Showing posts with label fifth. Show all posts
Showing posts with label fifth. Show all posts

Tuesday, April 24, 2018

Jungles of Chult: Wakanga's Journal

Given to the players by the merchant prince Wakanga, after last session--their successful return from down the River Tiryki seeking the Tomb of the Serpent Kings.

The journal is worn and waterlogged ... except the physical copy I gave to the players is not, because I wasn't sure what would happen to the 24-page pocket-journal if I threw it into a puddle.

A sketch of some of the crew at the outset of the expedition, ready and optimistic ...

------

p2.
[a MAP of the route]

p.3
EXPEDITION from NYANZARU
-- Myself & VORN
-- TXALA & SIGHING WIND -- guides
-- NBOMA OXFIST  --
-- ZEBU the WILD    -- fighting-men
-- MLALA TURKA -- fighting woman
-- SIFISO, FUDU, CWATHA, porters

3 CANOES
350 days rations
insect repellant
dozen canteens, pots for boiling water
3 tents

OUR GOAL: the lost city of OROLUNGA & its ORACLE!

p4.
Day 1 -- Sailed from Nyanzaru to Ngana to collect final supplies. Clear skies, no sign of AREMAG. Arrived in good spirits. Shared a feast and a toast to our continued success at the inn. Now to bed--set out early in the morning.

Day 2 -- Word of plesiosaurs off beach--we hired mules to port our canoes & set off due south. Passed through the Palm Orchards of Ishau, bought palm wine to add

p5.
to our supplies for morale. At jungle's edge, sent mules and teamsters back. Claw-runners shadowed camp, but NBOMA & MLALA scattered them with well-shot bows. Into jungle to morrow [sic].

Day 3 -- Weird mists in the morning. Passed 3 women by a broken canoe on the shore as we paddled by. I wanted to help, but ZEBU & TXALA shook their heads--"They are evil spirits." They called out to us most pitifully, but we went on.

p6.
I thought I heard cackling through the mists when we lost sight of them. Am left discomfitted & restless.

Day 5 -- Spotted a behemoth in the morning, eating from the treetops with its long neck. Almost lost a canoe when its tail swept beneath. Then, once camp was made, a mist rolled out of the jungle--blue & thick. TXALA & WIND got everyone

p7.
up the trees to let it pass. Poor FUDU got a lungful, though, & now won't stop telling us that he feels something watching him.

Day 6 -- An easy day. We're making progress upriver

Day 7 -- FUDU is still raving about being watched. Almost started a fight by accusing NBOMA of stealing. MLALA got NBOMA cooled down & ZEBU pulled FUDU aside for some kind of tea concoction. He's calm now

p8.
Day 8 -- Met a group of folks coming downriver--led by HEW HACKINSTONE the dwarf. Warned us about the forest upriver--"place of a thousand demons"--we sent FUDU downriver with them.
Further upriver found a dead man on the bank--one of their expedition? Was badly eaten.
Took right fork in river, but by night it seemed wrong choice--became narrow, difficult to traverse. Forest filled with evil eyes & sounds.

p9.
Day 9 -- LOST. River became a maze. A talking ape with black eyes followed us, offering directions, but only seemed to get us more lost.
The forest is filled with mutterings, and we have lost a full pack of rations--taken by thieving monkeys?

Day 10 -- back on track. Found dead explorer on bank--much decayed already. Took left fork of river--seems good so far.

p10.
Day 11 -- Canoe capsized in the morning by snake-like beast. ZEBU was badly bitten, but spears, &c. were able to drive it off.
ZEBU patched himself up, & we made good time after that. Lost a week of rations.

Day 12  Passed a herd of duck-bills feeding at the riverside around noon. They watched us, but did not flee. Seemed a free herd--very beautiful. Otherwise, made good time.

p11.
Day 13 -- Caught side [sic] of a fortress on a high outcropping of rock--TXALA called it TAMBA ROCK. WIND added that the master is old & eccentric & some kind of magic-user. Considered going to ask for supplies, but decided against. Continued on.

Day 14 -- A good day of travel. Had some trouble getting to the bank to make camp b/c a swarm of piranhas decided to hang around beneath our boats all afternoon.

p12.
Day 15 -- An aarakocra patrol passed over us in the morning, but did not hail us. We continued upriver without further incident.

Day 16 -- No trouble today

Day 17 -- No trouble. Counted rations--175 days remaining. We'll need to resupply somehow, as we must push on.

Day 18 -- Good day. Clear air, river beautiful. Sometimes I enjoy the jungle & its majesty!

p13.
Day 19 -- Lost ZEBU & SIGHING WIND. Were ambushed by lizardmen shortly after midday. Their javelins killed WIND, & then while we got into the boats, ZEBU went back to try to grab WIND'S body. They pulled him down ...
The blood in the water attracted piranhas & we just camped in the boats, run aground as well as we could.

Day 20 -- Damn piranhas stayed with us all night. Damn this place. Damn it all.

p14.
Day 21 -- Killed a giant snake tonight & cooked & ate it. Good thing too. Supplies are getting low--we lost some after the lizardmen attacked

Day 22  We hailed some passing aarakocra in the morning & sought to trade with them for rations. They gave us a week of their fare for a share of spears from us. Uneventful otherwise

Day 23 -- A great Stone tree rises out of the jungle to

p15.
the northwest. It is not OROLUNGA, but we will investigate it nonetheless. Killed another snake in the morning--they are not bad eating at all!

Day 24  Left the canoes ag [sic] tied & hidden at the bank--we now strike inward, into the jungle. May the gods help us.
--Later--made camp--no trouble through the day. STone [sic] tree not far, we'll get there tomorrow I think

p16.
Day 25 -- Got to the tree at midday. The place is filled with giant wasps. CWATHA was stung--I do not think he will make it. The tree is hollow--inside, it seems it was once furnished. There are pieces that make me think another practitioner of the arcane arts once dwelt w/in, but the place is long abandoned.

--Later--CWATHA did not make it. We buried him under a cairn in the jungle.

p17.
Day 26 -- We go SW, seeking a NW tributary to the SOSHENSTAR. I hope to find OROLUNGA at its head.
CLAW-runners attacked us as we made camp, but VORN drove them off. He has always been a stalwart companion--if only he could know how much I appreciate his presence.

Day 27 -- Still SW. It is difficult going through the jungle. Always hacking with the machete, climbing roots, fighting mosquitoes. I can't wait for a bath in Nyanzaru.

p18.
Day 28 -- Found the tributary! A flock of leatherwings descended on us as we came on it, but our arrows and my spells brought some down. We tried to eat them, but there is surprisingly little meat on the creatures. The rest of the day was spent following the tributary NW. No other trouble.

Day 29 -- Disaster. We were attacked by a mouth-dragon as we rested at midday. It came out

p19.
of the jungle & before we could do anything it had snapped jaws around NBOMA & tossed him into the air. It was horrible ...
We fled, & it seemed content to eat him & let us go.
That was not the end of our trouble, though--that evening as we made camp, horrible things like small mangy bears came up out of the jungle. They attacked with their claws, & I saw MLALA'S & TXALA'S

p.20
armor literally deteriorate before my eyes as they struck. But I managed to put them all to sleep with a dwimmer, & we slew the things then. TXALA called them "Zorbos"--foul creatures!

Day 30  Continuing NW along the tributary. I hope we are close to OROLUNGA.

Day 31  Attacked by stirges at midday--I slept them, & we slaughtered

p21.
them. In the afternoon, mists began to roll down from upriver to the NW--not the evil blue mists, but a natural fog ...

