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 grungs finished, Flyzus and Rufb were going back to Port Nyanzaru. At the river’s mouth they met scouts sent to survey the gnolls’ activity. They learned that the Tiriky’s Tej House  had been attacked by bloodthirsty gnoll reavers, with many casualties. 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 gnolls amongst the corpses, killed by fishermen customers 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 straw 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 battle-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 pirates of the Stirge were to meet justice in the arena, and the organizers were quick to publicize the participation of the « Lord Elf « (Flyzus), the very one that had helped capture them!

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At the Grand Coliseum:

The Pirates vs the Mercenaries!

1 swashbuckler, 2 thugs, 6 bandits

vs

Flyzus, Rufb, 4 bandits, 1 halfling acolyte, 1 halfling archer

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Water pumped in the arena wasn’t deep, 4 or 5 feet max, but it was sufficient so sharks could 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 and had been helped out just before a shark could attack him. As for the pirates, they were decimated, with the Ranger and Barbarian responsible for most of it. The pirate captain fell last, but not before attempting some daring manoeuvers. With multiple wounds already from Flyzus’ swords, he couldn’t escape the enraged Rufb dead set on killing him.

Victory to the Mercenaries!

DM’s Notes

  1. The passage of time in my campaign got a little fuzzy so I could accommodate players to have their characters together…
  2. It was funny as hell as Chris seemed to botched rolls every 2 rounds and blamed the trident!
  3. It was many sessions ago that we had an arena fight. I figured that an aquatic set-up would be suitably memorable!

 

A note on Ubtao

Chult is a special land (dinosaurs!) and so, apparently, it also deserves its own unique religion in the margin of the faerunian’s pantheon. Ubtao is the god of Chult. Or was. And, in fact, he’s not a god but a primordial, but whatever, it’s all very confusing. In Tomb of Annihilation, the module designers took the easy way out and Ubtao is simply absent. To be fair, the FR’s lore concerning him is a mess, as it often happens when the primary source is a (bad) novel (and several editions’s retconning doesn’t help either).

But what is, maybe, the most mind-boggling thing about Ubtao is that he’s both the Father of the Dinosaurs AND the one who invited humans to settle in Chult. I mean, how did that go? « Come to my land, I built a great city just for you. But, uh, don’t wander too much outside its walls ’cause my beloved children will eat your guts… »

Mezro

(Also, I’m putting aside the Shadow Giant, Dendar the Night Serpent, all the Maze stuff and, most of all, Mezro the City in Heaven. Less confusion this way.)

Let’s just say that he’s a dual entity (like Janus or Hoar in Faerun), with a cycle where he’s active towards helping civilization, followed by a cycle where he’s more dissipated and all about claws and teeth and no pity for the weak.

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What’s interesting with this take is: what if his devoted followers can nudge him, just a little maybe – with appropriate behavior, ritual, quest and whatnot – towards his next phase, whichever it is?

 

 

Session 12 – Terrible Mandibles

Characters

  • Lucky, Half-Elf Cleric of Tymora (Trickery), Street Urchin; the lowly will be exalted
  • Shin, Tabaxi Fighter (Arcane Archer), Outlander; big-game hunter, has no patience for weakness
  • Corpos, High Elf Wizard (Necromancer), Archeologist; antiquary, strange fixation on the undead
  • Kalohan, High Elf Wizard (Evoker), Inheritor; noble Elf, ill-suited for adventuring life
  • Phileas, Half-Elf Bard (College of Swords), Archeologist; “it’s not tomb-robbing if you do it respectfully”
  • Goro-Tso, Human NPC (Berserker template), Mercenary, devotee of Malar; bought by promises of gold and tej, have yet to see much of either

I had a cold and was dead-tired but it was still a worthwhile session, if a little of the filling sort. Guillaume had to look after his baby son (the joy of parenthood!) but he managed to join us halfway in the session.

Spider Riders (1)

The previous session the PCs had a fight against a small patrol from the Canopy Drummers (batiri goblins)  and had emerged victorious. They had then tried to put some distance before nightfall, between themselves and their goblin foes, and had crossed into another tribe’s territory. This, apparently did not suffice to deter pursuit, or at least, from some fast-moving skirmishers: Spider Riders.

