Princes of the Apocalypse, Session 11: “Boxing the Compass”

Wherein the players wander in unexpected directions. Of course.

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 11 (Day 17-18) 

When Last We Left
The journal entry heading for my episode recaps (at this point)
  1. The party decided their best course was to ground their boat along the Dessarin River banks, and cut across to the Dessarin Road.
  2. They hiked north, once they reached the road, finally getting to Summit Hall. There they stayed the night, talking with Ushien Stormbanner. the lord of the keep and master of the Knights of Samular,  devotees of Tyr, the god of justice. Ushien told them of increasing troubles, including in the order’s remit, the eastern side of the Dessarin Valley, where orcish bands are making incursions in the borderlands between the valley and the High Forest of the elves.
  3. Ushien spoke of the Mirabar Delegation and how she’d received word they were bringing back the body of one of her knights, Narl Elrok, who fell in battle, but the delegation has gone missing. As has, out on the plains, one of her knights, Earned.
  4. Faith realized the vision she’d had the night she slept at Gemvocs Leofhyrn‘s house was of Summit Hall and the knights mourning over Narl’s missing body — and how Tyr wants this all put right.
  5. The party headed north the next day along the Dessarin Road. Late in the day, still a stretch to get to Beliard, they found a mile off the road what looked like might be the remains of the Mirabar Delegation, or at least the location where they were ambushed. The bodies of Mirabaran soldiers lay slain, alongside broken wagons and a pair of empty chests. In cairns were both bugbears bearing the Symbol of the Black Earth, and, separately, a woman in monk robes buried with a gilt-tin gargoyle mask. Many feet headed southwest, further into the hills.
  6. Moving a distance from the ambush site, the party camped. That night they were attacked by ghouls, one of whom escaped (after being turned by Faith). DING! Level 5!

Player Recap

   Take me down to my boat on the river
    I need to go down, I need to come down
    Take me back to my boat on the river
    And I won’t cry out any more
    Time stands still as I gaze In her waters
    She eases me down, touching me gently
    With the waters that flow past my boat on the river
    So I won’t cry out anymore
    Oh the river is deep
    The river it touches my life like the waves on the sand
    And all roads lead to Tranquility Base
    Where the frown on my face disappears
    Take me back to my boat on the river
    And I won’t cry out anymore
    Oh the river is wide
    The river it…
            ~ Styx

The party continues down the river and discusses the possible next steps. The group decides to beach the boat and head for the Desserin Road. William catches a couple of fish. As they are unloading the boat, William notices a tree full of loud birds. As one the unkindness of ravens lift off and head South. One of the of ravens appears to be white or silver. William feels something. Like a large bug inside of my tunic – then stops moving. It turns out that his raven trinket was moving in this pocket. 

Eventually, Moony finds a spot to beach the boat. Moony takes a grappling hook off of the boat and any other valuables. William and the others work to erase all traces of their departure from the river. Just as they are ready to push it back into the water to float down stream, a larger boat with a blue bird on the sail is travelling up river. Nala, Moony, and Faith try be inconspicuous. As the ship approaches, William waves. Someone asks if we need any help and William says they are just taking a break. 

After the ship passes beyond the curve in the river, Moony pushes the boat into the water to float down stream. The party takes off East. In a few hours they reach what must be the Desserin Road. Heading North, they approach a small stronghold standing on a hilltop in the southern region of the Sumber Hills. It consists of a stone hall surrounded by a fifteen-foot wooden palisade.  Stables, a few cottages, and utility buildings buildings are enclosed within the protective wall.

Knights of Samular
Knights of Samular

A banner flying an emblem of a crossed torch and sword flutters overhead. Faith recalls that this is a location of a lawful god order protecting the valley. Nala recalls that the symbol is that of the Knights of Samular, an order of Tyr worshippers.

Faith and Nala head the party as they approach the tower. Faith makes sure that her holy symbol of Deneir is visible outside of her tunic. There is an older man and a younger are standing guard at the gate. Faith explains that they are traveling to Stone Bridge and are seeking shelter for the night. The knight invites them to follow him to the keep to meet the master. In the main hall, they are met by Lady Ushien, a paladin of Tyr and the master of of Summit Hall. She greets them warmly and offers them some rooms for the night. They are led upstairs to the guest quarters on the second floor. She again offers them one of the cottages if they need more room. 

Ushien token
Ushien token

Moony looks into the room off of the landing off of the guest room. It looks like a study with many scrolls. William cleans up as best he can and the peruses the library. He and Moony find some books on geography to fill there time. Faith joins them in the library and chooses a book on Tyr. Theren and Nala stay in the room. A bell rings and the young knight quickly pulls her study material together, nods to the party and heads down to the great hall. The prayer server starts with a procession out the main door to a separate building that serves as the chapel. It looks as strongly defensible as the main hall. The chapel is sparse. The service is brief with prayer and chants.

Faith approaches the alter to leave a tithe. She is rocked back on her heels and lands in the lap of one of the knights. Faith flashes back to a dream she had while in Gemvocs’ house. <<<<something is missing and Tyr needs it to be restored>>>> The knights come to support her and Faith assures them that she is alright. Faith and William leave tithes before heading to supper.

Ushien and four knights join them a a large oak table. The room is neat, but sparsely decorated. The food is filling and quite serviceable. They conversation turns to their travels. William explains their travels to Red Larch and the missing Mirabar delegation. Ushien is concerned, because she too was expecting the delegation. She had heard from others that the delegation were travelling. She describes the ice orcs and rumors of monsters in the abandoned keeps and haunts. She mentions the forces of Feathergale Spire, the Sacred Stone Monastery, and Rivergard Keep doing their parts to try and keep things in check. There is obviously an evil growing. William mentions that there have also been rumors of the “Mountain that Walks” being worshipped by the Cult of the Black Earth outside of Red Larch.

Sacred Stone Monastery
Sacred Stone Monastery

After some more pleasant conversation, they ask after the monks of Sacred Stone Monastery. She can give some information about the paths to get there, but warns the the river is very difficult to cross south of the Stone Bridge.

A knight asks after “Erined,” but Ushien regretfully says there is no news. At the end of dinner the knights and most of the party retire for the evening. 

Ushien leads Faith to her office, the small study off of the landing. The delegation from Mirabar was bringing the body of one of our own. Narl Elrok was from Mirabar and had gone there to help in the orc wars. When he fell in battle, he asked that his remains be brought to Summit Hall. He is not the only one who is in danger. You heard Devin ask about Erined. He had gone to the Northeastern homesteads to ask the settlers to consider retreating to Beliard or Summit Hall. Faith promised to return Narl or Erined if they are found.

Crumblecake
Crumblecake!

The night passes peacefully. Faith attends the morning service and joins the others at breakfast with Ushien and some other knights. They offered them crumblecake if they needed to replenish our supplies. They set out after breakfast to Beliard. 

They were a half dozen miles short of Beliard, when a group of vultures and crows drew the party’s attention. There was a battle about a week ago. About a dozen soldiers in Mirabar surcoats were dead, a mixture of men and dwarves. Most were wounded by swords and weapons, but a few were felled by rock or buried by dirt. There were a couple of cairns nearby. There were carts and broken creates. 

Theren and Nala prepared the bodies for burial, but didn’t find any personal items.

Symbol of the Black Earth
The Symbol of the Black Earth

Moony excavated the small cairn and finds a human woman in monk’s robes with a strange mask on her face. Gilt to look like gold in the shape of a gargoyle. It was not familiar to Sword Coast natives. There were no other identifying items or marks about her. The second cairn had several bugbears with the symbol of the cult of the Black Earth

William looked for tracks leaving the area. He finds a mixture of bugbear and shod humanoid footprints. A total of about 30 people leaving the battle site on foot. He found a shelter in the hillside to give the party some cover from the wind and potential rain. After setting up camp and enjoying a trail dinner, the group set watch. 

Ghoul
Ghoul

Several hours passed uneventfully. During Theren’s watch, three ghouls surprised the party. After taking damage on the surprise round and William getting paralyzed, the party took the offensive. Faith stood, raising her holy symbol to turn the undead. One went screaming into the night. Theren, Nala, and Moony waded into the fray, and made short work of the remaining two.

And, of course, after that, everyone went right back to an easy sleep …

Game Notes

“Boxing the Compass” is a nautical term, meaning to make a complete turn through the points of the compass box. And, yes, DMs need to be ready the players to turn in any direction, and be ready to improvise for the direction they choose. Particularly in a sandbox setting like PotA.

After the previous session, I had no freaking clue as to where the party was going. So my prep work involved two main courses:

  1. Womford
    Womford

    The party travels south to Womford. I set up a magically transferred Shoalar Quanderil to there (i.e., he had always been there, since they never interacted with him back at Rivergard Keep), set up their learning that he had a number of the missing books of Bruldenthar (as his ship had been the one to transport the missing Mirabar Delegation across the river), and, knowing who they were (due to the spy letters from Justan Draehl), planning a big attack against the party at the main local tavern. To that end, I set up maps for Shoalar’s boat, as well as a map of Womford, and a battle map of a Womford tavern for the attack, complete with all the various patrons and bad guys involved. Anticipatory fun!

  2. The party travels north to Summit Hall, where they meet the folk there and learn some stuff, I guess. 
small boat
A small boat, suitable for sailing, combat, or breaking the DM’s heart

I was really rooting for Womford, and even leaned on the scale a bit, having William sight a white or silver raven flying to the south. This tied in with his trinket (a silver figure of a raven) and, I thought, would be a cool mechanism to give such a nudge.

Which was promptly ignored.

So, after the fiasco of having no boat for the party the previous game, I found a boat-on-the-river map for them. Which everyone politely ooohed and aaahed about, for the few brief moments before they abandoned their boat along the east shores of the river.

But I’m not bitter!

And so they grounded their new, shiny escape boat and headed north toward Summit Hall, and beyond.

Sigh.

To Summit Hall and Beyond

Summit Hall (my version)
The Summit Hall I used (not sure of the origin)

To add insult to injury, the game calls out Summit Hall multiple times, but provides no map and little further info about the place. I found an image and alternative map to use, but it was pretty rough and improvisational.

Summit Hall was somewhat interesting, but mainly functioned as (1) an infodump store, and (2) laying the groundwork for some fun connections to Sacred Stone Monastery and Samular’s brother. Things floundered a little bit, since there was a dearth of deep, dark secrets (unlike Feathergale Spire), just stuff to chit-chat about.

I did have fun having the Samular Knights be somewhat clueless about the evils rising in the Haunted Keeps (believing that those groups were keepers of order); it was a bit of desperation on their part, as the knights were overwhelmed just keeping things in order in the eastern Sumber Hills and the grasslands beyond.

Narl Elrok
Narl Elrok (by Llyncis)

Faith got a connection in her previous dreams to Summit Hall. She began to take the whole “recover the body of the knight” Narl quest much more seriously. Which is a side quest, but gave her player (as both someone who was leaning to converting over to Tyr, as well as just being a compassionate cleric) something to latch onto.

I made a stab at getting the party to pursue Erined to the Dellmon Ranch side quest — which, of course, I had fully reviewed, cleaned up the map for, etc., and thought it sounded interesting. They, of course, demurred.

The CAW provides minimal details as to the Ambush Site, but more clues come out of them, reaffirming the Black Earth cult’s complicity. I threw together a quick map of the site, to give them something to visualize (and raise the possibility of an attack there).

I had sort of expected the party to continue north to Beliard, but they decided to follow the weeks-old trail of the Delegation. Of course they did.

The final fight was a random monster bonus (albeit one quickly thrown together on a spare battle map).

And Level

Level Up!
Level Up! (via Scott Kurtz)

I don’t recall why I decided this time to ding the party up to 5th level; they’d had only one more combat, but a bunch of other role-playing. In retrospect, I wish I’d left them at 4 and caught up later. I was worried about their being underpowered for Sacred Stone Monastery (which was, as it turned out, unfounded), and acted on the moment.

Though it’s always nice to see happy faces at the end of the game.

 


<< Session 10 | Session 12 >>

Princes of the Apocalypse – Table of Contents

A session guide to our campaign.

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!


Side Notes

Campaign Entries

… to be continued …

 

Princes of the Apocalypse, Session 10: “River of Danger”

Wherein the players, having infiltrated Rivergard Keep, decide to make an action-adventure escape movie.

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

Rivergard Keep
Rivergard Keep

Session 10 (Day 17) 

  1. The party asked Jolliver Grimjaw of Rivergard Keep for transportation up the river so they could (cough) travel to Beliard, offering lots of gold. Jolliver, who said his castle protected the river traffic from bandits, pirates, and monsters, opined that for lots of gold, they might get to take his patrol boat upriver when it returned in a few days.
  2. Ensconced in the barracks, having been warned to keep their noses clean, Faith, Nala, and Theren promptly started a fight in the chapel (which was decorated with the cryptic Symbol at Rivergard Keep) with Drosnin the priestess and her two assistants. The trio ducked out under magical fog, and, after rejoining with Moony and William, everyone decided to get out of Rivergard … by stealing a boat, shattering the harbor chain, making a great wind, enduring withering crowsbow and javelin fire, absorbing many magic missiles, and watching Moony on the verge of death five times. 
  3. They drifted down the river, on their small stolen boat, recovering hit points, and trying to figure out how they’d back north, past Rivergard Keep, to the mysterious Sacred Stone Monastery. …

Player Recap

Jolliver Grimjaw
Jolliver Grimjaw, as I chose to envision him (per stray art on the Internet).

“Who the devil are you?”

Jolliver Grimjaw, seated in a large chair in front of table littered with used plates and papers. Theren tries to convince him to take us North on the river. He is hesitant to trust us. Theren tells how Moony has experience as a sailor and the rest can help protect the ship and general grunt work. Won’t have a ship leaving for a couple of days. Keep your noses clean until then and we will see. 

Holger brings the group to the barracks, boots a couple of men out of the first two bunk and leaves the group with the disgruntled arms men. William tries to make amends and gives the Reaver who was displaced some silver and tell him to have a beer on us. He accepts with a little less coldness in his voice. Moony pulls out his bedroll and curls up to nap. One of the armsmen looks at him in disbelief, “What the hell are you?” Moony just fixes him with a cat-like stare. William stays with Moony, while the others head to the chapel with Faith. 

Symbol of the Crushing Wave
Symbol of the Crushing Wave

As they approach the chapel, they hear a voice saying “…and that is why what has been imparted is so important…” As Faith enters, the voice says, “Hello, is anyone there? Come in.” The altar is blank but there is a symbol of an X with a bar at the bottom. 

Drosnin the priestess demands that they respect her authority and not disrupt her service. When Faith approaches the altar and drops to pray, Drosnin tells her to return to the pews and instructs the guards to keep her in-line. Faith sits and continues her prayers and pays no attention to the priestess. Drosnin is not amused and commands the Reavers to “discipline” Faith. The Reavers approach. Nala places herself between one Reaver and Faith and says, “You really have no cause to interfere” He says “I’ve been given orders, that is all the cause I need,” but he does not approach further.

Drosnin
Drosnin

The second Reaver places his hand on Faith’s shoulder to grapple her. A booming thunder strikes the Reaver. Faith resists the grapple and jerks away. Theren releases the fire bolt he had held. At the same time Drosnin, attacks Faith, who resists. Next she raises her hands gesturing at Theren and a shard of ice flies at him. His shield spell deflects the shard, but it explodes and damages everyone in range. The group decides that it is time to leave. Faith casts fog as the party leaves heading towards the barracks. 

When Theren arrives at the barracks, the party quickly packs their belongings and heads for the docks. Shouts meet them and armsmen race to intercept. A battle ensues on the docks and boat, as the group attacks the heavy chain blocking the channel out of the port. Faith shatters the chain as Moony and Nala race for the boat. The mercenaries and Reaver attack from the parapets with crossbows, as more race to join the fray. William creates a square of thorns and vines to slow the advancing attackers. Nala is last to board and Faith uses a giant gust of wind to push the boat off. Captain Moony gets the ship moving and the group is supporting by rowing and keeping the attackers at bay. 

William attacks one of the mercs with a whip and pulls them off of the parapet and into the water. Theren throws spells at an amazing rate, disabling the Reaver trying to catch the boat. Moony and Theren at the back of the boat are taking the brunt of the attacks. Faith heals Theren and continues to use the wind to push the boat farther into the river. Moony falls to a barrage of Magic Missiles from Drosnin. Suddenly a surprised William starts glowing brightly. There are stars at his joints in the shape of a chalice. He reaches for Moony and heals him. Then Theren is also healed.

Water Serpent
Water Serpent (actually, a Water Weird artwork)

A water serpent appears and tries to encoil Nala. She dodges and attacks with her sword. It is a mighty blow, but does not damage the serpent greatly. Theren attackes the sea serpent. The Bugbears reach at the end of the parapet and start to pepper the boat with arrows. (Bugbears? Where did they come from?) Moony goes down again. The ship continues into the river being pulled by the currents. Many attacks and heals later, the boat moves out of range down stream.

Game Notes

Hilarity ensues.

So the Campaign as Written (CAW) for Rivergard Keep suggests the players infiltrate, learn stuff, and then start carefully, methodically, killing bad guys.

Plans go awry
Plans go awry

Instead, the party infiltrated, then punched bad guys, then fled ahead of all the bad guys coming after them.

Sigh.

That said, in a role-playing game, people are going to play their roles in ways that don’t necessarily chart the most optimal course to success. So Faith is going to insist on going to the chapel (even when it’s suggested they stay put), and is going to act rudely to the rite and instruction going on there, and is going to punch the high priestess in the snoot.

Then the whole party is going to have to flee, like Indy away from the natives he was trying to steal the gold idol from. Because that’s just what the CAW planned for (rolls eyes).

Indy and the Hovitos
It really did have this vibe.

I ran the flight from the barracks down to the boat as legit as I could, as the different internal castle defenses came into play. Mages. Bugbears. Water Serpents. Lots of mooks. Things got dicey at times (the unarmored Tabaxi who happens to be the only one with sailing experience, manning the tiller at the end of the boat, is going to be a natural target, every time he gets brought back from the near-dead), but they managed to, somehow, escape.

And there I was, back at the same conundrum as after Feathergale Spire. The group had hardly defeated Rivergard Keep, but were maintaining a steady course for Sacred Stone Monastery. Rivergard Keep’s fall was a milestone for 5th Level. What to do?

I decided, this time, to not award the milestone. At least, not yet.

Bits and Bobs

Crushing Wave tokenThe chapel clearly had the Water Cult (Crushing Wave) sigil painted on the wall.  A clue! A clue!

Again, it’s easy enough to blame the player for having their character act so fractiously. But Faith was a contradiction in terms as a character — simultaneously a naif and someone who would jump off a cliff if you told her you didn’t want to. Running into an imperious Cult “Priestess” (the players noted that the spells Drosnin was casting were magical, not clerical, generally true for all the ostensible worshippers of the Princes) was just the sort of thing that would set her off, aided and abetted by the Sorcerer who’d just as soon blow everything up as not. The brief attempt at diplomacy from the Dragonborn fighter simply wasn’t (yet) up to the task.

Not surprisingly, I had no idea this would happen (the CAW didn’t, either). Thus, I had no plans for how the small boat worked that they took, and as we were playing, I (and players) were frantically looking up how small watercraft work. Yeah, team!

(I didn’t even actually have a boat figure to use, because nobody is expected to be fleeing from the Keep on a boat. There’s a boat embedded on the map, but you can’t actually move it. I think I eventually created in Roll20 a rectangle 10×15 and sat the players down in that and moved it around on the map as they escaped.  After the game, I crafted a boat for them next episode to use as they were on the river, which they promptly abandoned. Sigh.)

The party’s ability to zap the chain blocking the harbor exit was genius on their part. Using Gust of Wind to propel the craft was also pretty clever.

Shoalar
Shoalar (art by Laura Pines)

There was a small ship in the inner harbor of the Keep, owned and operated and occupied (below deck) by Shoalar Quanderil, a very interesting Genasi pirate. All sorts of fun stuff happens if the players attack the boat.

But, since nobody attacked his ship, or offered to pay him for going after the escapees, he remained below deck. He would be planned for a reappearance multiple times in the future, though only managing once on stage for quite some time.

Water Serpent token
Water Serpent token (in lieu of a token that has the text “WATER SERPENT”)

The water serpent (a transmogrified Raesh the Fathomer) was the first “magic weapons only” critter they’d run into. It would not be the last.

Jolliver didn’t do his own personal magical thing, largely because he had an entire castle of mooks and followers running off to do it for him.

Rivergard Keep SE
Shoalar’s (big) boat. The party’s escape (little) boat.

The Keep map is actually pretty cool, and the keep’s defenses (including the Bugbears, which kind of provoked a “Whoa, these guys really are the bad guys, not just reacting to Faith’s attacking them” reaction) were actually pretty spiffy. They took arrow fire, and magic fire, from different locations, and barely managed to make it out (pumping as many healing spells into Moony as they had available). I’ve seen the map for Rivergard Keep repurposed into other campaigns, and it’s definitely suitable for that, even if the main building gets a little difficult (in its open balconies) to manage.

That said, I did end up writing notes to myself all over the map to note things like “this is where the Portcullis is controlled from” or “Guards here respond to battle in K19, K21.”

Prototype Crushing Wave Cultists, also the basis for all their art assets.
Prototype Crushing Wave Cultists, also the basis for all their art assets.

Add this place to all the others where the generic cultist fighters (Reavers) were drawn up using artwork that in the actual books is labeled as “prototype” or experimental or “We played with the idea of doing crazy shit like this, but eventually decided against it.” I.e., the Roll20 art elements were pretty darned sketchy.

Jolliver
Jolliver

Similarly, Jolliver. He is (SPOILER!) a wereboar (not for any particular story-related reasons). His token has three alternates: full wereboar, transitional wereboar … and a token that has the text “Jolliver Grimjaw” written on it. (Mutter mutter.) So I had to craft a token to look like him in his human form, which I was happy to do, but don’t feel like, for the price of all this stuff, I should have had to.

For much of the campaign I made up titles for each session. Eventually I decided just to use the dungeon name, part X. But I was still doing the titles here, and, in keeping with that Quinn Martin motif, I could just hear the announcer intoning, “Tonight’s episode … River of Danger!”

So there’s two of the Haunted Keeps encountered and left behind, relatively intact. But the fate of Feathergale Spire and Rivergard Keep would be quite different, as the story was improvised forward by me. And while I’d had much, much less chance to do more human interaction with the water cultists at Rivergard than with the air cultists at Feathergale, there would eventually be some connections made that would last through the game.


<< Session 9 | Session 11 >>

Princes of the Apocalypse, Session 9: “Castles in the Air”

Wherein the party does NOT take over Feathergale Spire, much to the consternation of the DM

Princes of the ApocalypseThis is an article in an ongoing series about my DMing Princes of the Apocalypse, a D&D 5e adventure published by and © Wizards of the Coast.

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 just a general D&D DM who wants to see what the ride was like … read on!


GM Recap

Session 9 (Day 15-17)

  1. Moony scouted out some of the as-yet-unrevealed portions of Feathergale Spire (3), Nala contemplated the hungry ferocity of the Initiates, William camped out on the roof, and Faith had a dream.
  2. The heroes were invited in the morning to a rooftop assembly where, under heavy Knight presence, Thurl asked them to investigate the possibly-evil, possibly-Black Earth monks of the Sacred Stone Monastery, far into the hills.
  3. Choosing not to fight over it, the heroes traveled east to the Dessarin River and Rivergard Keep to gain transit up to the monastery. Along the way they were attacked by a trio of Ankheg (eek!).
  4. They camped out overnight, short of their target, to regain spells and HP and so forth. DING! Level 4!
  5. They arrived at Rivergard Keep. They were met at the heavily guarded gates by an officer named Holger, and were escorted into the presence of the apparent lord of the castle, Jolliver Grimjaw, who did not seem pleased to meet them.

Player Recap

After Savra leaves Moony and Nala, Moony quietly slips out and goes to the other room. Moony “Are any of you joiners?” He explains Savra’s offer and wonders if information might be gained by pretending to join. At Moony’s prompting, Faith provides extensive background on the elemental practices and realms. After some discussion, Moony returns to his room to share the knowledge with Nala.

A bit later William leaves the South room and walks up to the roof. There are a couple knights and their vultures on guard, looking out at the fog filled valley.

Nala is thinking over the dinner and remembers that there was something odd about the initiates. She realizes that the initiates only spoke when spoken to. There is a sameness about them, they move in a similar fashion and when at rest there hand steeple in a triangle pointing down. They are also hungry, lean but not emaciated.

Conceptual art for a Feathergale Knight
Conceptual art for a Feathergale Knight … which is kind of all you get.

Moony gather up some tools and heads down to the entry hall. The initiate in the main hall does not pay attention to Moony, muttering to himself swaying slightly. Quietly opening the door off of the staircase, Moony finds a bunk room with 4 sleepers in the bunks. He moves onto the room off of the entryway; it is well lit with several initiates standing at windows looking out at the entrance. He steps back and quietly closes the door unnoticed. The final unexplored floor draws the curious cat. There are four doors on this level, all of them with raised bars on the outside. At the first door, he hears some chanting or praying on the other side. No noise comes from the second door, but it is well sealed. Through the third door, Moony hears sobbing; likely this is Savra’s room. 

As he descends back to the main floor, the initiate is still standing at the window. He overhears the words free.. free.. Moving to a better spot to see, Moony observes that the initiate, while doing something on his chest, is chanting, “Free me, I must be free, I will be free, I am free”.

Another bad dream for Faith – Looking from a very great height, feeling weightless as you slowly circle the landscape, a narrow valley in the hills, a river winding through it … your eye catches on something below … your vision is narrowing, as though you were suddenly dropping, dropping, the screaming of the wind in your ears, sight fading to blackness but the screaming, the howling continues, like cries of wild beast, the angry shouts of the mad, echoing from the walls about you, screaming to be released to rend and slay and … Savra knocking on the door. Savra asks the group to join Thurl on the pinnacle. Faith explains that she needs 15 minutes to pray first, but will join them shortly. Faith asks Theren to look for William to let him know. Savra then goes and wakes Nala and Moony. They get ready and wait for Faith to finish her prayers before heading up together.