Day 32 -- The tributary has led us into an area of hot springs, mists, & volcanic activity. There are geysers & deep pools of hot acidic water of brilliant blue color; & there are fissures of hot rock & mud that open up into the

p22.
We were attacked. Lizardmen came from the mists.
Killed everyone--TXALA, MLALA, SIFISO
VORN is with me. I am injured. Without VORN I would be dead.

They came out of the mists--bright red skin, some were mounted on bird-things.
They hurled javelins, & one was a sorcerer--summoned fire in his hands & cast it forth.

p23.
Poor MLALA burned to death. TXALA was overcome. SIFISO ran, & died w/a javelin in his back. At least, I think he was dead.
VORN saved me. We fled into the jungle--I am lost. Must try to find the river. find my way back.
My leg is wounded--the blood dried--it hurts, but I should not die of blood loss.
I fear I will not make it out.

p24.
LOST
HUNGRY
FOUND FRUIT
CANNOT FIND WATER
ATTACKED BY SNAIL
LEG SWOLLEN--INFECTED
I AM DYING
VORN CANNOT HELP ME
CURSE THIS PLACE
CURSE THIS JUNGLE
CURSED BE THE THOUGHT EVER TO SET FOOT IN THIS HELL



Tuesday, April 3, 2018

Jungles of Chult Session 4

our intrepid adventurers:
Nugiri (lizardman monk)
Takashi (human magic-user)
Nebin (halfling barbarian)
Qinsela (human druid)
Thrice-Orphaned (goliath fighter)
Vilnus (half-Elf bard, joined late last session)
with River Mist and Flask of Wine (cat-man fighter and thief) as guides
and hired help Olol, Benge, and Adoun


Last time we ended with the characters having just discovered the secret tunnel into the deeper parts of the Tomb of the Serpent Kings, and ready to descend into the depths. They are seeking magical writings for the merchant-prince Wakanga, a magic-user himself, who is willing to pay "thousands of gold" for magical writings dredged up from the tombs ...

Now, just as they were about to descend further into the depths, the party was joined by a pair of new characters (my out-of-town friends were in town for the weekend, so we had them join!): Gona (dwarf monk) and a not-yet-named human druid.

So deeper they went. They descended into tunnel lined with statues. Behind one, the party discovered a secret door that led into an old guard post that was otherwise empty. Continuing through the main corridor, they entered into a large octagonal chamber with a door or open doorway in every wall, and a pool of scummy water at its center.

Looking around, the party decided to tackle things door by door and went to the door just to the left of the entrance; this corridor has a pressure-plate trap in the corridor beyond, the party didn't search for traps at all, and so they set it off--a lightning bolt discharged from the tomb at the end of the twenty foot corridor! The smell of burned flesh filled the corridor, and Vilnus and the nameless druid both dropped dead-dead, while Qinsela was knocked out and almost dead. ("Roll a new character, Josh," I declared, while Vilnus' player also started rolling a new character ... his seventh in the campaign yet ...)

During a short rest, Nugiri the lizardman decided to cook up the dead half-Elf. Nobody protested.

After the rest, the party checked the next door. They found it blocked with rubble and heard something clattering around on the other side, and elected not to clear the rubble.

Through the next door, they found another tomb. They searched the tomb and found a sticky black residue around the seams. Should they try to build a fire around it and cook whatever's inside? That plan was ultimately shut down; instead, they put the bodies of Vilnus and the nameless druid in the corner and then opened the tomb, hoping that if an ooze were inside, it would go for the bodies ... Well, a black ooze was inside, and fortunately for the characters, my reaction dice indicated something good, so the ooze did indeed go for the bodies.

A quick check of the tomb discovered nothing inside, so the characters fled and then stuffed the doorjamb with clothes pilfered from Vilnus' stuff (she had been an actor and had some extra costumes, apparently).

The next door opened onto a long stair down. The party moved on to the next door; they pilfered a silver snake idol and a dozen scrolls that contained writings in unreadable Yuan-Ti script. At this point, the new characters Walter of the Wandering Foot Family (halfling) and Komuzar (half-orc thief) showed up because they were finished being written up. I decreed them companions of Gona and the late nameless druid who had just caught up.

The next door opened onto an unfinished tomb; and the doorway after that opened into a room with three columns of snake-man warrior statues. The secret door behind one in the back corner was duly found, which opened onto a blank corridor, at the end of which the second secret door was quickly located.

Opening that, the party found themselves in a large, dark, underground space. Columns held the ceiling up; a chain descended from the center of the ceiling and then led off into the darkness just beyond their light spell, though the chain was clearly moving and scraping along the floor ...

Stepping into the room, the characters immediately spotted a large reptilian creature with eight legs on the far side of the room. It approached; as it stared at them with eldritch green eyes, Nebin the halfling felt himself rooting into the ground as if becoming part of the stone himself. The party quickly intuited that this was a basilisk and then charged to attack!

The combat didn't last long. The basilisk got a couple good hits in, but against eight 5e characters, it just didn't really have a chance. After it was dead, Nugiri did his thing and carved it up and cooked up some basilisk steaks, and also popped its eyes out and saved them in a jar.

From here, the party went "north" (it was north in my game, but not in Skerples' descriptions) and found a door of intertwining serpents that they couldn't unlock, a stair down to the west, and other doors to the east. Through the east door they went, and were confronted with an undead horror--a snake-man, anciently embalmed, eyes of red pinpoints in empty sockets, who greeted them in a hissing language none of them understood.

Nugiri responded in Draconic, saying, "Bitch, please," which is not the kind of thing I personally would say to a lich. The lich responded also in Draconic, "What did you say to me?" and then Nugiri cleaned up his act. He explained that they were just there looking around ... the lich, one Xiximanter, took Nugiri to be the owner of the entourage of humanoid slaves, and decided to be hospitable. He remembered the forms of entertainment, if not the details, and went to a pitcher and some goblets and "poured" nothing from the ewer into the goblets and handed the empty vessels around (Walter and another character poured actual wine out for themselves from their possessions).

Xiximanter explained that he was on the verge of a breakthrough in his experiments attempting to brew a potion of immortality. He assumed the empire of the Yuan-Ti was still alive and well above, though he hadn't seen anyone for quite some time. The players wisely avoided revealing the truth ... Xiximanter asked Nugiri if he could use any of the lizardman's "slaves" as fodder for his experiments, but Nugiri politely declined.

Bored now of the conversation, Xiximanter went into the room next door and pulled out of a pit a goblin all infected with fungus. He dragged the protesting thing into another room and attached it to a chair like the one from the Skekzis' castle in The Dark Crystal and proceeded to drain the essence from the goblin into a little vial, and then to use that in whatever experiment he was engaged in.



The party left, uncomfortable.

Heading back through the basilisk room, they encountered a skeleton jelly and were unable to destroy it. Takashi slowed it by blasting it with ray of frost, and the party escaped back to the octagonal room with the pool. There, they discovered that the ooze had moved--clothing no longer stuffed any of the doorjambs ... finding the ooze in another room, they stuffed its doorjamb with clothes, and then turned to explored down the stairs they had earlier ignored.

At the bottom of the stair, they found another large octagonal room, but this one had walls covered with the shields of all the Batiri, human tribesman, and other Yuan-Ti tribes that had been defeated by the empire back in the day, layering the walls like scales. In the center of the room was a huge stone figure of a night with a cobra's head that advanced to attack as soon as the door was opened. The players noped! and slammed the door and went back up the stairs.

