Wednesday, February 28, 2018

"The Missing" - Tomb of Annihilation, Chapter 4


It had been an hour since the team had recovered the Alchemy Jug from the Shrine of the Crocodile. John Henry Blackman, aka "The Nova Scotian", went to collect their gear as well as their sick comrade, Apparently Jones, who had been left with the canoe near the riverside.

He emerged from the tunnel entrance to the shrine to a late rainy afternoon. The skies were slate gray. Raindrops made a constant noise of static against the leaves of the jungle and the water of the wide river.

He looked up and saw four small figures standing near the boats. The figures were short. They resembled muscular children. They had yellow skin. The wore grass skirts and each of them donned a carved wooden mask depicting some monstrous visage. One was dragging Apparently's unconscious body across the mud. The rest were rifling through the expedition's gear. One noticed Nova and quickly got the attention of the larger of the four. The larger one quickly snapped his fingers and gave some orders to the others. They all stopped what they were doing and grabbed stone axes and took positions near the canoe and two rowboats left abandoned on the muddy bank. They raised the axes up over their heads as if to strike holes into the sides of the boats but stayed their hand, instead waiting on a command from their leader.

The leader pointed at Nova and shouted something in an unintelligible gibberish. The leader then held up his own stone axe and threatened to bring it down upon the canoe.

Nova called back to the rest of the party, "Uh, guys? I think you better get out here!"

TOMB OF ANNIHILATION, CHAPTER 4
"THE MISSING"

The party has found Camp Righteous
abandoned and in tatters.
While exploring a nearby shrine
they lose Qhallebbewk to a deadly fire trap.
Now they must follow the trail
to find the missing Knights of the Circle
if they still live...

THE TRAVELERS
John Henry Blackman, "The Nova Scotian" - a black Canadian archaeologist (Human Rogue) from 1920s Earth who was transported from Greenland to the strange continent of Zazamanc. He is searching for a way to return to Earth but has come to appreciate his new home. He is searching for a man named Artus Cimber.

Apparently Jones - a blue-skinned demijin caravan guide and animal trainer (Air Genasi Ranger) from Akasa, the land of sky mountains. She is traveling to Port Nyanzaru to find work as an animal handler.

Bramble Wolf - a theran barbarian wise-man (Wildhunt Shifter Druid) searching for the legendary origin of his tribe.

Xoc-Wik - a b'alam warrior (Tabaxi Fighter) from the jungles of Bres, searching for those responsible for the destruction of his tribe.

Undril Silvertusk - a theran priestess (Beasthide Shifter Priest NPC) delivering an important message to Lord Toriad of the Knights of the Circle.

UNINVITED GUESTS
The yellow creatures held their boats hostage. The leader pointed at Nova, then pointed at the shrine. The leader made a fist as if taking something, then pointed at the ground. The leader then reiterated the threat to the boats.

Nova understood the meaning all too clear - turn over anything they found in the shrine or have their boats smashed. Nova engaged the leader in what he hoped was negotiation while he waited for his companions to traverse the twenty-foot pit trap at the entrance to the shrine.

The leader grew impatient and ordered one of his underlings to smash the smaller of the two rowboats. The underling complied with relish. The leader once more reiterated the threat.

Nova was joined by Bramble, Xoc, and Undril. Nova said, "What should we do?"

Bramble replied, "Go!"

Xoc-Wik, Bramble, Nova, and Undril charged through the abandoned camp. Xoc-Wik went left and loosed some arrows at some of the diminutive intruders and killed one immediately. Bramble turned into a sun bear while Nova and Undril went right in order to rescue Apparently.

The leader of the intruders ordered the other intruders to form up around him as he blew a large conch horn. The resulting sound echoed through the rain-drenched jungle. The leader and his bodyguards fled into the jungle.

Xoc-Wik gave chase. The jaguar-man killed two more of the underlings but lost track of the boss in the undergrowth.

The boss, unfortunately, slipped on the mud too near the river and fell into the muddy river bank, exposing himself to his pursuers. Xoc-Wik took aim and loosed a final arrow that killed the boss.

MORE GUESTS
The party set about moving the remaining boats and equipment from the shore and into the protection of the shrine entrance. After about a minute of work they noticed more figures moving in from the forests.

The blast from the leader's horn had evidently called the attention of just over a dozen shambling dead, the animated corpses of those who have died in the jungle. Most appeared to be natives, some were animated soldiers of the Knights of the Cirlce, about half were little more than animated skeletal remains stripped bare of flesh.

The party withdrew to the shrine entrance. A few of the walking corpses took interest in them and were quickly dispatched by prayers of holy radiance called forth by Undril. The others milled about the camp.

Suddenly, from behind them rose the dead body of their fallen comrade Qhallebbewk. The corpse of the aarokan rose stiffly. It reached out and grabbed at Xoc-Wik. Xoc-Wik struck at his former friend with his rapier while Undril called down holy vengeance to destroy the animated corpse with radiant flame!

Finally safe behind the pit at the entrance to the shrine, the party continued to bait the shambling corpses a few at a time, destroying them with holy vengeance, until there were none left.

There, with a pit trap to one side and a scything blade trap to the other, the party made camp and tried to find rest.

FOLLOWING THE TRAIL

The next morning the expedition packed up their gear and set out on foot to follow the trail left through the jungle. The trail was several weeks old. To Nova's untrained eye they were simply walking into unspoiled bush but Xoc-Wik pointed out small irregularities - a vaguely boot-shaped depression in the mud, a series of broken branches, a worn path through the leaf litter - that indicated the passing of over a dozen humans. Apparently, still fatigued from her mysterious illness, staggered on with the rest of the expedition but would be of no use in a fight.

DM Note- Xoc-Wik had to make a DC 10 Wisdom (Survival) ability check every day to follow the trail otherwise they'd become lost. I kept it low because the trail more or less followed the river.

Day 6

Morning - Clear with mild wind. The expedition was ambushed by a strange creature - a leopard with snakes growing from its shoulders! The creature exhaled a mysterious gas which caught everyone unawares. Xoc-Wik fell unconscious. Undril called down radiant fire upon the creature and in response it tore into the priestess, bringing her down with the poisonous bite of one of its serpentine heads. It next pounced upon Nova, bringing the intrepid explorer low. Only when the creature was attacked by Bramble, who had transformed himself into the form of a sun-bear, did the strange monster flee into the jungle! After several attempts, Xoc-Wik was able to stabilize Nova using a healer's kit while Bramble resumed human form to provide healing to Undril.

DM Note- Kamadan's are TOUGH, yo! This could have been an TPK easily. I had the kamadan retreat once it was bloodied. It was hungry but wasn't hungry enough to fight a sun-bear. On the plus side, I got to use my new kamadan mini! 

Afternoon - Heavy rain with moderate wind. Nothing to report.

DM Note- "Afternoon" was used for setting camp, foraging, collecting rainwater, boiling other water, and other down-time activities. There is a ranger and a druid in the party of six and both are Outlanders so there is no need to track food or water.

Night - Moderate rain with mild winds. During the night, during Bramble's watch, the camp was approached by a curious simian creature. The monkey-like animal had sticky matted fur drenched by the rain. Its gray leathery baboon-like face studied Bramble with curiosity from a perch on a tree limb sixty feet away. Bramble stood up and tried to communicate with the creature. The creature's face moved as if it were making a noise but it remained completely silent. It swung around and leapt to a closer tree. It dangled upside-down from the limb. Its head was cocked to one side as it sniffed Bramble.  Bramble roused the other members of the expedition. The creature's face contorted into a silent hooting. Suddenly it howled and Bramble felt a sensation of pain deep within his mind. The simian creature was quickly joined by a compatriot who unleashed a similar psychic pain on Nova.

