Réputation – mise-à-jour- session 19

Nouveaux éléments en couleur.

Port Nyanzaru

Les Princes Marchands:

f84ec400a64c87f952500c4a04098af5

Zhanti: +3

  • vous avez défendu le navire Amnian Fop (bravoure: +1)
  • vous avez eu une contribution importante dans la capture du bateau pirate Le Stirge (intérêt commercial: +2)

Ekene-Afa: +2

  • avez délivré un espion capturé par les Bridgerunners dans le Malar’s Throat pour le compte du Capitaine Soshen (pris parti: +2)

Kwayoté: +1

  • exterminé de la vermine qui avait envahie une mine (intérêt commercial: +1)

Jobal: -3

  • avez délivré un espion capturé par les Bridgerunners dans le Malar’s Throat pour le compte du Capitaine Soshen (pris parti: -2)
  • avez tué des Bridgerunners, avec l’appui d’un gang rival, les Purple Hands (pris parti -1)

Jessamine: +2

  • avez rétabli le commerce de poterie des Trois-Cascades en trouvant un remède pour l’épidémie qui sévissait (intérêt commercial: +1)
  • avez tué des Bridgerunners qui étaient sur le territoire des Purple Hands (pris parti: +1)

Ifan Talro’a: de -2 à +2

  • avez participé dans de nombreux événements au Grand Coliseum (bravoure +1, victorieux +1)
  • avez tué des mercenaires du Flaming Fist mais avez accepté de les dédommager (dette de sang acquittée +0)

Wakanga O’tamu: de  0 à -1

  • avez gardé le Shield Guardian Vorn pour vous en dépit de votre deal (déçu les attentes: -1)

Port Nyanzaru, autres factions:

Port-Nyanzaru, Populace: de +3 à +6

  • participé dans la Finale du Tournoi du Jour de la Libération (bravoure: +1)
  • capturé le bateau pirate Le Stirge (bravoure+1)
  • tué les pirates dans l’événement nautique au Grand Coliseum (bravoure: +1)
  • défense du Tiryki’s Anchorage contre les Gnolls (héroïsme +3)

Mercenaires du Flaming Fist: de -3 à -2

  • avez sauvé une merfolk en tuant des mercenaires du Flaming Fist (pris parti: -3)
  • appuyé l’attaque au ranch d’ankylosaures contre les Gnolls (bravoure: +1)

Ailleurs dans Chult

75b554a4500e351675a609da1a4e9dfa

Les Merfolks du Pink Reef: +4

  • commercé avec les Merfolks (premier contact: +1)
  • avez sauvé une merfolk en tuant ses assaillants (pris parti: +3)

Tribu (Grungs) des Trois-Cascades: +5

  • avez sauvé la tribu d’une terrible épidémie en trouvant le remède dans la Forbidden Valley (héroïsme +5)

Tribu (Nains de la Jungle) de la Valley of Mist: +3

  • avez vaincu les troglodytes dans les Caves of Decay (héroïsme +3)

Plateau des Aarakocra: +1

  • fait un deal avantageux pour tous (premier contact: +1)

Nains de la Compagnie Pioche & Hache : -2

  • avez pris les trésors du site Tamoachan (irritant: – 1)
  • avez fuis et forcé la poursuite pour finalement les semer (irritant: -1)

Où irez-vous?

Vous serez, dans un futur proche, de retour dans la ville de Port Nyanzaru. Certainement qu’il y aura du magasinage, des informations à glaner, du repos à prendre, etc. Ensuite, et bien, ensuite que ferez-vous? Ça vous appartiens!

note: il y aura quelques trucs optionnels (side-quests) à faire en ville, tandis que vous y êtes 

Voici les principales possibilités. Rappelez-vous que vous avez le loisir de faire ce que vous voulez, en autant que vous vous entendiez entre vous sur le choix!

note: idéalement j’ai votre choix à l’avance pour m’aider à préparer la session suivante…

killer-instinct-season-3-battletoads-flying-kick-e1438715962829
Cette image n’a aucun rapport mais tant pis :p

Destinations:

Temple du Dieu Crocodile

Vous avez pu voir ce bâtiment ancien et cubique près de la rive de la rivière Soshenstar. Vous avez appris que l’accès dans le vestibule nécessite une clef spéciale: une Dent de Sobek. Vous avez trouvé cette clef (une épée courte stylisée en fait) dans le Sanctuaire Caché de Tomoachan. Vous avez donc le loisir d’explorer ce temple, si tel est votre désir.

