A note on dinosaurs (in D&D)

I gotta say, all this nonsense of Lost World-style D&D I’ve been doing for a year now has rekindled my childhood’s interest. Not too surprisingly, the D&D Monster Manual (where fungi creatures are classified as plants!) isn’t very accurate when it comes to dinosaurs, at the very least the section should have been called « prehistoric creatures ».

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  • Pterosaur, plesiosaur and dimetrodon are not dinosaurs at all, they belong in other clades. The latter in particular became extinct 40 millions years before the first dinosaurs and is, in fact, closer to the mammals in the evolution tree.
  • Crocodiles (crocodilians) are contemporary of the dinosaurs. Some, as the deinosuchus, a 36′ long crocodilian, easily justify the use of a giant crocodile template without any stretch of imagination.
  • Many dinosaurs lived in big herds and as such, would have lived in vast plains with big meat-eaters trailing them.
  • There’s a paleontology bias for recovering bigger fossils as big bones are more likely to be preserved than smaller ones. In all likelihood, dinosaurs occupied every possible ecological niches and diminutive (gliding, tree-climbing, insect-eating, etc.) dinosaurs were abundant.
  • Birds are feathered, flying non-extinct dinosaurs.

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Dinosaurs in a fantasy world

It’s all about what we accept as tropes of the genre. Dinosaurs in a vanilla fantasy setting will readily seem awkward. Dinosaurs in a Lost World-themed setting à la Isle of Dread or Chult, now, that’s far more easy to swallow. In such a place, dinosaurs should be seen as nothing more than exotic animals (or just plain animals for the locals).

I would go further, if there is dinosaurs, lets give them (most of) the place. I mean, would there be still jaguars, elephants or whatever,  if packs of deinonychus roamed the jungles?

What about monsters? In fact, one option would be to monsterize dinosaurs from time to time, to spice things up. Here’s some basic reskinning:

  • spike-throwing stegosaur (manticore tail)
  • multi-headed plesiosaur (hydra)
  • gorgoceratop (gorgon-triceratop)
  • fire-breathing T-rex (a classic)
  • displacer raptor (deinonychus-displacer beast)

 

 

Isaac’s adventures V

For the last few weeks the main theme  (that my son came up with), has been Ninja & Robots. I mean… that’s pretty cool, right? So, recently, we’ve defeated the Evil Ninja Boss, in his lair, which was basically a skyscraper full of his minions and,  after beating him, we’ve discovered that he was only one of 6 Big Bad Evil Bosses… Of course!

The next in line (the second weakest, ’cause that’s how it goes) is hidden in a castle.

Isaac: His special power is invisiblity.

Me: Does he have minions?

Isaac: Yes, 800 of them!

Me: That’s a lot!

Isaac: And all of them can turn invisible. Except one…

Me: *sputters coffee* Except one?! How’s that?

Isaac: Because he’s the weakest of the 800. He wasn’t always the weakest but his whole team (of wimpy dudes) got killed  except him. Now, he stands guard for the rare treasures.

Me: He’s alone to guard the rare treasures?

Isaac: Yes. He would like to be the strongest but he’s the weakest…

Me: My son, that’s what we call the weakest link!

Reputation- Seven Associates- update

In the Renown option the DMG tells us that it cannot get lower than zero. I disagree, I think it can reflect an increasing enmity. As I see it, a -5 renown score would lead to a NPC/faction actively trying to hinder the PCs. A +5 renown would be the opposite, helping the PCs as they can.

