Princes of the Apocalypse, Session 6: “The Tomb of Moving Stones”

Wherein the party nearly get their hat handed to them, but manage to triumph.

Princes of the Apocalypse

This is part of a series about my DMing Princes of the Apocalypse, a D&D 5e adventure by and copyright Wizards of the Coast.

Table of Contents. The Party.

There will be SPOILERS. If you are playing in a PotA game, please don’t read this. If you are DMing a PotA game, or are a DM who wants to see what the ride was like … read on!


GM Recap

Petrified Dwarf Inscription
Dwarf handout

Session 6 (Day 14): An inspection of the chamber found the dwarf statue to be the broken-and-reassembled remains of a petrified dwarf, with a note. A thin circle of gravel seemed to hold offerings to the statue–coins, gems, and a dagger (Reszur), the last of which Moony picked up.

Displease Not the Delvers
A dire inscription

Cries for water led the team to the room to the west, where they found a room with an imposing black monolith of stone (with a “Displease Not the Delvers” inscription). They also found their pickle-making friend Grund, who insisted they had to leave and was willing to attack them to make it happen.

Grund was subdued, and under a pile of rocks, an 11yo boy, Braelen Hatherhand. Moments after freeing Braelen, who told them about the Believers, they were attacked by the fierce Bringers of Woe, dudes in leather armor, Symbol of the Black Earth on their chest, cloaks, and stone masks. 

Choosing to press on, the party encountered the elderly Baragustas Harbuckler, a Believer standing guard at the Chamber of Moving Stones. He begged them not to disturb or anger the Delvers.

Tomb of Moving Stones
Module’s provided image for the Tomb of Moving Stones

In the massive chamber, the party found stone tables with skeletons on them, a room full rocks that floated when you stomp hard on the ground next to them, and an Earth Priest named Larrakh that nearly killed everyone before he fled.

The party recovered for a couple of hours, took a tunnel from the chamber to Waelvur’s Wagonworks, then backtracked to Mellikho Stoneworks, where they were greeted with wonderment and open arms.

Player Recap

Stepping into the large room with the statue of a Dwarf. There is a wooden frame supporting the statue and it looks like some parts have broken off. There is a circle of gravel around the statue. Within it there are coins, a dagger, and other items. There is a piece of paper stuck to the wooden frame. It says “Petrified Ironstar(?) dwarf, found 1459 DR in Red Larch West Quarry in broken condition.”

It is currently 1491. The tributes look newer, though the statue is more dusty. Ironstar is a tribe of dwarves. On closer examination, the dwarf looks like it was turned to stone and later pieced together. William and Faith both toss a copper inside the circle. Other than a gentle clink, nothing happens. Moony, reaches in and attempts to remove the dagger. The dagger comes free easily and Moony examines it further. The name (?) “Reszur” is graven on the dagger’s pommel. It is decorated with star motifs and a grip of night-blue leather. Moony notices dried blood coating the blade.

While investigating the left-hand door, Moony and William hear a noise. There are sounds coming from the opposite door. “Water please,” After checking for traps, Moony opens the door and moves in. There is a pillar in the room, it is engraved with the “Displease Not the Delvers”.

Grund steps out from behind the pillar. He recognizes Moony and tells him that he does not belong. Moony tries to bluff, but misses on the password. William tries “pickles” but also is incorrect. Grund grabs a club and rushes forward. The group decides to take Grund but not kill the simple giant. The group quickly subdues Grund and Nala manacles him. 

From the pile of rubble, is a young boy, Braelen, about 11 years old. He asks for water which Faith gives him. I disobeyed my father and I didn’t deliver the message to Ilmeth the wagon master, so I am being punished. He talks about the Believers. Those that believe in the Delvers, the ones who came before. They make the stones move and my dad and the others elders interpret them. They keep us safe.

William notices some levers and chains beside the door. Moony goes to investigate. After some more questions, the child asks if he can leave. The group agrees and Moony asks about the way out. It is just down the tunnel off of the main cavern. William asks Braelen for the password: “A believer approaches.” They send him off with the other cloak, a waterskin, and some crumblecake. 

There is a high pitched scream coming from the doorway the kid had just gone down. “We are the bringers of woe. We are here to satisfy your curiosity.” Faith raises her hands and thunder rolls from her, killing several and pushing their bodies back. Moony calls out as more come from the other door. The cultists are grunting and makes angry sounds.  The group splits taking on the two groups. The neo-experimental religionists are focusing on the lightly armored party members, while the group takes down all comers. The cultists all have stone masks, leather armor and dark cloaks. 