Going back through the basilisk chamber and north, the party descended the stair there and found the cylinder-door. Gona and Komuzar went through counter-clockwise first and felt the pangs of spears stabbing their sides. Returning back, Komuzar then went in alone and went clockwise, and ultimately reported back the passage on the other side of the rotating cylinder.

These passages led into the fungus-goblin warrens, which skeezed out the characters--Walter in particular was nauseated by a room that was filled with garbage and pulsating slime-molds, and lost the wine that he had recently imbibed all over his own feet.

A single goblin was found in the next room, chewing on a bat; the characters dispatched it with a number of missile attacks. Chattering goblins could be heard in the room beyond that; Takashi hit on a good plan regarding them. He approached the doorway alone and poured out a sack of gold coins on the floor before him. As the dozen-plus goblins gathered around to collect the coins, Takashi let loose with a burning hands spell and killed most of them.

The others failed their morale; the characters gave chase up a stair and chased the goblins up into the sunlight, while they themselves found another secret door into the basilisk-room from the other side.

Continuing their exploration, the party went through the "south" end of the basilisk room, and then down a stair to the southwest. They ultimately entered into a room with a pit-trap and while Nebin made hi save to avoid it, Thrice Orphaned tumbled in, but took negligible damage. On the other side of the pit was a door; through that door was a chamber with a pit along the east wall, in the center of which was an eternally burning flame surrounded by charred bones, runny gold, and gems.

Takashi mage-handed the gems out of the pit; through the next door, the party found more doors, one of which was iron. At this point I read that the key to that door was embedded in the basilisk's neck, and I adjudicated that Nugiri had found it while carving up the basilisk for eating. Opening the door with the key, the party found a crap-ton of loot, more weird writings, and a stair down to gods-know-what even deeper beneath the tombs ...

The party elected to take the treasure and go--they still had a jungle to make their way back through.

Out of the dungeon without monsters bothering them, the party found their porter and two slingers still next to the boat in their paltry camp. Gathering everything up, they headed north through the jungle seeking the River Tiryki; from there they would boat back down to civilization. On the first day, they spotted some flying lizards, but the creatures avoided them; that night, a mysterious man arrived in camp. When they offered him food, he offered his name, Wtanda, and suggested that in return for their hospitality, he would lead them through the jungle to the river. They agreed; the next day passed without incident as they followed Wtanda. At the river, he took his leave of the party.

They then set out on the river with their boats, because travel downriver on boats is much faster than hiking up through the jungle; the next day they passed a party of other explorers, emaciated and calling for help from the shore, but the party passed them by, afraid of delays and cannibal-attacks.

And they arrived back in Port Nyanzaru without any further issue!

Wakanga was glad to buy the strange writings from the party for a significant sum; they were not the magical writings he sought, but were still something. Moreover, he was interested in their account Xiximanter, and expressed the possibility of funding an expedition to give slaves to Xiximanter in trade for his potions or knowledge or both ... we'll see what the players think next session; especially seeing that Wakanga also gave the party the journal of another expedition that he had in his possession, which details a failed expedition up the Soshenstar River ...

Takashi paid off his debt to the merchant prince Jobal; Nebin probably will do the same with Jessamine, but his player wasn't actually present for this session to make such a call.

Komuzar and Nugiri both went carousing after that, and by the fate of the dice, each failed their save and then rolled the result "acquired a slave". Komuzar bought Talis, a scribe from across the northern ocean; meanwhile, Nugiri bought Tzana, an old man, but surprisingly strong and spry for his old age.

------

Remembrance for the Dead
Vilnus (half-Elf bard 1), a nameless druid 1, Nsi Losi (human fighting-man 1), Biango (NPC porter), Iedos (tiefling paladin 1), Tehran Atzi (human cleric of Ubtao 1), Sound of Distant Rain (catman rogue 1), Chiratidzo (human druid 1)



Wednesday, March 21, 2018

Travelling in the Wilderness: Becoming Lost

(new rule idea in the middle of this post)


"If a party is lost, the DM may choose the direction the party moves in, or use a random die roll. The DM must keep track of the party's actual position, as well as the direction the party believes it is moving. For example, the DM determines that a party ... has become lost. ... the party wishes to travel north; however, the DM has secretly determined that the party will head northeast. If after travelling in this direction for 6 miles, should the group decided to turn northwest, they will actually turn north." ("Travelling in the Wilderness", Dungeons and Dragons Expert Rules, p.X56)

A diagram using hexes follows.

I have never used this rule.

I did invoke a "becoming lost" rule once, in my Jungles of Chult game, which in 5e is of course a skill check (a Survival [Wisdom] check, DC 10 for waterways or DC 15 for jungles). Failure indicates that when the party moves into the "next" hex, roll a d6 to randomly determine which neighboring hex they actually enter. "... While the party is lost, players can't pinpoint the group's location on their map of Chult. The next time a navigator succeeds on a Wisdom (Survival) check made to navigate, reveal the party's actual location to the players." ("Chapter 2: The Land of Chult", Tomb of Annihilation, p.38)

Actually, I didn't use that rule by-the-text either, because I allowed a player character to make a second roll to get on track after the navigators (River Mist and Flask of Wine) got themselves turned around with a failed roll.

Where I have used rules like it is when playing Outdoor Survival (the hex map of which, as I understand it, was the basis for much D&D exploration back in the genesis-days). In that game it makes sense. As a board game, each player has perfect information about the board and the state of his "character" and position on the board, and even everyone else's character and position. The only way to simulate "lostness" in such a case is to force a player to move in a random direction as indicated by a die roll. (Every turn you roll a die to determine how lost you are; a good roll allows you to choose a direction, a bad roll forces you to move in a die-rolled direction)

image from Boardgamegeek


But D&D is emphatically not a game of perfect information. A player has the information on his character sheet and on whatever map he may have drawn, and beyond that relies on the referee's description of his character's location and surroundings. D&D is a game of discovery, of epistemology one might say ... a game in which players map a space according to the referee's descriptions which may or may not conform to the referee's map of the "actual" space, and where such accuracy or deviation can have serious consequences for the state of the characters and the game.

So D&D doesn't need to simulate "lostness" in the way that Outdoor Survival does. The players already don't know the map, and don't know where they're going. And I don't much like the idea of running "getting lost" at the table by travelling in a random direction--to go back to the B/X quote at the top, to keep track of where the characters are on my map and also where they think they are on my map, and to adjust their movements accordingly seems like a hassle. I won't lie, I already have trouble keeping track of where the party is on a hex map just for myself when I'm supposed to be notating it in pencil ... sometimes I forget to mark a day's travel, or when they're not moving at the speed of one hex per day I forget how far through the hex they've moved this turn ... (maybe I'll post about hex maps in the future).

------

Long story short, I have a thought for another way to simulate becoming lost that would mitigate the hassle of the map and confusion on the referee's (my) part:

Becoming Lost
When moving from hex to hex (or from area to area, maybe), treat navigation as an "open door" type check. The party rolls a die (be it a straight 1-2 on a d6 or rolling a d20 plus Survival [Wisdom] against some DC, or whatever) and if they succeed, they may proceed into the next area. If they fail the roll, their day's travel is suspended as they try to find a passable way into the next area but their way is blocked by impassable brambles, a raging river, a sheer cliff, or their own incompetence at wilderness travel. They do not advance or move anywhere else.

On the next day, they may either try again with another roll, or must try to circumvent the barrier through magic or by traveling another direction (depending on whether you, the referee, treat the roll as final or as re-rollable).

