A note on Jungle Dwarves

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I’m going against the Tomb of Annihilation lore, again.

The only Jungle/Albino Dwarf NPC in ToA is Musharib, a guide who will forgo his pay if the PCs help him reclaim the dwarven forge of Hrakhamar.

A forge.

I mean,  come on Musharib, what will you do with the damn place? That’s not who you are anymore!

Here we have Dwarves radically different than the usual tolkienesque cliché. What’s the point to sorta get them back on track? That’s lame. In my campaign, the Albino Dwarves don’t want anything to do with their (distant) past. Indeed, it’s taboo for them.

The Earth Shook and Spat Fire

The ancient way of life led to apocalyptic disaster (many generations ago). Better forget about it. And better make sure nobody sneak around  and mess with the sites and artefacts of the ancient ones!

So yeah, the PCs will have to deal with that particular prejudice…

Also, in my campaign, there’s no wild dwarves or gold dwarves (as per 2e lore), just albino dwarves (and foreign typical dwarves).

Session 6 – To Catch a Stirge

Back to the adventure… Who wants to fight pirates?!

Characters (Seven Associates) (Well, five actually O_o)

  • 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

Against the Pirates

Both Zhanti and her son Shago had a strong interest in defeating the pirates that scourged the Savage Seas around Port Nyanzaru which after all, you have to remember is a MARITIME city. They had a plan to inflict a first blow to the pirates 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.

Goals

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

Capturing a Stirge

The pirates did showed up (how boring would it have been otherwise!). The pirate ship had a kind of giant mosquito on its flag revealing that they were prey to The Stirge!

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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 pirates were sent below to take a look on the merchandises. But the Cleric of Tymora had prepared a nice trick for them: 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 the heck 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 out at once, throwing more grappling hooks as simultaneously 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 wreaking havoc, the pirate captain decided to surrender.

As for the priest of Umberlee, he jumped into the water, disappearing under the waves, never to be seen again. No, really, he won’t be seen again. I’m telling you!

DM’s notes

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

Session 5 – Tournament of Liberation Day

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

Characters

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

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

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I’ve purchased this flip-mat  arena from Paizo

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

The teams:

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

And the other teams, roughly in order of strength:

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

Quarter Finals

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

Block 1:

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

Block 2:

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

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Seven Associates vs Gnoll Marauders

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

Gnoll58

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

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

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

Rewards: 50 gp and an Ikakalaka +1 sword

Semifinals

Block 1: Seven Associates vs Resilient Ferns

Block 2: Liberators vs Claws of Destiny

Seven Associates vs Resilient Ferns

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

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

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

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

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

rewards: 100 gp each and a ankylosaurus breastplate

Final

Seven Associates vs Liberators

Liberators: 7 gladiators (4 with added quirks)

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

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

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

DM notes:

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

Session 4 – Extraction in Malar’s Throat

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  hope to achieve with only the two  of them.

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

Rescue Mission

They opted for an extraction mission given by Captain Soshen (with the backing of City Councilor Ekene-Afa). They had to bring back an informant whose task had been to spy on underworld boss Jobal’s activities. The informant had been captured by the Bridgerunners (a gang of thugs in Malar’s Throat). Unfortunately for the adventuring Drow, who would have liked to do it at night, time was of the essence as they were informed that it was quite possible that the gang would soon give over their captive to the fiercer Sons of Malar.

They had basically two ways to get to the thugs’ den on the cliff side. The first was by simply crossing the suspended bridge but that 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 swiftness of it meant 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.

Cockatrice-5e

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! Varis got bit once and shook off in extremis the incoming petrification. A few sword slashes sufficed to slay the small beast, despite its master doing his best to heal it with magic in the fight.

The Merchant Princes of Port Nyanzaru (revamped)

Even in my Chult campaign, exploration-oriented as it is, I want politics and intrigue to play a part. At the very least, even if  my players decide not to care, it will provide some interesting side-quests. The main quest-givers, the  « Merchant Princes », as described in Tomb of Annihilation, are more like simple shopkeepers than powerful merchant rulers.

They all are filthy rich and apparently, in Port Nyanzaru, it’s all it takes. How they managed to obtain so much wealth, despite their city being under Amnian (fantasy spanish) control only nine years ago is superfluous I guess. What we know is that they each have a monopoly on something that is supposed to bring them a really high income.