The two creatures then leaped upon their prey in an grappling attack, one upon Bramble, the other upon Nova Scotia . Xoc-Wik loosed arrows into their furred hides, careful not to hit his comrades. Undril called down holy radiance upon the the creatures. Bramble turned into a sun-bear and tore into his attacker while Xoc-Wik dispatched the one on Nova Scotia. The two creatures were soon defeated but others could be heard retreating in the darkened forest canopy.

DM Note- The hot rainy jungle with its mud, rain, and flies, is not conducive to recuperative restful nights. So after every night, before they embarked on their journey, I'd have everyone make a DC 10 Wisdom (Survival) ability check. A success allowed them to benefit from a long rest, otherwise you could only benefit from a short rest. Checks made on nights with heavy rain or wind were made with disadvantage.

Day 7

Morning - Light rain with moderate wind. The expedition stumbled upon three scorpions of prodigious size, each the equal of a horse! The members of the expedition made to climb a tall tree to avoid the creatures but Undril, wearing her chain shirt, was too slow. Her leg was caught in the giant pincer-like claw of the massive arachnid but she was pulled free by her companions. Once deprived of a meal and harrassed by arrows and Undril's prayers the scorpions eventually moved on.

DM Note- I only have one giant scorpion mini so the party was attacked by giant jungle crabs!

Afternoon - Medium rain with severe wind storms. Undril began to show the symptoms of shivering sickness. She promptly prayed to Saint Arturo for divine restoration. Her prayers were granted and she made a swift recovery.

Night - Medium rain with moderate wind. Nothing to report.

Day 8
Morning - Heavy rain with no wind. The expedition encountered a swarm of flying serpents. The serpents buzzed each member of the party before careening to the left. Xoc-Wik, sensing trouble, followed the flying snakes to the left. The path to the left led the party around a grove of giant man-eating plants! These flying ophidians were hailed as lucky charms and food was provided for them in thanks.

Afternoon - Clear with mild wind. Nothing to report.

Night - Clear with mild wind. Nothing to report.

Day 9
Morning - Light rain with mild wind. The expedition encountered more flying snakes but these bore no warnings nor ill omen.

Afternoon - Light rain with Severe wind storms. Nothing to report.

Night - Light rain with heavy wind. Nothing to report.

Day 10
Morning - The trail left by the survivors led towards the river's bank to the right. The forest cleared to the south revealing a wide marsh teeming with swarms of insects. Here the marsh drained over a low falls into the River Soshenstar. Across the river was a hill freshly cleared of trees. Atop the hill was a crude timber fortification - a walled compound with watchtowers and a gate house facing the river. All around the fort were decaying bodies and skeletons of humans and other animals impaled on long poles, still writhing, animated by some eldritch necromancy. Flies swarmed and the stench was unspeakable.


Undril, wearing the tabard of the Knights of the Circle, caught the attention of a guard on the gate house. The guard called some orders within the fort and soon a young man exited. The young man crossed the river in a rowboat and met the expedition.

He was skinny and disheveled. His face was unshaven and he seemed very tired. He took a deep breath and gave gave Undril the salute of her order which she returned.

"Greetings," he said in a low-born Avallonian accent, "Welcome to Camp Vengeance."

TO BE CONTINUED...

Friday, February 23, 2018

The Hidden World of Antara


My constantly evolving D&D setting is known as the Hidden World of Antara. I first created the bare bones of it several years ago for my Agartha campaign. It is continuing to evolve and get fleshed out. Details, especially on the fringes, are intentionally left sketchy and are subject to change.

Antara is heavy influenced by Hollow Earth settings like Pellucidar or Skartaris - only without the miniature sun and inside-out world. It is especially influenced by John Norman's Gor setting - only without the bondage/slavery fetish, the world of Novaria by L. Sprague deCamp, and the TV series Land of the Lost.

I'll make this a persistent page to act as a living reference. I'll also be adding additional information such as notes about the humans of Antara, the non-humans, various factions, the gods of Antara, and its long history every few weeks.




Antara (World)

From Proto-Indo-Iranian *Hantara-, from Proto-Indo-European *h₁énteros (“inner, what is inside”), an adjective formed from the adverb *h₁enter (“between”) (whence also अन्तर् (antár)). Cognates include Old Latin *interus (whence Latin interior (“inner, interior”) and intrā(“inside, within”)) and Ancient Greek ἔντερον (énteron, “intestine, bowel”).

Existing alongside the world we know is a mysterious parallel world known as Antara - the Hidden World. Antara is a savage land of magic, monsters, and mysticism where brave warriors live and die by the sword and only the strongest, the most clever, or the most devious may survive!

Antara is a savage world of steamy jungles filled with dinosaurs, icy wastes traversed by mastodons, and trackless deserts in which hunt giant carnivorous worms. The lands of Antara are populated by numerous tribes and kingdoms. Antara is controlled by three ancient and decadent empires: Atlantis, Xamballa, and Avallonis.

Antara is warmer than Earth with much of its surface covered in jungles and deserts. Polar realms such as Polaris, Boreas, Aralis, and Neuschwabenland that would be frigid wastelands on Earth are more similar to Norway or Siberia.




Monday, February 19, 2018

"Camp Righteous" - Tomb of Annihilation, Chapter 3


It was the night after the dinosaur races and all of Port Nyanzaru was celebrating. Those whose bets payed off were buying rounds of drinks for everyone and those who lost their bets were enjoying those drinks.

The cat-man Xok-Wik had finally reunited with his friends from the Karanja. John Henry Blackman, aka "the Nova Scotian" was filling him in on the activities of the previous day as they walked the crowded streets of the Red Bazaar. Blackman told Xok-Wik of the upcoming mission to escort an Avallonian priestess up-river to someplace called Camp Righteous. It was going to be at least a ten day job, five days there and five days back. The Nova Scotian extended an invitation to the b'alam to join them. Xok-Wik said he would consider the offer.

At about that time a voice called to them, "Excuse me! Excuse me!" Xok-Wik recognized the accent as belonging to one of his Bresian countrymen. He turned to see a b'alam minstrel approaching them. Xok-Wik was intrigued.


Xok-Wik greeted his kinsman in Bresian, "Ma'lob ak'ab'!"

The minstrel replied, "Ma'lob ak'ab!" but continued in common Atlantean, "I was wondering if I could bother a fellow b'alam."

Xok-Wik was awkward and struggled to communicate with others but he was eager to speak to another of his kind. Xok-Wik asked, "Of course, but please tell me, are there other b'alam here?

The minstrel replied, "What? Oh, yes, a few. Many like myself came here, oh, over twenty years ago."

Xok-Wik implored the minstrel to provide more information, "Tell me where I might find other b'alam! My own pride, the Xok, was destroyed! I, alone, survived! I have followed those responsible across Antara. Their trail eventually led me here to Port Nyanzaru!" Xok-Wik became desperate,"Do you know anything of the Nagina Samrajya? Have you seen any?"