  • vous ignorez tout de ce qui se trouve à l’intérieur…

Le Repaire des Pirates

Depuis que vous avez capturer le Stirge et son capitaine, les autorités de Port Nyanzaru souhaiterait mettre fin une bonne fois pour toute au problème de pirates qui nuit au commerce. Vous savez maintenant où se situe leur repaire.

  • repaire dans une baie, peu accessible par la terre ferme
  • 2 bateaux pirates plus gens affiliés: beaucoup de monde en perspective
  • un pirate-prêtre d’Umberlee s’est échappé lors de votre attaque contre le Stirge, une attaque contre leur base ne serait probablement pas une surprise pour les pirates
  • l’un des capitaine pirate est le très recherché Tyrolan Cordo, fils cruel de l’ancien gouverneur Amnite: prime mort ou vif 3000 p.o
  • pour la capture ou la destruction des 2 bateaux pirates: 4000 p.o

Shilku – Ville enfouie sous les cendres

Sur la côte Ouest, loin au sud, se trouve une ville enfouie sous les cendres, déposées par une explosion volcanique il y a de nombreux siècles. De nombreux trésors doivent s’y trouver mais plusieurs éléments complique la tâche de les extraire. La dernière expédition à s’y essayer a été désastreuse.

  • les pirates sont localisés en chemin pour s’y rendre et sont donc une menace
  • des créatures aimant le feu sont réputées rôder dans la région
  • il faut de sérieux travaux d’excavation pour parvenir aux ruines: main-d’oeuvre, approvisionnement et temps à prévoir

Port Castigliar

Port Nyanzaru est la seule véritable ville sur la grande île de Chult mais il y a, ci et là, quelques autres lieux habités, certes beaucoup plus modestes. Port Castigliar, sur la côte Est de Chult, est l’un de ces lieux. De plus, l’endroit à grandement besoin d’assistance dans le moment.

  • plusieurs habitants ont disparus récemment dans des circonstances mystérieuses
  • les défenses contre les créatures de la jungle ne sont pas bien établies
  • Port Castigliar est bien situé et a un bon potentiel de développement, si seulement sa sécurité serait moins compromise
  • l’argent à faire en aidant ce village est certainement moins extravagant

Campagne Ruines de Chult – Recap

Note: wep, en français!

Un petit récapitulatif s’impose. Pour Félix et Christian d’abord, qui n’ont pas joué depuis plusieurs mois, mais pour tous aussi, pour faire le tour des nombreuses possibilités qui s’offrent à vous (les joueurs) sur ce qui peut vous intéresser pour la suite des choses.

Le Groupe

Des premiers personnages, qui sont arrivés de l’ancien monde et débarqués dans ce monde perdu de Chult (assemblés dans la bande d’aventuriers les 7 Associés) il ne reste plus que Shin Te’Cha. Les autres ont soit quittés Chult pour des terres plus clémentes ou, sont, euh disons, matières à compost… Plusieurs autres aventuriers se sont joints au groupe depuis, composé en ce moment de 6 membres actifs.

Voulez-vous garder le même nom de groupe?

Les Personnages

  • (Jason) Shin, Tabaxi (homme-chat), archer hors-pair, n’a pas de pitié pour la faiblesse, là pour la chasse au gros gibier et pour gagner du renom
  • (Félix) Flyzus, Elfe des Bois, ranger, n’a plus de famille ni de patrie, là pour l’aventure et se forger une nouvelle vie
  • (Chris) Rufb, Demi-Orque, barbare, capturé par des pterafolks et puis libéré par Flyzus sur le sommet du Firefinger, le suis depuis
  • (Marjorie) Kalohan, Elfe Noble, magicienne, doit remplir une condition difficile avant de pouvoir obtenir son héritage (à développer)
  • (Olivier) Leon, Humain, moine maître des ombres, revenu à la vie grâce à l’Esprit Zotzilaha à condition qu’il élimine un esprit renégat, ce qu’il a fait, maintenant libre de faire ce qu’il veut
  • (Isaac) Anfi, Locathah (homme-poisson), guerrier-magicien, est venu sur la terre ferme en passant par la Caverne-Tunnel, là pour découvrir ce nouvel environnement