In most situations, the party is able to backtrack the way they've come without having to roll anything, especially in the cast that they've mapped their way there. But in especially thick wilderness (a jungle, say), the party might have to make a roll to make their way into another hex or area even if that is the same hex or area from whence they've just come. I'd probably still allow a bonus to backtrack, especially with a map ...

------

This method of getting lost would cut out an element of the game that I feel is intellectually interesting, but which often bogs down at the table: the mode of play in which it is up to the players to ensure that their map is correct, to interrogate the fictive space that the referee is describing to be certain that they have grasped the "truth" of their representation of it.

Theoretically, the rules for getting lost in B/X D&D actually appeal to me, in the way that the sliding corridors, one-way doors, and secret teleporters that Gygax seems so fond of in dungeons are theoretically appealing. What fun it would be, I think to myself reading such rules, to be in a dungeon where I was suddenly deposited somewhere from which I don't know how to get to the exit. I would have to map myself back to a familiar space on my map!

The problem with this type of play is that most of the time I'm stuck with two or three hours for the game at most, and I've got to resolve things by the end (for my pick-up games ... same-people campaigns are a bit different, and you can put things on hold until next session). Jeff Rients' Triple Secret Random Dungeon Fate Chart of Very Probable Doom (scroll to the bottom) can help with resolving what happens when characters are stuck or lost in the dungeon (or wilderness--need a new table!) at the end of a session; but what happens when characters are split up in the middle of play? Do you split time between them? Cut one side out and have them roll to get out while you stay with the other group?

I know there must be good ways for referees to deal with these things effectively and without bogging play down, but I am not at the moment privy to them. Perhaps someone out there has procedures that make this part of the game as easy as the rest is--and I would be glad to learn from them!--but as of now, I haven't played in anyone else's hexcrawl, and only one other referee's "squarecrawl", so I'm just muddling things out for myself.



Tuesday, February 27, 2018

Jungles of Chult Session 3

our intrepid adventurers:
Nugiri (lizardman monk)
Takashi (human magic-user)
Nebin (halfling barbarian)
Qinsela (human druid)
Iedos (tiefling paladin)
Nsi Losi (human fighting-man)
Thrice-Orphaned (goliath fighter)
with River Mist and Flask of Wine (cat-man fighter and thief) as guides
and hired slingers Olol and Benge
and hired porters Adoun and Biango


The last session ended with half the party that had originally set out dead, and the other half plus newcomer Qinsela, safely returned to Port Nyanzaru a little bit richer. Nebin and Takashi immediately blew their gains on booze and possibly hookers, and ended up in debt to merchant princes Jessamine (Nebin, for 100 gold) and Jobal (Takashi, for 400 gold). Takashi was also beaten and robbed while drunk, and had to begin this session without clothes and with a few hit points fewer.

Bumming around town for a couple days, the adventurers were able to gather a few rumors:

Firstly, while carousing, Nebin and Takashi learned of the new tavern-brothel the House of Flowers and Fruit, wherein beautiful men and women with brightly colored skin and floral petals rather than hair work as courtesans. These creatures, who call themselves the Flowers of Puljra, only appeared out of the jungle recently. Nobody has ever seen anything quite like them--they seem dryad-like, and there is a weird tree now growing in the courtyard of the House with weird fruits that almost look like fetal-position-men ...

Secondly, within the last few weeks, giant saltwater crocodiles have begun to attack the supply-ships that shuttle supplies to and from Fort Beluarian to the north east. The commander of the Fort, one Liara Portyr, has publicly offered a bounty of 100 gold for the head of each such crocodile brought to her, and a lesser bounty of 10 gold for any regularly-sized crocodile. Given their encounters with crocodiles last session, the players quickly turned their noses up at this offer--"Needs to be a lot higher bounty for us to do that!"

Thirdly, they heard of a priestess of Torm seeking passage down the Soshenstar River to Camp Vengeance, forward outpost of the Order of the Gauntlet (a militant clerical order bent on eradicating the undead menace in the jungles ... and not doing a very good job of it). When the party approached this Undril Silvertusks, half-orc priestess, they learned that she had a packet of letters and orders for Commander Niles of Camp Vengeance, but that she didn't have any money to pay for an escort--she was looking to add her skills to any expedition headed down the Soshenstar. Hearing this lack of coin, the party quickly and politely said, "Maybe next time, good luck!" and elected to seek money elsewhere.

Lastly, the adventurers were approached by a messenger from merchant-prince Wakanga (cue Black Panther jokes at the table), the only magic-user from among that illustrious number. The messenger indicated that his master would like an audience with the adventurers who traveled up the Tiryki River and returned, as he had a business offer regarding a site further up that river. Seeking him out, the party learned from him that he had heard from another expedition of a tomb dug out in the hills southeast of the swamp with the Sailback Shrine--a tomb of the Yuan-Ti, the serpent men that once filled the jungles of Chult, but which now linger only in deep places and old stories. This tomb, presumably of the Serpent-Kings, Wakanga believes to contain magical artefacts from of old, and he would dearly love to get his hands on such--if the adventurers were willing to delve into its depths and return especially with books of spells or magical manuals, Wakanga would be more than grateful and shower them with thousands of gold.

So the party elected to outfit themselves for a second expedition up the River Tiryki. I reminded them that they could hire NPC mercenaries and porters, just like our regular B/X games, and they hired two slingers and two porters, as well as retaining the services of River Mist and Flask of Wine, Tabaxi jungle-guides. They also bought a second river boat, these hirings and purchasings leaving them broke again ... and set out southeast along the river's length.

And on the first day out from Nyanzaru, rowing south for the Tiryki's estuary, someone spotted dark shapes moving under the water toward their boats. Fearing crocodiles, they began rowing furiously for shore--the boat with Thrice-Orphaned the goliath made the beach, but the second boat was still on the water when snake-like heads emerged from the water, grinning with glinting teeth. Takashi was in the second boat; he cast a sleep spell at the monsters ... and because sleep affects lowest hit point creatures first, he only managed to lay the rest of his boat under an enchanted slumber. The snake-necked water monsters took advantage of their suddenly sleeping prey and grabbed (rolling randomly) Biango the porter and Iedos the paladin into the water and away to be eaten elsewhere at their leisure.



An auspicious start for the expedition! After that, we settled into the routine of overland travel, mostly rolling no encounters for the day. Because River Mist and Flask of Wine are familiar with the Tiryki, I allowed that they don't have to make navigation rolls along its length.

Day 4 -- evening -- A party of four humans approaches the camp and asks to share shelter. They are led by Abiol. He claims that he and his comrades were out hunting, but found no quarry. When he hears the party are making for the tombs of the serpent-men, he tells them that the tombs are cursed. Come morning, Abiol and his company continue northwest for Nyanzaru while the party continues south.

Day 6 -- morning -- The party is ambushed by a large number of lizardmen. But Nugiri parlays; he learns that these are the Hsaathi Tribe, distantly related to the Hsa Hsi lizardmen near Nyanzaru (and with a random roll, Nugiri is of the Hsa Hsi himself). The leader of this group is Isaath, and he says to Nugiri, "Give us your tail, and we will give you ours. What tribute do you offer to pass through our territory?"
"I will cook for you," Nugiri offers, and the lizardmen find it acceptable when Nugiri cooks up two weeks of rations for them as a feast. Then Isaath gives Nugiri a javelin as a token of friendship, and he and his company allow the party to continue unmolested.

