Saturday, February 24, 2018





Session 2


The session began where the last left off in the market place.  The adventures did some additional shopping at the Grand Sauk.  Arlen and Karn checked out The Old City for some black market goods  and ran into Po, a Begger's Prince whom offered them a job to investigate missing children around the refuse pit.  Arlen was able to locate a hidden shop and check out the inventory (including Napalm bombs and a launcher) while learning about the possible connection between the pirates and Flaming Fist commander at Ft. Beluarian.  Rohka requested assistance breaking in to the fort if Arlen help by creating some kind of distraction.  The guide services of River Mist and Flask of Wine were also offered....all under the table of course without the knowledge of Merchant Prince Jobal.





Meanwhile, the others visited a few shops and gathered up some additional supplies and weapons....on to dinner and a freak show.

Wakangu O'tamu welcomed his guests to his opulent villa for a Chultan meal and a hot bath, giving out information, gifts and a possible lead to finding a construct.  The reward being a spell book in which Wakangu no longer has a need.




 The locations of both Vorn and Mbala found within his guide book.

 Following a restful sleep at the villa, adventurers set out early in the morning to find Zanthi and collect their pirate bounty then stop by Kwayothe's villa to clean up some "vermin" in her basement. Johfra was immediately taken into custody by the Nyanzaru authorities for the alleged murder of a Chultan citizen.  After a brief arguement, he went willingly while the rest of the party continued with their plans for the day. 

Zanthi referred the party to meet her son Shago in Ft. Beluarian if they happen to head in that direction.  At Kwayothe's, they were lead down to the basement by the attractive house keeper Nestique (who by the way was NOT amused by the boys crude jokes).  Little did the group know after being sprayed with a repellent that reeked of skunk and death, they were being lead into some twisted undead repellent experiment.  Unfortunately, the repellent didn't work well, but it was job well done by the party, showcasing some of their abilities, earned a whopping 5 gold each and a 10 day supply of insect repellent.  Cogar did get invited back for dinner to discuss religion, but due to complications with Johfra in court and a monsoon storm, he failed to show up.  Feeling a little annoyed and dissatisfied, the party headed out to find Johfra.




The party stopped by Goldenthrone where Johfra was being held and due to appear in court. He was sold out by his young friend Runt and was sentenced to executioners run to fight for his freedom or die. The gods must have reacted to the injustice thus creating a massive tropical storm lasting several hours forcing the party to stay put and wait it out.  On their journey to the local inn, a man approached them seemingly out of his mind.....


“Speak to the wise guardian of Orolunga, west of Mbala. She can direct you to that which you seek.”




The adventurers arrived at the Thundering Lizard for some rest and to decide plans for the next day.  A rowdy crowd of drinkers and monkey brain on the special list made the evening a little more interesting.





The group couldn't help be drawn into conversation of the world traveler Volotham Geddarm or just Volo selling his travelers guidebook while on tour in Chult.  He offered the party to perform for a free book and provided a tid bit in the type of goblins are in Chult and how they "they don't kill you right away, see, they like to wait for for a nice hot Chultan day.....get a trail of red ants going.  They're about an inch long, they just love to bite into human flesh....ha ha ha haa". 


A busy place, the party was approached by a guide offering her services after having watched the party come in looking new.  Her name was Azaka Stormfang offering to guide them for a fee.


The night and session ended with two passed out adventurers finding themselves in the morning... Karn woke up on the floor of a seedy club. Looks like it was amateur night. His clothing in a pile in the corner and not knowing where the g-string came from, but an extra 10gp and an invitation to attend a private, VIPs only gathering at Wakanga O'tamu's villa. A leather animal mask was delivered shortly after.  Arlen found himself in bed and appeared normal (a few gold less) until the life size, lifelike bust of him carved from cheese was delivered.  

Next time, the party will attend the execution run to see if Johfra survives and run some dinosaur race they heard could bring them some gold.

The rumors learned....
 If you head up the Tiryki River about five days by canoe, you’ll see a stone spire to the east. Natives call it Firefinger. “Terror folk” nest there, and if they spot you, you’re in for a fight.