Accomplissements notables

Vous, les aventuriers, avez collectivement:

  • débarassé une mine sur la côte d’une invasion de créatures fongiques garocheuses de garnottes
  • capturé le bateau pirate Le Stirge, son capitaine et survivants de l’équipage compris
  • été jusqu’en Grande Finale du Tournoi du Jour de la Libération au Grand Colisée en vainquant les Fougères Résilientes (Nains de Chult) et les Maraudeurs Gnolls, pour ensuite perdre contre les Libérateurs
  • sauvé la tribu de Grungs (homme-grenouilles) des Trois-Cascades en leur apportant un remède trouvé dans la Cité Oubliée, par-delà l’Ossuaire des Hommes Aveugles
  • tué le capitaine pirate capturé, dans l’arène transformée pour l’occasion en scène navale
  • dévalisé le Sanctuaire Caché sur le site de Tomoachan
  • éliminé le terrible Dard de la Décomposition dans les cavernes des Troglodytes

Ennemis

  • Un prêtre de la Déesse de la mer, s’est enfui du bateau pirate en plongeant dans l’eau
  • Les mercenaires du Flaming Fist en veulent à Flyzus et Rufb d’avoir tué 3 des leurs pour sauver une sirène
  • Les Nains de la Compagnie Pioche & Hache ont tenté de vous intercepter sans succès
  • Les Bridgerunners, des malfrats de Port Nyanzaru, ont essuyé deux cuisants revers aux mains de Flyzus et Rufb
  • Mains Bleues, responsable apparente de l’épidémie dévastatrice qu’a subie la tribu des Trois-Cascades, a fuit suite aux efforts de Flyzus et Rufb

Situation à Port Nyanzaru

  • La menace des Gnolls à proximité de la ville à contraint le Conseil des Sept à faire appel plus intensivement aux mercenaires du Flaming Fist  pour la protéger. Mauvaise nouvelle (voir plus haut).
  • La plupart des auberges et gîtes de la villes sont occupés en raison de l’arrivée des mercenaires.
  • Les prix de la plupart des biens ont augmentés (légèrement) pour cette même raison.

De retour en ville (downtime)

  • Décision: Bateau. Le Stirge peut être à vous si vous payez 3000 p.o supplémentaires. Ou vous pouvez le vendre pour vous faire 2000 p.o.
  • Décision: Vorn. Vous pouvez donner le puissant Shield Guardian Vorn à Wakanga pour obtenir 2000 p.o. Ou, bien sûr, vous pouvez le garder.
  • Rufb veut trouver un moyen de rendre la Hache du Cyclope utilisable sans danger. 1ère étape: trouver quelqu’un qui s’y connait.
  • Kalohan veut apprendre de nouveaux sorts, elle a en sa possession le livre d’un magicien décédé. Il lui faut de l’encre magique ($$$) et un endroit tranquille.
  • Vous voulez vous procurer de l’équipement hors du commun avec votre or durement gagné? C’est possible, mais vous devez trouver un bon contact.

 

 

Session 18b – Caves of Decay

Characters:

  • Shin (level 5), Tabaxi Fighter (Arcane Archer), Outlander; big-game hunter, has no patience for weakness; Shield Guardian Vorn in tow
  • Kalohan (level 4>>5), High Elf Wizard (Evoker), Inheritor; noble Elf, ill-suited for adventuring life
  • Leon (level 3>>4), Human Monk (Way of Shadow), Outlander; long dead hunter whose tribe worshipped Zotzilaha, has been reincarnated due to recent events
  • Anfi (level 3), Locathah Fighter (Eldritch Knight), Outlander; medicinal herbs collector, wants to see how is life above water; Muck Dweller companion in tow

Past the rock-cut portico and its adjacent rooms, a narrow passage led to damp and glittering caves (1). Water drips from above, and the stench… the awful stench! The PCs already know that, somewhere inside, lies the Sting of Decay, a spirit of corruption, whose very existence was aimed at  striking terror into the hearts of the unfaithfuls…

Let there be Light!

Let’s try to be discreet, they said, as they walked down a narrow slope, surrounded by shadows created by Leon. And then they spotted a dozen Dirges hanging from the large cave’s ceiling.