The minstrel became worried, "Ah, yes, as it happens, I have heard tales that the Nagina Samrajya walk among us disguised as human. I have heard that they are travelling from across Antara to Chult and are gathering somewhere in the interior. But that is all I know. Honestly, I just wanted to ask you if I could borrow a gold coin."

Xok-Wik was taken aback, "Wh-What?"

"I just need a single gold coin to cover a bet. If you have to spare, I promise to pay you back."

Xok-Wik was shocked out of his obsession, "Oh, uh, of course. Here." He gave the misntrel a coin.

The minstrel made a quick getaway into the throng, "Thanks! Later!"


TOMB OF ANNIHILATION, CHAPTER 3
"CAMP RIGHTEOUS"

Five travelers band together 
to aid an Avallonian priestess
deliver a message to the Knights of the Circle
at Camp Righteous in the Chultan interior...

THE TRAVELERS
John Henry Blackman, "The Nova Scotian" - a black Canadian archaeologist (Human Rogue) from 1920s Earth who was transported from Greenland to the strange continent of Zazamanc. He is searching for a way to return to Earth but has come to appreciate his new home. He is searching for a man named Artus Cimber.

Apparently Jones - a blue-skinned demijin caravan guide and animal trainer (Air Genasi Ranger) from Akasa, the land of sky mountains. She is traveling to Port Nyanzaru to find work as an animal handler.

Bramble Wolf - a theran barbarian wise-man (Wildhunt Shifter Druid) searching for the legendary origin of his tribe.

Qhallebbewk Zriri - an aarokan aristocrat (Aarocockra Ranger) from the sky-city of Aarokar-Nasaris, banished by his noble family for his boorish behavior. He is travelling to Port Nyanzaru hoping to win the approval of his family by accumulating glory and fame.

Xoc-Wik - a b'alam warrior (Tabaxi Fighter) from the jungles of Bres, searching for those responsible for the destruction of his tribe.

THE RIVER JOURNEY
The next morning the travelers woke before dawn to prepare for their journey up the River Soshenstar. As they gathered outside Kaya's House of Repose, the street urchin Jib-Jab ran up to Xok-Wik.

"Good morning, very much, yes sir!" said the gaunt boy, "A cat person such as yourself left this for you, sir." He delivered a pouch containing ten gold coins, "He said to tell you thank you sir. Very much!"

Nova slapped Xok-Wik on the back, "Well done! Looks like that bet paid off after all!"

The party gathered on the banks of the river Soshenstar. Undril Silvertusk, the theran priestess from Avallonis, was waiting for them by the large canoe, "I was beginning to worry you wouldn't show."


To everyone's relief, Silvertusk was not wearing the chain mail shirt that had nearly caused her heat stroke the previous day. However, she did look like she was carrying seventy pounds of chain mail in her backpack.

Day One
Morning - Clear and calm. Apparently Jones became ill with Chultan Cough.
Afternoon - Heavy rain with light winds. Nothing to report. Qhallebewk produced magical berries which fed everyone for the day. The rain catchers gathered sixteen gallons of water filling all five waterskins.
Night - Light rain and calm. Nothing to report.

Day Two
Morning - Clear and calm. The party encountered a group of travelers on the left bank of the river. They were calling for help. The group consisted of three foreigners and three local tribesmen. Xok-Wik argued that the party offer aid but Bramble Wolf pointed out that the tribesmen should be able to provide adequate food and water, indicating some kind of trap. They opted to ignore the increasingly desperate pleas for help and paddle onward.
Afternoon - Clear and calm. Nothing to report. The party foraged for food and water. The water was boiled prior to consumption to eliminate any parasites.
Night - Clear and calm. Bramble Wolf reported that during his night watch he was visited by a strange creature - a humanoid made of an inky black substance about a foot tall. The tiny humanoid wore a mask carved from what looked like ivory. The creature was odd and seemed curious but was otherwise not hostile. Bramble Wolf woke Qhallebewk but by the time the bird man was awake the small fellow had vanished.


Day Three
Morning - Clear and calm. Nothing to report. Qhallebewk flew above the trees to reconnoiter.
Afternoon - Medium rain with light winds. Nothing to report. 4 gallons of water were collected.
Night - Light rain and calm. Nothing to report.

Day Four

Morning - Medium rain and calm. A flight of five man-sized wasps were spotted flying upriver towards the canoe. Qhallebewk drew his bow and took to the air. Xok-Wik and Qhallebewk loosed arrows at the giant insects, felling the last at a range of over one hundred feet.
Afternoon - Light rain and calm. Nothing to report.
Night - Light rain and calm. Nothing to report.

Day Five - Camp Righteous
Morning - Medium rain and calm. Nothing to report. Apparently Jones was still not feeling well.
Afternoon - The party arrived at Camp Righteous. The camp had apparently been quickly abandoned after being attacked. There were no fortifications. The tents were torn to tatters. The few wooden structures were in ruins.

Behind the camp was a bluff and a small hill. A massive eighty foot tall stone statue of a man carrying a crocodile on his back was carved out of the side of the hill. Two rowboats were pulled ashore, they were filled with several weeks of rainwater. In the distance, a panicked flightless bird the size of a small ostrich was trying to escape an animal pen. The party pulled ashore and left Apparently Jones with the canoe.

Qhallebewk investigated the wooden structures. They were empty and their contents hurriedly removed.

Xok-Wik investigated the tents. They were likewise hurriedly abandoned and devoid of belongings. He poked around but found nothing.

Undril joined the Nova Scotian in investigating the bank and the boats. All useful tracks had been erased by weeks of rain though the lack of tracks made it evident no one else had walked in the interim. Undril did notice that dozens of men made a path south, following the river.

Bramble Wolf investigated the animal pen. He gave the panicked bird a ration biscuit. The bird ate it hungrily and was becalmed. Bramble Wolf slowly opened the gate and the bird fled into the nearby forests. Bramble Wolf had correctly surmised that the bird was a fledgling axe-beak, also known as a terror bird, and wisely chose to release the poor creature.

Finding nothing else of use in the camp, the party decided to investigate the entrance at the base of the tall stone statue.

The Shrine of the Crocodile
The party gathered at the entrance of the shrine. The statue reminded Nova of an ancient Zazamancian parable he had read in the libraries of Akwa-Obio. The parable spoke of a man wishing to cross a river teeming with hungry crocodiles.

In the early days of the world, Man stood by the banks of a river, frightened. Crocodile raised his head from the water and asked, "What troubles you cousin Man?"
Man said, "I must cross this river, but I fear to enter the water alone, because it teems with your brethren."
Crocodile replied, "It's true, you would not be safe. But I will carry you across the river safely on my back, if you promise to return the favor." Man agreed, and Crocodile bore him safely across the water.
When they reached the far bank, Man asked, "How can I repay you?" Crocodile replied, "I wish to see the realm of Humans, but I fear to go there alone, because it teems with your brethren. You must carry me on your back across your realm." Man had been tricked, but a promise is a promise, so he carried Crocodile safely on his back across the entire realm of humans, a journey that lasted many years. He also swore, in his anger, that never again would Man and Crocodiles be friends, and so it has remained to this day."

Nova told the others of the parable, lit his lantern, and the group crossed the threshold of the shrine.

They could see that the corridor was twenty feet wide and just over twenty feet tall. The corridor was straight and ended in a seven-foot tall ledge after about eighty feet. There was no door and the entrance was covered in mud and vines

Qhallebewk flew into the darkness, hoping to perch on the ledge. To his horror, giant twenty-food diameter buzz-saw blades slashed out of concealed slots in the floor and walls. The blades trimmed his wings and tail feathers!