Theren arrives at the top of the stairs and William wakes up. There is the sound of a lot of bird flapping. In addition to the two guards, there are four mounted knights. Thurl is on the opposite side of the tower. He invites us over to him. The knights and Savra are not looking as friendly as they were last night. Savra appears to be angry at our turning down the offer of joining the knights. The others knights are giving her side-long looks and appear to side with her.

Thurl greets us and again toasts our victory. He says that we would make good knights, but … You are brave and honorable people. You would have made fine Feathergale Knights, if circumstances were different. But your lives’ paths, your station … and your narrow vision, all weigh in the balance. I have a proposal for you. To the east and into the hills lies the so-called Sacred Stone Monastery. Those reclusive monks harbor, I believe, great evil, perhaps even association with the Cult of the Black Earth — their very name reeks of their bound and stifled souls. Go there. See what you find. If there is evil, dash it upon the very stones they claim for their symbol, and mark yourselves champions for liberty . Do this for me, and I will know you are no threat to the freedom of my people, or the empowering of each individual in the realm. Do this for me, and you will be greatly rewarded. 

Nala asks more about what Thurl is asking us to do. William senses that the party is a weapon being pointed at a target. He is more interested in the fate of the target than the party’s welfare. Thurl offers some rations for the trip. They go with Savra to collect the rations and head out. Thurl sees them to the gate and wishes them well. 

The journey towards the river is quiet at first. The party discussed their impressions of strangeness about the tower. 

Shortly past the Shallow Graves, walking through the grasslands the party feels another tremor hit. This is different from the tremors they have been feeling lately. The earth upslope is breaking apart and starting to roll down hill. Abruptly, a giant insect erupts from the ground. Its long antenna twitching, hook-like limbs clawing out the dirt. The first Ankheg moves to attack as a second and third Ankheg emerge from the ground. Spells and arrows fly, weapons ring out, acid spews, but the fate of the Ankheg is set as one by one they go down. (The GM weeps as the final Ankheg misses his cool bite attack).

The party moves on and as it is getting dark they choose to camp for the night rather than press on toward the keep. Refreshed and unmolested overnight the group awakes. They feel stronger and more competent. After wondering at their own changes, they notice a wolf curled up on William’s bedroll. 

Shortly after breaking breakfast they arrive at the gates of Riverguard Keep. They are questioned rather rudely by the guard. William explains that they merely want to go up-river and if they want proof of their good deeds, he can walk out and see the three giant insects that they killed last night.  Faith offers to feed any in need and is snubbed. Moony takes over the conversation, reiterating that the group wants to catch a boat heading north. Eventually they pass into the castle yard and follow the guard to the great hall of the keep.

A large gentleman stands up from behind a table cluttered with papers and says “Who the devil are you?”

Game Notes

Sooner or later, the party is intended to defeat the Feathergale Knights.

This party declined, for the moment. Courteously.

Thurl Merosska
Thurl Merosska

Which pulled me up short. I’d thought the confrontation on the spire-top was the moment that bloodletting would occur — the FKs were scary, but not that scary — but the party sort of knuckled forehead and told Thurl they’d be happy to go check out Sacred Stone Monastery. 

I didn’t want to just start a melee from the FKs’ side — it made no sense as set up (especially as Thurl really was pointing them as a gun toward the Black Earth cult), and would feel very railroady.

Okay, fine … but … what about Milestone Leveling?

They hadn’t really taken down Feathergale Spire … though they had engaged with it a lot and learned from it. But Rivergard Keep was optimized for Level 4. I didn’t want the party wiped out (in my own way I was as paranoid about a TPK as the players), and I suspected it was a location that would not be easily escaped from if they got into a fight. (An interesting concern, given what happened the next session.)

So … I let them ding up to 4th Level. I’m still not sure if that was a mistake or not, but it wasn’t the last I made, certainly.

Bits and Bobs

All the cults have hand gestures that are used to signal who they are and, outside their strongholds, maybe signal others of their kind. These gestures (which sort of echo the cult symbols) are sometimes labeled in the Campaign As Written (CAW) as a way to prove bona fides when going into someplace secure. 

But the number of opportunities to point out someone is doing something with their hands, without really lampshading it, are pretty limited. I tried, but it wasn’t something the party ever picked up on.

The creepy initiate at the window muttering about wanting to be free was, by the bye, doing more scarifying. But his back was turned, so Moony couldn’t see it.

I have no idea what Faith was dreaming about. A Manticore? Could be.

Poor Savra. She’s cut herself off from home, but still misses it. She wants to be Thurl’s indispensable lieutenant, but he just uses her. She meets some cool new people who seem to want to be friends, and then they turn down her offer to join her exclusive club.  No wonder she’s crying during Moony’s search of the tower.

Faith’s player had her studiously praying every morning. Just a bit of character color … that I was able to do a very creepy thing with down the line …

Ankheg!
Ankheg!

Hey, we got a hit on the Random Encounter Table for this level, and, hey, it was Ankhegs. Coolness! Even if they got taken down far faster than I expected (a common theme through the entire campaign).

The entrance into Rivergard Keep was much less friendly than that into Feathergale Spire, and the wrap-up on their being presented to Jolliver and having him snap out, “Who the devil are you?” was fun. I had no idea what the party was going to do the next time, but I suspected they’d be coming to blows with the pirate lord of Rivergard Keep.

The Landing Page

It was around this time that I started crafting a Roll20 landing page for the campaign — a map where all the players would land when they signed in each game before I shifted attention to the actual campaign map. I mean, sure, you can have the “campaign book cover” landing page as provided in Roll20, but it’s a scosh busy and also a snapshot from a moment of time in the campaign.

What I had evolved over time, but its elements included:

  • The campaign name
  • A cute campaign logo
  • The session number and day number of the session
  • The phase of the moon (which the druid asked for at one point)
  • A tableau of the player character tokens
  • A tableau (where it could be done without spoilers) of tokens of figures they were likely to (re)meet the next session
  • A tableau of tokens of prominent enemies they had encountered, with a note as to their status.
  • A list of outstanding questions (i.e., clues I had dropped, things they had thought might need more investigation, etc.), as a reminder of what they had been focused on last time (or what I wanted them to focus on this time). Some of it was sometimes a bit tongue in cheek. This list also showed up in the campaign page in Roll20.
  • A map of the Dessarin Valley, showing where they were (eventually maps of the dungeons they were in, with unexplored areas masked, showing where they were), as a reminder.
  • Once they got into the Temples and Nodes, a “band tour” listing of the places they had explored.

I eventually set up an amusing (to me, at least) layout as if this was all being done as a Quinn Martin production series intro:.

ELEMENTARY … a Hill-Consortium Production … Starring … [player character tokens] … with Guest Stars … [various likely folk they would encounter, no spoilers] … Special Guest Star … [usually the main baddie I expected them to face, no spoilers]. Tonight’s episode … [episode title].

To avoid spoilers, I crafted a series of “question mark” tokens I could fill in.

Elementary Landing Page

Yeah, it’s not the prettiest thing, and it sort of grew like Topsy, but it served my purposes.

You can google Roll20 landing page and actually get a lot of cool examples (and some templates for sale from enterprising entrepreneurs).


<< Session 8 | Session 10 >>

Princes of the Apocalypse, Session 9: “Castles in the Air”

Wherein the party does NOT take over Feathergale Spire, much to the concern of the DM

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 9 (Day 15-17)

  1. Moony scouted out some of the as-yet-unrevealed portions of Feathergale Spire (3), Nala contemplated the hungry ferocity of the Initiates, William camped out on the roof, and Faith had a dream.
  2. The heroes were invited in the morning to a rooftop assembly where, under heavy Knight presence, Thurl asked them to investigate the possibly-evil, possibly-Black Earth monks of the Sacred Stone Monastery, far into the hills.
  3. Choosing not to fight over it, the heroes traveled east to the Dessarin River and Rivergard Keep to gain transit up to the monastery. Along the way they were attacked by a trio of Ankheg (eek!).
  4. They camped out overnight, short of their target, to regain spells and HP and so forth. DING! Level 4!
  5. They arrived at Rivergard Keep. They were met at the heavily guarded gates by an officer named Holger, and were escorted into the presence of the apparent lord of the castle, Jolliver Grimjaw, who did not seem pleased to meet them.

Player Recap

After Savra leaves Moony and Nala, Moony quietly slips out and goes to the other room. Moony “Are any of you joiners?” He explains Savra’s offer and wonders if information might be gained by pretending to join. At Moony’s prompting, Faith provides extensive background on the elemental practices and realms. After some discussion, Moony returns to his room to share the knowledge with Nala.

A bit later William leaves the South room and walks up to the roof. There are a couple knights and their vultures on guard, looking out at the fog filled valley.

Nala is thinking over the dinner and remembers that there was something odd about the initiates. She realizes that the initiates only spoke when spoken to. There is a sameness about them, they move in a similar fashion and when at rest there hand steeple in a triangle pointing down. They are also hungry, lean but not emaciated.

Conceptual art for a Feathergale Knight
Conceptual art for a Feathergale Knight … which is kind of all you get.

Moony gather up some tools and heads down to the entry hall. The initiate in the main hall does not pay attention to Moony, muttering to himself swaying slightly. Quietly opening the door off of the staircase, Moony finds a bunk room with 4 sleepers in the bunks. He moves onto the room off of the entryway; it is well lit with several initiates standing at windows looking out at the entrance. He steps back and quietly closes the door unnoticed. The final unexplored floor draws the curious cat. There are four doors on this level, all of them with raised bars on the outside. At the first door, he hears some chanting or praying on the other side. No noise comes from the second door, but it is well sealed. Through the third door, Moony hears sobbing; likely this is Savra’s room. 

As he descends back to the main floor, the initiate is still standing at the window. He overhears the words free.. free.. Moving to a better spot to see, Moony observes that the initiate, while doing something on his chest, is chanting, “Free me, I must be free, I will be free, I am free”.

Another bad dream for Faith – Looking from a very great height, feeling weightless as you slowly circle the landscape, a narrow valley in the hills, a river winding through it … your eye catches on something below … your vision is narrowing, as though you were suddenly dropping, dropping, the screaming of the wind in your ears, sight fading to blackness but the screaming, the howling continues, like cries of wild beast, the angry shouts of the mad, echoing from the walls about you, screaming to be released to rend and slay and … Savra knocking on the door. Savra asks the group to join Thurl on the pinnacle. Faith explains that she needs 15 minutes to pray first, but will join them shortly. Faith asks Theren to look for William to let him know. Savra then goes and wakes Nala and Moony. They get ready and wait for Faith to finish her prayers before heading up together.

Theren arrives at the top of the stairs and William wakes up. There is the sound of a lot of bird flapping. In addition to the two guards, there are four mounted knights. Thurl is on the opposite side of the tower. He invites us over to him. The knights and Savra are not looking as friendly as they were last night. Savra appears to be angry at our turning down the offer of joining the knights. The others knights are giving her side-long looks and appear to side with her.

Thurl greets us and again toasts our victory. He says that we would make good knights, but … You are brave and honorable people. You would have made fine Feathergale Knights, if circumstances were different. But your lives’ paths, your station … and your narrow vision, all weigh in the balance. I have a proposal for you. To the east and into the hills lies the so-called Sacred Stone Monastery. Those reclusive monks harbor, I believe, great evil, perhaps even association with the Cult of the Black Earth — their very name reeks of their bound and stifled souls. Go there. See what you find. If there is evil, dash it upon the very stones they claim for their symbol, and mark yourselves champions for liberty . Do this for me, and I will know you are no threat to the freedom of my people, or the empowering of each individual in the realm. Do this for me, and you will be greatly rewarded. 

Nala asks more about what Thurl is asking us to do. William senses that the party is a weapon being pointed at a target. He is more interested in the fate of the target than the party’s welfare. Thurl offers some rations for the trip. They go with Savra to collect the rations and head out. Thurl sees them to the gate and wishes them well. 

The journey towards the river is quiet at first. The party discussed their impressions of strangeness about the tower. 

Shortly past the Shallow Graves, walking through the grasslands the party feels another tremor hit. This is different from the tremors they have been feeling lately. The earth upslope is breaking apart and starting to roll down hill. Abruptly, a giant insect erupts from the ground. Its long antenna twitching, hook-like limbs clawing out the dirt. The first Ankheg moves to attack as a second and third Ankheg emerge from the ground. Spells and arrows fly, weapons ring out, acid spews, but the fate of the Ankheg is set as one by one they go down. (The GM weeps as the final Ankheg misses his cool bite attack).

The party moves on and as it is getting dark they choose to camp for the night rather than press on toward the keep. Refreshed and unmolested overnight the group awakes. They feel stronger and more competent. After wondering at their own changes, they notice a wolf curled up on William’s bedroll. 

Shortly after breaking breakfast they arrive at the gates of Riverguard Keep. They are questioned rather rudely by the guard. William explains that they merely want to go up-river and if they want proof of their good deeds, he can walk out and see the three giant insects that they killed last night.  Faith offers to feed any in need and is snubbed. Moony takes over the conversation, reiterating that the group wants to catch a boat heading north. Eventually they pass into the castle yard and follow the guard to the great hall of the keep.

A large gentleman stands up from behind a table cluttered with papers and says “Who the devil are you?”

Game Notes

Sooner or later, the party is intended to defeat the Feathergale Knights.

This party declined, for the moment. Courteously.

Thurl Merosska
Thurl Merosska

Which pulled me up short. I’d thought the confrontation on the spire-top was the moment that bloodletting would occur — the FKs were scary, but not that scary — but the party sort of knuckled forehead and told Thurl they’d be happy to go check out Sacred Stone Monastery. 

I didn’t want to just start a melee from the FKs’ side — it made no sense as set up (especially as Thurl really was pointing them as a gun toward the Black Earth cult), and would feel very railroady.

Okay, fine … but … what about Milestone Leveling?

They hadn’t really taken down Feathergale Spire … though they had engaged with it a lot and learned from it. But Rivergard Keep was optimized for Level 4. I didn’t want the party wiped out (in my own way I was as paranoid about a TPK as the players), and I suspected it was a location that would not be easily escaped from if they got into a fight. (An interesting concern, given what happened the next session.)

So … I let them ding up to 4th Level. I’m still not sure if that was a mistake or not, but it wasn’t the last I made, certainly.

Bits and Bobs

All the cults have hand gestures that are used to signal who they are and, outside their strongholds, maybe signal others of their kind. These gestures (which sort of echo the cult symbols) are sometimes labeled in the Campaign As Written (CAW) as a way to prove bona fides when going into someplace secure. 

But the number of opportunities to point out someone is doing something with their hands, without really lampshading it, are pretty limited. I tried, but it wasn’t something the party ever picked up on.

The creepy initiate at the window muttering about wanting to be free was, by the bye, doing more scarifying. But his back was turned, so Moony couldn’t see it.

I have no idea what Faith was dreaming about. A Manticore? Could be.

Poor Savra. She’s cut herself off from home, but still misses it. She wants to be Thurl’s indispensable lieutenant, but he just uses her. She meets some cool new people who seem to want to be friends, and then they turn down her offer to join her exclusive club.  No wonder she’s crying during Moony’s search of the tower.

Faith’s player had her studiously praying every morning. Just a bit of character color … that I was able to do a very creepy thing with down the line …

Ankheg!
Ankheg!

Hey, we got a hit on the Random Encounter Table for this level, and, hey, it was Ankhegs. Coolness! Even if they got taken down far faster than I expected (a common theme through the entire campaign).

The entrance into Rivergard Keep was much less friendly than that into Feathergale Spire, and the wrap-up on their being presented to Jolliver and having him snap out, “Who the devil are you?” was fun. I had no idea what the party was going to do the next time, but I suspected they’d be coming to blows with the pirate lord of Rivergard Keep.

The Landing Page

It was around this time that I started crafting a Roll20 landing page for the campaign — a map where all the players would land when they signed in each game before I shifted attention to the actual campaign map. I mean, sure, you can have the “campaign book cover” landing page as provided in Roll20, but it’s a scosh busy and also a snapshot from a moment of time in the campaign.

What I had evolved over time, but its elements included:

  • The campaign name
  • A cute campaign logo
  • The session number and day number of the session
  • The phase of the moon (which the druid asked for at one point)
  • A tableau of the player character tokens
  • A tableau (where it could be done without spoilers) of tokens of figures they were likely to (re)meet the next session
  • A tableau of tokens of prominent enemies they had encountered, with a note as to their status.
  • A list of outstanding questions (i.e., clues I had dropped, things they had thought might need more investigation, etc.), as a reminder of what they had been focused on last time (or what I wanted them to focus on this time). Some of it was sometimes a bit tongue in cheek. This list also showed up in the campaign page in Roll20.
  • A map of the Dessarin Valley, showing where they were (eventually maps of the dungeons they were in, with unexplored areas masked, showing where they were), as a reminder.
  • Once they got into the Temples and Nodes, a “band tour” listing of the places they had explored.

I eventually set up an amusing (to me, at least) layout as if this was all being done as a Quinn Martin production series intro:.

ELEMENTARY … a Hill-Consortium Production … Starring … [player character tokens] … with Guest Stars … [various likely folk they would encounter, no spoilers] … Special Guest Star … [usually the main baddie I expected them to face, no spoilers]. Tonight’s episode … [episode title].

To avoid spoilers, I crafted a series of “question mark” tokens I could fill in.

Elementary Landing Page

Yeah, it’s not the prettiest thing, and it sort of grew like Topsy, but it served my purposes.

You can google Roll20 landing page and actually get a lot of cool examples (and some templates for sale from enterprising entrepreneurs).


<< Session 8 | Session 10 >>

D&D 5e/5.5e Rules – Moving Through a Hostile Creature’s Space!

Sometimes you need to get past an enemy without taking the time to kill them.

Know the RulesPart of an ongoing series of 5e (2014) Rules notes.  See the end of the post for notes on 5.5e (2024) rules.

There are a number of rules that deal with the basic question of “How do I get past that guy?” Note that all the below observations are caveated by class or racial powers that may say otherwise. Monks and rogues and some smaller creatures get special abilities to do some of this stuff.

Note also that if you use any of these, you still run the risk of an Attack of Opportunity if, once past, you continue running beyond someone’s reach.

Also, if the either of the opponents here is one of those that does damage to a melee attacker “within five feet,” I would as DM incur that penalty to these maneuvers as well (even if they are not, strictly speaking, melee attacks). In other words, if you are shoving, shoving past, or even tumbling around that flaming guy, you’re going to get burned (and if it’s the flaming guy trying to move through an occupied hex, the target’s going to get burned, regardless of whether the attempt was successful).

The Magic of the Five Foot Square

Guys in a couple of five foot squares
Guys in a couple of five foot squares

Okay, if you are doing Theater of the Mind, more power to you. I run on a 5-foot square grid.

Obviously a Medium creature (as most players and many opponents are) does not fill the entire square, like some sort of gelatinous cube. Instead, the square represents what war-gamers would call a “zone of control.” A player in a 5-foot square can be anywhere (and, in a sort of quantum fashion, everywhere) within it. Even if you are leaning waaaaaaaay over to one side to shoot arrows at that goblin behind partial cover, you are still blocking that orc from traipsing through the other side of your 5-foot square.

The basic rules of 5e (and D&D in general) is that, with some identified exceptions and weird edge cases, opposed beings cannot occupy the same 5-foot square. So, other than slaying that enemy in your way, how can you get past them?

Here is a summary of the ideas spelled out below …

If you are _____ than your opponent … … then consider _____.
Bigger Overrunning
Bigger (a lot) or Smaller (a lot) Moving Through
Stronger Shoving, Shoving Aside, or Overrunning
More Agile Tumbling Past

Moving Through

You can move through a hostile creature’s space only if the creature is at least two Sizes larger or smaller than you. Remember that, even in those cases, another creature’s space is Difficult Terrain for you.

Cost: Difficult Terrain movement.

Shoving

There are a couple of possibilities here — a bog-normal Shove attack, or an optional Shove Aside.

Note that in neither case do you need to worry about “Difficult Terrain” as you are never deemed to be in the same square as the enemy (don’t think about it too hard).

If we think of You (Y) doing one of these attacks against the Enemy (E), here is where they would end up with a Shove (S) or an (optional) Shove Aside (A)

S  S  S 
A  E  A
   Y

Shove

You can use a Shove as an attack in the round, pushing the target away from you 5 feet (think of the offensive line in a football game). Once you push them away, you can step into their space and then beyond.

“Away” on a square grid would be straight back or diagonally back. (The DM might want to opine on that one, but Jeremy Crawford says diagonal counts as “away”. More discussion here.)

For a Shove, the target can’t be more than one Size larger. You as the shover make a Strength (Athletics) roll vs. the target’s (choice of) Strength (Athletics) or Dexterity (Acrobatics).

You could also knock them Prone with a Shove attack but that doesn’t clear out the space for you to move through.

Cost: One Attack.

Shove Aside

This is an Optional Rule on DMG 272: Rather than using a Shove to move someone back (or Prone), you use Shove to move them to the side.

Essentially, this is a more difficult Shove attack (shifting someone at a 90 degree angle), with the same skill comparison, so you as the shover roll at Disadvantage. If successful, the opponent is shoved 5 feet to the side, meaning you can move through their square at no additional movement penalty.

As a DM, the added difficulty seems quite fair and I wouldn’t hesitate to allow this Optional Rule.

Cost:  One Attack.

Tumbling Past

This is another Optional Rule, so check with your DM first. DMs, this can provide color, but it can also make your sneaky rogue types (who probably have a high DEX) a lot more dangerous.

This can be found in the DMG, page 272: As an Action or Bonus Action, you roll Dexterity (Acrobatics) vs the  Dexterity (Acrobatics) of the one you’re trying to Tumble past; if you win, you can move through (but not stop in) the hostile creature’s space (as difficult terrain).

There’s no specific penalty for failure here — except that you’ve burned an Action or Bonus Action, successful or not.

Costs: Action or Bonus Action; Difficult Terrain movement.

Overrunning

Yet another Optional Rule, on DMG page 272, this is basically just shoving your way past the opponent (or using your Strength to do a Move Through).

As an Action or Bonus Action, you roll a Strength (Athletics) check vs the defender’s Strength (Athletics). You are at Advantage if of a larger Size, or Disadvantage if of a smaller Size. If successful, you can move through the square (as Difficult terrain).

Cost: Action or Bonus Action; Difficult Terrain movement

But what about Jumping Over them?

The Jumping rules really don’t allow this. Or don’t work well with it.

First, High Jumps don’t help, since they are only up-and-down, according to the rules. (Yes, Olympic High Jumps involve some horizontal distance, though often not much,  I don’t think anyone is envisioning jumping backwards over an orc and then landing on their own back on a huge fluffy pad.)

Second — this is not an easy thing to do. Even under highly controlled non-combat situations.

You just can’t jump high enough on a Long Jump to reliably get over an opponent’s head.  The height you achieve on a Long Jump, with a successful Strength (Athletics) check vs DC10, is (distance/4) feet; assuming the space a Medium creature controls space is not just 5×5, but 5x5x5, you would need a distance jumped of 20 feet (20/4=5) to get past them (i.e., with a Running Long Jump, that means you’d need a STR of 20).

Magic might help: a Jump spell (or Ring of Jumping) triples your jumping distance, thus your someone with a STR of, say 16, would theoretically be able to Jump 48 feet, clearing 12 feet high …

… although the irritating Jumping rules still, even with  a spell, restrict your Jumping distance to your Speed. If your speed is 30, you can only jump 30 feet (or 20 if you are doing a Running Long Jump that takes a 10 foot run-up). That still lets you clear that 5 foot height (20/4), and it means you only need a Strength 10 to (barely) jump over an opponent. (Speed magic would help here even more.)

That said … is a 5 foot height being the vertical control zone actually a real thing? Eh … given that D&D tends to be a bit vertically challenged in terms of accommodating things that are above ground level, you could argue it for most Medium characters (esp. as weapons and armor aren’t generally pointed at / oriented toward / limber regarding upward attacks). If you remember the Golden Rule that D&D is not a physics simulator (it’s not even a combat simulator), it kinda-sorta works fine.

Since you would be flying over the enemy’s head, there is no Difficult Terrain consideration. Thank goodness for that.

Taller creatures will tend to be Large in Size, and thus fill up (or control) a 10-foot square space (a lot more to jump over), but even if they don’t, maybe the best way to handle it is with a higher DC on that Strength (Athletics) check (DM discretion).

What does happen if that Strength (Athletics) check to jump over something fails?  In theory, just as with a non-opponent Long Jump, the jump fails at that point, and you end up, probably Prone, in the square in front of the enemy you tried to jump over. But we’ll leave those esoterica as an exercise for the student.

But Don’t Forget …

The Rule of Cool.

Sliding past/under, or jumping up-over, a bad guy is a pretty bad-ass cool move, the sort of thing that will have characters (or their players) bragging about over beers for months or years to come.

Which means, on an exceptional basis (e.g., in a boss fight) the DM should probably be willing to bend the rules at least a bit to allow such an attempt, even of the numbers don’t quite work out. The rules are there to let you know what should normally work and what normally shouldn’t. But ultimately, that judgment belongs to the DM — and a balls-to-the-wall unexpected heroic attempt … should get at least a bit of latitude.

Any changes here with 5.5e?

dnd 5.5/2024Why yes. Yes there are — fairly significant ones.

First, though it doesn’t apply specifically to this post’s topic, while in 5e moving through a friendly character’s square was considered Difficult Terrain, in 5.5e, it’s not — just a normal space to move through.  This makes stack-ups at doorway a lot less painful. 

Similarly, you can move through, at speed square of a Tiny creature.

It remains Difficult Terrain to move through the square of an Incapacitated creature (which as a house rule we include dead bodies), or of a creature that is two Sizes larger/smaller than you. 

