Princes of the Apocalypse, Session 27: “Bad Moon Rising”

Wherein our party wonders what to do about a smoky campground.

Princes of the ApocalypseThis 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 ContentsThe 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

Session 27 (Day 31) 

  1. Dreams!
  2. It was a frigidly cold day at Scarlet Moon Hall. Not just the smoke, but ground effect fog made vision no better than at night.
  3. Moony and William scouted up the hill. At the first camp, they run across old, scruffy acquaintances, Storol and Wiglaf, whom they met shortly after their departure from Sacred Stone Monastery (S.17). The pair were apparently really bored here, waiting for something to happen, and grew increasingly belligerent, eventually revealing themselves as werewolves and attacking the two heroes. Moony ran for help, while William tried to fend them off. The rest of the party caught up, and eventually killed the werewolves (made a bit easier by their having their hybrid form ripped from them by William’s Moonbeam.
  4. The violence did not sit well with the quartet of cranky druids the next camp over, who seemed ready to defend themselves if attacked. The party quietly backed down, and returned downhill.
  5. They then visited (all together!) the camp immediately east, Faith determined to raise, then free, the dead bear. This plan outraged the “druids” there (Ingulf and Aylbrith), who then attacked. Ingulf was taken down quickly, but Aylbrith let loose two fireballs — the second killing himself and, nearly, Faith.
  6. All this took place under the watchful eyes of that already-defensive quartet of grumpy druids. 
  7. Individual and group heals, along with a Short Rest, left the party with the question of what to do next.
    • Can they just take over the camp of the last pair they killed defended themselves from?
    • Are the remaining camps druids or fakes?
    • Can/should they get a group of allies from the other camps to go with them to the top?
    • Should they stroll in the front opening, or sneak in from the broken walls around the side?

Player Recap

Moony and William get into trouble and then Faith makes it worse

That night, the watch is uneventful but the groups dreams

William … It’s dark. It’s stuffy. It’s everything you don’t get, walking upon the earth, feeling the breeze, smelling the rich smells of loam and wood and water. Instead, you’re constrained, not bound, but in a tight space, stone-edged, standing upright, the air almost gone, barely able to … <<what do you do>> [William shifts into star form] The stone door before you swings wide — and you’re battered by hard, round objects … falling on you from above, flooding the space, clattering lightly, each a bit of weight, a slight of hardness, but in aggregate … Skulls! You’re buried alive under hundreds, thousands, tens of thousands of skulls, all of them grinning at you, all of them laughing. “The last laugh,” says a man’s voice, cool, deep, dry. “Where is he, the Lord of the Stone? Where are they, of Stone and Earth and the breaking of the highest laws of life and death?”

Another man’s voice, aggrieved. “She took him, not me. Him, not me!” But there’s light! Beyond the skulls, you capture a glimpse of light, then more, then still more, as men in leather garb and masks shovel away the skulls, and beyond them a woman, pale as death, slender as a reed, wrapped in silks and silver and her ears and face show her to be of the elves, and she laughs, and says, “Ah. A new prize. I shall collect the set, even if this one is but a bishop to my king.”

And a cold wind whips up and blows away the remaining skulls, clattering and rolling like crockery before it, and a madwoman laughs somewhere, and the wind is chill and biting and … very real.

Theren: You’re sitting at a table in a tavern. It’s quite warm, perhaps because of the roaring fire in the fireplace. Perhaps because the tables around you are ablaze. Perhaps because of the massive figure sitting opposite of you, himself ablaze and smoking a pipe the billows sparks and smoke. “We’ve been waiting for you,” the figure says. [Theren asks “Who are you?] The temperature continues to rise. “You look tense. You’ve not had much of a chance to let go of late, have you?” 

It’s becoming difficult to breathe. “You’re among friends here. Go ahead. Let go. Release that which you keep pent up in yourself all day, and all night. BRING THE FIRE.” All all around, the flames rising from the tables look at you with as fierce a gaze as the burning man opposite.

Moony: You don’t remember much of your dreams, except that there are huge dogs chasing you and they have William’s eyes.

Nala: You are standing on a barren plain, upon sand that ripples and moves in the flickers of cold breeze about you. You see no hills, no rivers, no trees … only endless sand under a pale blue sky. The wind whispers to you, in a deep, aged voice … “Those of the Eternal Flame are full of pride. They see only their own glory. They bathe in violence, wear it as a ruddy glow. They are useful tools, the best of a bad lot, sometimes creative in intuitive leaps, and firm in their intent once their fury takes them. You can trust them to do what they say they will do, and trust them to turn on you once that time is past. Trust your cold heart to defeat their burning ones.” And it occurs to you that you are, in fact, damned cold …

Faith: For once Faith has a dreamless sleep.

It is a very cold morning and the smoke and smoke. The young druids are up. Muldoon and Varigo are tending the elk. Fariya outside Iniri’s tent arguing about how cold it is. Varigo is optimistic that today will be the day that Elizar will begin the ritual. The two group pool their resource for breakfast. Hope step slightly outside the camp circle to do her morning prayers. William and Moony as the druids about the ceremony and camp. Urshnora suggests that the couple with the bear are evil and need to be dealt with. The Elk interrupt Hope, probably looking for a treat. 

Moony and William take a torch and explore the camp some. At the first camp up from the druids they come across Wiglaf and Storol. William, “Ah, the strangers from the road, I see you found your way.” Storol, “You said that you didn’t know the way but here you are” William, “But we didn’t know until we went to Red Larch.” The conversation gets confusing and Storol is contrary on all avenues. Moony indicates that it is time to move on and Storol says, “Hey the cat is rabbiting” and begins to change. They are both werewolves, taking on hybrid form. A bloody battle ensues and William takes the brunt of the damage. He calls up Moonbeam, which forces the lycanthropes to return to their original form. Moony and the rest of the group takes care of them while Faith heals William. 

There are some druids from a nearby camp that are watching the group. A Dwarf (Comnall) demands “What is your intention” William explains that they were just trying to find out more about the ceremony and the werewolves attached as they left their camp. I was just fighting for my life.”  Sauruki comments “We have been here a while but we don’t know what the schedule, so you are visitors? William answers “I have heard that there is a great druid ceremony that will restore balance” Murcadh says “Violence like this does not help restore balance.” They all agree, but point out that there was no other choice. The druids are uneasy and watch them carefully as the group goes back down the hill.

After getting cleaned up Faith insists that they all go to the camp with the bear. Ingulf and Aylbrith stand to meet them. Faith offers to resurrect the bear but requests that he be set free. Ingulf begins to protest and then Aylbrith says “Ingulf, enough, take her.” Aylbrith open things out with a fireball on the party. Ingulf goes down quickly and in the end Aylbrith kills himself with a second fireball, trying to take the party with him.

Moony explains to the druids from up the hill that Faith had a disagreement with the campers about resurrecting the bear. Theren tells the young druids that “The priest we travel with is crazy.” The young druids appear to mostly accept the description of the battle but are concerned.

The group takes a short rest to recover hit points and then discuss plans. They also discuss the other camps on the hill and what the young druids know about the wicker man and the main hall.

Game Notes

Pacing at Scarlet Moon Hall

The book sort of assumes that the party will engage the whole campsite (or bypass it) in one concerted set of activity. There’s no provision made for “we took out some bad guys, and now we’re going to rest until nightfall, and we took out some more, and now we Long Rest and get ready for the morrow, and …”

Which is what the players ended up doing, tackling the hill bit by bit, with full evenings in-between. And, honestly, short of Elizar sending his (not numerous) troops down to deal with the problem, and breaking all the fun at the top of the hill, I wasn’t sure what to do about it. I suppose I could have had more druids show up, or more covert troops, or something, until they felt they needed to tackle things more directly.

Anyway, that’s on me, though it would have been nice for the campaign to consider it, as they did in other locations.

Dreams

Yes, back to the dream channel.

In William’s case, I’ve got the Valklondar bits from the Last Laugh tying in (as they should have) to Oreioth, with a bit of mysterious Aerisi thrown in.

Theren gets more temptation by the spirit of Fire present in this place.

And Nala, a Silver Dragonborn, sort of gets the opposite, her unconscious affinity for cold coming to the fore.

Unhappy Campers

By the end of the session, the party is full of doubts whether there are any real druids on hillside at all except for their William, and (maybe?) the Young Druids.

Wiglaf token
Wiglaf

We’d already met Wiglaf and Storol back right after the party took down Sacred Stone Monastery, with their thinking that William was the druid they had heard tell of.

Storol token
Storol

That intro not only started the sequence of “ne’er-do-wells are being drawn to the Sumber Hills” bit for the players, but introduced some new folk for here at Scarlet Moon Hall. Which meant a little more meaningful interaction, at least until they discovered the pair were werewolves.

Which would have been a scosh dire, except for William’s favorite damned spell, Moonbeam, which is not only a kickass attack, but forces shapeshifters back to their human form.

Sigh.

cranky druids
The Cranky Druids, at camp, with individual tokens

And then there were the Cranky Druids. Not everyone on the hill is a bad guy, and Comnall, Murcadh, Ragnad, and Sauruki were actual druids (well, Sauruki was a Water Cult spy, but that aside), interested in seeing the Rite performed and “restoring balance.” They’re suspicious (not without cause) of some of the folk in the camp, which means discovering, multiple times, that Our Heroes are actually attacking and killing people … doesn’t go over well.

This builds off the the brief descriptions in the book, which is fine. It created some competent antagonists for the party who weren’t actually bad guys, included some complications for Urshnora (also from the Water Cult), and overall made the situation that much more rich.

They aren’t referred to as the Cranky Druids by the campaign, but that’s the title that stuck by the end, particularly when they kept yelling for the party to stop all that (combat-related) racket.

Bits and Bobs

The book doesn’t say anything about ground effect fog, but I figured the smoke needed some reinforcement during the daylight hours. Or maybe it was an added reaction to some unexpectedly frigid weather that blew through.

The party was in fact trying to figure out what to do, but could come to no consensus, and I refused to put my thumb on the scales through the NPCs they were with. Part of me didn’t want them to bypass the various conflicts and discoveries on the hill. Part of me wanted them to get on with it.

Scarlet Moon Hall Player overview 3


<< Session 26 | Session 28 >>

Princes of the Apocalypse, Session 26: “Under the Scarlet Moon”

Wherein the party checks in at a smoky campground, and decide to stay there multiple sessions.

Princes of the ApocalypseThis 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 ContentsThe 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

Session 26 (Day 30) 

  1. Faith dreamed of flying, of a city under assault by a great wind, of Deneir whispering to her that she had lost something, of howls of Aldrik’s rage, the laughter of a madwoman, and the crashing of a wave of rain.
  2. Faith invited Urshnora to the chapel; she demurred, but … politely. The party also offered her a chance to part ways; she seemed surprised they would let her go, but offered to accompany them to their next destination.
  3. The party traveled out the Larch Path to find the passing clues they’d been given back in S.23 … a Cave of Treasure (which turned out to be full only of stirges), and a mysterious Skull Pinned To A Tree By A Black Arrow Wrapped In A Human Skin Scroll With A Mysterious Message (The Last Laugh Parchment) on it (which would have seemed just trivial, if not for a mysterious vision William had when he first touched it).
  4. They turned at the described point and climbed into the hills, eventually finding, as night descended, Scarlet Moon Hall and the smoke-shrouded encampments about it. They chatted, at the first encampment, with the young druids they’d met in S.20 at Summit Hall, who mostly seemed greatly enthused about the prospects of Elizar leading the Ritual of the Wicker Giant.
  5. They decided to camp out with their druid friends, which gave Moony a chance to scout out to the west up the hill (rangers (?) sitting around a campfire; another campfire with a fiddler, someone clapping, and faeries (?) flitting about). He came back down and scouted east (a camp with a couple of figures and a chained bear which sensed his passage; a camp with some hooded and indistinct figures …)
  6. … And a pair of Worgs, which chased him down the hill, snapping at him the entire way … and followed by (apparently) that camp’s denizens, a trio of Bugbears. Things were looking grim for Moony until he was saved by both his own friends plunging into the darkness to save him (Theren Fireball for the win!), and the druids of the nearest camp (Ingulf and Aylbrith) who attacked the “abominations.”
  7. That celebration was cut short by the chained bear breaking free and attacking one of the druids with a singleness of purpose, until it was killed. Faith offered to raise it to life the next day, and the party had a series of … suspicious but not conclusive discussions with those neighboring “druids.” After which they returned to their camp and went to sleep.
  8. What you know of the area: Scarlet Moon Hall (Map) [See below]

Player Recap

Nobody Likes Worgs

Faith Dream: You’re flying again, a sky of dark clouds behind you. Your hear the roar of wind, buffeting you, making it hard to stay on course. <what do you do?> Below is a great city. Everyone is inside, hiding from the winds. Torches are flickering, going out in the gale. Dirt and sand are whipped into the air, to fall back, and even the stones of the walls you can see seem to sway in the gale. “You have lost something,” Deneir whispers in your ear. Below is a great pyramid, from which you can hear two things: a deep male voice roaring with rage, and a woman laughing with madness. Then the clouds crash down with rain, and you can see or hear nothing except the light creeping through the window at the Swinging Sword … and the bitterly cold wind outside battering at the shutters..

Breakfast is Ham and porridge cooked in house, so there is no question of poisoning.

They leave town via the Larch Path. It is less than a road, but more than a trail. About 7 miles out of town, there is a pile of stones that they recall is reported to lead to a cave full of treasure. Turns out is is full of Stirges. After they clear the cave of pests, they recall, Albaeri Mellikho and Elak Dornen told them about the cave.

As they continue along, William notices that there is a giant vulture struggling in a against the chill wind. It doesn’t have a rider.

After about 10 miles there is a tree that looks like a large chicken reaching up into the air. There is a decaying skull with a large black arrow through it’s eye socket. William decides to recover the parchment that’s attached to the arrow. As he goes to dislodge the arrow his mind is filled with an image of a skull rushing toward him. The others gather closer to try and determine what is might be. Eventually Moony determines that it is likely human skin. After some discussion, Moony removes the scroll from the arrow. Inside the scroll is a more natural tone  “The Last Laugh – You’ll be next! Valklondar.” Theran crushes the skull with a rock and William casts a Bonfire to burn the skull and scroll. 

A few more miles along the wind begins to die down. They pass the old abandoned quarry and at mile 16 there is a short stone plinth that is charred.  This is the marker to indicate where to turn east to find the circle of the red moon. The trail quickly opens up into a path that is wide enough for a cart to pass. Moony notices that the entrance to the path is disguised to look smaller. Moony and William both notice that there has been traffic other than goats along the path.

About four miles along the path the group starts looking for a place to camp. There is the scent of smoke hangs in the air. The group decides to continue along towards the site. A steep hill rises up in the darkness. Visible through a smoky haze that covers the hill is a square tower ringed by ruined walls. In front of the tower burns a bonfire shaped like a fiery giant. Scattered on the slope below the tower are several bonfires with tents clustered around them. Indistinct humanoid figures, obscured by smoke, huddle near these closer fires. A trail leads up to these hillside encampments.

Standing before the bonfire at the bottom of the hill, four robed humans—two male, two female—chant and laugh. On the periphery of the firelight are two massive elk, placidly chewing. The chanter are the Muldoon, Varigo, Inir, and Fariya. William approaches the druids and greets them. They are happy to see him and glad that he has come to the red circle druids. Your timing is great, the wicker giant burns but is not consumed. The ceremony shall begin the next night or the next day. It looks like they have been celebrating. They talk of Elizar who has inspired them (Inari more than Fariya) 

After talking some more the heroes drift off to “sleep”. William chats some more Fariya. She is less certain than the other druids, but is hopeful.

Urshnora is very unhappy. She dislikes the fire and oppressive magic. Faith agrees and promises to keep a sharp watch through the night.

Moony heads off to skulk around the camp. Swinging wide and creeping in to check out each fire circle. He takes a misstep at the far northeast camp. Two Worgs spot Moony and give chase. When he gets closer to the camp the ruckus draws the rest of the group and they go rushing off into the dark. The Worgs have caught up to Moony and several Bugbears are running after them. With a blind shot, William dropped a bonfire on one of the Worgs and Theran followed up with a spectacular Fireball. A couple of followers came from a nearby camp site and joined the battle. In the end, the remaining Bugbear runs off.

After the fight, the bear chained near the campsite breaks loose and attacks Ingulf. Nala and William move to protect her, but not kill the bear. After the initial attack, Ingulf throws scorching rays at the bear, killing it. It is right about then that Inari and the other druids arrive at the campfire.

In the end, none of the followers had seen the Worg before and they assumed that they had come from outside the encampment. Ingulf sheds crocodile tears for the dead bear, but the party can’t quite decipher her motivation. Faith casts Gentle Repose on the bear and William heals Ingulf. She flirts with William in a distracting and not entirely pleasant way. When the conversation dies down, the group goes back to the campsite with Inari and the druids. Everyone agrees that killing the bear was very undruidic.

Game Notes

Old Red Herring Week

stirge
Stirges have gotten progressively creepier over the years.

There’s a ton of side quests along the Larch Road, which get brought up when the party first arrives at Red Larch and talks to various people. The party had wildly outleveled them at this point, which meant that when they went into the stirge cavern  (which I’d had to create and populate myself some months prior, dagnabbit) it was no threat to them — but they remembered the Believers still back at Red Larch who had suggested they check it out when they were still 1st level.

Last Laugh warning
The “Last Laugh” warning I put together

The Last Laugh scroll thing was a weird, one-off thing that would give the person affected by it a partial protection from (more like an aversion by) the undead for a tenday.

That’s awesome … but the only undead in this campaign are at Lance Rock. It would have been very cool then, not so much now.

It did give me an idea this Valklondar (undefined in the campaign) being some sort of undead adventurer, himself hunting the undead, and haunting William while he’s still under the influence of the “blessing.”

The Return of the Young Druids

Druid Fariya token
Fariya
Druid Muldoon token
Muldoon

Back in the late 60s/early 70s, there was a minor herd of “Young” TV shows, trying to merge the standard TV series formulae with a “young” cast to grab the attention of “young” (late teens, early 20s) audience with “hip” characters who wore their hair slightly longer. So you had The Young Lawyers and The Young Doctors and The Rookies, etc.

Druid Iniri token
Iniri
Druid Varigo token
Varigo

Every time I referred to the Young Druids, I flashed back on those TV shows.

The book simply gives their number, gender, their elk, the fact that they are partying, and that they are “good” enough that Elizar has decided that they will eventually be sacrifices. But I’d already teed them up as individual characters back in Session 20, at Summit Hall, as they followed (one of their member’s) dreams to come to Scarlet Moon Hall.

That meant the players had folk they could talk with more freely, felt the stakes for their friends more deeply, and tied together the saga as a whole.  It also gave them a campsite they could doss down at.

The Madness of Scarlet Moon Hall

One thing I will say for Princes of the Apocalypse: the four Haunted Keeps are all very different sorts of “dungeons.”  Feathergale Spire is a narrow circular tower, with nearby stuff to investigate if you choose. Rivergard Keep is a standard castle. Sacred Stone Monastery is a more traditional dungeon, above (the monastery) and below (the caves).

Scarlet Moon Hall is just … weird. That’s both good and bad. There’s the hall at the top, proper, which has its own interesting issues we’ll explore when appropriate. But the hill up to the hall consists of several interlocking campsites of various groups that have been drawn here for their own reasons. They’re all outdoors, but all shrouded by the smoke from the bonfires and ever-burning wicker giant. And they are all close enough by each other that a disturbance at one draws the attention of others (as carefully laid out in the book.

Scarlet Moon Hall Player overview
Like this, but in the world’s worst smog bank.

That takes up the front of the hill. The back of the hill? As you can see, it’s (a) not really on the map, and (b) described in the book as pretty featureless, but a possible approach to things. Oooookay.

A party that comes here could, if they chose, and just march up to the front “gate” and confront Elizar, his troops, and, possibly, a bunch of other folk from the campground, not happy about their Circle and Rite being threatened. Or they could circle around and do it from behind, and avoid most of the unhappy campers.

Or they could spend a lot of time, and multiple sessions, engaging with each camp and trying to figure out what was going on. Which is what this group did.

It’s a weird situation, and I had not expected the atmospherics to actually make the various campfires into quasi-separate “rooms.”

I also had not expected, for some unknown reason, that the Rogue would scout out a bunch of the camps — hampered by (a) Dark Vision only gives dim light with Disadvantage on Perception Rolls, especially when (b) people are sitting around big bonfires and (c) the hillside is covered in smoke, further hampering vision.

Anyway, in his scouting, the Tabaxi Rogue was able to at least see what the camps were presenting themselves as, but not what each of their Deep, Dark Secrets were. Until he failed his Stealth roll against some highly Perceptive Worgs.

After the session (i.e., as prep for the next session), I crafted the map below to show what they could see and where things were, based on what he saw / encountered.

Scarlet Moon Hall Player overview 2
Scarlet Moon Hall Player Handout after this session.

What the map doesn’t give an idea is that smoke and haze (and, at night, darkness) over everything. I believe that, from a Roll20 perspective, I turned all the lighting off, just having the bonfires visible and, as they explored, the terrain slowly revealed.

Exit, Pursued by Worgs

Indy and the Hovitos
Dogs Chasing the Cat

So one of the camps is inhabited by some Bugbears and Worgs, who took over the site from some druids who were sacrificed by Elizar & Co. Why are the Bugbears there? What do they want? How do they hope to avoid being found out? What happens if they are found out by Elizar & Co.? Who knows? Certainly not the campaign book.