 A ruined city lies up the River Tath, past Kahakla Gorge. Supposedly, no one’s explored past the gorge, but that’s not true. It’s just that the few who made it out alive mostly keep quiet about what they found there. I have it on good authority that the ruins are guarded by a naga who is both wise and generous.

A Tot Production.....

Saturday, February 17, 2018



Session One

 

 

The journey for Johfra, Peter, Ka'sias, Cogar, Karn, and Arlen began at the meeting with Syndra Slyvane.  The dying Syndra wasting away slowly as the death curse takes its course with unrelenting devestation.  Sympathetic to her plight, Johfra has rallied the young  adventures to go on the mission to find the Soul Monger located someplace in Chult.  

 

Syndra was generous enough to book passage on the Brasen Pegasus, a ten day journey to the Jungle Peninsula of Chult....a land of danger and riches.  Captain Ortimay welcomed the new passengers and the ten day journey allowed the guys to get aquainted.  

 

As the ship drew closer to their destination, the weather had noticeably become hotter and much more humid...just a small taste of the coming physical and culture shock to come.  The fairly uneventful pleasure cruise soon turned to great danger, as pirates well known to captain Ortimay began to close in the the Brasen Pegasus.  With the wind at their backs, the pirate ship Drangonfang captained by the infamous captain Elok closed ranks and began to lob shells of fire, smoke and Ice.

 

 

 

                               

 

 

The Pegasus was further slowed after a razer chain had ripped through the canvas sails, making an escape even more difficult.  The party took immediate action to help the crew.  Cogar Karn assisted the team in reloading and firing the ballista's, making great progress by destroying the navigation wheel and injuring their captain.

 


 Following volleys of crossbow bolts and inevitable collision, Johfra with the aid of magic from Ka'sias propelled himself some forty five feet directly on his face on the oncoming pirate ship.  The shock of the crew of the weakened Paladin's boldness sent shivers and panic throughout the ship which was already on fire, as they converged with their slashing scimitars.


 

Meanwhile, the ferocious insults cast by Peter combined with the piercing ting of his triangle directed toward the pirate captain were enough to keep him distracted...especially the insults of his dear mother for whom had just recently passed away from complications of Monkey fever. 

 

After climing twenty feet up the ship mast, Arlen effectively picked off pirates right and left with deadly accuracy and with a display of his acrobatic abilities....catching himself from a fall and making it look easy.

 

Following the death of the pirate ship captian and the subsequent surrender of the Dragonfang's crew, the Brasen Pegasus was damaged and sunk.  The rest of the journey had to completed in the Dragonfang.  If facing attack by pirates wan't enough a greedy loot demanding Dragon Turtle in the Bay of Chult skimmed off some the spoils....MORE!!!!!

 

                                  

 


Onto Port Nyanzaru


                    

 

 

 

Arrival!  The familiar sounds of a harbor—creaking ropes, slapping waves, heavy barrels rolling across cobblestones—mingle with voices shouting and cursing in an unfamiliar language filled with clicks, inhalations, and singsongy words that make it sound almost musical. The aroma of unfamiliar spices and tropical fruit mixes with the wharfside smells of fish, tar, and canvas.


   

 

Beyond all that, Port Nyanzaru is an explosion of color. Buildings are painted in bright shades of blue, green, orange, and salmon pink, or their walls are adorned with murals portraying giant reptiles and mythical heroes. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners. Multicolored pennants and sun awnings flutter atop the city walls. A crowd of children dressed in feathered hats and capes races past you, squealing in delighted terror as a street performer costumed as a big-toothed lizard stomps and roars behind them. The whole city seems to be bustling, sweating, laughing, swearing, and singing.

 

 In shock in seeing the Dragonfeng pirate ship the Harbor Master Zindar was the first to greet the adventures off the ship.  He provided them with some basic information about the city, who to collect the pirate bounty from, and the need to meet O'tamu

 

                                

 

After a review of the city message boards, the group decided to heading to the market and find Zanthi to collect the bounty and trade in some gems.  They were met up with the dandy O'tamu whom offered them a place to stay on a dinner meal that evening.