Here’s how the 7As renown stands after a few more dealings & side quests with Chult’s denizens:

Port Nyanzaru

The Merchant Princes:

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Zhanti: +3

  • defended the Amnian Fop (showed valor +1)
  • played an important part in capturing the pirate ship The Stirge along with its captain (commerce interest: +2)

Ekene-Afa: +2

  • freed a spy working for Captain Soshen that had been held prisonner by the Bridgerunners in Malar’s Throat (took side: +2)

Kwayoté: +1

  • exterminated the critters in newly acquired mine (commerce interest +1)

Jobal: -3

  • have freed a spy working for Captain Soshen that had been held prisonner by the Bridgerunners in Malar’s Throat (took side: -2)
  • killed more Bridgerunners that attacked them, with the help of Purple Hands (took side -1)

Jessamine: +2

  • secured a shipment of frogmen-made pottery by helping the tribe overcome a crisis (commerce interest +1)
  • killed Bridgerunners that were encroaching in affilated Purple Hands‘ territory (took side +1)

Ifan Talro’a: 0

  • participated in many events at the Grand Coliseum (showed valor +1)
  • crossed swords against Flaming Fist allies (took side -1)

Port Nyanzaru: other factions:

Port-Nyanzaru’s Populace (+3)

  • participated in the finals of Liberation Day’s Tournament (showed valor +1)
  • captured pirate ship the Stirge (showed valor +1)
  • killed the pirates in naumachia event (showed valor +1)

Flaming Fist Mercenaries: -3

  • killed Flaming Fists to save a merfolk (took side -3)

Greater Chult

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Pink Reef’s Merfolks: +4

  • traded with the merfolks (+1)
  • saved a captured merfolk by killing its assailants (took side +3)

Three-Cascades’s Frogmen Tribe: +5

  • saved the tribe from a terrible plague by getting the cure in the Forbidden Valley (saviors +5)

Valley of Mist’s Albino Dwarves Tribe: +3

  • defeated the Caves of Decay troglodytes that were attacking the tribe (defeated a major threat +3)

Plateau of the Aarakocra’s Flock: +1

  • made a deal  useful for both sides (+1)

Pick & Axe Company Dwarves: -2

  • looted the treasures of Tomoachan (- 1)
  • forced a weeklong pursuit in the jungle and finally evaded the Dwarves (-1)

Gloomhaven: Forgotten Crypt

The Chronicles of Borborygm the Brute.

Okay scribbler, do your thing.


I left my tribe… What? Yeah Okay Fine. I was kicked out of my tribe- longstorydontask- and now I give strength of my arms for payment. I am Mer-Cy-Na-Ry. Got that?

Okay so nobody wants lone Inox, too troublesomy they say, so I found lil’ fellows to be reaver-band with. One a Quaetryl, his name Noisy Lucky-Charm. The other, a Savvas, name  Rainbow Poof.

No, not true names you dimwit. Names I give. Suitable names.

Now understand that is first mission for me. One day I be Hero-Chief. But before that, lots of work, lots of killing and many scars to appease the Blood God .

But now first mission is us three walking with Ghost-Lady to bone-collecting place. She wants to find a magic censer that someone stupidly left there because they’re dead.

We have to protect Ghost-Lady , her dead means a bad name for us, the lil’ fellows tell me. Best way to do it? Kill everything in the way!

Scenario 19

Goal: Protect Hail

Team: Brute (lvl 4), Elementalist (lvl 4), Soothsinger (lvl 4)

Set difficulty: 2

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Where’s the Elementalist? Huh. Could you wait a moment please?
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Brute: « Pssstt… I’ll rush forward and skewer the 2 gloomy-stabbies with one thrust! » Cultist: « We’re right there, we can hear you… »
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Soothsinger: dliiiing dliiiing dliiiing « two coins for me »
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Soothsinger: « and two moooore! » Brute: « wut? leave some for Borborygm you lil’ bugger! »

Rainbow Poof opens the third room and wants to roast his foes with lightning but all  he gets is a feeble spark (3 curses for his Chain-Lightning!).We all laughed at that, everybody, except annoyed Rainbow Poof

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Soothsinger to Hail: « Don’t worry, I’m here! » *adjusts his lute*

As me and Rainbow Poof fight Dead-Fleshies,  Ghost-Lady is a little behind and  followed close by the non-living. Noisy Lucky-Charm says he will protect her: « I will change tempo suddenly and the monsters will be immobilized ». I mean, what the hell, but it worked…

I push a dead-fleshy into a trap as Rainbow Poof blasts the other with magic and the way is clear for the altar room.