He flew above the ledge and noticed that the floor was covered in sixteen arcane symbols. Another ledge rose seven feet beyond. The wall of the ledge was likewise covered in sixteen identical arcane symbols to the floor. Instead of perching, Qhallebewk decided to hover while the others caught up.

The rest of the party gasped and winced at the sight of the buzz-saw blades. They were now wary of traps.

Nova cautiously advanced. He noticed an area twenty feet inside the entrance where there was less mud. Sensing a pit trap he had Xok-Wik tie a rope to him and he walked into the area of less mud. A twenty foot-by-twenty foot area of floor collapsed beneath him but Xok-Wik easily pulled him back up. Xok-Wik took off his backback and, using his unsheathed claws, carried everyone across the gap by climbing along the side wall.

Nova carefully studied the area of wall from whence the blades appeared. He was able to discern their thin openings. He and Xok-Wik hammered shovels and crowbars into the gaps which blocked the saw-blades. They were then able to easily approach the base of the first ledge.

Nova said, "I'm coming up." and began climbing.

Bramble Wolf, who had earlier heard Qhallebewk mention something about glyphs on the floor and wall, cried out, "No, wait! There's..."

Nova climbed up onto the far left tile, immediately setting off a magical trap which engulfed the entire landing in arcane fire! Nova was badly burned and collapsed. Qhallebewk was charred to a cinder and died.

DM Note- Our first PC death! 

It played out pretty much like I described it. I made sure to describe to Nova's player that he could not see the bottom row on the far wall from where he was standing. Nova's player said, "I climb up." and moved his mini to the top of the landing. Bramble's player cried out, "No, wait!" but I said, "too late."

Qhallebewk was already damaged by the blade trap. The flame damage exceeded his maximum hit points below zero. There were no death saves. He died instantly. Nova's player was annoyed at his own carelessness and felt horrified at the death of Qhallebewk. 




Undril shouted, "I can help them!"

Bramble Wolf said, "I got it. Xok-Wik, climb up the side and look at the tiles on the far wall."

Xok-Wik climbed up the side wall and observed that the second tile from the left on the bottom row was faintly glowing. Bramble climbed up to the corresponding tile on the floor. He safely ascended and channeled Gaia's healing power into the Nova Scotian. He looked at Qhallebewk and saw that it was too late.

Now on the landing, he could see that the third tile from the left on the second row was now glowing. He supported Nova Scotia and the pair stepped onto that tile with no ill effect. He then saw that the third tile from the left on the third row was glowing. They followed suit. Consequently, the third row from the left on the top row was now glowing. They continued and climbed the next seven foot ledge.

Xok-Wik then climbed to the first tile. He could not see any glowing tiles on the far wall. Bramble instructed him to just follow the same path. "But what if it changes every time?" worried Xok-Wik. Bramble shrugged.

Xok-Wik took a chance and crossed following the same path. There were no fiery explosions. Undril followed suit and soon all four survivors were standing on the second landing in front of stone door.




The door was engraved with with the same four-by-four square pattern with the same glyphs. Nova Scotia Blackman confidently said, "I guess we touch the squares in the same order."

Nova touched the second tile from the left on the bottom row and the door emitted a massive thunderclap! Nova and Bramble were buffeted but remained on the landing. Undril and Xok-Wik, however, were blown off the landing and fell onto the glyph floor below. Their fall activated the explosion of arcane flame. They were both badly burned but survived.

Nova pulled himself up, cursing his bad luck. Bramble shouted at him, "STOP THAT!"

Undril and Xok-Wik were lying on very unsafe tiles without a clear way to get to path they hoped was still safe. They could see no glowing glyphs on the wall tiles but they were adjacent to each other. After saying a prayer of healing for Xok-Wik, she said, "If I might suggest. Perhaps if one of us carries the other, like in the parable?" Xok-Wik carried Undril on his back and the pair crossed over the dangerous tiles with no consequence.

Bramble told them to wait at the bottom of the ledge while he figured out the door.

The theran druid examined the door closely. The glyphs were now gone. The door appeared to be safe. He opened the door and called for the others to climb up.

They entered into a twenty-foot diameter room. The room was filled with giant dinosaur bones. There was a thirty-foot tall ten-foot wide pillar in the center of the room. Atop the pillar was a large beautiful ceramic jug. A wide beam of dim magical light shined from the ceiling onto the jug, illuminating it in soft overhead light. Narrow stairs coiled up the side of the column. The pillar was decorated with five bas relief sculptures of Man carrying Crocodile carved into the side of the pillar, as if illustrating the ascent on the stairs.

Nova Scotia Blackman examined each step carefully. The stairs were covered with millennia of dust. Confident in their safety, he ascended the stairs.

When he walked onto the step beneath the first bas relief sculpture, a storm of lightning erupted from the central pillar. The room was engulfed in lightning, electrocuting everyone in the room!

After it was over, the group reconsidered their plan. Bramble said, "I think I see what's going on here." Bramble wild-shaped into a crocodile and Xok-Wik carried him up the stairs.


Xok-Wik then carried Bramble the crocodile up the treacherous narrow stairs. They safely crossed each of the steps corresponding to a bas relief and ascended to the top. Xok-Wik was carrying a crocodile on his back and was unable to pick up the jug so Bramble the crocodile turned his head sideways and grasped the jug in his toothy maw. The pair, carefully carrying the jug in the crocodile's mouth, then descended the stairs.

A single stone block fell from the ceiling and crashed into the bones below.


They retreated past both landings and stopped to rest at the section of corridor between the pit trap and the saw blades. They decided to rest there for the night. In spite of its proximity to the blade trap, they hoped that the pit would protect them in case anything returned to the camp.

Bramble spent several hours examining the jug. He eventually learned that it possessed the magical property to create liquid. He simply wished for fresh water and he opened the jug to find several gallons of fresh water. This magical artifact would be a boon to the expedition and might fetch a hefty sum back in Port Nyanzaru.

Undril asked about the next steps for the expedition. She still needed to deliver the message to Commander Crusher. Survivors of the camp had fled south. She suggested they follow the trail and find any survivors. Nova suggested that they were captured and taken as prisoners. They agreed that was a possibility.

The party decided they would continue south in search of the survivors of Camp Righteous. But first, some needed rest.

TO BE CONTINUED...

DM's Notes - I started overland travel tonight using a house rule that you only get the benefits of a long rest every five days of travel. 

I had two goals for this house rule: 

1) In a day of travel, players know they can expect only one or two random encounters. So they expend all their daily resources and spells in overcoming that single encounter. I wanted to make random encounters more on par with dungeon encounters, where they might expect five to eight encounters in an adventuring "day", so they budget their resources appropriately. 

2) Giving an incentive to spend the night in proper towns and inns. Camping is hard and exhausting.

However, my players HATED this rule. Plus, five days was too arbitrary.

I talked it over with my players and we came to this compromise that still meets my design goals:

Any time they take a long rest in the "field", they make a DC 10 (or higher depending on circumstances) Survival check. A success means you are able to get a long rest. A failure means you can only get a short rest.

This adds a third benefit of making Survival skills important for everyone, not just the party druid/ranger! 



Next week: I hope Apparently is okay out there in the canoe!