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An Insect (spider) Swarm descended from the trees upon the poor, terrified Kalohan, while 3 Spider Riders moved to attack the PCs from a distance. Shin, quick to assert the main threat, let loose 2 magically-charged shadow arrows, killing the leader of the skirmishers, a goblin wearing a weird spider hat. The cleric of Tymora and the Elf wizard blasted to bits the Spider Swarm with magic bolts and divine fire while the bard tried in vain some mind trick on a Giant (medium) Spider.

The 2 remaining spiders failed to catch anybody with their webs. The goblins threw venom-dripping javelins and one downed Kalohan and the other wounded Philleas. However, the adventurers still clearly had the advantage after these first exchanges and they finished the skirmishers despite their annoying shoot-and-hide tactic.

A few antitoxin vials and healing spells from the cleric later and the PCs were ready to go.

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Jason’s character is now wearing this, on his head… The start of a new trend?

The Mantis Warrior

On top of a huge fallen tree stood a Giant Mantis, eerily still (2). Already upset with her recent encounter with giant spiders, Kalohan immediately hurled a fire bolt at the thing. The Giant Mantis dashed towards the PCs but their combined attacks forced its transformation into its true form, that of a disgusted-looking goblin shaman. The latter didn’t wasted time and transformed back into his more threatening Mantis shape and attacked savagely Philleas with spiked forelegs and bite.

The Mantis Warrior proved to be a worthy adversary but he was alone against 4. His wild shape once again used up, he tried to flee but the adventurers shot him in the back

Should have killed that dude the first time

Later the same night, the PCs were alerted by some ruckus, something was approaching. In fact, it was Corpos and Goro-Tso, running away from a pack of ghouls (3). Scavo, the ghoul they’d freed earlier, told them that he wasn’t such a big fan of goblin flesh after all…

The 5 ghouls caught up with the 2 they were pursuing, but the cleric of Tymora intervened and his Turn Undead sent 3 of them sprinting wildly the way they came. The PCs had no intention to let them flee however, they used their always efficient ranged attacks to mow down the flesh-eating monsters.

Scavo attempted a pathetic plea for mercy (yet again) and Philleas the bard responded: « indeed, I know, I totally agree, it’s just a big misunderstanding », then he lopped the ghoul’s head off…

A Giggle in the Dark

Now near exhaustion from back-to-back fights, the PCs  saw goblin scribblings on the trees that Lucky deciphered as a warning to Batiri, that further ahead laid a dangerous area. That certainly posed a conundrum, it would mean a place away from the goblins but at what risk? What if whatever it was that rendered this area dangerous for the goblins proved too lethal for the depleted adventurers? They tried their luck.

But what was that they heard? A giggle? (4)

They were fortunate to have stumbled (5) in a friendly, somewhat over excited dryad’s territory. After some chatter to satisfy the social-starved fey, the PCs could finally have a decent rest. Next day, after offering them a delicious breakfast of berries and nectar, the dryad asked if they could solve a problem of hers: a burrowing monster was damaging the nearby trees’ roots to her great dismay. She had gifts for them if they would be so kind…

Acid-Spitting Giant Motherfuckin’ Centipede!

The PCs accepted gladly. Following her advice, they baited the monster with dead animals placed near its lair. The thing did showed itself and combat ensued (6). The well-rested adventurers had many tools at their disposal. The Tabaxi blinded the (Large) Centipede with a special arrow. The beast’s tremorsense couldn’t detect the levitating Kalohan, Shin perched on a branch, nor Corpos and Lucky whom were too far. It left the tough Goro-Tso and nimble Philleas as targets. It did managed to grab the bard between its fearsome mandibles, grievously wounding him, but it soon succumbed under the combined onslaught of its attackers.

The Dryad was overjoyed with this victory and gave the PCs well-crafted bows and magic mu-ngyengyue bracelets.

DM’s Notes

  1. I’m a bit cruel with my arachnophobe sister…
  2. The Mantis Warrior wished to make a deal with the PCs. It just didn’t happen the way I planned!
  3. A player that is late is very often the cause of such a dissonant scene, whereas his character oddly re-appear just like that…
  4. Okay, turns out that  I’m totally inept at giggling! Ha! Ha!
  5. Lenient DM
  6. Took an ankheg from the monster manual and boosted it a little.