While in 5e you could not end movement in the same square of another creature, 5.5e allows it if it is an involuntary action (e.g., being hurled there telekinetically).  If you find yourself unwillingly end your turn in such a square, you are Prone unless you are Tiny or are a larger Size than the other creature. Even if you go prone, the other creature is not affected unless it ends its turn in the same square.

A Shove is now a form of Unarmed Strike in 5.5e.  Rather than doing an Athletics vs. Athletics/Acrobatics contest (5.5e really doesn’t like contests), instead, the shover just says they are doing so, and the target must make a

STRength or DEXterity Save (their choice)
vs.
DC = (8 + shover’s STRength mod + shover’s Proficiency Bonus)

A Shove is only possible if the target is no more than one Size larger than the shover.

The new 5.5e rules make no mention of the previously optional Overrun or Tumble Past or Shove Aside rules.  The same is true for a lot of the Optional Rules in 5e’s DMG; whether these are a permanent simplification or wil be reintroduced in a later supplement remains unknown.

Jumping rules are pretty much the same as in 5e.

 

 

 

Princes of the Apocalypse, Session 8: “Shallow Graves and Lofty Spires”

Wherein the characters find dead bodies, hunt monsters, and are invited to join a cult.

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 8 (Day 15) 

  1. The heroes traveled to the hilltop where Larmon Greenboot had directed them. They found there the shattered (and only hours-old) body of Larrakh, as well as the hasty graves of a Dwarf craftsman, a Mirabar Army warrior, a Black Earth cultist (buried with their weapon), and a figure dressed in white with feathers on their cloak’s shoulders.
  2. Surmising Larrakh might have been dropped from a great height, they headed toward Feathergale Spire, home of the rich boys’ flying club, the Feathergale Knights.
  3. Approaching openly, they were welcomed in by Savra Hanadroum, the estranged daughter of Haeleeya Hanadroum, and introduced to the master of the club and castle, Thurl Merosska.
  4. They attended the 10th anniversary feast of the Society, where many toasts were made, and the heroes encouraged to tell their stories. Thurl, in turn, talked of the evils lurking in Sumber Hills (and a bit of the History of the Dessarin Valley, in particular the loathed Cult of the Black Earth.
  5. A Manticore was spotted. Theren, William, and Faith joined the night-fogged hunt for the abomination with four of the knights. Our three heroes distinguished themselves in the Manticore Encounter, and William was awarded the reward ring from Thurl. Thurl told them he might have a quest for them to undertake, to be discuss the next day.
  6. As people prepared for sleep, Savra approached Nala and Moony for more info on the Black Earth infiltration of Red Larch. They told her about Larrakh‘s involvement, and their finding his dead body. She invited them to join the Feathergale Knights, that their bravery, honor, and magical abilities would be very helpful, especially as the Knights were learning about the magics of Elemental Air to combat their enemies. Nala declined, courteously, which Savra did not take well.

Player Recap

Lightly traveled road with some small cart paths branching off to homesteads, several of which are abandoned. They meet a couple on a cart with boxes, a shepherd with flock of sheep, and a group of well armed horsemen all heading towards town.

Something suddenly clicks for Faith, the dream from several nights past of being buried in stone until someone comes to help; it is really similar to the rescue of the boy Braelen. 

Around mid-day they come across the split tree landmark Larmon told them of and evidence of a flock of sheep passing by. Traveling up the path to the crest of the hill. The path is steep. They are glad that they didn’t try to bring Buttercup and the cart.

On the crest there are four recently dug shallow graves covered in stones plus a fresh body – the center of some vultures’ attention. Shooing away the vulture they move closer and discover it is the body of Larrakh. There is a shattered staff and a broken crystal halberd near by. William examines the body. Larrakh was hit by several arrows and has suffered from a massive blunt force trauma. Looks like he fell from a very great height. Besides some gems and money, he has a chain with the Symbol of the Black Earth and several Mirabar trade bars. Removing the stone mask, Larrakh is still unfamiliar.

Looking around, there is a great view from the hill crest. They can see all the way to Red Larch and the Feathergale Spire to the NW surrounded by large birds.

The group moves onto the cairns. At Nala‘s recommendation, William looks around the site for other tracks. The first grave has a male dwarf in artisan robes. He has no possessions.  The second grave has a female warrior in the surcoat of the Mirabar army. The third grave contains a human warrior is a strange stony armor, not unlike Larrakh’s. He is also wearing a necklace with the symbol of the Black Earth and has a short mace at his side. The last grave Human in a white robe with black feathers at his shoulders. All have died of arrow wounds or crushing blows.

William doesn’t find any trails, only broken arrows, a discarded javelin, and a torn grey cloak. Moony notes that the grave of the Black Earth fighter was given obvious deference. The constable had requested that the group determine if any attack was caused by bandits or other things dangerous to the homesteaders. This looks like it will not endanger Red Larch. Because of the connection to Mirabar, the group decides to go to Feathergale Spire to talk the the feather heads and see if they know anything.

The group approaches from the main path along the cliff edge rather than cross-country across the valley. **Insert color text here** The spire looks centuries old but with recent high quality repairs. The drawbridge is up and a couple of guards watch over from the spire crown. There is a bell on this side of the bridge. Moony rings (repeatedly). A woman opens a window from the gate house, greeting travelers, how can I help you? Nala briefly explain why we are here from Red Larch and asks for their assistance. “Your courtesy does us honor. You are welcome.” The bridge is lowered and they are greeted at the large double doors by a finely armored warrior who introduces herself as Savra Hanadroum. Nala introduces herself and the rest of the party. She steps back to allow the party to enter the tower. There are a couple of men in leather armor of a style similar to Savra’s There is a large steel eagle on one wall and fine tapestries on the others. They can see the controls to the bridge and the sturdy locks on the door. She brings they through to a circular staircase. At the top of the staircase is the top of the tower. There are green lawns and a large spyglass. 

She introduces them to Thurl Merosska. He is very well dressed, extols the pleasures of flight. The human in the white robe with the black feathers would not be out of place in the tower. Nala describes scenes and asks if they may have seen anything. Thurl suggests that it is a topic better suited at dinner. They are celebrating the feather guild’s 10th anniversary. “Please join me and my knights at dinner tonight.” Thurl describes how the group goes up here to enjoy the wind and view. **Enter pseudo-philosophical crap here.**

Dwarves had built a mighty kingdom here. Their fortress which lay beneath the valley became a home to dark and loathesome creatures. About 600 years ago the Knights of the Silver Horn discovered and explored the ruins. They became quite wealthy and build several towers to keep the valley safe. That lasted for a few generations and then they too fell into disrepair. In our time they were called the Haunted Keeps. When Thurl decided to retire he and his friends decided to claim the tower and rebuild it. (Nala recognizes him now as a famous griffin racer.) Ten years ago today they set the first stone. 

It appears that Thurl was not surprised to see the group at the tower. He invites them to take their leave in some room he will arranged for them to stay in. Faith reflects on the conversation with Thurl and feels that he is very happy that we have arrived. Maybe more pleased than the sight of new strangers might warrant. She also thinks that he is definitely dodging the questions about the bodies on the hill crest.

Mooney engages with Savra. He asks if she is related to Haeleya Hanadroum. She blanches slightly and affirms that Haeleeya is her mother. Moony exclaims Haeleeya’s virtue and caring for the community. Savra “Yes, she is caring for many but not all” Then rushes to show them their rooms off of the feasting hall.

The group walks into the first room together. There are two beds, two desks, and to chest. All very sturdy and comfortable. There is a window in the tower wall and tapestries on the others. There is a stack of books on the desk. They are basic books on writing and fighting and one titled Get Yours. 

The group quietly discuss what they have learned or discerned. Theren moves to the other room set aside for them. Moony starts exploring the other rooms. One of the knights sitting at the main table, Sir Carelle, walks over to Moony and asks “Would you like me to give you a tour”? Moony immediately takes him up on the offer. When they enter the kitchen there are a few initiates are standing around a cauldron breathing in deeply. “Inhale the steam…Be the steam” Carelle starts to try and explain and Moony interrupts “So secret initiate stuff” Next is the solarium, chill now but would be pleasant in daylight. Carelle says that it is also very Moony compares it to a courtyard in a monastery. Next, the stalls of the lower levers. They continue to discuss the joys of flight and becoming one with your beasts. Finally, they adjourn back up main hall.

Savra comes to the rooms and invites the party to join the celebration. There they meet the other seven knights and Thurl. When everyone is seated, Thurl raise’s his glass with a toast. The table is served by four initiates. The knights praise their mounts, the joys of the sky, Thurl, and their adventures. The wine flows freely. Thurl, notices that Faith is not drinking and asks if the wine is not to her liking. Faith mentions that she doesn’t like wine and settles for water.

The group gives a summary on the bodies on the crest, the bandits on the road, and the hole opening up in the middle of Red Larch with the Dwarf ruins below. Moony leans over to Carelle and describes the adventure with the zombies and unicorns.

Nala notices that there is something odd about the initiates, but she can’t put her finger on it. They aren’t exactly acting like servants or devotees.

When the conversation turns to the graves. Nala describes finding the body of Larrakh and the graves from what appears to be a battle. Thurl: “The situation in the valley is dire. Some days ago there was an incursion, an invasion of murderous thugs, into the land we watch over. They were a cult cover everything over, bind people with shackles of stone. We drove them off to the East. There were 10 or 15. One of our own was lost.” 

Nala describes the sighting of the people in the stone masks in Red Larch.  Moony ask Carelle about the knight that was killed. He learns that he was not returned to Waterdeep, but Carelle believes that he is free and has joined the spirits of the sky. 

Thurl slams the table and declares their support of the town of Red Larch as well as their own valley. ….

An initiate opens the doors and announces that the manticore is on the move again. “Now is the time to kill it for good.” He pulls a large golden ring and offers it as a reward for any who kills the beast. 

Faith, Theren, and William join the hunt mounted upon hippogriffs. Faith sights the beast and Blesses the team’s endeavor. She then casts Guiding Bolt at the manticore and makes a critical hit. This is followed by Theren’s Chaos Bolt. When William’s turn comes, he casts Ensnaring Strike and hits the beast with an arrow. The manticore is restrained. He fails to free himself and plummets to the earth. His screams fill the air and he is crushed on the rocks below.

Much huzzahs greet the group as they return to the tower. After cheering their success, Thurl tosses William the promised ring. He totally misses the catch. It is very nice, heavy, gold, with a ruby and feather design. (Value 250g). My friends you have impressed me, and that is not easily done. I think in the morrow, I can suggest an adventure that will help Red Larch as well as our little valley.”

Savra comes to Moony and Nala’s room begging and then demanding that they join the Feathergale Knights, to become air elementalists to fight the evil earth elementalists.  She stormed off when both Moony and Nala said they preferred to keep their feet on the ground and that she should go and speak to Faith, William, and Theren since they actually fought and killed the Manticore.

Moony will be leaving after he no longer hears Savra in the hall so he can tell Faith, William and Theren her offer.  Also, he will be trying to investigate the room on the lower level that was not a part of the tour.

Game Notes

The Red Larch vicinity is sideways

Red Larch Surroundings map
Why not create this in landscape orientation?

Nearly all of the maps in the game are oriented Top = North, as  is true for most maps people encounter in life.

The “Red Larch Vicinity” map, laying out where some of the side quests out of Red Larch are situated, has North on the right. It confused my players every single time it got pulled up, since being zoomed in on the map to see things meant the compass rose wasn’t necessarily visible.

Is there a reason it’s oriented that way? No. It could just as easily  be oriented with Top = North.

(The scale given is also wrong; 1 hex = 1 mile.)

If the map is sideways, their journeying out through it also gave the players a sense of how the Dessarin Valley was “going sideways” — abandoned homesteads (from the weather or the banditry) being a key clue.

The Shallow Graves

So I also created a map for the Shallow Graves setting, finding a random open space map and adding in where the graves were.

You might say, “But, Dave — nothing actually happens there!”

I know. But the problem with only having maps where things happen is that when there’s no map, the players assume, even unconsciously, that nothing is going to happen.

Also, I wanted to give them a visual sense, not just Theater of the Mind, as to the layout, and see how they investigated. Including an occasional, “Okay, where is everyone standing right this moment?” just to keep them on their toes.

The Long and Winding Road of the Mirabar Delegation

The campaign is filled with various notes and clues about what happened to the Mirabar Delegation and when, and, of course, they are scattered about the rule book. But nowhere is a concise, detailed description laid out. That may be why none of it actually makes much sense, both timewise (based on clues and hints various folk pass to the party) and spatially, which becomes even more clear when you map it out. Which Carl Jonard has done:

Mirabar Delegation route (maybe)

The biggest issue is if, for some reason, the Delegation went to Beliard, then got pursued and captured by the Black Earth at the identified Ambush Site … how the hell do they get over to the Shallow Graves location to the south of the Sumber Hills — apparently completely bypassing multiple routes over to Sacred Stone Monastery, the Black Earth destination?

(It also didn’t help that the original PotA Dessarin Valley maps had the wrong scale listed on them, and, in the electronic version I received, still do.)

I think even Jonard’s map underplays it, especially as it has the Black Earth party wandering around in the Sumber Hills, but never in the right direction.

Various folk have tried to rationalize this. Here’s my version, which worked well enough (even kinda-sorta time-wise)

  1. The Mirabar Delegation sets forth from (derp) Mirabar. They include both Mirabar and Waterdeep delegates, as well as a Dwarvish Librarian and (last moment) the body of a young knight being sent home Summit Keep and the Knights of Samular. Everyone in Waterdeep is expecting them to just take the Long Road south to Waterdeep. Nobody from Mirabar sends word of any changed plans, despite the urgency of the MacGuffin.
  2. The Delegation turns east off the Long Road at Westbridge, and later arrives in Beliard (other travelers at later times will mention this). The reason for this diversion this is twofold: taking the Knight of Samular back to Summit Keep, and because Teresiel has a supply of magic seeds for Goldenfields, further south (a chance for the dwarves in the group to see the fabulous Stone Bridge might also play into this). The plan is to go down the Dessarin Road to the Keep, continue on down to Womford, Teresiel splits off to Goldenfields, the rest of the Delegation heads up the Cairn Road to Red Larch and the Long Road, and they all meet up back in Waterdeep, easy-peasy. 
  3. All the cults have been raiding the valley for prisoners and booty. The reasons are sort of vague — manual labor, human sacrifice, creating an atmosphere of heightened terror upon which their cults can flourish, etc. Whatevs. But they are still operating in secrecy. Each cult has some advantages here:
    1. The Howling Hatred uses aerial forces from Feathergale Spire, giving them speed and mobility.
    2. The Crushing Wave dominates the Dessarin River, a rich trading route.
    3. The Black Earth’s Temple is closest to the surface, making it easier to sent out sorties.
    4. The Eternal Flame uses spies and rumors. They can afford to because they are more powerful.
  4. At any rate, a large Black Earth raiding party intercepts the Delegation, chasing them off the Dessarin Road, killing most of the troops and taking the “important” people hostage. 
  5. But then what? The Black Earth raiding party obviously wants to get back to the Sacred Stone Monastery.
    1. They don’t want to travel north — Beliard and the Stone Bridge are choke points and might betray the raiding party’s existence.
    2. They can’t take the road south, because of Summit Hall and the knights there.
    3. Unfortunately the old bridge across the Dessarin River, close to the Monastery is long since fallen. (Note: in retrospect, I would have made that very, very recent, so that it was their planned line of retreat.) 
    4. So they go westward, inland, along the traces of ancient dwarvish roads, turn south along the river, skirting past Summit Hall, down to the flats, until they can find (what turns out to be) a Crushing Wave ship to cross the river. The Black Earth and Crushing Wave are … somewhat cooperative, the Crushing Wave folk are always willing to be paid something valuable for service. 
  6. For some reason, they don’t book a trip all the way up the river to the base of the old bridge.; maybe it’s just too unwieldy an ascent for a group this size (that’s what I later decided), or maybe the only valuables they have — those antique books — are just enough to pay for a ferry across, nothing more. Or maybe the Crushing Wave have decided to subtly throw some sand into their operation — not block them, but slow them. That sounds like something the crafty Water Cult would do.
  7. The Black Earth know they can circle around to get to the Monastery up the Larch Path, even if that brings them dangerously close to Feathergale Spire and the Howling Hatred. They choose not to cross-country north through the Sumber Hills to the Monastery — perhaps they know about dangers we don’t, or maybe the geography makes it a more difficult journey than it seems.
  8. The worst case scenario happens: the Howing Hatred spot the Black Earth forces making their way  cross-country, and attack them. The Howling Hatred take one of the hostages (Deseyna) but are driven off, taking losses. The Black Earth bury the dead (even the fallen air cultist; what better fate, from their viewpoint, than to stuff their body into the earth?) and continue on their way, cutting across to the Larch Path, up and over and around the long way, arriving at the Monastery with their prisoners, some of whom are put to work in the basement mines, some of whom are sent further below …

It’s convoluted and speculative and doesn’t line up well with the timing (though no proposed scenario actually does), but it created a narrative storyline for me to use as a touchstone. The players didn’t necessarily need to know all the details (MacGuffin!), but having the sense that the details made sense was very important.

But what about Larrakh?

In the Campaign As Written (CAW), Larrakh, if he escapes the Tomb, simply vanishes from the narrative.

Ho-hum.

I toyed with the idea at one point that he’d actually been sent to Red Larch as punishment for the fiasco of that Black Earth mission. The timing there never really gelled (it’s unclear how long he’s been in Red Larch, but it’s been longer than that).

But I did speculate on him heading back toward the Monastery after the Tomb fiasco. Rather than the obvious Larch Path, he heads toward Rivergard Keep, planning on booking a one-person passage toward that fallen bridge (where his Spider Climb spell would be very handy.

Alternately, he uses some mystical means to check in and is told to find out what happened to the raiding party at the Shallow Graves, so he heads that way.

One way or the other, he finds the Shallow Graves after the shepherd has come and gone. Unfortunately, he’s also spotted by the Feathergale Knights (telescope!), who come along, grab him, lift him up, and drop him from a very great height.

It was a waste of good bad guy, one one level, but it also provided some closure for the party about the guy who’d nearly taken them out — and indicated that there were other threats out there. It also made the site a bit more layered, with events happening in multiple timeframes. 

On to Feathergale Spire!

Feathergale Spire is Backward

Feathergale Spire (per the book)
Sun from the south, bridge extending … east?

The picture of Feathergale Spire provided as a hand-out for the players shows it anchored to the east side of the valley, illuminated by the sun from the south, the Sumber Hills to the north in the background. 

Sighing Valley "map"
Spire on the west wall, bridge extending left.

The Sighing Valley map shows Feathergale Spire anchored to the west side of the valley. There is talk about parties approaching up a path along the cliff edge, but no path is shown. The southern part of the Sighing Valley is by far the most dangerous (the Manticores, the Griffons), but it would be the first area entered if one approached through the valley; it has that “as you explore further in” vibe, which makes no sense unless it’s actually to the north, but it’s not. 

But the Sighing Valley also extends to the north.

Feathergale Spire map
Bridge extending west.

The Feathergale Spire dungeon map also shows the tower anchored to the west cliffside. 

The Feathergale Spire text talks about the broad valley extending from there to the east.

Oh, and running out of the Sighing Valley is the Lost River … which is, truly, lost, as it shows up on none of the Dessarin Valley maps, nor in any description of the party crossing it or dealing with it as they head toward the Spire. 

What a mess.

Feathergale Spire
Feathergale Spire. The right way around.

I tried twisting the map around 180 degrees (with the idea that the river actually gets “Lost” into Knife Edge Gully), but that really didn’t help. In the end I just flipped the handout picture of the Spire on its vertical axis and called it I-hope-nobody-pays-attention.

(For all I know, the art was originally correct and some layout editor flipped it around to make it look “better” in the book, not realizing that obsessive-compulsive DMs would fret so over it.)

Somewhat more useful notes on Feathergale Spire

Feathergale Spire is the first of the Haunted Keeps, the first set of cultists encountered, the first gang of bad guys to engage with that aren’t Red Larch locals.

It’s possible (but probably hard) to stealth or assault the spire from without. An alternative is to decide on a ruse to enter — the CAW always recommends either “We’re bringing a message from Higher Ups,” or “We’re eager recruits” — then strike from within. 

For some reason, this party was a bit apprehensive about dealing with these folk in a violent fashion. There were a lot of bad guys, a lot of them mounted on giant birds. The party was only 3rd level (though that’s what this was geared for), so they were leery about confrontation. That would lead to Interesting (and Complicating) Stuff for the DM.

Savra

 

Savra (in lieu of a "name" token)
Savra (in lieu of a “name” token); image from “Goblin Slayer!”

Savra Belabranta is the lieutenant of Thurl Merosska, the top dog at Feathergale Spire. She’s the only other named person in the place, and she greets the party as they arrive. 

That is literally the extent of what is written about her.

Bo-ring.

I decided to play on a relationship that they had built up while in Red Larch. There was a woman there named Haeleeya Hanadroum, who ran a dress shop and bathhouse. Some of the party members had gotten pretty close to her.

She’s noted as a foreigner, and I imagined a woman from the south who had married a merchant from Waterdeep, moved with him to Red Larch, and who then, when her husband died, tried to raise their daughter — who was in near-perpetual conflict with her mom, and who, one day, when a dashingly handsome and powerful Feathergale Knight landed in town to get some supplies, rode off with him, leaving her dusty dead-end village behind.

Thus, Savra Belabranta became Savra Hanadroum.

I figured Savra was oriented around a few key points:

  1. Still angry with her mom … but also missing her after a few years.
  2. A go-getter and enterprising lieutenant to Thurl — for whom she has the equivalent of a schoolgirl crush (unrequited, because, I eventually decided Thurl only has eyes for Aerissi Kalinoth, the Prophet of Air, whom he wants to woo, wed, and supplant).
  3. A devotee of the Howling Hatred … but mostly out of rebellion and because that’s what Thurl would want her to be.

In short, Rebellious Teen With Heart Of Gold Joins Local Mob Outfit, Makes Good. That covers all the elements of a potentially tragic or happy ending. My hope was that the party would see her as a sympathetic character, but a potential enemy, but someone they might be able to sway, but still a risk.

It all worked beautifully. Was it essential to the campaign? No, but it made a previously established relationship useful, it gave them a person to talk with and not just a nameless mook, and it helped emphasize the creepiness of the cultist life in a way that felt more real.

The other folk of Feathergale Spire

Thurl Merosska is the rich college jock who had great success in race car driving (or the local griffon-based equivalent), but then nearly lost it all in a crash. He’s now driven by ego, desire, and, under it all, fear. He’s happy to use the Howling Hatred to potentially lord it over all of Faerun — especially if it means he could take over Aerissi’s job, and if it meant that Yan-C-Bin’s power could keep him safe.

He’s horribly deluded, but he’s big and boisterous and charismatic and his own cautionary tale over the power of delusion. Under his command, Feathergale Spire is half sporting club, half cult recruitment station, with the folk trying to join up reduced to silent starvation, and his followers driven to acts of bravado and cruelty.

That said, Thurl is the classic case of the Guy Who Is The Hero In His Own Head. He is very easily able to see his endeavors in a noble fashion; his desire to protect Red Larch as his own little fiefdom is sincere (if exploitative), and his hatred for the antipodal Black Earth cult is fierce and couched not just in elemental antipathy but in the desire to win against the other team.

(Thurl’s efforts to rope the party into the inter-cult warfare isn’t the first time this trope is used in the campaign, but it carries some cachet given that the Black Earth has been doing nefarious things around them so far.)

Thurl also gave me an avenue for doing more infodumping about the history of the Haunted Keeps, even if a bit biased in its presentation.

The rest of the spire is occupied by the Feathergale Knights, almost all of them (Savra is a notable exception) the offspring of wealthy families in Waterdeep, all of them fans of flying mount riding, and all of them bought into the cult conspiracy behind their frat. I gave them all names (conveniently all starting with different letters), mixed up the genders a bit, and wrote out some quick personality notes. I probably went a bit overboard, but since the interactions were everything from riding competitions to the feasting table to potential combat, I wanted the dozen-plus Knights to stand out as at least slightly individuals (especially, as we moved forward, each new set of cultists would become more and more generic, and less and less conversed with).

Not so individual, though, were the Initiates, who are masked, sworn to silence, and basically the grunt workers in the castle. They, too, are wealthy scions and heirs, but have not yet proven themselves. They were damned creepy, once the party knew what to look for. If the Knights were all frat bros (and whatever the female equivalent is) of different types, the Initiates were the people standing over a cooking pot, chanting, “Breathe the steam … be the steam …”

The Initiates are properly labeled “Howling Hatred Initiate” in Roll20 but (a) that’s way too wide for a token on the Roll20 map, and (b) kind of on the nose in telling the players what’s going on here. I renamed them all as “Initiates” (and would do similarly with the low-level mooks of the other cults). Similarly, there’s one “Hurricane” in there — basically the Howling Hatred equivalent of a Monk — which I renamed to “Ascetic” to match the description and mask everything else.

I loved putting in each of the Knights’ rooms, almost like a Gideon Bible, a book called Get Yours, which, when examined, combined the motivational philosophies of Positive Thinking, the Prosperity Gospel, Ayn Rand, and  How You Deserve It All. It felt very Howling Hatred-like, along with their constant drumming on mental “freedom” (unless you are an Initiate) and physical “purification” (though the Knights dine quite well).

The cult symbols here were very under wraps — literally. Rather than necklaces or cuff links or something, I had the cultists all regularly scarifying themselves on their chests with the Howling Hatred symbol. When the party finally discovered it, it was quite the moment.

Knights’ Quest

Manticore and Feathergale KnightsHey, DMs! Here’s a cool scene where the party gets pulled into a Manticore hunt. Flying. At night. With no rules as to how any of that works. Enjoy!

Holy crap. I was terrified of running this encounter, but it was so cool and so a part of the Thurl vibe, I didn’t dare not. I did a whole bunch of reading about flying combat and 5e (it’s pretty crude), looked at a bunch of home brew rules, and ended up just abstracting the hell out of the actual movement (3D!) of it.