Kalohan: « Burning Hands! »

So much for discretion. This, of course, attracted the attention of the main denizens of the caves…

Troglodytes

Troglodyte_by_benwootten

An ambush! The awful stench now overwhelming, from left and right horrible Troglodytes hurled javelins at them. At the same time, in the front, a fearsome Champion of Laogzed led a Subterranean Lizard by a leash.

Shin let fly of an explosive arrow at the 2 more dangerous foes, softening them up, while Kalohan put to sleep most of the javelin hurlers. Things got a little more tense when the Subterranean Lizard swallowed whole the poor Locathah but his companions could rescue him in time and kill the beast.

The Champion of Laogzed fled the scene but only, they soon discovered, to get backup and prepare another ambush… The PCs did see it coming though. Despite the presence of a Shaman, the Troglodytes were defeated and there were no survivors this time.

Shin and Kalohan had exhausted much of their magical ressources while Leon and Anfi were quite battered by now, so the PCs chose to retreat closer to the entrance and take a short rest before going further in the caves.

Slithering Disturbance

Unfortunately, just as they prepared to rest, two Gricks attacked them (2). Kalohan roasted one with a well-place lightning bolt from her wand. The other tried to flee but was hacked to pieces before it could.

Dead Dwarves

On the move again the PCs got into room where two dead Albino Dwarves had been left  to rot. A disgusting layer of fungus covered their corpses. One still held a sinister-looking Warclub. Shin sent the Shield-Guardian to seize the impressive weapon.

0d029d2e3d6c4ddb4e3021aa1c1256a2

Friendly Stalagmite

85bc7305e9555241f4d27ef3cab85500
« Don’t you want to be friends with me! »

Now back in the vast cavern where they had defeated the second wave of Troglodyte, the PCs saw that the corpses of their slain foes were now missing. There were traces of more creatures moving around but those had took measures to mislead tracking. As the PCs wondered what to do next, something whispered at them: a Roper! The dreadful creature asked them to approach…

« No way! » they said. Except overly curious Anfi.

« Come closer », the Roper said… « I’ll tell you a secret… But first, bring me tasty, juicy meat! »

Anfi had the idea to bring back the dead Gricks and the Roper seemed quite  happy with the meal. It upheld its part of the bargain and told the PCs about the hidden lair.

Behind the Mud Door

More Troglodytes, ready to fend off the invaders. This time they had an Otyugh. Another shaman lobed spells from the back. Anfi almost died from the continuing damage of a Witch Bolt and Leon was severely wounded by the huge tentacled beast. Kalohan helped turned the tide with liberal use of her Lightning Bolt wand and Shin’s arrows were as deadly as ever. The fight was almost at an end when non-combatant Troglodytes approached and threw heavy bags at the feet of the PCs. From the bags soon poured out a much gruesome content: an entire Rot Grubs Swarm! Squirmy grubs tried to bury into the flesh of Leon, to the dismay of his companions, but fortunately, Anfi’s Muck Dweller companion could dislodge them in time. (3)

The Sting of Decay

In the next cave, the PCs could see a grisly idol made of bones and decaying matter. The Troglodytes‘s Chieftain, a magic-user, who had been invisible when they entered, cast a scorching ray at the adventurers. Meanwhile, the Sting of Decay (4) took control of the idol and hovered menacingly toward the PCs. Shin and Kalohan almost simultaneously sent an explosive arrow and a fireball, severely damaging the two monsters. Leon hurried to finish the troglodyte chieftain (5) with a flurry of fists. The Sting of Decay healed itself by absorbing the bodies that littered the floor and then tried to overcome its foes with its deadly sting. It went on like that a few more rounds, Leon and Anfi almost died (again) but the combined efforts of the adventurers proved to be enough to win the day.

DM’s notes

  1. I used the nice map and (part of) the encounters from Forge of Fury‘s glitterhame level
  2. I rolled low on my hide check, again…
  3. Isaac’s idea, I approved gladly
  4. I reskinned Yestabrod (Out of the Abyss), with flight and more hp basically
  5. The troglodyte chieftain sported a disgusting leather armor that spawned oozes when he was hit in combat:

Slimy Padded Vest of Ooze Summoning

Armor (Padded), very rare (requires attunement)

+1 leather armor.  In addition, you have advantage on Strength (athletics or acrobatics) checks to escape a grapple.