 

A note on Myconids

27. sovereign basidia (2015) - out of the abyss

I don’t think I’ve ever used myconids, but that’s something I want to remediate soon enough. However, if I were to stick to D&D canon lore (which I won’t), myconids are supposed to be found exclusively in the underdark, the subterranean world home to the iconic drow. This was set in stone, so to speak, by Gary Gigax’s D1-2 Descent into the Depths of the Earth (1e), which of course, borrowed heavily on established hollow earth fiction. More to the point, Gigax also borrowed the myconids, which were created (as far as I know) in the earlier module  A4 In the Dungeons of the Slave Lords, where there was no need to have the fungus men’s ecology so constrained.

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Leaving the myconids out of most of the more typical (surface) encounters is both sad and needless, in my opinion. Put in any setting, the potential is just mind-blowing…

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Deathbloom Thallid (MtG), perfect for a Chult campaign conversion

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Session 11 – The Hanged Man

Characters:

  • Lucky, Half-Elf Cleric of Tymora (Trickery Domain), 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”
  • Corpos, High Elf Wizard (School of Necromancy) , Archeologist; antiquary, strange fixation with the undead

Short session. Sadly, both my brother and sister couldn’t make it. That changed my plans. That, and we started awfully late. It is what it is…

Reinforcement

Corpos and Lucky were recuperating from their previous ordeals inside the ruined Camp Righteous when a supply convoy heading to Camp Vengeance made a quick stop. They were happy to see Phileas disembark to join them. The half-elf was spying on the Pick & Axe Company and had a few intel bits to share.

Also, Corpos, anticipating the difficulties ahead, managed to hire a fearsome-looking Chultan named Goro-T’so (1) with promises of gold and tej.

The Canopy Drummers

As to be expected in Batiri territory, the PCs saw that they were tailed by goblin hunters, with trained velociraptors.

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With Tymora’s opportune help, Lucky managed to spot more batiri ambushers further ahead. Acting on this knowledge the PCs started the hostilities before the trap could be fully sprung on them.  A well-placed Sleep  from the Elf wizard put the small but ferocious velociraptors out of combat early on. The bard charged one of the raptors’ handlers while Goro-T’so went the other way to attack 4 Batiri archers, with Lucky firing his crossbow at them too.

The Chultan hireling got severely wounded but he also skewered 2 Batiri, with Lucky finishing a third. The fourth managed to flee. Phileas dodged several poisoned arrows and killed 2 more Batiris with the help of Corpos flinging spells from behind.

Corpos, after the fight, decided to keep one velociraptor (tied up) with the idea to try to befriend the diminutive dinosaur with time.

The Hanged Man

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The PCs walked at a brisk pace, wishing to put distance from themselves and a tree platform batiri village they had spotted after their skirmish. A few hours later they saw an unusual sight, a man, or what looked like a man anyway, was hanged by the feet, some 10′ in the air. Closing in, with a horrible stench now assailing them, they could see that the man was in fact a ghoul!

The undead creature, a non-chultan male, immediately started to plead with them to let it go, offering information in exchange of its freedom.

After some back-and-forth (2), the ghoul, going with the name of Scavo, revealed many things:

  • an old creature, sporting a blue triangle on its forehead, was responsible for his present state
  • he was a Flaming Fist mercenary prior to his demise
  • those had been asked by powerful people from Baldur’s Gate to eliminate « prince » Jobal but had not (yet) complied
  • he had overheard a meeting between Pick & Axe members and Batiri goblins to cement a deal against a rival tribe

The PCs finally cut the rope and let him go, suggesting that he could make himself useful and eat some goblins nearby…

DM’s notes

  1. An evil devotee of Malar, that could be troublesome at some point…
  2. including some unsavory methods of intimidation

Session 10c – Ossuary of the Eyeless Ones

The rogue would have been useful in the first true trap-filled dungeon of the campaign but he’s dead now…

Characters

  • Flyzus, Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Rufb, Half-Orc Barbarian (berserker), Mercenary Veteran; captured by pterafolks, his fellow mercenaries killed, seeks riches and glory
  • NPC: Leioppe, Grung, Martial Artist (Volo’s: template); level-headed frogman, member of the Order of the Infinite Leap

Twisted Tricks of Blind Racists

Into the crypts of a long-dead culture of eyeless humanoids (1), the main gimmick was that the traps were all clearly visible to the PCs. How to evade them though, that was way less clear. A room where they had to step on the pressure plates on the floor. A room where their own shadows attacked them until they closed their eyes. Stuff like that.

