Archive for D&D

D&D AL – Tomb of Annihilation – Flames, Snakes and lots of Ordeals

Posted in Campaign, D & D 5e, D&D, Encounters with tags , , , , , , , , , , on March 18, 2018 by vobeskhan

Team Zorbo

After a surprisingly undisturbed rest the heroes worked their way to the chamber at the far end of the bridge, discovering that it was sealed by a double lock of dwarvish construction. After a few miss tries they realised they needed to reforge the keys required but thankfully Musharib and his kin had the means to do so. With the rest of the mine cleared up they even managed to find a few survivors of his clan that been taken captive by the firenewts.

Upon opening the chamber they were able to finally see what Musharib had been searching for, the Gauntlet of Moradin. His clan was happy to reward the heroes with some adamantine ingots which with a few addition gold for their services enabled the dwarves to adapt some of the party’s weapons with the precious metal.

While the weapons were being prepared scouts came back reporting that enemies were approaching in the valley. The heroes bravely strode out to be confronted by …. kobolds! The barbarian and the druid made very short work of the little group of kobolds only then did they hear a deep throaty voice from behind them, up the cliff face above the entrance. Turning, they saw the kobolds master, Tzindalor the red dragon!

The dragon strafed the heroes with flame, claw and teeth and despite their best efforts they were forced to retreat into the caves of Hrakhamar. The dragon didn’t pursue but did unleash a final blast of its fiery breath down the tunnel which killed the duergar cleric.

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The heroes were in no fit state to continue battling the beast and retreated deeper into Hrakhamar to recover.

The following day, now armed with their adamantine weapons they strode (cautiously) out of the cave but the dragon had moved on to parts unknown. Musharib continued to lead the party west through the valley of lost hope. As they travelled they saw a group of scaly skinned creatures watching from afar but they didn’t attack or seem inclined to interact with heroes, content to just watch them pass by. After a few days of wet and wearying travel the party reached the south-western edge of a massive rent in the ground and Musharib pointed out that the ruined city in the rent was Omu. He sadly informed the heroes that the city was forbidden by his clan and that he had fulfilled his agreement to lead them here. However, if they survived their continuing adventures and needed a guide back to Port Nyanzaru they knew where to find him, and he bid them farewell.

The heroes descended ancient stone stairs leading to a small plateaux with a ruined guard station. As they neared they saw it was full of snakes writhing around the floor. The reptiles paid little heed to the party as they moved through the ruin, seeing signs of recent campfires and finding a wall covered in graffiti.

With nothing else attracting their attention the descended the filthy rough switchbacks to the floor of the rift and the city proper. As they were looking about one of them spotted a curl of smoke coming from a stone-walled compound to the north and so they headed towards it. They found the remains of a battle with wild dogs fighting over scraps of bodies. They fought the dogs off and began to examine the bodies when a snake headed figure attacked from behind a wall, along with several companions. Two had human bodies but the heads of snakes, two more were human apart from their arms were writhing snakes, and a final one was human from the waist up but had serpentine coils below.

The fight was brutal as the snake men used poisoned weapons and fangs but the heroes eventually won out. Continuing their search they heard a tapping and uncovered a man buried under the rubble. He introduced himself has Orvex, a scribe and translator hired by a group in Port Nyanzaru and brought here. Apparently half his group had gone north to continue their searching while he and the others remained here and were attacked by more of the snake men including ones that could cast magic. Orvex told them about they were looking for puzzle cubes in the various shrines to the nine trickster gods as they were essential in gaining access to the main tomb. The party asked Orvex if he would be willing to accompany them and he happily agreed. He knew of two shrines nearby and marked them on their map.

The heroes decided to go to the nearest one, Kubazan’s shrine. Here they found the shrine defended by a monstrous amphibious beast which at one point swallowed the druid whole but luckily was killed before it could digest her. In the shrine itself the cleric-mage sent his owl familiar to collect the cube they could see on the opposite side but this triggered a gas trap and the poor owl died. He then decided to use his own magics to retrieve the cube and escape the further gas. Buoyed by their success they headed for the other shrine Orvex knew of, this being the one dedicated to Shagambi.