So let’s see how fares Port Nyanzaru’s economy as decribed in ToA (of course we can homebrew away any of this!):

  • Port Nyanzaru is a small city.
  • There’s a Dragon Turtle demanding a « tax » from passing boats
  • Pirates plague the Seas
  • There’s virtually no one in Chult to trade with
  • And, you know, undead and dinosaurs aplenty

As for the monopolies of the Merchant Princes:

  • Ex-gladiator Ekene-Afa got very rich, we’re to believe, selling spears, leather shields and travelling gears. That’s shopkeeper level, really.
  • Ifan Talro’a deals in dinosaurs and dinosaur training. Okay, why not.
  • Jessamine deals in plants, poison and assassination. And she got rich, somehow.
  • Jobal deals in (lousy) guides and (deathwishing) sellswords. We do know he came out of the jungle alone with treasure, so there’s that (that’s actually interesting, I can work with that).
  • Kwayothé sells fruits, wine, tej, ale, perfume and insect repellent (!). 
  • Wakanga deals in magic and, uh, lore? Yeah… A magic shop, how cute…
  • Zhanti deals in gems, jewelry, clothes and armors. I mean, gems and jewelry, that’s fine. Clothes and armors? Less so.

The whole concept of richest guys in town are ruling doesn’t hold water. Why would the people tolerate the monopolies of the Merchant Princes? This would have to be by strength of arms but they don’t seem to have any. In fact, we know they can’t even chase a few dozens unimpressive Flaming Fist mercenaries that are encroaching in Chultan territory.

Okay, let’s reframe this a little with realpolitik in mind:

As I see it, the Merchant Princes achieved preeminence because they played a major role, together, each contributing their own assets, in overthrowing the Amnians. They did not relinquish their position of power in the aftermath, some because they aspired to it in the first place, some for fear of what would happen if they stepped away.

Each have a sphere of influence and none, at the moment, can hope to rule without cooperating with some of the others. They exchange favors all the time in order to have the votes of their peers when it counts.

Ekene-Afa

Already popular when she was a gladiator, she became the de facto leader of the rebels when Port Nyanzaru  shook off the Amnians. She would have the support of the people if she made a bid to rule the city by herself, but she doesn’t have that kind of ambition.

Commercial Assets:

  • taxes from Inner City’s merchants, in exchange her labor force clear the rivers’ channels
  • fishing trade, she had another life before becoming gladiator and rebel leader

Political Influence:

  • city watch (captain Soshen is her son)
  • beloved by the people

Goals:

  • Prevent Tyranny
  • Extend safety to all parts of Port Nyanzaru, not only Walled City

Ifan Talro’a

Once a mere supervisor Talro’a betrayed his Amnian masters, and profited greatly from it. He now has some kind of alliance with the Flaming Fist mercenaries. A man of great ambition, a populist too, he won’t stop at anything to amass more power.

Commercial Assets:

  • meat market
  • dinosaur herding
  • ivory trade

Political Influence:

  • allied with Flaming Fist for a split of the profit they do exploiting the ressources of Chult
  • his personal guard, the Redhooks (butchers turned enforcers)
  • took over the Grand Coliseum games (plenty of spectacles where crowd-pleasing adventurers can earn some gold)

Goals:

  • Become King of Chult

Jessamine

The least avant-scène of the Princes, Jessamine’s influence is felt more in hushed tones than in clamorous displays. Her extensive spy network ensures that she doesn’t miss much in Port Nyanzaru.

Commercial Assets:

  • pottery trade, valuable, handmade craft by the gripplis/grungs
  • dye trade
  • spice trade
  • kola nuts

Political Influence:

  • The Purple Hand (dye-workers turned assassins)
  • Spy Network

Goals:

  • Prevent strong rule from happening in Port Nyanzaru
  • Eliminate underworld rival Jobal

Jobal

Since he got out of the jungle alone, with  considerable treasure in his possession, Jobal proceeded to buy the allegiance of one of Old City’s gang of thugs. He soon ruled over almost all the other gangs of Old City and Malar’s Throat.

Commercial Assets:

  • local extortion
  • moneylending

Influence:

  • The Gauntlet (informal justice)
  • Gangs (Malar’s Throat and Old City): Sons of Malar, Bridgerunners, the Dirty Talons

Goals:

  • Advance the agenda of his hidden benefactors (he did not get out of the jungles with treasure so much as he we was « released » under specific conditions…)

Kwayoté

Kwayothé was barely a teen when she catched the eye of a rich foreigner. She endured many humiliations before she finally freed herself of her master’s yoke.  Now a rich merchant herself (having taken much of her former master’s wealth for herself), she strives so that nobody would gain dominance over her ever again.

Commercial Assets:

  • gems mining around Port Nyanzaru, to expand she would be in direct competition with Baldur’s Gate Flaming Fist (I see them as East Indian Company-type, ruthless beyond belief)
  • metalcasting

Political Influence:

  • She’s a higher-up of the Temple of Kossuth the Everburning (associated with artisanal metalcasting, volcanoes, rebirth, made stronger with pain, fire rituals of purification, etc), a religion persecuted under the Amian but now on the ascent in Port Nyanzaru in my version

Goals:

  • Topple Chultan aristocracy (she’s no friend with Zhanti)
  • Diminish the presence of foreign, continental religion
  • Drive away or kill the Flaming Fist mercenaries
  • Chase off other encroaching northerners (like the greedy Dwarves of the Pick&Axe co or meddling adventurers perhaps)

Wakanga O’tamu

A moderate in all things, except maybe in his passion for women, Wakanga helped the rebellion only because  Amn persecuted magic-users such as him. A powerful wizard, he comes from a long tradition that teaches that magic must be restricted to a few who pledged to use it with strict rules.