Hall of Bones and Statues

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A long hall bordered with rows of ominous, eyeless statues at either side. The floor is littered with countless bones. When the PCs step in, skeletons get up and attack. More and more of them. They had to get past the dark-energy filled statues with their eyes closed while fending off the waves of living bones. Not an easy feat but they managed to do it with only a few light wounds.

Exit

After some enthusiastic grave-robbing and mummy-killing the PCs arrived at the end of the dungeon. A door, with a sliver of light coming through, was barely visible amidst a wall made of bones. The central piece of the wall, a girallon skeleton, detached itself and attacked them but they didn’t have much trouble dispatching the monster.

Forbidden Valley

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While the PCs had a well-earned rest, Flyzus’ new pseudodragon pet (2) was put to good use as it surveyed the enclosed valley from the air (3). With a good idea of where to go, the refreshed adventurers were happy to leave the crypts and explore the lush valley. The signs that an ancient civilization once flourished in the valley were almost erased, with the most visible being the central pyramid now little more than a big mound covered in vegetation. They found a few dead grungs, presumably those that were sent to collect the cure before them. And they were found too, by a creature that seeked to accomplish its purpose even now that it was masterless: a chuul.

The cheap-d&d-version-of-some-well-known-lovecraftian-entity grabbed Leioppe but succumbed before the repeated assaults of Flyzus and Rufb.

Time to Collect

Collecting the medicinal plant after that could be done without further hassle (4).  The PCs had saved the frogmen and the pottery deal could now be respected. The Mud Shaman was chastised for his ill-fated bid for power and had to compensate the PCs for their troubles with some of his magic (5).

DM’s notes

  1. morlock/grimlock style
  2. homework: Félix will have to come up with a name for next session
  3. I rushed this part of this day-long session a lot so we could finish in time…
  4. return to the grung village was conveniently fast-forwarded
  5. 3 gems of mud elemental summoning

Session 10b – Into the Pit

Characters

  • Flyzus, Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Rufb, Half-Orc Barbarian (berserker), Mercenary Veteran; captured by pterafolks, his fellow mercenaries killed, seeks riches and glory
  • NPC: Leioppe, Grung, Martial Artist (Volo’s: template); level-headed frogman, member of the Order of the Infinite Leap
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art: Conor Nolan

The Pit

The PCs waited for night-time, as the ritual chants of the Grungs would provide the opportunity to get to the pit whilst most of Bufo’s gang would be otherwise occupied. They cautiously approached, two burly (1) frogmen patrolled the area. Their newfound ally made a diversion so Flyzus and Rufb could get closer. Rufb then charged one guard and sent him tumbling down the pit.

The PCs then attacked the other guard (2), losing precious time. This led to Bufo the Mud Shaman intervening, summoning 4 mud mephits. Those were easily dispatched but then a more imposing mud elemental took shape before them. Flyzus and Rufb finally decided to go on with their mission and jumped in the pit, Leioppe following.

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Grung Zombies

Below, the guard that was pushed was being overwhelmed by grung zombies (3) but his pleas for help met indifference.  Rufb jumped over the dying frog and shoved multiple zombies, his companions close behind.

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The mud elemental messily got down too. Flyzus and Rufb sucessfully destroyed it while Leioppe did his best to lure the zombies away to give them space.

Killing about fifteen of these zombies was hard work once they turned their attention to it. They had to burn them (with oil and torches) or else they just kept coming.

Nearby, in a hard to get cave, the PCs found a group of survivors, infected grungs that had not been transformed yet. There was hope for them still, but time was of the essence.

Mold  Monster

Further through the caves, Rufb entered headlong into a tunnel infested with brown mold. That was painful… Aware of the danger now, the adventurers jumped from safe spot to another until they got pass the dangerous patch (4).

A few oozes later and less a short sword for the elf, they got before a massive, disgusting pile of mold and half dissolved grung corpses, a shambling mound.

The poor Leioppe got grabbed and engulfed before he could do much. Fortunately, Flyzus and Rufb hacked the mold monster most efficiently and could get him out before he was asphyxiated or crushed to death.

Through the Wall

After a short rest, the PCs pressed on but were soon faced with a conundrum. A precipice some 12 feet across and a brick wall the other side. They remembered something that Nesu the Skinless had said just before they left: « you will have to make the blind man’s leap ».

-What the heck is that supposed to mean? asked Rufb.

The Glass-skinned frog had shrugged, palms up, in the universal « I’ve no idea ».