There was no obvious defender outside, but inside the barbarian, druid and cleric dropped through the iron grille to the chamber below and were assaulted by a quartet of red clay warriors.

And that was where we leave them until next time …..


Team Chwinga

With a new day dawning the heroes looked out over the city of Omu in the great rift below them, the cliffs edging the city lined with ancient stone statues perched at their edges looking inwards. Here Eku bid her farewell having completed her task of guiding them to the city, she also revealed her true nature to them and bid them good fortune in their quest to end the Death Curse before flying away.

The heroes decided to combine their ropes so that they could rapel down the cliff, unfortunately as they began to do so two of the nearest statues sprung to life, revealing themselves to be gargoyles and attacked the party. Despite a lack of magical weaponry they heroes were able to defeat the monsters and eventual all made their way down the cliff.

Taking a brief rest to catch their breath the dragonborn decided to explore one of the nearby buildings, find a trio of odd-looking creatures cowering within.

The mage used his magic to enable him to communicate with them and found them to be non-hostile and gathered a little information about the immediate area from them.

The heroes struck out eastward across the north section of the city and came to a large spherical building with five short tunnel entrances. The outer four all ended in dead ends with peep holes viewing the central tunnels end chamber. Herein lay a statue of a monkey like creature they recognised as a Su-monster, balancing on its tail with all four paws looking like they could hold something. The mage used his magic to read the inscription and through deduction they realised they needed to look at the statue via the peepholes to solve a riddle. During this process three of the four that looked through the peepholes were transformed into animals and heavy portcullis dropped down to seal all the tunnel entrances. The two of them that had remained in the central chamber fought a pair of su-monsters and their transformed allies changed back.

It took a little while for them discover how to bypass the portcullis but eventually they did so, and that was when they heard a mighty bestial roar from nearby. And that was where we left off …..


Due to holiday commitments we brought forward Team Zorbo’s next session which is why it sounds like they got much more done that Team Chwinga this time around, but Team Chwinga shall be having their session as normal this week coming.


D&D AL – Tomb of Annihilation – Hot mines and icy receptions

Posted in Campaign, D & D 5e, D&D, Encounters with tags , , , , , , , , on February 28, 2018 by vobeskhan

Our teams continue their search for a cure to the Death Curse in the steamy jungles of Chult.


Team Zorbo

Having entered the mines of Hrakhamar the party encountered a pair of cheeky smoke mephits, other than a few pranks they posed no threat so they left them alone and continued into the mine itself. Here they encountered their first group of firenewt guards which the barbarian saw off without difficulty. Moving onwards they found what was left of the dwarves armoury before encountering more Newt guards these were a little stronger but ultimately no threat. Moving into the third metalworking chamber they found more Newts this time with a robed one, the barbarian charged passed all the guards to engage the robed one and was quickly beset by all of them. It was a close fought battle but eventually the heroes won and barricaded themselves in to take a rest.

Nothing disturbed their slumber and in the morning they explored further finding yet more of the guards and robed newts, the dwarven clerics spiritual guardians proved to be useful in routing them and the party then crossed over the lava via one of the massive chains. They found a tunnel that led to another rough rock chamber where a group of guards and another robed newt were with an ugly statue, as the fight ensued they quickly realised that this robed figure wasnt the same as the previous ones, as it was using powerful magic against them. The guards were despatched and the heroes took a beating as they battled the robed newt then he suddenly disappeared. After a quick check to make sure he wasnt simply invisible they smashed the statue and retreated back to their secure room to lick their multiple wounds.

