My 6 y-o son is too young for D&D but hey, look at this!

My 6 y-o son is too young for D&D but hey, look at this!


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.

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…



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

They’ll have some annoying tricks too!
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

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

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.
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.

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.
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).

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.

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.

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.
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.
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.
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!
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:
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.

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

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…
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.
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.
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.
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.

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.
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.
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.
My sister joined us today and played D&D for the first time since… well, the 90s I guess. Guillaume was quick to point out that the group badly needed a « tank ». That was promptly ignored as my sister chose to play another wizard, with poor constitution to boot. So the group pretty much flirt with death in every combat still, but that’s not without fun!
This time around the PCs chose to do two side quests that they could do simultaneously: kill batiri goblins for Camp Vengeance and go retrieve a lost Shield Guardian for Wakanga.
Payment promised:
The PCs bought a canoe and supplies before leaving Port Nyanzaru to journey on the Soshenstar river. The first few days were uneventful as they passed by plantations and fishermen. They made a quick stop at a floating market and then later, they stayed a night at the Tanner’s Lodge, a place that offered a safe roof if you can tolerate the awful stench that goes hand in hand with leather working. Corpos bought himself a scuta leather armor.
The landscape definitely less and less human-touched, the PCs got a first (modest) taste of action. A dead tree lying on the riverbank served as a nest for bloodsucking Stirges. Half a dozen were coming at them as the PCs flung mundane and magical projectiles, killing 4 in no time. A nearby Giant Dragonfly snatched the remaining two midair.
Next day, while they portage, the PCs were surrounded by enthusiastic diminutive velociraptors, chirping (or whatever a velociraptor does to communicate) at each other. Kalohan’s quick thinking prevented an attack, a minor illusion spell put on their canoe let it look like a Stegosaurus instead, further enhancing the fierceness of the group.
A few hours later they come upon a broken canoe. Kalohan yet again proved her usefulness as she cast a mending spell et voilà, they now had two canoes! This would have funny implications later on as the two elven wizards got themselves on the same boat despite being total wimps…
Later, on the river once more, the PCs warily eyed a big specimen of Spinosaurus who was fortunately busy eating a big prey. The fearsome beast ignored them and they were glad for it.

Fourth night and now in true primeval environment, the PCs had to choose on which riverbank they would spend the night. In typical player fashion, they chose neither: « lets tie our boats so that we stay on the middle of river and sleep onboard » they came up with…
Corpos, his turn to stay awake, was oblivious to the menace and didn’t see anything until he was shot on the chest by an arrow. A second poisoned arrow sent him sprawling on the bottom of the canoe, convulsing and frothing from the mouth. At least, this did awaken his companions.
Shin badly wounded one of the assailants (batiri goblins) with a bow shot of his own, but soon 3 arrows converged on him from the jungle’s foliage, taking him down too (one critical hit).
Things started to look grim…
Fortunately, the cleric managed to stay alive and worked very hard so that his companions would too.

A fire bolt from Kalohan on the already wounded batiri sent him fleeing and Corpos greedily finished him with a magic missile.
Two consecutive sleep spells from the evoker turned the tide of the battle in favor of the adventurers.
The whole combat took 8 rounds… 8! Against 4 goblins… (2) The shoot & hide tactics of the batiri proved to be absolutely deadly.
Having survived another day (barely), the PCs saw an unusual scene as two vegepygmies standing on a dead trunk tried to help a third who had somehow fallen in the river. The PC were divided on the question of helping, particularly Shin who remembered well a bloody battle in a mine against some of these creatures. It was Corpos, necromancer do-gooder, that insisted on helping, and he proceeded to do it with a mage hand spell, which would help pull the poor vegepygmy out. It sufficed to get him out of his predicament. It was hard to tell if the rescued creature and its fellows were indeed happy with the help, but Corpos felt that he did what he had to do. (3)
Kalohan and Lucky hastily jumped from their canoes and swam toward an irresistible scent coming from the riverbank but they shook off the lure before the deadly mantrap could eat them alive. The PCs then proceeded to bombard the slow-moving monstrous plant from afar, just to be sure.
They found a short sword and gold ring near the destroyed plant.

A medium-sized lizard could be seen, or at least some parts of it, dangling from a tree branch inside a web coccoon. Kalohan, obviously not a big fan of anything spidery (4), shot the damn thing with a fire bolt.
Almost instantly attracting:
1 Giant (large) Spider, 3 Giant (medium) Spiders, 2 Insect (spider) Swarms
Shin efficiently killed the 3 medium-sized spiders with a well-placed explosive arrow. Meanwhile, the horrible Big Spider threw a web full of (normal-sized) spiders (5) directly on Shin and Lucky’s canoe.
Another swarm quickly followed on the other canoe and then Big Spider proceeded to get herself nearer which almost provoked an instant heart attack from poor Kalohan…
The swarms were surprisingly dangerous but fragile against magic. Arrows and fire bolts were enough to kill Big Spider in the end.
This could have been avoided. Should have been avoided! But lack of heart and feeble arms meant instead a deadly encounter (6).
11 crocodilians got up on their beach and swam toward the PCs. Shin and Lucky easily distanced the beasts. Corpos looked like he didn’t know which end of the paddle was the handle. Kalohan was… even worst! She dropped her paddle in the river! (6)
And so combat ensued. Kalohan, at one point, unconscious, got dragged into the water to be croco snack. She got saved in extremis by her companions (7).
End of session
Wondrous Item, uncommon (requires attunement)
This bag can holdup 40 pounds, not exceeding a volume of 2 cubic feet. Inside is a (undead) crawling hand that helps you by retrieving any item in the bag without the need to use an action. If the bag is ever damaged beyond repair, the crawling hand exits the bag and attacks the nearest target.
Armor (Padded), very rare (requires attunement)
+2 leather armor. In addition, you have advantage on Strength (athletics or acrobatics) checks to escape a grapple.
Each time you have lost 22 hit points (cumulative) while wearing this armor, a gray ooze appears 5′ from you and is under your control until next dawn (and then liquefy). You can have up to 4 oozes under your control at the same time.
Wondrous Item, very rare (requires attunement)
You gain + 1 to attack and damage rolls made with an unarmed melee attack. In addition, each time you hit the target takes another 1d4 cold damage.
This item has 5 charges. You can spend one charge to cast Chill Touch. To regain all expanded charges you must put the Wraps of the Grave on a dead body for one night.

Expandable Item, uncommon
Air-dried in the long disused Best Forgotten massgrave, grave-cured tobacco is smoked mostly by the Vestige residents for its vaunted power of warding evil spirits, useful in this sad neighborhood. Outside of the Vestige few folks, except perhaps those with an intense superstitious inclination, feel the need to pay its steep cost.
Effects:
Average price: 5sp for 12 uses