 

                            

 

A unforeseen interruption by a group of boys attempting to  pick pocket.  During the incident, a boy was "accidentally" killed and the group met a non Chultan that went by the name of Runt.  Although some of the party did not trust the young lad, his persistence paid off and has vowed to help the party find it's way around town.

 

 Session 1 ended in the marketplace following time spent selling off some gems.  Let's see where the party goes and does next time.

 

This has been a TOT Production (Ltd)

 

Thursday, February 15, 2018



It All Depends

The Tome of Annihilation is no JOKE!  It all "depends" on your choices and how lucky you are!  Just in case, all players will be provided some "OH SHIT" underware for the safety of all.  "Buckle up and put on your big boy pants....it's gonna be a rough ride!"

Wednesday, February 14, 2018


What to eat in the jungle when you run out of food



Beetle grubs
The white grubs of wood-infesting beetles are perfectly edible if you split their bodies and toast or fry them. You'll find them in decaying or rotten wood.

Birds
All birds are edible, but stay away from those that eat dead animals – vultures and kites – their flesh tastes terrible.

Termites
You'll need to gather a great many of these tiny insects to make a meal. Some say they taste like peanut butter, others liken the taste to 10-day old curdled milk. But they are a good source of protein.

Frogs
Along with the Chultan edible frog (the kind Chult restaurants use when they serve frogs' legs), there are many other frogs that you can eat. Skin all frogs before you cook them.

Lizards and snakes

For the lizard, the meat from its hindquarters and tail is the best. If you catch a snake, remove the head immediately after killing it (and don't eat this part).

Crickets and grasshoppers
Remove the wings, legs and antennae, then toast them over a fire. You can also eat cicadas, various caterpillars, scorpions and even tarantulas.

Ants
Fry them whole. No shortage here: Chultan biologist and ant expert Otamu Wankerfuss has estimated there are between one thousand trillion to 10 thousand trillion ants crawling around the world at any one time. That's about a million for everyone in the world alive today.

Tuesday, February 13, 2018

 Jungle Survival Tips

    Avoid plants with white or yellow berries.
    Don't eat mushrooms. Some are safe, but many are highly toxic even deadly, so it's not worth the risk.
    Avoid plants with thorns.
    If it tastes bitter or soapy, spit it out.
    Steer clear of shiny leaves.
    Stay away from plants with leaves in groups of three.
    Stay away from plants with umbrella-shaped flowers.
    Avoid beans or plants with seeds inside a pod.
    Milky or discolored sap is a warning sign.
    Avoid anything with an almond smell.
    Steer clear of brightly colored insects.
    Avoid insects that are extremely pungent.
    Don't eat hairy critters or bugs that bite or sting.

You can also use the universal edibility test to check whether a plant is edible. It involves steps like rubbing the plant on your skin and lips and holding it in your mouth to see if there's an adverse reaction.
Fruit can be found throughout the jungle. Depending on where you are, you can find everything from mangoes and bananas to wild yams and sugarcane. Coconuts are a good food source in tropical jungles, as is sugarcane, figs, papaya and taro root. Familiarize yourself with local edible fruits before you travel to any jungle or rainforest.

Insects are another good source of protein. More than 1,400 varieties are eaten regularly everywhere. Worms, grubs and termites are everywhere in the jungle and are all a great protein source. If you had fresh water, you could survive for months on insects alone. Beetles can also make for a hearty meal, but some carry parasites. A good way to make sure you're safe is to cook it. A good boiling or slow roast will usually negate the effect of harmful toxins.

Down in Jungleland

Here a few more survival tips if you find yourself lost in the jungle:
If you don't have any mosquito repellent, tie a shirt over your head and let it hang down over your neck. Rub mud on your exposed skin. Once it dries, it will form a crusty barrier against mosquitoes.
 Use campfire smoke at dawn and dusk to help repel insects.
 Shake out your shoes or boots before you put them on each day. Scorpions and spiders like to hide inside them.
 Rivers and streams often lead to human settlements.
  Look to monkeys for advice on what kinds of fruits and plants are safe to eat.
    Leave piles of rocks along your trail as a rescue signal.
    Break branches at eye-level on your path to let rescuers know which direction you're traveling.
    Use a smoke signal to alert rescuers. Find an open spot for the smoke to rise, then cover the fire with wet palm fronds for several seconds at a time in bursts of three, the signal for distress.