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Team Chwinga

The party continued south through the jungle, encountering what looked like another of the abandoned shrines, but this one had a quartet of zombies shambling around it. They dealt with them easily and discovered a set of stone stairs leading below. Eku chose not to enter but the heroes went below. As the half-orc barbarian got about three-quarters of the way across the chamber he stepped on a pressure plate with an omnous click and triggered a portculis to spring up and block the entrance. Neither the heroes or Eku could spot anything to release the portcullis so the heroes headed further in to look for something to help. They found a stone slab against the far wall which they realised was a door and opened it to reveal a smaller chamber lit by green flaming sconces. At the centre was a stone sarcophagus and lined up against the wall with the door were four statues of warriors. They entered and opened the sarcophagus which caused the four figures to attack. Three of them appeared to be simple zombies but the fourth was something else which seemed to focus upon the dragonborn swashbuckler, even risking attacks from the others just to get at him. Eventually they defeated the creature and found the empty sarcophagus had a false bottom concealing the release lever to the portcullis. They quickly decided to leave.

Their journey continued uphill over the rise in the jungle interior and after a few days they came upon a grove of wukka trees. As they approached a chultan man in orange robes stepped out of the trees and demanded to know their business. The swashbuckler tried to pass himself off as a fellow gardener but the robed man saw through the deception and told them to be on their way. Unfortunately the swashbuckler couldn’t resist a barbed insult which angered the man and he changed into a boar-headed beastman and attacked. Despite most of their attacks doing nothing to him they were eventually able to defeat him through the use of magic and silvered weaponry and entered his grove of wukka trees to see what he was guarding. As they searched through his camp a quartet of angry-looking little bears attacked, their claws scraping at the heroes armour as they fought. The heroes were able to overcome them and Eku identified them as Zorbo’s. They searched the mans camp and recovered anything of use before continuing on their journey.

Over the next few days of bad weather they crested the high ground and began their descent, the swashbuckler scouted ahead and spotted a group of undead heading their way. Hiding to let them pass so that he could ambush them between himself and his party. The undead spotted his allies and charged in, and that’s when the ghouls paralyzed the cleric, barbarian and paladin! Thankfully most were able to shrug off the paralysis quickly but during the fight the dragonborn had to use his fire breath against a group of them and couldn’t avoid catching the barbarian in the blast too. Once the cleric and paladin were free of the paralysis the battle soon went in the heroes favour.

Another day of better weather and the heroes pushed onwards, finally reaching the end of the jungle and making their camp as darkness fell within sight of their destination.

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D&D AL – Tomb of Annihilation – update on the teams progress

Posted in Campaign, D & D 5e, D&D, Encounters with tags , , , , , , , , , on February 4, 2018 by vobeskhan

Despite my best intentions I found that I have been exceedingly lax in keeping these updated on my two tables progress through the Tomb of Annihilation, so here is an update on how the teams are getting along.

Team Zorbo

The team was greatly motivated to help the Order of the Gauntlet at Camp Vengeance, while those with healing power tended the sick the others were tasked with recovering the fishing nets. Unfortunately the laden nets had gathered the attention of a giant crocodile also and there was an altercation which resulted in the dino-shaped druid being dragged along in the reptiles mouth as it sought deeper waters. Eventually it decided to seek out less violent meals and released her.

Leaving Vengeance they decided to look for Vorn (having been given information from Wakanga in Port Nyanzaru) and found the immobile Guardian in the jungle. following a trail they discovered Yellyark but activated the launch feature. They then spent a couple of days trying to track the mobile village (unsuccessfully as the goblins felt threatened and kept on the move) before deciding to get back “on mission” and headed to Mbala.

The druid in the meantime had been visited by one of the sewn sisters and is now slowly losing health due to the nightmares. They sought information from Nanny Pupu who agreed to tell them what she knew in return for them dealing with some pesky pterafolk on the cliff edge of Mbala. Despite losing their tortle companion due to falling the 1600 feet to the floor below the rest of the party were able to defeat the pterafolk and drive off the remainders and Nanny told them that the most direct way to stop the nightmares was to kill the hag causing it.

The party then headed towards Oralunga in search of the sage rumoured to be there (and because the crazy guy in Port Nyanzaru had told them to seek out the sage), during this trek they came across a curious clearing. a single fir-tree grew in a shaded glade covered in snow (though it wasnt cold) and it had several red baubles on it. Approaching they found a Chwinga and made friends with it by giving it mayonnaise (from the Alchemy Jug), in return it allowed them to take one bauble each (a Potion of Healing from my Level Up DM Quest reward).