Each time you have lost 22 hit points (cumulative) while wearing this armor,  a gray ooze appears 5′ from you and is under your control until next dawn (and then liquefy). You can have up to 4 oozes under your control at the same time.

Session 18a – Plateau of the Aarakocra

 

Characters:

  • Shin (level 5), Tabaxi Fighter (Arcane Archer), Outlander; big-game hunter, has no patience for weakness, Shield Guardian Vorn in tow
  • Kalohan (level 4), High Elf Wizard (Evoker), Inheritor; noble Elf, ill-suited for adventuring life
  • Leon (level 3), Human Monk (Way of Shadow), Outlander; long dead hunter whose tribe worshipped Zotzilaha, has been reincarnated due to recent events
  • Anfi (level 2>>3), Locathah Fighter (Eldritch Knight), Outlander; medicinal herbs collector, wants to see how is life above water, Muck Dweller companion in tow

Pursued by the Pick & Axe Dwarves, harassed by batiri Goblins, the PCs had not much choice (1) in going northward, toward the Mistcliffs mountains.

Valley of Mist

cc_g4x446-hires_16x9

The valley ahead was covered in mist. Was it natural? Kalohan inspected it with a Detect Magic and could see small shapes slowly coalescing. She did not wait any further and cast Burning Hands, evaporating the mist-shapes (2) into oblivion.

Rocky Promontory

Later in the day, the PCs could see  from their vantage point  a rocky promontory with some activity on it. Most impressive was the huge Quetzacoaltus perched on top. Lower, on a ridge, small figures (hard to see what kind of folks they were from the distance)  had gathered together for some purpose.

Kalohan and Shin did not agree as to approach the promontory or not and had somewhat of a heated argument about it. (3) Finally, it was decided that Kalohan would go see what was over there, alone, while the rest of the group waited for her. An arduous trek led her up to the ridge and she could now see that the place apparently served for commerce. Aarakocra (bird-folks) owned the place and the Quetzacoaltlus, loaded with leather bags, was their pack animal.

The leader, an energetic female Aarakocra, was also the lead trader. Also present at the moment were two Albino Dwarves (father and son), a Batiri Goblin and three Grungs.

Kalohan spoke with the Aarakocra trader (who spoke common fluently) and asked if there was perhaps a way to get out of this valley? Turned out that maybe they could help each other as the Aarakocra’s trading partners, the Albino Dwarves, were in need of help. There was a recent increase of attacks from lizardish humanoids at night, the Albino Dwarves could not root out their foes as the place where those laired was taboo for them (4). If Kalohan and her friends were able to clean out the threat (5), the Aarakocra, in exchange, could provide airlift transportation near their destination, Port Nyanzaru. They agreed!

Rock-Cut Portico

The two aforementionned Albino Dwarves, Poï Pà and Poï Pok, would serve as guide up to the creatures’ lair.

The entrance looked like this (6):

lonavala-bhaja-caves-150038717922-orijgp

There was a lot of footsteps around but no trace of the humanoids yet. There was Giant Wasps though! The PCs killed 3 of the oversized insects and got closer to the portico. In one of the open room, they could see a dead Giant Spider on its back. It started to twitch… Then its bulgy abdomen bursted open and an Insect (wasp) Swarm flew out of it (7)! Horror-struck Kalohan annihilated a big chunk of the swarm with a cathartic Burning Hands

DM’s notes

  1. They could also have tried to forced their way through but that would have been a big risk as they could not easily take to the river without dumping Vorn, the object of their mission in the first place…
  2. Mist mephits
  3. I did not want to sway their decision but to myself I was like « Noooooo! All my prep for naught! »
  4. In my homebrew Chult, albino dwarves don’t want anything to do with underground places
  5. The PCs did guess (easy) that the Sting of Decay, a jungle spirit they had vouched to destroy, was the cause of the increase of attacks in the sector
  6. The remnant of an older civilization
  7. real-world braconid wasps lay their eggs in their preys, I mean, how cool is that!

A note on Aarakocra

I’ve planned an important scene for my players with bird-folk Aaracokra but there’s not much going on with them in D&D 5e. There’s a mention that they hail from the plane of elemental air and being enemies with gargoyles (as elemental antagonists) but I don’t really care that much about extra-planar stuff. Aside from that… well, they’re basically just birds (live in nest, fly for hours without landing and so on), with nothing indicating that they’ve got, you know, human-like intelligence.