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Soothsinger: « there’s too many of them! » Brute: « the Blood God will be pleased »

My battle-axe cuts great chunks of dead flesh and Rainbow Poof joins the fun as fire spews forth from his fingers toward the baddies.

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Hail finally gets to the altar and takes Stonecrusher’s censer

Frantic lute-playing Victory Tune!

  • this escort mission was a lot of fun, nice change of pace
  • the soothsinger stacked our decks with bless cards and cursed the monster’s: incredibly useful
  • I did A LOT of damage with those bless and could kill elite living-corpses easily
  • his main song, his level 4 card, gives disadvantage to all attacks from the monsters, that’s amazingly strong
  • at one point we considered doing more vs the monsters behind but we didn’t (except the soothsinger a little) and it proved unnecessary
  • I have to be exhausted for my new Life Goal, I did it but we had to block Hail for 2 rounds (to get the treasure too)
  • the soothsinger looted 9 coins the greedy bastard :p

Gloomhaven: Frozen Hollow

As the Cragheart and I are discussing our upcoming retirement, it came to our attention that we will be remembered mostly as thieves and murderers. In a last-ditch effort to help our successors disentangle the mess we’ve created, we thought it would be a good idea to finally get some advice. Or rather, a sage in town will give us information if we go retrieve some kind of magic orb for her. So here we are, at the frozen hollow

Scenario 14

Goal: Kill all monsters

Team: Cragheart (lvl 6), Elementalist (lvl 4), Spellweaver (lvl 6)

Set difficulty: 4

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I remembered the hounds (from the diamond mine) to be faster that I could ever be and planned my actions accordingly but, maybe those are a little stiff from the cold or something, they weren’t fast at all.

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Spellweaver: « Get up you lazy mutts, my plan depends on it! »

We had to get to them, how inconvenient. Well a Chromatic Explosion ought to wake them up a little! The Elementalist gleefully syphon away elements to craft his own powerful magic and he too blast away.

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The Cragheart bullies the hounds a little while I try my newly acquired Living Torch on those hard-to-hit living spirits. My attack is blessed by the gods and one wraith disappears permanently and the other is damaged.

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Cragheart: « RaaAaah, you icicles will serve the purpose of my battle goal nicely! »

Our tanky Cragheart left us with two hounds as he gets further in the lair. One hound, that just wouldn’t die (damn curses), savaged the hell out of me before the Elementalist finally killed the vicious beast.

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A Song of Ice and Fire and Boulders

Meanwhile, the Cragheart has astutely created a blocus with boulders, but he took a few big hits nonetheless. I hurry myself to patch him up and also summon my Burning Avatar to melt those dangerous frost demons.

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Once again Craggy is on the move and he opens the final area, revealing 2 hounds, 1 Elite frost demon and 4 living spirits.

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He manages to slay 3 living spirits, but the hounds attack him and are relentless.

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Cragheart: « Must… Lay… Down… »

Well it’s up to the squishy duo to finish the damn thing, isn’t it? The 3 remaining monsters offers me a straight line for my Impaling Eruption, killing the hound and softening up the frost demon, and yet more with a Flame Strike.

The living spirit is impervious to my attacks but the Elementalist jumps in and Chain-Lightn… 

-No, no, wait, says he, I can’t do that… I need time to loot the treasure!

Halfassed Chain Lightning!

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With only one monster left, it’s now officially time for treasure-hunting! It takes a while, as the Elementalist has to step into a stun-trap to get it while being pursued (albeit slowly)  by the frost demon. As for me, I’m smoking a cigarette in the back, of course.

Victory!

  • We played this scenario at hard difficulty (by mistake) and we managed to win. Now, we’ll see how it goes with 2 new characters next session…
  • Hounds and Frosties have retaliate, better to have good ranged attacks (or a lot of hp)
  • Living spirits with 3 or 4 shield (but low hp) can be hard to deal with. I used my piercing bow with the first 2. Fortunately, the Cragheart was here for the 4 in last room.
  • Speaking of which, the Cragheart was an all-around efficient and versatile character, in Math’s hands at least. We’ll miss him.

