Ruins of Chult: session 6

Characters (Seven Associates)

  • 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
  • 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

Back to the adventure…

Against the Pirates

Both “Prince” Zhanti and her son Shago had a strong interest in defeating the pirates that scourged the Seas around Port Nyanzaru which after all, is a MARITIME city. They had a plan to inflict a first blow and, of course, it involved using the Seven Associates. The PCs would accompany a selected force on board of a seemingly vulnerable merchant ship.

Hidden in the cargo hold, they waited for the pirates to find them, cramped quarters being the main foe in the meantime.


  • Capture at least a few pirates
  • Capture the Captain
  • Capture the pirate ship

Capturing a Stirge

The pirates did showed up, who would’ve thought (how boring would it have been otherwise!)? The pirate ship had a kind of giant mosquito on its flag revealing that they were the prey of the Stirge!

The false merchant ship did try a token escape tentative so it wouldn’t look too suspicious. The pirates boarded as the crew on deck seemingly surrendered. Half a dozen men were sent below to take a look on the merchandises. The Cleric of Tymora had prepared a nice trick of his own: a Zone of silence, so that when the hidden ambushers jumped on the surprised pirates, it did not alert their comrades above. Next, the pirates’ second in command, a burly Orc, went below to see what took so long. He had time to swing his large cleaver at Flyzus once, wounding the Wood Elf, before he was cut down too.

The already suspicious pirate captain, still oblivious to what happened, decided then to listen to his instincts and called a retreat, dashing back to his own ship. The PCs and their allies rushed at once, throwing grappling hooks as the pirates tried to cut free. Two planks were still in place and fierce fighting ensued. The pirates were now outnumbered but a priest of Umberlee amongst them managed to summon a water elemental in the hope of turning the tide (!).

With the Tabaxi firing arrows after arrows from the crow’s nest and the battle for the planks going in favor of his opponents, despite the water elemental’s fierce contribution, the pirate captain decided to surrender.

The priest of Umberlee jumped in the water, disappearing under the waves.

DM’s notes

  • The Stirge and its crew comes from ToA
  • The PCs found some valuables, including an old Omuan tapestry
  • reward: 2000 gp or a first payment if the PCs want to keep the ship

Magic items – Chult

African inspired magic items for my Ruins of Chult setting:


Ivory Armband of Ferocity

Wondrous item, uncommon

When you hit with a weapon attack, you inflict +1 damage


Amulet of Power

Wondrous item, rare (requires attunement)

Choose a spell you know, when you cast this spell you cast it at one higher spell slot than the one you spend. You can change the spell only after a long rest.


Headrest of Repose

Wondrous item, uncommon

Using the Headrest of Repose while you sleep, you can recover from one additional level of exhaustion with a long rest. Additionally, you are immune to the Dream spell for the day.


Ivory Cup of Purity

Wondrous item, common

Anything you drink with the Ivory Cup of Purity is under the effect of a Purify food and drink.


Ruins of Chult: session 5


  • 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

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

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

I purchased this arena flip-mat from Paizo

And so, I offered the players a 8 teams Tournament which of course, they accepted. The way I planned it, I told them that as first time participants they really had no chances at all to win this. It was to be an avant-goût, a challenge for later. They also knew that the Tournament’s organizers had assembled an All-Stars team of Chultans called the Liberators to honor Liberation Day and bolster local pride.

The teams:

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

And the others, roughly in order of strength:

  • Disciples of Imix (+0): cultists dedicated to Everburning Imix, 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 Fens (+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 Imix vs Resilient Fens

Block 2:

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


Seven Associates vs Gnoll Marauders

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


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 sword +1 (can do slashing or piercing damage)


Block 1: Seven Associates vs Resilient Fens

Block 2: Liberators vs Claws of Destiny

Seven Associates vs Resilient Fens

Resilient Fens: 1 Girallon, 1 Albino Dwarf Druid, 5 Albino Dwarves Warriors (two with a barkskin spell effect, 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, could even get to the other side of the arena and pummel 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 killed 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


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 but they weren’t 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 woman who didn’t seem to feel pain, Mkongu Lightfooted, faster than a Wood Elf, Skanga the Ripper and his many shongo knives and the other fearsome gladiators, there weren’t any way to win for the less experienced team.

Nonetheless, the Seven Associates gained valuable 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 bit creative with the Resilient Fens, with the girallon and triflower added to the jungle dwarves and it was a great fight!

Ruins of Chult: session 4


  • 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

I was more than happy to make a special session to my friend and his son who managed to be there again, despite the distance (300+ miles).

After a bit of survey of Flyzus’ new abilities, young Félix is fairly new to D&D after all, I had them choose a side quest among some they could  achieve with only the two  of them.

Get Him Out

They opted for an extraction mission given by Captain Soshen (with the backing of Ekene-Afa). They had to bring back an informant whose task had been to spy on “Prince” Jobal’s activities, that had been captured by the Bridgerunners, a gang of thugs in Malar’s Throat. Unfortunately for the Drow, who would have liked to do it at night, time was of the essence as they knew that it was quite possible that the gang gave over their captive to the mightier Sons of Malar.

They had two ways to get to the thugs’ den at the cliff side. The first was simply by the suspended bridge and would surely get the attention of the thugs. The second was by climbing down on the west side of the canyon to get on the precarious ledge beside the wooden shack. They choose the latter and managed to accomplish the feat without being seen. The two Elves then waited for the right time and it came when the thugs got together to eat a meal, leaving the target tied upside down nearby.

The PCs quickly seized their chance, approached the prisonner with discretion, untied him and made a diversion with a good ol’fashionned oil fire. They killed two thugs efficiently, the quickness of it ensured that they had time to flee before more Bridgerunners could do anything about it. They escaped by exiting Malar’s Throat at the edge of the city.

The Old Man’s Pet

A little Arena fun was now in order to call it a night.


They had to defeat an innocuous looking old man holding a cloth covered cage. The fight was on and the old man let go of his caged pet: a cockatrice! Varris got bit once and shook off in extremis the oncoming petrification. A few sword slashes got the better of the small beast, despite its master doing his best to heal it with magic in the fight.