They found Oralunga and despite a little squeamishness gained entrance to the top of the ziggurat and the sage, getting some answers to their questions and a suggestion that there may be something to the south that could speed their journey.

They eagerly set out that way and reach Ataaz Kahakla, cautious about the large skeletons in the gorge they eventually find a way across (travelling a little out of their way to do so) and eventually coming across the wreck of the Star Goddess and Captain Amelia Smollet (I played her as the captain from Treasure Planet and being a Tabaxi), helping the stranded crew to cobble together a smaller craft capable of making it to the coast in return for a lift.

Departing from the sky sailors they follow Musharib’s directions to find Hrakhamar and set about completing their promise to aid the albino dwarf liberate his home from the fire newts. And that is where they currently are.

Team Chwinga

Despite a slow start Team Chwinga have made much progress in the intervening sessions. They overcame the trials and traps of Camp Righteous, visited Camp Vengeance where having several members of the order amongst them put them in good stead and they were told there was a missing patrol that had headed towards Mbala in search of the wise-woman there. The Dragonborn Swashbuckler also received a visit from a sewn sister and had begun losing health when he slept.

Reaching Mbala they found that there was some form of barrier preventing their guide, Eku, from entering the village so she made a meagre camp while they explored the ruins. Here they found a trio of figures gardening beside a hut and discovered them to be zombies of the missing Order patrol. After destroying them they met Nanny Pupu who calmly told them she made them from corpses she found, probably killed by the nearby pterafolk, she invited them in to share her stew while they talked. The half-orc barbarian was happy to accept but most of the party chose not to partake. That night when the swashbuckler was on watch back at their camp he saw a foggy mist cover the ruins and in the swirls could see ghostly forms of the former inhabitants going about their daily business. He chose to sneak back towards Nanny’s hut could see no sign of Nanny.

However the garden was all disturbed and just as he realised the earth had been moved from underneath he saw a hand out of the corner of his eye reaching for him – a very, very big hand! He ran back to the camp and roused his companions. They faced the creature, a flesh golem created from the amalgamation of the remaining patrol corpses and were eventually able to defeat it, and decided that as Eku had said, Nanny was not a creature of goodness. They returned to the hut but she was not to be found. Behind the hut they found a short set of rough stairs leading to a chamber with a large black iron cauldron of bubbling green liquid (despite having no heat source below it). They tipped it over, flooding the floor with the acidic fluid which reacted with the stone floor to give off noxious gas but thankfully they got out mostly unaffected. Here they saw Nanny before them just laughing at them, they tried to attack her but something else was attacking them, something unseen. Once they were able to land a blow on the laughing Nanny they discovered that it was an illusion.

Finally the monk managed to get his blanket over the invisible assailant which allowed the rest of the party to target it easier and they finally killed Nanny Pupu. This was able to then release the ghosts of Mbala and Eku was also able to finally enter the village. As they had done as she had asked she agreed that she would now lead them to Omu for free as agreed.

They began to make good pace as they continued south, encountering some zombie girallons on the way but being able to overcome them. They also found what looked to be an abandoned stone shrine, mostly intact, and chose to use it for an overnight camp. Examining the pictographs with Eku’s help they were able to see they told the story of Ubtao and the Nine Trickster gods, the dragonborn chose to beseech these gods/spirits of Chult saying that he was devoted to stopping the death curse and aid the people of Chult just as they had done in the past but he couldn’t do so if he succumbed to the death curse himself because of the hags draining his life. Amazingly, come morning he appeared to be free of the draining effect and the nightmares.

Continuing south they begin to reach the rising ground and the jungle teems with danger.


D&D AL – Tomb of Annihilation – Paths of the Righteous

Posted in Campaign, D & D 5e, D&D, Encounters with tags , , , , , , , , , , , on November 21, 2017 by vobeskhan

Session 4 for both my tables and both pick up at the cliffhangers we let at …..