Gloomhaven: Temple of the Elements

Killing the Colorless in the Temple of the Eclipse has boosted our confidence and we’d decided to try our luck at retrieving a powerful artifact from yet another temple.

Scenario 22

Goal: Destroy the 4 altars

Team: Cragheart (lvl 5), Elementalist (lvl 3), Spellweaver (lvl 5)

Set difficulty: 3

The altars are as far to each other as possible and each one gives strength to the temple’s demonic guardians (with 4 altars: +4 hp, +4 att, +2 mov, +2 range). As if demons weren’t dangerous enough…

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But demons aren’t the only inhabitants, there are pesky cultists too.

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If they’re not very dangerous by themselves, we can’t leave them alive as they can quickly fill the place with an army of summoned living bones. However, with the situation mostly in control in the center, I decide to open a first altar room. And if that isn’t 2 Flame Demons, right there!? Even more powerful than usual with the altars’ power. Well dammit, I hurl fire orbs at them and I’m not messing around: piercing bow, eagle-eye goggles, minor power potion; with a satisfying result (6 and 8 to FDs and 5 to altar).

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Spellweaver: « Burn FLAME DEMON! Huh, as long as it works I guess… »

I lose 2 hp because of the annoying ranged retaliate, which bypasses my frost armor. The Cragheart throws a boulder and finish one Flame Demon. He kills the remaining cultists with the Elementalist, who then moved to open the treasure chest but all he got is a magical explosion in his face.

The two then go to the next (upper left) room while I finished cleaning the room I’m in. They find a lone but dangerous (very rangy) Wind Demon. The Cragheart deals with it, as the Elementalist briefly helps me in the third room occupied by a Frost Demon.

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There’s two Earth Demons in the last room. The Elementalist is exhausted but the Cragheart is fooling around to get more xp. I indulge him before finally destroying the last altar.

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The artifact is retrieved and… is sad. No, really, it is. But it’s not our fault (this time!) as it has been corrupted by evil, and being kinda sentient, well, it knows it… So, uh, that’s not very useful to us but, hey…

Victory!

  • The cultists must be dealt with as quick as possible.
  • The demons are not numerous but very lethal in this scenario, cards to prevent damage are incredibly useful.
  • Splitting the party is necessary at some point.
  • I brought 2 AoE (out of 4) and it was enough.

Gloomhaven: Temple of the Eclipse – second attempt

We’ve recently avenged our defeat at the hand of the city’s guards military’s lackeys. Triumphant, we now aim at correcting another setback, less our reputation stays tarnished forever…

Scenario 81

Goal: Kill the Colorless

Team: Cragheart (lvl 5), Elementalist (lvl 3), Spellweaver (lvl 5)

Set difficulty: 3

Taking out the demons… Huh, can’t remember for the life of me what we did exactly in the first room. I know we took our time, like 4 rounds, but without spending « loss » cards and we rested before opening next room’s door, knowing what we’d find behind.

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Die! You moderately inconvenient demons!
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Spellweaver (for the seventh time): « Now, remember what we said. We jump over them. » Elementalist: « Not even a lil’ chain-lightning? » SW: « No! No attacks! Just jump dammit! »

I used my ride the wind to go all the way up to the 3 ancient artillery. They happily fire in my face but, no worries,  my frost armor deflects the cannon balls! The Cragheart has a moment of self-doubt as for once the Mindthief isn’t there to convince him that he too can move fast…

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Stone Golem: « Give me 4 more rounds and I’ll get you! »

Time to boast!

Spellweaver: « It worked! I told you it would work, didn’t I!

Cragheart: « Yeah, yeah, shut up already. »

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Ahhh we’ll miss the Cragheart’s boulders when he’ll retire…
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Actually, we should be called « colorless », not him!

Half-remembered Victory!

  • Did I mention that jumping over the stone golems was my idea? :p
  • I  used the bottom of my 5th lvl chromatic explosion to help the Elementalist, but I was sad that I did not play the top (infuse all elements at once)
  • The Elementalist got exhausted  first again, he needs to buy energy drinks!
  • I used the bottom of Frost Armor for the first time and I liked the feeling of not worrying if I’d get attacked.