The party patches themselves up as best they can and moves to the unexplored door leaving the room with the Dwarf statue. Moony and William add a few things to their pockets. Moony hears a whistle on the other side. There is a passage illuminated by a lantern. Moony surprises an old man, Baragustas, whittling. He quakes in fear of Moony. The old man is a “Believer” watching the chamber. Faith enters and convinces him that they are not going to hurt him. Moony ties him up while he natters on about the Delvers. They move the stones when no one is not around. The Earth Priest interprets the movements. There have been dire portents of late. William asks if there is anyone in the chamber. He is uncertain. The priest may be in the chamber or others may have enter from the other entrance. 

Going through to the “Chamber” they discover a large room with sarcophagus and many large stones. There are a couple of more floating stones. As Moony passes between two floating stones, they settle gently to the ground. The first sarcophagus turns out to be a stone table and has a skeleton resting on top of it. The chest has been crushed. Faith sees a figure rushing towards a stone table on the south side of the room and racing up the wall. He is wearing what appears to be stone armor and crystal glaive.

Faith and Nala go down. William moves up to stabilize Faith. Larrakh comes down off the wall and yells “Silly fools, Ogremoch will consume your souls and drag you to the depths of the earth.” Then he smacks William unconscious. Theran and Moony bravely continue the fight. After a large hit from the magic missile wand, “Black Earth take you!” and starts to run away. There is a large burst of speed and he leaves through a door on the far side. Theran stabilizes William. An hour later Faith and William regain consciousness. Faith heals Nala and the wounded party members take a short rest to regain some hit points. 

Looking around the party discovers that the stones elevate when you stomp your foot near them. They also note that the stones tables are worn and the skeletons all have blunt trauma injuries. Moony discovers the hidden door the Larrakh left through. The door leads to a rough hewn tunnel that winds around. There is a choke point in the tunnel with debris and a canvas stretched across the tunnel. Past that debris looking back, the painting on the canvas and the fallen rock, make it look like a total cave-in. Past there, the party emerges into a shed in the wheel-wright’s yard. Someone across the yard spots them and calls out for the Master Waelver.

The party pulls back into the tunnels and heads towards the other exit to the North. This brings them back to the Mellikho Stoneworks. The passage ends in a wooden door and a container of sand holding a few torches. There is the sound of activity around the door, while there is no one in the immediate vicinity. Moony chooses to come out of the door and exclaims we are out of the hole at last. Nala joins him and also shields her eyes from the sun. The others follow them out into the sun. Albaeri Mellikho comes across the quarry, greeting them warmly. 

Game Notes

Whoosh. A lot happens here. If “The Cave of the Necromancer” was an intro to dungeoning, “The Tomb of Moving Stones” is the next grade up, with traps, drama, multiple combats, and an opponent who outclasses the group (but who loses to Action Economy, as one does, every time).

I ended up rushing through the very ending, because the session ran long. That just sometimes happens. I started off the following game with some details I should have established at the end of this one.

I created a handout for the inscription on the statue, just because I wanted them to be able to easily reference it. That was probably overkill, especially as the players started making noises about how they might want to start investigating the West Quarry, which would be quite the dead end. I decided that the West Quarry had flooded a while back, so as to forestall any further investigation in that area, since it really didn’t matter overall.

Well, it matters to the extent that it (and the whole Tomb) all ties into the history of the Besilmer Kingdom of Dwarves five thousand years ago — but that really doesn’t get played up yet. The DM here, though, should read the background notes for the campaign and around this dungeon carefully to be aware of, and hint at, those multiple layers of history, which will pay off later.

Braelen
Poor little Braelen

The kid being punished, Braelen, was kind of a weird one-off — look how awful the cultists are! — but I played with him in a couple of ways. First, I decided to spook the party into thinking they’d sent him off into the hands of cultists who’d killed him immediately (the scream) (Actually, they just cuffed him hard).  Then when the party followed up later back in town, I was able to turn his home into the deeply abusive atmosphere that some of the party members decided to do something about in later episodes, with Faith eventually arranging for the kid to be fostered off in Waterdeep, resonating with her own life experience.

Did all this advance the overall campaign plot? Nope. But it was good character time, something that some of the players decided to care about, and I find that sort of thing is the mortar that holds the walls of the story together.

Ditto, in its own way, for Grund. You can play him as a looming menace, but I’d made the half-witted guy likable, with his pickle business and fascination for the Tabaxi in the group. So when they met him again in the Tomb, he was clearly torn between Important Job he’d been given and not wanting to hurt “Mister Kitty.”