Day 7 -- night -- During the watch of Takashi and Nugiri, the pair notice a party of about a dozen humans attempting to sneak up on their camp. They quietly begin to awaken their comrades, starting with Nebin and Thrice-Orphaned (I think?). In the midst of shuffling around, they alert their would-be ambushers that they're awake and a battle ensues as the humans rush into the camp whooping and hollering and brandishing javelins.
It's a stiff fight, but only because the jungle-dwellers roll a couple critical hits. Otherwise they're not well enough armed to carry the battle, and so the last three left standing after a couple rounds surrender. Nebin and Qinsela interrogate the survivors, who are clearly cannibals; one is named Angim, and all of the jungle-men have teeth filed to points, and an inverted blue triangle tattooed on their foreheads. This is the mark of Ras Nsi, whom they serve, Angim explains. "Will you let us go now? You mighty warriors have defeated us, and we will trouble you no more."

But the party wasn't buying it, and they put their attackers to death. Among the bodies they find a scrollcase with a scroll of grease inside, and also a xalam, a kind of lute.



Day 8 -- mid-day -- Sprained ankle rolled on my non-monster encounter chart. Cured with a cure light spell, no trouble after that.

Day 9 -- morning -- River Mist, who is guiding the party through the jungle, reports back that she has spied an ambush of grungs ahead. "They are good to eat if well-cooked," she adds at the end, and Nugiri and Takashi both get a hungry gleam in their eyes.
The party wishes to counter-ambush the frog-men, and so they send Thrice-Orphaned and Nebin ahead as bait while the rest sneak around to flank the grungs. This plan works out perfectly, and six of the seven grung are quickly killed while the last is subdued and tied up. The party never learn his name; what they do get out of him is that he knows where "treasure" is, and he will lead them there, and says, "Then you will release me, because we will be friends, because I have shown you treasure."
"Lead on," the party responds, and so he leads them down the river a ways to the submerged altar and the idol of the hermaphroditic god/dess Olokuna that the party found in the river last expedition.
The grung indicates the altar; the party searches it and finds only a collection of arrow- and spear-heads. Much disappointed, they kill their prisoner; Nugiri hangs the corpse on the erect stone phallus of the idol, much to the disgust of Nsi Losi, who is of Good alignment.

The party then chooses to cross the river at this point--on the other bank they will head due south through the jungle and ultimately end up to the southeast of the Sailback Shrine and swamp, which is where they want to be.
Alas! in crossing the river, they manage to disturb a giant snapping turtle that was resting like a giant rock in the shallows. Fortunately, only the last two of the party disturbed it; unfortunately, that included Nsi Losi, the second character of the player who had already lost Iedos.
Rolling randomly, the turtle attacked Nugiri first, but its snapping jaws closed on air as the lizardman monk nimbly dodged away and fled to the river bank. Next, the turtle won initiative, and as Nsi Losi was the only character nearby, it snapped at him, and Nsi Losi collapsed in the water in a bleeding heap that began to dead-man's float downriver ...


The party shot missile weapons at the turtle, only serving to enrage it so that it continued out of the river toward them on the bank ... until Qinsela remembered that he can cast charm animal. So he cast it, and calmed the turtle and told it to just go back to resting, while the party fled up the bank and continued into the jungle (and while a new character was being rolled up ...)

Day 10 -- evening -- The half-Elf Vilnus arrives in camp, following a group of shiny beetles. (She?) joins the party, as the jungle is not a safe place, and perhaps they can help her in her quest to collect the myriad beetles of the jungle ...

Day 11 -- mid-day -- A roll of "no progress" on my non-monster encounter chart. At this point, I also required the party to roll for navigation to avoid getting lost, as they're moving through actual jungle rather than following the path of the river. They get back on track the following day.

Day 13 -- morning -- Just after the party breaks camp, the jungle is suddenly shaken with sound like of thunder, with the crashing of trees, and with the ground itself tremoring. The party quickly scatters--"It sounds like something's coming that you don't want to be in the way of!" Sure enough, a huge beast with an incredibly long snake-neck, elephantine legs and body, and a long whip-like tail crashes past, heading toward the river. The party wonders at its passing, and then continue on their way.

Day 14 -- mid-day -- River Mist admits that she's lost; fortunately, Nugiri has been paying attention to where they are, and thinks that they're in the general vicinity of the ridgeline with the tomb, their goal. After a fair amount of time exploring, the party is able to discover a worked entrance cut into the northwest face of the ridgeline. A stone slap used to cover the entrance, but a tree growing by the door ultimately cracked the stone and sent it tumbling away sometime in the past, allowing the cave inside to issue foetid airs.

Leaving their two slingers, their porter, and their two boats concealed in a copse of trees, the party entered the Tomb of the Serpent-Kings. (I've scattered a number of dungeons throughout the wilderness of Chult, including Skerples' tutorial dungeon from the Coins and Scrolls blog. I've been curious about it for a long time; Chult with its Yuan-Ti seemed like a perfect place to drop it in. For those of you playing--don't cheat! But even if you do, I'll probably have changed things anyway ...)

Entering the musty tunnel, the party found themselves in a corridor with four branches and one large door at the end. Each of the branches ended in a small chamber with a clay sarcophagus in the shape of a serpent-man in repose. Breaking open the first of these, the goliath Thrice-Orphaned took some damage from breathing in a gas that escaped from within. Otherwise, the party discovered a skeleton of mixed human- and serpent-bones, as well as a gold amulet formed like a serpent twisting back on itself.

Each of the other three chambers held similar sarcophagi; they dealt with the others by standing well back when they broke the seals, allowing the gas to escape without anyone being close enough to breathe it in. All in all, they found six golden amulets within the sarcophagi, as well as a silver snake-ring inside one of them.

Turning their attention to the door, the party found a huge door barred on their side with a heavy bar of stone on iron hooks set into the door. They quickly identified it as a trap, that when the stone was lifted, the hooks would rise, and a hammer would fall from the ceiling to strike anyone at the door in the back ("We need to lure the big monster inside here and set off the trap," one of them immediately quipped). To prevent the hooks rising, they tied them off with ropes set into the floor with iron spikes, and then as a further safety measure they lifted the bar up from either side, rather than from in front of the door. The ropes held and the hammer didn't fall; and opening the doors, the party found a larger room with three more sarcophagi and another chamber offset and containing the horrid statue of some grotesque serpent-man god.

These sarcophagi they approached the same way as before--but lo! they contained restless skeletons rather than poison gas! Skeletons that were quickly quashed by the party's attacks. At this point it was getting late, and one of our members had already fallen asleep briefly at the table, so we decided to wrap it up for the night with their discovery of a once-secret tunnel that was now revealed beneath the grotesque idol by the slow action of water over the ages.

What secrets does the tomb hold within its depths? Find out in approximately three weeks, the next time I'll be able to run Tomb of Annihilation ...

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Remembrance for the Dead
Nsi Losi (human fighting-man 1), Biango (NPC porter), Iedos (tiefling paladin 1), Tehran Atzi (human cleric of Ubtao 1), Sound of Distant Rain (cat-man rogue 1), Chiratidzo (human druid 1)

Thursday, February 22, 2018

Jungles of Chult: Locales around Nyanzaru

Since the last session of the Chult game I've been busy populating the hex map with rules from the Welsh Piper's Hex-based Campaign Design posts. After the first session I'd already placed a few settlements around the north coast near the main port city of Nyanzaru, and several small encounter areas along the Tiryki River (since I knew that was my players' intended path), but I wanted more--so I redrew the map onto larger hex paper, added larger "atlas hexes" thirty miles across by drawing around the ten-mile hexes of the Chult map, and rolled some dice.