Everyone seemed to have a fun time anyway.

What next?

Thurl is obviously interested in making use of Our Heroes. We’ll see how next time. Of course, I also expected Our Heroes to resist and a big battle for Feathergale Spire to ensue …


<< Session 7 | Session 9 >>

 

D&D 5e/5.5e Rules – Mounted Combat!

Sooner or later, either the good guys or the bad guys are going to charge in on a mount.

Know the RulesPart of an ongoing series of 5e (2014) Rules notes.  See the end of the post for notes on 5.5e (2024) rules.

This came up in my Princes of the Apocalypse game, related to Earth cult Burrowshark riders atop Bulettes, but the questions discussed apply to random folk on horseback just as much.

Conquistadors on horsebackAn historic note that may be of interest or illumination to some of the questions here: it is said that when the early indigenous peoples of the horse-less Americas — including in the sophisticated realms of the Aztecs and Incas — first saw the Conquistadors on horseback, they thought they were seeing some horrifying human-animal hybrid. The dividing line between the Rider and the Mount is the focus of most of the rules in 5e around mounted combat. As you might expect, the answers are not always intuitive ones, otherwise “anyone could do it.”

Main Caveat

As noted endless times before, D&D 5e is not an accurate simulator of reality; it’s a fairly effective (usable with minimal fiddling) simulator of reality, with just enough verisimilitude to make it both fun and grokkable. Also, even though it’s derived originally from military miniatures combat rules, Napoleon’s Old Guard didn’t have to deal with gigantic flying dragons with Liches piloting them, so its miniature/grid rules sometimes get weird.

Second Caveat

A lot of the below also depends on playing on a grid (square or hex; the examples I’ll give are for squares).  If you are running Theater of the Mind, you can rule on this however you like, and nobody can say you nay (or neigh).

In other words …

In other words, Rules As Written (RAW) are pretty crappy (or, to be more delicate, inadequate to the task) on this overall subject. Let’s look at them — Mounted Combat rules (PHB 198).

Right. Time for my interpretation.

So here’s my first question: Where is the rider on their larger mount, and how does that attack the rider’s reach and the reach of those around the mount?

Where is the Rider on the Mount?

So, take the image to the right:

The Bulette is a Large creature, and so “occupies” a 10×10 space (4 squares). The Rider is a Medium creature, and so “occupies” a 5×5 space (1 square).

(Note that this would work the same for a Horse — a Large creature — and its Medium Rider.)

So some questions:

  1. In which of the four squares of the Bulette does the Rider actually sit?
  2. How does that affect the Rider’s ability to attack (their reach)?
  3. How does that impact Area of Effect spells that only partially overlap the Mount?
  4. What about Opportunity Attacks against the Bulette — will they also reach the Rider, or only if the Rider is “adjacent” to the attacker?

In the picture, I have the Rider in the upper right corner of the Bulette. The Rider is a 5 foot reach from Initiate 1, but 10 feet from Initiate 2. So …

  1. Can Rider only attack Initiate 1?
  2. Can Initiate 2 only attack the Bulette, not the Rider?
  3. If the Rider wanted to attack Initiate 2, can the Rider just move to the lower left-hand corner of the Bulette? If so, does that cost Movement for the rider, and does it provoke an Opportunity Attack from Initiate 2?
  4. If the Bulette moves one square diagonally down-right, both Initiates could presumably Opportunity Attack the Bulette, and Initiate 1 could Opportunity Attack the Rider … but could Initiate 2 Opportunity Attack the Rider?

On the last question, as noted above, the rules actually answer it:

If the Mount provokes an opportunity attack while you’re on it, the attacker can target you or the Mount.

But how can that be?

It can be, because where your token is in your occupied area, regardless of size, is only an approximation.

As a Medium creature, you “occupy” five feet square of space.  But you don’t really occupy that space like a 5×5 wood frame.

Guys in a couple of five foot squares
Guys in a couple of five foot squares

There’s a lot of space there to shift around in. Heck, if on the opposite sides of the squares, those guys couldn’t even reach each other with swords.

Put another way, a Bulette is not really a circle with a radius of 5 feet. It does not actually occupy a 10×10 foot square.

A Burrowshark (Bulette rider) on a Bulette.

So looking at the picture, a Bulette is pretty wide. But not square. And that’s even more the case for horse. A horse is a Large (10×10) creature  for game purposes, but for real purposes it should be more like 5×10.

The area a Large creature takes up (ditto for even bigger categories, but let’s keep it “simple”) is the area it “controls” in game terms, such that you cannot stop within it unless you are two size categories smaller or more. In a quantum sense, the creature exists within that area as an abstraction, a probability field, moving and shifting and occupying all that space such that a horse (or Bulette) can be attacked with 5-foot reach weapons from either side.

(Remember the Main Caveat about D&D rules, above.)

The same is true for the Rider, who exists as an abstract occupant of the entire area of their Mount, moving around and leaning as the Mount moves around, attacking and attacked by all 12 adjacent squares. That’s the only way of rationalizing “If the Mount provokes an opportunity attack while you’re on it, the attacker can target you or the Mount” (or the Mounted Combatant feat that lets the Rider force an Opportunity Attack to be on them, not their Mount).

Knight on Horseback in BattleAgain, think of a knight on horseback in combat. He’s not sitting there like a 5×5 lump on a 10×10 bigger lump. The horse is wheeling around, rearing, as the knight guides it forward and back and side-to-side and about in circles, bending and leaning, raining blows in all directions.

Remember, Facing is an optional rule. If in a six second turn, a creature can attack both front and back, without spending any  movement to do so, than the Rider on that creature can do the same.

So to go back to my questions above. In my informed opinion:

  • The Rider can attack both Initiate 1 and Initiate 2 — and be attacked by them.
  • If the Rider has the Bulette withdraw, both the Bulette and the Rider can potentially take an Opportunity Attack by either or both Initiates.

Now, as you can imagine, this is not immediately obvious, and not well-spelled out by the rules, and is subject to a lot of varying opinions. D&D 5e Designer Jeremy Crawford has provided a number of guidances here that don’t necessarily agree with my opinion.

Aura issues get weird — if the Rider has an aura extending ten feet away from them, is their abstracted location all-encompassing (the aura extends from the full Mount, not just a square (the rider) within it? Or do we still pick a square? I don’t have a good answer for that.

AoE issues are also weird — if that Fireball hits one, two, three squares of that four-square mount, does the Rider have to make a save? Or maybe a save at Advantage? Well, the Mount takes full damage and has to make its save. I would suggest that the Rider has to do the same. .

This gets even weirder when you consider long weapons, like lances, which explicitly Disadvantage you if you are attacking a creature five feet away. The only ruling that makes any sense to me here is that if there is a square within the area of the Mount that is ten feet away, then you can control the Mount to be there so that you are not at Disadvantage.

(Note that I keep referring to “you” as the Rider. The rules also apply when Uzbarkh the Unholy is the Rider bearing down on you.)

Nazgul and Fell Beast (by Coliandre)Does this begin to break down when you consider Huge Mounts or above — a character flying on an ancient red dragon is not going to simultaneously be on every square the dragon takes up, for attack or defense right? Except, again, the figures are shown on a grid as squares/circles, which means there’s a presumption of movement within the space, and if a dragon can bite in every direction on its turn, presumably the Rider on its neck can do the same with their sword.

Some pertinent articles:

Controlling Mounts and Attacks

I didn’t do this well when I was overseeing that Bulette battle. Going back to the mounted combat rules in the PHB:

While you’re mounted, you have two options. You can either control the Mount or allow it to act independentlyIntelligent creatures, such as dragons, act independently.

You can control a Mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled Mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled Mount can move and act even on the turn that you mount it.

An independent Mount retains its place in the initiative order. Bearing a Rider puts no restrictions on the actions the Mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

So, first off are Bulette’s intelligent creatures? The general threshold for Intelligent creatures is INT 4 (Animal FriendshipAwaken, and Detect Thoughts all fail if INT is higher than 3). Bulettes (and Horses) are INT 2, so they are not intelligent.

The Wisdom (Animal Handling) skill can come into play here (bulletizing mine):

When there is any question whether you can

  • calm down a domesticated animal
  • keep a Mount from getting spooked
  • intuit an animal’s intentions

the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to:

  • control your Mount when you attempt a risky maneuver.

Note that AH is not actual training. You can only control your unintelligent Mount if it has been trained. And for combat purposes, a Mount really needs to be trained to the noise, smells, and pain of combat, otherwise it will be uncontrolled and probably try to run unless you’re spending all your actions on AH (to an unintelligent, untrained Mount, anything in combat is a “risky maneuver”).

To break the above down into a matrix:

Controlled Mount Independent Mount
Unintelligent Mount Requires training/AH to accept a Rider.
Use Rider’s Init.
Moves as directed (may need AH for dangerous sitches).
Can only Dash, Disengage, Dodge as actions.
Requires some training/AH to accept a Rider.
Has its own Init.
Can move and act as it pleases, including attacks.
With training/AH, can be guided by the Rider.
Intelligent Mount N/A. Intelligent Mounts are always Independent Has its own Init.
Can move and act as it pleases.
As it is intelligent, it may coordinate with the Rider if training or communication is possible.

So if we assume that the Burrowsharks have trained their Bulettes to combat (they have, plus there’s some mystic ju-ju going on), then they have two choices:

  • Keep the Bulette under control. Initiative is synchronized. The Bulette will only Dash/Disengage/Dodge, but is unlikely to break, flee, etc.
  • Let the Bulette be “independent” under its combat training. The Bulette and its Rider have different Initiatives (requiring more coordination), but the Bulette can Attack (no small thing). Note that it may sometimes choose to Attack (or Dodge, or whatever) differently than the Rider wants. (This is a bit more fuzzy when the GM is running both characters.)

D&D 5e does not, btw, demand DEX (or Athletics) saves for Riders whose Mounts do something the Rider doesn’t expect.

When I first did this kind of thing, I allowed the Bulette to act independently, but synced its Init with the Rider. I also had their attacks probably more coordinated than they should have been (combat training will let the Rider guide the attacks of their unintelligent Mount, just as the Rider can guide their movement, but the Mount remains independent and more likely to snap at what attacks it).

Something else to note here: the restrictions on a Controlled Mount are to Actions. One can posit that a Controlled mount should still have access to Bonus Actions (very rare) and Reactions, including Opportunity Attacks.

Pertinent link: When is a mount considered too intelligent to be controlled?

Falling Off Mounts

This didn’t come up last I ran mounted combats, but it could have. For the record:

  • If the Mount is moved against its will by an outside force (e.g., a Thunderwave spell), the Rider must make a DC 10 DEX save, or else fall off.
  • If the Rider is knocked Prone by an attack/spell/effect, the Rider must instead make a DC 10 DEX save, or else fall off.
  • If the Mount is knocked Prone, the Rider can use their Reaction to dismount as it falls and land on their feet, or else fall off.

Fall off = land Prone on a space within 5 feet of the mount. The RAW does not address the (very real in historic terms) danger in that last instance of having your mount fall atop you, probably doing substantial damage.

Surely they have improved this in 5.5e, right?

dnd 5.5/2024Given that 5.5e (2024) is a distillation of everything WotC and the community have learned over the last decade (since 2014) to improve any weaknesses in the fundamental engine, this would seem like a huge place to make changes and improvements.

Nope.

In fact, as far as I can tell, things here are worse. Less space is allocated, but the same text is used, such that some things have been clipped out:

  1. There is now no provision for using your Reaction to save and land on your feet if the Mount is knocked Prone. In fact, it doesn’t actually address the issue of what happens if you make (or don’t make) your save if your Mount is knocked prone. The language has been simplified, and something has been lost.
  2. The distinction between an Independent vs Controlled Mount is still there, but the definition between the two has been significantly cropped.
  3. The language about when the Mount triggers an Opportunity Attack the Rider can be targeted is also gone. Intentional change, or editing oversight? 
  4. The Mounted Combatant  feat has changed slightly. In 5e it said that an attack targeted on the Mount could be redirected to target the Rider; in 5.5e, it says an attack that hits the Mount can instead be redirected to hit the Rider, meaning a mounted combatant has no better AC than their mount does, regardless of the Rider’s armor.
         I suspect that one will be errataed away pretty quickly, but it hasn’t yet.) Or maybe it’s to make up for now getting a 1-point ASI with that feat.

The one place where maybe the 5.5e rules are better is on when a Controlled Mount acts.  In 5e, its initiative is synced with the Rider, but it was still ambiguous as to whether the Mount’s actions took place simultaneous with the Rider’s, or as its own turn (immediately before or behind). In 5.5e, the Rider and Mount clearly share the same turn (“it moves on your turn as you direct it”), making things a bit more flexible.

Net-net, the 5.5e rules aren’t very good, but the 5e rules aren’t either. It would be nice to see that addressed some time.

D&D 5e/5.5e Rules – Magic Items: Investigating and Using!

What do I do with this loot that just might be magic?

Know the RulesPart of an ongoing series of 5e (2014) Rules notes.  See the end of the post for notes on 5.5e (2024) rules.

I grew up in the era where you always had a mage in the party who took  Detect Magic to spot the glowy magic items, and then Identify to suss out what it is.

5e has simplified this a great deal, though much of the info is semi-hidden in the DMG (p. 136). There are several ways of getting at whether an item has magical properties and, if so, what they are:

  1. As the DMG says, the fastest and easiest way to reveal an item’s properties is with the Identify spell. Note that Identify can be done as a Ritual, so any wizard, bard, or cleric of divination can do it, taking 10 minutes and not burning a spell slot. If you don’t know the spell, then 10gp will hire someone (in an appropriate locale) to cast it for you.
  2. You can also focus on a magic item with which you are in physical contact during a Short Rest. I usually require the characters to sort of wield the item more or less like they would — wear the boots, hold ring in your hand, wave the sword around a bit. At the end of the rest, you have learned the item’s properties and how to invoke them. This is the most common method, as it is relatively cheap and easy.
  3. You can also try to do an Intelligence (Arcana) check to see if something about the object can identify it (“The elves often put wings on the leather of Boots of Flying” or “That is the symbol for the Orcish God of Fire” or “Rings that chime with that particular note are most likely magic, from the lost realm of Midoria”). This is much quicker than the Short Rest option, but likely less complete. (Some suggestions on how this might work.)
  4. Alternately, you can guess from clues on the item itself, or can just start wielding it and figure out how it works.

Note that for scrolls, a tiny sip will let you know what it does without it (most likely) having an effect on you.

Attunement

Some magical items require more than just identification and working instructions to invoke its magical powers. Instead, they are of sufficient power that they require a mystical bond be created between the wielder and the item called Attunement.

If an item requires this, it is listed with the item. Until such an item is Attuned, its magical properties do not manifest (an unattuned +3 Vorpal Sword is just a very cool looking normal sword in combat). Note that some items can have a prerequisite (e.g., class, race) for Attunement.

Attunement takes an additional Short Rest (beyond the initial identification), in physical contact and focusing on the item. Practice use of or meditation over the item might be helpful here. At the end of the rest, “the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.” More complex or powerful items may require additional Short Rests or presentation of circumstances where an ability manifests. (“You suddenly feel no fear of the flames, realizing they are not harming you but humming softly.”)

An item can be attuned to only one person at a time, and a person can only attune to three unique items at a time.

Attunement ends if prerequisites are no longer met, if the item is over 100 feet away for at least 24 hours, if the owner dies, or if another creature attunes to the item. You can also voluntarily drop an attunement with another Short Rest.

Spell-casting items

Items that allow spells to be cast are cast at the lowest possible spell and caster level, don’t expend any spell slots, and require no components (unless otherwise specified). Rules for range, casting time, duration, and concentration apply (again, unless otherwise specified).

For items that depend on the user’s spellcasting ability, if you don’t actually have a native spellcasting ability (e.g., a Rogue with Use Magic Device), the ability modifier is +0 but your Proficiency Bonus does apply.

So what about in 5.5e?

Again, things are pretty much the same between 5e (2014) and 5.5e (2024), just organized differently or clarifying things a bit better..

Princes of the Apocalypse, Session 7: “Believers … or Not!”

Another talk-heavy episode, as the players learn that uncovering the conspiracy doesn’t always solve the problem.

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. But 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 7 (Day 14-15)

  1. The party was welcomed back by Albaeri Mellikho, who took Baragustas Harbuckler off their hands. 
  2. Constable Harburk Tuthmarillar got a briefing, and a tour of the Tomb, including the Chamber of Moving Stones. The Brothers of Woe were IDed as transient workers in town. Harburk had words with Ilmeth Waelver about the tunnel in his back yard.
  3. Imdarr Relvaunder, the temple priest, gave Faith some history of the Dessarin Valley. He also identified Ogremoch as a great being of earth elemental evil, and IDed the Symbol of the Black Earth.
  4. Elak Dornen called a Town Hall to explain to the populace about the Believers, and the burden they’d taken on upon discovering the Chamber of Moving Stones, the Delvers, and how the Delvers could make the stones move to warn the town of impending problems. He, and the Believers who identified themselves (Albaeri Mellikho, Rotharr Hatherhand, Ilmeth Waelver) wanted only to protect the town, and were now concerned that “outsiders” (the party) had revealed their secrets, allowing others to possibly steal them. The Town Hall was broken up by Moony raising the issue of Larrakh and his curse upon the town.
  5. There were conversations overheard between Albaeri and Rotharr, and between Harburk and Elak.
  6. Faith tried to intervene to protect Braelen Hatherhand from his father’s wrath.
  7. While the others slept, William spotted some figures lurking around the Mellikho Stoneworks quarry, but was unable to pursue them.
  8. DING! Level 3!
  9. The next morning, the constable reported finding where someone had been hiding at Waelvur’s Wagonworks. Larmon Greenboot, a shepherd, reported finding some fresh graves on a hilltop a half-day’s travel east of Red Larch, near Feathergale Spire. The constable asked the party to check it out (and conveniently get way from the problems in town).
  10. Brother Earndon, staying at The Swinging Sword, passed on that he’d met the Mirabar Delegation in Beliard two tendays ago, with the impression they were traveling south from there, but expecting to be in Red Larch by now.

Player Recap

When we last left our heroes

The DM Said: Couple of follow-up notes, since we kind of rushed through the end there last game. You established you took the straight path out of the dungeon.

– What did you do with Baragustas, the manacled old man who had been guarding the door of the Tomb of Moving Stones? Released him and brought him with us to the quarry exit

– Did you stop to loot the area around the petrified dwarf? Yes (though neither Nala nor Faith took anything)

– Reszur – Moony spent some of the short rest to attune to the dagger and learn more about it’s powers. (+1, glow, silent)

– Were the spells that Larrakh was throwing clerical or magical? Not determined.

Grund was gone when you passed through. The bodies of the folk you killed were all still there.

You did not run across the body of the boy, Braelen Hatherhand, though there were a few small spatters of blood further down that hallway.

Emerging at the quarry

Albaeri races towards us and greets us warmly. She is very glad to see us and asks over the us and the Delvers. The couple of workmen give us sideways glances but also Albaeri. Rest of workmen have been sent to put stone barriers around the sinkhole for traffic. They do not appear to be Believers. Faith asks about Braelen’s father and is directed towards the cobbler. The party heads for the inn to get cleaned up an plan their next moves. 

Kaylessa greets them, immediately orders warm water and thanks them for their bravery. They head to their room and put their heads together. Ghileeda and Iraun bring in a soaking tub and warm water. There are concerns about the party’s safety with the Believers / Fancy Boys Club. 

The Butcher makes a house call

Harburk arrives and demands to know what the hell is going on in his town. The group shares their story with the exception of Larrakh the spider pig. After that they head back to Mellikho’s Stoneworks to show him and a deputy the underground chambers (Tomb of the Moving Stones). The bodies of the farmers are no longer there.  They identify some of the cultists’ bodies as transient laborers that have been staying at Mother Yolantha’s boarding house. In the end Harburk is obviously not happy, but doesn’t necessarily blame the party. They all exit through the shed in Waelvur’s Wagonworks yard. They are spotted by a worker, who calls out to Ilmeth. When Ilmeth arrives the constable converses briefly with him. Ilmeth asks the party to leave. 

Going to the Chapel

Faith and William head off to the temple, while the others return to the Swinging Sword. Light streams in through the chapel windows on the South. There is a candle on one side of the alter, but no one else in the main room. Faith and William leave a tithe. Faith pauses to say her daily prayers while William watches over her. Imdarr comes from the back room and waits for Faith to finish. Faith asks after Lymmura. She is off seeing to the pastoral needs of those involved in the incident this morning. Imdarr patiently waits for Faith to continue. He appears interested in the group, but not judging.

Faith asks about the Delvers and what is going on underground. He doesn’t recognize the name. She describes what they found. “We do live in the Forgotten Realms. It has been probably 5000 years since there were Dwarves around here. I think the last was the kingdom of Besilmer. A few ruins remain and of course the “Stone Bridge”.” Faith describes the spells and Imdarr suggests that it is likely earth magic and asks “Did you show bravery”. Faith describes the punishment of Braelen. They chat further and eventually, he asks after the child’s name, which Faith shares. They chat on the town meeting. Finally William asks about the Ogremoch. Imdarr throws a warding sign. “Ogremoch is an evil legend, a dark earth cult, the Mountain that Moves. That is very concerning. That symbol: The Cult of the Black Earth” 

A word with the master of the house

Nala asks for a private word with Kaylessa. They step outside. Nala lets her know that we have been very pleased with her Inn and the service that she has provided. Then she lets her know that we might have to leave suddenly tonight, but asks her not to tell anyone.

At the Helm

Theren chooses a table near the kitchen. Garlen greets them and offers them a better table, but they decline. He calls to Justran to bring the table some wine. He arrives with a dusty old bottle from the back of the cellar. He joins the group is a glass and gossip. They feed him a line about artwork. As the sunset falls, the building fills up. The party receives a lot of looks but none too angry.

Elak enters: “Years ago we discovered the a chamber under the town, interpret the stones, Believers, secret to keep it safe and keep our town safe.” Albaeri, Ilmeth, a gentleman we don’t recognize stand. “Forgive us my friends. Were it not for the events of today with the sinkhole and the intervention of the outsiders.” Moony waves. “We’ve been bearing the burden of this secret.” 

A town’s man asks about the safety of the hole. Albaeri assures them that they are looking into how to stabilize it. Watching Elak, the neo-experimental religionists, William thinks that Elak believes a lot of what he is saying, but his motivation is suspect. The crowd then peppers him with questions. They range from safety to keeping secrets. 

The constable arrives a little late. Gaelkur is not there. 

Faith “I’m sorry, did my falling in the hole in ground make it hard to keep your secret?” Albaeri tries to turn it against them. “Why didn’t you just rescue the people and come back up” William “Of course we needed to look around, we needed to make sure it was safe. If part of it has caved in other areas might be unsafe.” He further challenges Elak to explain how long they have kept the secret (“10 years”), and points out that humans have been down there 30 years ago. The constable takes a hard look at Elak. 

After more back and forth where Elak questions the intent of the party and dodges the questions about the men who attacked us. Moony raises the question that all of the group wanted to ask. “So, why are you not talking about Larrakh the evil Black Earth cultist, who wishes to curse the town to sink into the earth.” Elak finally sputters, “I have no idea what you are talking about” turns and leaves. Harburk the constable follows him out and Moony slinks behind. Rotharr yells at the people in crowd and leaves loudly with Albaeri. 

After the meeting

Faith overhears Rotharr and Albaeri talking about how poorly the meeting went and what to do about the strangers. “Don’t worry about the strangers, I’m sure that the High One will return and take care of them. You should see to your boy and make sure isn’t spreading any tales.” “Oh, I’ll see to my boy all right”

Faith turns and runs for the cobbler’s house. Passing the temple, she sees Imdarr and asks him to delay Rotharr. Faith knocks on the cobblers house calling for Braelen. The mother answers and says that Braelen is not there and has been out all day running errands for his father. Faith tries to explain that Braelen is in danger and the Rotharr is heading this way to “silence him forever.” “I don’t believe you,” the mother says and slams the door.

Moony finds a spot outside of Elak’s and tries to overhear his conversation with Harburk. All he hears is “Come clean, Elak.” When Harburk leaves he nods to Moony, “Hope you got an ear full.” 

Theren and William leave out the back through the kitchen. The owner thanks them for the crowd they drew. Nala proudly walks out the front. Theren convinces William that it is not a good time to slink around the tombs. There is a traveling cleric enjoying a quiet drink in the main room. The three head back up in their room. 

Moony catches sight of Rotharr storming to the butcher’s house. Jalessa sends him away with a bug in his ear. Returning to the swinging sword, Moony chats with Brother Earndon, a priest of Lathander (God of the Dawn). He is a pleasant older half-elf who travels from town to town. This draws Moony’s interest and he questions him about Larrakh, Ogremoch and the Black Earth. The priest is shocked. “I would never think such evil walks in this area.” Moony “There is an entire town of worshipers here. Good night!”

Morning has broken

There is a slight smell of damp earth around William as folks get up. The party is invigorated and empowered (Level 3). Faith gets up early and heads to the temple. While chatting with Imdarr, he mentions that the priest who is staying at the Swinging Sword has some news about the delegation that we were looking for. She gets back about the same time as a deputy arrives to request the come down to the constable.

The constable is looking more worn that usual. He’d been up all night, and had staged a search of Waelvur’s Wagonworks pre-dawn; they’d found signs that someone had been hiding there, but had fled suddenly, leaving behind a pack.

Gaelkur arrives with a shepherd, Larmon Greenboot. He is recently in town, but reports seeing four “shallow graves” on a hill top, covered with rocks, a dozen miles out to the East past Feathergale Spire. They weren’t there a month ago. It is too far from the “feather toppers” (rich folks from Water Deep have a tower out East and fly in vultures and other animals) for them to be burying folks there. The constable asks the party to check out the graves. It will probably be good for them to be out of town for a few days.

The party returns to the inn to pack. Moony heads out to buy spikes and checks on Buttercup and pays for her stabling. 