Friday, February 16, 2018

Picking Pockets D&D 5E



In my last session, a player character needed some extra coin so the player decided that the character would spend a few hours walking the city looking to separate a few fat purses from some wealthy merchants.

I thought I saw a downtime activity for this but when I looked through the DMG and Xanathar's, all I could find was "Crime" which was more appropriate for pulling a heist - it required a week of planning. So I skipped it and made up my own ad hoc rules on the fly.

My ad hoc rules worked fine so I decided to write them up. It was during that process that I realized that my rules turned out to be pretty similar to the crime rules in Xanathar's but my rules. I have since re-written my rules to more closely match those from Xanathar's, primarily by making the time required only 8 hours and dividing all money gained by 10.

Pick Pocket
This activity gives a character the chance to make some extra cash by separating some purses from some wealthy merchants.

Resources
Picking Pockets requires a character to spend eight hours and at least 2 gp on food and ale while observing potential marks.

Resolution 
The character must make a series of checks, with one DC for all the checks determined by the profit sought from the crime.

The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces based on the chosen DC, as shown on the Loot Value table.

To attempt the lift, the character makes three checks: Wisdom (Perception), Dexterity (Stealth), and Dexterity (Sleight of Hand). If there is the opportunity for crowds, throngs, or masses, the check is made with Advantage.
  • If none of the checks succeed, the character is (1d6):
1-3 = Caught and jailed. The character must pay a fine equal to the potential payout and must spend two nights in jail per 5 gp value.
4-6 = Roughed up by thugs.  The character gains 1d4 levels of Exhaustion
  • If one check succeeds, the lift fails but the character escapes. 
  • If two checks succeed, the lift is a partial success, netting the character half the payout. 
  • If all three succeed, the character earns the full payout.

Loot Value 
DC Value 
10 = 5 gp, the purse of a struggling merchant
15 = 10 gp, the purse of a prosperous merchant
20 = 20 gp, the purse of a noble
25 = 100 gp, the purse of one of the richest figures in town

Complications Picking pockets for a living is filled with complications. Roll on the Pick Pocket Complications table (or create a complication of your own) if the character succeeds at only one check. If the character’s rival is involved in crime or law enforcement, roll if the character succeeds on only two checks.

Crime Complications
d10 Complication
1* = A bounty equal to 10 times your earnings is offered for information about your crime.
2* = An unknown person witnessed your crime and threatened to call you out to your victim unless you promised to render a service.
3 = Your victim is beaten up for being unable to pay a debt because of your crime.
4* = Someone who knows of your crime has been arrested on an unrelated crime.
5 = Your loot is a single, easily identified item that you can’t fence in this region.
6 = You robbed from someone who was under a local crime lord’s protection, and who now wants revenge.
7 = Your victim calls in a favor from a guard, doubling the efforts to solve the case.
8 = Your victim approaches one of your adventuring companions asking about you.
9* = A paladin or cleric of justice is keeping their eyes peeled for someone matching your description.
10* = You stole something precious from a beloved figure; everyone in town is looking for you, the thieving scumbag.
*Might involve a rival

Tuesday, February 13, 2018

"A Day at the Races" - Tomb of Annihilation, Chapter 2



A MINOR RETCON
The Karanja limped into Port Nyanzaru, visibly in need of assistance as the untrained passengers serving as temporary crew did their best to sail a heavily laden ship for the first time in their lives.

A shadow passed over the deck and the brilliant figure of a humanoid dragon descended from the sky on golden wings. The magnificent golden dragon-man landed on the deck and, in a commanding voice, called out to the Karanja's captain, "Captain Abasi, what has happened to your crew?"

Captain Abasi replied, "Zindar! It is good to see you my old friend! Alas, my recent recruitment proved ill conceived. Luckily, I had these fine passengers to save me in my time of need."

Captain Abasi described the recent mutiny of his crew and the efforts of the diverse passengers to retake the ship to the dragon-man before introducing the passengers.

"I am Zindar, harbormaster of Port Nyanzaru. You have proven your bravery and I will recount your story to my superiors. Welcome to my harbor."

TOMB OF ANNIHILATION, CHAPTER 2
"A DAY AT THE RACES"

Five travelers survived a mutiny 
and arrived in the jungle land of Chult
hoping to find their destiny...

THE TRAVELERS
Nova Scotia Blackman - a black Canadian archaeologist (Human Rogue) from 1920s Earth who was transported from Greenland to the strange continent of Zazamanc. He is searching for a way to return to Earth but has come to appreciate his new home. He is searching for a man named Artus Cimber.

Apparently Jones - a blue-skinned demijin caravan guide and animal trainer (Air Genasi Ranger) from Akasa, the land of sky mountains. She is traveling to Port Nyanzaru to find work as an animal handler.

Bramble Wolf - a theran barbarian wise-man (Wildhunt Shifter Druid) searching for the legendary origin of his tribe.

Qhallebbewk Zriri - an aarokan aristocrat (Aarocockra Ranger) from the sky-city of Aarokar-Nasaris, banished by his noble family for his boorish behavior. He is travelling to Port Nyanzaru hoping to win the approval of his family by accumulating glory and fame.

Xoc-Wik - a b'alam warrior (Tabaxi Fighter) from the jungles of Bres, searching for the person or people responsible for the destruction of his tribe.


SHOPPING: THE ROLE-PLAYING GAME
Once in Port Nyanzaru, Apparently bid farewell and sought a job as an animal handler or trainer in Tiryiki Anchorage. The others agreed to accompany a man named Rhogar on a seven-day journey to Fort Belurian to aid his covert mission. They would meet to commence their journey on the second dawn for tomorrow the city would be closed for the dinosaur races.

They spent the remainder of the late afternoon and early evening exploring the city. Bramble and Qhallebbewk hired a young street boy named JibJab to show them the city and its shops. They wanted to purchase weapons, armor, and provisions. More importantly, Qhallebbewk wanted some meat on a stick.

They met Ekene-Afa, the muscle-bound former gladiator, and appraised her finest weapons and armor but lamented their lack of funds. From her they purchased rain catchers and outdoor traveling clothes.

They were nearly overwhelmed by the heavy miasma of burning incense and aromatic oils in Kwayothe's shop of fruits, liqueurs, and balms. They purchased insect repellent in both salves and incense.

They entered the tower of Wakanga O'tamu and climbed the tightly confined stairs into the small dark chamber of the wizard merchant. O'tamu's face was painted in grey ash and he was slowly stirring a liquid concoction in a metal bowl, dribbling in pinches of arcane ingredients from nearby stone mortars. They admired the potions but could afford none. Before they left, the wizard said, "Tell your friend the John Henry to come visit me. I have a gift for him."

Qhallebbewk looked confused, "Who's John Henry?"

Bramble explained, "The Nova Scotian."

"Ah!" exhaled the bird-man in sudden understanding.

They left and ran into Nova Scotia Blackman. Qhallebbewk asked if he had seen any shops selling meat on a stick. Nova said he had not.

"What have you been doing?" inquired Bramble. 

Nova looked somewhat embarrassed, "Well, since coming to this world, I haven't earned very much money. I must admit that I have been hanging out in the merchant district looking to relieve some merchants of their fat purses."

"Any luck?"

Nova made an exasperated sound, "No."

They informed Nova of the wizard's message.

A CHANCE ENCOUNTER
The sun was setting and Bramble and Qhallebbewk were preparing to head back to the inn when a woman wearing full scale mail armor interrupted them, "Excuse me, I need your help! Can you help me?"

