Session 27 – Dead Man’s Thirst

Nous interrompons le programme – euh,  l’exploration du donjon,  pour changer de tempo un peu. Et nous passons à une side-quest de mon cru, linéaire mais avec une thématique de pirate assez classique et réussie je crois.

Personnages Joueurs (PJs)

  • (Félix) Flyzus, (level 7), Wood Elf Ranger (hunter), Outlander, n’a plus de famille ni de patrie, là pour l’aventure et se forger une nouvelle vie
  • (Chris) Pax Double-Poches, (level 6), Halfling Rogue (arcane trickster), Criminal, fuyant un passé criminel, à vu de ses yeux les trésors merveilleux qu’à rapporté le ranger Flyzus de sa dernìère expédition et s’est immiscé dans le groupe depuis
  • (Chris) Rufb (level 7), Half-Orc Barbarian (berserker), Mercenary Veteran; capturé par des pterafolks, seul survivant de sa bande de mercenaires, délivré par Flyzus au sommet du Firefinger
  • (Isaac) Anfi, (level 6) Locathah Fighter (eldritch knight), Outlander, venu sur la terre ferme en passant par la Caverne-Tunnel, là pour découvrir ce nouvel environnement

Soif Inextinguible

Se reposant de leur expédition à l’auberge la Cithare et le Crâne, les aventuriers sont rejoins par le halfeling Pélépon, tout haletant et surexcité.

-J’ai trouvé l’homme-qui-a-soif! s’exclame-t-il à répétitions.

-De qué… qui?

-L’homme-qui-a-soif, le lieutenant du Capitaine Malibar. Il va nous mener au trésor des pirates! J’ai besoin de votre aide, la suite peut être dangereuse…

Après quelques négociations sur un éventuel partage des richesses trouvées, les PJs acceptent de suivre Pélépon. Celui-ci les mènent le long de la côte nord, passé les plages de sables, jusqu’à un endroit rocailleux battu par les vagues.

Là, à marée basse, Pélépon et les aventuriers se fraient un chemin parmi les rochers et se retrouvent devant une tête posée sur le sol. Ou plutôt, dépassant du sol, le reste du corps étant ensevelis. Une tête avec une sale tronche, à en donner des cauchemars à plus d’un, mi-décomposée mi-desséchée… Et les yeux! D’un rouge vif, maléfiques, ces yeux fous de mort-vivant se fixent sur eux…

Soâââââââââf”

Éberlués, les PJs voient dépassé du sol le goulot d’une bouteille. Une blague cruelle, apparemment, pour torturé cette chose qui jadis fut homme enterré vivant. (1)

En échange de rasades de la bouteille déterrée, l’homme-qui-a-soif révèle l’emplacement de la grotte où a été caché  le trésor du capitaine pirate.

Les Dents de la Terre

Les indications sont sommaires et la grotte est bien dissimulée mais le groupe finit par trouver l’endroit. Pélépon reste à l’extérieur. Une crevasse laisse place à une caverne vaguement circulaire avec des stalactites au plafond et une descente à l’opposé. Au milieu, une carapace de crabe géant gît sur le sol. (2)

Se méfiant de la carapace, les PJs décident de longer les parois mais la menace venait d’en haut! Des stalactites -des Piercers en fait- se laisse tomber pour embrocher les visiteurs. Heureusement les monstres manquent affreusement de précision et un fois à terre sont à la merci des aventuriers.

Mucus de Gorge

Plus avant, Pax, le premier de file, tombe nez à nez avec des chauve-souris squelettiques flottant (elles ne bougent pas) dans les airs. Par réflexe il donne un coup de dague à l’une d’elles mais son attaque se butte à une matière visqueuse.

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Un Cube Gélatineux! Coincé dans la crevasse, Pax hurle à ses compagnons de retraiter rapidement, avant qu’il ne se fasse absorbé à son tour. De justesse, les PJs reviennent à la caverne initiale, le slime balançant des pseudopodes d’acide tout en glissant lentement vers eux. Maintenant libres de leurs actions, les PJs tranchouillent le Cube Gélatineux sans trop de problèmes

Amygdalite Sévère

Ceci fait, les PJs parviennent à une autre caverne avec un espèce de promontoire en hauteur et un trou au fond. (3) Pax, toujours premier de file (4), est encore la cible. Des filaments gluants l’agrippent depuis le promontoire et le hisse rapidement, il est la proie de Cave Fishers, des monstruosités arthropodesTandis que Pax se fait “attendrir”, Anfi envoi un Ice Knife sur les bestioles et Rufb effectue un bond spectaculaire et à tôt fait d’éliminer la menace. Dans le nid des Cave Fishers, les PJs trouvent un sac à dos avec un butin modeste et quelques potions.