Before the party leave, Brother Earndon comes down and Kaylessa lets him know that the group would like to talk with him. William describes the concerns that the delegation from Mirabar have been delayed. The priest is surprised. “I was in Beliard ten days ago and the delegation was there. They should have passed through Red Larch by now.” The delegation was planning on heading South before rejoining the Long Road in Red Larch. After thanking the priest for this time, they head out of town on the Cairn Road.

Game Notes

Yeah, it’s another talky-talky episode. Sorry.

It’s perfectly legit in PotA to have the Believers conspiracy just plain old collapse at this point — conspirators fleeing, others being arrested, chapter over, let’s move on. Indeed, that’s how the book sort of writes it up.

Because I’d invested so much in this story, though, I wanted to treat it with some respect. 

The Believers Strike Back!

The Believers have taken a terrible blow — their hidden temple found, their “master” revealed, their less savory practices exposed —  but they’re not idiots. They can, potentially, recover and take control of the new status quo. Indeed, with some judicious actions, they can even better their situation.

Believers
“The Conspirators” by William Strang

My speculation is that, with all else going on (the party gone for at least three hours, including the time they took resting in the Chamber, plus the time taken with giving the Constable a tour afterwards, and all of his actions), the Believers, especially the main conspirators among them, have had more than enough time to scramble frantically and figure out some plans.

First step is cleaning up. The burnt bodies of the sacrificed farmers get tossed into a corn field somewhere. The bodies of the Bringers of Woe are left — they’re some of the ugly riff-raff that the Elemental Evil Eye’s influence have been bringing this direction, and so don’t directly implicate any of the Believers; indeed, they help point up the danger of strangers in town.

Next step is getting rid of witnesses. I was surprised that the party so easily handed off Baragustas to Albaeri, but that was perfect. The garrulous old man is shortly thereafter killed, and his body buried that night near Albaeri’s stoneworks (William spots something of these goings-on while  druidically communing with the stars, but doesn’t choose to follow up — a bit of evidence I held in my back pocket for whenever it might seem worthwhile bringing back up). 

Baragustas Burial
Bye-Bye Baragustas
Grund
Grund

Grund, who’s been doing most of the heavy lifting of bodies above, and is just obeying orders from his “betters,” isn’t so easily done away with, so he’s told by said betters that the Constable is going to arrest him and throw him in irons, so he better get the heck out of Dodge. Grund, easily scared (and, likely, having been mistreated by the law before) does so. Which leaves me another character to bring into the narrative later.

Elak Dornen
Elak Dornen

The final step is town “leader” Elak Dornen trying to get in front of all this: calling a town hall himself, explaining to all his dear friends of our fair town about how the Believers have been working in the best interests of the town all the time (not completely untrue), but that the town is now menaced by their magic oracle (the Tomb) having been revealed, and it’s all the fault of these meddling kids outsiders!

I didn’t really expect torches and pitchforks, but the party did have to do some quick talking, and eventually left matters in disarray. 

Poor Constable Harburk is in a mess: he knows there’s bad stuff going on, but a lot of evidence has already been covered up, it’s all way over his pay grade — and, for that matter, some of the of the folk accused of misdeeds are, themselves, the people who pay him. It’s easier for him to (1) tackle the less respectable folk implicated in all of this, the low-hanging fruit of people who have clearly done misdeeds (like Ilvur and Grund), and (2) come up with a way to get the “meddling outsiders” out of town.

Fortunately a report of “shallow graves” found on a hillside a half-day’s travel out of town is a great opportunity to do this — and a great opportunity for the DM to get the party moving on to the next challenge. 

The saga of the Believers isn’t over … but it is going to go on the back burner for a while.

Bits and Bobs

Faith pursued the Braelen child abuse sitch. That was unexpected, unplanned for, mostly improvised, and very cool.

Tyar-Besil and Besilmer
This map I found of Tyar-Besil will crop up a little later.

I’d introduced Brother Imdarr when they first arrived as one of the two visiting priests at the All Faiths Shrine. That gave Faith a place to dig out info about “Ogremoch” (mentioned by Larrakh last time) and that cryptic symbol (of the Black Earth) … and presented the perfect opportunity for some infodumping as to the history of the Dessarin Valley (which I also put into a journal entry for the players), with focus on the fallen Bessilmer Kingdom and the Haunted Keeps tale. Perfect timing as they headed out on a path that should take them to Feathergale Spire.

The party dinged to 3rd Level, having had a Long Rest after clearing out the Tomb. Just in time — and the last point where Milestone Leveling worked quite right for, well four more levels. This is, in theory, the point where the book’s main suggestion about starting the campaign begins. Bah. I regret nothing about the previous seven (eight) sessions.

As a reminder to the players about the campaign MacGuffin, hints and tips about the Mirabar Delegation were served up. This got them looking at a (redacted) version of the Dessarin Valley map, which again got them focused outwardly from Red Larch. 

(We’ll have a discussion about the Delegation the next installment. Their behavior and movements are very poorly recorded in the campaign and not well explained and actually don’t make a hell of a lot of sense. In part, PotA gets away with that because they are a MacGuffin, but since that guides all the Haunted Keep stuff, it’s a bit annoying. If you’ve been confused in what you’ve read about it … it’s not just you.)

Larrakh
Larrakh, the Black Earth Priest

That’s Larrakh who’d been hiding out at Waelvur’s Wagonworks (all improvised, as he’s not really written to survive the battle in the Chamber). His mission in town blown, he’s headed back to the Sacred Stone Monastery to reporting on goings-on. We’ll see next time how that works for him.

I’d given the party a horse and cart some sessions back (obtained from “Bears and Bows” bandits), but the more experienced players realized that sort of equipment never goes well when it came time to dungeon-delve. Ah, well. Eventually they were both sold, when the party tired of paying for stable space.

Feathergale Spire
Feathergale Spire. We’ll be discussing this picture next time.

The Shallow Graves report also let me give an intro to Feathergale Spire, the nearest Haunted Keep, and how it’s seen by the locals: fancy rich boys from the Big City riding around on flying mounts, but also arrogant SOBs who sometimes come into town for supplies — or, the constable hints darkly, raid local farms for livestock to feed their birds and themselves. Some of the locals think they are dashing and handsome, “those magnificent men in their flying machines” sort of thing, but the constable is far too no-nonsense for that.


<< Session 6 | Session 8 >>

 

D&D 5e/5.5e Rules – Magic Items: Buying and Selling!

Past editions have been profligate with magic items. 5e is a different beast.

Know the RulesPart of an ongoing series of 5e (2014) Rules notes.  See the end of the post for notes on 5.5e (2024) rules.

TL;DR: Anything with magic items is expensive and difficult and unlikely under 5e.

For design reasons having to do with Bounded Accuracy and stuff like that, magic items — especially anything permanent, or anything to alter combat stats (TH, AC) — are rare as hen’s teeth in 5th Edition D&D.

The following is meant to provide guidelines. Bearing in mind how magic items can unbalance a campaign (especially weapons and armor with plusses), the DM should, as always, look for ways to make things fun and make things work for the story.

The rules on this stuff are something of a mess, to be honest, scattered in the PHB, the DMG, with major (optional) updates in XGE, which is what I’ll mostly follow (starting round XGE 134) None of it makes it easy along the lines of “I step into Ye Olde Magick Ytem Shoppe and …” For most stuff beyond the common, it’s a matter of searching out, then negotiating with buyers/sellers. This can literally take weeks.

It might be easier to go attack a dragon and check out their horde …

Buying the Easy Stuff

Okay, it’s not all that bad (or I won’t let it be in my game). Common stuff — the equivalent of picking up items at the local drug store — is relatively easy to find, if only because demand for it is there. In addition to XGE, I’ve found a very nice set of purchase tables (explained here) that discuss all sorts of purchasing (and selling) at different types of shops in different locals.

Some quick summaries of readily available items.

Rarity Potion Cost (gp) Scroll Cost (gp)
Common 50 Lvl 0 – 50
Lvl 1 – 100
Uncommon 250 – cities only Lvl 2 – 250 – cities only
Lvl 3 – 500 – cities only
Rare 2500 – cities only, if at all Lvl 4 – 2500 – cities only, if at all
Lvl 5 – 5000 – cities only, if at all

So, for example, a Common Potion of Healing is available at 50gp or so; quantities may be limited, and may vary by locale and shop. Especially as you get into Uncommon and Rare, the chances are high that stock and locations will be constrained.

Buying the Hard Stuff

Once you start getting beyond what gets stocked at the local Walgreens, it becomes a lot harder. Magic is rare, so finding it in a shop is situational (e.g., “Poor Drunken Bob used to be a mighty paladin. He finally hocked his +1 Greatsword with me last week. Only reason I’d carry something like that.”). It’s possible a shop in a trading town or small city might have something immediately on hand, but not guaranteed. The following is based largely on the “Downtime” rules in XGE.

Finding a magic item to purchase takes at least one workweek (5d) of effort, and 100gp in Expenses. You roll Charisma (Persuasion) to determine the quality of the seller, +1/extra work week you take, +1/extra 100gp you spend. (This also provides a wealthy lifestyle, so you can impress them). The roll is against the DC to Find in the table below.

Rarity Level Find
a seller
Asking Price (gp) Example
Common 1+ DC 10 (1d6+1) * 10
Avg 45
Potion* of Healing 2d4+2
Uncommon 1+ DC 15 (1d6) * 100
Avg 350
Potion* of Greater Healing 4d4+4
Weapon +1
Adamantine Armor
Wand of Magic Missiles
Rare 5+ DC 20 (2d10) * 1K
Avg 11K
Potion* of Superior Healing 8d4+8
Weapon +2
Armor +1
Wand of Fireballs
Very Rare 11+ DC 25 (1d4+1) * 10K
Avg 35K
Potion* of Supreme Healing 10d4+20
Weapon +3
Armor +2
Wand of Polymorph
Legendary 17+ DC 30 (2d6) * 25K
Avg 175K
Vorpal Sword
Armor +3
Ring of 3 Wishes

* Potions, scrolls, and other consumables cost only half price.

So, what do you find?

DC Check Total 

 Items Acquired

1-5

Roll 1d6 times on Magic Item Table A. (Common)

6-10

Roll 1d4 times on Magic Item Table B.

11-15

Roll 1d4 times on Magic Item Table C.

16-20

Roll 1d4 times on Magic Item Table D. (Uncommon)

21-25

Roll 1d4 times on Magic Item Table E.

26-30

Roll 1d4 times on Magic Item Table F.

31-35

Roll 1d4 times on Magic Item Table G. (Rare)

36-40

Roll 1d4 times on Magic Item Table H. (Very Rare)

41+

Roll 1d4 times on Magic Item Table I. (Legendary)

Complications can happen.

Spellcasting As A Service

Rather than buying a (consumable) magic item, you can also hire a spell-caster to do something for you. Services for relatively common spells (Cure Wounds, Identify) are easy enough to find in a city, possibly even in a town, costing 10-50gp (plus any expensive material components) (PHB 159)

The general rule of thumb for such costs:

(Level)2 × 10 + (Consumed Materials×2) + (Non-consumed Materials×0.1)

Temples are likely to provide the following spell services to the general public, assuming it’s a large enough establishment to have clerics that can do it:

Spell Level Cost (gp)
Cure Wounds 1 10
Prayer of Healing 2 50
Gentle Repose 2 50
Lesser Restoration* 2 50
Remove Curse 3 100
Revivify 3 400
Divination 4 210
Greater Restoration 5 450
Raise Dead 5 1000

*Outside of temples, itinerant priests can perform these.

Temples may perform other spells, but most likely only for adherents to the god in question.

Other magical services that can be relatively easily obtained outside of temples (in addition to the above spells that are not solely in cleric/adjacent classes):

Spell Level Cost (gp)
Identify 1 20

Prices, as with all things, can be affected by social interactions and local economic circumstances. I.e., you may be able to use Charisma (Persuasion) to sweet talk getting a desired service. On the other hand, if there is a major war or plague going on, such services may be swamped by the demand.

Selling a Magic Item

This is similar to buying one (and similarly comes from XGE, pp 133-34).

Unless you’re talking about something Common, most vendors can’t afford to buy such items, especially in smaller towns. You can pretty easily sell something to the local Walgreens that they regularly stock, or even something of the same rarity, but beyond that requires a vendor with resources, and likely some sort of Charisma (Persuasion) roll to assure the buyer of the quality.

For a more formal approach, you can find a buyer for one magic item by spending 1 work week and 25gp to spread the word. You can only sell one item at a time. Make a Charisma (Persuasion) check to determine the offer (you don’t have to take it).

Rarity

Base Price (gp)
(half for consumables)

Common

100

Uncommon

400

Rare

4K

Very Rare

40K

Legendary

200K

DC Check Total

 Offer % of base price

1-10

50%

11-20

100%

21+

150%

Every work week (5d) spent provides a 10% chance of a complication — also known as DM fun! Maybe someone else in the area is looking for such an item (making buyers eager to pick one up … or making buyers who have one want to get rid of the competition).

The net-net of all this is that magic items are not that much fun, certainly not that easily available with all the monster loot you keep finding, and you’ll have better luck knocking over dungeons until you find that +2 glaive you are looking for than to go to the local town and figuring to pick up such a thing at Ye Olde Magick Shoppe on the central square.

As a DM, if there’s something someone seems to need (or is jonesing for), it’s easier for me to tweak the treasure drops and provide it that way, than grinding folk through this.

So does 5.5e change any of this?

dnd 5.5/2024Since it’s based on the same underlying Bounded Accuracy principles, I wouldn’t expect many changes in 5.5e (2024). And, as far as I can tell at a quick glance, there aren’t that many.  Mostly things are just reorganized and clarified. Higher level magic and things that increase damage or AC are rarer than hens’ teeth. A sidebar goes out of the way to say that the game is balanced without magic items, so they are in no way necessary.

Your players may disagree.

Chapter 7 of the DMG has a number of pages describing magic items (including how Potions and Scrolls work), commentary on magic item rarity and value, tracking of magic items and expectations of how many a party should have at given levels, crafting magic items, and a variety of magic items to use in the campaign.  What I see looks much like the guidelines and tables in 5e. 

The PHB has (in ch. 6) a nice new table on the cost of spellcasting services, as well as spell scroll crafting times and costs. Aside from that, things are pretty much the same.

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

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

Princes of the Apocalypse

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

Table of Contents. The Party.

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


GM Recap

Petrified Dwarf Inscription
Dwarf handout

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

Displease Not the Delvers
A dire inscription

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

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

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

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

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

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

Player Recap

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

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

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

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

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

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

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

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

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

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

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

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

Game Notes

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

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

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

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

Braelen
Poor little Braelen

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

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

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

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

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

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

Larrakh
Larrakh, the Black Earth Priest

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

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

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

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

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

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

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

By no means.

Resting

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

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

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

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

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

Passwords

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

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

Two problems:

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

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

It just feels like a lost opportunity in storytelling.

Bits and Bobs

Crumblecake
Crumblecake

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

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

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


<< Sessions 5 | Session 7 >>

 

D&D 5e Rules – Jumping!

Y’know, it makes me want to JUMP (where “it” is a bottomless crevasse)!

Know the RulesPart of an ongoing series of 5e (2014) Rules notes.  See the end of the post for notes on 5.5e (2024) rules.

So not a lot exciting here, but sooner or later a player’s going to want to know if they can jump up to something, jump over something, etc.

Basic Jumping Rules

Jumping is all about Strength.

  • Running1 Long Jump: Travel STR feet forward.4
  • Standing Long Jump: Travel STR/2 feet forward.2,4
  • Running1 High Jump: Travel (STR bonus + 3) feet upward.3
  • Standing High Jump: Travel (STR bonus + 3)/2 feet upward.2,3

1 “Running” means you move at least 10 feet before making the jump. This is presumably, but not RAW, in the direction of the jump.
2 Round down!
3 A Strength(Athletics) roll might let you go a little higher.
4 In a long jump you can clear a low obstacle (distance/4 feet high) with as DC10 Strength (Athletics) check

So, as an example, the 6-foot tall Fighter with a Strength of 16 (+3 Bonus) can:

  • Do a Running Long Jump of 16 feet forward (clearing a 4 foot high obstacle)
  • Do a Standing Long Jump of 8 feet forward (clearing a 2 foot high obstacle)
  • Do a Running High Jump of 6 feet high (with a reach of up to 9 feet)
  • Do a Standing High Jump of 3 feet high (with a reach of up to 6 feet)

If you land in difficult terrain, you need a DC10 Dexterity (Acrobatics) check to not fall down prone.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the (height of the jump ) + (1½ times your height). (See, putting a height value on your character sheet finally means something!)

Movement and Jumping

The RAW rule is, your jump in feet (up or across) counts against your Movement. That implies that if you have a Speed of 30, and you want to try and long jump 20 feet, you can only move 10 feet beforehand. (Jumps can’t split across turns.)

Jump spells can extend your jump, but the rule of 1 foot / 1 foot against Movement still applies.

For example, the Jump spell or a Ring of Jumping lets you triple your Jump — so the Fighter described above would get a Running Long Jump of (16×3=) 48 feet, right? Nope. If their Speed is only 30, they can only Jump that far (or less, given the 10 foot lead-up to a Running Long Jump).

This limitation can be extended, though, through:

  • Speed magic (e.g., Haste, which doubles your Speed)
  • The Dash action (which effectively doubles your Speed for the turn).

Note that while the RAW indicate this limitation, there is some dispute among 5e’s designers.

Jumping and Falling

There are cases with spells where it is possible to jump higher than 10 feet, which raises the question as to whether you then take damage upon landing again.

People can disagree, but I’d be inclined to say no, especially as magic is involved: if your (magically-enhanced) muscles can propel you upwards 20 feet, they can absorb the (same) shock in landing after returning to the ground. Because magic!

So, what about Jumping in 5.5e?

dnd 5.5/2024Pretty much all the same as with 5e for the basic jumps.

The Jump spell is handled a little differently, and more simply:  each turn, the recipient of the spell can long jump 30 feet by spending 10 feet of movement. No calculations needed.

Princes of the Apocalypse, Session 5: “Like a Great Black Pit”

A sink hole strikes Red Larch. What could be at the bottom of it all?

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 5 (Day 14):  Faith‘s sleep is disturbed by dream where she is being pressed into the ground by her sins and failures. The next day dawns warm and humid. After some logistical scurrying, the party gets swept up into a new problem — a sink hole twenty feet across at an intersection that has swallowed some kids and an adult. Their efforts to mount a rescue are hampered by some of the town’s leading citizens — Albaeri Mellikho, Ilmeth Waelver, Ulhro Luruth — who seem to want nobody going down the hole, certainly none of the “strangers,” and who make cryptic comments about the “Delvers” who keep the town safe. 

Fending off their efforts, along with Elak Dornen, who brings along the constables deputies, the party goes in (sending the people who have fallen in back to the surface). They find themselves in a large, mined chamber, from which leads a passage and a stone door, beside which are two hooded cloaks and a water skin. Going through the door, they come to an intersection, which two half-open doors decorated with a relief of dwarvish warriors.

Symbol of the Black Earth
The Symbol of the Black Earth

They go down the left passage, and find a small room with three rat-eaten corpses. Disposing of the giant rats, they think two of the bodies might be the missing farmers. All three bodies had a mystic symbol carved in their foreheads.

The next room had a stone floating in a magical zero-gravity field in the center of the room.

The room after that was a large one, in the center of which was a statue of a dwarf.

Player Recap

Faith has a bad dream: Is it a dream? You feel a great weight on you, lying on your cold, cold, bed, like someone has stacked stones on your body, the weight of your sins, the disappointment of your elders. There is danger approaching — but are you safer trying to break free and run, or lie still and take your punishment? Faith chooses redemption through prayer and penance. That is when she falls out of bed. Moony “We aren’t on a ship, Faith, you shouldn’t be rolling out of bed if the room isn’t moving” Faith “Sometimes the world rolls.” Moony returns to sleep and Faith spends some time praying before going back to bed.

The Next Day: The air feels muggy after the storm. Breakfast is simple, crumble cake and small beer. After packing some supplies and crumble cake, the group stops by the Ironhead Arms to check out the wares and stock up on arrows. Nala goes to Haeleeya’s to see about a net for the drift globe. 

As William hitches up Buttercup to the wagon, screams are coming from the East side of town. The party races to the sounds. There is a large sink-hole. Several kids and a woman have slid into the hole. Albaeri and Ulhro the Tanner are trying to get people to back away from the edge and yelling that this is a town matter. Faith lights her rope and tries to see into the hole. Unfortunately, the edge crumbles as she approaches and she slides in. William arrives with the wagon and Nala climbs up on the cart to get a better view. The hole is at least 20′ deep. 

Faith finds four kids and the mother at the bottom of the hole along with a broken cart and some mounds of dirt. They are in a large chamber. Everyone is okay. The mom asks if Faith is there to help get them out. This is not a natural cavern. Faith explores while the kids and mom scream, afraid that she will leave them to die. She finds finds a locked door and a corridor to the north.

Meanwhile up at ground level. Moony follows Ulhro Luruth who runs down to #12 Elak Dornen. Ulhro is panicked. “I’m afraid it will disturb the Delvers” Elak “I’m not worried about the Delvers, I’m concerned about the outsiders.” Back at the hole, William appears to Kaylessa, to tell the crowd that we are there to help. She encourages us to save the kids. Ulhro and Albaeri keep pushing to keep this as town affair. Finally, Kaylessa says “You don’t speak for the people of this town.” About then Lymmura arrives and asks about the children screaming. Albaeri tries to send her away too. The crowd is not supporting the Fancy Boys Club.

William uses the rope to descend into the hole. Faith helps him to secure the rope to Tsali, the eldest child. Nala spreads out near the lip of the hole to help lift Sally over the edge. The edge crumbles and she ends up dangling slightly before the crowd pulls her back. The remaining children and mother make it safely out of the cavern. 

Moony quietly follows Elak as he trots to the butcher shop. Moony overhears Elak yelling at Jalessa. She is giving as good as she gets. Harburk is not at your beck and call. Eventually, several constables come out head to the commotion. Back at the sinkhole. Ulhro knocks on the barber’s door. 

Theren slips into the cavern. The discussion continues above. Theren uses prestidigitation to have a sea shanty, Moony doesn’t hear it, but Nala does. She convinces Elak that she will try to get her friends to leave the hole. Theren and adds the smell of rotten flesh to the illusion. William calls up to Nala, “Do you remember the circus? I think you should see what they are up to.” Nala, thinking that there are undead there, pulls the rope from Moony and “Falls” into the hole. Moony “Oh No!” He hands the rope to Elak, “What is this?” “It’s a rope. Don’t you have ropes in Red Larch? No wonder people are always falling in holes.” 

Elak yells at the deputy to clear everyone out of sink hole. Deputy yells back “What do you want me to do? Go in the hole? Can you smell that?” Moony – “Yes, smells like something dead, probably zombies and unicorns.” Elak visible blanches at the mention of zombies. With that Moony scrambles down the side of the hole. The deputy calls to him from above. “Here now, Mr. Cat, please don’t do anything that causes more of the town to collapse. I’ll fetch Harburk and bring him back as soon as possible.”

While the groups decide what to do next. Moony finds some cloaks and water skins near the door down below. They look fresh, not dusty. The cavern looks like it was an very old mine. The floor is smooth and the walls have been worked. Moony opened the locked door and the group slowly moves down a hall with dressed walls. Two doors with reliefs of stern dwarves across the hall from each other. Doors are ajar. While the images are old and stylized, there is no writing or hidden secrets engraved in the panels. 

Past the left door, there is a hall. Soon the smell of rotting flesh. It gets stronger as they move deeper into the mines. The tunnel opens up into a square room with three rotting bodies and a couple of giant rats gnawing on the bodies. Moony takes out the first rat and Nala finishes the second. And that is when the remaining rats swarm. They are quickly dispatched. The bodies look like they are a few weeks old. The skins are tan. The male body look a bit like Farmer Jowen, Senior. Something has been carved into their foreheads. 

Continuing down the tunnel to the next room. There is a floating rock in the middle of the room. As Moony approaches the rock it is like he stepped into thin air, struggles, and land on the other side of the rock. His passage clips the rock which moves a few inches. They determine that there is a zone in the middle of the room that causes things to float. Faith tests it out and floats to the top of the room and plays around a bit. When the rock is pushed out of the zone it hits the floor. 

Past the room with the rock, the hall ends in a door. Moony slowly pulls the door open and peeks inside. There is a statue of a dwarf in the center of a large room.

Fancy boys club: Albaeri, Ulhro, Elak, Ilmeth

Game Notes

After last time’s gab-fest enough events fall together to head toward the climax of the low-level Red Larch narrative: the Tomb of Moving Stones. Not only does this tie together a bunch of threads, but it kickstarts the players toward the next phase of the game, dealing with the Haunted Keeps. 

The Sink Hole

The Sink Hole is hidden back in Chapter 6, in the “If your players are doing Levels 1-3” material, but is also mentioned up in Chapter 3 around the Red Larch section. The Tomb of Moving Stones is also back in Chapter 6, as it’s designed for Level 2. Yes, once again, the PotA book organization is kind of nutty.

It only comes into play (only collapses) if the players don’t find the other entrances.  They’d gotten scared off their one check of Albeiri’s stoneworks, and never really delved into Ilmeth’s place, so Sink Hole it was.

There is no actual location given for the Sink Hole in the book (sigh), just “in the middle of Red Larch.” Some resource I found mentioned that the Tomb fits decently (if at an odd angle) if placed so that the Sink Hole is at the first intersection coming down the Larch Path, near Gaelkur’s (#17), so that’s where I put it.

There is no token or art given to represent the Sink Hole, so I provided my own on the map.

The Believers

Red Larch Believers
Something is rotten in the little burg of Red Larch

Red Larch doesn’t have a city government — even its constable is a part-time job — but like all communities it has an informal government of the old, the rich, and the otherwise respected and/or influential.

Partially intersecting with that circle of influence are the Believers. To me, this group is the first test, not just of the player characters, but of the GM: what kind of cult horror film are you playing here?