Session 14b – Vandalism & Tomb-Robbing

Disclaimer: This play report is my own take on The Hidden Shrine of Tamoachan (the 5e version from TofYP). Lots of spoilers below but it’s not  a « standard » playthrough of this classic module by any margin. First of all, I didn’t make them fall into the dungeon as is supposed to happen if you play as intended. And at the end, they meet Zotzilaha, which also isn’t included in the module… That’s the two big things, the remainder of my changes are more esthetic in nature.

Characters:

  • Shin (level 4), Tabaxi Fighter (Arcane Archer), Outlander; big-game hunter, has no patience for weakness
  • Flyzus (level 5), Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Rufb (level 5), Half-Orc Barbarian (berserker), Mercenary Veteran; captured by pterafolks, his fellow mercenaries killed, seeks riches and glory

Ziggurat’s Middle Tier

Map Room (1)

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The PCs got out of the vertical shaft and landed inside a large room. The tiled floor was in fact one big mosaic that showed a detailed map of the Chult Peninsula, divided in 5 distinct areas (West Valley of Mist, Central Bleak Marshes, South Peaks of Flame, East Black Jungles, South-East Great Plains) with dotted features that revealed many secrets. An incredible find for explorers but, unfortunately, dust hid most of it and taking a closer look proved a difficult task as the entire room had all kind of magic weirdness/traps. Shin had the odd idea to use a Swarm of Spiders to remove the dust and it did part of the job until the spiders got in the « Great Plains » area and refused to leave the place (2).

Gibbering Mouther

A  door in the map room opened on a small room with a few items lying on stone shelves in the back (a dried heart amongst them). In the middle of the room was a big pile of dirt, or it looked like it  before eyes and mouths started popping open everywhere! The adventurers evaded disgusting spittle attacks and killed the aberration before looting the place.

Ooze the fairest?

Exiting the map room, the PCs weren’t fooled into taking a suspicious-looking pile of gold coins heaped at the far side of the corridor. They did found a secret door that led to a room with mirrors  with no other doors. Rufb looked into one mirror, his reflection kind of misty, and an Ochre Jelly detached itself  (revealing an opening behind) and attacked him! The Barbarian was even more surprised when his powerful axe stroke split the jelly monster into two perfectly functionning smaller ones. The Tabaxi resolved the conundrum with a well-placed explosive arrow that sent jelly matter everywhere! Flyzus, wiping away jelly from his face, dared looked into another mirror and was disturbed by a vision of his own death as his reflection was assaulted by some horrific wasp-like monster that pierced his face with a large sting.

The PCs had enough of the room and cautiously entered the secret passage. This led to a smaller lozenge-shaped room with a strange statue of an octopus, with a large red stone on its forehead. Seeing the glyphs on the statue and its creepy appearance was enough to send the PCs back to another part of the dungeon.

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They found a stairway going deeper into the ziggurat but they activated a complex trap: a stone statue of a dragon let out a gust of steam on them but fortunately the 3 adventurers managed to evade most of it, were only lightly burned, and they dashed forward before the next gust.

Ziggurat’s Lower Tier

In a large room (6) full of rubbles, Shin found some valuables and a short sword, with a crocodile etched on the serrated blade, that he later gave to Flyzus.

Chop Chop

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The PCs got across a long corridor with only corroded metal bars to cross over a pit with spikes (3) at the bottom. Rufb’s axe was a lot more efficient against next room’s guardian, a magic statue made of wood (4). A powerful axe’s blow chopped it in two and that was it (5).

On the far wall, a huge stone visage looked like some kind of secret entrance. Careful inspection revealed a keyhole in one eye. The platinum key they had found earlier fitted perfectly and opened a door inside the mouth.

Vandalism & Tomb-robbing

Rufb opened a set of double doors, breaking a seal made of gold in the process, this triggered a trap: 5 heavy crossbows shot at him but only one bolt actually hit the Half-Orc. Next room was the most impressive area discovered to date, lavishly decorated, with all sort of unusual features, the most outstanding being probably the copper coffin put on a dragon-shaped raft.