Descente d’Œsophage

Maintenant dans le trou, d’une dizaine de mètres de profondeur, Pax plante des pitons dans la paroi rocheuse et repère également deux pièges dissimulés, dont un sur une poulie trafiquée qui semblait bien pratique. Ils approchent du but…

Ulcère d’Estomac

Pax, tout en bas, lâche un cri puis ne répond plus aux appels de ses compagnons. Flyzus, inquiet, descend à son tour. Il met pied à terre et peut voir Pax un peu plus loin penché sur un coffre au trésor. Ce dernier se retourne, son visage est méconnaissable.

“Le trésor est à moi!” Et il décoche une flèche sur Flyzus! (5)

L’Elfe tente de raisonner son compagnon mais rien n’y fait (6). Pax encoche une autre flèche. Flyzus se dépêche d’engouffrer une potion d’invisibilité et fonce vers Pax dans l’espoir de le maîtriser. Il est rejoint par Anfi et les deux ensemble assomment carrément le pauvre Rogue. Un fantôme sort du corps de Pax mais n’a pas le temps de palabrer, une attaque fulgurante de Rufb met fin à la menace.

Digestion

Le coffre est remplit de bouteilles de brandy (de luxe), ce que le capitaine pirate préférait entre tout! (6-7)

Ils trouvent également un squelette (du fantôme) dans le pit trap qui tient encore à la main un sabre (magique).

Notes du Dm

  1. dans le style de la punition infligée à Tantale
  2. purement une diversion
  3. j’ai tenté de recréer une caverne à peu près plausible, en y mettant des aspérités, de l’étroit et du vertical, etc.
  4. à sa grande irritation d’ailleurs
  5. j’ai mal lu le paragraphe sur la possession et j’ai appliqué le sneak attack habituel de Pax, pour beaucoup, beaucoup de dégats puis Félix devait réussir à ne pas tomber dans le pit trap en contrebas et a dû employé un point d’inspiration pour y parvenir. S’en est fallu de peu pour qu’il meurt!
  6. Félix était quelque peu dépité du trésor: “quoi, des bouteilles!” Hep, oui, mais elles valent cher! héhé
  7. Qu’il a caché pour sa retraite, tout en éliminant deux lieutenants trop ambitieux. Quand à lui? Qui sait? :p

Session 15c – Zotzilaha’s Guardians

The PCs doing the HSoT in “reverse” (from top to bottom) meant, in my mind, that the final scene would be with Zotzilaha himself. Accordingly, I wanted the last few encounters before the finale to have a more otherworldly feel. Also, the PCs had the choice to fight Zotzilaha, or not…

Characters:

  • Shin (level 5), Tabaxi Fighter (Arcane Archer), Outlander; big-game hunter, has no patience for weakness
  • Phileas (level 4), Half-Elf Bard (College of Swords), Archeologist; “it’s not tomb-robbing if you do it respectfully”
  • Kalohan (level 3>>4), High Elf Wizard (Evoker), Inheritor; noble Elf, ill-suited for adventuring life
  • Flyzus (level 6), Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Rufb (level 6), Half-Orc Barbarian (berserker), Mercenary Veteran; captured by pterafolks, his fellow mercenaries killed, seeks riches and glory
  • Vorn, Shield Guardian, found masterless by the party, beside a gaping hole in the ground

I’m no botanist but I don’t think it’s a tree

téléchargement

In a water-filled basin stood a twisted, unnatural-looking tree. Phileas approached to read the bronze plaque at the base of the basin. This triggered a reaction from the “tree” as it threw a tendril-branch to grab the Half-Elf. Phileas cut the tendril with one deft move of his rapier and his companions jumped into action. Rufb, knee-deep into the turpid water, hacked at the tree-thing with his greataxe while the others kept their distance, trying to evade the numerous flailing tendrils. They vanquished the creature and found some valuables as they searched the basin (2).

Drowning Kiss

The PCs then went to the deepest level of the hidden shrine, finally ready to enter Zotzilaha’s acrid sanctuary. Turning right, in a flooded passage, they heard  cries for help. In a vast cavern (3), with the nearest two-third also flooded, a woman was seemingly drowning. Without a thought, Phileas swam frantically to get to her, albeit his companions tried to dissuade him. Surely something was amiss! He reached for the distressed, strikingly beautiful woman and she thanked him with a kiss.