Worg
Worg (source)

Ah well. It made for some excitement, especially in the smoky darkness, which hampered the party from knowing what was going on, whether Moony was actually in trouble, where he was, what they could see getting there, etc., especially if they weren’t going to haul light sources along and make themselves targets of those in the other campsites.

All’s well that eventually ended well, but it did give an introduction-in-battle to a neighboring camp that was actually a pair of Fire Cultists pretending to be druids and subtly grilling any newcomers. That then provided a chance for their chained (!) bear (named ohmygoshwedidn’tthinktoname him “Bear-Bear”) to break free and attack, requiring the bear to be killed, raising even deeper suspicions …

Can you actually do a Quiet Repose and then a raising of the dead … on a bear?  Or does it require an ensouled / sapient creature? I decided to go along with the cleric’s impulse.

Bits and Bobs

Faith dreams of Aerisi, the Air Temple, Aldrik, etc. No real clues here, but a reminder of an outstanding major plot thread or two.

Urshnora token
Urshnora

The NPC Urshnora is offered a chance to go free — kind of a big deal from the party, and unexpected. That she chooses to come along is a surprise to them — but, no matter how she’s feeling more kindly about the party, she’s also out to get vengeance on the Fire Cult, and that’s right where they’re going.

 


<< Session 25 | Session 27 >>

D&D 5e Rules – Spells: Call Lightning!

Summoning lightning sounds really cool. And it is. Under the right circumstances.

Know the RulesPart of an ongoing series of 5e Rules notes.

I won’t say that Call Lightning is an overrated spell, but it’s a spell that sounds a lot more cool and flexible and awe-inspiring than it actually turns out to be when you try to play with it (properly). It comes across as an alternative to Fireball for Druids, also a 3rd Level Conjuration, but it most certainly is not.

Let’s start with the description.

Range: 120 feet

A storm cloud appears in the shape of a Cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such Conditions, the spell’s damage increases by 1d10.

This one is a bit more complex than it seems, and it “suffers” by having had its text significantly updated about a some time into the 5e era; a lot of websites discussing the spell (from when 5e first launched) do not have the spell described correctly . The original text got confusing about the height of the cloud.

YARN | ♪ And that's when I saw the clouds gathering ♪ | The Great North  (2021) - S02E14 Stools Rush in Adventure | Video gifs by quotes | 44826937  | 紗So, you need to be in a room or area that has at least ten feet of clearance (to accommodate the height of the cloud). As an example, my kitchen/family room ceiling is only 8 feet high. So this will be most useful out of doors, in tall caverns, or in Intentionally Impressive Rooms (throne rooms, cathedrals, etc.).

(I have seen suggests that if the room is only 10 feet high then the area concerned is all in cloud and thus can’t be seen into. That effect is not explicitly called out, and, frankly, gets into complications I’d rather avoid. If I were to do it, rather than blocking vision I’d make the area into a Dim situation, impacting Perception checks in and out, but not much more).

You don’t need quite this much space, but almost.

The rules indicate the room/space must accommodate the cloud. That means an interior room has to be not just tall enough, but wide enough to accommodate a 60-foot radius, i.e., 120 feet wide.

The cloud gets centered on a point no more than 120 feet away (a grid intersection, not a square, if you are playing on a grid), and as noted, has a radius of 60 feet.

Impress your friends!

On each turn, the caster can choose a point (again, a grid intersection, not a square), and everyone in a 5-foot radius of that point (i.e., the four squares around that intersection) get zorched. The point can be anywhere under that 60-foot radius cloud, and can be moved around (as an Action) each turn. (I would rule that any area to be zorched must be under the cloud.)

It’s a Concentration spell, so you can keep it going for up to 10 minutes, or until someone figures out you’re the one doing it and starts trying to break your concentration.

Call Lightning vs. Fireball

I mean, this doesn’t have to be a competition … but, frankly, the subject is going to come up.

Advantages of Call Lightning
  • Lasts for 10 minutes (of Concentration)
  • You can hit the same target every. single. round. That’s a lot of 3d10s over 10 minutes.
  • Works anywhere under a 60 foot radius
  • Range is only 120 feet, but with a 60 foot radius from that point.
  • Lightning damage is less resisted than fire.
Advantages of Fireball
  • 8d6 beats 3d10 (the first time).
  • Can be cast anywhere, not just in a space that will fit a cloud 10 feet high and 120 feet across.
  • Hits its entire area upon casting.
  • Range is 150 feet (but only a 20 foot radius from that point).
  • LoS not necessary for effect; can affect targets around a corner.
  • Can set stuff on fire.

Call it anecdata, but during a 2½ year weekly campaign, our Druid had an opportunity to cast Call Lightning maybe … twice? Whereas our Sorcerer let loose with a Fireball at least every second or third session.

That said, if the opportunity does arise, and if it’s thematically proper to the character, Call Lightning can be a ton of fun to cast.

D&D 5e Rules – Spells: Fireball!

“Ka-boom?”
“Yes, Rico. Ka-boom.”

Know the RulesPart of an ongoing series of 5e Rules notes.

It’s a classic, so much so that it’s inspired a dozen memes. It’s every magic-user’s favorite 3rd Level spell: Fireball!

So, what does that bad boy look like?

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.

Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners.

It ignites flammable objects in the area that aren’t being worn or carried.

Fire Ball Gif GIFs | TenorFrom PHB 241.

What’s not to like? Hitting everyone in a large radius with 8d6 of fire damage?  It is Teh Awesome.

Of course, Fire is one of the most commonly resisted damage types (largely “thanks” to Fireball), and the save is on DEXterity, which is something a lot of bad guys have in abundance.

But, still, it’s pretty damned amazing. No wonder all the spellcasters cannot wait to get it, and then to use it.

So let’s talk about the rules.

The Rules of Fireball

Fireball has, traditionally in D&D, been a debate about physics, calculating the volume of the fireball, then the volume of the room, then figuring out the blowback if the latter is smaller than the former, etc.

5e has simplified this. Though the spell talks about an “explosion of flame,” the consensus is that, RAW, it acts more like a volume that is suddenly filled with roiling flame, as long as there is an open channel within range.

There’s no ka-boom that roars down the hallway like in Backdraft. 

Walls and doors, etc., block the effect.

All this does mean that Fireball can affect folk out of line of sight. The following picture (source unknown) illustrates:

The magic user on the steps casts Fireball in the middle of the corridor ahead. (Properly speaking, spells should anchor on an intersection, not in the middle of a square or an edge. But I digress.)

The lady around the corner gets hit, even though she’s out of Line of Sight from both the caster and the center of the spell, because the fireball spreads around the corner — within the 20 foot radius.

The figure in the room, though, is not hit because the doors are all closed. If the upper door by the lady was open, though, that figure would get hit, even if it’s a lot longer to walk from the center of the spell to that figure than 20 feet.

AoE 20ft radius orange
Fireball AoE template

(I’ve seen some suggestion that the line-of-explosion has to go through full squares; that seems to be a DM call, though. Under that suggestion, the figure in the room would not get hit if the upper door was open, because the effect has to go through half-squares. This gets solved, though, by using a squares template, especially on a VTT, rather than drawing a circle.)

(And, no, we’re not going to worry, for purpose of area of effect, whether the doors catch on fire and burn through.)

fireball meme

References: 1 2 3 4 5 6

Princes of the Apocalypse, Session 25: “A Quiet Little Town”

Wherein the party returns to Red Larch and discovers what’s been going on there since they last left.

Princes of the ApocalypseThis 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 ContentsThe 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

Session 25 (Day 28-29) 

  1. Hell Hound ADnD
    AD&D Hell Hound

    As the party approached Red Larch, an unexpected cold snap and snow hit … followed, on the outskirts, by an attack by Hell Hounds which the party barely fended off; Urshnora nearly died, but was saved by Faith, much to her apparent surprise.

  2. In town they stayed at the Swinging Sword, where they learned from discussions with Kaylessa Irkell and Harburk Tuthmarillar and Imdarr Relvaunder …
    • The Believers had been socially hurt, but, with no bodies, nothing legal had been done to them.
    • Marlandro token
      Marlandro

      All sorts of folk had vanished — Marlandro Gaelkur (which the party already knew, having run into him in Beliard; Grund the Half-Orc (on whom some blamed any violence that had occurred); Baragustas Harbuckler (who had apparently fled town for a variety of speculated-upon reasons); Braelen Hatherhand (who had been recovered by Imdarr, and who would be given an opportunity for an education down in Waterdeep).

    • People were acting strange.
    • Eternal Flame symbol (red trans)
      The Eternal Flame

      A recruiter for the “Rite of the Wicker Giant” to be held by Circle of the Scarlet Moon had been in town, though any local impulse to join up had been fought by Imdarr. They also learned that a merchant had been through town recently headed there with supplies marked with the Eternal Flame symbol.

  3. Cart and horse were sold; armor and caltrops (but not ball bearings) were bought.
  4. Theren figured out all the magic items they had picked up, including the Greatsword of Thurl Merosska.
  5. Nala got a message from Imdarr that Brex Gelvain had contacted him, and he offered her any help he could provide, or to bring a message back to Waterdeep.
  6. Nala broke the news to Haeleeya Hanadroum about Savra Hanadroum’s fate. Tears were shed.
  7. Endrith
    Endrith

    Endrith Vallivoe provided Theren with a dwarvish genealogical book that he’d bought from a peddler, who had in turn bought it from a shady keelboat skipper in Womford, who had several others. This looked to be part of Bruldenthar’s lost library.

  8. Nala was poisoned by Justran Daehl, who apparently was the person who had fed Jolliver Grimjaw info about the party and goings-on in Red Larch. Theren had braced him at the Helm at Highsun about it earlier that evening, causing him to flee. But the previous night Justran had given Kaylessa’s maid, Ghileeda (who fed Justran information from visitors at the Sword) some (ineptly) poisoned ale for the party, after Ghileeda passed on what the party had told Kaylessa about their exploits.
  9. The party got a good night sleep before heading out early the next morning to the Circle of the Scarlet Moon’s ceremony.

Player Recap

Hell Hounds Bite

As the group approaches Red Larch, the clouds thicken and the temperatures drop. Soon the snow starts falling and a chill wind blows through the explorers. By the time they reach the outlying farms the road is deserted and the snow has started accumulating in the shady areas. Suddenly Urshnora screams as a large group of hell hounds come from behind. A terrifying battle ensues where Urshnora is incapacitated and several party members dip into single digits, before pulling through.

On arriving in Red Larch, the streets are deserted. Kaylessa greats them at the Swinging Sword. She cares for them well and sends Ghileeda to prepare their room and start a bath. When they are fed and warmed by the fire, Kaylessa sits down for a good chat.

Since the left town, the “Believers” are not showing there face much and Baragustas, Grund, Braelen Hatherhand, and Marlandro have all left town. The party tells the tale of their adventures as a fireside story, not dwelling on the larger elemental plot. when fires burn low and the yawns start, they head to there room.

They wake up after a long rest. The storm has blown through, but there is about 3 feet of snow on the ground. The sun is already melting the snow. Nala and William visit Haeleeya Hanadroum to tell her about Savra’s death. She is obviously distressed. The pair leaves her to her sorrow. Faith visits the All-Faiths Shrine and visits Imdarr. He has fostered Braelen with an outlying farmer and plans to take him to Waterdeep when his replacement arrives. When she returns to the Inn, Urshnora begs to be interrogated. Faith declines and suggest that they head outside and walk through town. Moony picks up Buttercup and the cart and heads to the Thelorn’s Safe Journeys to try and sell them. When that is done, he continues shopping around town. Theren stays at the Inn deciphering scrolls and tasting potions. William and Nala go to the butcher to talk to Harburk the Constable. They give his the good news and bad news of their travels. Harburk doesn’t have much useful to add to their intelligence, but does mention that a druid had been through town trying to talk the town’s folk into joining the Circle of the Red Moon.

They all head to the Helm at Highsun for a meal and gossip.

Urshnora is surprised when Moony asks about Rivergard keep. Theren interrogates Justran and ends up intimidating him. Justran tries to flee, but Theren grapples him. There is a commotion and it becomes obvious that Justran is likely the informant. Theren returns to the party’s table and Garlen the proprietor

Overheard in the bar: The Rite of the Wicker Giant. Haunted Keep, Quarry in the hills that was abandoned because of the haunts. Some merchant was planning on going up in the hills to sell trinkets. “Weird thing too, the crates were all marked with the symbol the Eternal Flame. People believing they could fly, kids playing with fire, farmer walked into town naked, covered in mud.

Vallivoe stops Theren and conveys to him that he has a rare book for him. It is a beautiful book written in Dwarvish. Vallivoe says he got it from a trader who got it from a shady keelboat captain from Womford. Nala reads it and discovers that it is the Clans of Mirabar, a genealogy.

Nala is poisoned and the remainder of the group arrives in time to help her battle the poison. After the crisis passes, it is the determined that the poison was in the wine. The group interrogates Ghileeda who confesses that the wine came from Justran last night when she reported the group’s arrival. With Justran on the run, the group cuts Ghileeda some slack, as it is obvious that she did not know the wine was poisoned.

Game Notes

Hell Hounds

Hell Hound 5e
Hell Hound (official 5e portrait)

The campaign as written has some fun, escalating bits that occur as the party progresses (generally speaking, when they defeat a keep, a temple, or a node). This is usually along the line of “MOAR MONSTERS!” and so we get the Hell Hounds attacking this time in revenge for the defeat of Feathergale Spire (the retributions do not have to align with the elemental faction being hurt).

The battle was a lot closer than expected, which gave the party something to think about. Urshnora, their Crushing Wave companion / informant / fifth columnist also got something to think about when Faith, the cleric, saved her life. That act of kindness, of good, would start to turn her life around.

Tales of the Town

The campaign also gives some advice as to what sorts of things go on in Red Larch after the original brouhaha, and they lay a pretty good foundation of what to work with, especially combined with what stories I had set up before.

Believers
“The Conspirators” by William Strang

The Believers are still around, though no longer nearly as dominant over the town as they had been, their credibility having taken a serious dip after it turned out they’d been screwing around with hidden shrines and a Black Earth priest.

But, as noted, there were no bodies in the aftermath. The party’s Long Rest and over-eagerness to hand over Baragustas to one of the lead conspirators had tied up loose ends. Some folk, like Marlandro and Grund, had fled. Others had hunkered down a bit. Most of the Believers are still (relative to the town) rich and powerful; they can play the long game.

Justran token
Justran token

Justran Daehl is the loose end here. As originally set up, most of the cults have a spy in Red Larch, reporting back to them on goings-on there and along the Long Road’s trade routes. The Black Earth has the biggest presence, but Justran makes some extra money by reporting back to Jolliver at Rivergard Keep, as the note they found there hinted at.

Between learning of the fall of the Keep, as well as the return of the trouble-makers who have learned his secret, Justran uses his (already established) relationship with the young housekeeper at the Inn to try and poison the party. It’s ineptly done (Justran is not a super-spy), and he’s now foiled, to the everlasting thanks of the guy who runs the tavern.

Things are going a bit cray-cray in the Dessarin Valley. There’s the escalating weather problems, of course. There’s wild elemental magic being manifested. Some locals are leaning into weird, cultish behavior … and into the middle of this comes a “druid,” recruiting for some magical goings-on up in the Sumber Hillls. Strange times.

Haeleeya Hanadroum
Haeleeya Hanadroum

On a more tender note, some of the party had actually developed something of a relationship with Haeleeya Hanadroum, keeper of a dress shop and public baths. So they got the responsibility of telling her that her estranged daughter, Savra, was dead, and at their hands.

It was an emotional moment, and, to my mind, some great story pay-off.  People get into D&D for a variety of reasons, and for some this kind of story element is what they are after. For others … well, there was a nasty Hell Hound fight at the beginning.

Custom Magic

As a DM, I try to look for gaps in the party’s repertoire, places where they are struggling a bit, and magic items that will make them happy. Why give a party a +2 Whip of Nifty Magical SFX when nobody in the party can use a whip?

Thurl Merosska's greatsword
Thurl Merosska’s greatsword

As written, Thurl’s sword is just a sword. But I thought he needed a little boost against the party and the party’s lead fighter needed a combat boost as well (and a magic weapon to replace her bog-standard one).  Thus she took from his body the Greatsword of Thurl Merosska, generally a +1 weapon, but no bonus against creatures of Elemental Air, and +2 vs creatures of Elemental Earth (as seemed very thematically fitting).

Our fighter was happy (and that much more effective), and, not being a fan of Thurl, redubbed it the Greatsword of Savra Hanadroum, as a tribute to her tragic loyalty. Nice!

(For that matter, if I have a player with a weapon that means a lot to them — picked up in the campaign, or pre-dating it — I would much rather find a way of enhancing it on the fly than just hand out new magical stuff. It’s not good story-writing when forcing a player to give up their family’s heirloom blade in order to pick up a generic +1 longsword. Better to give them a ring of +1 Attacks and let them keep the weapon that is part of their tale.)

Elementary Approaches

Cult Interrelationships
Cults, their nature, and their interrelationships

Each of the cults has its own personality, its own way of doing things. That’s well-established (if a bit scattered, of course) in the campaign book.

That applies to recruitment, too.

  • Air (Feathergale Spire):  We only recruit frat bros as the top dogs. You want to join? You start at the bottom as silent pledges, taking care of the frat bros as part of a multi-year initiation.
  • Water (Rivergard Keep):  We’ll take anyone looking for profit, preferably with some bloodshed involved. Share and share alike, except the boss gets the biggest cut.
  • Earth (Sacred Stone Monastery):  Seekers find us. Then they learn what we teach them. We have no need to recruit.
  • Fire (Scarlet Moon Hall):  Interested in “restoring the balance?” Come on up to join the Circle of the Scarlet Moon, a bunch of zany druids about to cast the Rite of the Wicker Giant. One night only! Come one, come all! If we think you’re good material, you can join the festivities! If we think you’re not, you’ll be the festivities!

As you can imagine, I loved that the party kept encountering word of “recruiters” advertising for the Rite.

Bits and Bobs

Book Chest
Medieval Book Chest (for real)

Bruldenthar‘s chests of books were taken by the Black Earth raiders that attacked the Mirabar Delegation.  A good chunk of them were used to pay Shoalar Quanderil, the genasi pirate, to get the raiders across the river. He, in turn, went down to Womford and sold some of his stock (you can’t eat books), and a trader who bought some traveled up to Red Larch and sold one to Endrith, who mentioned it to the party sorcerer. It’s all connected.

The Rogue desperately wanted another package of 1000 Ball Bearings, after their great effect at Feathergale Spire. I deemed it utterly unlikely that he would find ball bearings in a farming town (pre-technology). Sorry, Moony.

Imdarr token
Imdarr

Imdarr was one of the two clerics established in the book as being on rotation at the All-Faiths Shrine. He had established himself on the previous visit as a stand-up ally, passing on information, hiding the abused kid from the tunnels from his parents, etc. He’s about to be (I decided) rotated back to Waterdeep, so it was a good time to have him get in touch with the party about any messages they wanted to send.

I really liked being able to draw on previously established relationships for the party, as well as backstory that had not yet been revealed. It makes the mutually-told tale that much stronger.


<< Session 24 | Session 26 >>

Princes of the Apocalypse, Session 24: “Feathers and Ash”

Wherein our party gets a lot of information dumped to them, and learn that the Air Cult was really Not Very Nice.

Princes of the ApocalypseThis 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 ContentsThe 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

Session 24 (Day 28) 

  1. Each of the party members (and Urshnora) had very interesting dreams of an elemental and threatening nature.
  2. The party searched the Spire, garnering treasure, some magical gewgaws from Thurl’s room, and an amulet that Savra Hanadroum wore.
  3. The party found a secret passage from the stables level of Feathergale Spire down to the ground level of the Sighing Valley.
  4. Giant Vulture
    Giant Vulture

    Giant Vultures there were worrying away at human remains — one the body of the Initiate who threw himself off the spire the previous evening. The other were the older remains — among many in the area — of the Black Earth captives who had turned back to Red Larch. Further down the path to Knifepoint Gulley (the focus of the telescope atop the Spire), they found the body of the Feathergale Knight Sir Bale, killed by a gnoll arrow (another of which was fired at them).

  5. In the gulley, past where the Lost River issued, the party found a camp occupied by Howling Hatred Ascetics guarding a tunnel entrance. The Ascetics were dispatched, and the well-dressed tunnel explored, ending in yet another impassable barrier marked with the Howling Hatred symbol.
  6. The party questioned Urshnora at length about the Elemental Cults and the gates, and were told about the Fifth Key.
  7. They decided that they would travel to Red Larch to deal with Savra’s death and resupply (probably with ball bearings), before pursuing the Circle of the Scarlet Moon.

Player Recap

Revelations

Wee hours of the morning …

Theren and Faith have watches left. 

During his watch Theren attunes to the ring while standing guard. It is a Ring of Climbing. The others are not sleeping peacefully.

Nala – [vengeance of Earth.] Walking across a featureless plain, all about you jagged black stones, dull in the heat beating down from overhead. Suddenly, the ground begins to tremble, and shake, hard to stand, and chasms opening up, fissures in the earth, but they look more like mouths, gaping, trying to swallow you, and talking … YOU KILLED US … WE KILL YOU … ALL DEAD … DEAD NOT DEAD … WE KILL YOU …

(what do you do?) run

A gap opens up under you and your feet give way.  You pull the sword from your back, stabbing and the rock, and the mouth screams at the wounds you are inflicting on it, which begin to bleed, black and fetid … but you’re sinking faster, pain in your feet and legs as you’re consumed,  and your roars and screams mingle with those of the bleeding earth as you …

… wake up.