It’s really, really easy with PotA to chalk up all the followers of the different elemental cults as crazed fanatics, making human wave charges and willing to destroy the world just because their gods command it. In other words, an Indiana Jones and the Temple of Doom.

Bo-ring.

cultist
Generic Cultist icon, used as mooks for all the different elemental cults.

I mean, sure, some of that. Not every encounter is going to be nuanced. Howling Hatred Cultist 7 in the room isn’t going to start engaging his fellows or the players on a discourse about the meaning of existence and what constitutes a moral vs immoral act. He’s probably going to wave his dagger and charge the infidels in the name of Yan-C-Bin.

And, sure, the book pretty much leans on the “all the cultists are there because they believe this, that, and another extremist thing, and the cult has further brainwashed them until they live or die for their deity’s victory” thing.  Indeed, between different elemental sites, all the lowest-level cultist mook icons are the same.

Still boring, if that’s the only note you play.

Believers
“The Conspirators” by William Strang (1859-1921)

The Believers (or the “Fancy Boy Club” as the players started to call them, though some of them are not at all fancy) are a challenge for the GM. Are they simply mustache-twirling lunatics, killing their fellows at the behest of the Black Earth Priest in their midst? I mean, you can have them be that, in order to get into and out of Red Larch as fast as you can.

Or you can make them fellow townsfolk in a community that gets a lot of outsiders passing through, but a strong core fellowship within. They discovered something wonderful (the Moving Stones), came up with an explanation that satisfied them, and are now being manipulated by the Black Earth, step by step, from one sin to the next, into increasing darkness. Some are aware of this. Some are unaware. Some think it’s worth it to protect their town … or maybe their position … or maybe just their family. Others worry about what they will be asked to do next. And still others … well, yeah, sure, they’ve drunk the Kool-Aid. 

Elak Dornen
Elak Dornen

Not considering how Elak Dornen is a different person than Marlandro Gaelkur or Ilmeth Waelvur or even Grund … and how each of them has their reasons for how they’ve gotten into (or pulled back from) the Believers … makes these guys cardboard cut-outs, and foretells a very, very long hack-and-slash campaign. Which, if that’s what you want, go for it.

I wanted a story.

So, here: the sink hole has opened up in the middle of a major intersection, and the Believers on the scene are in a panic — some because their crimes may be about to be revealed, some because the Tomb might be disturbed and the Delvers displeased, some because without the secret they feel they might lose influence, some a combination of those. Some try to wave the crowd back from fear, some invoke the solemnity of the power they wish to wield, some run for help from their fellows.

Characters, especially named characters, should be treated as individuals as much as possible. Sometimes that will be a stereotype — Elak Dornen as the one who considers himself the important (and smartest) person in town — but even just latching onto a trope can differentiate him from Albaeri, the other quarry owner but a very different person, at least as I played her.

Another thing I did — which, again, I did a lot of — was create in Roll20  and frequently linked to (including in the entries above) public-facing journal entries for each of the named characters and for the Believers as a whole” what the party knew, who in town seemed to know about them, who they were (links to their individual journal entries), what the party knew they’d done, etc.

This isn’t the Old Days. If you push lore and other information at players, don’t expect them to take notes and memorize it; this isn’t school. Stuff that characters in-world would remember because they’d speculate about it for hours around a campfire simply isn’t stuff that players will absorb unless they can easily retrieve it.

The Cult Symbols

Elemental Evil
The Elemental Evil symbols

This episode introduced the first of the four cult symbols, which would become increasingly important as the game continues. I had to find on the Internet or craft my own, of course, because the game did not include much in that way as things to use in art or tokens. 

I ended up having special Roll20 handouts about each of the cults, including their symbols and significant people and places around them, to help the players keep track of what they knew and to add to the color text. 

This also marked the episode I realized that the cult symbols — something spooky and secretive and not at all public — were published in every freaking corner of every campaign map. (Rolls eyes.) As far as I know, my players never noticed, but it bugged the hell out of me.

Cult Interrelationships
Cult Interrelationships

There’s a lot of info about the Cults in the PotA book, but, like everything else, it’s spread out in a lot of different places. Early days I built a diagram showing how the cults interrelated. I didn’t use it too long into the campaign — writing up stuff like this helps me internalize it — but feel free to use it or modify a copy to your own needs.

House Rules note

We learn by doing. The fight with the Giant Rats was the first case of a close melee/arrow combat in the game where the problem of “Do your friends block your ranged weapon shot?” The rules as written basically assume they do (or, rather, provide half-cover, AC+2). The party members (even when reminded it applied to the bad guys) didn’t think that made as much sense, so we borrowed from 3.5 rules for this house rule:  and said that if the attacker can ignore the obstacle if it is closer to the attacker than to the target; i.e., if someone is right in front of you, it’s easy to shift in your 5-foot square to get a clean shot across the room; if someone is fighting right in front of your target,  not so much (we also decided not to include the “you missed your target, did you hit your friend?” optional rule). (More discussion here.)

Bits and Bobs

I love dream entries, probably to a fault. Faith was suffering a crisis of conscience (or else getting a poke from a deity) for the killing she’d done.

Loved the bit of adding an illusory stench of dead bodies from the pit to discourage anyone coming down there.

Though nothing was provided in the game, I took time to draw a very nice hole on the map of Red Larch to show where the hole was. 

Jalessa
Jalessa

I did have some favorites among the NPCs in Red Larch — Haeleeya, Kaylessa — but Jalessa was special. The owner of the butcher shop, and constable Harburk’s wife, she had a long-standing weariness about people calling her husband away from his real business (the shop), as well as a take-no-shit attitude about anyone who caused him or the town any grief. Even Elak Dornen can’t intimidate her. Always a favorite to bring back in when the party revisited the town, and she gets a fitting “reward” at the end of the campaign.

I was briefly afraid that the party was not going to go down the sink hole. The whole Tomb reveal would be a lot less interesting conveyed by townsfolk at the tavern that night. Fortunately, they went for it.

Small call-back, but having the bodies discovered down below include the missing farmers made all the improv work a couple of sessions earlier worth it. Though it did mean I had to go out and find some “dead body” dungeon map art to use, because despite being clearly mentioned in the text, the map has no such thing in that room. Sigh.

The session didn’t end on a cliffhanger as I prefer, but it was getting late and there was a melee just ahead, so it made sense to pause there.


<< Session 4 | Session 6 >>

Princes of the Apocalypse, Session 4: “Stormy Weather”

Sometimes the DM talks too much. Sometimes it’s the DM’s NPCs who do so.

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 4 (Day 13):  The party camped overnight, ignoring / coddling / threatening Oreioth; the next day they dealt with final exploration (and experimentation with light and shadows) of the traps and threats of his cave.

Returning to Red Larch under an increasing stormy weather, they turned the necromancer over to the Constable. Faith inquired with Lymmura Auldarhk about the mysterious sigil they’d seen. Theron and Nala reported to Kaylessa Irkell about how her predictions of “fell magic” had come true.

Moony and William enjoyed a hot bath at Haeleeya Hanadroum‘s establishment (where the proprietress mentioned something about a “fancy boys club” of local notables including Elak Dornen, Ilmeth Waelver, and Albaeri Mellikho as both elders of the town but also part of a secretive midnight group that meets up at Waelvur’s Wagonworks). They then went on to Gaelkur’s establishment, told stories, and drank a lot.

Theren, Faith, and Nala eventually headed to dinner at the Helm. They noted Ghileeda, the servant girl at the Sword, chatting with Justran Daehl, the Cellerer, and then a table of Elak Dornen, Albaeri Mellikho, Aerego Bethendur, and Ilmeth Waelver. Dornen came over to the party, bought them a fine bottle of dessert wine for their efforts at Lance Rock, and then tried to find out when they were leaving town. Theren suggested he might hire them to clear out trouble along the Larch Path into the Sumber Hills.

Everyone eventually staggered back to the Inn for a good night’s sleep.

Player Recap

Camping at lance rock: Mr. Crazy Pants [Oreioth] is causing a fuss and Nala wakes Faith, who just threatens to bonk him on the head with a rock. William asks some questions and determines that he does not have any specific concerns and leaves him to Nala. William spends some time watching the stars and heads back to sleep. The next morning the Moony ties up the  necromancer to the wagon and they head into the cave. Nala sneaks in, the lead in front has the Driftglobe and Faith casts light on her shield taking up the rear. 

With the new dynamic lighting [Roll20!], they probe the remaining unexplored areas of the cave. Open path ends in a room with two large empty chests. Faith picks up a jug of alcohol from the large room with the slab and the stairs in case we need to clean anything. Moony inspect the door at the top of the stair. There is a small hole with a small round chamber with two large chests in it. He pulls a lever and a large quantity of rock fall on the chest from the first room that we explored.

In the end, there is no new treasure in the cave and no ripe berries near Lance Rock.

On the trip back to town, Oreioth pleads to return to his cave and the protection of his “army”. The group does not pay much attention. He goes on about the [Elemental Eye] sigil. Theren puts together pieces Oreioth ravings and wracks his brain for any arcana trivia, but comes up empty. Moony asks questions about unicorns and William’s goddess Mielikki. Faith notices that thunder and lightning is rolling in quickly. 

Distribution of loot and leveling up: Nala will take the Driftglobe and Theren gets the wand of magic missiles. The group then discussed the new skills that they acquired. 

Back in town: The group brings back Oreioth to the Harburk and the constable and let’s him know about the events of the cave and Orieoth’s raving. It is late afternoon/evening. Faith heads to the temple to pray to both of her gods and then talks to Lymmura. She brings up the topic of the missing farmers and their symbol of Chauntea. They discuss the possibilities. The farmers were practically devout, but not overly so. When pressed, she doesn’t have a specific ask for Faith or any rumors to pursue. “I think then tomorrow, I will go to the ‘person’ that you have turned over to constable to see if a friendly face will encourage more information. 

Haeleeya Hanadroum
Haeleeya Hanadroum

A Bath and Booze: Moony and William drop off Buttercup at the stables. Iraun takes the horse and wagon with little interest in the details. Moony asks about unicorns and Mielikki, He doesn’t have much to add. Later on they wander into Haeleeya Hanadroum’s bath house. It is late, but she is happy to heat the water for the men’s bath and adds some manly scents. Moony enjoys the bath, dries himself and tells Haeleeya about zombies and unicorns. She states if a unicorn was going to come to Red Larch, the “Elder Boys” would like to hear about it. They are a club of influential people in town that  includes Albeiri the stone works owner and her competitor and Waelver the wagon works guy. They thinks that they are so clever, gathering in the night, but we who are alert notice them. They gather at Waelver’s wagon works. 

Moony and William enjoy their time in the baths and eventually head to Gaelkur’s after a proper soak. They acquire some drinks and Moony tells them about the unicorn and the captive. William asks for “Milk Piss”. Gaelkur comes up with a clay jug and says, “I think this is something that may be like what you want”. William takes a swing of questionable liquid. The fermented goat’s milk is not what William expects, but it is boozy and not completely inconsumable. Though it smells like rancid milk with some interesting notes. Moony takes the questionable wine instead. He goes on about the necromancer and Faith’s need for manacles. William sits back and enjoys his rotten milk.

The folk drinking at Gaelkur’s are hanging on every word and debate visiting the constable to view the evil man. He is completely crazy. William agrees, “crazy pants.” The audience is mixed on the plans to visit the constable. Mooney pulls forth the needle and draws additional attention. Getting back to Faith’s need for manacles, everyone agrees that the smith is the most likely source. Mooney implies that the smithy is part of the cabal that runs the city behind the scenes. Finally, Gaelkur sets him straight, that the smith doesn’t have time to be part of boys club that Haeleeya was talks about. They spend the rest of the evening drinking and talking about unicorns and such. They are welcome any time. (More people have filled place but few have left.)

The Responsible Ones: Nala and Theren return to the inn and fill Kaylessa Irkell in on the adventure. She returns the room payment and promises a fine dessert wine for the group to celebrate. She is excited about the news, but doesn’t press too much about details, Nala gives her a full account.

The rain has stopped, Faith and the others have decided not to wait for Moony and William. They head for the Helm for dinner. The place is full and several parties are looking for a place to  sit. Theren notices the parlor maid chatting with the wine steward Justran. They head for a table on the first floor that will accommodate the full group, if they ever appear. Theren attempts to overhear the conversation between Justran and the maid. Theren remembers that the maid had previous said she never takes hard spirits. 

The group looks around and notes some familiar faces. Shortly they notice Elak Dornen who was at the table with his stoneworks competitor, Albeiri Nellikho. He offers the group drinks or some wine, noting the benefit the group has given the town. Nala accepts, with the caveat that Dornen join them. He orders some wine and sits at the table. He is the other quarry owner, who registered the complaint with the constable and the shenanigans. The Constable is sometimes too hard working of a man. Do take care not offend him with your meddling with the town.

Happy Faith is not happy. She thinks that he is not happy with the party’s activities. Nala mentions the missing caravan and Elak has nothing to add. Dornen leaves politely. Justran arrives with the wine and says “There are not many who come away from a conversation with Master Dornen with a smile.” The wine is good. 

Game Notes

So after a rollicking adventure the previous episode, things this time turned into … kind of a wandering dialog-fest, catching up with new acquaintances and making newer ones. Not necessarily bad conversations, but feeling a bit like players searching for what to do next and my not finding (or pushing) hooks to make it happen. 

Red Larch Believers
Something is rotten in the little burg of Red Larch

Largely my bad, though I did manage to get some clues building about the Believers (a.k.a. The Old Boys Network, or the “Fancy Boys” and the players started calling them) who run the town behind the scenes and have covert meetings at night). That sort of thing is impossible to keep secret in a small town, so it makes sense that various folk know about it, though not necessarily about what they are up to. 

I also did some setup of the link between Ghileeda and Justran, and between them and the Believers. I also helped establish Dornen as the likely main man and tacit opposition they face in town. So that was good. 

And we’re starting to get some special relationships being built. People like Haeleeya, the bath house owner, and that would give her a bigger role in later episodes. Gaelkur never played off quite as well as I liked, but he did recur further down the line, so that was good.

Still … too much dialog. Maybe I should have had a masked gang of thugs try and take out Moony and William on their way back from the dubious digs of Gaelkur’s, but it’s still just a bit too early for the bad guys to panic that way.

We did play around a bit (both GM and players) with the new Dynamic Lighting setup in Roll20. Despite some technical issues in its early implementation (and some still around), it is truly an awesome tool for someone who grew up on pencils and graph paper for game maps.

This is not a heavily Darkvisioned party (only two of the five), so figuring out light sources and sight lines turned out to be somewhat important early days.

Oh, and we got some unexpected heavy rain. Weird.

Ah, well. Things get more exciting next time.


<< Session 3 | Session 5 >>

Princes of the Apocalypse, Session 3: “The Lord of Lance Rock”

The party finally delves a minor dungeon! Woot!

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 3 (Day 11-13) “The Lord of Lance Rock”

The party attacked and quickly subdued the brigands in the woods, with rapid, deadly exchanges of arrow fire. Faith killed her first person, and did not feel good about it. One of the bandits got away. They also freed a bear that had been caged by them. The goods in the brigand’s cave were put in their (?) wagon and brought back to town.

Constable Harburk Tuthmarillar was happy to see them, and the results, but upset that there had been another disappearance, a young couple from an outlying farm.  He also warned Nala and Theren that Elak Dornen, an Important Man, had filed a complaint about their shenanigans at Mellikho Stoneworks.

Moony and William saw their new horse put away under the care of Iraun Thelder, the stable master at the inn.

Theren and Nala interviewed Tandelle Ethburk, a merchant traveling south from Mirabar. She knew something about the The Mirabar Delegation, and rumors of their working to strengthen or expand the Lords Alliance. She’s trying to get to Waterdeep before them; she says they should be just a few days behind her.

Kaylessa Irkell offered to William to hire the party to seek out the fell magics, dire circumstances, and darksome influences up at Lance Rock

The next day the party journeyed to the farm the Constable spoke of, the home of Joen Endrath and his wife, Mira. There were no signs of foul play, but the dinner meal had been interrupted, and a clay holy symbol to Chauntea was missing. The horse in the stable was also gone. Joen’s father came by, and milked and left with the cows.

The Necromancer’s Symbol

The party continue to journey to Lance Rock, where they found a sign warning of plague, signed by the “Lord of Lance Rock.” Ignoring the warning, they entered a cave complex, fighting a variety of skeletons and zombies, and ultimately confronting the “Lord,” Oreioth, whom they defeated amongst his warnings about the blurry Necromancer’s Sigil and an Eye that was watching their every move.

They exited the caves to camp out overnight and regain their rest and health. Ding! Level 2!

Player Recap

Looking for Bandits Down the Cairn Road: Following the road out of town we find two sites that have been abandoned for a while. Approaching the third site, we small meat cooking. The party pauses and Moony moves ahead quietly to check things out. There are 5 brigands and a cart with a bear in a cage. A mighty battle ensues where the group learns all about cover and difficult terrain. One brigand runs off and the bear remains alive in the cage.

Crumblecake
Crumblecake

William gives the bear some crumble cake and calms it down enough to be released safely. In a cave near by the group finds some money, goods, cheap weapons, and a worn down draft horse to pull the cart. We head back to the constables office with the loot and bodies.

Theren and Nala head to the constable/butcher’s office to report. The shop is closed, but the constable is at his house next door. Harburk applauds their success. He doesn’t recognize any of the brigands bodies and calls his “boys” to take care of them. He does note that more strange things are happening. Out of town of Cairn road, a farmer and his wife have been reported missing. The ground tremors have the whole town spooked. There is also a general discussion of increase in strangers passing through that don’t look like merchants. Finally, he tells them that a complaint was lodged about the shenanigans at the quarry. It wasn’t Mellikho, but came from Dornen the other quarry owner.

Faith visits the temple and contemplates the life she took today. She feels the weight of her actions. Lymmora, the acolyte of Chauntea, comes out from the back room and asks if there is anything she needs. Faith turns her down. Lymmora continues and asks if Faith might stop by tomorrow to discuss something and then leaves Faith in peace with a blessing. 

Kaylessa
Kaylessa

William and Moony head to the Swinging Sword to see about stabling the horse, Buttercup, and storing the cart. The one-eyed stable man, Iraun Thelder, says they have room and will fix up a stall. There are a couple of horses belonging to guests and one at the end, Daisy, that looks like it belongs to the inn. Moony strikes up a conversation with Iraun who turns out to be a retired sell-sword. They chat about the customers, a hobbit merchant and a lady travelling with a caravan from the North. William chats with Kaylessa about their adventure and asks for some water to be heated for baths. The conversation moves onto the “Fell Magic” of Lance Rock. 

Theran and Nala join the woman travelling from the North in hopes of getting information on the delegation. They exchange introductions. Tandelle is a merchant from Mirabar and looks to profit from the upcoming negotiations. When she left Triboar the delegation had recently arrived. She is hoping to make it to Waterdeep before the delegation arrived. Since they will likely stay a few days in Triboar, she expects the delegation to arrive at Red Larch in a few days.  

Down on the Farm: William takes an opportunity at breakfast to talk with  Kaylessa about looking into the “Fell Magic” coming from Lance Rock, South West of town. The “dark influences” are causing the bad thing and making everyone nervous. She is willing to pay. It has been several years that she has felt the danger rising.

Faith returns to the temple and Lymmora offers her support and words of wisdom about the trauma of the day before. She also asks if Faith is intending to stay in town long. Lymmora says that there might be someone in town who could use the group’s help. They can talk again later.

The group picks up Faith on their way out of town. With Buttercup pulling the wagon, they follow the constable’s direction to Jowen and Mirra Endrath’s farm. The farm is quiet. The cows in the barn have not been milked in at least a day. The house is closed and the fireplace cold. There is an interrupted meal on the table. Nala notices that it looks like the evening meal and the lamps have burned down. Jowen’s father shows up and demands to know what is going on. Faith is the Power of Not Helping. 

William steps up and explains that the constable sent them and that it looks like they up and left in the middle of dinner. Jowen Senior eventually agrees and notes that a clay holy symbol to Chauntea, (Goddess of agriculture) is missing from above the fireplace. We don’t see any tracks going anywhere but the field and road. The saddle is still in the barn, so they didn’t ride away. In the end Dad wants to milk the cows and get them back to his farm. Before he leaves, we ask him for directions to Lance Rock.

Lance Rock!: The group parts ways with the farmer and heads South. They find the path from the road that leads towards Lance Rock. The ride is pleasant with slight hills through mostly grassland. The occasional copse of trees breaks up the scenery. Soon they can see the rock about 6 miles away. Lance rock is a single pillar that juts out at a sharp angle. The stone is different from the surrounding limestone. As they approach the rock, Faith suddenly realizes what the farmer meant by folks coming here for picking berries – wink wink – nudge nudge.

Lance Rock WarningBeyond the rock, there is a ravine with a sign that says “Come no closer lest you catch the disfiguring plague that afflicts me! The Lord of Lance Rock” Ignoring the sign, the party heads down the path single file. Moony stealthily goes ahead. Followed at a distance by Nala, William, Theren and Faith. The trail opens and Moony comes back to the group with the layout. There is a cave ahead with another sign warning of the plague. There are putrid smells coming from the cave. Before entering, Faith casts light on Nala’s sword. Moving closer and Nala yells announcing their presence, but not in an intimidating way. Again Moony scouts ahead, the air is thick, dank and cool with almost of feeling of fog. 

Lance Rock Necromancers CaveA ways inside the cave there is a dead body. It’s probably been dead for four days and looks like he might have been disemboweled. William goes back to the cave entrance and gets the sign post to poke the body. As he rolls the body over, it reaches for William. Faith strikes first with Guiding Bolt doing significant radiant damage. Moony steps up with a sneak attack with his rapier. The body dies again. Nothing of interest on the body. To make Faith feel better, Theren sends a fire bolt at the zombie. The smoke of rotting flesh follows the party as the path opens into an open space. 

There is a flat rock in the middle of the cavern. It looks like an altar with dried blood on the surface. As Moony enters into the space, he nimbly sidesteps around a falling box of rocks. The rocks are followed by two zombies jumping off of a ledge. The battle is joined and damage is exchanged. In the end the heroes are victorious. Theren confirms that the alter was used for necromancy. 

There are two exits from the cavern. The group chooses to go left. Creeping down the narrow passage, Moony spies a zombie in a frilly dress and heavy makeup. Nala moves to steps to the front, but Faith passes her to check it out. The zombie lady is accompanied by a zombie man wearing a bearskin and a zombie hobbit in clown makeup. This zombie circus is a disturbing and ridiculous sight. The group is hampered by the narrow passage, but eventually fells the lady and the bear. They struggle to hit the zombie clown, either because of his small stature or absurd visage. 

A warren of tunnels lead from the room. Moony eventually works his way to a room that looks like it has more alters. Returning to the group, they decide to go slowly forward with Faith in the lead. There are three flattened boulders inside the opening serving as tables that hold a variety of body parts. A hooded figure stands at the farthest slab. They appear to be drawing a long needle with thread through the flesh in front of it. Moony opens the battle with a sneak attack on the hooded figure. Several creeping hands with jagged claws are moving towards the group. Faith and William each take out a claw. Theren takes out the remaining three claws with magic missile.

Suddenly a UNICORN appears in the room. (DM: Don’t do anything yet, I need to deal with the unicorn!) [Note: the Sorcerer summoned a Unicorn via his Wild Magic, one of three times it happened in the entire adventure.] It descends in a kaleidoscope of color, rainbow colored sparks dance from it’s hooves as it touches down. The magnificent beast turns and glares at Theren. Nala continues to attack hooded figure. Faith resists the urge to pet the unicorn, but misses with her mace. William moves forward and throws himself at the ground before the unicorn and calls out “Mielikki, my goddess, how may I serve you?”

Theren runs past the unicorn to attack the zombie. The unicorn is a bit confused, first turning towards William and raises an eyebrow and then tracks offending sorcerer passing by and raises it’s other eyebrow. Glancing around the room, they eventually faces William. Through the unbelievable chiming tones he hears “Get to your feet, child”. Seeing the glittering unicorn, Moony is enchanted. “Pretty horsey” Moony says and he moves toward it.

Faith smashes the zombie’s head but it remains standing. William stands before his goddess and says “Thank you for coming and saving us from this great evil.” Theren gets another hit in but the zombie won’t die. The unicorn looks at William, it’s eyes are dark and filled with starry depths. “You are hurt, child,” It lowers it’s horn to touch William and heals him. Moony remains enchanted by the pretty horsey and asks it he can pet it. Nala gets another hit on the zombie; it remains stubbornly animated. Faith finally delivers the killing blow. She then move towards the unicorn, also wanting to pet it. Eventually, the unicorn give a soft snort at the group and with a final glare at Theren disappears. 

Traveling further into the large cavern they come upon another workspace. There are stairs going up the right side of the wall towards the ceiling and a stone protrusion leveled into a rough table on the left. Saws, knives and other tools litter the surprisingly clean table. Just beyond the circle of magic light Theren and Moony see a group of skeletons. A voice yells from the darkness beyond, “Leave now or feel the wrath of the Lord of Lance Rock”. As the sound of footsteps recedes, the voice screams “Obey your master! Kill Them!”

The attack begins, blows are exchanged and Nala goes down while holding off three undead. Theren takes out one of the attackers. William jumps up on the table yelling to draw their attention. Unfortunately his bow shot misses. Faith says a short prayer to stabilizes Nala and jumps in front of the remaining two skeletons. Moony attacks and moves to Nala’s side. The skeletons attempt to hit Faith, but miss. Theren, Faith and Moony take the battle to the skeletons. William does not fall off of the table.  Finally Theren and William finish them off.

After a short rest, everyone is back on their feet, ready to take on the “Lord of Lance Rock”. Faith leads the way on through the tunnels beyond the skeleton. They come upon a cavern. Purple tapestries line the walls and a pillar made from bones supports a glowing sphere in the center of the room. There is a blurry sigil hovering above the globe.