Well, here was a leap for sure but would they be so foolhardy to try it?

Nah… A lot better to throw a rock at the wall… Sure enough it seemed to become transparent, unreal.

So, reassured, they jumped across and through the illusory wall.  No problem, except (!) that Rufb let drop his gigormous axe in the chasm (5). Uh oh.

DM’s notes

  1. the fascinating morphic diversity of the frogs ought to be exploited more than just colors
  2. they should have simply ignored him
  3. Flyzus could recognize from past experience that those were in fact akin to vegepygmies
  4. for once they managed to not screw up their acrobatic checks
  5. another 1! I mean, isn’t that amazing? It seemed a bit too cruel that Chris would lose 2 characters falling to their deaths in the same session…

 

Session 10a – Endangered Frogs

Onward Heroic Flyzus with your new brutish buddy (who conveniently replace your dead, half-eaten companion) onward and don’t worry too much about your missing cannibal Halfling friend (who may eat you too one day), onward I say,  your world-shaking quest (of getting a shipment of pottery ) awaits!

Characters

  • Flyzus, Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Rufb, Half-Orc Barbarian (berserker), Mercenary Veteran; captured by pterafolks, his fellow mercenaries killed, seeks riches and glory

 

Of Preys and Predators

Flyzus and Rufb have a few days of travel across the jungle before arriving at the grung village. En route, Flyzus’ ranger senses told him many things:

  • they were being followed by 5 deinonychus
  • the raptors were first attracted by the scent of dead meat
  • a stegosaurus corpse laid nearby
  •  a giant (large) centipede was already feasting on the carcass

Thus began a complex ballet of circling around the monstrous centipede, the PCs and raptors trying to outmaneuver each other.

At one point, one raptor got too near the centipede and fled after being bitten and poisoned.

The 4 remaining raptors finally rushed the duo and a brutal fight ensued. Flyzus got severely wounded by a pouncing raptor but his new companion proved quite unabashed of the many wounds he himself sported.

A few hours later, the PCs were content to lay low when a herd of juvenile diplodocus was being pursued by 3 allosaurus.

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Next, they finally arrived at the grung village of Three Cascades which was accessible only by an arduous climb. (1)

Endangered Frogs

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The PCs were clearly unwelcome. They soon discovered that many of the frogmen suffered from some kind of severe skin disease. Furthermore, the plague and its consequences had split the tribe into two groups, almost at war with each other.

The disease was not only fatal and highly contagious, the victims were ultimately transformed into horrible fungi-monsters. A quarantine of sort was in operation, those with advanced symptoms were sent to « The Pit ».

One group, led by Nesu the Skinless, had sent its best warriors in the hope of finding a rare medicinal plant, to cure the disease. It had been many days, things did not bode well.

The other group, led by Bufo the Mud Shaman, had benefited from having the last reserve of the cure and hoped to seize power even if it meant the death of more than half the tribe.

Needless to say, the merchant’s pottery deal was now far in the list of priority of the Grungs.

Communication between the Grungs and the PCs was problematic, until Nesu the Skinless, whom was some sort of magic-user, provided some « Speech-Ferns ». They looked kinda funny with the ferns on their head but at least they could understand each other.

Flyzus and Rufb decided to help the Grungs, they would go see if they could fetch the medicinal plant. Nesu gave them a clay tablet that portrayed it. A grung named Leioppe would go with them. The only way for non-jumping folks was beneath the mountain and the only entrance, through the Pit, to reach the Forbidden City where the remedy was to be found…

DM’s notes

  1. I ditched the silly Dungrunglung location with it’s incredibly dumb scenario (ToA)

Session 9 – Firefinger

This location, the Firefinger, is from Tomb of Annihilation. I used it (almost) as is. It’s one of the few good locations in the module.

Characters

  • Flyzus, Wood Elf Ranger (hunter), Outlander; sole survivor of his tribe after an orc invasion
  • Varis, Drow Rogue (thief), Far traveller; exiled scion of a noble family on the losing side of a feud  (1)
  • Droidoc, Halfling Druid (circle of the moon), Outlander; was there when Camp Righteous fell, now he’s a cannibalistic loony

Inside a dead explorer’s backpack, the PCs had found a map with scribbled notes on it, about some sort of signal tower . They had decided to look for this « Firefinger » as it wasn’t very far from their destination.