Faith – [vengeance of Air.] Floating on the fog outside, supported by great, glittering wings on your back, slowly beating, beating … diving into the  and suddenly all is light … looking out on a plaza, in the center of which is a pyramid, columns around it, strange lights, water … but you can’t fly up any higher because the fog above you has turned to jagged stone, and your wings, your wings brush against it and shatter in thousand shards of light. And from the pyramid you hear a voice … a woman’s voice, foreign, lilting. “I have taken something from you, and you have from me. I think I have the better of the bargain, when the master calls. And since you can’t give me back what you’ve stolen, NEITHER SHALL I. (Laughs) and you wake up …

… even as Urshnora starts awake, shouting “Aerisi!”

William – [vengeance of Water] You’re back down on the underground river landing at Rivergard, as your friends get into the boats without you. You know what’s going to happen next, but you can’t speak, only watch, as the boats are overturned, and undead arms pull your friends down into the water … from which rises Urshnora, as you first saw her in her outfit in Rivergard on the first visit. She smiles and gestures you forward, which is a horrible, horrible idea, because you don’t want to be pulled under, but you can fix that, you can turn into a fish, but you’re still on the landing, on dry land, flipping and thrashing about, and you realize you never finished your studies and don’t know how to change back, but Urshinora is turning into a great white snake made of water and her maw opens wide and …

Theren – It’s your dream again from the other night … a giant, massive, burning figure, flames wreathing its form, looking at you with interest. You fireball it, and it eats the flames and blows them back at you. Your skin blisters, your lungs are flame — but you don’t die. “Come,” says the figure. “We can use such as you, those who are not afraid to BURN … 

what do you do?  Wait to see if he says anything else.

Moony – Running … running … always running … but it knows you’re there. You are not the hunter, but the hunted. You hurl yourself into a small cave, hoping to escape the gaze, but you can see the eye in the darkness, watching.  You flee there, dive into a pool of water below crashing falls, but patterns in the water, in the sand at the bottom of the pool, the rocks, the fish — eyes, all of them, watching you. You break the surface again, gasping for air, and the air itself is eyes, narrow and slit, formed in the clouds again, the leaves blown by the wind, you realize you will never escape, that you, yourself, are eyes, in the patterns of fur, the buttons of your clothing, a thousand eyes, a million eyes, …

… and one who watches, as you stumble not away, but toward them …

That morning, William volunteers to fix breakfast and replenish supplies. Faith agrees to keep an eye on Urshnora. They and the others go to the roof to begin a more thorough search.

On the roof, Moony look to see if the telescope from the mount. It is still pointed to the crevice in the wall of the valley. Nala takes a closer look and thinks that it may be part of the original tower. They look over the parapets and see some large vultures 

There is a rather torn and bedraggled dress (Urshnora’s) She would prefer to leave it there. When asked, she declines to talk about it.

On the desk, there are some papers for supplies and other office items. The most interesting item is a leather cylindrical case. It is a not to Thurl.

Merosska,

We are pleased to hear about the outcome of your altercation with the Black Earth cult, and we praise you for the capture of one of their prisoners. This noblewoman from Waterdeep has an interesting tale to tell, and we shall enjoy interrogating her further. Keep a close watch on the Sacred Stone Monastery. I want to know what our enemy is planning next.

Your beloved queen,
Aerisi Kalinoth

When asked Urshnora says “You cannot trust one of the Cult of the Howling Hatred. They are impulsive, unreliable, and mad. They are subject to flights of fancy, claiming to seek freedom while binding themselves to their horrid cult, claiming to be liberated from the world while still surrounding themselves with illusion and cruelty. They are led by a mad prophet, Aerisi Kalinoth, an elf princess whose insanity led her into the arms of Yan-C-Bin, the Evil God of the Air. She bears the spear Windvane. Fear it.”

(Moon elves are the most common of the elves. More tolerant of humans than other elves, moon elves were the ancestors of most half-elves. They were considered high elves, sometimes also called Eladrin.)

They finish with Thurl’s room and continue to the other rooms on the floor. There is not much of interest in these rooms. One half room belonged to Savra. There is nothing personal to bring back to her family.

The dinning room has not improved overnight. Urshnora steps over to Thurl’s body. Her eyes narrow and she gives his neck a good boot stump. Nala searches Savra’s body. Of interest is a small silver locket, darkly tarnished. Inside is a small note that says “Please come home”. Nala carefully replaces the note and puts the locket into her pouch for safe keeping. 

On the first floor, they meet William in the kitchen. He greets them with breakfast and supplies for their packs. The kitchen, solarium, armory and entry have nothing of interest. 

The stable floor in no different that before with the exception of a dead body in the cell that held Urshnora. It takes a while to go through the stalls, but they are all unremarkable. Moony does find is what looks like a door at the base of the stairs. It looks very old and unused. There is a switch near by that releases the catch. They gather there gear and supply Urshnora with basic gear, then head down the dark stairs. A short while later, the group emerges onto the floor of the Sighing Valley.

The vultures are still near the Spire with their meal. The group debates where to set out next. They decide to quickly explore the cavern across the ravine. The first vulture is definitely feeding on something. The bones are definitely from a humanoid creature with scraps of cloth. One looks like the shawl from the trio who went south to Red Larch. Moony notices that there are a lot of bones here. It is not a pleasant sight. They continue on and approach the lost river. There is a noticeable trail for the group to follow. As they pass through the meadow near the river, they come across another body. It looks like one of the Feathergale Knights. It is Bale who was fleeing the battle. His feet and ankles are bloody from the spike thorn spell. His death, however, was caused by the arrow in his skull. The arrow is likely from a Gnoll. As they realize this, another arrow lands near Moony’s feet. There is a high laughter from across the river. Bale’s pouch and sword are missing.

The reach Knife Point Gully. They find the spot where the Lost River emerges from a spring. The gully beyond is dry. Moony stealth’s ahead and signals the group when he sees a group of miner. The nine ascetics each yells, “Unclean” and do a thunder attack when they first strike. 

Dressed stone, like an entrance to an underground space. When they explore the path is blocked by a stone with an air cult symbol on the surface. Moony investigates and tells the group that it feels like the other elemental doors. 

To Urshnora: What do you know about the history of this area. Several thousand years ago, the Dwarvish kingdom of Besilmer was created across the area of the Dessarin Valley.  Its capital was the underground stronghold of Tyar-Besil, delved under the Sumber Hills. The Dwarves created many great works, shrines and temples and other efforts such as the Stone Bridge. In far too short a time, though, Besilmer fell to the ogres and giants after only a century or two, weakened from within.

600-odd years ago, a group of adventurers calling themselves the Knights of the Silver Horn discovered the ruins of Tyar-Besil, and over time made many raids into them, encountering both the abandoned treasures of the Dwarves and the monsters that had taken up residence there. At length, wealthy and powerful, they established a realm of their own, building fortresses at each of the known entrances to the underground realm. After a few generations, they were wiped out by an Orc horde invasion, and those fortresses were abandoned and became known as the Haunted Keeps. 

The prophet of each element took up residence in the ruins of Tyar-Besil and each had a key for the soul gates. There is a fifth key that was broken in to four pieces and the were given to each of the elemental cults. 

Game Notes

It’s Infodump Time!

Urshnora token
Urshnora token

I honestly had no idea if or when the party was going to cut Urshnora‘s throat — and, to be fair, neither did Urshnora. As a water cultist, she’s used to playing the long game, and right the party’s interests kinda-sorta aligned with hers (learn more about what’s going on; take vengeance on the Howling Hatred; take even more vengeance on the Eternal Flame).

So I had her play things fairly straight with the party — providing useful information as need be, even participating in the battle against the air ascetics by the passageway to Tyar-Besil.

Necklace of Thurl Merosska
Necklace of Thurl Merosska, now with More Howling Hatred!

That useful information include telling all about the Fifth Key, and backstory about Besilmer and the Sumber Hills. They’d heard some of this before, and gleaned other parts, enough that doing a level set on their knowledge made sense to me.

(The note from Aerisi to Thurl also added a few more pieces, especially about the Mirabar Delegation member the Air Cult had stolen.)

They’re not called the Howling Hatred for nothing

Howling Hatred symbol
Howling Hatred symbol

I mean, the party already knew Thurl and his gang of frat boys weren’t up for any humanitarian awards, nor very tightly strung. That said, learning that they indulged in human sacrifice (or at least disposing of bodies, alive or dead, over the top of the spire), as well as the implication that Urshnora had been tortured and likely raped by Thurl (something I did not dwell on) made the hospitality offered to the party previously seem even skeevy. Indeed, that prisoners they had freed from the Earth Cult were then captured and killed by the Air Cult was … not pleasant to contemplate.

Some of this (dumping bodies down to the rocks below to serve as Vulture Chow) came from the game. The other bits just extended naturally from the story as I saw it. Bottom line: this was not just a theological dispute, or a matter of which powers one chose to go to church and worship. Innocents were at stake here.

Dream Time Is The Meme Time

Yeah, yeah, I spend a lot of time on dreams.

Aerisi Kalinoth
Aerisi Kalinoth, Official Book Cover Portrait

In this case, though, I ironically picked well, as Faith, the Cleric, would tie in to Aerisi‘s tale in some unexpected ways. So giving her a winged-elf’s-eyed view of the Royal Quarter of Tyar-Besil, where the Air Cult hangs out, made for a nice moment, especially with Urshnora somehow impacted by the same dream.

(Note that the book notes big dreams happening if folk stay overnight in the Keeps, so I have a certain amount of cover there, especially if the Air influence is greater here in Feathergale Spire. I did choose, though, not to get bogged down with more cultists coming to the keep and attacking them.)

Bits and Bobs

Savra token
Savra token

I liked that the party felt bad about Savra, and wanted to bring her mother something. I realized afterward that I’d already played the “I kept a piece of a note I was sent from home” card back at Sacred Stone Monastery, but it works even better for Savra and her estranged mother.

Gnoll with a Bow
Gnoll with a Bow

The party had outleveled the Gnolls in the Sighing Valley, but no need to tell them that. Just an occasional arrow lobbed their direction to keep them honest.

Fun Fact: the Lost River that starts up in the Sighing Valley (and is, in fact, a major driver of the landscape there) lives up to its name, as it shows up on no map once you pull back to the Dessarin Valley as a whole. (Mutter mutter.)

So the party is going to head back to Red Larch? Time for a lot of prep work to discuss what’s been going on there …


<< Session 23 | Session 25 >>

D&D 5e Rules – Spells: Augury!

It’s the Poor Man’s Prophecy … but that doesn’t make it easy to adjudicate.

Know the RulesPart of an ongoing series of 5e Rules notes.

As a DM, I really dislike prophecy / fortune-telling / prognostication spells. Letting the players know something about what’s coming, when something is coming, feels like a horrible idea. And if I have to decided on the fly if something is going to be coming … then it’s even worse.

River Song - spoilers
… sweetie.

Don’t make me Augury. You wouldn’t like me when I’m Augury.

In the case of my most recent campaign, it was about our druid and his Augury spell (PHB 215-16):

By casting […]  you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional Spells or the loss or gain of a companion. 

We dithered a bit over whether this spell was focused on actions taken in the near term (or started in the near term?), the results in the near term, or both. A lot of people also have this problem, because it’s, honestly, a poorly worded spell.

Other groups have had questions come up around, say, results for whom (the caster? the party? an identified individual?). If going down this path is going to help the caster get their reward from the sheriff, but also lead to another party member’s arch-nemesis getting a shot at them, what are the results?

Or results from the perspective of whom (the caster? the spell’s otherworldly entity?). If the party is thinking of attacking the, oh, let’s say a lich, a goal a LG deity might wholly support, even if it’s certain death for the players … how does Augury turn out?

There’s a lot of interesting meta discussion out there about Augury (for those who find such things interesting), but here’s where I fall:

Timing

The spell is about “the results of a specific course of action that you plan to take within the next 30 minutes“.

While some interpret this as “only things you are doing and have results in the next 30 minutes,” I think there is room there for not just actions, but a course of actions which is initiated within that 30 minutes. The course may not be completed in 30 minutes. The results may not be achieved or clear in the next 30 minutes. But Augury can, with increasing vagueness, deal with things beyond a half hour.

An (ironic) look to the past

Some folk note that the 3.5 rules were a lot more clear on this:

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action.

The rules lawyers then argue whether (a) that should help inform how to treat the 5e rules, or (b) the lack of such language in 5e means this restriction is no longer true. I would probably lean into the latter interpretation, as the rules are evolutionary, not de novo each edition. I think it also makes better story sense.

Some hypotheticals

For the otherworldly being (i.e., the DM), the more specific and bounded the course of action and timeframe are, the clearer the results. So, “Should we go through these doors and into the dungeon beyond?” is kind of open-ended … and the augury will be more approximate.

Dungeon Door
Dungeon Door

On consideration, the DM (the otherworldly entity) knows that

  • The dungeon is likely to take several hours.
  • The first room, even the first 30 minutes of rooms, are easy-peasy.
  • The dragon at the end will be hard, even dangerous, but the treasure is pretty awesome.

The Augury would probably show Weal, for that treasure that lies at the foreseeable end of the course of action you are beginning in the next thirty minutes, even if the road may be bumpy to get there.

But … if the dragon was knowably (by the otherworldly being) of a CR that would quite likely lead to a partial or total party kill, then even if the path to it was some hours long, an Augury should show Woe.

In other words, it’s not just a “am I safe for the next 30 minutes?” spell, but “are my plans being initiated right now leading to significant benefit or harm going forward.” The further forward, the more hazy. And it’s not open-ended: “Yes, if you set off on this quest in the next 30 minutes then, at the end of your life in fifty years, you will look back on this day in pride, and your deity will reward you in the afterlife” is beyond the spell’s scope.

So let me frame the generic question this way: “Will this specific course of action I am taking lead most proximately to my being benefited or harmed?” That proximity may be beyond the thirty minutes. And the coupling of the dragon and the treasure she sits on may lead to a Weal and Woe answer. But it won’t be a “Yes, you will get through rooms 1-5 of the dungeon and find 50gp there, so definitely Weal, but, whoa, room 6 is gonna be a hot mess for you, but that’s more than 30 minutes out, so further deponent sayeth not!”

ThiefAnother example: “Should I pick up this idol?” The idol is secretly cursed to draw attacking undead to you at the next New Moon, which is a week away. What should the Augury say?

I’d have it say Woe, even if the results aren’t within the next 30 minutes. On the other hand, if the idol was necessary to get into the Castle Arrgh, the next big step on the quest, then I’d give a Weal and Woe result; I might even do that if the curse drew attackers right now, because the proximate Woe is balanced by a greater later Weal. (I might also phrase it as “Woe and Weal,” to give some sense of the sequence.)

D20What about results that depend on die rolls? That one gets (ha!) dicier. Some folk argue that the spell assumes success (“We are going to sneak past the guards and find the plans in the leader’s tent — Weal or Woe?”), but if the DM thinks that highly unlikely due to the factors unknown to the players (a guard with a really high Perception), what to do?

In that case the DM should press to frame this into the specific questions, either (a) “We are going to sneak past the guards” → Woe) or (b) “We are going to look for the plans in the leader’s tent” → Weal.

In some cases, where everything hinges on a particular die roll (specifics good!), I might let the player make that roll in advance and so determine Weal or Woe. But in general, the spell itself demurs from “possible circumstances that might change the outcome”. The DM usually has to go with the probability curves. And if the players question it later when the Weal result turns pear-shaped?  Well, even an otherworldly entity isn’t omniscient.

Lord Of The Rings Gandalf GIF - Lord Of The Rings Gandalf Indeed GIFs

Maybe a metaphor will help

Here’s a final metaphor: Weal or Woe is like an elevation climb on a road. “Will this road climb high?”

The clearest answer is how the trail is right now … but there might be a hill in the near distance that’s visible, or a vale … and a taller mountain, seen hazily, beyond that.

The more explicit the question, the closer the proximity, the clearer the answer; the further away, the hazier the answer, so that specifics become generalities, and the chance of Weal and Woe (“you will go uphill, and you will go downhill”) becomes greater.

So whose Augury is it, anyway?

Is the Augury from the perspective of the caster, the party, the otherworldly entity (patron? deity?) of the caster, or what? What determines a “good” vs “bad” result?

It seems to me that it’s from the perspective of the person casting the Augury. And it’s how they will feel about it at the time of the result, not some sort of objective measure (HP left, gold pieces in pocket, etc.). Maybe Weal means the player losing at a gambling bet, but learning that the loss goes to feed some orphans, evocative of the player’s origin story. Or maybe Weal means returning the artifact to their deity’s temple, even if they lost one of the party members along the way. Or Woe means losing that party member only to gain a treasure, and contemplating on the meaninglessness of gold against their value of friendship. (Or maybe those are a blend of Weal and Woe.)

Those are complex activities to fit in the scope of an Augury, but they are offered as edge cases.

That all requires a bit of understanding about the character. Do they value their deity’s goals above their own comfort, or even survival? How do they feel about loyalty to the party, vs personal gain? Ultimately, it’s about what they value.

So, yes, it’s more difficult than a simple XP/HP vs GP comparison, but that’s also life.

A couple more hypotheticals

Example. “Should we camp here where it’s safe, rather than keep going?”

Effects: The party is saved from a dangerous encounter down the road with orcs, but without the party’s intervention, the orcs kill their hostages, whose bodies will be found on the road the next day by the party.

Augury result: I would argue Weal and Woe … probably. If it’s an easy encounter, then it would be just Woe (the character was never in real danger, and something they would value, innocent lives, was lost). If it was a convention of liches, not orcs, and the hostages were dead regardless, it would be Weal (you’re alive, buddy, and can potentially do something about the bad guys later). A particularly Good-aligned caster might get results leaning to Woe (personal survival is less important than saving lives), while Neutral or Evil one might be focused on Weal.

Example: “Should the Rogue go into town to find out whether the caravan has come through?”

Effects: The Rogue is likely to be arrested upon setting foot in town for shenanigans the last time there, and be thrown into the clink overnight. The caster has previously opined that the Rogue needs a comeuppance. Also, in jail, the Rogue will find out about the caravan, before being released the next day.

Augury resultWeal. Yeah, the Rogue is going to be pissed at the outcome (“Even the bedbugs had bedbugs!”), but the caster is happy about both the poetic justice and the intel being gathered.

D&D 5e Rules – Spells – Spellcasting per Turn!

So how many spells can you actually cast in a turn, or a round?

Know the RulesPart of an ongoing series of 5e Rules notes.

So how many spells can you cast in a turn?

The answer? Everyone say it together: It depends!

But first, a minor digression (that isn’t)

Terminology:

Round:  A cycle round the table, ordered by Initiative, during which each PC/NPC takes a turn.

Turn: A PC/NPC’s spot, ordered by Initiative, when the PC/NPC can move and take actions. Each PC/NPC gets one turn per round.

So, each round, your character gets to take their turn. There are parts of the round that are not your turn (but during which you may react).

This is important in understanding the below.

Okay, let’s answer the question

Let’s start with the Sage Advice Compendium:

Is there a limit on the number of spells you can cast on your turn? There’s no rule that says you can cast only X number of spells on your turn, but there are some practical limits. The main limiting factor is your Action. Most spells require an Action to cast, and unless you use a feature like the Fighter’s Action Surge, you have only one action on your turn.

By default, you can, pragmatically, cast one normal spell per turn, using the Cast a Spell Action. Most spells have a casting time of 1 Action. Easy peasy, right?

But what about spells that you can cast as a Bonus Action? There aren’t many, but they say it right in the spell timing. (It’s worth noting “Action” and “Bonus Action” are not interchangeable; if something is one, it cannot be done as the other.) So if you cast a Bonus Action spell, can you then cast a regular Action spell?

Yyyyeah, but it creates some limitations:

Bonus Action
A spell cast with a Bonus Action is especially swift. You must use a Bonus Action on your turn to cast the spell, provided that you haven’t already taken a Bonus Action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 Action.

and

If you want to Cast a Spell that has a casting time of 1 Bonus Action, remember that you can’t cast any other spells before or after it on the same turn, except for cantrips with a casting time of 1 Action.

So, if you cast a spell, such as Healing Word, with a Bonus Action timing, you can cast another spell with your Action, but that other spell must be a cantrip, not a levelled spell.

But what about Sorcerers?

Sorcerers have a metamagic tool, though, called Quickened Spell

Quickened Spell
When you Cast a Spell that has a casting time of 1 Action, you can spend 2 Sorcery Points to change the casting time to 1 Bonus Action for this casting.

So that lets you cast a levelled spell of 1 Action casting as a Bonus Action instead. But that doesn’t get rid of the limitation above: “If you want to Cast a Spell that has a casting time of 1 Bonus Action, remember that you can’t cast any other Spells before or after it on the same turn, except for cantrips with a casting time of 1 action.”

Again, this is confirmed in the most recent Sage Advice Compendium:

Does Quickened Spell allow a sorcerer to cast two spells a round of 1st level or higher?
No, the sorcerer must follow the rule for casting a spell as a Bonus Action and casting another spell on the same turn; the other spell must be a cantrip with a casting time of 1 Action.

Along this line, there is an Epic Boon that allows a spell you know to be turned into a Bonus Action spell permanently. But we needn’t delve into that right now …

To sum up …

So, what are valid combos?

