the scent of dead meat
  • a stegosaurus corpse laid nearby
  •  a giant (large) centipede was already feasting on the carcass

Thus began a complex ballet of circling around the monstrous centipede, the PCs and raptors trying to outmaneuver each other.

At one point, one raptor got too near the centipede and fled the scence after being bitten and poisoned by it.

The 4 remaining raptors finally rushed the duo and a brutal fight ensued. Flyzus got severely wounded by a pouncing raptor but his new companion proved quite unabashed by the many wounds he himself sported.

A few hours later, the PCs were content to lay low when a herd of juvenile diplodocus was being pursued by 3 allosaurus.

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Next, they finally arrived at the grippli village of Three Cascades which was accessible only by an arduous climb. (1)

Endangered Frogs

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The PCs were clearly unwelcome. They soon discovered that many of the frogmen suffered from some kind of severe skin disease. Furthermore, the plague and its consequences had split the tribe into two rival factions, almost at war with each other.

The disease was not only fatal and highly contagious, the victims were ultimately transformed into horrible mold-monsters. A quarantine of sort was in operation, those with advanced symptoms were forcefully sent into « The Pit ».

One group, led by Nesu the Skinless, had sent its best warriors in the hope of finding a rare medicinal plant, to cure the disease. It had been many days since thay had left, things did not bode well.

The other group, led by Bufo the Mud Shaman, had benefited from having the last reserve of the cure and hoped to seize power even if it meant the death of more than half the tribe.

Needless to say, the merchant’s pottery deal was now far in the list of priority of the Gripplis.

Communication between the Gripplis and the PCs was problematic, until Nesu the Skinless, some sort of magic-user, provided some « Speech-Ferns ». They looked kinda funny with the ferns on their head but at least they could understand each other.

Flyzus and Rufb decided to help the Gripplis, they would go see if they could fetch the medicinal plant they so badly needed. Nesu gave them a clay tablet that portrayed it and a grippli named Leioppe would go with them. The only way for non-jumping folks was beneath the mountain and the only entrance was (of course) through the Pit, to reach the Forbidden City where the remedy was (hopefully) to be found…

DM’s notes

  1. I ditched the silly Dungrunglung location with it’s incredibly dumb scenario (ToA)

Session 9 – Firefinger

This location, the Firefinger, is from Tomb of Annihilation. I used it (almost) as is. It’s one of the few good locations in the module IMO.

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  (1)
  • Droidoc, Halfling Druid (circle of the moon), Outlander; was there when Camp Righteous fell, now he’s a cannibalistic loony

Inside a dead explorer’s backpack the PCs had found a map with scribbled notes about some sort of signal tower . They had decided to look for this « Firefinger » as it wasn’t very far from their destination.

The Firefinger

Cautiously approaching the impressive structure (it didn’t look man-made), they could see two holes, entrances really, on one of its square side, with the lower one a good 60′ above ground and the other almost as high as the canopy. A flimsy rope & wood ladder dangled from a ledge, not exactly confidence-inspiring, up to the lower entrance.

A pile of corpses and a crude net-trap indicated that the place was inhabited by more than critters.

Droidoc shapeshifted into a Giant Badass Spider and rapidly climbed to the first ledge.

Varis tried the rope but fell and almost killed himself in the process (2). Hands shaking, he drank a potion of healing and hid, whimpering amidst the ferns, as a pterafolk flew over him.

The second attempt was more fortunate for Varis and he was joined by Flyzus on the precarious ledge soon after. Meanwhile Spider-Droidoc bullied his way through the webs of giant spiders (albeit a lot smaller than him) and found a dead explorer wrapped in a cocoon.

The PCs cleansed the level of its critters and got to the next climbing up a chimney. 9 dead stirges and another duly searched corpse later, the PCs continued their ascension.

No pity for the elderly

Level 3, above the trees, was home to 4 old pterafolks, 2 of them cooking with a fire under a large cauldron, one (badly) sculpting a piece of wood and a fourth poking something in a small makeshift cage with a stick. The whole lot noisily bickering, as the elderly are wont to do.

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The PCs attacked the frail pterafolks but that soon attracted the healthier ones from above. Two pterafolks, started flinging javelins at them from the outside. Another, the apparent leader, big and scarred, clutched a magic wand.

With half the pterafolks dead (3), the combat was fierce but the PCs were mostly in  control despite magic missiles hurled at them many times.

And that’s when disaster struck.

A pterafolk inside the tower saw the opportunity to shove one of the wingless invader out to let him fall to his doom. Varis, the would-be victim, saw it coming but attempted a risky manoeuver, hoping that it would turn to his advantage. He failed miserably and, indeed, fell to the ground, 200′ below (4).

He died, the outlander, far, far from home.

Bittersweet victory

The wand-enthusiast leader (5)  and one of his underling, both severely wounded, fled to safer skies. Flyzus and Droidoc looted the place and also looted the body of their fallen comrade.

Cannibal Droidoc may have eaten part of him and he may, have kept some for later.

They found an half-orc prisoner on the highest level of the Firefinger. They also found a sad, badly malnourished pseudodragon in the makeshift cage.

DM’s notes

  1. First casualty of the Ruins of Chult campaign, I’m definitely a Lenient Dm… That and also, the « pop tart effect » of 5e is very forgiving
  2. The whole climbing and falling off a ladder thing was sooo unheroic. Would have been better skipping the checks, I think.
  3. even the elder with the pestle
  4. A last dex check as he fell through tree branches resulted in a 1…
  5. I wanted it to be more like Clark Ashton Smith’s magic-prone Pterosaurs or some such but I can’t say that I managed to pull it off…