So here's a rough gazetteer of the human settlements along the north coast of Chult, around the main city of Nyanzaru, for the edification of my players, but also for anyone interested in seeing a different take on the Tomb of Annihilation: (the myriad monster lairs, ruins, and dungeons will have to be ferreted out through rumors or exploration, of course ...)

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Dya
While Nyanzaru is the main port and destination for foreign traders coming to make it big in Chult, Dya serves as the port and warehouse center for local trade between the towns along the north coast of Chult. Goods from Binin and Moata to the west come across the mountain pass just south of Dya, are sold to merchants and warehoused there, and thence are sold to Ngana, Nyanzaru, Fort Beluarian (and through Beluarian to inland Wtunga); and the goods from the other settlements needed in Binin, Moata or beyond naturally pass through Dya going the other way.

The population of Dya is predominantly Ido; Chultan albino dwarves own and work the tin mines in the mountains above the town. Oloya Oliha is the local Oloya/chief, and he is a good friend of the merchant prince Ekene-Afa in Nyanzaru. The mines, meanwhile, are owned and administered separately from the town, and are run by Kwaroth, chief of the albino dwarves, who is jealous of the rights of his people.

Dya lies sixty miles northwest of Nyanzaru on the eastern coast of the mountainous peninsula that forms the western boundary of the Bay of Chult.



Kilik-Ik
High in the mountains ten miles north of Dya, an ancient and abandoned monastery clings to the cliffsides. Men, dwarves, and aarakocra all shun it--the tales tell of the place being haunted by some demonic presence, and that all those who seek the riches forgotten behind its walls are killed--or worse, damned!--by the evil things that dwell within.



Kaaraa Eyrie
Further north from Kilik-Ik, high in the central mountains of the peninsula where the views stretch east over the Bay of Chult and west over the Shining Sea, a large tribe of aarakocra of the Kaaraa tribes make their eyries. They are guided by Old Kruaak, an aarakocra so old that he can no longer fly, and by the shamaness Pree'eet, who knows the ancient secrets of speaking with and summoning the winds.

The player-characters met Skir, daughter of Old Kruaak, during their brief stint as guards on a supply run to Fort Beluarian during the first session of the game, and received tokens of friendship from her for their efforts to cure her hurts, got from a skirmish with the lizardmen of Hssa Hsi.



Fana Sirroc
Due south of Dya, high over the east-west pass between Binin and Dya, the aarakocra are said to maintain a secret shrine to the fire winds of a god unknown to man's ken. Men--and even aarakocra who have not ritually purified themselves--are forbidden even to look upon the secret fane.



Iduna-So
On the west coast of the peninsula some twenty miles southwest of Dya stands the fortress Iduna-So, tower of the sorceress Ekundaya and her consort-apprentice Ziba. Iduna-So protects the coast road leading from Dya and the mountain pass under Fana Sirroc to the north down to Ngana to the south by the Soshenstar River delta.

Ekundaya is an hereditary Oloya, responsible for seeing to the defense and maintenance of the coast; but though her castle is well-manned with over a hundred men-at-arms, she is herself preoccupied with her growing age and in seeking out magical means of increasing her own longevity. She was a rival of the Nyanzaran merchant prince Wakanga when the twain were younger, and will gladly recount tales of their magical spats (though she will conveniently forget that she was more often the loser ...). Moreover, Ekundaya owns a sizable hadrosaur ranch on the banks of the Soshenstar and so has a vested interest in the dinosaur races that take place on the streets of Nyanzaru and many other Chultan settlements--and the gambling that takes place around the races.

As for Ziba, it is generally thought that he is using his handsome youth to take advantage of Ekundaya, to study from her magical libraries for the price of flattering her and her self-image.



Binin
On the western coast of the peninsula, on the shore of an inlet at its base, stands the fishing-town of Binin. Or rather, a collection of fishing towns and villages that have sprawled together over the years, all overlooked by the Golden Hall of Binin ruled by the Oloya Igo.

Alas for Igo and for the people of Binin, some evil has come over the land ... once proud with fine searovers and fighting-men, the land has been emptied of promising young men so that it seems the whole of Binin is filled only with children, women, and old men and crones. Only Igo remains in his palace, and his jalis sing him of the ancient deeds before the land was cursed.

And the nature of the curse is that an evil spirit seems to have come to dwell in Binin; it is widely said that the warriors who once dwelt with Igo in his halls perished in a series of bloody nights, killed in their sleep; and all their attempts to catch or to fight against the spirit were in vain, only leading to more death--and so all the warriors of Binin have fled elsewhere, leaving Igo to his empty memories ...



Moata
Twenty miles north of Binin, still on the western coast of the peninsula, the fortress of Moata rises above the waves of the Shining Sea on a high headland. Emeka is the Oloya there--or he claims to be an Oloya, despite lacking any official pedigree. He is an old seadog and sometime pirate, and he has taken in a number of Igo's former warriors who fled the evil in Binin. It is said that some wish to return to Binin, overthrow Igo, and with their young strength to cast off the evil that has befallen the land.

High along the seacliffs northwest of Moata live a tribe of aarakocra led by Kri'isa, who is friendly with Emeka. She and her fellows often fly over the ocean scouting out fish or ships for the galleys of Moata to chase. These aarakocra are related to the tribes of the Kaaraa Eyrie, but do not always see eye-to-eye with their kin.



Ngana
Back on the eastern side of the peninsula, at its base and some twenty-five or so miles west of Nyanzaru, the town of Ngana stands on the north bank of the Soshenstar River's delta. Ngana is another Ido town like Binin and Dya, and a rich one at that--the hills are dug through with copper mines worked by slaves, mines owned not by dwarves but by the Oloya of Ngana and the merchant-princes of Nyanzaru. Combined with the tin from Dya, the copper is worked into the beautiful bronze sculptures and art that have made Ngana rich.

The Oloya of Ngana is Ogano, a wealthy Ido man who is popular with the local young men because of his liberality with palm wine and because of his jalis that sing the deed-songs of the Ido. Ogano looks back to the days before the coming of the Omuans with nostalgia, and he and his cohorts long for a return to independence from the Omuan suffetes and merchant-princes of Nyanzaru.

Ngana is the center of the Cult of Gu the Iron God (or the Bronze God as he is also known in Ngana), chief of smiths, hunters, magic-users, dogs, and rum.



Palm Orchards of Enogie Ishau
But Gu is not alone in Ngana--a religious order dedicated to the brewing of palm wine and the oracle of Enogie Ishau's head has its headquarters in the orchards just south of town along the north bank of the Soshenstar. Ikenna is the chief priestess of the Priests of the Palm and Gourd, which oversees production and distribution of palm-wine.

The tale is that Ishau, an Enogie of the spirit world, was walking the world in a destructive rage, burning towns and forests and slaughtering peoples, and his wrath was only ended when he stopped to drink of palm-wine from a gourd and became so drunk that he fell asleep. And while he slept, the warrior gods Gorm and Madarua came and cut up his body and scattered the pieces all around the world--but the head they kept beside the palm tree and the gourd, and fed it wine when it called out, and asked of its wisdom when they needed advice.

So the Order of the Palm and Gourd maintain the palms, and also enjoy the prestige of possessing the oracle of the demon Ishau's head which they can feed with wine and ask things of.



Iya Afa
About thirty-five miles west of Ngana and the Palm Orchards, following a road that runs through the thin jungle along the mountains' foothills, lies the town of Iya-Afa, yet another Ido mining-town. But the mines of Iya Afa provide rich silver, a royal metal, and so the lord of Iya-Afa, one Ijayo, is allowed to retain the ancient title of Enogie.