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Pyramid replicas, lots of urns, the copper coffin, terracotta warriors; the room was chock-full with things to meddle with. Of course, by now the PCs were a little wary of traps and other hazards. Flyzus, in particular, as since he was wounded by the Crocodile Mummy he couldn’t be healed by any means, not even with magic (7).

Rufb didn’t like the look of the terracotta warriors and decided to bring them, one by one, and thrash the whole lot at the bottom of the spiked pit they had crossed earlier (8).  This demanded considerable efforts and it also attracted a Swarm of Bats that delivered a few painful bites.

But afterward Rufb finally felt more secure and inspected the pyramids. Those were in fact chests, the top could be removed. Some were trapped but, proceeding carefully (9), he managed to loot a substantial treasure all in all.

As for the coffin…

None of the PCs could read the writings… Dire warnings? All they could guess was that some kind of high priest, most likely from Zotzilaha’s cult, had been laid to eternal rest there. They removed the coffin’s lid and inside was a desiccated corpse, in full regalia, and many unusual items carefully laid around it.

Zotzilaha

The defilers weren’t that surprised when the priest’s corpse reacted to their avidity, sitting straight and regaining some semblance of life by the second. They also understood right away the urgency to slay the thing before it was fully in combat shape and gave their all. With the Ranger and Barbarian slashing and hacking and the Arcane Archer shooting powerful magic arrows, the Vampire Spawn barely had the time to take his frightful form before vanishing from the surface of the world, this time, forever?

Near dead himself, Flyzus, in desperation, resolved to drink an unidentified potion found with the priest. It turned out very well for him as he felt liberated from the atrocious mummy’s rotting curse/disease (10).

That monster on the cover of the MM?

In another part of the dungeon, the PCs opened a door and saw something spherical, with many appendices on top, floating 2′ from the floor. An arrow from Shin made the Gas Spore explode, freeing its spores in the room. The PCs waited for the spores to deposit on the floor before going through.

Rolling Stone

Even further in the complex, the air was more intensely acrid than before. The PCs had several set of stairs in front when they activated a trap: a huge rolling stone threatened to crush them! Fortunately, the 3 PCs are formidable athletes (if very bad at deciphering things!) and they all managed to evade the incoming rolling stone. It finished its course on the far side of the corridor, breaking through double doors with incredible ruckus… This stirred up some local residents, fire beetles, easily dispatched by the adventurers.

DM’S notes

  1. I’m rather happy with the stuff I added as the original room, as designed, was entirely pointless…
  2. Nonetheless, this revealed many locations on the map, options for future expeditions!
  3. Shin got across and earned  an inspiration point by… not caring how fared his companions (his flaw)!
  4. Wood Woad. I didn’t care much for the petrified werejaguar that turns to flesh (for reason) as soon as the PCs touched something
  5. With a critical hit from Rufb, nice!
  6. Removed the encounter there to soften the dungeon a little.
  7. That meant assured death in a few days if he couldn’t find a solution. Pressure!
  8. Funny, as it wasn’t a threat at all and just fluff!
  9. Or one time, by just throwing a big rock inside. That did the job but damaged the goods.
  10. He was lucky that it was an Elixir of Health!

Session 14a – The Hidden Shrine

The Hidden Shrine of Tamoachan in Chult

Disclaimer: This play report is my own take on The Hidden Shrine of Tamoachan (the 5e version from TofYP). Lots of spoilers below but it’s not  a « standard » playthrough of this classic module by any margin. First of all, I didn’t make them fall into the dungeon as is supposed to happen if you play as intended. And at the end, they meet Zotzilaha, which also isn’t included in the module… That’s the two big things, the remainder of my changes are more esthetic in nature.