Phileas started suffocating, his lungs suddenly filled with acidic water. His dismayed companions went into the water but were assaulted by a giant electric eel while the woman, who was in fact a water-spirit nereid, laughed evilly (4).

The adventurers killed the eel, but they couldn’t save Phileas in time. The nereid proved an elusive foe and she almost got Flyzus too before she was slain. She dissolved into water, only her silky shawl remained.

The Lord Snail is a Pervert

After the nereid’s cave, the PCs got into another area where the ground was muddy and  uneven. There were many bowls littering the place too but most unusual, in front of them stood a strange hunched old man with a large snail shell on his back. He welcomed the adventurers, first in olman and then in common language, and presented himself as Zotzilaha’s seneschal.

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“The Great Zoztzilaha, after being neglected for so long, is in dire need of offerings!” he said, as several giant crabs popped out of the ground, approaching the adventurers with threathening pincers.

The PCs determined that crab meat would have to do as an offering and proceeded to massacre the crustaceans. In the heat of the battle, wand-waiving Kalohan sent a lightning bolt directly at the Lord Snail. This angered greatly the seneschal and he transformed into a Humongous Snail! The viscous creature spat a stream of acid at the levitating Elf Wizard, sending her crashing to the ground, nearly dead. A shadow arrow from Shin softened the beast as Rufb, Flyzus and Vorn got in melee to finish the job.

The snail’s body disappeared, leaving behind it’s shell. Inside was a few of the seneschal personnal items, amongst them a lot of erotic drawings of the aforementionned nereid

Zotzilaha’s Offer

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As the PCs placed (5) crab meat in the offering bowls, the surrounding acrid mist coalesced into a fearsome presence: Zotzilaha! (6) Its initial shape rapidly shrinked, reflecting the fact that it was worship-starved. Notwithstanding his somewhat vulnerable, weakened state, Zotzilaha was still frightful to behold. As he spoke, voicelessly, Zotzilaha explained that he had lost control over his subordinate spirits, three of whom the PCs had defeated in battle (the Cyclops, the Nereid and Lord Snail) and the fourth had left the Hidden Shrine not that long ago. If the adventurers would so endeavor to slay the treacherous Sting of Decay, Zotziloha would be grateful and reward them accordingly. As an act of good faith, they could have one artefact for now: the Axe of the Cyclops (7). 

Surprised by this turn event, the PCs accepted the offer, at least for now…

DM’s notes:

  1. Phileas’ player was in rather reckless mood this session.
  2. And a  wand of lighning bolt for my power-crazed sister…
  3. I’ve enlarged the original room a lot.
  4. A nereid, played with her strengths, can be a surprisingly tough encounter, I discovered.
  5. Nothing forced them to do so at that point ^^
  6. Zotzilaha makes no appearance in the original module, is barely mentionned in fact, I thought it strange.
  7. The berzerk axe, an ambivalent item, powerful but cursed, fittingly I think.

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!

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 8 – Soshenstar River

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.

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

Payment promised:

  • 10 gp per batiri killed
  • 20 gp for even more dangerous kuro clan (they have specific ritual scars)
  • 50 gp for those goblin leaders: Bat Queen, Green Strangler, Mantis Warrior
  • 2000 gp for the recovery of the Shield Guardian and its amulet (can be paid in spells, for more value)

Departure

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.

Epic it was Not (1)

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.

Size does matter

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.

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Reality Check

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.

goblin_ambushers

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.

Helping Hand

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)

This plant we shall utterly destroy

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.

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No no no. No!

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.

Why these two together again?

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

DM’s notes:

  1. Just to familiarize my sister with combat rules
  2. Albeit they weren’t standard goblins, those batiri are tough mofos, having 18hp as in Jungles of Chult. Plus, they were using Fire Ant poison
  3. And got an inspiration point
  4. Here I am, making fun of my sister’s phobia, yet again!
  5. I kinda pimped the spider “boss” a little
  6. bad timing for a 1!
  7. with 2 failed death saves and 2 succeeded before the cleric could finally stabilize her

Session 7e – Tiryki River – day 7

The PCs are now very near their objective (the grippli village of Three Cascades) but they’ve decided to sidetrack a little, following the clues found on a dead explorer that pointed to a place called “Firefinger”.