So here’s a few quick ideas to make them less bland:

Female Leadership

You know these intricate rituals that male birds (from many species) have to go through if they hope to seduce the oh so hard-to-get female? That makes me think that female Aarakocra ought to be the ones in charge…

Long-range traders

Forget about galleons and caravans, true, efficient long-range trade is made by air! Especially since the Aarakocras (in Chult) use the gigantic Quetzacoalts as aerial pack animals!

Rocky promontory tradepost

Near the Mistcliff Mountains, the jungle folks gather under the protection of brightly-colored Aarakocra warriors. For many local traders, it’s the only place they can get their hands on merchandises from afar.

Cliffside City

Looks like that:

4130267476_b4f90a50f3_o

Session 16 – Zotzilaha’s Chosen

Now that my sister is fully hooked to D&D, the next logical step was to introduce my nephew to it. As he’s 11 yo, I didn’t want to overwhelm him with everything and tried to keep it simple on a gameplay and roleplay level. The way I found was to let him pick a mini (he picked the more sinister of the lot) and then I proposed him a character that suited (more or less) how it looked. Anyway, he did enjoy discovering new powers for his character. Job done!

Characters:

  • Shin (level 5), Tabaxi Fighter (Arcane Archer), Outlander; big-game hunter, has no patience for weakness
  • Kalohan (level 4), High Elf Wizard (Evoker), Inheritor; noble Elf, ill-suited for adventuring life
  • Leon (level 2>>3), Human Monk (Way of Shadow), Outlander; long dead hunter whose tribe worshipped Zotzilaha, has been reincarnated due to recent events
  • Vorn, Shield Guardian, found masterless by the party, beside a gaping hole in the ground

The Way Back is Blocked

The PCs had learned previously that  the Dwarves from the Pick & Axe co were en route toward the Tamoachan site, probably to claim the riches that they had just unearthed.  They opted to evade them,  going North-East through the jungles, as the way to the river was now cut off (1).

Crazed Stegosaurus

Crashing through dense vegetation and charging the PCs, the herbivorous dinosaur was oddly aggressive. The mighty Vorn got himself in a titanic duel against the fearsome beast while Shin, Kalohan and Leon had to fend off sneaky Batiri archers (2).

A Feast of Maggots

A huge sauropod carcass blocked the way ahead. Monstrous maggots sprung forth from the cleaned bones, but not before Shin had sent an explosive arrow at the disgusting remains, sending grisly worm flesh everywhere.

Frilled Spitters

images

The following night, Leon found a good spot to camp but still, two big frilled raptors (3) got too curious. Kalohan managed to put one asleep with a spell. The other attacked Vorn but its poison was useless against the construct and was thus overmatched.

Petrified Spider

Next day, the PCs could see an immobile, giant spider. Shin tried to speak with it (via his magic hat) but didn’t obtain any response. Upon closer inspection, they saw that the spider was turned into stone. Alerted to this fact, the PCs soon found the cause: cockatrices! Those were just eating berries in the vicinity, but the wary adventurers slew the deceptively dangerous chicken-like creatures.

Dwarves in the Night

Their sleep was again disturbed when vigilant Vorn woke them as the P & A Dwarves had somehow managed to catch up with them. Leon activated one of his shadow trick, a pass without trace, and the PCs left the Dwarves behind yet again.

Mounted Batiris

Shin and Leon were tired by the previous night’s ordeals but the group wanted to put some distance between them and the unrelenting Dwarves. Unfortunately, those weren’t the only ones to watch out for as patrolling batiris mounted on Axe beaks got upon them. Shin got to work with his bow while Kalohan shot deadly lightning bolts with her magic wand and only two mounted batiris got in close range. Those last ones were dispatched by Vorn and Leon in a quick but brutal scuffle.

(4)

DM’s Notes

  1. Travel through the jungle ought to be more dangerous
  2. and kill a goblin shaman that controlled the stegosaur
  3. dinosaur frilled raptors, in fact, didn’t look anything like the one in jurassic park but the venom-spitting beast depicted in the movie makes for a cool addition to an imaginary dinosaur roster nonetheless
  4. I had thought to do a few more encounters, with some non-combat, but well, 11 yo boys have short attention span! :p