Oreioth
Oreioth, my favorite NPC

Faith sees a figure step into view from behind a tapestry. He is an attractive young man, Oreioth. “Can’t you see it? It’s the Eye! It sees your every move! Don’t you fear it?” Faith has no patience left and smites the lord of crazy. He grabs at her with something in his hand. Three darts shoot out from a wand and strike Faith. Her eyes flash with mystical light and injurious radiance hits Oreioth. The rest of the party joins in fight. As Nala passes the globe the sigil disappears. In the end, Faith pulls her final blow and drops the “Lord of Lance Rock” unconscious. 

With Oreioth tied up, they investigate the room. Behind the tapestry there are niches for food, clothes, and treasure. The loot ranges from rare delicacies to stale crumble cake or worse. The glowing globe in the center is a Driftglobe. It produces light (Daylight spell) when activated and it will float after you. Oreioth’s weapon is a Wand of Magic Missiles.

The party decides to rest and recover before exploring further. They set up camp near Lance Rock for the night away from the cave. When they awaken in the morning they are Level 2.

Game Notes

This was really the first episode where I felt everything was firing on all cylinders. We had action and adventure. We had dialog. We had investigation. We had some interesting characters and some things that would become touchstones in later episodes. 

Faith’s experience — her first kill — was a great little character bit. I can’t remember now if it was something I prompted for or something she raised, but it’s sort of a landmark experience, especially for such a naif. It’s always good to look for those “first time” experiences, good and bad. Characters are not just character sheets. 

Side Quests

There are a slew of side quests around Red Larch, many more than you need (but I had to prep for all of them, depending on what the players might do). The party had gotten clues to all of them from the locals, some of which eventually paid off many, many episodes down the line (almost certainly better than they would have here).

The Bears & Bows fight against the guys in the woods with the bear is a great intro to D&D combat, including ranged and melee, concepts of Cover, Hiding, etc. It was also an encounter that, for some reason, I was expected to build my own map, complete with cave (or arrow point to where the cave was off-stage), cart, etc. (There’s also no mention in the section about a horse, which I had to add in back at the cave.)

 Dear WotC: If you describe an encounter, provide a map. It’s not bad exercise for the GM to find the resources and do it, but it’s also something that should be covered in the $50 dropped for the book (or VTT campaign).

(Note: There were a lot of maps missing from this game. I made them all up. After the fact, I discovered that enterprising folk on Etsy and other places had done the same.  I prefer my own efforts, but allocate your resources as you find most valuable.)

The Necromancer’s Cave at Lance Rock is also a cool little dungeon crawl (though, again, a picture of Lance Rock would have been nice), and was a fine intro to both me and the players of how Dynamic Lighting works in Roll20. It’s not an easy encounter for Level 1 characters, but I was pretty sure it wouldn’t turn into a TPK. The party was beginning to learn their SOPs for dungeoneering and combat, which was nice to see. 

Oreioth the Necromancer is presumably intended to be killed here. Instead, in one of those weird twists with this party, they decided to capture him and bring him to justice back in Red Larch. Which was awesome because it was fun to play him as the crazy-pants egomaniac he was (intermixed with moments of existential dread because of What He’s Seen Coming — the Elemental Evil Eye thing).

The fact he was captured also meant that he could later escape and show up later on in the story at an appropriate or amusing moment. Again, setting up those threads is an important part of the GM’s job, and a bit of schtick that the players loved.

The Elemental Eye of Evil (if you unsquint)

I actually created a visual effect for the final scene here. It’s supposed to be, on re-reading, just the image of the Elemental Evil Eye, but I took all the parts, blurred and twisted it, and set that up as a puzzle image for the party as they would be progressing against the various elemental cults.

The neat thing is that the players actually remembered this symbol, and it made the eventual revelation of its in-focus instance, way down the line, much more exciting.

Two magic items from this encounter — the Driftglobe and the Wand of Magic Missiles — were useful for the rest of the campaign.  Both of them, actually, ended up in the possession of Nala, the Dragonborn Fighter, who didn’t have Darkvision, and who didn’t have a decent ranged weapon. It’s a great example of how something the players pick up early can have an influence way down the line — and so how the DM should be mindful of same.

Night at the Improv

So there are all sorts of scary things going on around town. The party has already experienced the weird weather, and everyone talks about that (as townsfolk would) as well as the strangers passing through town, raids and disappearances of people, etc.

I mentioned to some party members about a couple who had apparently been kidnapped from their outlying farm. That’s a bit of “Oooh, scary things going on” that the module just throws out there. But the players  asked where, and I told them the farm was (random numbers in my head) to the west …

“Oh, hey, that’s kind of on our way to Lance Rock. Let’s investigate.”

So in the middle of all of this, I had an unexpected / unplotted / unprepped visit to a improvised farmhouse where undefined people had been kidnapped. None of that’s in the book. And since they players were showing an active interest, I didn’t want to just do a “You visit the farm, but find no clues” handwave.

So I had to improv a farmhouse, and farm, and names, and what the scene looked like, etc. As they were being kidnapped by folk from town, the Believers, for fell purposes, I figured that there would be no sign of forced entry or even much of a struggle (“Oh, Mistress Mellikho, please, come in!”), but that the cultists would also nick the holy symbol at the fireplace. I  needed to come up with names off the top of my head, how long ago it had all happened (and how that would affect the milk cows), and even add a dad to come along and take over the scene so that they could get a move on.

I mean, that could (and does) happen at any time in any campaign, but it’s a cautionary note to new DMs that, even if you have a big thick book full of campaign stuff, the players will still find a seam to peel back and explore through.

That said … it let me do something a bit creepy in a few episodes … 

unicorn token
A quickly improvised Unicorn token

The other big improv moment this session was the Sorcerer rolling a 1 on his Wild Magic in the middle of the battle of Oreioth’s zombies, and summoning a Unicorn. Which, it turned out, I did not have an icon for, let alone any knowledge of what its stat block was like until I pulled it up, etc. Pay no attention to the GM tap-dancing behind the curtain!

It turned out to be a very fun encounter, since the unicorn was unamused about being summoned, but half the players broke off from the melee with zombies to pet or bow down to the unicorn. Hilarity ensued.

Leveling

It’s not strictly Rules As Written, but I prefer to level up after a Long Rest. The “I’m walking along and there’s a huge ‘Ding’ and I’ve gained new spell slots and abilities” has always been a bit too computer game for my taste.

So the party leveled after their Long Rest having cleared the Lance Rock complex. That milestone wasn’t clearly defined, but it seemed a good opportunity … and a way to escalate things with the goings-on at Red Larch.

Another Favorite Moment

crumblecake
Crumblecake

The campaign mentions that Red Larch is somewhat famous for a somewhat superior version of crumblecake, a meat-bits-protein-loaf kind of food that can be used as a provision or something you order at a tavern.

Add lots of jokes about crumblecake, but it became a fun little bit about people eating it, comparing it to crumblecake from other towns, the party taking it as provisions, even using it as feed for the bear they rescue.

It’s a small thing, but something entertaining and non-threatening to lean into.


<< Session 2 | Session 4 >>

D&D 5e/5.5e Rules – Round Down!

It’s a little thing, but it can make a big difference … and know it will help stop arguments at the table.

Know the RulesPart of an ongoing series of 5e (2014) Rules notes.  See the end of the post for notes on 5.5e (2024) rules.

So this one is short and sweet, but an important guideline to remember. It shows up in multiple 5e rulebooks, including the introductory material to the Players Handbook [PHB 7], repeated for emphasis in Xanathar’s and Tasha’s (emphasis mine):

Whenever you divide a number in the game, Round Down if you end up with a fraction, even if the fraction is one-half or greater.

That is, for those of you with an Excel frame of mind, always use TRUNC(), rather than ROUND() or CEILING().

A common example of this is with damage Resistance, which some monsters have. Resistance to a type of damage means it’s halved. If you do 15 points of fire damage to a creature with Resistance to Fire, they only take 7 points (15 / 2 = 7½, Round Down to 7).

Is there some deep, important, mystical and/or pragmatic reason to Round Down by default? No. I suspect things would all balance out decently enough if we handled rounding in a different fashion.  But it is important that there be a rule so that one isn’t having to look up every case where fractions show up, seeing how the rounding should work for each. Consistency makes for faster, easier, less contentious gameplay.

Of course, as the preceding general rule in the PHB says, exceptions beat general rules, and there are places where there are specific exceptions to Rounding Down called out — either specifically changing how things should be rounded, or more often providing a minimum. For example, you regain half of your maximum Hit Dice used after a Long Rest, but the rules note a minimum of 1 Hit Die is recovered (otherwise 1st level characters would get nothing, as 1 HD / 2 = ½ HD, rounded down is 0 HD).

But unless an exception is called out, the general rule is always to Round Down.

And with 5.5e?

dnd 5.5/2024The same bedrock principle applies in 5.5e (2024), as seen on PHB page 8 and the Glossary:

Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.

It does seem to me, looking at the rules, that there are more exceptions called out, but not a lot.

Princes of the Apocalypse, Session 2: “Welcome to Red Larch”

Wherein we meet people. Lots of people. A town full of people.

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!

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 2 (Day 10-11) “Welcome to Red Larch”: After an overnight, quickly-melting snow, the party became acquainted with the town, visiting contacts and gathering clues.

Red Larch
Red Larch, courtesy of forgottenrealms.fandom.com
  • The constable, Harburk Tuthmarillar, wanted help with bandits.
  • Endrith Vallivoe, with the sundries shop, told Theren of an odd arrow-in-a-skull warning he’d heard of.
  • Faith, William, and Moony had a useful trip to Haeleeya’s Bathhouse and Dress Shop.
  • Moony learned the wonders of pickles from a half-orc named Grund.
  • Nala chatted up the family at Tarnlar’s, bought a cloak, and learned from the kids about a mysterious warning of plague at Lance Rock.
  • She also talked with Kaylessa Irkell, who pointed to “fell magic” and an “evil presence” at Lance Rock, and offered to hire the party to go investigate.
  • Nala and Moony stumbled upon the barber (and fence/pawn shop) of Marlandro Gaelkur.
  • Faith chatted with the priest Imdarr Relvaunder.
  • Theren talked to some workers from Mellikho Stoneworks and learned of their being watched by stone-masked, cloaked figures during night shifts.

The party visited the quarry at night to investigate, but were chased off by Albaeri Mellikho; the party then called it a night.

The next day, they traveled down the Cairn Road to check out old bandit camps … and appear to have found one.

Player Recap

Morning of the first day: 

Breakfast of Champions: There is snow outside and the party heads down to breakfast. Crumble cake and small beer. Rough cooking because the kitchen had a fire and they are cooking outside. Moony enjoys the meats and William focuses on the porridge and eggs.

Harburk the Butcher and Constable: Shopkeeper identifies us easily as strangers and likely looking for Harburk. He tells us that the Mirabar caravan hasn’t come through town. Asks for some help with some trouble outside of Red Larch. Theren offers to help if the constable would help them with some additional questions. Harburk directs everyone to the contacts they ask about. 

Endrith and the missing manuscript: Denies any knowledge of the manuscript. Prattles a bit about this and that and then mentions something odd. I heard about the weirdest thing the other day: Someone saw a skull pinned to a tree with a black arrow with a warning or curse attached to it. Located half days on the Larch path and then East into the Sumber Hills. Theren buys a map before heading back to the inn.

Nala meets Helvur the Taylor: The finest clothier within a 100 miles (frequently interrupted). Nala inquires of the Delegation and he denies knowledge of their passing. He asks about their composition so he might be prepared for their arrival. Talk of the weather and offers a selection of cloaks for the cold. Nala buys one (

Moony learns about baths: Haeleya Hanadroum owner of the bath house and dress shop, located on the North end of town. Elegant and slightly foreign looking woman is chatting with a couple of women who have obviously been to the bath. The dresses are very nice and fancy. William waves at the vase in the window and indicates the “friends” from Water Deep suggested that she might be helpful in his tasks. She speaks of weather, robbers, goblins, ghosts  and earth moving. She is nothing if not a full of the gossip. She also recommends that we talk with Mistress Irkell at the inn. Quarry to the North has stopped working at night because of spooky things. Shift the conversation to Faith and dresses/accessories that she is looking at. William dissuades her from a fancy dress, but buys for her a scarf that is purple with gold and tassels. Moony tries to look into the baths to figure out what that is all about, but Haeleya intercepts him and explains the baths. He [a Tabaxi] is shocked and distressed. Haeleya suggests that there is a sunny bench out front if he prefers. 

Trouble at Quarry Mellikho #18: She declines that there is anything wrong, but the worker for the quarry calls out about the “watchers.” Mellikho changes subject: But you are are interest in something They say that there is treasure in Trickle Rock cave. It is up Larch Path and on a trail at the forked tree. Friendly banter and disparaging of the other quarry on the South side of town.

Return to the Inn of the Swinging Sword #2: Nala seeks out Kaylessa Irkell. She blames all the troubles on fell magic coming from Lance Rock. “It is an evil place” She is willing to hire us to check it out. The group catches up and shares what they have learned and then head back to the constable. They learn the details of the bandits to the South and his opinions of the other happenings.  

Wandering around town: Faith visits the temple and meets Imdarr Relvaunder, a priest of Tempest. He offers some advice to the young cleric on the honor of war and tells her about the Dwarf shrine of the Dancing Water in the hills. Moony meets Grund the half-orc pickle seller and discovers that he doesn’t like pickles or “strong water”. He also learns that there will be a market in 7 days. Moony and Nala discover Gaelkur’s, the barber/bar/pawn’s shop. William seeks out the caravan grounds. He chats with a lone dwarf merchant. He is heading to Waterdeep from Triboar. No trouble on the trip. William let’s him know about the bandits we met to the south. Nala returns to the tailor, a lady greets her. The cloak is almost done, she lets them know that she will be leaving early and would pick up the cloak early if convenient. Nala brings up the children’s adventure near Lance Rock. About 3 days ago they were hunting berries and goofing off when a Dwarf prospector appeared and shooed them away because there was plague.

Dinner at the Helm: The party gather for drinks and dinner. Theren walks over to a table of quarry workers and ask about the “Watchers”. They laugh and tell Theren he wants the Mellikho miners: They’re crazy. Later the other miners come in and Theren learns more about the “Watchers”. They showed up a couple of months ago when they were working the night shift. People in stone masks were watching them from the quarries edge.  Best description is they are creepy. The group decides to wander to the quarry to see if the watchers show up. Mellikho is not happy and sends us on our way. William dances in the fields behind the inn under the moonlight. He and Moony sneak back in later that night.

The Next Day

Looking for Bandits Down the Cairn Road: Following the road out of town we find two sites that had been abandoned for a while. Approaching the third site, we smell meat cooking

Red Larch Contacts:

  • Harburk #11: Constable and Butcher. Has asked for our help.
  • Endrith Valivoe #22: Seller of oddities and Theren’s contact
  • Helvur Tarnlar #7: Runs a clothing store, reputedly the best for quality clothing for a hundred miles. His wife is Maegla Tarnlar, who appears to actually run the business. They have four rambunctious children: Vintul (m,10), Alia (f,9), Saeza (f,7), Thul (m,6).
  • Haeleya Hanadroum #15: Bath house and dress shop, located on the North end of town. 
  • Albaeri Mellikho #18: Owner of Mellikho stoneworks. Middle-aged and potbellied. She is usually in the quarry itself, overseeing things, cajoling and cursing the sweating stonecutters here. When not in the pit, she becomes much more jovial.
  • Kaylessa Irkell – Inn of the Swinging Sword #2: Clean and well managed. The current home for the party. A recent fire destroyed the kitchen, so most meals are taken across the road at the Helm, (#3). 
  • Imdarr Relvaunder #1: One of the visiting priests at the All-faiths Shrine in Red Larch. His holy symbol shows him to be a follower of Tempus, a god of War, Honorable Battle, and Unstinting Courage.
  • Grund #21: Half-Orc pickle vendor. Not too bright.
  • Marlandro Gaelkur #17: Barber, bar keep, fence and gathering spot. Shopkeeper and barber at Gaelkur’s in Red Larch. A slight man, quite the smiler, always willing to make a sale, or even buy something from you he thinks he can resell. A hint of an accent in his voice.

[Note: I think I gave my wife Inspiration for the length and detail of this player log.]

Game Notes

A lot of roles being played

So, to be open and honest, and as has already been mentioned to death: I am a story-teller. I love role-playing. I am big into the chit-chat between NPCs and PCs. 

Not everyone is, and that’s including some in the group playing this campaign. So I did need to balance and temper how I handled RP and social interactions with spell-slinging and sword-ringing.

I will admit that I was not always balanced when it came to Red Larch.

Part of the problem was wanting to slowly set up the situations and information. I didn’t want clues to just pop up, or Quest Givers to be standing on the corner with question marks floating over their head. I wanted to more organically build the characters’ knowledge, have them figure out where to go (with appropriate nudges) and what was their priority. 

That did make, though, for some slower sessions where nothing was set on fire or stabbed. Like this one. Mea culpa.

Still, by the time the session was over, they’d started learning about the whole Believers cult (though not by that name), had some clues as to the side quests outside of town (and were actually on their way to one), and were learning (from the get-go) about the weird weather. And I’d gotten to play a few dozen characters, which was fun (if a bit exhausting), at least for me.

There were some fun bits, too, and things that unexpectedly ended up lasting the entire campaign. Like the very nice winter cloak that Nala picked up, and was still carrying with her 2½ years (real-time) later.

Harburk
Harburk

Red Larch is fun because the players will likely (and, here, did) revisit it multiple times over the PotA campaign, and each time it and its denizens will have evolved due to the player characters’ actions (or inactions). Harburk’s final fate many episodes later (in my game) had more tragic/heroic meaning once the players had gotten to know him, the jobs he did, and his relationship with his wife.

I always try to remember the writers truism that everyone is the hero of their own story. Thinking about who these people were, their part in their local society, and their motivations for acting as they did, not only made for better sessions early days, but built NPCs that could be revisited later on.

Deconstructing and Reconstructing Red Larch

As mentioned previously, the Red Larch stuff is rich, complex, and crap for organization in the book (or its VTT version).

I did some initial organization in a big spreadsheet (feel free to borrow, modify, and enjoy) of places in Red Larch, the people there, how they fit into the Level 1-3 adventures (“Trouble in Red Larch”) and, in a bit less detail, how they evolve for the Level 4 main adventure chain (“Rumors of Evil”).

But I realized pretty quickly that I was thinking too small. The Roll20 Journal is an incredible tool, basically a mini-wiki that you can add too, break apart, and cross-link to an extreme.

So … why have a bunch of individuals in a single, long document/handout. For that matter, why have a bunch of key locations in a single long document/handout, too?

Setting a trend for the entire campaign, I basically deconstructed and then reassembled in more usable bits all of Red Larch. I created individual Journal handouts for all the significant players, and for many of the significant buildings, grabbing imagery (for private use only) for both to make it all feel more real and more worthy of investment of attention and interest for the players.

It worked out, to my mind at least, swimmingly.

Bad Token
I paid money for this token?

I also created tokens for individual NPCs when they either did not exist or were just “names in a circle” tokens. I made use of both sets of generic tokens you can find out there on the Internet, or I took the images I’d found and used the the amazing TokenStamp tool to create them. 

There are two ways to put together entries of this sort in Roll20:

  1. Create a basic Journal Handout for the person, including a picture. Create a token from the picture. Stash the token, on the GM layer, somewhere on the map so you can find it. This is easy to setup, and quick to open, but can require a bit of searching for that token (which is non-functional) to deploy.
  2. Create a basic Journal Character for the person, including a picture. Create and associate a token for the person. When you want them, drag them onto the map. This is a bit more difficult to set up, slower to pull up the hand-out, but easier to deploy a usable token.

I did a little of both of these, which was annoying later on.

What all this meant was that whenever the party encountered someone (or somewhere) for the first time, or even later, I had a handout I could share on the screen to set up or refresh the players’ memories, and, for characters, a token so that they could see at a glance who was where and chatting with whom in town.

All in all, I created many dozens of new Journal Handouts and tokens for the campaign as time went on, and reorganized the entire Journal to my use. It was a lot of work, but it helped me feel like I’d done my part, and it sure made my life easier.

CryptoCartography POI Markers
CryptoCartography POI Markers

After a session or two, I also picked up a nice Roll20 marketplace item, POI Markers CC, that gave me some markers I could use to identify the various buildings around the Red Larch map (and, later, on the Dessarin Valley map). Not necessary, but a nice touch, and something I’ll use in the future. (No, I don’t get a kickback; I just like the product.)

Updating the Journal

I also made the effort to update those journal entries after each session to reflect the interaction the player characters had had with people and places, something that would come in handy for both players and the GM in the games to come.

This was a tactic I used, successfully, throughout the campaign.  Trying to remember that weird engraving, or where you last saw Kaylessa, or where Lance Rock is? It’s all in the journal, not just for this visit to Red Larch, but for every visit to Red Larch.

As you approach town, you see Harburk running toward you.

Sorry, who’s he again?

(“Share With Players” the Harburk journal entry I have linked to this part of the campaign.

Oh, him. I ask how his wife is.

Ditto for every other town, location, group, individual, and noteworthy thing. It was a heck of a lot of extra work, but it made life a lot easier for me in-game, and for the players, too when they availed themselves of it. And by taking an hour or so after each session to do it and all the other note-taking, I did it while it was still fresh in my memory (which could be refreshed the following week).

My favorite part of the session

Grund
Grund

Playing Grund, the half-wit half-orc pickle briner living rough out at the market grounds, interacting with Moony the Tabaxi, was a hoot. Enough so that I brought Grund back a few times, later in the game.


<< Session 1 | Session 3 >>

D&D 5e Rules – Invisibility!

Invisibility seems like the most incredible defensive thing. But … in 5e? Not so much.

Know the RulesPart of an ongoing series of 5e (2014) Rules notes.  See the end of the post for notes on 5.5e (2024) rules.

So Invisibility is often one of those “DM Bane” spells or abilities.  Sneak past all the guards, unable to be targeted, overhearing all the secrets, scouting out all the ambushes. It can be really annoying, if not an OP way to get around a lot of hard work.

But (spoilers!) in D&D 5e, it’s … useful, but not game-breaking.

The Invisibility Spell:

A creature you touch becomes invisible until the spell ends [Concentration, up to 1 hour]. Anything the target is wearing or carrying is Invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

Invisible Man by HG Wells

Well, that sounds ominous. Uber-rogues! Hidden assassins! Parties just waltzing through dungeons!

Hmmmm … but what does that really mean?

What does Invisibility mean?

An Invisible creature has the Invisibility condition, defined as:

   An invisible creature is impossible to see without the aid of magic or a spe⁠cial sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

I.e.,

  • Impossible to see without the aid of magic or a special sense (see below for more detail).
  • Heavily Obscured — a Hazard defined as “A Heavily Obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the Blinded condition when trying to see something in that area.”
    • It’s kind of funny to think of Invisibility as bringing an obscuring field (itself invisible) wrapped around you, but for purposes of the Hide action, that’s how it works. Being Heavily Obscured makes it much easier to Hide
    • An attacker is effectively “Blinded” while dealing with such a target (thus attacking at Disadvantage).
  • Still detectable by any noise it makes or any tracks it leaves (or any scent it gives off). A fairly common ruling, though not backed by RAW, is that this (under certain circumstances) represents a Disadvantage on Perception checks. Note that being detected doesn’t necessarily change the Disadvantage to attack such a target; in general, it mainly offers the opportunity to attack it.
    • “I have no visual or auditory or olfactory sign that there is anything near me. So I will not start swinging my sword.”
    • On the other hand, “I saw footsteps running through the puddle!” while not making you an easy target, does make your presence known and, potentially, able to be dealt with. “I hear a footstep, I see a splash in a puddle, I smell a familiar perfume — I swing, but I know I am at a Disadvantage.”

It is sometimes observed that being Invisible is different from being (successfully) Hidden. Taking the Hide action entails the other senses that make one perceivable. (But check out the 5.5e info below.)

Looking at PHB 194:

When you attack a target that you can’t see, you have Disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target’s location correctly.

And …

When a creature can’t see you, you have Advantage on attack rolls against it.

What does that mean, basically?

  • Attack Rolls against an invisible creature have Disadvantage
  • Attack Rolls by an invisible creature  have Advantage.

Which is pretty awesome, but is not game-dominating.

The Devil Is in the Details

Delving deeper, the Invisibility spell:

  • Requires Concentration. That makes it pretty good for “I will make you invisible, go scout ahead.” Less so for “Here, let me make you invisible mid-battle, as long as I OH MY GOD THE FIREBALL!”
    • Unless you are an Invisible Stalker, where Invisibility an innate condition that doesn’t require Concentration. Such cases will are clearly stated in the rules.
  • Ends when an Invisible creature attacks or casts a spell.
    • Prepping for an attack doesn’t drop the Invisibility (we’re not talking Romulan warbirds here)
    • Actually making the attack roll signifies the attack, and drops the Invis (even if it misses).
      • But executing a spell that creates a saving throw result still counts as dropping the Invis, even though there is no attack roll.
      • Readying an Attack doesn’t drop the Invis, but Readying a spell does.
    • For a Rogue, that attack that drops the spell is probably a Sneak Attack, since that gives them Advantage.
    • For a multi-turn spell-casting, starting the spell breaks the Invisibility.

I see you!

So what might counter Invisibility (beyond footprints or being noisy)?

  • Blindsight: “A creature with blindsight can perceive its surroundings without relying on sight.”
  • Tremorsense: “A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance “
  • Truesight: A creature with truesight can, out to a specific range, see in normal and magical darkness, and see Invisible creatures and objects.

In general, the above are either (a) creatures living belowground or in the dark or in the Underdark, or (b) beings of a higher order.

How about magic?