Ijayo is friends with many men in high places, especially outdoorsmen and hunters; he often invites Ogano of Ngana, or the merchant-princes Jobal and Ifan-Talro'a out to his estates near the jungle to hunt boar, leopard, shield-heads, or even the terrible mouth-dragons.

Iya-Afa is the center of the cult of Merikka, goddess of yams, grains, and growing things, but a curse seems to have fallen over the temple--the chief priestess fell ill, spoke of fevered dreams of rotting things, and has since disappeared; and now there are rumors spreading even unto Nyanzaru that strange new forms of worship are become common in Iya-Afa with the failing of the cult of Merikka.



Hssa Hsi
North of Nyanzaru are three fingers of land that jut into the Bay of Chult; somewhere in the mangroves and estuaries and saltwater marshes of these tidelands is rumored to be Hssa Hsi, the village of the lizardmen. Several tribes of lizardmen are known to haunt the mangroves and swamps; they are allowed to remain because they offer semi-regular tribute to the suffetes and merchant-princes of Nyanzaru (and because actually hunting them down through the swamps would be a fool's errand), but rogue lizardmen and brigandage are fairly common in the swamps of the Three Fingers.

When the lizardmen get too uppity, the merchant-princes are wont to offer a small bounty for every lizardman tail brought in, until the creatures remember to send adequate tribute of pearls and woven feather cloaks ...



Fort Beluarian
A Flaming Fist outpost some sixty or so miles northeast of Nyanzaru, Beluarian was built to protect the Flaming Fists' rights to the Wtunga Mine. These rights were purchased for a large sum from the merchant-princes, and the charter is allowed to remain in the hands of the Flaming Fist Company only as long as the merchant-princes deem the relationship profitable. Supplies are run to the Fort from Nyanzaru by boat around the Three Fingers, and ingots from the mines are shipped back to Nyanzaru the same way.

Giant saltwater crocodiles have recently begun disrupting these supply-runs, and Liara Portyr, commander of Beluarian, has spread word that she is willing to offer substantial bounties for proof of these crocodiles' demise.



Wtunga Mine
Just twenty miles southeast of Fort Beluarian, the Wtunga Mines are worked by slaves purchased by the Flaming Fist. The mine had lain abandoned for a time, thought to be tapped out, when the Flaming Fist purchased rights to explore and mine it. Now it's a thriving iron mine, after Thrain Throrson a dwarf from the north explored it.

The mine head is protected by another small fort, ruled by Lady Ibasha, an Ido woman with a keen sense of tactics whom Liara Portyr sponsored to be their head-woman at the mine itself.

Not all is well at Wtunga--encounters with boars and leopards have increased in recent weeks, and rumors have begun to spread the the forest and mountain spirits are angry with the reopening of the mine--and that maybe the closing of the mine to begin with was because of a curse laid down by the forest itself.



Iya Ifa
On the coast northeast of Beluarian and Wtunga Mine lie a collection of fishing towns and villages collectively known as Iya-Ifa, ruled over by the Oloya Eweka from his coastal towers.

The fishermen of Iya-Ifa are known to be especially good sailors and well-attuned to the fickle moods of the sea--and many are the tales of them taking sea-brides, or of the women of the village seeking out octopus-husbands beneath the waves. What is certain is that the people of Iya-Ifa, though they eat scaled and finned fish in every variety and in many excellent dishes, they consider shellfish, octopus, and squid all taboo and will not eat of them, or even touch a dead specimen.

Iya-Ifa is also a main cult center for Olokuna, the hermaphroditic water god/dess sometimes counted as a consort of Ubtao, or as the spouse of warrior goddess Madarua.



Wadi Suchos
Southeast of Nyanzaru some thirty to forty miles, in the thick of the jungle, lies the settlement of Wadi Suchos. Not quite a town in the traditional sense, Wadi Suchos is a permanent waypoint for the bands of Turkana herdsman that move through the jungles and along the northern coasts of Chult, trading in all the major towns and then moving on in their nomadic way.

There is a permanent bazaar, including many Omuans and Ido who dwell there to turn a profit from the continual flow of people through the streets of the Wadi. And moreover, there are a number of saurians that live there as well, intelligent enough to live at peace among men--shield-heads, hadrasaurs, club-tails, all living in semi-partnership.

Wadi Suchos, as one might guess from the name, is also the center of the old cult of Suchos, a saurian god variously depicted with a crocodile head, a sail-back head, or even a mouth-dragon head. The temple of Suchos sits in the center of the bazaar, and the bazaar itself is surrounded by stone colossi shaped like mouth-dragons with gems for eyes. Any attack against the town or temple (be it from undead, Batiri, pterrafolk, etc.) causes the eyes to flash and a deep roar to sound over the jungle, and within minutes, a tribe of mouth-dragons arrives from their lair in the jungle nearby to wreck whatever attackers they find ...



Sunday, January 28, 2018

Jungles of Chult -- Around the Head of the River Tiryki

In the first session of Tomb of Annihilation, the players decided that they would journey up the River Tiryki, which they can see entire on their copy of the hex map (much of central Chult are just blank hexes to be explored, but the Tiryki is "known territory"). They made this decision in large part because they hired two Tabaxi, River Mist and Flask of Wine, as their jungle guides, and the two mentioned that they knew directly of at least two sites near the head of the Tiryki--Firefinger and Dungrunglung. (the characters had otherwise been interested in seeking Camp Righteous and Camp Vengeance, up the River Soshenstar)

The Tiryki is the central of the three northern rivers

As a couple other reviews of ToA (at Dungeon of Signs and Against the Wicked City) make clear, the hex map of Chult is actually a kind of howling emptiness of hundreds of miles (dozens of days) of random encounters, interspersed with a sprinkling of interesting adventure locations. My intent is to create content for all those empty hexes--and because my players are headed up the Tiryki, I'll start with locations around its head.

The information is that which is known well enough locally in Nyzanzaru that rumors could be picked up just by mentioning the Tiryki, or is information directly from River Mist and Flask of Wine.

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the Pilgrims' Guide
There is a statue on the bank of the river, a great idol like a stern king, River Wind says. That is when we know we are halfway up the River Tiryki. He is a stern king, but he points to the east directing pilgrims on their way to the City of Mists. Sometimes they leave offerings at his altar, but I do not touch them because he is a god.

There are other altars too, Flask of Wine adds. There are too many gods in these jungles.


Sailback Hill
There is an outcropping in a swamp shaped like a sailback, according to River Wind. We only saw it from afar, because it stands in a swamp, and we did not wish to wade there. But I think I saw a face at the hill's base, a gaping jaw with big fangs. There were many storks in that swamp, and I did not like the way their eyes looked at us.

The mouth is a cave, Flask of Wine says, but says no more.

A sailback, i.e. dimetrodon


Firefinger
It is a pinnacle topped with fire! River Wind explains. It lies on the right bank of the Tiryki--a finger pointed at the sky, with a pyre burning brightly, day and night, at its top. The dead lie thick around it--all those taken up by the pterafolk, and then thrown down from the top. We have climbed, Flask and I, and found a cave inside the finger--but we have gone no higher. Just the two of us, what would we do against the many pterafolk that nest at its top?

Flask of Wine only nods agreement.