Commercial Assets:

  • cloth manufacturing (the bright clothes of Port Nyanzaru are renowned worldwide)

Political Influence:

  • He’s well-travelled and a wise (if a bit fickle) and powerful wizard, many seek his counsel

Goals:

  • Prevent Tyranny.
  • He wants to know what his the source of the strange magic afoot in the Old City. Dark and ancient, yet hidden from his scrying attempts.

Zhanti

A rich merchant with royal blood, Zhanti is the consummate diplomat. Her long-term plans are ambitious but she knows she’s not getting any younger.

Commercial Assets:

  • salt making
  • leatherworking

Political Influence:

  • Harbor, extensive commerce abroad
  • Prestigious family
  • contacts within foreign interests

Goals:

  • Civilize a large chunk of Chult
  • Put her son Shago as single ruler of Port Nyanzaru (Shago is captain of a ship in my version, not a flaming fist flunky) 
  • Help bring back the Chultan diaspora
  • Transform the city into true regional power

Demon of the Flower, Flower-Women Vampires and Pterodactyl Sorcerers

I’ve read some of Clark Ashton Smith recently to see if could steal some ideas for my D&D Ruins of Chult campaign. I don’t know if I’ll be using any of it but here’s some cool stuff nonetheless:

The Voorqual

The demon flower sprang from a bulb so encrusted with the growth of ages that it resembled a stone urn. Above this there rose the gnarled and mighty stalk that had displayed in earlier times the bifurcation of a mandrake, but whose halves had now grown together into a scaly, furrowed thing like the tail of some mythic sea-monster. The stalk was variegated with hues of greening bronze, of antique copper, with the livid blues and purples of fleshly corruption. It ended in a crown of stiff, blackish leaves, banded and spotted with poisonous, metallic white, and edged with sharp serrations as of savage weapons. From below the crown issued a long, sinuous arm, scaled like the main stem, and serpentining downward and outward to terminate in the huge upright bowl of a bizarre blossom — as if the arm, in sardonic fashion, should hold out a hellish beggar’s cup.

The Demon of the Flower by Clark Ashton Smith

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Epic drawing from Raphael Ordonez

An immortal demon-possessed plant/flower, the Voorqual has its own priesthood tasked of bringing it human sacrifices. Killing a Voorqual is seemingly impossible, the only way is with a rare poison and even then, the demon-spirit inhabiting the plant can jump on another being that, in time, will be transformed in another Voorqual  (in the meanwhile a possessed human looks like a corrupted dryad, isn’t that cool?).

D&D use: A high level Boss fight. And the poison, necessary to have any kind of hope of defeating it, is a quest in itself, of course.

The Flower-Women

Maal Dweb approached the flower-women with a certain caution; for he knew that they were vampires. Their arms ended in long tendrils, pale as ivory, swifter and more supple than the coils of darting serpents, with which they were wont to secure the unwary victims drawn by their singing. Of course, knowing in his wisdom the inexorable laws of nature, he felt no disapproval of such vampirism; but, on the other hand, he did not care to be its object.

The Flower-Women by Clark Ashton Smith

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A strange mix of siren, plant and vampire, the Flower-Women, interestingly, are victims in the tale that presents them. Indeed, the pterodactylesque Ispazars capture and mash the poor bloodsucking Flower-Women to use as ingredients for their fell sorcery.

D&D use: They have a lurid song as the harpies but stronger (even the very powerful Maal Dweb has a tough time resisting it), they can grapple and they should have regenerate but they’re not very mobile and have the other usual plant vulnerabilities (fire at least, perhaps necrotic).

Pterodactyl Sorcerers

The depredators were certain reptilian beings, colossal in size and winged like pterodactyls, who came down from their new-built citadel among the mountains at the valley’s upper extreme. These beings, known as the Ispazars, seven in number, had become formidable sorcerers and had developed an intellection beyond that of their kind, together with many esoteric faculties. Preserving the cold and evilly cryptic nature of reptiles, they had made themselves the masters of an abhuman science.

The Flower-Women by Clark Ashton Smith

I wish WotC had used some of that for Tomb of Annihilation…

They came toward him among the crowded vessels, walking erect in the fashion of men on their short lizard legs, their ribbed and sabled wings retracted behind them, and their eyes glaring redly in the gloom. Two of them were armed with long, sinuous-bladed knives; and others were equipped with enormous adamantine pestles, to be employed, no doubt, in bruising the flesh of the floral vampire.

The Flower-Women by Clark Ashton Smith

D&D use: Yes! Some of the pterafolks of Chult will be admantine-pestles-brandishing magic-users…