  • YES: Cantrip @ 1 Action + Spell @ 1 Bonus Action
  • YES: Cantrip @ 1 Action + Cantrip @ 1 Bonus Action
  • NO: Spell @ 1 Action + Spell @ 1 Bonus Action
  • NO: Spell @ 1 Action + Cantrip @ 1 Bonus Action

Unless noted otherwise, the Bonus Action can go before or after the Action, but remember that you can only cast something as a Bonus Action if that’s its timing in the spell book, or if you use Quickened Spell to cast it.

But what about spells that give Bonus Actions?

If a spell gives you a Bonus Action, using that Bonus Action does not trigger this limitation effect (because you aren’t casting the spell in the Bonus Action). For example.

The rule on casting a spell as a Bonus Action (see PH, 202) applies only on the turn you cast the spell. For example, Spiritual Weapon can be cast as a Bonus Action, and it lasts for 1 minute. On the turn you cast it, you can’t cast another spell before or after it, unless that spell is a cantrip with a casting time of 1 Action.

Until Spiritual Weapon ends, it gives you the option of controlling its spectral weapon as a Bonus Action. That Bonus Action does not involve casting a spell, despite the fact that it’s granted by a spell, so you can control the weapon and cast whatever spell you like on the same turn.

But what about Action Surge?

One further edge exception to this is if you are a spellcaster who’s taken a couple of levels of Fighter (or are doing the Eldritch Knight fighter subclass).

Action Surge
Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action.

As noted by the Sage Advice column, using Action Surge would give you two Actions on that turn, and both of them could be Cast a Spell. And that wouldn’t be limited to cantrips:

If you cast a second spell using Action Surge, you aren’t limited to casting a cantrip with it.

If you also cast a Bonus Action spell of some sort, though, those regular Action spells would be limited to cantrips (both of them). Because, again,

If you want to Cast a Spell that has a casting time of 1 Bonus Action, remember that you can’t cast any other spells before or after it on the same turn, except for cantrips with a casting time of 1 Action.

Well, then, what about Reaction Spells?

The rules about spellcasting actions also get bumped about by Reaction spells. Some spells (such as Shield) can be cast as a Reaction. You only get one Reaction per round, and Reactions (to others’ actions) usually take place outside of your turn. But … not always.

Reaction Timing
Certain game features let you take a special action, called a Reaction, in response to some event. Making Opportunity Attacks and casting the Shield spell are two typical uses of Reactions. If you’re unsure when a Reaction occurs in relation to its trigger, here’s the rule: the Reaction happens after its trigger completes, unless the description of the Reaction explicitly says otherwise.

Once you take a Reaction, you can’t take another one until the start of your next turn.

and

Reactions
Some spells can be cast as Reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a Reaction, the spell description tells you exactly when you can do so.

There are some weird edge cases where you might end up using a Reaction spell on your own turn. E.g., on my turn …

  1. I Cast a Spell Fireball at the orcs.
  2. I take a step forward, coming into range of the enemy wizard.
  3. The enemy wizard fires off his Readied action of “Cast a Spell Magic Missile If I Step Within Range.”
  4. I React with a Shield spell.

I react on my own turn, and that’s fine. And there’s no problem with effectively my casting two spells (my Action and my Reaction) because there’s no limitation on that; none of the conditions discussed above come into play because this doesn’t involve a Bonus Action.

But consider this case:

  1. I use a Bonus Action to cast a Shillelagh cantrip.
  2. I Cast a Spell Flame Bolt cantrip at the orcs (since I have already cast as a Bonus Action, I can only do a cantrip as my Cast a Spell action).
  3. I take a step forward, coming into range of that enemy wizard.
  4. The enemy wizard fires off his Readied action of “Cast Magic Missile If I Step Within Range.”
  5. I React with a Shield spell … but I can’t.

Because Shield is not a cantrip and because I cast a Bonus Action spell and I can’t cast another leveled spell on my turn once I’ve done that. Again, as the rules say, once you’ve cast a spell as your Bonus Action, “You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.” That includes Reactions on my turn, just like it includes the second Action in an Action Surge.

If the enemy wizard acted right after my turn and fired the Magic Missile, then the Shield could be cast as a Reaction just fine, because I would not be Reacting on the same turn as when I cast a Bonus Action spell. Zany, but true.

As a further note, I am not sure if there are any Reaction Cantrips. As of 2014, at least, Jeremy Crawford was able to say:

Casting a Bonus Action spell does preclude casting a Reaction spell on the same turn.

In short …

So the answer to “How many spells can I cast on a turn?” seems to be:

  • Three levelled spells (Cast a Spell, Action Surge+Cast a Spell, Reaction) or
  • Three spells (Cast a Spell cantrip, Action Surge+Cast a Spell cantrip, Bonus Action)

If you don’t want to get into Action Surge, it looks like the number is two.

Bonus Action spells are really powerful in the flexibility they provide (more than one spell in a turn!), but they also gum up what else you can do, spellcasting-wise. Caveat incantor.

Princes of the Apocalypse, Session 23: “Blown Away”

Wherein the party demonstrates they are pretty major bad-asses. Or at least know good tactics.

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 ContentsThe 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

Session 23 (Day 28) 

  1. The massed forces of Feathergale Spire attempted to storm the room where the party was sleeping. A bloody, intimate, and AoE battle later, the party was thoroughly victorious. Savra Hanadroum died trying to protect Thurl Merosska, who in turn was cut down.
  2. Howling Hatred symbol
    Howling Hatred symbol

    Thurl seemed to be revived by some sort of Air Magic, muttering about proving himself and defying fear. Faith put an end to that by Dispelling Magic. On searching him, getting past the cultic self-cutting and scarification (in Yet Another Symbol), they found an interesting ring and the Necklace of Thurl Merosska.

  3. The party investigated the tower in a cursory fashion to confirm who might still be about. An Initiate on the rooftop leapt to his death. Heading downward, they encountered The Captive that William (and Moony) had encountered. They shortly recognized her as a figure from Rivergard Keep, a member of Jolliver Grimjaw‘s band of pirates, a magic-user named Urshnora.
  4. The party hunkered down on the first floor of the Spire for the rest of the night, hoping desperately for an uninterrupted Long Rest.

Player Recap

Epic Battles and Power Outages
Feathergale Knight
Feathergale Knight (or a concept drawing of one, which is as refined as we got)

During Moony’s watch he hears movement outside the room’s door. He wakes William up before the noise escalates into a bounding at the door. Thurl bashes open the door. “It’s morning” he bellow.

An epic battle occurs. The Feathergale Knights have numbers on their side, but the party is more skilled, has a good position, and makes use of area of affect spells and weapons to their advantage. There were thorn spikes, ball bearings, fire balls and ice breath creating destruction outside the room and heals, air/storm magic, smiting and thwacking inside the room. Multiple crits and some truly awful DEX saves assured the party’s victory.

More of the battle would be written down and sung by the bards, but the power went out and the notes were not saved. 

Game Notes

It’s the Action Economy, stupid. Except when it’s not.

In an open field, the party would have been in big trouble. The FKs had them by sheer numbers, with some contender-worthy opponents as well (Thurl, Savra, the Ascetics). The sheer number of attacks they could have managed would have been overwhelming.

Thurl Merroska
Thurl Merroska (artist unknown)

So, really, Thurl’s best opportunity would have been to wait until everyone was sitting down for breakfast, then launch an attack from all sides.

Thurl wasn’t really thinking straight on this one.

Instead, the party was concentrated in the quarters they had been given (and in just one of the two rooms), guarding the doorway, dealing with any individuals who slipped in (or teleported in, like Thurl), and the rest of the outside could become an AoE killing ground.

Which is essentially what happened. The druid dropped a Spike Growth that slowed and did steady damage to the (relatively low-level) bad guys. The rogue threw down their ball bearings, to further great effect. And a Fireball from the Sorcerer and a breath weapon from the dragonborn fighter both did their jobs, too.

Basically, 80-90% of the foes were defeated without ever being able to bring weapons to bear on the player characters.

Amazing.

The End of the Triangle

Savra
Savra

Poor Savra. She charged into the room and gave her life to save a guy who really didn’t care for her. The party tried, even in mid-battle, to talk her down, but when it came to it, the party cleric chose (rightly) between friends and foes.

Thurl’s “clever” tactic to breach their lines from inside turned the Action Economy upside down for him, letting party members concentrate on him. Bad idea.

Thurl’s mini-resurrection was something I’d come up with (an enchantment to pump AIR into his lungs) to let him say a few final words … which were cut short by the cleric Dispelling Magic. So be it.

Urshnora

Urshnora
Urshnora (once she finds her clothes again) (artist Nataliia [Meonika] Travnikova)
So the backstory here:

  1. Urshnora is a Fathomer, one of the named baddies at Rivergard Keep, and Jolliver’s top lieutenant (in her own mind, at least). She was there when the party first arrived and fast-talked their way with Jolliver, and was on the periphery when Drosnin called out an all-out attack on the party, driving them to escape.
  2. Drosnin took her along with the ambush party, knowing the characters were planning on going to Sacred Stone Monastery. Seeing the plan go pear-shaped before she even had a chance to get involved in the attack, she stayed invisible and slipped away.
  3. By the time she made it back to Rivergard Keep, it had been wiped out by the Fire Cult.
  4. Heading for Scarlet Moon Hall to take her revenge on the Eternal Flame cult, she’d been captured in the Sumber Hills by the Feathergale Knights … and tortured by those Howling Hatred cultists to reveal the secrets of the Crushing Wave. She was willing to play the long game to get back at Thurl — but guessing the player characters will have things well in hand, kills her guard (which she could have done a while back) and lets herself be “captured” by them. Her interest will be further piqued as she learns more about them.
Necklace of Thurl Merosska
Necklace of Thurl Merosska (accept no substitutes!)

The only part that didn’t go according to her plan was the party recognizing where they had encountered her before. She offered her help in return for them having freed her (or, at least, taken down Thurl), and, for reasons I don’t really recall, they didn’t just kill her, but invited her along (perhaps because she said she had info about the Necklace of Thurl Merosska, et al.).

Urshnora’s role in all of this was completely my own doing. I hadn’t yet made up my mind what her story arc would be, but I thought she might make for useful complications down the line, and someone who could occasionally voice things for the DM.

Favorite Moments

I shared these with the players later.

  • Moony – The Keystone Kops scene that nobody could see outside the door after he threw down his ball bearings.
  • Theren – Shooting a Fireball through a narrow corner of the door and trusting that it was a target-rich environment outside … which it was, but not afterward.
  • Faith – Using Dispel Magic to “pull the plug” on Thurl.
  • William – Best. Thorny. Floor. Thing. Ever. Not only screwed up the bad guys’ tactics, but weakened, trapped, or (in one case) killed people.
  • Nala – Inadvertently stepping on the Thorny Floor thing (and taking damage), before taking out the Knight there with a puff of cold air.
  • Savra – Charging in like an avenging angel to save Thurl. And refusing to be talked down while people were still stabbing him.
  • Thurl – Deciding, “screw it, I’m not gonna walk through this Spike Growth thing I’m in the center of” and Wind Walking / teleporting into the room.
  • UrshnoraWatching the whole battle through her scrying pool and planning how best to Running into everyone on the stairs.

Bits and Bobs

The boffo success of the ball bearings had the rogue jonesing for more. Alas, it’s not something you’re going to find at the five-and-dime in little rural Dessarin Valley towns. The player never quite forgave me for that one.

The battle actually took most of the session, which worked out fine in terms of the party finding a place to hole up and rest (down in the ground floor barracks). Enough time to ransack things tomorrow …


<< Session 22 | Session 24 >>

D&D 5e Rules – Spell Scrolls!

Spells Scrolls aren’t spells, but they aren’t magic items, but they are actually both, which, yes, is sometimes confusing.

Know the RulesPart of an ongoing series of 5e Rules notes.

The basic rule: you can only use a spell scroll if you are in a class that has the spell on its spell list.

Things seem pretty simple if you just look at the DMG’s description of Magic Items: Scrolls (DMG 139):

The most prevalent type of scroll is the spell scroll, a spell stored in written form …. A scroll is a consumable magic item. Unleashing the magic in a scroll requires the user to read the scroll. When its magic has been invoked, the scroll can’t be used again. Its words fade, or it crumbles into dust.

Unless the scroll’s description says otherwise, any creature that can understand a written language can read the arcane script on a scroll and attempt to activate it.

However, under Spell Scroll (DMG 200), the process is much more elaborate and restrictive (and in D&D, specific beats general):

spell scroll bears the words of a single spell, written in a mystical cipher.

If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible.

Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

That page also includes a table for determining the saving throw DC and attack bonus:

Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5
1st Common 13 +5
2nd Uncommon 13 +5
3rd Uncommon 15 +7
4th Rare 15 +7
5th Rare 17 +9
6th Very rare 17 +9
7th Very rare 18 +10
8th Very rare 18 +10
9th Legendary 19 +11

Spell scrolls can also serve as fodder for a spell book.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

If you want to read a discussion of whether Spell Scrolls need to actually be scrolls, check here.

What if I just want to know what is on the scroll, just not cast it (yet)?

Since we don’t have Read Magic any more in D&D, how do we know what is on a scroll? That’s actually … not a very clear question.

The Identify spell will do it. But short of that, the answer is, “It depends.”

If the spell scroll is just a recipe for the spell, then the normal rules of (1) reading scrolls and (2) identifying what it does apply:

  • you need to be able to read
  • you need to be able to cast the spell in order to read it (i.e., it has to be in your class spell list)
  • and you need to spend a Short Rest trying to puzzle it out, just like any other magic item.

A beneficent, organized, communicative spellcaster, in forming the scroll, might have put a label on it (“Spell of Fireball” in plaintext). In which case you’d have a pretty big clue as to what it is and does, assuming you could find a beneficent, organized, communicative spellcaster’s works. And that you could actually trust that was what it does.

In theory, you could just cast the spell by reading it for the first time, without actually knowing what it does until the very end. A charitable GM might even let you make some sort of roll (e.g., Intelligence (Arcana) vs 10 + spell level) if, as you realize at the last moment what it does, you wanted to abort casting it. (It would still suck up a turn’s Action, though, as a minimum cost.)

I would also be willing to entertain the idea that, if you simply spend a Short Rest focusing on a scroll, you should be able to get an impression of what it does even if you could not use it and/or read it. A sense of the type of magic (necromantic, evocation), aspects of it (heat, cold, water, steel), colors, a usable class (choirs singing, the smell of damp earth), that sort of thing.

Or maybe not. Since you cannot actually read the scroll without being able to cast it, it sort of plays like “language” (“Crap, this thing is in German. Anyone know German?”) … but it’s definitely not a language. I mean, it’s possible to have a scroll that is usable (intelligible) to a druid and a sorcerer,  and second one to a sorcerer and a wizard, and a third to a wizard and a druid, and language simply doesn’t work like that. Instead, it’s as though the words and formulae tie into some sort of internal mindset, some perception of reality, that is shared between some magic-using classes in some ways, but not non-magic-using classes (except, sorta, Rogues).

So more like, “Crap, this one is giving me a migraine looking at it, someone else want to give it a go?” Which might be the quickest way to deal with spell scrolls when found during an adventure, just having the various magic-users in the party pass each of them around until someone can read it. That is, you can quickly (if maybe painfully) tell if your class can use the spell, though you’ll need to spend that Short Rest to determine what precisely it is.

(Some interesting discussion here about this whole sub-question.)

What about Thieves?

Thieves are (in some cases) a weird exception to the above. At 13th level, Thief Rogues get “Use Magic Device” ability (PHB 97), giving them access to magical devices they would not be able to otherwise access.

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.

This includes spell scrolls, per the Sage Advice Compendium:

Does the Thief’s Use Magic Device feature allow them to use spell scrolls? Yes. The intent is that a Thief can use spell scrolls with Use Magic Device

The thief would still have to make the ability check to actually cast the spell successfully, with the spellcasting ability = 0 (vs a DC of 10 + spell level), and without any proficiency bonus added in (basically a straight d20). If the spell requires a further spell attack roll, again the spellcasting ability is 0, but proficiency bonus does apply.

Do I have to Concentrate if I use a Spell Scroll to cast a spell that requires Concentration?

Yes. As the basic rules say (emphasis mine):

Some magic items [such as spell scrolls] allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires Concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.

So scrolls give you the advantage of no components and no spell slots required. But you still have to concentrate/control the spells they cast.

Princes of the Apocalypse, Session 22: “An Ill Wind”

Wherein the party finds itself in the middle of an Evil Elemental Love Triangle, with possibly dire consequences

Princes of the ApocalypseThis 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

Session 22 (Days 27-28) 

  1. After the vanishment of the Air Elemental (and Aldrik), Thurl Merosska intoned, pale and shocked, “Her voice. She spoke to you …” and stomped downstairs. A Featherfalling Savra Hanadroum was rescued back up to the top, was rather dismayed herself, but more so that Thurl had been upset.
  2. The party was shown down to rooms — except to Moony, who had stealthily followed Thurl, and overhead him going “Why, why,” and screaming with pain, and then sobbing.
  3. Dinner was a tense affair. William told (most of) the story of taking the Sacred Stone Monastery, which drew cheers, but in talking about Aldrik’s origin, Thurl demanded more details, then stormed out when they were not forthcoming. “We will speak of this in the morning.” 
  4. The party huddled in one room of the two they were offered, planning plans.
  5. Moony (turned invis) along with William (turned into a spider) snuck through the tower. The roof had the normal vulture guards, plus someone monitoring the telescope, which was trained on a small vale across the Sighing Valley. Down a level, a guard stood outside Thurl’s quarters. Down at the kitchen level, William tried to find something to mask Moony’s scent (which it seemed a vulture on the top level had spotted).
  6. Down at the stables level, bypassing a knight training his hippogriff, they determined that a closed stall with a guard was suspicious. William managed to (mis)communicate his intent to Moony, and dashed past the spider-stomping guard. Inside, he found The Captive, transformed back to human, told her they would rescue her on the morrow, Turning back into a spider, William realized he hadn’t asked her her name. He and Moony returned to their room before the Invis spell wore out.
  7. Savra came to them, and urged them to leave. Theren insighted that (a) she was quite … involved with Thurl, and (b) she was frightened (of him?). The party grilled her about the female voice, about Thurl and his devotions, etc. In the end, she fled.
  8. It occurred to the party (Faith) that elementals should speak Auran, not Elvish, and (Theren) it actually sounded like an actual elvish woman speaking stilted noble elvish.
  9. Hunkering down for the evening, setting watches … and Moony, sometime after midnight, heard sounds outside, and then, as he listened, the bar on the door lifted up, and the door was pushed open, and, behind a mass of Feathergale Knights, Thurl shouted, “It’s morning …!”

Player Recap

Feathers

As the group stands up and dusts themselves off, William and Faith heal the wounded. The others look to where the elemental took Aldrik. Thurl shakes himself and says in annoyance and wonder, “Her voice. She talked to you.” He then storms towards the stairs and heads down.

Sir Carele returns on his vulture with Savra unharmed. She dismounts and bows to him. She looks around and asks where Thurl is. Nala lets her know that he headed down the tower steps. Clearly flustered, Savra greets the group and invites them to stay as guests. She leads them down to the banquet room and guest chambers that they occupied previously.

Meanwhile, Moony sneaks after Thurl and overhears his monologue behind one of the doors on the floor between the roof and the banquet hall, amidst the sound of breaking furniture. “Why? Why?” “Why wouldn’t she take me? Doesn’t she know my devotion? My loyalty? How can I –?” Followed shortly by a loud, tormented scream from Thurl.

The party gathers in one room to discuss the events. Moony joins them shortly. The group can not determine why Thurl was disconcerted by the elemental. An initiate comes and invites the party to dinner. As they join the table, they are welcomed by Savra. Thurl is missing, but joins them a bit later.

Savra and the knights are looking at Thurl with concern, especially Savra. Savra politely asks William about the group’s journey and battle against the Black Earth monastery. When William gets to the part of finding Aldrik and rescuing the captives, Thurl burst out “But who is he?” William tries to explain again. Thurl is disbelieving. He shortly leaves in a huff, vowing that they will continue the discussion in the morning.

Nala questions the hospitality of the Feathergale knights and the group’s safety. Savra gets snarky and follows after Thurl. Moony stokes the flames of discourse and discontent. Eventually, Nala and William join the verbal fray in defending Aldrik. Finally, one of the knights takes enough offense and leaves. Faith calls out after her “Thanks for the inhospitality.” The dinner quickly breaks up and the party retires to their room.

After the group gets settled in and begin discussing the plans for the night and the morning, Savra comes to the room. She tries to get us to leave, then and there. William lights into her about the larger impact of what they are doing. He asks her directly about the missing delegation. She denies knowledge, but William is certain that she knows more. He pushes and asks her directly about Deseyna Majarra, the Waterdeep delegate who was stolen by vulture riders, and describes her. He tries to convince her that what they are doing is not something to be taken lightly and that all of the elements are gathering to bring forth a great evil. He comes close, but she shakes herself and digs deep into her faith.

In the end she again tries to convince the party to leave tonight and get away. That Sir Thurl is not himself and may be dangerous. William asks as she leaves, ” So why does your lady speak Elvish and not Auran?” She gapes and leaves without a word.

Theren shares his insight on Savra. She is deeply attracted to Thurl but is also afraid of him. Moony agrees and gives the group a summary of the tower from his previous exploration. The groups decides that a Long Rest is the best course … but not yet.

Theren turns Moony invisible and William turns into a spider. The two head out to explore. They start on the roof. After a scare with a guard, Moony takes a look through the telescope. It is trained on the mouth a gorge across the Sighing Valley from the tower, though it’s difficult to make out in the fog. He makes a note of the location. As they head towards the stairs, one of the vultures takes note.