Ataaz Ahiya ("the Weeping Gorge")
The head of the River Tiryki is in a gorge (other gorges are also named with "Ataaz" in Chult, so I assume that's what it means), approximately 25 miles long north to south, and ten miles wide east to west. Smaller tributaries to the Tiryki pour in around the gorge, either as high waterfalls cascading down cliff faces, or as narrower streams that have cut their way down through the surrounding highland. Many tribes of pterafolk roost in the heights of the cliffs around the gorge, ruled by an ogiso or king.

The face of Olokuna is said to have been carved into the southern cliff-face, with waterfalls pouring from its eyes, and a mouth that opens into a deep cavern and shrine. Olokuna is an androgynous water god, possessed of both male and female features, and idols to it often include both an erect phallus and a maze-like vulva.

Yes, yes, River Wind says, we have seen the face of the goddess. She weeps because she is forgotten by all but the monkeys who dwell in her mouth. I too would weep if stinking apes were in my mouth. Her servants, the lobster-men, peer with cold eyes from the waters beneath her shrine.

He weeps because he has waterfall eyes, Flask of Wine adds. There is gold and gems in his mouth, but the baboons are too many.


Dungrunglung
Dungrunglung is the greatest shrine of the grungs--the frog men, you know, River Wind says. We have looked on it only from afar, because it lies in the midst of a wide swamp, and it is closely surrounded by a hedge of thorns. The head of the shrine towers over the hedge like an evil frog, grinning at the swamp, and all the while the croaking of the frogs and the frog-men is sounding around you. It is southwest of the Weeping Gorge perhaps twenty miles--who knows? It is difficult to judge distance in the jungle.

And it is filled with treasures, I am sure of it, Flask of Wine mutters, almost to himself. Riches to make a man wealthy.

I might end up calling them grippli or bullywugs,
we'll see ...


City of the Faceless Men
Somewhere in the jungles south of the Ataaz Ahiya lies an ancient and ruined city, its name forgotten and only its curse remembered in tales and old epics. It was a city of the Eshowe, perhaps, before their slaughter; or a city of Omuans, cursed by God for the pride of their ways. Regardless of the origin a curse lies over the city--all those who enter are damned to contract a horrifying disease that slowly eats the flesh of the face until only a gaping hole remains where once were mouth, nose, and eyes. The legends vary about what lies within its cursed grounds--treasures untold, or only old broken stones? But one thing that is certain is that a tribe of cursed men live among the ruins (or eke out an undead existence)--the Faceless Men, the Mask-Wearers ... in every tale, they are said to haunt the ruins, perhaps as cannibals, perhaps as undead horrors, but always wearing masks to cover the horror of their hollow faces.

It is there, River Wind says, and her ears lower, and her eyes narrow. It is an evil place. I have forgotten the way, but I have seen the obelisks that mark its boundaries. They tell its curse, because the men there have no mouths behind their masks. I will not go back. She shakes her head after saying this, going to bathe in the river, and will not talk about the City any more after that.

I remember the way, Flask of Wine murmurs. There must be something there.



Friday, January 12, 2018

Some Tribes of Chult

I'm about to start running Wizards of the Coasts' Tomb of Annihilation (2017) semi-weekly (my friend will continue running his homebrew dungeon for us every one Saturday, and I'll run ToA every other Saturday), but the Chult that's described seems so paltry (but far and away better than that piece of garbage FRM1: Jungles of Chult (1993) that I just read ...). One city and a couple forts, and that's it for the human inhabitants? That's all we get for a fantasy-Africa-themed setting?

My knowledge of medieval African civilization isn't great, but I'm going to need more than Port Nyanzaru to hold my interest in the setting, so I'm going to introduce a couple tribes who live in the hinterlands around the city right now, with the intent to fill in more as the sandbox picks up/focuses.

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The Ido:
a northern alliance of tribes, the port of Nyanzaru was originally an Ido city--the Ido city, in fact, while the balance of the tribespeople lived in smaller towns in its hinterland, supplying the port with its foodstuffs and tradegoods. When the Omuans came northwest escaping the destruction of their kingdom, they coopted the city for themselves. The Ido still populate the hinterlands in well-regulated towns governed by Oloyas (chiefs), and also make up a large fraction of Nyanzaru's population--and are not entirely happy with being supplanted by the Omuan migration.

Among other things, the Ido are known for their excellent bronze work:


As excellent metalsmiths, they make fine swords, spearheads, shields, armor, etc. that are the envy of other tribes. Ido hunters are proud of their weapons and use them to bring down elephants and triceratopses, etc., the bodies of which are apportioned with the heart and the back right leg to the Oloya, the tusks, the liver, and the back left to the hunter-killer, and the rest of the animal split amongst the tribe/village.

It is the responsibility of the Oloyas to maintain watch on the coasts or on the jungle for pirates or undead or both (as the case may be), and to call up his warriors to deal with any trouble. These warriors include both foot and cavalry (horse- or dinosaur-mounted!).


The Turkana:
nomadic herders that follow their herds of zebu cattle, goats, or the smaller species of hadrasaur (the latter being nomadic only around large bodies of water, and being of tribes who do not consider fish taboo but willingly eat it). The tribes of the Turkana move with their animals, following good grazing, protecting their animals from predators and raiders and meanwhile partaking in raiding against antagonist tribes.

The various Turkana tribes maintain a sophisticated oral history of their mutual raids, antagonisms, and friendships; bloodfeuds are long remembered, but so are friendships, especially the close friendships between so-called "banter brothers". Men who are banter brothers may banter/insult/joke with each other as brothers may, regardless of the tribes each other belongs to ... there are oral epics detailing banter brothers bringing their tribes into friendship after centuries-long hatreds, but also tragedies of banter brothers driven to the bleakest ends of human emotion by the mutual hatreds of their tribes' larger wars.

Turkana tend to have little physical wealth other than their herds; their main possessions are their unique wrist-knives, the stools that they use both as seats and as head-rests, and the staves that they carry as walking- and beating-sticks.


The Turkana are great drinkers of palm-wine, which they must acquire by trade or by raid, being too nomadic to cultivate/brew it; in the stories, banter brothers are often born in the midst of a palm-wine drunk taken by an entire tribe while one of the banter brothers is a foreigner ...


The Ik:
semi-pastoral mountain-dwellers, the Ik grow what they can during the agricultural season (I need to figure out wet/dry seasons for a calendar in this setting ...) and supplement that with hunting and gathering, especially when they can't grow anything. They dwell on high plateaus and mountain crags in villages that are almost entirely woven together with stockades of tight-woven brambles containing family huts with individual courtyards. Such stockaded villages, built on secluded heights, make Ik villages fairly well defended against monstrous or human raiders--the only real terror are the flying pterafolk with whom the Ik compete in the heights, and against whose flying raids the stockades to little good.


The Ik are too disparate and semi-nomadic to have permanent villages or seats of power, but their homeland in the heights means that they have constant access to the caves and dark places under the thrust-up earth where strange things dwell. They have a great respect for serpents and other chthonic spirits, and their alliance of tribes maintains a number of permanent oracles and pythonesses who live within the caves close to the underworld spirits, whom the Ik (and other peoples) may approach when in need of a better understanding of the turnings of the spirit world.

The Ik also have a great respect for blacksmiths--esp. those of the Ido, or the Albino Dwarves--and will seek such folk out for certain spiritual affairs.

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The Turkana and the Ik are modern tribes, not medieval ... like I said, my knowledge is lacking and based on what little I've read. Would that it were more! (and I ultimately intend it to be)

This post is sparser than I intended, but as a mere starter I hope to develop more as the players head out into Chult at large and run into villages, herds, townships, etc., etc.