Her name was Undril Silvertusk. She was a beasthide theran and a priestess of the Knights of the Circle from Avallonis. She was trying to find a way to get upriver. She had an important message to deliver to her fellow Knights of the Circle at Camp Righteous. She had recently arrived in Port Nyanzaru and was unable to secure a horse for the journey. She balked at the prospect of hiring a riding lizard or bird, considering such primitive beasts to be undignified.

Undril seemed very naive. She refused to remove her armor despite the intense heat and her severe perspiration. She was wholly unprepared for any kind of jungle expedition. When asked about finding passage upriver on a riverboat, she slapped her head for not thinking of that.

She thanked her new friends and left towards the harbor to find a riverboat.


A MEETING FORETOLD
John Henry Blackman, the Nova Scotian, climbed the tiny stairs and entered the abode of Wakanga O'tamu. The ash-faced wizard waved waved him in, "Sit, sit."

Nova sat before Wakanga's evaluating eye. The wizard asked, "How is Maara Ihe?"

Nova was taken slightly aback by the inquiry, "You know Master Ihe?"

"Yes, for he, too, was my scholarch."

Nova took a breath, "He is dead, I fear."

"Yes. I know. I know all. I know why you are here."

"Because you had a gift for me?"

"No, why you are in Chult. You seek Artus Cimber."

"Yes, do you know where I can find him?"

"Okay, I know ALMOST all. I do not know where he is currently. But I know what he seeks. You seek the same thing."

Nova became skeptical, "What do I seek?"

"You seek Orolunga."

"What's Orolunga?" asked Nova.

"What your heart desires."

There was an awkward silence.

Nova finally spoke, "I was told you had a gift for me."

"Yes! Yes!" Wakanga flicked his fingers and a book darted across the room into his hand, "It's an old journal. It was found in the jungle fifteen years ago." The book contained illustrations and writing in an unknown language. Wakanga described where the book was found.

"You may have the book. But if you find in your travels this amulet illustrated here, return it to me. More rewards will await you."

WHO'S THE BOSS?
"What do you mean 'SURVIVE'?" demanded Apparently Jones.

"Don't worry, a figure of speech," explained Satebi, "Come, I must introduce you to the boss, Ifan Talro'a."

Satebi took the blue-skinned demijinn to an opulent office overlooking the animal pens of Tiryiki Anchorage. Apparently stood in the doorway as Satebi crossed the room to address the older Chultan man in a dashiki with a full white bearded chin and a multi-colored fez. Satebi spoke in a low reverent voice. The man in the dashiki jumped up, his face enraged. He glared at Apparently, "No! She is a demijinn! She is the offspring of evil! She will not work for me!"

Satebi plead his case, "But master Talro'a, you did not see! She calmed Lucy with a look! She has a way with animals!"

Ifan was momentarily taken aback. "Lucy, you say?"

"Yes, sir!"

Ifan contemplated his options. After a moment, he reconsidered his position, "She can race tomorrow. If she WINS, she can have the job."

THE BIG DINOSAUR RACE
It was heavily raining on the morning of the following day. Water poured from every drain and downspout into catch-basins and cisterns. In spite of the heavy rain, the entire town gathered along the wide wall surrounding the arena atop Yklwazi hill in anticipation of the day's dinosaur races.

The rains let up just after noon but the sky remained dark and tumultuous. Qhallebbewk, Bramble, and Nova joined the crowd to partake in the festivities.

Qhallebbewk asked, "Where's Xoc-Wik?"

Bramble shrugged.

The first race of the day was among the four-legged dinosaurs - triceratopses, dimetrodons, and ankylosauruses all vied in competition. The dinosaurs jostled and shoved their way out of the colliseum, through the narrow city streets, around all four hills, and back to the colliseum. Qhallebbewk and Nova wagered a few coins on some of the races.

The second race included the two-legged dinosaurs - young tyrannosauruses, allosauruses, hadrosaurs, and deinonychuses.

Everyone was waiting for the third race - the unchained event! All dinosaurs would compete!

Qhallebbewk was the first to notice a blue-skinned rider on a parasaurolophus, "Wait, is that Apparently?" He quickly put a large sum of money down on the demijin to win.

Competing against Apparently were ten other dinosaurs:

  1. A big tyrannosaurus rex named Big Honker - obviously a crowd favorite with a confident and experienced rider.
  2. A young triceratops named Ubtao's Favorite - apparently the rider was on a winning streak.
  3. An colorful hadrosaur with a bright yellow head named Banana Candy - the animal seemed serene compared to the other beasts.
  4. A big ill-tempered allosaurus named Bonecruncher - it kept biting at the other dinosaurs nearby.
  5. A spiky ankyloaurus named Grung Stomper - its rider appeared to be little older than a child.
  6. A seasoned tyrannosaurus rex named Scarback - it was getting too big to race and would soon be released into the wild.
  7. A rambunctious allosaurus named Nasty Boy - its rider was well known to the crowd and appeared to be overconfident.
  8. A feathered deinonychus named Jungle Princess - its rider was a short creature with yellow skin wearing a strange wooden mask, the rider looked nervous and was easily spooked.
  9. An aged ankylosaurus named Mountain Thunder - it appeared easily distracted.
  10. A beautifully groomed triceratops named Please-o-saur - its rider was a voluptuous woman in skimpy garments.

Apparently was riding a parasaurolophus billed as "Loosey-Goosey".

The starting horn was blown and the dinosaurs took off!


The beasts shoved their way through the city streets. Scarback, Banana Candy, and Nasty Boy became early favorites.

DM Note - Qhallebbewk placed a large wager on Apparently to win. During the race, Qhallebbewk's player kept chastising Apparently's player for not winning.  

"What are you doing? You're rolling dice like a LOSER"



In the end, Scarback won the race followed by Nasty Boy and Banana Candy. Apparently and Loosey-Goosey seventh.

After the race, Ifan Talro'a met her with a sour face. He took the reins of Loosey-Goosey and simply pointed towards the exit.

She was joined by Satebi as she crossed the arena floor, "Maybe I can find work at one of the other stables."

Satebi shook his head, "No. I'm sorry. Ifan is a merchant prince and controls all the stables in Port Nyanzaru. You must find work doing something else."

She sighed and exited the arena.

ATTEMPTED THEFT
During the race, Nova once again decided to practice his skills as a cutpurse. This time a likely prospect presented itself. Nova made to retrieve the purse but the target took notice and shouted. The target tried to grab Nova's wrist but Nova managed to twist away. He tried to run away but found his going difficult through the crowd of spectators.

Nova was trapped on top of the wall outside the arena. City guards were working their way from both directions, penning him in. Nova moved towards the edge of the wall overlooking a thirty foot drop to the buildings of the red bazaar.

Nova unfurled his whip and lashed at a flag pole atop a building outside the wall. He leaped off the top of the wall and swung down to the alley below. He loosened his whip and disappeared into the tight narrow back alleys. On his way he purloined some local garments so that he could change out of his conspicuous Earth clothes.



DM Notes-
Here's my ad hoc rules for allowing PCs to earn some bonus coin by petty pickpocketing during down-time.  

Pick Pocket
This activity gives a character the chance to make some extra cash by separating some purses from some wealthy merchants.

Resources
Picking Pockets requires a character to spend eight hours and at least 2 gp on food and ale while observing potential marks.