As they head towards the aerie on the bottom floor, William pulls Moony towards the kitchen to find an herb to mask his scent. They continue down the stairs.

One of the knights is in the stables but is paying attention to his hippogriff and doesn’t hear Moony. There is an initiate standing guard over a locked door. William tries to signal Moony to wait but he doesn’t really understand. William races down his leg and under the door; the guard spots the spider but his stomp misses William.

Inside there is a captive. When William is safely on the far side he returns to human form. She does not appear to be Deseyna, at least not as described to them. He tells her that they will come and rescue her soon. When asked what she needs she requests a dagger. William says goodbye, resumes his spider form and leaves by the top of the door and the wall to avoid the boot. They make it back to the room and share all of their investigations. 

They set up watches and figure out where each person is to sleep in the crowded chamber. Some time after midnight, Moony, on watch, hears something. He goes to the door to listen, and realizes the bar they have lowered is rising upward. Before he can do anything, the door is kicked open, the hall outside full of Feathergale Knights and Initiates, weapons drawn. Thurl shouts out, from beyond the crowd, “It’s morning!”

Game Notes

“As the Spire Turns”

So, to summarize:

Aerisi token
Aerisi token

Aerisi Kalinoth is the Prophet of Evil Elemental Air, worshipping Yan-C-Bin. We’ll meet her in person later on, but she’s a beautiful winged elf-queen (that’s her up there on the book cover) with a few screws loose. All she asks is that you worship her, as she deserves.

Thurl Merosska
Thurl token

Thurl Merosska is the Keeper of Feathergale Spire, in service to Aerisi.  He has his backstory as a Gryphon Racer jock and a terrible accident, but suffice it to say that he worships two things:  power, and Aerisi. Indeed, his long-term goal is to take Aerisi as his own, at which point, of course, he would assume the power of the Prophet and she his dutiful, beautiful wife. He clearly has a few screws loose, too.

(To the extent that she notices Thurl as more than another of her servitors, she probably thinks his adoration is both cute and fitting, and would laugh for several minutes if you told her about his dream, and then kill you, and maybe him, for even suggesting it.)

Savra token
Savra token

Savra Hanadroum (more on her name here) is a rebellious teenager from Red Larch, smitten by the handsome Gryphon-rider Thurl, and ran away from home with him to be near him, in the process becoming his chief lieutenant. She’s still deeply smitten, but is still a cultist with a heart of gold.

Now … Aerisi just intervened in everything, yoinking via Air Elemental the party’s dwarvish barbarian, Aldrik, from the top of Feathergale Spire, and showing in a few short words that she’s far more interested in him than she’s ever seemed interested in Thurl. (That it’s not necessarily interested in a better way is beside the point for him.)

Thurl, as a result, is furious, jealous, and won’t take “We don’t know much about his background” as an answer.

Savra is appalled at how Thurl is taking this, but feels badly for him, but wants to do the right thing by getting the party out of there, but remains in unrequited love with Thurl, certain if he would just listen to her, everything would be all right.

Hilarity (and, apparently, a big battle) ensues.

Did the players get all of this? As noted, they were getting parts of it, and I think they got enough to feel like there were actual motivations going on, not just mustache-twirling mad cultists. Not that it made the situation any less dangerous.,

Some of this (the fundamentals of the Thurl-Aerisi thing) are from the campaign book. Other parts of it (most of Savra, and her play here, as well as, of course, the whole Aldrik additional bit) were from my own fevered imagination. But it worked beautifully in my mind and it finally appeared to be about to bring the big battle between the party and all the Feathergale Knights that has been hanging since Session 9.

Howling Hatred symbol
Howling Hatred symbol

Thurl’s histrionics behind close doors, as overheard by Moony, is part and parcel of his obsession with Aerisi, obviously. He’s also literally hurting himself, cutting open the cult symbol scars on his chest with a dagger, in a desperate bid to either show Aerisi he’s worthy of her devotion, or to distract himself from his emotional anguish.

Kids, don’t try this at home.

Sneak, sneak, sneak

Feathergale Spire
Feathergale Spire.

The party had much of Feathergale Spire mapped out by now, and they decided to finish the job under cover of night. Moony checked out the floor with the chambers of the top leadership, including Thurl. Then he and William did some Invisible / Spider creeping about.

They (finally!) looked through the telescope on the top floor, which is used to monitor the entrance to Knifepoint Gully, where the path down to the Temple of Air in  Tyar-Besil lies. (Remember that the keeps were originally built to monitor the entrances to the constructions below, both to raid them for loot and to keep monsters from getting out.)

(Smaller hand-held telescopes are used by the lookouts to watch south into the flatlands.)

The Captive
The Captive

After a brief scare when one of the Giant Vultures perceived Moony (followed by a clever bid to mask his scent), they went down to the lowest floor, where the paddocks for the Gryphons and Giant Vultures were. There they found a battered woman being kept captive, dressed only in a wet slip.

Now, knew who the woman was. I was expecting them to think it might be Deseyna, one of the Mirabar Delegates, and the thought did occur to the players, but she didn’t match the description they’d received.

No, the identity of the captive (whom they left there to be “safe”) would be a far more interesting (and non-canonical) sub-plot in the campaign to come.

Bits and Bobs

This was very much a talky-talky episode, the first in a while without any sort of combat. Sorry, guys — we’ll make up for it next week.

A lot of plans were hatched by the party, including (a) yes, running away in the middle of the night, and (b) pre-emptively attacking the Knights. A number of the plans involved, “Well, we have until morning,” not realizing that Thurl was waiting for 12:01 a.m. to act on his promise/threat …

Heres Johnny Shining
“Here’s Thurly!”

I picture Thurl’s “It’s morning!” (when he told the party they would discuss all of this further) to seem a lot like Jack Nicholson’s “Heeeere’s Johnny!” in The Shining. Thurl’s basically lost it.

I really enjoyed this episode, and my favorite part was William (and Faith, from what I recall) trying to talk Savra into turning on Thurl, or at least helping them. I actually did some Persuasion die rolling behind the DM Screen in there, and it’s possible that, given a few more days, things might have turned out very differnetly.

But … it’s morning.


<< Session 21 | Session 23 >>

Princes of the Apocalypse, Session 21: “Gather at the River”

Wherein our party concludes its time at Rivergard Keep, and head onward to Feathergale Spire

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

Session 21 (Days 26-27) 

  1. Jolliver Grimjaw railed at them for the misfortune of Rivergard Keep, then offered them jobs. They offered not to kill him, and battle was joined. He turned out to be a wereboar and, in hybrid form, fought the team until finally taken down. He had on him the Necklace of Jolliver Grimjaw to match the Necklace of Hellenrae.
  2. An inspection of the castle found various bodies (both bandit and civilian) and charred destruction. They also found a secret door that led to a landing on an underground river, that flowed from the darkness into the castle’s harbor.
  3. There was concern, esp. after a dream he had, that Moony had become cursed with lycanthropy, being the only one to have taken a personal attack from Jolliver. Fortunately, Faith had Remove Curse.
  4. After an uneventful night (other than a dire dream for Faith), the party tried the boats at the underground landing, only to be attacked by ghouls rising up out of the water. After getting very wet, they defeated them and proceeded upstream, William as a shark. The stream was blocked by an impassable door Crushing Wave symbol on it. The twin necklaces definitely resonated with the door but … not completely.
  5. The party set forth for Feathergale Spire to “report in.” They were greeted with open arms by Savra Hanadroum and Thurl Merosska, who offered them a place in the Feathergale Knights. He was then introduced to the new member of the group, Aldrik — at which point an Air Elemental landed atop the spire, in the middle of the group, battering them and throwing them all twenty feet distant, Savra over the railing, and Thurl crashing into a Giant Vulture. A woman’s voice said in elvish, “Now the prize is mine!” and the elemental carried Aldrik off to the east and out of sight …

Player Recap

Swoop There He Goes
wereboar transitional form
Wereboar transitional form

Jolliver first blames the party for the destruction of Rivergard and then asks us to join him. When the party stops laughing. Moony suggest that Jolliver surrender and show them around the keep. There is more to Jolliver Grimjaw than initially meets the eye. He appears in a were-boar hybrid shape. The group soon discovers that he only takes damage when attacked with magic (or silver), but manage to do a number on him anyways. As the tide turns against Jolliver, he leaps from the balcony as he tries to escape. This does not end well for him. 

Jolliver has the Necklace with the Water Symbol, which a match to the Earth Necklace of Hellenrae. There is also a small carved stone shaped into a tiger. Nala finds a semi-hidden door leading out of the main hall. A quick search of the main hall reveals only dead bodies and stacks of papers. There is a staircase down to a dock alone on an underground river.

Theren and Faith stay in the keep to investigate the papers. The other explore the rest of the keep. 

Rivergard Keep
Rivergard Keep is actually a nifty little castle, and could be repurposed for other campaigns.

Paper Chase: There are a lot of reports about loot acquired and gang movements. There is one note in distinctive handwriting about a “Group of Troublemakers” in Red Larch. It sounds a lot like the party. 

Room Rumpus: These rooms were previously locked, but are all broken into. There is a small library with charred furniture and a few burned scrolls. Moony collects the books together and William puts them in the duffle Bag of Holding. William looks around the rest of the library and discovers what looks like a hidden door in the corner, which leads into Jolliver’s room, which had been spiked but blown apart. There are multiple chests there, but all have been largely emptied out.

The remaining rooms have little else of notice. A guard barracks, a raided kitchen, servants quarters with wash tubs. A number of bodies, both guards and in civilian drudgery wear.

The chapel is in ruins. The barracks and wooden towers are mostly destroyed. It is getting towards late afternoon. The groups explores the keep for about an hour and a half. They find more destruction, dead bodies, and not much else. When it’s dark they have dinner and hunker down in Jolliver’s room. William reads some of the books from the library. They do not appear to be Bruldenthar’s books. They are mostly nautical in nature and include logs from the Savage Tusk.

Faith has a dream: She is walking through a storm wind whipping up all around her and grit striking. She can see the eye of the storm above her, but in the center of the eye is a triangular iris. Deneir.”Heads. Trophies. Do you know that in some faiths (wink), humanoids take the heads of their enemies and keep them as trophies? In other faiths (wink), they build stone heads of their heroes — their gods — their demons — and bow down in worship to them. In either case, to steal such a head is to gain power. Finding it will be most urgent, lest that power tip a very delicate balance, where an errant gust of wind can spell ruin for all.”

Moony has a dream: He is used to dreaming of hunting but there is something wrong about this dream. There is a puddle ahead of him. When Moony looks into it he see Jolliver.

In the morning Faith collects the heads of Reash and Jolliver. William insists on putting them in a chest or pot before they go into the bag of holding. William is attuned to the tiger fetish has a one use a day Jump spell on it. He gives it to Nala. Moony attunes to the water and earth pendants and determines that they still the other pieces. Faith casts a Remove Curse on Moony, just in case he was infected by lycanthropy, as he’s the only one who took physical (tusk) damage from Jolliver.

Going down the stairs to the underground river again, they take two of the row boats. Moony, Theren, William in one and Nala, Faith, Aldrik in the other. Nala spots a creature in the water near her boat. Faith casts Spirit Guardian calling forth angelic forms to protect the party. The ghouls tip over the boats, dumping everyone into the dark water. Despite that, the fight ends quickly with only minor damage to the party.

William changes into a reef shark and accompanies the boats up stream. The water ends in a stone wall with the Crushing Wave symbol on it. The water is flowing through the stone. The necklaces from Helenrae and Jolliver seem to resonate with the wall, with a sense that something more is needed. 

Feathergale Spire
Feathergale Spire.

It is late morning when they head out to Feathergale Spire. They soon see a giant vulture tracking them from high above. Shortly before they arrive, the vulture leaves and heads toward the spire. 

The Feathergale Knight Savra Hanadroum greets them warmly. William introduces Aldrik and explain that he was a captive of the monastery. She is thrilled that the group has succeeded in destroying the cultist in the monastery. She leads them into the castle and up to the roof to see Thurl Merosska.

“My friend you have accomplished so much in less than a ten day. What should I offer you as a reward. I offer you freedom … and membership in the Feathergale Knights.” Nala demurs because she has not fulfilled her original task of finding the delegation. Thurl asks after the new party member and when introduced he says, “Aldrik, Aldrik, that name sounds familiar.”

There is an abrupt, sudden, sheer force of air, a whirlwind lands centered on the group. Everyone on the roof get thrown back. Savra tumbles off of the parapet. Aldrik is swooped up by the air elemental and a female voice says in Elvish “Now the prize is mine! The air elemental heads towards the East / South-East, leaving everyone stunned.

Game Notes

Bon voyage, Jolliver

Jolliver Grimjaw
Jolliver Grimjaw, as I pictured him (artist unknown)

After a chance to vent his considerable spleen over the setup of a lifetime — being the pirate king of the Dessarin River while seeming to be its protector — he takes a very pragmatic, piratical approach: Would y’care t’join me crew? When they say no, he gets Action Economied to death …

… but not before wounding Moony, and, by gosh, I rolled all the right stuff to infect the Tabaxi as a were-boar … and then discovered how freaking easy it was for the party cleric to cast a Remove Curse. Darn.

The keep had already been ransacked by the Eternal Flame attackers — no big treasure windfall for the party, since they didn’t take the place down. But they got a few good things out of the mix, and that Jump trinket would be tactically helpful almost all the way to the end of the campaign.

The Underwater River

The whole setup with the underground river heading into the Water Temple portion of Tyar-Besil was kind of cool. Alas, the water ghouls didn’t turn out to be very much of a threat, in part due to level, in part due to that ridonculous Spirit Guardians spell (or “The Fairy Buzz Saw of Death,” as I tended to call it), which the cleric used to great effect for the rest of the campaign.

It was also my first real opportunity to dive (see what I did there) into how kind of goofy the 5e water combat rules are.

The Necklace of Jollier Grimjaw
The Necklace of Jollier Grimjaw

The river — which fits into the keep very neatly once you get to it — is supposed to lead into the Water Temple — which would have been a very dangerous adventure for the party at this point. As mentioned previously, I’d blocked all these entrances until all the “key” necklaces were collected — including the one they picked up this session, the Necklace of Jolliver Grimjaw.

Up, up, and away!

What the hell is going on with Aldrik at the very end?

Aerisi token
Aerisi token

Well, for one, thing, my son was headed back to college, so I had to do something with his character while he was away. Having him kidnapped by an Air Elemental, and having everyone hear Aerisi Kalinoth’s voice say something ambiguous but threatening, seemed perfect.

(Nobody knows it’s Aerisi, of course, except for Thurl … which will have implications next time.)

But the idea that there was more mystery to Aldrik, such that Aerisi would want to kidnap him … started to build some campaign lore and plotting on my part that would play off in several ways in future sessions. Once the son was back, of course.

Bits and Bobs

The letter in Jolliver’s office (information about which letter is scattered in multiple places in the book) is from Justran Daehl, the cellarkeeper of the Highsun Tavern back in Red Larch. Yes, it is referring to the party; Justran is Jolliver’s spy in Red Larch and on the Long Road.

Strangely enough, it’s one of the few documents of that sort which is not actually spelled out, so I never did a facsimile of it as a hand-out.

Symbol of Deneir
Symbol of Deneir

In retrospect, I have no idea what Faith’s dream was about. I’m sure it was very clever and foreshadowing. It might be a warning to about finding Aldrik after gets kidnapped later, but I’m afraid Deneir is smarter and more cryptic than I am.

I actually played the knockback from the Air Elemental’s landing Whirlwind attack completely legit. All the players legitimately ran into stuff along the Spire’s parapet (or made a save and didn’t get thrown back). Thurl really did get knocked into a Giant Vulture, and Savra really did get knocked over the edge …


<< Session 20 | Session 22 >>

D&D 5e Rules – Swimming! And Drowning! And Water Combat!

Sooner or later, you end up fighting in the water. Or swimming. Or being held under the surface. So how does that work in 5e?

Know the RulesPart of an ongoing series of 5e Rules notes.

5e has very much simplified (perhaps oversimplified, some argue) the issue of dealing with water as an obstacle, a location for fighting, and a danger. Always remember, D&D is not a physics simulator (or, as some have countered, it is a horrendously and hilariously bad physics simulator).

Note that there are a lot of exceptions below for creatures that have a Swimming speed in their stat block.

Movement in the Water

  • Water is basically considered Difficult terrain if you don’t have a native Swimming speed. That is, each foot moved costs two feet of movement.
    • If the terrain within the swim is itself Difficult (e.g., a strong current, a kelp bed, etc.), this might increase to each foot moved costs three feet of movement.
    • You can, however, use any other movement speed (e.g., walking, flying) to swim with.
  • If the water is “rough,” making any progress swimming might require a Strength (Athletics) check.
  • There is (remarkably) no distinction in speed between swimming underwater or swimming on the surface.
  • Don’t forget the Dash action, if you are doing nothing but movement.

Long-Distance Movement in the Water

swimming
Long-distance swimming

If you have a Swimming speed, you can swim all day without penalty; use Forced March rules from the PHB.

Otherwise (per DMG 116), you need to roll a CON Save vs DC 10 for each hour swimming. Failure means +1 level of Exhaustion. Beyond that, there is a cap on 8 hours of swimming per day.

Deep Water

The pressures and temperatures of deep water take their toll. Per DMG 116, for creatures lacking a swimming speed:

  • if swimming over 100 feet deep, makes every hour count as two for Exhaustion checks and limits.
  • if swimming over 200 feet deep, makes every hour count as four for Exhaustion checks and limits.

Vision in the Water

  • Clear water, bright light — 60 foot visibility to notice an encounter
  • Clear water, dim light — 30 foot visibility to notice an encounter (Disadvantage to Perception).
  • Murky water / no light — 10 foot visibility to notice an encounter (Disadvantage to Purcepti0n).

The above presume light sources or Darkvision.

Doing Stuff in the Water

By which we mean, of course, combat and magic.

Combat in the Water

Underwater Knight
Note: breathing gear is cheating.

When fighting underwater, again unless you have a native Swimming speed:

  • Melee weapon attacks are at a Disadvantage (as you and/or your weapons are slowed by the drag of the water) …
  • … except for a thrusting/piercing weapon like a dagger, javelin, shortsword, spear, or trident.

This melee weapon restriction Rule-As-Written would seem to apply to fighting while on the surface (swimming), or even while partially immersed (imagine fighting in waist-deep water); I’m not sure that last makes sense, and an appeal to the DM might be possible. (I can see any sort of melee weapon attack being at Disadvantage when standing in, but not under, water, as you are partially Restrained.)

  • Ranged weapon attacks are possible underwater, but they are at a Disadvantage …
  • except when using a crossbow, net, or a weapon thrown like a javelin, spear, trident, or dart.
  • They are an automatic miss if beyond normal range.

Magic in the Water

Back to the Future - Enchantment under the Sea
Also known as …
  • You can cast spells underwater.
    • But if they have a verbal componentyou have stopped holding your breath and have gone into step 2 of Drowning (below).
    • Material components may be difficult to manipulate while swimming or immersed in water.
    • Somatic components aren’t a problem, as only a single hand is needed for them.
  • Spells that require a to-hit roll do so at a Disadvantage (if above water, because of aiming while trying to stay afloat; if underwater, because of the murk and visual distortion underwater, and drag on your body).
True Lies swimming under water fire
Great way to resistance fire damage, Harry!

When you are fully immersed in water, you have Resistance to fire damage.

But aside from that, spells don’t do anything tricky. For example, lightning does not electrify the whole area. Remember (a) Bad Physics Simulator, and (b) it’s not actual lightning, it’s magic acting like lightning (handwaves).

Going “Prone” underwater

If something should knock you Prone while in the water, you are instead tumbling/floundering … but suffering the same status effects as being Prone (including slowed movement, Disadvantage to attack, Advantage to adjacent attackers) until you “stand up” / regain control with half your movement. (References 123).

Drowning

DrowningThe rules here are essentially the same as suffocation rules:

  1. You can hold your breath for (CON mod + 1) minutes (to a minimum of 30 seconds).
  2. After that you survive (CON mod) rounds (minimum of 1) without needing more air.
  3. After that, you are at 0 hp and are unconscious and dying. You can’t stabilize or heal until you can breathe — even if you make your three successful Death Saves, you only erase any unsuccessful ones and start the process over. You can be magically healed, but that can only get you back up to Step 2 unless you are out of the water by then.

Example: A creature with CON = 14 (CON mod = 2) can hold their breath for 3 minutes. After that, they start drowning/suffocating, and have 2 rounds to reach air before dropping to 0 hp.

Note that 3 minutes (or even 1 minute) is a ridiculous amount of time in the game (1 minute = 10 rounds of combat). People tend to be terrified of their character running out of air … the first time they get into underwater combat.  (It’s still a real threat, but not a close one.)

Workarounds

  • Various races can either breathe underwater, or (such as Lizardfolk and Tortles) can hold their breath for longer, as defined in their stat blocks.
  • Wild Shape and Polymorph can change folk into creatures that can swim or breathe in water.
  • Anything that magically gives you a Swimming speed will be useful in the above.
  • Water Breathing is a spell that literally lets you breathe underwater for 8 hours. It’s a 3rd level for Druids, Rangers, Sorcerers, and Wizards, can affect up to ten people, doesn’t require concentration, and can be done as a ritual. Alternately, Water Walk (same parameters) lets you walk on water and not worry about having to breathe it.