The Firefinger

Cautiously approaching the impressive structure (it didn’t look man-made), they could see two holes, entrances really, on one of its square side, with the lower one a good 60′ above ground and the other almost as high as the canopy. A flimsy rope & wood ladder dangled from a ledge, not exactly confidence-inspiring, up to the lower entrance.

A pile of corpses and a crude net-trap indicated that the place was inhabited by more than critters.

Droidoc shapeshifted into a Giant Badass Spider and rapidly climbed to the first ledge.

Varis tried the rope but fell and almost killed himself in the process (2). Hands shaking, he drank a potion of healing and hid, whimpering amidst the ferns, as a pterafolk flew over.

The second attempt was more fortunate for Varis and he was joined by Flyzus on the precarious ledge soon after. Meanwhile Spider-Droidoc bullied his way through the webs of giant spiders (albeit a lot smaller than him) and found a dead explorer wrapped in a cocoon.

The PCs cleansed the level of its critters and got to the next climbing up a chimney. 9 dead stirges and another duly searched corpse later, the PCs continued their ascension.

No pity for the elderly

Level 3, above the trees, was home to 4 old pterafolks, 2 of them cooking with a fire under a large cauldron, one (badly) sculpting a piece of wood and a fourth poking something in a small makeshift cage with a stick. The whole lot noisily bickering, as the elderly are wont to do.

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The PCs attacked the frail pterafolks but that soon attracted the healthier ones from above. Two pterafolks, started flinging javelins at them from outside. Another, the apparent leader, big and scarred, clutched a wand.

With half the pterafolks dead (3), the combat was fierce but the PCs were mostly in  control despite magic missiles hurled at them many times.

And that’s when disaster struck.

A pterafolk inside the tower saw the opportunity to shove one of the wingless invader out to let him fall to his doom. Varis, the would-be victim, saw it coming but attempted a risky manoeuver, hoping that it would turn to his advantage. He failed miserably and, indeed, fell to the ground, 200′ below (4).

He died, the outlander, far, far from home.

Bittersweet victory

The wand-enthusiast leader (5) of the pterafolks and one of his underling, both severely wounded, fled to safer skies. Flyzus and Droidoc looted the place and looted the body of their fallen comrade.

Droidoc may have eaten part of him and he may, have kept some for later.

They found an half-orc prisoner on the highest level of the Firefinger. They also found a sad, badly malnourished pseudodragon in the makeshift cage.

DM’s notes

  1. First casualty of the Ruins of Chult campaign, I’m definitely a Lenient Dm… That and also, the « pop tart effect » of 5e is very forgiving
  2. The whole climbing and falling off a ladder thing was sooo unheroic. Would have been better skipping the checks, I think.
  3. even the elder with the pestle
  4. A last check as he fell through tree branches resulted in a 1…
  5. I wanted it to be more like Clark Ashton Smith’s pterosaurs or some such

Session 8 – Soshenstar River

Characters:

  • Lucky, Half-Elf Cleric of Tymora (Trickery), Street Urchin; the lowly will be exalted
  • Shin, Tabaxi Fighter (Arcane Archer), Outlander; big-game hunter, has no patience for weakness
  • Corpos, High Elf Wizard (Necromancer), Archeologist; antiquary, strange fixation on the undead
  • Kalohan, High Elf Wizard (Evoker), Inheritor; noble Elf, ill-suited for adventuring life

My sister Marjorie joined us and played D&D for the first time since… well, the 90s I guess. Guillaume was quick to point out that the group badly needed a « tank ». That was promptly ignored as my sister chose to play another wizard, with poor constitution to boot. So the group pretty much flirt with death in every combat still, but that’s not without fun!

This time around the PCs chose to do two side quests that they could do simultaneously: kill batiri goblins for Camp Vengeance and go retrieve a lost Shield Guardian for Wakanga.

Payment promised:

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

Departure

The PCs bought a canoe and left Port Nyanzaru to journey on the Soshenstar river. The first few days were rather uneventful as they passed by plantations and fishermen. They made a quick  stop at a floating market. They stayed a night at the Tanner’s Lodge, a place that offered a safe roof if you can tolerate the awful stench that goes hand in hand with leather working. Corpos bought himself a scuta leather armor.