Resolution 
The character must make a series of checks, with one DC for all the checks determined by the profit sought from the crime.

The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces based on the chosen DC, as shown on the Loot Value table.

To attempt the lift, the character makes three checks: Wisdom (Perception), Dexterity (Stealth), and Dexterity (Sleight of Hand). If there is the opportunity for crowds, throngs, or masses, the check is made with Advantage.
  • If none of the checks succeed, the character is (1d6):
1-3 = Caught and jailed. The character must pay a fine equal to the potential payout and must spend two nights in jail per 5 gp value.
4-6 = Roughed up by thugs.  The character gains 1d4 levels of Exhaustion
  • If one check succeeds, the lift fails but the character escapes. 
  • If two checks succeed, the lift is a partial success, netting the character half the payout. 
  • If all three succeed, the character earns the full payout.

Loot Value 
DC Value 
10 = 5 gp, the purse of a struggling merchant
15 = 10 gp, the purse of a prosperous merchant
20 = 20 gp, the purse of a noble
25 = 100 gp, the purse of one of the richest figures in town

Complications Picking pockets for a living is filled with complications. Roll on the Pick Pocket Complications table (or create a complication of your own) if the character succeeds at only one check. If the character’s rival is involved in crime or law enforcement, roll if the character succeeds on only two checks.

Crime Complications
d10 Complication
1* = A bounty equal to 10 times your earnings is offered for information about your crime.
2* = An unknown person witnessed your crime and threatened to call you out to your victim unless you promised to render a service.
3 = Your victim is beaten up for being unable to pay a debt because of your crime.
4* = Someone who knows of your crime has been arrested on an unrelated crime.
5 = Your loot is a single, easily identified item that you can’t fence in this region.
6 = You robbed from someone who was under a local crime lord’s protection, and who now wants revenge.
7 = Your victim calls in a favor from a guard, doubling the efforts to solve the case.
8 = Your victim approaches one of your adventuring companions asking about you.
9* = A paladin or cleric of justice is keeping their eyes peeled for someone matching your description.
10* = You stole something precious from a beloved figure; everyone in town is looking for you, the thieving scumbag.
*Might involve a rival

A NEW DIRECTION
After the races, the passengers reunited down by the harbor. Apparently, now without job prospects in Port Nyanzaru, asked if she could join the other passengers. She was welcomed back as a friend and colleague.

While they were catching up they heard someone crying nearby. They saw Undril Silvertusk sitting on the edge of a fountain and at the end of her rope. She said she waited in the harbor all day but nobody was around! The others explained that everyone in town was watching the dinosaur races. They further explained that even if there was anyone around, she wouldn't have found any river boats in the harbor. She needed to go to one of the rivers outside of town.

Undril, sweating profusely in her armor, broke down into sobs. She complained that she was a failure! She worried that the brave knights and clergy of the Knights of the Circle would suffer without the important information she had to deliver.

The others suggested hiring a guide. They asked Zindar and the dragon-man showed them to a nearby board containing several notices. Each notice was an bill advertising the services and qualifications of a local wilderness guide. The passengers said they would help Undril hire a guide.

They reviewed the bills posted for each guide. They eventually settled on the cat-folk siblings River Mist and Flask of Wine.


They spent the rest of the late afternoon searching for them in Tiryiki Anchorage but to no avail. The sky was darkening as they made their way through the gap between the ridge and the outside of the wall into Malar's Throat.


Malar's Throat was a steep canyon that flowed downhill to the western bay. The canyon was filled with slums, shanties, and ramshackle structures.  Rickety bridges of rope and wood were suspended overhead. In one large structure they heard loud music and merriment. There they found the pair they sought. One was standing silently on the wall while the other was holding a flagon of tej and recounting a wild story to several interested listeners. They interviewed the quiet one, River Mist. River Mist offered the pair's services for four gold pieces a day each. Alternatively, they'd waive their fee in exchange for a share in the treasure.

Undril had no money on her but she promised that the commander of Camp Righteous would pay them two gold pieces a day each if she was safely delivered to them.

Undril's new friends considered this for a moment.  Undril was just going upriver! She didn't need to hire a guide - they were all experienced travelers with extensive survival skills. They decided to forego traveling with Rhogar and instead they would travel with Undril to Camp Righteous.

Undril agreed.

TO BE CONTINUED...

Tuesday, February 6, 2018

"Aremag" - Tomb of Annihilation, Chapter 1

"I NEVER LOVED YOU"
The sailing ship Karanja sailed south along the northwest coast of Zazamanc towards the Chultan peninsula. Captain Abasi, an ancient mariner with the winkled leathery face from a lifetime at sea,

The Karanja was taking cargo and a handful of passengers from Akwa-Obio to Port Nyanzaru. The passengers included a male human scholar with a strange accent, a bestial theran druid, a human female from Akasa, a b'alam jaguar-man from Bres, and an aarokan noble from the sky-kingdom of Aarokar-Nasaris.

It was the morning of their final day. They would arrive that afternoon. The Bay of Chult lay just ahead. Captain Abasi stared sleepily at the horizon and sighed. He was tired and unusually pensive. Perhaps it was time to retire.

His first mate, Bartholomew, spoke, "Captain. The men and I would like to have a word with you."

Captain Abasi was shaken out of his reverie. He looked around to see his crew, armed with cutlasses and clubs. Bartholomew had drawn his own cutlass.

The first mate continued, "We don't want to pay Aramag's toll! We'd rather take the money and the ship and sail to Jahaka bay."

Captain Abasi stared back in disbelief, "You're speaking madness, Bartholomew! What will you do with these passengers?"

Bartholomew raised his voice to address the passengers, "If they're smart, they'll cooperate. They'll be sold into ransom or slavery. If they resist, then they'll be tossed to the sharks." One of the crewmen approached the b'alam with a pair of manacles, "If you please..."

"This is mutiny, Bartholomew!"

Bartholomew ran Captain Abasi through with his cutlass.

Captain Abasi staggered and stared at his first mate. Bartholomew leaned in and hissed, "I may be your first mate, but I never loved you!"

TOMB OF ANNIHILATION, CHAPTER 1
"AREMAG"

Five travelers journey to Chult
But first they must survive a mutiny
and a mysterious guardian of the sea...

THE PASSENGERS



Nova Scotia Blackman - a black Canadian archaeologist (Human Rogue) from 1920s Earth who was transported from Greenland to the strange continent of Zazamanc. He is searching for a way to return to Earth but has come to appreciate his new home. He is searching for a man named Artus Cimber.


Apparently Jones - a blue-skinned demijin caravan guide and animal trainer (Air Genasi Ranger) from Akasa, the land of sky mountains. She is traveling to Port Nyanzaru to find work as an animal handler.


Bramble Wolf - a theran barbarian wise-man (Razorclaw Shifter Druid) searching for the legendary origin of his tribe.


Qhallebbewk Zriri - an aarokan aristocrat (Aarocockra Ranger) from the sky-city of Aarokar-Nasaris, banished by his noble family for his boorish behavior. He is travelling to Port Nyanzaru hoping to win the approval of his family by accumulating glory and fame.


Xoc-Wik - a b'alam warrior (Tabaxi Fighter) from the jungles of Bres, searching for the person or people responsible for the destruction of his tribe.


THE MUTINY
A mutinous crewman approached Xoc-Wik with a pair of manacles, "Cooperate and no harm will come to you."