Wait, that’s it?

But aren’t there some classic tropes that these rule ignore?

Yes.

Drowning in armor
“A Drowning Viking, possibly Olav Trygvason (968-1000) of Norway at the Battle of Svold on 9th September 1000”

 

  1. There’s no provision for heavy armor or a full backpack dragging you to the bottom, etc.; if you are strong enough to wear it, you are strong enough to swim in it (handwaves) … which is good, because it takes 5 minutes to remove heavy armor.
  2. There are no provisions for using up breath faster if you are slowly flailing about with your greatsword instead sitting still and reserving oxygen.

Again, largely this is because D&D is a crappy physics (and biology) simulator, and intentionally so. The game design thought seems to be “Does this complication take away from the fun? Does it mean extra calculations, rolls, and otherwise bogging-down of the game? Then simplify or eliminate it.”

(Note to self: if I ever decide this is too simplified, this site has some interesting homebrewed additions.)

Princes of the Apocalypse, Session 20: “Halls, Keeps, and Spires”

Wherein our party travels to various places, and both encounter and bid farewell to diverse folk.

Princes of the ApocalypseThis 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

Session 20 (Day 25-26) 

  1. The party looted the bodies, which included a Bag of Holding with 3750gp of loot, and a water-element person’s head. They interrogated the prisoner Ven Delaar, learned about Fire/Water rivalry, and his devotion to his high priestess, Vanifer, the servant of  Imix. Theren gacked  him once all the questioning was done.
  2. Bruldenthar was very unhappy there was no sign of his books. 
  3. They arrived at Summit Hall, where Narl Elrok was whisked away for interment in a private ceremony overnight, and Oreioth was put in gaol, awaiting either word from Red Larch or the order’s leader, Ushien Stormbanner, deciding his fate.
  4. They brought Ushien up on their adventures. She was dismayed to learn that Renwick was operating out of Sacred Stone Monastery, and skeptical of what he had told them of Samular Caradoon‘s role in his metamorphosis.
  5. They Spoke with Dead to the head, one Reash the Fathomer. He spoke of the conflict against Fire, of the attack on Rivergard Keep where he died, and of the goals of the Crushing Wave to envelop all. He also mentioned following someone/thing named “Shatterkeel“.
  6. A quartet of young druidsVarigo, Muldoon, Iniri, and Fariya  were at Summit Hall, traveling to the mysterious Circle of the Scarlet Moon rite in the Sumber Hills, inspired by a vision of Iniri’s. They didn’t take well to the suggestion that it was some sort of evil magical gathering.
  7. The next day, the party decided their next stop should be Rivergard Keep, which it seemed the Eternal Flame forces had attacked (Ushien mentioned smoke from its direction a day or two before). They traveled overland to where they had stashed their boat, which, remarkably, was still there, hidden. They traveled upriver to the keep, which they finding it a smouldering wreck. They slowly entered, made their way to gutted Great Hall, and encountered both the headless body of Reash … and the very much alive Jolliver Grimjaw. “So. You’re back,”

Player Recap

Of bodies and questions
Eternal Flame symbol (red trans)
Symbol of the Eternal Flame

The group ties up the hostage and begins searching the bodies. All of them have a burns on them in various states of healing. The leader also has a large fire symbol on his chest. It looks like there are multiple layers of scars on his chest.

There is a stack of leather bag to one side that contain ration, camping supplies, and small travel items. There is one larger duffle bag the is different from the others. Moony checks it over and when he opens it up it is very odd. It is very cold in the bag. there appears to be a wooden chest inside that doesn’t match the shape outside. Moony brings it over to Theren who sizes it up. He immediately identifies it as a Bag of Holding. As they empty it they find two chests and bundle wrapped in cloth. Moony investigates the bundle. It has a green stain on the side. It is a green head. Probably dead for about a day. Faith casts Gentle Repose. It looks aquatic, but is different from the Genasi captain Shoanderil Quanderil. They return it to the bag of holding.

Moony moves onto the two chests. The smaller chest has a gold chain with a platinum disc that looks like the crushing wave water symbol, some gems and a stash of coins. The larger chest has about 2000 gold pieces. William will hold onto the bag. 

When Bruldenthar sees that the larger chest contains gold, he speaks a harsh curse in Dwarvish and goes to the two remaining crates. When he finds them empty, he is clearly upset. “Where are my books?” Faith heals the captive to allow Theren to interrogate him. The fire and the flame, the great war — they seek to pull us down into the cold depths … Vanifer and her weapon Tinderstrike. Imix, the prince of evil fire, himself offers his power to her as he engulf the world in flames. Moony shows him the head. It is a prize for Vanifer. We got it from the dark and fetid pit. “I know that you will kill me. It is okay. I would do the same.” 

William determines that they came up the ancient road from the direction of the river. Faith recognizes the name Imix. Imix – evil destructive, but prefers to destroy that which is crafted or cherished by others. 

Ushien token
Ushien token

The group returns to the main road and arrives at the Summit Hall before night fall. Lady Ushien Stormbanner welcomes them but is surprised to see them so soon. She looks at the coffin with concern. She relaxes slightly when learns that it is Narl. The order will celebrate his life tonight and stand watch over him that night. There will be a private ceremony in the morning. 

Nala explains the presence of Oreioth the necromancer and their dilemma of what to do with him. Lady Stormbanner agrees to keep him and if required judge him. Over dinner they share their story. Ushien knows that Renwick is a lich, but bristles at the suggestion that their founder Samular had anything to do with his creation. The remainder of the conversation continues the story of their travels. Ushien is also troubled by the rise of the elemental cultists. When William mentions the ceremony of the Scarlet Moon, she let out that there are some guests staying in one of the cottages who are heading to the event. 

After dinner, the group is at loose ends. Nala examines a small shrine to Samular is in the hall with relics of the knight’s founder. William and Faith spend some time in the library while others relax in their room before they all retire for a long rest. Faith enjoys the first dreamless rest since the left Summit Hall. 

Moony and William going down to the other guests in the morning when the hall brings breakfast down to the cottage. There are some caravan wagons within the palisade. Sitting on some wooden benches outside one of the cottages is a quartet of individuals. Varigo, Muldoon, Fariya, and Iniri are all druids. They have travelled from the South Woods. Iniri heard of the ceremony and was called in a dream. Was told to come to the North to the great hill to control and end the elemental energy 

Interview with a dead man

Reash
Reash has lost some weight.

Who are you? I am Reash the Fathomer 

Who did this to you? So fleeting, so unsubtle. Ones of the Fflame.

Why did they seek you out? Fire hates waters. We quench it and smother it. They struck in our weakness, which you know of. His eye’s flicker to Nala. 

What are you trying to accomplish? We seek to arouse the wellspring of life to cover all things. We serve the Shatterkeel and will bring all down into the darkness. 

Where were you murdered? In the hall I’d sworn to defend. In the hall of Jolliver. 

Bruldenthar bids the group farewell and plans to continue to Waterdeep to tell of the delegation. Leave going south on the road from Summit Keep and back towards the river where their boat is amazingly still there. Travel up river to Rivergard Keep.

The once partially-repaired keep is a smoking ruin again. The chain across the harbor is fused tight. Pulling up on the riverside south of the dock-harbor they head to the Western entrance. The iron bound wooden gate is burned through. Some dead bodies. The chapel is rubble. Boat sunk in the harbor. The doors to the hall are also burned away. In Jolliver’s hall there are more bodies and roof is destroyed. As we walk towards the headless body belonging to Reash.

Jolliver Grimjaw: “So, you are back.”

Game Notes

Sic transit gloria Rivergard Keep

Since the party had sort of gone the long way around with the Haunted Keeps — leaving Feathergale Spire intact, leaving Rivergard Keep intact, then taking out Sacred Stone Monastery — I needed to figure out how they would work backwards, especially as it was clear they were headed back that way.

I mean, I could let them try to sneak in — something the party was rarely good about trying. Or I could try a full frontal assault, which seemed a bit much even for this group, as the Keep is, literally, a fortress.

Or …

I considered what I’d done to Rivergard. The party had some small amount of damage on their way through the first time. But subsequent to that, Drosin, the Easily Offended Crushing Wave Priestess, had taken most of the keep’s forces with her to an ambush of the party later, on the road to Sacred Stone Monastery. That had gone … poorly, meaning most of the Keep’s defenders had been wiped out.

And given the internecine warfare between the different elements, it makes perfect sense that the Eternal Flame would have launched a preemptive strike on the Crushing Wave’s surface fortification. And so they had,  wiping it out nearly to a man.

Jolliver token
Jolliver token I had to actually create.

Jolliver Grimjaw is, of course, a survivor. And just the sort of guy to hold a grudge. His grumpy greeting is meant to mirror his grumpy greeting when the party first arrived.

Planting the seeds of what happened with Reash’s head / war trophy that the Fire Cultists were carrying (ew), suitable for Speak with Dead extraction, was icing on the cake.

Encumbrance and the Bag of Holding

I hate Encumbrance rules. I really do. They are emblematic of everything wrong and dull and boring and grindy about D&D and, usually, any other game. Don’t get me started on LotRO …

From my perspective as either DM or Player, Encumbrance rules add nothing to the story and everything to annoying paperwork.

They are of value only in two occasions:

  1. Things have gotten desperate, and the party sheds all but its weapons to make the final push across the wilderness.
  2. The party has hit the jackpot and is seriously trying to think of how they can transport that twenty-foot-tall, ten ton golden statue of Asmodeus back to town.

Anything besides that should depend on the DM saying, “You’re beginning to be weighed down quite a bit — might be time to head back to town.”

Or, you can just give them a Bag of Holding. Like I did.

Duffel Bag of Holding
More like a Duffel Bag of Holding

And, honestly, I was not a hard-ass about the Bag of Holding, and didn’t get picky about its rules. I did eventually say, at one point, “You know, that Bag of Holding is beginning to get a bit full — might be time to head back to town.”

And that was it. The players didn’t abuse it. It got rid of a bunch of record keeping. Win-win for everyone.

The Young Druids

Elizar token
Official Elizar token, though I wish I’d instead tokenized Christopher Lee.

I loved the conceit that Elizar was actually recruiting people to come to Scarlet Moon Hall to participate in (as worshippers or, um, kindling) the Rite of the Wicker Giant. It’s one thing to recruit ne’er-do-wells and the psychotic who are drawn to the darkness of the Evil Elemental Eye; it’s another to put up hand-bills in pubs and the like.

The Wicker Man - burning
Seem legit.
Varigo token

The four druids named –Varigo, Muldoon, Iniri, and Fariya — are actually in the game, as one of the camps at Scarlet Moon Hall, with a couple of elk companions. They’re noted as good guys that Elizar has already decided can’t be recruited and so will be sacrificed.

Druid Fariya token
Fariya token

But that’s it. And, as recall, they just had generic druid tokens. Bah. So, when I decided that I would have some folks who had heard (in a dream) about this big gathering show up at Summit Hall at the same time as the party, they seemed a good set to flesh out as, kinda-sorta flower children, devoted to their causes, and each other, but both too trusting and too rebellious for their own good.

Young Druids
Of course they live on a druidic commune. Or plan to, some day.
  • Druid Iniri token
    Iniri token

    Varigo – human, ostensible leader, protective of “his people,” romantically involved with Muldoon.

  • Muldoon – elf, quiet, friendly, romantically involved with Varigo.
  • Iniri – human, passionate, saw the visions that sent them questing for the Circle of the Scarlet Moon.
  • Fariya – human, practical, a bit less idealistic than her friends, but deeply supportive of them.
Druid Muldoon token
Muldoon token

(Their elk had names, too, but I didn’t write them down for some reason.)

Anyway, these guys became recurring characters, introduced here, early, showing up at Scarlet Moon Hall, and being referenced after that. I liked them a lot, certainly more than just some generic plot bait as they were drawn up. I have no idea how the players liked them, but they made things more fun for me.

Bits and Bobs

Reash token
Reash, at this point just a head. A dead head, in fact.

The party had actually encountered  Reash in the past, before his severed head was discovered here. The Fathomer had morphed into the giant white water snake that attacked their boat when last they fled Rivergard.

Oreioth didn’t get a lot of great lines this time around, either because the party had gagged him, or at the very least threatened to. The former, I think, because it was impossible for Oreioth not to make crazy pronouncements.

How did the Fire Cultists who attacked Rivergard Keep end up (at least in part) back over the river at the Ambush Site? Hush.

(Oh, fine. Just because they’re Fire Cultists doesn’t mean they can’t use a boat to cross the river. Or that they can’t use magic to fly across in some fashion. I wave my hand at you.)

Elemental Evil
The Elemental Evil symbols

So I decided all the cults had their own way of marking themselves. The ascetic jocks of the Feathergale Knights / Howling Hatred, scarrified themselves with their cult symbol. The watery Crushing Wave sorts used tattoos (some of which moved magically, as if flowing in water under the skin). The Sacred Stone folk used external symbols, necklaces, rings, that sort of thing, stone and metal drawn from the earth. And the Eternal Flame cultists sort of imitated the Howling Hatred, except they used fire for their scars, not blades.

I was mildly disturbed by the party (well, to be fair, the Neutral Neutral Sorcerer) gacking the prisoner after questioning. It was a fully pragmatic act — there were a number of reasons why not to let him go, and he had just been trying to kill them — but, on the other hand, they were already taking one murderous prisoner down to Summit Hall for safekeeping; one more wouldn’t have been a big deal.

Bruldenthar token
Bruldenthar token

Still surprised it didn’t engender more debate.

And exeunt Bruldenthar, at least for now. His quest southward to Womford will overlap with some other cataclysmic events coming up soon. For the moment, though, his veering off was appropriate for the game.

 


<< Session 19 | Session 21 >>

D&D 5e Rules – Skills – Group Checks!

Everyone wants to roll their own Skill check. Sometimes, that’s not the best idea.

Know the RulesPart of an ongoing series of 5e Rules notes.

This is actually an interesting and (at my table) unused game mechanic: dealing with skill checks as a group, rather than as individuals. It not only can save time, but it can get around some of the problematic aspects of Skill checks.

Group Skill Checks

The rock chimney needs to be ascended — not by an individual, but by the whole party.

The goblin encampment needs to be snuck past — not just by the rogue, but by that jingling oaf of a fighter, too.

The suspicious guard is eyeballing everyone who passes — and the whole party has cultist robes, hoping they can slip by.

5e includes a method for groups, as a whole, to make an Ability or Skill check.  As laid out in PHB 175:

To make a group Ability Check, everyone in the group makes the Ability Check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

The idea here is that more experienced or skillful players are helping the less experienced or skillful ones to succeed.

“Put your feet right where I put mine … there you go, that’s it, great!”

“Watch out for that stick there — don’t step in it because it will snap and make a loud nose and ruin our chance to sneak by.”

“I wish you peace, diligent guardian of the temple, as do all my friends, riiiiiight?”

Group checks are useful where all the characters are

(a) doing the same thing, against

(b) a challenge with a single DC value, and will

(c) succeed or fail as a group.

Some examples:

  • Does the group get through a swamp without running into quicksand or a similar hazard?  Roll as a group on Wisdom (Survival) vs a DC.
  • Does the group sneak by the observation post without being heard?  Roll as a group on Dexterity (Stealth) vs a standard passive Perception value.

This mechanic works less well when there are multiple values in the challenge/opposition, and where an individual can potentially shine.

Their applicability, though, is limited. The mechanism could be used, in theory, for spotting traps, for example, but it makes a lot more sense that the rogue is looking for traps and that their Perception is what makes or breaks the deal, rather than have them succeed personally, but then have the group fail as a whole because presumably a bunch of people did poorly and distracted the rogue from a trap they should have found.

Helping someone else

This is related, but similar. Note that someone can do a Help action in combat to give a person making the Skill or Ability Check do so with Advantage (if the helper can explain how it is they are helping, of course).  That’s how this all functions tactically in a battle.

The Ranger’s background gives her a lockpicking ability to Help with — not as good as the Rogue’s, who’s frantically working with his tools against the lock, while the other party members fend off the guards, but good enough to offer useful advice, hand the correct next pick to the Rogue, and overall give the Rogue an Advantage in trying to get the door open.

In theory, it works that way for other activities. So, under the rules for Working Together:

Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest Ability Modifier—can make an Ability Check with Advantage, reflecting the help provided by the other characters. In combat, this requires the Help action (see chapter 9).

A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task.

Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.

So, for example, when searching the room for something, a pair is actually better off with the best-Perception person doing the search, and someone else assisting them (for Advantage) than both people doing the search roll (because rolling with the highest Skill twice gives you a better chance than rolling once with a high Skill and once with a lower one).

Notes:

Princes of the Apocalypse, Session 19: “The Hills Have Eye”

Wherein the party spends the day Beliard, takes custody of a necromancer, and heads south.

Princes of the ApocalypseThis 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

Session 19 (Day 24-25) 

  1. The party awoke to unusually cold and blustery weather
  2. Faith raised the dead sailor, to the interest of Feffel Quintex.
  3. Moony and William bought a cart and mules. Later on, there was a flurry of pricing and armor/weapon and healing potion upgrades.
  4. The rest of the party interrogated Oreioth, who seemed peculiarly rational in the morning. He wanted his books, he wanted to know more about the druidic ritual in the hills, and he seemed both attracted and repulsed by the power growing up there.
  5. The lawkeeper, Halrud Ponden, tried to recruit the party to help settle the disorder in and around Beliard. He also noted that, if they wanted Oreioth confined, they needed to take him with them.
  6. The barkeep, Neshor Fleurdin, granted that a recruiter for the Circle of the Scarlet Moon ritual in the hills had provided him with directions to pass on to those who asked about them, and he gave them to the party.
  7. The next day they headed south toward Summit Hall. Bruldenthar expressed an interest in visiting the site where the Mirabar Delegation was ambushed. When they reached the site, it was being investigated by (presumed) Fire element soldiers and a priest. A battle ensued, which the party was ultimately successful in.

Player Recap

Fire and Lightening

Disturbed by the nights events, the group decides to post a watch overnight. Faith takes the opportunity to read more of Marlos Urnrayle texts. She comes across some notes on the Temple of Black Earth that might have been useful a few days previous, but nothing surprising.

The winds pick up and rattle the windows waking the remaining party.

William joins Faith at the temple of all gods for morning prayer. They are greeted by Feffel Quintex with a nod and continues his own prayers. Faith manages to not bump into Feffel as she completes her own prayers. Moving to the back room, Feffel asks if he may observe. Faith invites him in and she begins her prayers. Sailor sits up and screams in terror. He is disoriented and his throat parched (and at 1hp). William can’t find anything stronger than water in the room, so brings the sailor a cup. Eventually, they manage to calm him, but he is clearly disturbed by their presence. Feffel offers to look after him and suggest that Faith get in touch with his companion. 

The remaining campaigners head down for breakfast. The bar has been restored to order. The rescued refugees once again offer their thanks and gratitude. They plan on staying in Beliard for a few days before seeking a caravan heading home. The locals are quiet and glance at the party nervously. As the group enjoys their full English breakfast they listen to the buzz around the room.

Other strangers have previously come to town. Rumors of a Druid ritual that will occur in the hills. The barkeep Neshor’s name comes up occasionally. 

Some are looking at Aldrik and are obviously wondering if he is the same dwarf that was here earlier.

Faith and William fight against the wind to return to the Watchful Knight Inn. The sailor’s friend is just coming down the stairs as they step through the door. He walks straight up to Faith and asks after his friend. Faith is able to reassure him that the victim is recovering in the temple and would like to see him.

William grabs some breakfast and goes with Moony to look for a mule and cart. They get a reasonable deal and take Bruno and Bonny to the stable at the inn.

Faith, Nala, Theren and Aldrik leave to check on Oreioth. The constable greets them at the jail and says that Oreioth has been no trouble. Oreioth greets them politely and apologizes for the previous evening. “Things got a bit out of hand.” He asks for his books. He indicates that they are not necromantic books.

They discuss the purpose of reading and what he is currently pursuing. He finally admits that he is looking for the source of the power in the Sumber Hills. “They say that they have managed to join the power of the elements and necromancy.” “Your friend the druid, has he joined them? No I suppose not.” “If you do go into the hills, take me with you. That kind of power should not be with them and the living. It’s so messy.”

They continue on to the Lawkeeper’s house. The servant shows them in to the study. There are several well ordered stacks on the desk and other surfaces. Halrud welcomes them and after giving Theren a slight look, he invites them to tell of their adventures.

He pauses them when they mention the delegation. He is disappointed the hear that his important mail has probably gone astray. He is very concerned about the lack of order and offers that there are certain matters that the town elders would like the party to undertake. Large increases of drifters and ne’er do wells coming through town, fortunately drifting out of town towards the South or West.

He also requested that they take Oreioth with them, if they want him confined, as he has not broken any laws in Beliard. 

Theren and Aldrik go shopping for armor, but don’t find any Dwarf Scale. Aldrik decides to trade in the Duergar armor for a shield and battle axe. Moony finds some studded leather armor behind some barrels. He also gets some arrows. Nala amazingly finds a +1 sword. Reequipped the group returns to the inn.

The bar is slowly returning to normal. Moony spends time to telling tells to the bar tender, the local drunk, and the bar maid. He is surprised when Senya swirls and throws a punch at Moony. He ducks and finds the whole thing terribly funny. Faith finds a small stone outside, casts a light spell on it and tosses it in front of Moony for distraction.