Team Zorbo

Cautiously entering what they hoped was the final chamber they easily spot the arcane trap and using the information they had from last session are able to get two of their number up the pillar to retrieve the item. However the downward climb triggers one of the traps with “shocking” consequences.

Having taking quite a beating from the various traps in the ancient structure they decide to camp for the night in the former commanders tent. During the night they hear a strange noise and a couple of them investigate but all they find is a strange-looking totem pole, leaving it alone they return to camp only to have their rest disturbed again by a group of axebeaks looking for their missing fledgling. The fight light the flightless birds is short-lived.

Waking in the morning they discover that their canoes have been stolen, apparently by goblins if the tracks at the shoreline are to be believed. Begrudgingly they break camp and continue on foot along the shore towards Camp Vengeance.

They run into a Flaming Fist patrol, who demand to see their exploration permit. Looking to their guides who simply shrug, the dwarf cleric prepares to pay the cost and receive a permit but the barbarian pre-empts this by attacking the patrol leader. The mercenaries and their dino’s put up a fight but eventually are left dead in the jungle.

The evening before they expect to reach Camp Vengeance they hear the cries of a baby deeper in the jungle. Investigating reveals a pair of strange monkey like creatures in a tree which, having lured them close enough hit them with a blast of psychic energy wich leaves the barbarian stunned. Thankfully the rest of the group aren’t too far behind and the creatures are chased off with guided bolts (killing one).

Next day they reach Camp Vengeance and approached the gates …..

Team Chwinga

Bursting through the dark jungle came an Allosaurus, but not a living one, a zombie! The heroes had quite a brutal fight on their hands but were victorious. Next morning they continue their journey, though the triton ranger decides to take a swim in the river, and contracts throat leeches!

With the weather getting worse as they travelled along the river’s edge they came to an area where the ground had been washed away into the river uncovering several buried bodies. As the party investigated them they arose and attacked. Despite the unsure footing the heroes quickly put the undead back in the ground from which they came from.

Using the river as a navigation aid they continue through the jungle and come across a group of Chultans apparently tearing a triceratops apart with their bare hands and devouring it. The cleric is fairly sure their not undead, just very strange, and each has a blue triangle on their foreheads. The group tried to sneak past unnoticed but one of them unfortunately made just that little bit too much noise and the strange groups attention focused upon the party. After a very brief battle the heroes burnt the corpses (just in case), and asked their guide if she knew who they were. Eku told them that there were many small nomadic tribes surviving within the jungle, she did not know them all. The cleric examined the blue triangles and thought they were reminiscent of the mark of Dendar the Night Serpent, god of the Yaun-ti.

Continuing their journey they eventually reach the remains of Camp Righteous, and begin their exploration of it before heading into the large stone structure while Eku waited outside.

Gnomegeddon – the aftermath!

Posted in D & D 5e, D&D, Gaming events with tags , , , , , , , , , , , on November 12, 2017 by vobeskhan

This weekend I ran the Gnomegeddon charity D&D adventure at Tabletop Tyrants. As I posted previously we were raising money for Dementia UK and I honestly expected us to raise around £150 between us. With myself as DM we ended up with 7 players and had an absolute blast of a game.

The first gnome death came before they had even entered the dungeon itself, with Daniel’s wizard, Bodyknock, drawing from the Deck of Many Things and pulling the Void! One of his banked resurrections down.

They came to the darkened three-sided pyramid with the strange icons at the points.

The first entrance they found led down a tunnel to a large double door, the second longer tunnel to a pair of doors. Venturing down this corridor they found loose stones partway along so cautiously spiked them incase they were traps before tying ropes to the doors and using them to open the doors from outside the tunnel. It was a good job too as upon opening the doors a block of granite slid forcibly across the loose stones, crushing the spikes beneath it and sealing the tunnel.

Rather than going down the other tunnel they checked the third side of the pyramid and found a third even longer tunnel with a mosaic floor which had symbols carved into a meandering red path as part of it.

And so began their exploration of the classic dungeon known as the Tomb of Horrors. I didn’t run it exactly as written as I wanted to put my own stamp upon it.