Critical Hit and Fumble Chart






Looking to try out a new Crit/Fumble Table courtesy of youtuber Seth Skorkowsky  https://www.youtube.com/channel/UCQs8-UJ7IHsrzhQ-OQOYBmg

CRITICAL HIT TABLE
(only on Natural 20)
01-05 MAX DAMAGE NOTES
06-09        “ “ X 2
10-14 “ “ + *1. *1 ATTEMPT ANOTHER HIT
15-18 “ “ + *2. WITH SAME WEAPON
19-40 DOUBLE DAMAGE
41-47 “ “ + *1. *2 OPPONET MUST ROLL
48-53 “ “ + *2. ON FUMBLE TABLE.
54-59 “ “ MAX DAMAGE
60-64 TRIPLE DAMAGE
65-68 “ “ + *1.
69-72 “ “ + *2.
73-76 “ “ MAX DAMAGE
77-79 QUADRUPLE DAMAGE
80-81 “ “ + *1
82-83 “ “ + *2
84-85 “ “ MAX DAMAGE
86-89 REDUCES OPPONENT'S AC BY 1 UNIL ARMOR HEALED/REPAIRED
90-94 BLOOD OR DEBRIS BLINDS OPPONENT FOR 1D6 MELEE (IF APP.)
95-96 SEVER AN APPENDAGE (IF APP.). MAX DAMAGE + 1D20 PER MELEE.
97-99 OPPONENT STUNNED FOR 1D6 MELEE.
00 INSTANT DEATH (IF APP.).
         
FUMBLE TABLE
(Only on Natural 1)
01-09 DROP WEAPON AT FEET.
10-17 “ “ 10’ AWAY.
18-23 “ “ 20’ “ .
24-27 “ “ 30’ “ .
28-37 YOU FALL DOWN (PRONE).
38-45 “ “ “ AND DROP WEAPON AT FEET.
46-51 “ “ “ “ “ “ 10’ AWAY.
52-55 “ “ “ “ “ “ 20’ “ .
56-57 “ “ “ “ “ “ 30’ “ .
58-62 STUMBLE, LOSE INITIATIVE NEXT TURN.
63-68 STUMBLE, ALL ROLLS NEXT MELEE HAVE DISADVANTAGE
69-73 STUMBLE, OPPONENT ATTEMPT ANOTHER HIT THIS MELEE.
74-78 STUMBLE, YOU HIT YOURSELF FOR REGULAR DAMAGE.
79-84 STUMBLE, OPPONENT GETS AUTOMATIC HIT ON NEXT ATTACK.
ROLL 1D20 TO SEE IF IT IS A CRITICAL HIT.
89-93 STUMBLE, LOSE NEXT ATTACK.
94-96 STUMBLE, LOSE REMAINING ATTACKS THIS AND NEXT MELEE.
97-98 STUMBLE, OPPONENT IMMEDIATELY HITS YOU ON CRIT. HIT TABLE.
99 YOUR WEAPON BREAKS. IF NOT APPLICABLE, TREAT THIS ROLL AS A 98.
00 AUTOMATIC HIT ON CLOSEST ALLY WITHIN 10’ OF YOU.
ROLL 1D20 TO SEE IF IT IS A CRITICAL HIT. IF THIS IS NOT APPLICABLE, TREAT THIS ROLL AS A 99.
NOTES:
        IT TAKES ONE HALF OF MOVEMENT SPEED TO GET UP.
        IT TAKES ONE HALF OF MOVEMENT SPEED TO BEND DOWN AND PICK UP A WEAPON.
        TO MOVE WHILE PRONE, YOU MUST CRAWL. CRAWLING COSTS 1 ADDITIONAL FOOT OF MOVEMENT FOR EVERY FOOT CRAWLED.
        • PRONE CHARACTERS HAVE DISADVANTAGE ON ATTACK ROLLS.