Characters (1):

  • Shin (level 4), 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”
  • Flyzus (level 5), Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Rufb (level 5), Half-Orc Barbarian (berserker), Mercenary Veteran; captured by pterafolks, his fellow mercenaries killed, seeks riches and glory
  • Vorn, Shield Guardian, found masterless beside a gaping hole in the ground

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Shin, Kalohan, Corpos and Phileas had been at the site for many days, collecting clues while evading Batiri patrols when Flyzus and Rufb unexpectedly joined them for the venture. As for Lucky, he had left, having received a disquieting omen from his goddess Tymora.

Vorn, the Shield Guardian (2)

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The Tabaxi had climbed down through the large hole in the ground, next to the Shield Guardian. The automaton’s master, a wizard northerner, had fallen to his death and his body laid broken at the bottom. Fortunately, Shin found  the amulet that controlled the construct and it was still intact. He also found the wizard’s spellbook, a decent amount of gold and some exploration gears. A quick inspection of the room below revealed a locked door and many statuettes that evoked meaningful scenes from this lost civilization. The PCs looked for another entry.

Beware Defilers! Your Genitals Will Shrivel and Fall Off

Atop the impressive ziggurat stood a temple dedicated to the cult of a scary demon-bat thing/god/mighty Jungle Spirit: Zotzilaha. Inside the half-collapsed temple, a trapdoor was visible, but glyphs on it indicated that a powerful curse would befall any would-be defilers that entered that way. The PCs also found out a hole inside the mouth of a statue of Zotzilaha. It certainly looked like a trap. They resolved the matter with their first use of the Shield Guardian as Shin ordered it to grab whatever was inside the hole (a lever). The statue’s jaws did close on the construct’s arm but to no great effect (3). This revealed another entry, one apparently safe of curse…

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Ziggurat’s Upper Tier (4)

Mummy Rot

After going down the stairway and taking a few turns and removing a block of basalt (put in a way so it fell on invaders), the PCs, accompanied by Vorn, entered a large room with a fearsome tomb guardian on the central dais: a Crocodile Mummy (5).

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The creature proved hard to slay (6) but they eventually prevailed, with the opportune help of the powerful Shield Guardian (7). Flyzus was bitten in the course of the fight and he could feel that something was very wrong with his wound… The PCs looted some urns in the back and found some trinkets.

Hostile Fountain

In the next room, three fountains could be seen, one still had water, one was filled with grime and the other cracked and empty. Rufb took the mummy’s pike to search through the grime and managed to fish out a chain with a platinum key.

Approaching the water-filled fountain incited the resident Water Weird to attack. It pummeled Rufb and tried to pull him under the water but the strong Barbarian resisted the attempt easily. Yet again, the Ranger was inefficient with his (non-magic slashing) attacks but the combined might of the party still proved more than enough, splashing the walls with the Water Weird (8).

The empty fountain could be slid, revealing a vertical shaft going deeper into the ziggurat.

And down they went.

Spider Sympathy

Rufb, descending first (9), put a foot on something sticky: spider webbing. A mere second later, a Giant Spider got out of its lair. It would have attacked Rufb – he would have had a hard time defending in such a narrow space – but for the timely intervention of Shin. Using his Hat of the Spider, the latter convinced the Giant Spider to let them pass and so, they all got on the next tier without further complications.

DM’s notes:

  1. I had hoped that most of my players and the archeologists in particular, would be there for the first « true » ruin of my Ruins of Chult Campaign but life got in the way and it was not to be…
  2. The PCs stumbled into those ruins while searching for the Shield Guardian in the jungle.
  3. Phileas insisted that they put (animal) blood inside the statue’s mouth as demanded by the proper ritual. Interesting
  4. The party, with all the missing players, would have been too weak for this dungeon without some help.  They also badly lacked utility spells/abilities…
  5. Instead of the Centaur mummy, because I had this cool looking mini.
  6. Félix/Flyzus learned the hard way that he should have spent some of his gold to have at least one magic weapon!
  7. My 6 y-o son, Isaac, happily rolled the dice for Vorn!
  8. If I remember correctly, Shin shot an explosive arrow at it too
  9. Vorn is too large to follow down the hole.

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!

naumachia_by_flaviobolla_d65jmrg-pre

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!