Many of the characters drew from the Deck repeatedly during the game (they were allowed 1 draw each every time they discovered a new “room” and paid a donation of £1), some of the results were good – Daniel gained 2 wishes, Elliot the deeds and titles to small keep etc; some not so good – more draws of the Void and Donjon cards, Elliot gaining the enmity of a denizen of the lower planes, and Jon having his alignment and gender reversed (Chaotic Good male to Lawful Evil female).

With advice from the fundraising team at Dementia UK some of us made Just Giving pages to accept our donations and these were them:

Mine – which also includes £15 of Alastair’s as he didn’t create one for himself.

Elliot’s –

Jon’s –

Patrick’s –

Daniel’s –

Jack, Matt and Alastair brought their donations in person and with them and other donations on the day this brought another fantastic amount in.

We’re just waiting for the last few in person donations to be collected in but we’ve already topped £700, a truly astounding effort from all involved I’m sure you’ll agree.

Using Daniel’s wishes they were able to bypass some of the dungeon and faced the final guardians. During this battle Jon entered the supposedly empty sarcophagus of the evil Dee-Em and found himself “elsewhere”. He was then given a choice, he and his allies could continue to battle and face the Dee-Em directly (and lose, according to the evil being) or make a deal to substitute one of his companion’s hearts to be used as a fake and leave the dungeon as supposedly victorious heroes and live long rich lives. Thanks to Jon’s earlier mishap with the cards his now evil alignment saw the benefits of taking the deal and gladly volunteered his rival rogue in the party, Elliot!

The enemies they were facing whisped into smoke as Elliot clutched his chest in momentary pain and Jon reappeared from the sarcophagus with the withered heart of the “Dee-Em”, the heroes rapidly exited the dungeon and took the heart back to the Gnomelands to celebrate (a few months later it simply crumbled into dust).

The evil Dee-Em is free to continue to terrorise Gnomes and a worthy charity receives some fantastic donations.

D&D AL – Tomb of Annihilation – Into the Jungle

Posted in Campaign, D & D 5e, D&D, Encounters with tags , , , , , , , , on November 5, 2017 by vobeskhan

So session 3 for my two tables and both begin their journeys into the depths of the Jungle.

Team Zorbo

The team sought out Syndra and Prince Wakanga to see if they had discovered anymore about the Death Curse, and indeed they had. Though the Soulmonger remained hidden from detailed detection they had found out that it was in somewhere called Omu and to the south in the interior. They had also been able to calculate that Syndra had a little under three months before the Curse would claim her. Both Syndra and Wakanga advised the team to seek out a guide for their journey and maybe to further knowledge from a supposed seer at Oralunga.

The team visited the compound of Prince Jobal to secure the services of one of his guides, and in the process get the services of two – the albino dwarf Musharib and the human warrior Salida, both would work for free though Musharib required the teams assistance in either driving the firenewts from his home or recovering his holy relic from their grasp.

They purchased boats, after trying to negotiate a discount from Prince Ekene-Afa. This required one of them to face the prince in a sparring contest. The teams barbarian stepped up to the task, even managing to score a critical blow on the prince, but she barely felt it and quickly put the burly warrior in the dirt of the practice ring.

Setting off from Port Nyanzaru they headed across country to join the River Soshenstar and taking to their canoes. As they travelled up river for a tenday they encountered some of the colourful fauna of the land before reaching Camp Righteous.

Investigating the abandoned camp they found the commanders notes before exploring the ancient ruin the camp surrounded.

The interior was laden with traps, some obvious, others insidiously hidden, but the heroes made their way to the innermost chamber ……….

Team Chwinga

After a restful night the team took the four pieces of the amulet to Soggy Wren who then asked them to deliver them to his Ytepka contact. Upon meeting this individual the team sensed something was a little off and a fight soon broke out, only to be further complicated when Diamsar’s puppet master made an appearance with his strange trio of scaly guards. The team was victorious thankfully and returned the now completed amulet to Soggy and the other Faction representatives.

