My amazing wife is always on the lookout for things I can use as gaming stuff.
Like this:

My amazing wife is always on the lookout for things I can use as gaming stuff.
Like this:

So our shady employer had witheld information from us, who would’ve thought, and we ended up killing babies in their cradles. Shit happens. We got paid (well paid, but the guilt!) and now, of course, she wants to hire us again, this time to raid a diamond mine and kill its vermling workers.
-Go to hell! I said.
-No! We want this, said the Mindthief.
-We do?
-I want to kill vermlings.
-But… Aren’t you a vermling?
– Sooooo?
-Uh, nevermind, I guess we’ll go kill vermlings…
(set difficulty: hard)
The entry is guarded by 5 hounds, we’re kind of talking about how to tackle them but the damn dogs don’t care to wait for us… They are FAST!
But still, we kill them and the Minthief opens the door to the mine proper.

And… is promptly overwhelmed. The vermlings are mobile and numerous and their Overseer is intimidating (his own attack his moduled by the number of minions he has, a whopping 10 for now).
That’s when me and the Cragheart came up with a PLAN!
-What are you doing?
-I’m putting spikes on myself.
-Oh… Do you want more spikes?
– *grins*
And that’s how a rocky, spiky Cragheart IMPALED a whole horde of vermlings (almost) all by himself.

With his workers dead, the Overseer did not look so fearsome. At all.
We clowned around a little then snuff the life out of his pathetic existence.
Victory!
With the Brute’s player absent, we changed our plans and did scenario III (Inox Encampment).
The goal is straightforward: kill 15 enemies.

(set difficulty: hard)
Murderers. That’s what we are now. We’ve killed the Inox raiders… and, uh, their wives and kids. Happened to be there when we absent-mindedly put their camp on fire… But hey! Look at the bright side, there won’t be a next generation of thieves!
Scenario highlights:
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…
So Math, my brother-in-law, bought Gloomhaven. We’d all heard so much good about it and here we are, playing every 2 weeks for the foreseeable future. We started a 4-players campaign last month and I’ll be sharing some of my personal experience along the way.
(Next time, I ought to show pictures as Math did an incredible prep job with 3D decors and minis!)
(just came with it tbh, we’ll see if it sticks!)
If, perchance, we have taken your
treasureproperty, banished your demon pet, killed one of your jerkass brethren, or vexed you in any other way, know that it was no rash, improvised demeanor on our part but the result of a duly voted choice of action. In other words: you can shove it in your gloomhole!
Here’s our starting group:
Now, our actual party composition and my own inclinations does mean I play the spellweaver a certain way, leaning slightly on a support role.

Name : Zirconia Chainsmoker
Roleplay, kinda-sorta: Somehow, smoking continually helps her concentrate on the tasks at hand, as her species tend to be extremely contemplative most of the time. She’s always eager to help but won’t participate voluntarily in anything morally dubious.
Our employer, some lady with a tail (seems more than a little shady to me), offers us our first job and there’s not anything else we can do. We have to bring back some stolen papers from a bandit lair called the Black Barrow. Upon arriving, the leader makes a corny speech and order his minions to attack us while he flees inside like the craven bastard he is.
We’re 4 against 6 in the first room. The Brute and Cragheart charge the baddies while me and the Minthief stay behind. We clear the room, but our two overconfindent companions are now bleeding from a few wounds. Next room, bandit archers joyfully jump on their own traps, hurting themselves badly as we watch dumbstruck. The Cragheart seems eager to open the next door, revealing skeletons and some more archers: they shoot at him, putting him out of combat. While my two remaining companions finished the skeletons, I got myself in position to attack the 4 archers in the back, killing one quickly and the remaining 3 with a spectacular Impaling Eruption!
We were too absorbed in our bloodshedding to loot the place properly it seems (what lame-ass treasure-hunters!) but we could now go downstairs, pursuing our quarry.
We made short work of the 3 foolish archers standing in front of us. The Bandit Leader in the next room, dark energy at his disposal, finally made his stand. He summoned a bunch of Living Bones to add to those already there. In fact, that’s very much the only thing he did. Again and again. We’re fine with that as we can mow them down faster that he can bring them up. My Mystic Ally flings magic bolt after magic bolt at the underachieving Boss and my three companions do heavy damage to him, mostly from range too. Once the jerk -in-chief is dead, we collect the papers and find information about some sort of Gloomy Cult.
Now we had our first choice as we got back to town. Our employer had another mission for us: kill a bunch of Inox who had raided a caravan of hers OR we could go persecute the Gloomy Cult, following the map we had found earlier.
We voted, ’cause y’know, that’s what we do!
The Brute wasn’t very interested in killing his own people and I wasn’t interested either as it seemed to me there was true evil afoot elsewhere. Don’t remember how the others voted but we got to the Crypt of the Damned to kick some cultists asses.
We were welcomed at the crypt by some skeletons and a couple of archers. An Impaling Eruption of mine, followed by a Dirt Tornado by the Cragheart softened them up. Next round, I felt the need to open the door while my companions finished the lone skeleton and was quickly peppered by arrows and stabbed by a cultist… Ouch! I had to retreat to heal myself a little. The Brute and Cragheart took to the enemies. The mindthief wanted a piece of the action but was annoyingly blocked inside the first room. He did help the Cragheart to move all the way to the other side of the long hall to attack the cultists at the back.
The hall proved troublesome at first, but the Cragheart and the Brute were both very lethal. They seemingly had things under control and I got on the move again and opened another door at the right and found myself face to face with two Earth Demons, the first of demonkind that we met. That’s when I wisely chose to use my Cloak of Invisibility. The two huge creatures ignored me and lumbered in the hallway (one triggering a nearby trap) where they were met by a swarm of rats! I then jumped over the busy demons and summoned my Mystic Ally. The Mindthief did the opposite and got into the room to grab the treasure chest. Unfortunately, all he got for his trouble was poisonous gas in his lungs…
Meanwhile, the Cragheart and Brute opened the door at the other side of the hallway and found another cultist with 2 Wind Demons.
Splitting the party proved a good idea, oddly, as each pair of us killed a pair of demons and still had the leisure to loot all we could see, for once.
Victory once again!
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.