Session 3 – Along the Coast

This time was a rare 10+ hours session, with players going in and out along the way. It served also as an introduction for a good friend and his 10 y-o son who’s just beginning  tabletop gaming. Ah, the innocence!

Characters

  • Flyzus, Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Varis, Drow Rogue (scout), Far traveller; exiled scion of a noble family on the losing side of a feud
  • Droidoc, Halfling Druid, Outlander; was there when Camp Righteous fell, lost his mind, he’s a loony
  • Lucky, Half-Elf Cleric of Tymora, Street Urchin; the lowly will be exalted
  • Phileas, Half-Elf Bard, 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

Smuggler’s Cove

  • (Flyzuz, Varis)

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Flyzus and Varis had to secure some illegal stash hidden inside a cave not far from where they had beached. They could see some giant crabs that fortunately didn’t look too aggressive but the axe beak nearby was another matter. Coming out of the trees it made short work of one the crustacean. F and V  did a bit of climbing to evade the large  bird. A few minutes and a dead poisonous snake later and F and V arrived at the entrance of the cave. Flyzus spotted some carnivorous vines dangling in front but a simple oil fire solved the problem. Inside the cave they could see a pond and, understandably, that aroused their suspicion. Varis threw the dead snake near it and a long tentacle quickly snatched it. F and V decided to feed something bulkier to the aquatic thing so it would be busy eating whilst they did what they were there for. So a few arrows and crossbow bolts later, a freshly slain axe beak joined the snake in the water. The plan worked. Further in the cave, a darkened leather hid a passage leading to another area, with a little light coming from a natural chimney above and further, to the smuggler’s stash of goods. There was also a swarm of bats that they chased off, not without receiving a few painful bites.

Back in town, they enlist at the Coliseum:

Arena: The Mercenaries vs the Skeletal Horde

  • Flyzus, Varis, Droidoc and Shin

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6 skeletons with rusty spears. The PCs barely survived. There’s a long way to go before they’re called heroes!

Arena: The Mercenaries vs the Gladiator

  • Flyzus, Varis, Droidoc ans Shin

The PCs were offered to replace a gladiator who was sick. Hum, he had severe diarrhea okay? They didn’t have to win, just show up against his opponent, a hardened veteran of the Grand Coliseum. They indeed did not win, but it was a close call…

Along the coast

  • Flyzus, Varis, Droidoc ans Shin

Shin had a proposition for his battered new friends. His employer offered 250 gp for cleaning a newly acquired mine from its critters. They accepted and paid a fisherman to drop them 30 miles northward. They had a few more miles to walk  along the rocky beaches and high cliffs. As they progressed, they began to hear singing, the lure of harpies! Fortunately, none of them succumbed and Shin let loose an arrow from 300′ and hit! The two harpies, noticing that their song had no effect, took to the air and closed the distance on the PCs. Only one came close but was put down easily.

The Mine

  • Flyzus, Varis, Phileas, Lucky and Shin

Having found the mine, the PCs saw that giant wasps seemed to inhabit the place as they saw them come and go constantly. They also noticed that one of the giant wasp was strangely infected by some sort of fungus. The PCs decided to smoke the wasps, collecting all the wood pieces they could before sunset and then they made a fire. A few groggy wasps tried to get out but were easily dispatched. After the smoke had cleared, the PCs entered the mine. They found quite a few dead wasps near the entrance and, also, the rotten carcass of a crocodilian a little further. Something ran off before they could see it clearly.

They went deeper and that’s when the real fun began…

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The Tabaxi was in front, and was the target of a thrown rock, hurting him lightly. The next few rounds were surprisingly testing for the PCs as they received a LOT of rocks from the angry vegepygmies while a thorny kept them tied in melee from the other side. They were downright anxious when they found out that the little fungi men could regenerate and did not stay down. Finally, they managed to prevail, using oil and torches to burn the vegepygmies but one of them escaped and the PCs badly needed a rest. That’s what they did before going into the deepest level of the mine.

The first trouble below was an encounter with the surviving giant wasp queen which succeeded in stinging the young cleric of Tymora. The poison nearly did him but once the queen was dead he healed himself with his goddess’ magic.

Soon after, the final battle was against the vegepygmy that had escaped earlier and his chief who was busy absorbing… nutrients? in a pit, with some tendrils jutting from his arms.

The peak of the battle was when the vegepygmy chief released his spores, poisoning Flyzus and Varis. Lucky saved Varis’ life with a merciful spare the dying and did the same a moment later when Phileas was grievously wounded by claw attacks.

Shin found a few gems carefully placed on a rock, with a delicate mushroom in the middle. He didn’t take the mushroom.

Arena: The Mercenaries vs Mr Sticky and his Darling

  • Flyzus, Varis, Phileas, Lucky and Shin

Back in Port Nyanzaru, the PCs received their reward for clearing the mine and after a well-earned rest they were back in the arena! This time they were against something of an infamous gladiator: Mr Sticky the Ettercap. 

Mr Sticky had a large cloak on when he entered the arena and while he moved to meet the PCs in battle, he removed it releasing his pet giant spider Darling that was hidden underHe then restrained Lucky with a web. Phileas played tricks on the ettercap’s mind with a dissonant whisper- Mr Sticky was convinced by the spell that the crowd was booing him–  forcing him to flee in shame while Flyzus, Varis and Shin killed Darling. The ettercap was rather mad at this point as he came back but the combined attacks of the PCs proved too much for him, he surrendered.

DM notes

  • The group of PCs was missing frontliners badly. Most of them are good at range but they had problems when it was time to engage in melee.
  • The vegepygmies, with their skirmish tactics were way harder than I tought they would be.
  • This session was really heavy on combat, perhaps a bit too much.
  • The vegepygmies could have been persuaded to leave the mine if diplomacy had been tried. The players were a little freaked out with some of my descriptions by the time they met them. I think that’s why it didn’t occur to them.
  • Arena battles are a little silly but we’re having a lot of fun doing them.

Session 1- Set Sail!

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

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

Characters:

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

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

The crew of the Amnian Fop

En route

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

The Pink Reef

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

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

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

Unwanted escort

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

Target practice

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

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

Land ho!

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

DM’s notes:

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

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!

 

Class variant: Flâneur

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

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

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

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

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

The Furniture Mishandling Club

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

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

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Situation

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

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

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Gang Activities

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

Most Noteworthy members

King Bahut (leader, dwarf)

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

Master Stool (dwarf)

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

Chairman Lookup (goblin)

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

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

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

Captain Chiffonnier (human male)

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


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At a leisurely pace

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Yeah… Okay, maybe not like that but palanquins? Definitely.

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You’re someone important? That’s how you go around!

After all, what better way to display your status?

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Yep

If you can’t afford having your own palanquin and its carriers, rent one!

  • The Steadfast Twenty: the smoothest ride in town is offered by this group of indistinguishable bare-chested dwarves.
  • The Hobgoblin Stompers: Iron-booted, dressed in spiked leather armors, the Stompers get you through a crowd without even slowing.
  • Mother Sigma’s Crew: If you don’t mind the putrid odor, this necromancer lady and her tireless minions offers the cheapest ride in town.
  • The Golden Cushion: The Broken Wheel gang have acquired these most extravagant of palanquins, previously owned by the Puulchesera elves before they were forced out of the Enclave with their evil curse & stuff. Now the Halflings mafiosi have set a small business with various carriers indebted to them operating the gilded, heavy palanquins.

Will the PCs ever pay for  a palanquin ride? Doubtful, because:

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