As a result, he survived … and would circle back into the campaign later.

The attack by the Believer thug squad spanned two rooms, which gave the party some lessons on both splitting forces and line of sight. Learning occurred!

Between the Kid and the Old Dude standing guard (Baragustas — whom I think had not been mentioned elsewhere, so, hey, yet another denizen for Red Larch and another journal entry to build!), the party by this time had a pretty good idea of the conspiracy.

Larrakh
Larrakh, the Black Earth Priest

They were not ready for the Earth Priest, Larrakh, who was smart enough to (a) ambush them, and (b) do it spider-climbed up on the wall so that they couldn’t stab him.  The party was also split up, searching the room, and the Roll20 dynamic lighting made it much easier for people to be unsure what was going on elsewhere in the room.

Being only 2nd Level, we had a couple of party members go down pretty hard (I like the 5e Death Save mechanic, which folk were introduced to here, much to their shock), at which point Larrakh got cocky and came down from the wall. Some lucky attacks from the rest of the party, and it was Dash + Expeditious Retreat time for Larrakh.

Which on one level was a bit of as problem, as the book mentions the possibility of his escape, but not what it means, story-wise (an issue that comes up with other villains all the way down the line). But it was also an opportunity for some shenanigans to be inserted later on, so, um, yay?

Being so man-handled by Larrakh came as something of trauma to the party. It made them a bit gun-shy for some time to come.

Larrakh also gave a shout-out to “Ogremoch,” someone they hadn’t heard of before … and so began building the lore of the Black Earth.

(Side note:  the module, includes a bunch of imagery for various bad guy classes, but it also frames those drawings as “extreme” versions that were discussed and kinda-sorta rejected, without giving more reasonable alternatives.)

By the end of the scenario, the secrets of the Believers have been torn off the hinges. It’s all over, right?

By no means.

Resting

So, in the Real World, (a) injuries can take days, weeks, months to heal, and (2) we don’t have healing magic so who knows how that works?

D&D 5e’s current rules on Short Rests (1 hour, spend hit dice to regain HP) and Long Rests (6/8 hours, spells regained, all HP regained) are weird on one level (The Real World Doesn’t Work That Way!), but also convenient. HP are, of course, about more than bodily integrity — morale, exhaustion, mental fatigue, all of these play a role (which is why HP goes up when you level). The problem with accurate healing times is that they are simply Not Fun, unless you want to take weeks-long time outs in the campaign. Does 5e make it too easy to heal up? Mmmmaybe, but it also keeps the healing process from getting too much in the way of the story.

The problem is, players want to do it at the darnedest times.

Granted that they didn’t know this was the final chamber, and that they also wanted to wait for a couple of party members to regain consciousness. If they decided to then Rest, would they really really do it in the Spooky Chamber of Moving Stones? Even if they hunkered off to one side in case Larrakh came back?

Seems unlikely, but “when and where and how do we Short/Long Rest?” is a constant issue. Allowing people to rest willy-nilly makes resource consumption meaningless, and is narratively irritating. But restricting rest can be frustrating unless the players agree that it’s reasonable.  The game in general tries to discourage people from resting in dangerous places (like the Keeps, the Temples, etc.), but generally does so by throwing Random Encounters at them, which is the worst (most time-consuming) way of doing so. I struggled with this the whole game.

Passwords

All through this campaign, there is the possibility of the party getting past guards and getting access to places by use of passwords and hand signs.

Which is cool and awesome and provides a way to advance that doesn’t involve steel and bloodletting.

Two problems:

First, there’s really no opportunity for the party to figure this out — to learn what the passwords are or even to reasonably suss them out.   Even being a somewhat liberal DM who would have been happy for folk to do such a thing, and be willing to stretch it to reasonable pass-phrase alternatives … there was really nothing for the players to work from.

Which meant, second, that the party felt little motivation to take that approach (not helped by not really having a Face Man character). And, honestly, the advantage the module provides for knowing the Secret Words is relatively minimal.

It just feels like a lost opportunity in storytelling.

Bits and Bobs

Crumblecake
Crumblecake

The party leaned into crumblecake. That I made up some images of it, and that NPCs talked about it all the time, got people bringing it up at every drop of a hat — including giving some to the half-starved Braelen.

My biggest regret from all this was that this dungeon has a lovely hallway trap setup that the party completely bypassed. I eventually had them discover it when they went back into the complex to search out the northern exit.

Why is Albaeri — one of the more nervous of the Believer leadership — greeting them with open arms as they exit the Tomb into her ? Ah, we will see next time.


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