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, now he’s a cannibalistic loony

Day 7

Angry Green Grippli (1)

River – N-C encounter

Brandishing a stick and yelling at them, the green grippli standing on a rock didn’t seem too happy to see the PCs. Unfortunately, none of them had any means to understand or communicate with the frogman. (2)

Leeches, they suck

River – Combat

Rapids in the river forced the PCs to portage again but while they were getting their canoe out of the water, two Giant Leeches attacked them. The PCs killed the creatures and kept going, less a pint or two of blood.

The Boots I Needed

River – Combat

Anaconda-ref

A huge Constrictor Snake sprang from under the water and tried to get away with one passenger but ever-alert Droidoc reacted quickly, shapeshifting into a snake himself. The confusing battle left once again the PCs as victors. (3)

6 arms is better than 4

Jungle – Camp – Combat

Now the PCs had got out of the river and hid their canoe expertly. They were a day’s walk from this Firefinger they wished to find. Setting camp attracted the attention of a local resident. Varis poisoned bolt hampered greatly the monstrous 4-armed ape’s combat ability. A moment later, after a quick melee, the severely wounded Girallon tried to flee but the PCs, as usual, were having none of it.

Day 8, morning (end of session)

Parrotbears (4)!

Jungle- Combat

Walking through the dense vegetation, the PCs spotted two parrotbears (4) a mere 200 feet away. The pair was moving directly toward them so the PCs prepared for battle. First, Droidoc cast a Spike Growth spell. One parrotbear moved directly through it, taking full damage, while the other circled around. Varis and Flyzus shot at range the wounded beast, killing it. The surviving parrotbear, far from dissuaded, charged its foes but soon rejoined its mate as worms’ food.

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GrrrRRrr?

DM’s notes

  1. Grungs or gripplis, I don’t really care, all I know is that I don’t want them to be yet another evil humanoid race
  2. Just a bit of foreshadowing
  3. we were playing sunday morning with a 12 hrs session the day before, this part is a little hazy to me…
  4. Parrotbear or Dire Kakapo, which is more evocative?
  5. refluffed owlbears, ’cause jungle!

Session 7d- Tiryki River – day 6

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, now he’s a cannibalistic loony

Day 6

Old River King

Crocodile head, Siem Reap Croc farm, Cambodia.

River – N-C encounter

A Giant Crocodile was basking in the morning sun on the riverbank. Oddly, a shotel (sword) was protuding out of its scaly back. Tempting, huh? (1) Well, Droidoc got up to the task. He shapeshifted into a rodent, jumped unto the giant lizard, unshapeshifted, managed to get the weapon free, reshapeshifted, tumbled down before the mildly-annoyed-but-also-kinda-relieved Old River King decided to swallow him whole. (2)

Pristine Waterfall, Naked Elf

Waterfall – Combat

Me: There’s a waterfall in view, you’ll have to portage again.”

Player C: “A waterfall? There must be a cave behind. There always is!”

Me: “Yeah, yeah, sure. It looks like there’s one!

Me, grinning evilly: “Soooo, who’s first?”

Players C and D: “Flyzus!”

Player F, a bit unsure: “Okay, I guess.”

Me: “You go through the waterfall and BlOoooOOOooooOoP *mime floating*…”

Player D: “Gelatinous Cube!”

MM35_PG201

Flyzus was in a really bad spot (3). Droidoc and Varis slashed and bashed the ooze but to the Wood Elf it seemed like an eternity. Two times the druid healed him in extremis before he died from acid damage. Finally the Gelatinous Cube was defeated, releasing his now-naked and shaking prey.

Dinosaur Stampede

River – Combat

A few hours later, the relative tranquility of the jungle was shattered by an incredible ruckus, as a herd of brontosaurs crossed the river at full speed! The reason soon became apparent to the PCs:  BIG ASS MOSQUITOES! Or stirges rather, dozens, harassing the dinosaurs.  A few of these bloodsuckers spotted the adventurers and split from the main swarm. The PCs dispatched the nuisance effortlessly.

Light is Fast and Evil

Camp – Combat

Some kind of battle had happened there; rusted armors, broken weapons, but no corpses or bones. Ominous. But the PCs badly needed to rest (Flyzus in particular) so they set up camp. Varis was on duty and he saw light, two lights in fact, fast approaching. He quickly woke his companions and then the two light-creatures were upon them. The PCs weren’t sure what they were facing (4) but they soon got their hands full. The lights, will-o’-wisps, were really hard to hit and gave generous doses of shocking attacks. In the end, the adventurers prevailed but it was a hard-fought battle.

DM’s notes

  1. kinda like excalibur, or maybe not
  2. yay! a better sword for Flyzus
  3. The joy of a first time with a Gelatinous Cube!