Then they too headed to see Syndra and then on to hire a guide. The teams cleric was a member of the Order of the Gauntlet and was keen to sign Eku up but the group couldn’t afford to pay her rates. However, with the promise to help her destroy a “woman of great evil” at Mbala she agreed to defer her payment until they returned from their expedition.

Unable to afford canoes or other supplies (including insect repellant) they took to the jungle on foot, planning to follow the Soshenstar towards Camp Vengeance and then on to Mbala.

Just after setting camp for their third evening the team are awoken by Eku who was on watch as something large breaks through the dense jungle foliage and into their encampment ……

Two very fun-filled sessions, and both ending on somewhat of a cliffhanger.

D&D AL – Tomb of Annihilation – the adventures begin

Posted in Campaign, D & D 5e, D&D, Encounters with tags , , , , , , , , , , , , on October 21, 2017 by vobeskhan

Baldur’s Gate is a bustling metropolis and often a staging point for adventuring parties, several of which have received invitations/summons to a meeting from their various Faction contacts to gather at the estate of former adventurer and well-known wizardess Syndra Silvane.

Many groups of adventurers have gathered but all look to be fledgling groups with little to no mileage under their belts. A well-dressed servant calls or everyone to take a seat as a figure most had failed to notice by the fireplace slowly rises to its feet and begins to address the gathering.

And so began another season of our D&D adventures at our local gaming store (Tabletop Tyrants), thankfully this season I’m not the only DM as I’m joined by Jon, Patrick and Matt in the hot seats (though I am still running 2 tables a fortnight). We had quite an increase in people wishing to play and so all 5 of our tables have reached maximum capacity already!

My two tables are running on a Tuesday and Wednesday evening every other week. All of us had decided to begin the season with the Adventurers League adventure DDAL07-01 City on the Edge before continuing through into the actual full hardcover. We also decided to give each table a team name based on jungle animals, and so I have Team Zorbo on Tuesdays and Team Chwinga on Wednesdays.

After being teleported to Syndra’s ship as it approaches Chult the Teams made landfall in Port Nyanzaru. Syndra is going to visit and stay with her friend (one of the Merchant Princes that runs the Port) and tells them to come see her once they have conducted their business with their local faction contacts.

And so began the fun.

Team Zorbo

Team Zorbo decided to visit all of the faction contacts and see what each required before attempting any of their tasks. They took part in a dinosaur race and arena combat in the coliseum, found a misguided local making undead out of captured locals, made a short foray into the edges of the jungle and encountered angry frog people, and uncovered a smuggling route before taking several trinkets that seemed to fit together to the drunken Harper contact. This individual asked them to take it to his contact within the secretive Ytepka society but the meeting went awry and further issues arose before they were finally able to return to the assembled faction representatives. Now they decide their next move.

Team Chwinga

Team Chwinga got of to a shaky start as one o their number is a former pirate and the local harbour master dislikes pirates (reformed or not). They lost the race and the arena combat but thanks to the intervention of one of their new acquaintances they still managed to acquire the trinket they needed. They foiled the individual with the undead, tackled the frog men, and disrupted the smuggling. However they also tend to spend their evenings trawling the bars of the Port, and during one such foray encountered Zindar the harbour master again. He’d remembered why one of them was familiar and made an offer on behalf of his employers to the Team to defeat and capture a trio of pirate captains (and their ships) that were plaguing the area. The team realised that this might be beyond their current abilities but said they would look into it. The next evening while also on a pub crawl they heard a scream from the lighthouse in the harbour and looked up to see a burly figure throw someone from the top just before the light went out. Bravely the heroes storm the lighthouse, but unfortunately the tabaxi bard chose to climb the outside and just as they were about the crest the lip to the walkway one of the attackers stepped backwards onto their fingers causing them to lose their grip and fall to their death!

So two sessions in and we have diverging story’s already. We will be having a poster sized map of Chult put up at the store to record all of the teams progress on once they begin exploring the jungle properly and are actively encouraging the teams to share information of their discoveries too as they all attempt to discover and end the Death Curse!