The jaguar-man stared incredulously at the crewman and replied in a thick Mazzanian accent, "Oh, I don't think so!" and drew his rapier.

A melee ensued as the passengers proved to be more capable of defending themselves than the mutineers anticipated.

Apparently Jones revealed herself to be no mere caravan master as she unfurled her leather whip and held several mutineers at bay

Nova Scotia Blackman, the strange visitor from another world and time, lashed several mutineers with his own whip before he was knocked unconscious by an opponent using a spyglass as a club.

The druid Bramble swung his staff which cracked upon the skulls of the mutineers with surprising force. After taking down two mutineers, Bramble was himself felled by a villain's cutlass. However, no sooner had he fallen to the deck unconscious than he sprang  back up, brushed himself off, and continued to fight. (DM Note - he rolled a twenty on his first death save)

The noble bird-man Qhallebbewk swooped down and clawed at a mutineer with his talons.

Meanwhile Xoc Wik pierced the hearts of several mutineers with his rapier in one hand and his claws in the other.

The captain fell unconscious and Xoc Wik sprang to the quarterdeck to confront Bartholomew.

The mutiny was ultimately put down and and the passengers took stock of the situation. Nova was wounded but stable. Bramble channeled the power of the nature spirits to heal Nova of his wounds and distributed magical healing berries to the others.

The captain was healed of his wounds and, with the crew dead or subdued, directed the passengers in sailing the ship into the Bay of Chult.

The passengers asked the captain why the crew mutinied. Captain Abasi replied that the crew had no wish to pay the toll to Aremag.

"Who is Aremag?" they asked.

At that moment, the sea heaved. A small island emerged from the waves and steam shot into the sky like a geyser as a massive gnarled head turned a milky eye towards the ship. The passengers held onto the railings as the ship bobbed in the thrashing seas now filled with hungry sharks.

"That," the captain replied, "is Aremag."

AREMAG
The massive dragon turtle settled next to the ship and the seas subsided. A voice that sounded like a geyser boomed in the ancient language of dragons, "TRIBUTE."

The passengers looked to Captain Abasi, "Aremag demands a toll to pass through the Bay of Chult. In exchange, he protects Port Nyanzaru from all pirates and raiders. We usually throw a few hundred gold overboard. That's why the crew mutinied. They figured they could take the ship and the gold toll. There's a chest of gold in my cabin below. Be a good kitty and bring it up, will you?"

Xoc grimaced at the insult but complied. However, he found the chest broken open and empty. He reported his findings to the captain who cursed, "Those fiends! They must have stolen it and hidden it somewhere in the ship. Find it quickly!"

At that, Aremag slapped the ship and caused it to list heavily to one side forcing everyone to grab the railing. "Quickly!" shouted the captain.

The passengers scurried below the decks and rifled through the belongings of the crew. Xoc returned above deck with a sack of 50 gold. The captain directed him to pour it onto the deck.

Aremag hissed, "MORE!!!" and slapped the ship again.

The passengers returned below deck and this time returned with several more sacks. Xoc declared, "I found one!" Apparently declared, "I found a sack!" Bramble declared, "I, uh, I didn't find anything!"

DM Note- I rolled randomly to determine how much gold Aremag required. Aremag demanded 150 gold. I had the players make Perception checks to search for the gold vs a DC of 12. Each successful check found 50 gp. Each round they'd have to make a DEX save vs 12 or be knocked overboard. It was super fairly easy but I didn't want them all killed on their first encounter. 

Meanwhile, Nova was entranced with Aremag, asking the mighty creature a series of probing questions about its history, its intention and motivations, etc. Aremag simply ignored the questions.

Once the new gold was added to the pile, Aremag seemed appeased. The captain ordered them to throw it overboard and Aremag submerged once more beneath the waves.

PORT NYANZARU
The Karanja limped into port late in the afternoon as heavy rains began to pour on the ship and the city. Without a proper crew the Karanja needed assistance pulling alongside the quay. The passengers asked  the captain where they might accommodation as they disembarked. The captain directed them to either Kaya's House of Repose or the Thundering Lizard. 

Nova, Bramble, Xoc, and Qhallebbewk chose to seek room at Kaya's while Apparently, short on funds, bid her farewell and stayed at the Thundering Lizard.

While at Kaya's, the group discussed their next steps. All seemed intent on mounting an expedition into the jungle interior. A young man named Rumble, a local, offered his services as a guide. The group was suspicious of the young man's dogged intentions and repeatedly turned him down.

A well dressed local man intervened and instructed Rumble to move along. The man introduced himself as Rokah and apologized that he couldn't help but overhear a bit of their conversation and their intent to mount an expedition into the interior. He explained that to do that they would need a charter of exploration from the Flaming Fist mercenaries at Fort Belurian.

Rokah explained further that the mercenaries claim dominion over all the jungle lands north of Kitcher's Inlet. They send regular patrols through the area with orders to arrest anyone not carrying a charter of exploration, a passport that costs fifty gold coins. He said that he represented several mercantile interests in Port Nyanzaru who disagree with the Flaming Fist's arrangement. Rokah offered to escort the group to Fort Belurian and cover the cost of the charter. All he asked for in return was for the group to occupy the Flaming Fists, keeping them distracted while he performed some- investigative work on his own elsewhere in the fort.

The group agreed to the terms and Rokah said that they would leave at dawn in two days.

TIRYKI ANCHORAGE
Meanwhile, the rains had stopped and Apparently Jones found her way outside of the city walls to the neighborhood known as Tiryki Anchorage. There she found many animal pens containing many dinosaurs used for riding and beasts of burden. She looked around for a likely place for employment when she saw a hadrosaurus rearing against its handler. The hadrosaurus broke free and began charging down the narrow street.

Apparently Jones rushed out in front of the wild hadrosaurus and managed to get the beast's attention. The hadrosaurus stopped in its tracks. Apparently maintained eye contact with the beast, calming it until she could grab its reins.

The animal's trainer ran up and took the reins, "That was incredible! How did you do that?"

Apparently said that she was a beast handler from Akasa and was looking for work. The trainer introduced himself as Coco and told her to come and talk with his boss.

Coco introduced Apparently to his boss Satebi. Satebi was a fat Chultan with a bald pate and long tight braids. Apparently asked about obtaining work.

Satebi said, "Ever raced a dinosaur before?"

She answered that she hadn't.

Satebi replied, "Doesn't matter. You ride in the race tomorrow. If you survive, you got yourself a job."

Apparently said, "Sounds good. Wait, did you say survive?"

TO BE CONTINUED...

DM Notes-
I'm starting without the main plot because I want the group to get to know Port Nyanzaru and Chult a little more. If we jumped right into the main plot, the group would ignore everything else and do everything they could to head straight towards the mission objective.

So I had everyone be from a foreign land and asked them three questions:

1) where are you from (in relation to my fantasy world)>

2) why can't you go back there?

3) why are you going to Port Nyanzaru?

Almost everyone gave good backstories and reaspms for being in Chult. Where I screwed up was that I allowed everyone to create their OWN reasons to go to Chult. So once they got there, they had a reason to split the party. So now I have to work extra hard on giving them a reason to work together as a team. I admit I didn't think that part all the way through.

Luckily, everyone but Apparently have motivations that conveniently coincide. Now I just need to get Apparently back with the team.

Next week: DINOSAUR RACES!!