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…

Session 7a- Tiryki River – 1st day

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

Characters

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

Prelude: We’ve been waiting for you…

Combat: 6 thugs

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

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

River Journey

Mission

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

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

Saving the Little Mermaid (2)

Combat: 2 thugs, 1 veteran

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

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

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Something Fishy

Combat: 3 sahuagins

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

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

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

One less War Canoe

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

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

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

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

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

Tej House

Social

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

TBC…

DM’s notes

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

Session 5 – Tournament of Liberation Day

Ditching the Death Curse of ToA gives me, and the players, time to do as we please. The downside, maybe, is the possibility to, huh, not advance anything at all, as this session demonstrates…

Characters

  • Flyzus, Wood Elf Ranger (Hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Varis, Drow Elf Rogue (Thief), Far traveller; exiled scion of a noble family on the losing side of a feud
  • Lucky, Half-Elf Cleric of Tymora (Trickery), Street Urchin; the lowly will be exalted
  • Phileas, Half-Elf Bard (College of Swords), Archeologist; “it’s not tomb-robbing if you do it respectfully”
  • Shin, Tabaxi Fighter (Arcane Archer), Outlander; big-game hunter, has no patience for weakness
  • Pocor, Human Druid (Circle of Spores), Outlander; member of Chultan Diaspora, returned to his roots, literally
  • Corpos, High Elf Wizard, Archeologist; antiquary, strange fixation on the undead

Also, show me something like a Grand Coliseum as a location, and of course I will want to stage battles in it!

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I’ve purchased this flip-mat  arena from Paizo

I offered the players a 8 teams Gladiatorial Tournament. The way I planned it, I told them that as first time participants (low-level characters)  they really had not much chances to win this. The point would be to go as far as they could in the competition.

The teams:

  • The Seven Associates (PCs) (strength ?): newcomers, have done a couple of prelims combats in the past two weeks

And the other teams, roughly in order of strength:

  • Disciples of Kossuth (+0): cultists dedicated to Everburning Kossuth – forced to fight
  • Flaming Fist (+2): mercenaries based at Fort Beluarian – here for the money
  • Sons of Malar (+4): local gang of thugs – here for the fame
  • Resilient Ferns (+5): Jungle Dwarves in town for the event only – here for the thrill
  • Gnoll Marauders (+6): evil, mangly typical gnolls – here for the blood
  • Claws of Destiny (+10): Tabaxi monks – here to test their skills
  • Liberators (+16): All-Stars Team of Chultans – here to win

Quarter Finals

The teams were randomly picked for the quarter finals as follows:

Block 1:

  • Seven Associates (PCs) vs Gnoll Marauders
  • Disciples of Kossuth vs Resilient Ferns

Block 2:

  • Flaming Fist vs Liberators
  • Sons of Malar vs Claws of Destiny

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Seven Associates vs Gnoll Marauders

The Maurauders: 3 gnolls (2 with longbows), 2 gnoll whiterlings, 1 Dire Hyena, 1 Pack Lord.

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A well placed entangle spell from Pocor ensured that the 7As had time to make the most of their ranged firepower: arrows and spells bombarded the Gnolls. Shin’s explosive arcane shot in particular proved very lethal. Unfortunately, he missed his second shot. The two gnoll archers tried to retaliate but weren’t very successful. The Whitherlings were blasted to bits before they even reached the middle of the Arena. The Dire Hyena moved fast but only managed to get itself impaled on Pocor’s waiting spear.

The confidence of the PCs was understandably high at this point but it was soon to be shaken as the Pack Lord and another Gnoll reached their side of the Arena and rampaged through their ranks, felling three of them in no time.

Judicious use of healing – Pocor, Phileas and Lucky all had such magic at their disposal, ultimately made them prevail, but not without a bit of luck.

Rewards: 50 gp and an Ikakalaka +1 sword

Semifinals

Block 1: Seven Associates vs Resilient Ferns

Block 2: Liberators vs Claws of Destiny

Seven Associates vs Resilient Ferns

Resilient Ferns: 1 Girallon, 1 Albino Dwarf Druid, 5 Albino Dwarves Warriors (two with a barkskin spell effect on, one with a triflower strapped to his back).

téléchargement (1)

The opening round was much like the previous fight with the 7As peppering their opponents with arrows and spells while the Jungle Dwarves dashed forward to get in melee quickly. Three RFs were slowed by a grease spell from Corpos. The Girallon (with its aggressive feature) got to the other side of the arena and pummelled Flyzus the very first round. The Wood Elf then retaliated with two sword slashes that inflicted heavy damage (one critical hit). Phileas then played a mind trick on the beast with a dissonant whisper, that made it flee. Flyzus killed it with a sword stab in the back.

The Jungle Dwarves joined the fun and soon everyone, except Shin who, again, had climbed up a spike on the wall, was in a confusing brawl. Varis got into deep trouble when the triflower covered him in corrosive sap AND poisoned him with its grappling pistil. Meanwhile, Lucky’ scale mail offered good protection against the wooden clubs of the jungle dwarves but that made him the target of the druid’s heat metal spell that nearly did him.

Phileas’ quick thinking saved the life of Varis as he correctly guessed that pouring water would  wash away the corrosive sap. He even asked the assistance of the spectators to shower the poor Drow with, well, anything they had!

Flyzus slashed and stabbed, right and left, very efficiently. The triflower was dispatched with a firebolt and an arrow. The Seven Associates yet again managed to snatch victory from the jaws of defeat!

rewards: 100 gp each and a ankylosaurus breastplate

Final

Seven Associates vs Liberators

Liberators: 7 gladiators (4 with added quirks)

It was already surprising that the newcomers had managed to get to the final. An impressive feat indeed, but they were clearly not in the same league with the local favorites and long time gladiators: the Liberators. The best of the best of the Grand Coliseum assembled in one team for the Tournament of Liberation Day.

The Seven Associates did all they could but predictably, they could not avoid defeat. Between Sukomo the Fragrant and his unnaturally good scent, Wèwè the Killer, a ferociuous woman who didn’t seem to feel pain, Mkongu Lightfooted, faster than even a Wood Elf, Skanga the Ripper and his many shongo throwing knives and the other fearsome gladiators, there weren’t any way to win for the less experienced team.

Nonetheless, the Seven Associates gained valuable combat experience and a challenge for later.

DM notes:

  • Before the session, Corpos’ Player asked to change his rock gnome to high elf, he read somewhere that gnomes are silly, duh…
  • Corpos’ Player finds the 5E grease spell underwhelming and  changed it for cause fear.
  • This session was pure, undiluted, tactical combat. It did help us get used with combat options that we had skipped, somehow, in the previous campaign.
  • I was a bit creative with the Resilient Ferns, with the girallon and triflower added to the jungle dwarves and it was a great fight!

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.

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.
  • 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!