A humble man approaches the tables and I need to tell you something. The story comes out haltingly.  “When he –” He points to Aldrik. “– and the other fancy folks came through. Just after, these folk, they were in the sky riding on big birds all in blue and white. Flew overhead and then south (Translation: The Feathergale Knights were seen following the delegates leaving Beliard.) William gives him an ale and praises his bravery and strength of observation.

Faith goes to the temple for evening prays through the blustery night. She discerns that it, like most of the other weather events they’ve experienced are not natural.

In the temple, Feffel wants to know if Faith had inquired of the sailor and sees it as an important opportunity to learn more about death. He then shifts to his studies of the elemental manifestations and trying to determine an equation for their appearances. He is sure he can figure it out if only he had his equipment and books from the great library in Yartar. The rise in energy has been uneven in this area and the South. “If one could measure such things I am sure that it would be an amazing publication.”

He is also interested in Faith’s travels through the hills and the manifestations. He won’t speak to the weather because field studies are not all that accurate. “In the time I’ve been keeping my records that in the last 2-5 years there has been a rise in the elemental activities.” Natter Natter … Need Equipment … Research … Bugger …

[Side note: Hoard of the Dragon Queen and Rise of Tiamat was 3 years ago,  1489 DRl. In 1491 DR Princes of the Apocalypse adventure takes place.]

Faith maintains her plastic smile until she can politely leave. Just outside the inn door, a gust tosses Faith into a puddle. She goes straight up to the rooms for a bath.

Back at the table William starts carving on his mug. He asks Senya about the ritual in the hills. She says it’s just lots of big talk about heading into the hills, especially after that druid visited town a moon or so ago. She doesn’t know more, but points out Neshor as having more info.

When the barkeep stops by, William asks about the “druid.” He is evasive or absent-minded. “Oh, the Circle of the Scarlet Moon — he asked that I give directions to folks who are looking to join.” More delaying but eventually he come back with a small scroll with written instructions.

William orders more beer to make him and Aldrik feel better. When the rock goes out Moony leaves it on the table and heads up stairs. Later Nala adds a coin under the rock and goes upstairs. When William heads up he leaves behind a beautifully carved mug with flowers and vines.

During the watch that night, they look over the books from Oreioth: 1) Large tome of the anatomy of humanoid creatures from 1000 years ago. 2) Hard-bound brochure encouraging people to move to the valley from ~500 years ago and the (un-haunted) Keeps. 3) The poetry of some goth poet – very bleak.

Next next morning Faith starts early with prayers. The party breakfasts at the inn, picks up Oreioth and Bruldenthar, then heads out of town. 

Dessarin Road, Dessarin Hills
Dessarin Road, Dessarin Hills (or so I envisioned)

A winding road departs southward from Beliard, rising into the sere eastern end of the Sumber Hills. At length it descends again, passing the keep of Summit Hall, dropping down in parallel to the Dessarin River, eventually reaching Womford at the southern end of the valley. The road is moderately well traveled, as footprints and mule droppings testify, but is also dangerous.

The party found the site where it appeared the Mirabar Delegation was ambushed, about 8 miles south of Beliard.

Bruldenthar says “I would wish to see the site of the ambush.” They turn off the road towards the site.

William (eventually) notices something red and yellow ahead just off the past. He calls out to the party and as the crest the ridge they see a group of people in red at the old ambush site.

Eternal Flame symbol (red trans)
Symbol of the Eternal Flame

A mighty battle ensues with dueling fireballs and flaming swords. Lightning from Faith and Theren decimated the fire “guardians”. Chaos struck Theren, causing a Confusion spell to land on Moony and himself. Faith saved them from self-harm and the battle progresses to the inevitable victory for the adventurers. One remaining fire guardian was left alive but incapacitated.

NEXT SESSION:

Loot the bodies, interrogate the prisoner, explore the site, rest, ask Bruldenthar why he really wanted to come here and what the fire folk might want to look for.

Game Notes

Bring Out Your Dead!

So raising folk from the dead is not common in 5e, but it’s not that improbable, and any party worth its salt will have a cleric who can do it by 5th level (or paladins, druids, etc., at other variances). It’s not cheap (the lowest, Revivify, costs a 300gp diamond), but I still would expect that good clerics would be begged and bothered wherever they went for that service.

Regardless, having accidentally killed a townie yesterday, the party felt obliged to make good, which in turn made for some interesting scenes, most of them driven by the players, which is a good thing.

It also let me flesh out the gnomish cleric I’d (made up and) assigned on rotation to the local All-Faiths Shrine in Beliard. I’d already established back in Red Larch that the holy folk at those shrines in small town around the valley were staffed by agreement between the temples of the surrounding larger cities — Waterdeep, Yartar, Triboar. I’d also established that many of these folk weren’t necessarily spell-casting clerics, or, if so, were 1st to 3rd level, tops — enough for some light healing, etc., but mostly chosen for their pastoral abilities. So no rezzes for the locals without going to the Big City (and selling a several really nice horses to pay for it).

Feffel token
Feffel token

I saw Feffel Quintex, the gnome, as being as much an academic as a priest — enjoying his rotations to the hinterland as a chance to work on his manuscripts, even as he longed to get back to being in easy reach of his library at home. This gave me a chance to add some additional information and speculation about the growing rise of elemental events and energies around the Sumber Hills over the past few years.

As a side note, I loved how the players dealt with getting side-eyes from the locals after one of their own got fried in a combat — and what the party did to try and make up for that, from raising the poor dude who got made collateral damage, to leaving tips and treats for the bar staff and owner.

No local Walmart

The Forgotten Realms, especially under 5e, is a relatively low-wealth proposition, especially when it comes to magic items. If the party were adventuring in Waterdeep or Neverwinter, they would have access to a variety of armorers and smithies and magic shoppes to spend their hard-earned cash on.

Walmart South Dakota
Okay, to be fair, there are actually Walmarts in South Dakota.

But out in the middle of the rural Dessarin Valley? There’s not a lot of call for armor, or swords, let alone Rods of Lordly Might in the middle of Nowhere, South Dakota, or some little burg in the San Joaquin Valley, California, especially with quasi-medieval trade routes such as they are. Indeed, if there’s anything there, it’s usually been sold as treasure or as “well, if I’m buying my +1 Plate, might as well sell my +1 Chain.”

Coins on the desk
Insufficient capitalization means an inability to move to secure potentially valuable assets.

The problem is, the cost of high-end, magic, and/or powerful stuff is way too high for Bob’s Local Feed Store to carry. Indeed, a +2 Longsword might cost as much as the entire store, and the land it’s on, and the adjoining shops as well (consider Gandalf’s comment about Bilbo’s mithril chain shirt being worth more than the Shire). A shop in Beliard simply doesn’t have the capital to buy such a thing, second-hand or not, let alone hold onto it for any length of time.

I used (and highly recommend) the shop/item/availability table explained here. It did a really nice job of helping me figure out … well, is there likely to be a set of +1 Chain in the local market?

Rule of Cool does dictate that the players should be able to do some upgrades. But my preference was, unless they were willing to take several weeks off to travel back to Waterdeep, most of their upgrades would come from dungeon loot.

The mules and cart, by the way, were for the carrying of Narl’s body.

Beliard and Bureaucracy

So back in Red Larch we had sort of a “Council of Important Folk” and a part-time constable.

Halrud token
Halrud token

Beliard is richer and more sophisticated than that. It has a Mayor / “Lawkeeper,” who has a nice house on the town square, and a city council,  and a full-time constable with his own constabulary (nothing much, but better than being shut up in a root cellar).

The party sort of runs full tilt into that this time. There’s the, um, embarrassing aspects of having killed a local, but the party’s making good on that, and get a certain amount of lee-way for having rescued folk from the Monastery.

Oreioth token
Oreioth token (official)

But Oreioth is a different matter. The necromancer hasn’t committed any crimes in Beliard, and, to be honest, hadn’t really done so back in Red Larch, aside from necromancy (which, since it’s real, is probably illegal in most neighborhoods). I mean, sure those bodies came from somewhere … But that is a Red Larch concern, nothing to do with the good people of Beliard. We have laws and rules, don’t you know? Sure you must appreciate that.

Buuut … if you feel strongly enough about it … you’re welcome to take him into custody and take him back to Red Larch … and, unspoken, get him out of their fair town.

And that, kids, is how you avoid spending a lot of money feeding prisoners in your constabulary cell.

Bits and Bobs

The Hills Have EyesThe episode title was meant to be a blend of “The Hills Have Eyes” and the threat of the Evil Elemental Eye. Meh. They can’t all be winners, folks (esp. since I was coming up with titles before the episode in most cases).

I would eventually move on to something more pedestrian (promise!), but for the time being I was okay with the puns and pastiches.

More bad weather, to the point where it knocked a player down.

Since the core of this campaign involved people who had played in a previous Rise of Tiamat game, knowing this took place a few years after that was a useful question.

Beliard is meant to be a repository of clues. Since they spent a few days there, it gave me plenty of organic opportunity to bring them up, including the seemingly innocuous recruitment of folk, through “druids” sent down by Elizar Dryflagon, to come join the Ritual of the Wicker Giant and restore “balance” to the Sumber Hills.

The Wicker Man (1973)
The Wicker Man (1973)

Yes, of course, the wicker man clues did not at all worry the players …

That Oreioth is a remarkably well-read guy. Wonder who he stole those reading materials from?

Theren, our Sorcerer, suffered from the possibility of Wild Chaos Magic every time he cast a spell. This session it cropped up again, casting Confusion on a couple of the party during the battle with the Fire Cultists. Which wasn’t enough to save the out-of-their-league Fire Cultists.

(One thing I learned early: I was, myself, no match for the combined tactical imagination of the whole party. Ah, well.)


<< Session 18 | Session 20 >>

D&D 5e Rules – Skills – Abilities, and Mixing and Matching!

Understanding how Abilities connect to Skills is important. Understanding how you can change that connection is priceless.

Know the RulesPart of an ongoing series of 5e Rules notes.

Skills and Abilities … 5e has a system that interestingly modular, providing for a lot of flexibility, and occasional confusion.

5e has also given terminology a big stir, so sometimes folk (especially those coming from earlier editions, homebrews, or variant systems) get a little mixed up as to what’s being referred to as what. So forgive me if I digress a bit first …

Everything starts with Abilities

Abilities from a character sheet
Abilities from a character sheet

Abilities are your five primary statistics (and some people still refer to them as your stats):

  • STRength, measuring physical power
  • DEXterity, measuring agility
  • CONstitution, measuring endurance
  • INTelligence, measuring reasoning and memory
  • WISdom, measuring perception and insight
  • CHArisma, measuring force of personality

Everything you as a character can do stems from or is primarily influenced by these stats. (And, just to start there, I remember back in the good old days when they were a bit more nonsensically ordered STR, INIT, WIS, DEX, CON, and CHA — so D&D has shown a bit of rational evolution there.

Your level as a Player Character in each of these Abilities is from 3-20, though, depending on how you build them at character creation, it’s rare you’ll start off above 18.

Based on the level of the Ability, you get an Ability Modifier:

Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5

In many ways, the actual Ability Score is meaningless; it’s the resulting Modifier that ultimately impacts the game mechanics, as modifying D20 die rolls associated with that Ability. Indeed, many character sheets emphasize the Modifier vs the Score (which begs the issue of why, aside from legacy / nostalgia reasons, we still need the Ability Score itself any more … but that’s a change for the next edition).

You could (and some systems can) run quite neatly with just these Abilities dividing up all your capability into six buckets. But since the golden days of D&D, people have wanted a bit more.

Skills!

Skills from a Character Sheet
Skills from a Character Sheet

Those Abilities are a bit broad for the level of tactical and adventuring crunchiness that D&D players consider the sweet spot.  So long ago, lists of skills were developed that people could specialize in through some mechanic, influenced primarily by the Ability they are associated with.

So, for example, Sleight of Hand is a very different skill than, say, Acrobatics. Both are clearly associated with the Dexterity (“measuring agility”), but you can easily think of someone who would be mediocre at one but dazzling in the other.

The normal 5e Skill list is alphabetical, but you can also break it out by the Abilities they traditionally align with:

Strength
  • Athletics
Dexterity
  • Acrobatics
  • Sleight of Hand
  • Stealth
Intelligence
  • Arcana
  • History
  • Investigation
  • Nature
  • Religion
Wisdom
  • Animal Handling
  • Insight
  • Medicine
  • Perception
  • Survival
Charisma
  • Deception
  • Intimidation
  • Performance
  • Persuasion

(There are no Skills based on CONstitution.)

The modifier on the D20 roll for any given skill starts with the modifier for the Ability it’s associated with. You can also have special Proficiency in a given skill (usually from your Class, or from a Feat, or even from a Race), which means you add your Proficiency Bonus in.

So with the character in question, when they make an Acrobatics roll, they roll a D20, add in their DEXterity Ability Modify (+1), and then (because it’s checked off as a Proficiency), their Proficiency Bonus (+2) — 1d20+3.

Mixing and Matching Abilities and Skills

You will almost never see a Skill written in official material like this:

Athletics

Instead, it will be written as

Strength (Athletics)

But why? Doesn’t Athletics imply Strength?

Not necessarily.

There are a couple of ways of looking at this. You are actually always rolling these checks on an Ability — this is a STRength check, this is a CONstitution check, this is an INTelligence check, etc. The Skills listed are only to help you narrow down which Ability you are rolling (“Oh, I’m trying Sleight of Hand, so this is going to be a DEX-based roll) or to indicate a specific proficiency in the technical aspects of what is essentially a Sub-ability, a Skill.

swimming
What is the pertinent Ability here?

But sometimes that technical training and experience of a Skill can be applied to different Ability at its base. Let’s say you have been thrown overboard from a ship by pirates, and you need to swim to an island you can barely see in the distance.

Okay, well, clearly, Athletics is going to be the technical Skill set. But what the Ability is is what actually matters. This isn’t a race across the pool where STRength is the deciding factor. This is going to be all about endurance … so you’re going to be using CONstitution as the active Ability.

So, yes, you will be rolling Constitution (Athletics). 

To use the character sheet bits above, you’ll make a roll of 1d20 + 3 (CON modifier) + 2 (Proficiency Bonus for Athletics), for a 1d20 + 5.

(Yes, yes, the character in question has the same STRength and CONstitution, which means the die roll is the same in this one particular case, but I hope you see the point.)

So, yeah, sure, STRength normally powers Athletics, and WISdom makes sense with Perception … but it doesn’t have to be that way. The rules treat those as the default. If you can make a cogent argument for it to the DM, you can use any ability to power a skill, such that the skill roll becomes:

1d20 + (the chosen Ability modifier) + (your Skill Proficiency Bonus)

(If you are using a VTT like Roll20, you’ll have to calculate this manually, but it’s pretty easy.)

This is both good story-tellilng — using the appropriate Ability for a given test — but it’s also something the the Players can use to their advantage (leaning into their stronger Abilities) or the DM can use to mix things up a bit.

Tear phone book in half
The modern equivalent

As another example, from the PHB, you usually use CHArisma as the basis for your Intimidation rolls — bringing your force of personality to play in beating down their resistance. But if you’re some savagely-strong looking barbarian, maybe you just show your target how you can snap them in half as easily as this thick log waiting to go into the fireplace, with a Strength (Intimidation) roll.

Your intent here is still to intimidate, but rather through word and body language (CHArisma), you’re using force of sinew (STRength). But Intimidation as a skill has its own goals and techniques; if you have proficiency in them, you should be able to use them different ways.

Indeed, I can easily imagine other types of intimidation —

  • Intelligence (Intimidation): showing off your vast knowledge to cow a sage
  • Constitution (Intimidation): demonstrating how nonchalant you are standing in a bed of coals to shake your torturers
  • Dexterity (Intimidation): plucking flies out of the air to daunt some fellow thieves.

Yes, you could argue in that last case what you are really doing is Dexterity (Sleight of Hand) — but it’s not, because your purpose in the scene is not actually to catch flies, but to completely unnerve the person you are engaged with, to break their will and intent: thus Intimidation.

This Reddit thread has some other fun examples. If you’ve got a high CONstitution, you could argue for using it with a variety of non-CON-associated Skills:

  • Constitution (Deception): You jump into near-freezing water, but want to convince the others to Come on in, it’s fine, no, no, not cold at all, do you see me shivering?
  • Constitution (Sleight of Hand): You have the duke’s large signet ring hidden in your mouth, but the guards are checking everyone. Can you swallow it without anyone noticing?
  • Constitution (Animal Handling): Wrangling … that damned … cat … who is very liberal … with use of … teeth and claws …

Not all combinations are easy to think of examples for (Strength (History) … maybe something about how you were the only person back at the monastery strong enough to get Abbot Shang’s Book of Exceedingly Great Dimensions down from the shelf to study from it). But figuring out a way to lean a higher Ability into a Skill roll can give you a real boost … if you can talk the DM into it.

D&D 5e Rules – Skills – Retrying!

If at first you don’t succeed … can you try, try again?

Know the RulesPart of an ongoing series of 5e Rules notes.

Rolling skills to get something done can be a tense moment. The whole campaign might depend on how well you can sneak, or spot someone sneaking, or open that lock, or disarm that trap.

And, since a D20 provides a linear distribution of results, it’s quite possible to fail that roll.

Then what?

How to Succeed at Skill Rolls while Trying A Whole Bunch

So, what is a Skill (Ability) Check? Well, per PHB 174:

To make an Ability Check, roll a d20 and add the relevant Ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success — the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM..

What happens when you fail a Skill / Ability roll? Can you try again? How many times?

Can you try, try again?

Interestingly enough, there’s no easy answer there. I’ve read DMs assert that they only let a single roll happen; if you fail, that shows it’s just not doable (by you, at least). I’ve read others say you can only retry if the circumstances or your approach explicitly changes.

(I’ve also seen guidance that rolls should only be asked for if the results of failure are significant or interesting. So there’s that, too.)

To my mind, a lot depends on what it is you are trying to do (duh). As much as D&D tries to make all skills identical in their structure and use, they really aren’t. Some skills, in their application or in the circumstances at hand, lend themselves more or less to retries.

  • “I search the room.” Okay, you blew your Perception roll. Can you search it again, search it harder, search it in a way you didn’t before?  Sure. Tell me what you’re doing differently.
  • “I try to convince the guard to let us pass.” Okay, you blew your Persuasion roll. Can you try again? Well, certainly not the same way or with the same line of argument. I mean, if she didn’t believe the Captain sent you when you said it once, she’s not going to believe it a second time.
  • “I try to remember my History to see if I know of the dread Egnarts.” If you fail, chances are you’re not going to succeed in “remembering” again, without explaining a very different approach.

In some cases, letting an attempt be retried is just fine. In other cases, retrying at a Disadvantage seems to make sense (“Oh, did I say the Captain? I meant the Duke, my uncle …”).

What does “failure” mean?

We tend to think of “failure” as “What I asked for didn’t happen.”

  • The lock didn’t pop open.
  • The guard wasn’t convinced.
  • The mule refuses to move.

But look at that definition of an Ability Check again, particularly on the “failure” part:

Otherwise, it’s a failure which means the character or monster makes no progress toward the objective …

Okay, that’s what we usually think of failure like.

… or makes progress combined with a setback determined by the DM.

Which is very modern “failing forward” game design for something like D&D, and, frankly, is something I never thought of for this system — and it’s something that makes sense, esp. if (a) the DM wants to move things along, and/or (b) you just barely missed your roll.

  • You hear a couple of tumblers in the lock move, but it doesn’t open; your next attempt will be at Advantage … but that will take more time.
  • You got the lock open … and the door opens wide, to reveal the room full of guards.
  • You got the lock open, but broke your favorite lockpick, putting you at Disadvantage in picking locks until you can get it replaced.
  • The guard grudgingly lets you pass, but sends a runner to check with the Captain, just in case. 
  • The mule moves, but quite intentionally steps on your foot in doing so. 

Those are all legitimate things for me as the DM to do (or you as the player to suggest).

Can’t I just “Take 10” or “Take 20”?

So those are D&D 3.5 rules, but 5.0 kinda-sorta has them. Kinda-sorta.

Taking 10 in 3.5 usually just meant “Act like I rolled a 10” so as to avoid the chance of a low roll (when a high roll wouldn’t really be needed).

This is essentially the equivalent of using a Passive Skill in 5e.  Which is a little weird (“I’m searching the room … passively”).

Taking 20 was the interesting one in 3.5:

When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take.

Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.

5e doesn’t have this … precisely. But on DMG 237, “Multiple Ability Checks,” there’s a “Take 20”-like mechanism:

Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one.

So in cases where failure doesn’t incur a penalty (except burning time), you can spend ten times the normal amount of time (ask your DM for a SWAG) and just assume a success if the task is possible (which I read to mean, if rolling a 20 on the skill would allow it to succeed). This is a bit looser and more cinematic than 3.5’s rule, but there you go.

It does mean that, if the party is willing to take the time, the DM can dispense with Perception rolls in each room and just say, “After about an hour, you find the hidden compartment under the book case. And, no, that doesn’t count as a Short Rest.”

Is that a good thing? That’s up to you to decide.

Princes of the Apocalypse, Session 18: “In the Beliard of the Beast”

Wherein our party hangs out in Beliard, inflict collateral damage, and meet some “old friends.”

Princes of the ApocalypseThis 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

Session 18 (Day 23) 

  1. Hell Hound 5e
    Hell Hound (official 5e portrait)

    The party fought the three Hell Hounds, taking substantial flame damage before Theren Lightning Bolted them (and a patron of the Watchful Knight) to death. This put a bit of a chill on the proceedings. The Hell Hounds had iron collars with Another Symbol on them, which the party speculated had to do with Fire.