Epic it was Not (1)

The landscape definitely less and less human-touched, the PCs got a first (modest) taste of action. A dead tree lying on the riverbank served as a nest for bloodsucking Stirges. Half a dozen were coming at them as the PCs flung mundane and magical projectiles, killing 4 in no time. A nearby Giant Dragonfly snatched the remaining two midair.

Size does matter

Next day, while they portage, the PCs were surrounded by enthusiastic velociraptors, chirping (or whatever a velociraptor does to communicate) at each other. Kalohan’s quick thinking prevented an attack, a minor illusion spell put on their canoe let it look like a Stegosaurus instead, further enhancing the fierceness of the group.

A few  hours later they come upon a broken canoe. Kalohan yet again proved her usefulness as she cast a mending spell et voilà, they now had two canoes. This would have funny implications later on as the two elven wizards got themselves on the same boat despite being total wimps…

Later, on the river once more, the PCs warily eyed a big specimen of Spinosaurus who was fortunately busy eating a big prey. The fearsome beast ignored them and they were glad for it.

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Reality Check

Fourth night and now in true primeval environment, the PCs had to choose on which riverbank they would spend the night. In typical player fashion, they chose neither: « lets tie our boats so that we stay on the middle of river and sleep onboard » they came up with…

Corpos, his turn to stay awake, was oblivious to the menace and didn’t see anything until he was shot on the chest by an arrow. A second poisoned arrow sent him sprawling on the bottom of the canoe, convulsing and frothing from the mouth. At least, this did awaken his companions.

Shin badly wounded one of the assailants (batiri goblins) with a bow shot of his own, but he tsoon became the target himself as 3 arrows converged on him from the jungle’s foliage, taking him down too (one critical hit).

Things started to look grim…

Fortunately, the cleric managed to stay alive and worked very hard so that his companions would too.

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Battle Brothers goblins: as vicious as they get

A fire bolt from Kalohan on the already wounded batiri sent him fleeing and Corpos  greedily finished him with a magic missile.

Two consecutive sleep spells from the evoker turned the tide of the battle in favor of the adventurers.

The whole combat took 8 rounds… 8! Against 4 goblins… (2) The shoot & hide tactics of the batiri proved to be absolutely deadly.

Helping Hand

Having survived another day (barely), the PCs saw an unusual scene as two vegepygmies standing on a dead trunk tried to help a third who had somehow fallen in the river. The PC were divided on the question of helping, particularly Shin who remembered well a bloody battle in a mine against some of these creatures. It was Corpos, necromancer do-gooder, that insisted on helping, and he proceeded to do it with a mage hand spell, which would help pull the poor vegepygmy out. It sufficed to get him out of his predicament. It was hard to tell if the rescued creature and its fellows were indeed happy with the help, but Corpos felt that he did what he had to do. (3)

This plant we shall utterly destroy

Kalohan and Lucky hastily jumped from their canoes and swam toward an irresistible scent coming from the riverbank but they shook off the lure before the deadly mantrap could eat them alive. The PCs then proceeded to bombard the slow-moving monstrous plant from afar, just to be sure.

They found a short sword and gold ring near the destroyed plant.

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No no no. No!

A medium-sized lizard could be seen, or at least some parts of it, dangling from a tree branch inside a web coccoon. Kalohan, obviously not a big fan of anything spidery (4), shot the damn thing with a fire bolt.

Almost instantly attracting:

1 Giant (large) Spider, 3 Giant (medium) Spiders, 2 Insect (spider) Swarms

Shin efficiently killed the 3 medium-sized spiders with a well-placed explosive arrow. Meanwhile, the mean-looking Big Spider threw a web full of (normal-sized) spiders (5) directly on Shin and Lucky’s canoe.

Another swarm quickly followed on the other canoe and then Big Spider proceeded to get herself nearer which almost provoked an instant heart attack from poor Karolanne…

The swarms were surprisingly dangerous but fragile against magic. Arrows and fire bolts were enough to kill Big Spider in the end.

Why these two together again?

This could have been avoided. Should have been avoided! But lack of heart and feeble arms meant instead, a deadly encounter (6).

11 crocodilians got up on their beach and swam toward the PCs. Shin and Lucky easily distanced the beasts. Corpos looked like he didn’t know which end of the paddle was the handle. Kalohan was… even worst! She dropped her paddle in the river! (6)

And so combat ensued. Kalohan, at one point, unconscious, got dragged into the water to be  croco snack. She got saved in extremis by her companions (7).

End of session

DM’s notes:

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