  2. Faith took the dead man to the chapel, and met the priest-in-residence Feffel Quintex. She promised to raise the dead man the next day.
  3. The party adjourned (with encouragement from barkeep Neshor Fleurdin) to their rooms — at which point it was realized that one of the patrons in the bar had been the escaped necromancer, Oreioth.
  4. … Who was gone by the time they raced downstairs. The party inquired of bystanders (who were gathered, still talking about what they’d done), and were directed down toward the Teal Weasel and the town graveyard (conveniently enough).
  5. Theren and William intimidated the barkeep there, who didn’t actually seem to know much, but was able to finally serve Aldrik an ale. Meanwhile, Nala spotted Marlandro Gaelkur, who had relocated from Red Larch for reasons unknown, and was very nervous about her and the rest of the party being there.
  6. Oreioth's vision of the Evil Elemental Eye
    Oreioth’s vision of the Evil Elemental Eye

    Outside, Moony sniped down Oreioth and took him prisoner. The party brought him to the constabulary and interrogated him. Oreioth revealed that there was a power rising in the Sumber Hills, and the smell of Necromancy in the area. That power had detected the party and was turning against them. He confirmed that the various symbols the party had run across (the Black Earth symbol, the Crushing Wave symbol, and Another Symbol were all part of the Necromancer’s Sigil in his cave.

  7. Leaving Oreioth with the constable, they headed to bed at the Watchful Knight, considering what they would do on the morrow.

Player Recap

Bad Dog? Bad Wolf? 

The Hell hound leap through the inn’s front window. A stunned party drops their drinks to react. 

**Margie is so engrossed in the action that she forgets to start journaling.**

In the end Theren takes out the remaining hounds and an unfortunately-located sailor. The hounds smolder for a while and then burst into flames and disintegrate leaving only iron collars behind. Theren hands the collars to the bartender as a souvenir. [Though someone in there notes a strange symbol on them — something fire-related, maybe? – Ed.]

Faith makes her way to the All-Faiths chapel with the body of the sailor. The main chapel is empty and sparsely decorated. Faith kneels at the altar with the body held close, waiting to see if anyone comes out from the back. Soon a Gnomish priest of Rill Cleverthrush comes out. He is shocked to see the dead body. “How did this happen” “What a terrible shame! Hellhounds killing a gentle visitor to our fair town.” Directed by the gnome, Faith brings the body to the back quarters of the chapel. The priest will watch over him until Faith returns in the morning to attempt a resurrection. 

The bar remains mostly empty with a few dazed or unconscious patrons. After a pointed look from the bar keep and a refill of drinks, the group retires upstairs to discuss the situation, and what they know about the Mirabar Delegation. 

Suddenly Faith and Moony suddenly realize that the reader in the corner of the bar is Oreioth the necromancer, from Lance Rock. Everyone races down stairs and he is gone from the bar. The barkeep says that he is a quiet sort and has been here for a ten-day or so. Racing outside, William tries to look for prints, but there are too many footsteps in and around the door. William steps apart from the party and approaches the well where several villagers are gossiping. After some forced small talk, he asks the group if they know where Oreioth might be staying. A townsman suggests the “Teazle.”

The Teal Weasel, a small, non-descript building to the southeast of Beliard’s central square, with a brilliant blue-green weasel hanging over the door. Moony stays hidden outside, in case someone chooses to leave by a window. The group enters, Theren, Aldric, and William head towards the barkeep. Nala glares from the door and Faith looks around at the patrons. William asks the barkeep politely about his patrons. He declines and suggest that he only talks to customers. Aldric asks for a beer. William suggests that the town would not appreciate it if they knew he was harboring a necromancer. At that point Theren lights a flame on his finger. Barkeep denies knowing anyone who reads. Suggests that they try Madame Zelda’s boarding house / brothel next door. 

Meanwhile, Nala spots Marlandro Gaelkur, the barber of questionable repute from Red Larch. She signals Faith and approaches. Just before Nala arrives at the table he looks up and gives her a friendly greeting. Faith comes up and they question him. He dissembles in terror but does not reveal anything. Before they leave Faith asks how long he has been in town. Marlandro stutters and replies 10 days.

Outside the Teal Weasel, Moony sights Oreioth leaving a building near the bar. He is is looking around and moving down the street towards the bar or graveyard. Moony melts into the shadows tracking his prey. When the necromancer comes into range Moony pulls his short bow and drops Oreioth in his tracks. He yowls in pride.

As the adventures leave the bar they join Moony. They bring the body to the lawmakers house. The servant eventually gathers that they want to leave a prisoner and directs them to the jail. In the jail, Faith heals Oreioth just enough to bring him around. He rants some about trying to get away from the Great Eye. He left Red Larch and has traveled and studied. He says that there is a great power person in town trying to recruit people to join the Circle of the Moon in the hills to perform a ritual to restore balance. A few additional points are picked up.

Faith – Oreioth is scared of more than just the party. He is scared about whatever power is growing in the hills

Theren – The power in the hills is aware of us 

William – He escaped because the minds of the villagers are weak. He does not even know who Marlandro is.

Moony – Tries to get him to tell us more about the element symbols. He breaks down an cries, It is the eye, the eye…

Game Notes

Old Home Week

Not one, but two repeat appearances this session.

Marlandro token
Marlandro token

Marlandro was the owner of a shady barbershop and jackleg bar and information brokerage and stolen goods pawn shop back in Red Larch. He was a member of the Believers, but not a (if you will) True Believer, and when that whole thing went south (complete with actual murders involved), he blew town before he ended up taking any heat.

Which brought him as far as Beliard, which seemed like a good place to maybe set himself back up again … until the party blew into town.

Marlandro was fun to play with, but not nearly as fun as Oreioth.

Oreioth token
Oreioth token (official)

In my campaign, at least, Oreioth was brought alive from his necromancer’s cave at Lance Rock, and tossed into what passes for jail cells in Red Larch (a chamber for hanging meat at the constable/butcher’s shop). But Oreioth was no push-over and managed to escape pretty easily …

But we’d already seen his mind had gotten caught in the power of the Evil Elemental Eye, and rather than hightailing it as far away from Red Larch and the danger as he could, he’s been circling it like a moth, ending up here in Beliard, just in time for our players to encounter him and pump him for information (and, maybe, get him put in a better jail cell).

Every time Oreioth came on stage, I had more and more fun playing him — clever, egotistical, terrified, and quite a bit unstable — and the players got into the fun, too.

Building Out Beliard

As mentioned last time, Beliard comes in the game with no map, a few people with rumors they know or things they saw when the Delegation came through town … and that’s it.

Teal Weasel
The Teal Weasel?

The rest I got to make up, and while it was a pain, I had fun. I loved the idea of The Bar The Locals Go To,  because who wants to pay the jacked-up prices at the Whispering Knight, which caters to the traders that come to/through town.  The Teal Weasel, on the other hand (or, as it’s lovingly called by the locals, the Teazle) made for a nice locale for the party to feel a bit more out of place and be a bit more intimidating.

The other thing that I kind of played into is that, while their Red Larch is run by an impromptu town council made up of influential folk, and has a butcher as their part-time constable, Beliard is a bit wealthier (per the book) and a bit more organized. They’ve got a Head Guy, and an actual full-time constable. Probably pay more in taxes, too, but the local ranches can afford it.

This difference in governance will come into play next time.

Bits and Bobs

Well, one way to end a party — even one that’s been crashed by Hell Hounds — is to kill an innocent bystander in dealing with them. A bit of a yikes moment there.

The fact that the party cleric made it very clear that she would do a Raise Dead on the poor guy in the morning, and that the party caught the hint from the bar keep and headed up to their rooms, kept it from developing into a bit more of a problem.

That meant, of course, fleshing out the local All-Faiths Shrine, figuring out a gnomish priest, etc., all on the fly.

Eternal Flame symbol (red trans)
Symbol of the Eternal Flame

The new elemental symbol that was on the Hell Hounds’ collars is, of course, that of the Eternal Flame. That makes three of the four cult symbols they’ve seen (ironically, as it was their first stopping point, they never actually saw a Howling Hatred symbol at Feathergale Spire).

Overall, the evening was a good mix of combat, action, and talking, largely driven by the party, who ended up knowing a lot more than before they came to town.  Which is a good thing.


<< Session 17 | Session 19 >>

Princes of the Apocalypse, Session 17: “Over the Hills and Far Away”

Wherein our party views some scenery, has some minor encounters, and are acclaimed heroes.

Princes of the ApocalypseThis 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

Session 17 (Days 22-23) 

  1. The two scruffy strangers, Wiglaf and Storol. were from the Lurkwoods, far to the north. They had heard tell of druids, the Circle of the Scarlet Moon, here in the Sumber Hills for “some sort of ceremony with a giant something to fix all the magic going crazy.” When the William made it clear he wasn’t the “Elzar/Ebeneez’r/Eriazar” who was in charge of that circle, they backed off.
  2. They found a camp, and set up watches with the freed prisoners. During the night, each of the characters had portentous dreams (see Margie’s log).Also, DING! Level 6!
  3. The weather was again overcast and rumbling. As they walked, Bruldenthar was searching for possible hidden paths to the Vale of Dancing Waters, an ancient Dwarvish site. Also, they could occasionally see a giant bird flying overhead they assumed was associated with the Feathergale Knights.
  4. At a junction, four of the freed prisoners turned left to make their own way to Red Larch.
  5. Four ogres thought the party would be a tasty lunch. They were sorely mistaken.
  6. The party reached the Stone Road and turned left toward Beliard. They crossed the famous Stone Bridge.
  7. They reached Beliard amongst much fanfare. and gratefulness of the ex-prisoners and the locals who had relatives among them. Lawkeeper Halrud Ponden put the party and the ex-prisoners who weren’t from the town up at the Watchful Knight Inn, and wanted to talk with the party on the morrow.
  8. The party sat down to food and drink, which they were enjoying until three Hell Hounds burst through a window into the tavern, charging straight for their table …

Player Recap

Traveling

“Are you the Druid? Yeah, I think he is.” They head towards William. The other says, “We have been looking for you.” Wiglaf and Storol ask about the Scarlet Circle of the moon planning on joining the impending ceremony. They describe the Circle folks wanting to fix all the magic stuff going wonky led by “Ebenezer” and the “Rite of Wicker Giant.” It appears that said ceremony might include human sacrifice. Seeing William’s horror, they decide that they don’t want to tangle with the group and quickly head back into the scrub. 

Late afternoon the significantly larger party finds a place to camp that is near a small creek. The perimeter is secured. Over the course of the night each member has odd dreams of impending doom. 

Theren: You’re walking through a shadowy valley. It’s hard to see around you, even though your gaze usually pieces the dark. You hold up your hand to peer through the darkness, and suddenly it lights up like a torch. Strangely enough, there’s no pain, but you can see, littered around you, the bodies of your companions, flesh charred and bloodied, the smoke from their bodies obscuring the air around you. A voice flickers through your head … “The opportunity will be presented to gain some measure of control over your talents.” It’s Gemvocs voices, and you can almost see him in the whorls of choking smoke around you. But another light cuts through the gloom, on the hilltop above you, a giant, burning figure, massive, flames wreathing its form, as its eyes seem to catch the light from your burning hand, and it turns to look at you with … interest … What do you do? Fireball. Eats it, blows it back.

Faith: (The old man with the triangular irises and beard like smoke … you have finished a chapter, or have you just started one. The young man’s story can be completed now, but Tyr demands a reckoning, and he gets soooo incensed about such things. Ah, incense, and the smoke rises further from his beard, wreathing him, hiding him from sight, even as — he pulls open a space in the smoke. “Did you have something you wanted to say?”: Endings, beginnings, new chapters always …

Nala: You’re back in the City Guard, walking the parapets (a poncy job, one you never actually got, but, hey, here you are). The weather over the city has been terrible — storms, great winds, tides going crazy. People claiming it’s the end of the world. Capt. Brex Gelvain is beside you. “Dire tidings. Ill portents. We strike against the enemy. When will they strike back?” … (response) … “Huh. Well, there’s that.” And along the horizon is a wall of fire, hundreds of feet tall, like a great sand storm … and it is headed directly for the city and your parapet and … 

Aldrik: You remember this moment. A year ago, maybe two, A cavern in the north, where you and your fellow troops struck back at orcish raiders who were holed up there, befouling the caves with their filth. You remember the battle, wiping out the forces on the ice field above, descending into the cavern, fighting their pet ogre, more battles, freeing the prisoners … and then everyone else climbed back to the surface, you the last of them, on rear guard … when you realize you hear laughter … orcish laughter … taunting you … that’s not how this happened … but you can hear them, jeering at you, escaped from your clutches, deep, deep inside the earth, pillaging and plotting … Evacuate anyway, duty … eyes open, orcish laughter in the deeps.

William: <forest, then fire! figure in the flames, directing it all like an orchestra conductor. Looks a bit like Renwick, hooded, emaciated.  Rush forward, throw back the hood, and it’s YOU. What do you do? Slap myself.

Moony: running. running in the light, then the cool of trees, then into the darkness, down and down, a winding path, something ahead you’re trying to find, something nobody has ever seen, until … a door. turn back … another door. and to the sides, four doors, one on each side, no room to run, no sun to warm, no air to breathe, only the doors, against which you scratch, with futility. What do you do? Scratching, picking lock, wolf howls, look through keyhole, gray wolf eye

The rest of the night passes quietly. On the road in the morning, Moony pulls out his compass and the arrow is swerving around about, not pointing to due North. Shrugging they continue on. 

Aldrik walks with the dwarf Bruldenthar for a while. Bruldenthar has been looking around the surrounding hills. He is looking for the Veils of the Dancing Waters shrine. It should be in the hills near here. The path is hidden, but they may have passed it already.

The clouds are low as they walk. There is a rumble of thunder and William catches a glimpse of something in the clouds. He let’s the others know and the larger group keeps an eye out too. A bit later a couple of folks see the same thing. William asks if they saw a rider and talks of the riders from Feathergale Spire. 

Soon they reach the cross-road. Some of the captive want to go to Red Larch. The adventurers are firm that they can not accompany them to Red Larch. The group insures that they have supplies and 4 ex-captives set out South. 

A few hours later an Ogre steps out on the road and starts talking about lunch. Two more step out and remind him that he was suppose to wait for the group to be closer. As they bicker, William transforms into Star form, informs the Ogres that the group is not lunch and fires a Guiding Bolt at Ghary. Theran launches a Fireball at Thom and Deck. Moony follows up with a sneak attack on Ghary. Faith calls lightening down on Deck, raising the fur on Moony. Aldrick puts his new great axe to good use and finishes off Ghary. A fourth ogre comes out of the bushes. Nala steps up to Deck and with two big swings fells the Ogre. The remaining ogres are quickly killed, but not before Samm knocks out one of the captives. William heals him and the remaining refugees are rounded up. After the battle, Faith realizes that the lightening she called was wanting? trying? to jump to other targets. 

Moving onward the group reaches the Stone Roadafter lunch. The few of the prisoners are from Westbridge choose to remain with the larger group. Soon they reach the Stone Bridge. It is an engineering/magic wonder, but really could use some railing. As they reach the span of the bridge there is a caravan come towards us on the bridge. The party decides back down the bridge and let the caravan pass. It cost them about an hour of travel time, but they are able to cross the two mile bridge without incident. 

Just at twilight the travelers arrive in Belliald. It is a pleasant town with mature trees and prosperous establishments. A townsman spots a friend in the refuge group and calls out. A crowd quickly forms around the travelers. Soon a well-dressed man, the Chief Lawkeeper and Townmaster of Beliard arrives and greets them. Halrud Ponden welcomes them and insists that they stay at the inn as a guest of the town. He excuses himself and requests that they talk with him in the morning.

Halrud token
Halrud token

The bulk of the group heads towards the Watchful Knight. A few locals are rejoined with their families. There are six remaining refugees. The group decides to give them each 10 silver in the morning to help them make it home. Moony follows Halrud home to see what is so important that he won’t join them now. Apparently Halrud was in the middle of his book-keeping.

At the Watchful Knight, the bar maid Senya greets them and shows them to a large table. She brings their drinks and lets them settle in. Some of the refugees filter in, but head up to their rooms exhausted. Moony rejoins the group and is just waving down Senya, when three Hell Hounds crash through the window.

Game Notes

Druids and Seekers Thereof

Storol token
Storol token

The various cults in the Sumber Hills have been attracting nogoodniks for years, increasing the crime rate along with the bad weather rate. Nothing was written up for Wiglaf and Storol to show up yet — they appear in the Scarlet Moon stuff, still to come — but it made some sense to have them, as well as other possible miscreants, encounter the party, and give some hints as to problems to come.

Wiglaf token
Wiglaf token

As a note, Wiglaf is (as I crafted the token) a woman. Because why the hell not?

Dreams

Hitchcock Dreams
Graphic I used for the Dreams journal entry

I would expect a lot of the ex-prisoners to be having nightmares tonight, but instead we get the party.

  • Theren had early on expressed a concern about losing control of his fire magic — thus his being a hermit. It was a regular theme in the dreams I sent him, and their proximity to Scarlet Moon Hall gave it all a bit more immediacy.
  • Faith gets a head pat from her god for rescuing Narl’s body.
  • Nala gets a bit more generic dream about bigger problems than thunderstorms, having been crawling around down in a place under the influence of the Black Earth.
  • Aldrik gets a dream about his past, with a bit of Black Earth taint to it as well.
  • William has to worry about being turned into a druid working for the Eternal Flame, even if he doesn’t realize it.
  • Moony is having a bad time from having been stuck underground the past day or two, and from subconsciously recognizing something (were)wolfy about their recent visitors.

Innocents Abroad

Dealing with the freed prisoners was something of a PitA for the party, and was meant to be. I mean, they were sort of their responsibility now, and the party was overall Good and Lawful enough in sufficient places to not just leave them all in the lurch.

Crowd token
One of a few crowd tokens I crafted, both for the prisoners and for larger scenes in town.

That said, a handful going off on their own down the Larch Road to Red Larch … made their lives that much easier, even if I suspect they never got there …

It did all pay off in the end, with the party rightfully treated as heroes when they brought the rest of the ex-prisoners to Beliard, including some who actually lived there.

Welcome to Beliard

Even though there is a (brief) description of Beliard and there are clues planted that the Mirabar Delegation visited here, making it highly likely that a party of players in PotA will visit the place … there is no map given for the quaint little town. There are some people described by name, but no real tokens. No particular buildings.  Just mention of a few NPCs who might have info, the name of the local pub (the Watchful Knight), and that it’s a bit wealthier and ranching-oriented down than Red Larch.

So I ended up making up a lot of shit for Beliard when the party arrived.

Beliard
Beliard

Fortunately, I found a map someone had created. Unfortunately, it had no key, but it was large enough for me to blow up to a notional map for Roll20 and label everything, from the Street of Horse Dealers to the Tannery, the Caravansary, the Lawkeeper’s House, as well as a central well and two taverns (the one for visitors, and the “Teal Weasel,” where locals gathered).

I mean, somewhat fun, but also an irritating gap. Leaving that kind of info and material out turns Beliard into a theater-of-the-mind prop for dispensing clues, not a town that anyone would care about. And, if nothing else, remember eventually that all these little towns are going to get threatened with destruction, and it would kinda be nice if the players cared about that.

We’ll get lots more town action next session.

On the bright side, I was able to recycle the tavern I had all set up for a Water Cult fight in Womford into the tavern for a Hell Hound fight in Beliard. It’s magic!

Hell Hound ADnD
AD&D Hell Hound, which looks positively cute.

I don’t recall why a Hell Hound fight — it’s not called out in the book for Beliard. Did it felt like it was time for a fight (after a day of mostly travelogue), and I always bear in mind Raymond Chandler’s advice for writing detective stories: “When in doubt, have a man come through a door with a gun in his hand.”

Or Hell Hounds.

Oh, wait — on consideration, it’s one of the “Hey, when you defeat a Cult location, bad things happen” encounter.

Questions from the Gallery

Symbol of the Crushing Wave
Symbol of the Crushing Wave

I fielded a question about where they had seen the Crushing Wave symbol (which was tattooed on the dead cultists at the ambush site they passed by the previous session) (except, since it’s a Water Cult, the tattoos sort of shifted like sea weed under their skins).

I noted that they had seen it on those bodies, on the walls of the shrine at Rivergard Keep, and on the crates of supplies in Shoalar’s boat that they had taken passage on.

Bits and Bobs

Yes, the party is now handily taking out ogres. Dinging to 6th Level (for taking out the Earth keep) certainly helps, though I was beginning to worry about their being way overpowered when they got back to Feathergale Spire (a keep for 3rd Level characters).

In keeping with Tolkien’s naming his trolls in the Hobbit some nice English names (Tom, Bert, and William), I named the Random Monster Ogres as  Thom, Deck, and Ghary. Also a Samm.

I didn’t want to get into the Vale of Dancing Waters just yet, so there was never any question of anyone spotting the path that Bruldenthar (the inveterate tourist of the late, great Besilmer kingdom) was looking for. The subject would come up later, however.

Stone Bridge
The kind of crazy Stone Bridge, with an improbably wide Dessarin River beneath it.

That being said, let me just add that the other tourist spot actually visited this session — the Stone Bridge — is ridonculous. Of all the architectural marvels (other than an underground city) for the Besilmer dwarves to have put up, a 2-mile long, rail-less bridge, barely wide enough for two carts to pass each other, is just plain silly.

But it’s pretty cool. And it offered the opportunity for some conflict, which the party remarkably declined.


<< Session 16 | Session 18 >>