  • See Invisibility does what it says on the tin: “see invisible creatures and objects as if they were visible” for an hour.  Similarly, the 10th Level Divination Wizard class feature, “The Third Eye,” giver an option to “See Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.”
    (Note that a 2020 Sage Advice Compendium defines line of sight (in another context) as requiring being able to see something, leading some people to assert that the Third Eye feature does nothing because it only sees invisible things that are in line of sight. But this is very clearly “that would be within line of sight if they were visible” in meaning, and ruling otherwise is untoward nitpicking of the SA’s statement in a different context.)
  • Dispel Magic will work against an Invisibility spell just fine … but you need to be able to target it, meaning (most likely) a Perception roll first, with the caveats above.
  • Create Water is also a good sneaky way to be able to perceive an invisible creature, either through raindrops or through puddles.

And, just as a general note, Area of Effect spells are an excellent tactical counter to Invisibility (think “Depth charges vs suspected enemy submarine”).

All right, then what about 5.5e?

dnd 5.5/2024In 5.5e, those with the Invisible condition get the following effects:

Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll.

Concealed. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed.

Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don’t gain this benefit against that creature.

Which all seems reasonable, but doesn’t actually define Invisibility —  it almost arguably (and some folk have made the argument) doesn’t really state you can’t be seen.

The Invisibility spell simply conveys the Invisible condition to its target(s), which remains until the end of the spell duration or “immediately after the target makes an attack roll, deals damage, or casts a spell.” Greater Invisibility even lets you do those things and still be Invisible.

The rules on the Invisible condition contain nothing about using other senses (hearing, smell) other than special visual abilities to overcome the Invisibility (it’s implied by still being able to Attack, even at Disadvantage). More importantly, the rules no longer equate Invisibility with being Heavily Obscured, even though the effects (Disadvantage on Attack) are similar. 

The Heavily Obscured description is terse.

You have the Blinded condition while trying to see something in a Heavily Obscured space. 

Though in the “Exploration” section of the PHB, it does get some definition:

A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition when trying to see something there.

The Hide Action notes (emphasis mine):

With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you’re Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy’s line of sight; if you can see a creature, you can discern whether it can see you.

On a successful check, you have the Invisible condition while hidden. Make note of your check’s total, which is the DC for a creature to find you with a Wisdom (Perception) check.

You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.

This has three interesting implications:

First, if you have the Invisible condition, you don’t need to Hide because all Hide does is give you the Invisible condition. 

Second, while we do not get anything explicit about how to detect a magically Invisible creature with other senses before they attack, do damage, or cast a spell, the Hide guidelines do provide some hints that could be used: a sound louder than a whisper, a suitable Perception roll against you, an attack, or a spell with a verbal component.

Third, the language that Hidden creatures gain the “Invisible” condition: does that mean the See Invisibility spell (“you see creatures and objects that have the Invisible condition as if they were visible”) or Truesight (“you see creatures and objects that have the Invisible condition”) should spot where people are hiding behind trees?  RAW, it seems so, though that hardly appears to be the intent.  Many people have spent a lot of time complaining about this.

But wait, there’s more.  In a box under “Combat” and “Cover,” it discusses Unseen Enemies

When you make an attack roll against a target you can’t see, you have Disadvantage on the roll. This is true whether you’re guessing the target’s location or targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you miss.

When a creature can’t see you, you have Advantage on attack rolls against it.

If you are hidden when you make an attack roll, you give away your location when the attack hits or misses.

While that’s sort of focused on more conventionally hidden creatures, it also applies to magical invisibility as well.

Let’s mix it up even more.

In the order of combat rules on Initiative and Surprise, the rules read:

Surprise. If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised.

The term “hidden” isn’t defined anywhere.  Is a person with the Invisible condition (from either a spell or from taking a Hide move) “hidden.” The “Surprise” section of the Invisible condition focuses just on the attacker getting Advantage on Init, not on this additional Disadvantage on Init for the defender.

(More on Surprise here.)

In short, all of this in 5.5e is kind of a mess — things aren’t defined clearly, or where defined are simplified in unhelpful ways. The 5e rules had their own messy issues, but 5.5e has only made them, um, messier.

As a result, game tables will almost inevitably have to adopt some sort of house rules (probably borrowing from 5e rules). These could be as simple as defining the term “hidden,” acknowledging that in almost all Surprise situations there will be both Advantage and Disadvantage on Init, and some ground rules for how to actually detect Invisible creatures.  Others might go for more elaborate revisions to the rules set

Or, perhaps, we’ll get an improved set of definitions with upcoming source book, Unearthed Arcana, or Sage Advice Compendium.

Princes of the Apocalypse, Session  1: “And the Evening and the Morning”

Wherein the party heads to Red Larch, where the campaign pretty much starts.

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 1 (Day 2-9): The party journeyed north on the Long Road in a caravan led by Lela Linber, into the Desserin Valley. After fending off an attack by bandits, the party arrived in the quaint village of Red Larch, picking up accomodations at The Swinging Sword, a place to worship at the Allfaiths Shrine, and discovering some tasty ale at the Helm at Highsun.

Player Recap

Morning of the first day:

Faith and the Feather Bed: Faith has never slept in a feather bed. It brings her odd dreams. She decides that she needs to make sure the master of the house is still in his coffin..

Breakfast and shopping: Moony heads to the market for some last minute shopping.

Nala stays at the house and sharpens her sword and then thinks to check in with Captain Gervain, the captain of the watch. After some polite conversation, Nala brings up the missing delegation. Upon hearing that she is investigating on Gemvocs’ behalf he gives her more information on the delegation. Also refers her to Helvur Tarnlar, the tailor in Red Larch, and to the Waterbaron of Yartar, Nestra Ruthiol.

Theren returns the book he borrowed and converses with Valkh about the upcoming trip. Valkh did not make the arrangements and couldn’t add much info. 

Faith joins William as he heads to the market to do some last minute shopping. While Faith is distracted at another booth, an elf from the Emerald Enclave turns out to know of WIlliam’s plans to find the delegation. The elf offers no direct help, but does mention a person in Red Larch who is friendly to the enclave.

Theren enters the magic shop, where an elf engages in high-minded conversation, ending with a request to help locate a dwarf scholar who may be delayed or lost; they have manuscripts for the local library. 

The Delegation: 

  • Teresiel, a Silvermoon elf
  • Rhundorth, a dwarf from Mirabar
  • Deseyna Majarra, a Waterdhavian noble

Contacts in Red Larch:

  • Harburk – Constable of Red Larch – Recommended by Gemvocs
  • Helvur Tarnlar 
  • Haeleeya Hanadroum

Other Contacts:

  • Nestra Ruthiol – Waterbaron of Yartar
  • Bruldenthar
  • Darathra Shendrel, the Lord Protector of Triboar

The Caravan:

Departure: We are passengers with food and conveyance paid for already. Not fancy, but we have our choice of seats. Warm welcome 

Day 5 – Amphail: Well known for their horses and the heroic deeds of their founder. Boring town but decent food and friendly people. Some conversation about the vagaries of the weather. Faith visits the shrine and chats with a priest staying at the shrine. He has heard talk of strange weather and the moving of the earth to the North.

Day 6 – Attack: The caravan stops to collect water. Ambush by bandits while stopping for water. We manage to kill several and the rest flee. At Lena”s preferred camping site once again has water in the well.

Day 7 – Weather: Travel begins with cloudy skies followed by a short rainstorm.  After about 15 minutes the clouds clear and the lovely spring weather returns. The caravan will be camping south of Red Larch tonight. Lena gave a good introduction to the town and the surrounding lands.

Red Larch

The Swinging Sword: We are met at the door by Kaylessa Irkell, the matron. The group takes a large bunk-room for the night. The room is large and clean if not luxurious. The kitchen is not available, but the Helm is the best choice for food in town.

Faith and Moony stop by the Allfaiths Shrine. There are some people talking behind closed doors and later Lymmura comes out of another door and chats with Faith. They later join the group at the Helm.

Justrin the cellarer comes by and checks on the group. Tharan says the house ale is OK. He has a glass of the “Branch” which is much better. 

Game Notes

Factions

So the previous session I’d done a bit of this and that to try and get the party all on the same track toward the Dessarin Valley and the overall campaign. 

It occurred to me that I might do a bit more. So while everyone was out and about doing shopping with their newfound spending money, I had some of them encounter appropriate representatives of the various Factions, pursuing their interests in the Mirabar Delegation.

William was visited by an Emerald Enclave ranger, asking him that, as long as he was off looking for the Delegation members, Teresiel was particularly important to the EE folk because of the magic seeds she was transporting to Goldenfields.

Nala was approached by her former boss in the City Watch, asking her to keep an eye out for the Delegation as a whole, due to the urgency of the diplomatic mission they were on and the importance to Waterdeep (and the Lords’ Alliance)

Theren met a Harper — appropriate, given his fears over his own magic. She asked him to look into Bruldenthar and the books he was transporting down for the Great Library. 

Everyone passed on to the individuals the names of folk in Red Larch and elsewhere who might help, and further warnings about how some creepy magic stuff was going on off in the Dessarin Valley.

Again, the idea was to give some individual motivation to the players (not just the group motivation from Gemvocs), as well as pass on some contacts, and bump up the sense of worry over the area. It also let me establish the bigger picture of the Factions of Faerun (even if that never really goes far in this campaign) as well as explore some of the player backgrounds.

Other hooks

Faith, I decided, would Have A Dream. I tend to lean heavily (maybe too heavily) into using dreams to convey clues, moods, concerns, or opportunities coming up specific to a player. In her case, as she thinks of all the odd things she’d seen that day (her first out of the orphanage, and already on a quest!), and the white carriages in the streets …

… and how they curled around the odd house up the hill in the Street of Groves like wisps of smoke, and the very odd man who answered the door there, with his ugly face and polite manners, and the man who appeared from the smoke, despite (or maybe because) of how hard you prayed, and the strange story he told of a lost delegation up north, and a rising evil, and an eye opening, and you’re seeing an eye in the darkness … 

… except the darkness is all around you pull back from the eye of another old man, except his irises are triangular which is very odd,and his beard looks to be of smoke, like the smoke from that incense 

… and the old man is at a table, writing a scroll that looks like the message you got, with a golden quill like a gorgeous feather, but the words are all wrong, but that’s okay, it’s a dream, right …

… and he is looking at you and smiling, “One I have touched to one I have touched, the chain is forged another link, another volume, to end the rising destruction, and you go on a journey” …

… and you’re flying through the window across river and dell, field and forest, approaching a high series of hills lit by flames and lightning, gusts of windswept rain, and there is a hall, castle, on a high hill … flying over the walls, around a tower, through a great stained glass window … and a group of knights gathered in a circle, heads bowed, over … an empty casket.

“Something is missing. Find it. Tyr would have it restored. I would have its story concluded aright.”

The old man is smiling at her again. “Knowledge is power,” he says and winks and it’s morning and you’ve never slept in a featherbed before.

That’s Deneir, the god Faith was shifting away from, starting to point her toward the “find the lost body of the young Samular knight which was being transported back to Summit Hall with the Delegation” subplot. The character, a cleric, very much took that direction to heart.

I ran out of creative gas with Moony, so I asked him about his dreams. When in doubt, players can provide colorful detail about this kind of thing, and it gives the GM more hooks to use later to provide satisfying story.

The Road to Red Larch

So it could have been an easy thing to simply FF to “you arrive at Red Larch,” but I was still getting a feel for the tools and the system and the campaign, and I wanted the players (esp. the ones still feeling their way into 5e) to have a chance to do the same before the Real Story started.

Thus the caravan, which would serve a couple of purposes:

  1. For me to get a feel for how the players would operate.
  2. For the players to get a feel for the combat system.
  3. For me to pass on some further background about the Dessarin Valley, etc.

So Valkh the half-orc majordomo bid them a hearty farewell. “I’ll be here on your return. If you return. The Master was a bit vague on that. But I’ll be here.” And they headed off to their reserved seats on a caravan going up the Long Road.

The Dessarin Valley, as laid out, is kind of an interesting place. There’s thousands of years of history (a lot of it defined in this campaign), but for the most part it’s small villages, a couple of large towns/small cities on the northern end, and the Long Road running up its left side, carrying the land trade between Waterdeep and the areas further to the north.  

I’ve seen write-ups of the campaign which basically make Red Larch the back end of nowhere, but a better analogy is a small town along the Interstate. There’s a lot of travel that goes through town, and that allows for rumors and news to be passed along.

I sort of made up from whole cloth (the game really doesn’t discuss Waterdeep, even though it’s implied as a big city nearby the action, and a place where the party can go if they need to buy stuff or get resurrections, etc.) the vast caravansary outside Waterdeep’s city walls, as well as the caravan, its captain (Lela Linber), her crew running the wagons, and a couple of other travelers trailing along for mutual safety. I wanted it to feel real, part of the campaign, with the opportunity to start engaging with the mystery around them. 

I actually probably wrote up too much, but I was getting my creative juices back flowing. So they never learned the story of Gimble Gerrick, the gnomish elixir salesman returning home to Conyberry where his husband and their three kids (fostered from his sister) lived. Or what was going on with the two mysterious dwarves in their own wagon, who always ate by themselves and never socialized. It was a start to creating that layered verisimilitude that makes the players feel like everything around them is real, not just the rails taking them to the next destination.

Lela

Lena was fun — a take-charge woman that, as long as it didn’t interfere with driving the caravan and keeping it safe, was happy to chat with paying passengers along the way. A friendly face, to make it clear as well that not everything was automatically going to be a threat. And she was part of Gemvocs’ web as well:

She knows Gemvocs from a letter she received five years ago to the day, suggesting she take the coastal route from Mirabar to Waterdeep, and mentioning what she was eating for breakfast. Being no fool, she did so, even though it added two tendays to the journey. She later found out that hill giants in the Crags, south of Mirabar, were attacking caravans on the Long Road, and she’d avoided getting embroiled in a great battle around Xantharl’s Keep. When she received word on arriving back in Waterdeep five days ago that she’d be taking five passengers with her to Red Larch, she assumed accordingly, and bought some extra provisions.

The trip was to take 7 days. Is that how long it actually is meant to take? I recall, as researching, that the travel time between Red Larch and Waterdeep was estimated quite differenetly in different places. Seven seemed a good compromise. 

The trip gave the party a chance to learn a bit about the geography — as the players watched the Dessarin Valley map, and the characters got stories from Lena about each of the places they passed through. After five days, they were passing through Amphail. The next day saw some low hills to the east that Lena said she didn’t like to camp near (laying the groundwork for Rundreth Manor, if they ever went down that side quest, which they didn’t).

And, of course, at some point in the woods they were attacked by bandits, while some of the wagon crews were off with a big barrel down by a known creek. That battle wasn’t meant for much, just to blood the party — let them see how combat worked, mechanically, as well as, for the team, tactically. 

(Besides, it was the second meeting and there hadn’t been any battle. That seemed near-blasphemous for a D&D game.)

I did try to tie things into the story — Lena had told them that banditry was on the rise, in part because of disruptions to the economy due to Bad Things Afoot in the Dessarin, in part because more evil / cranky / crazy folk seemed to be showing up over the last few years. That info would, like the weather, be repeated often. 

Experience

PotA gives the option of tracking Experience through normal XP rewards or through Milestone Levels. We’d used Milestones in the Tyranny of Dragons game, and they’re awesome — a tonne less work for the GM, and a removal of penalties for missing a game, not being part of the main action, etc., while also not incenting Search & Destroy missions through every dungeon level. 

The game provides clear guidelines of when leveling should occur (or what level people should be for different areas).

That said, Milestone Leveling is a little problematic in as sandboxy a campaign as PotA. Sometimes (as happened for us), missions / dungeons just aren’t properly completed, but as the party moves on to the next zone, they really need that bump. The result can be awarding things too quickly in some cases, too slowly (or with too long an interval) in others. And, without that XP counter, there’s no way for the players to anticipate that next ding.

It’s also a major criticism of PotA that there are no guard rails to keep players from wandering into a much harder zone than they can handle. I am not in favor of killing characters if it can be reasonably avoided, and TPKs are something I’ve managed to avoid during my entire GMing (and playing) career. 

I ended up instituting some guard rails later on. For the moment, though, it was bothering me.

So we had a battle with bandits.

Weather

So Lena the next day tells them about how wonky the weather has been in the Dessarin Valley. Which is something the book is clear enough over and over. I found a fun discussion about a Random Weather Table for the game that I adapted, and tried to very faithfully to roll first thing every morning.

GM rolls 1d8 + roundup(partylvl/2) – 4 (min 0, max 8). This was my way of having the weather escalate; when the party reached 7, the full table would be in play.

0 Pleasant / Normal

1 Pleasant / Looming:  Tomorrow, if you roll a 2-6, there is chance you will treat it as a 7 (Extreme Weather) instead (that chance is 25% per Pleasant day in a row). There is a sense of vague disquiet during the day.

2 Pleasant / Shaky: but several minor tremors throughout the day. The tremors are not severe enough to damage creatures or structures.​

Each round of combat, there is a 10% chance of a tremor. All creatures standing on the ground must make a DC 10 Dexterity saving throw or fall prone. Creatures with more or fewer than 2 legs have Advantage on the saving throw.​

While traveling overland, PCs have a 10% chance of encountering a landslide in hills or badlands, or a 20% chance in the mountains. Spotting the landslide ahead of time requires a Passive Perception of 15 or success on a DC 15 Wisdom (Survival) check. If successful, this provides Advantage on the following save, and no damage on success. Each character must make a DC 10 Dexterity Save, taking 6d6 bludgeoning damage on a failure or half as much on a success.

3 Pouring rain: Overland travel speeds are halved, and everything is lightly obscured.​ The DC of all tracking attempts increases by 10.​ 

Characters near a river, lake, or swamp have a chance of encountering floodwaters equal to 20% per day of rain. Noticing an impending flood requires a DC 15 Wisdom (Perception) check. Noticing allows characters to make a Strength (Athletics) or Dexterity (Acrobatics) check to flee to higher ground before the floodwaters hit (the DC is between 10 and 20, based on how close the group is to higher ground). Characters swept up by the flood must make a series of DC 15 Strength (Athletics) checks to keep afloat.

      • After 1 failure, the character takes a level of Exhaustion.
      • After 3 failures, which need not be consecutive, the character begins to drown.
      • After 3 successes, which need not be consecutive, the character swims out of the floodwater, unless they find some other way to escape the flood sooner (such as being helped out by an ally).​

4 Sunny, hot, and dry (or humid, if it rained yesterday): Every 4 hours that a character travels overland, they must succeed at a DC 10 Constitution saving throw or suffer a level of Exhaustion. Characters in heavy clothing or medium or heavy armor have Disadvantage on the saving throw. Characters resistant or immune to fire automatically succeed.​

5 Cold and windy: Wisdom (Perception) checks based on hearing are at disadvantage.​ Overland flight speed is halved.​

Characters without warm protective clothing or resistance or immunity to cold must make a DC 10 Constitution saving throw every 4 hours they are exposed to the wind. Characters engaged in vigorous activity, such as overland travel, have Advantage on the saving throw On a failure, they take a level of Exhaustion.

Each round of combat, there is a 50% chance of strong winds, or 25% if the characters are in a protected environment such as a box canyon or dense forest. During a round of strong winds, ranged weapon attacks are at Disadvantage. Flying creatures must land at the end of their turn or fall.​ 

6 Overcast and Thunderous: Rumbles of thunder and strikes of lightning: Magnetic disturbances cause compasses to malfunction.​

If a creature takes lightning damage in combat, the DM randomly selects 1 creature within 15 feet (including the creature that took the initial damage). The selected creature takes a further 1d10 lightning damage, which doesn’t trigger this effect.​

7 Extreme weather: It will occur during the day at time 1d4 (1=Morning, 2=Mid-Day, 3=Afternoon, 4=Night). Roll 1d4 for result. 

1 Snowstorm or Hailstorm (summer): The storm lasts 2d4 hours. Predicting its onset requires a DC 10 Wisdom (Survival) check.​

Snowstorm: Use the rules for Extreme Cold (DMG p.110). — end of each hour DC10 CON check or 1 lvl of Exhaustion. Each hour produces 6″ of snowfall; ground with 1 foot or more of snow is difficult terrain. Snow melts at a rate of 1 foot per day, or 4 feet per day when it is hot out.​

Hailstorm: Characters out in the open are pelted by hailstones, and each round must succeed at a DC 10 Dexterity saving throw or suffer 1d4 bludgeoning damage. When caught out in the open, characters can improvise a shelter with 1d4 rounds and a successful DC 10 Wisdom (Survival) check. Waiting out the storm in such a shelter still requires a DC 15 Constitution saving throw; on a failure, the character suffers a level of Exhaustion.​

2 Tornado: PCs have an 80% chance of encountering a tornado in plains or badlands, a 20% chance in the mountains or on a lake or river, and a 50% chance elsewhere. Predicting the tornado’s arrival requires success on a DC 15 Wisdom (Survival) check and gives the characters 10 minutes to find shelter.

Spotting it requires a Passive Perception of 15 or success on a DC 10 Wisdom (Perception) check and gives the PCs one minute to find shelter. Shelter can be located with a DC 10 Wisdom (Perception or Survival) check, with disadvantage if you only have 1 minute to get there; or the PCs may already be near obvious shelter, such as a stone building. PCs under shelter when the tornado strikes must succeed on a DC 10 Constitution saving throw or suffer a level of Exhaustion. 

PCs out in the open take a level of Exhaustion and are pelted by debris for 2d6 bludgeoning damage. They must then make a DC 20 Dexterity saving throw to evade the tornado. On a failure, they must make a DC 15 Strength saving throw to avoid being swept away. On a failure, the character takes 3d6 bludgeoning damage and is flung 3d6x10 feet up into the air (see Falling damage). On a success, the character takes half damage and is not flung.

3 Earthquake: The earthquake is severe enough to destroy buildings and cause avalanches. 

Characters outdoors on relatively level terrain are safe from these effects. Otherwise, characters must make a DC 15 Dexterity saving throw. On a failure, characters in stone buildings or mountainous terrain take 10d6 bludgeoning damage, and characters in wooden buildings or hilly terrain take 6d6 bludgeoning damage. On a success, characters take half damage.​

There is a 20% chance of a fissure opening beneath the characters (whether or not they were caught in an avalanche or building collapse). Anyone standing in the area of the fissure must succeed on a DC 10 Dexterity saving throw or fall 2d6x10 feet into it.​

4 Wildfire: PCs have an 80% chance of encountering a wildfire in grassland or forest, a 20% chance in swampland or near a river or lake, and a 50% chance elsewhere. Use the rules for Extreme Heat (DMG p.110).​ Exposure without access to drinking water means rolling a CON save each hour or take 1 Level of Exhaustion — DC 5 the 1st hour, +1/hour after that. Medium or Heavy Armor, or in heavy clothing, means Disadvantage. Fire Resistance or Immunity, or adaptation to hot climes, means automatic save.

The wildfire moves 50 feet per round and is 2d4x100 feet wide. Spotting it more requires a Passive Perception of 15 or succeeding on a DC 10 Wisdom (Perception) check. Characters who spotted it ahead of time have 3d4 rounds to escape; otherwise the wildfire appears only 1d4x50 feet away. A character in the area of the wildfire must make a DC 15 Constitution saving throw: (1) Taking 2d10 fire damage and a level of Exhaustion on a failure (2) Taking half damage and no exhaustion on a success. (3) Taking half damage and a level of Exhaustion if they have Fire Resistance. (4) Taking no damage but a level of Exhaustion if they have Fire Immunity.

8 Same as yesterday (for Extreme weather, re-roll 1d4)

Overall it worked pretty well, despite looking kind of complex. It always gave NPCs something (the weather) to talk about, and the increasingly radical results escalated the tension about what the Elemental cults were up to. The main goal was to emphasize that whole ‘Tain’t Natural aspect of the Dessarin Hills.

Red Larch

As the session was coming to a close, the wagons reached the caravansary (here basically a raider-burnt barn and a muddy parking lot) south of Red Larch. They got some final travelogue from Lena about where the roads go from there (laying the groundwork for later adventures, including warnings about the Sumber Hills, and a tourist recommendation to visit Lance Rock), and about the town itself.

Red Larch is an amazing resource in this game. Half the buildings and seemingly half the residents are fleshed out to some degree. You could base a homebrew campaign out of Red Larch, easy. 

Unfortunately, neither the campaign nor Roll20 make it all that easy.

The Roll20 Conversion of PotA

In the book, the material on Red Larch is scattered, in keeping with the whole What Level Are You Starting At? Question. 

  • There’s a huge chunk in Chapter 2 (on pp. 18-29), which talks about the place in general, important people, groups, summaries of the 1st Level Adventures, summaries of the 3rd Level Adventures. Then there’s  a lengthy section about each of the marked locations (shops, inns, etc.) in town, with more stuff about people in it (and sub-notes for the 1st Level vs 3rd Level shenanigans).
  • There’s another short section in Chapter 6 (p. 148-149), about key places and people. The rest of Chapter 6 details the 1st Level adventures around and in Red Larch (plus also some side quests once at Level 3).
  • But there’s also a small bit in Chapter 3 (p. 41) that summarizes the Level 3 clues in Red Larch, before going on to all the stuff you do once you leave town.

In other words, the information management here is an unholy mess, hardcopy or electronic, hampered by WotC’s inexplicable tendency to completely ignore the radical idea of having an index to the book, but also by key bits of information for a given spot or person being given in multiple places (usually, though not always, consistently).

Roll20In adopting the campaign to Roll20, in some ways, WotC has made it worse, because it’s lumped things together into journal entries that are far too long. That “lengthy section” in Chapter 2 about each of the marked locations in town? All one journal entry, which makes it nearly impossible to cross-reference everything needful.

I ended up myself breaking out every building and every person in Red Larch into their own journal entry, so that if I needed to walk into the Swinging Sword, I could do that and not worry about the notes in four other journal entries that I would have to manually scroll to. It was a lot of work — but by the time I was done, I knew the town, and people, of Red Larch a lot better. 

I put all the Red Larch locations, and Red Larch people, into their own subfolders. This also gave me the opportunity to pull up some artwork for the locations and, even more important, create tokens for everyone. It is, frankly, shoddy work for a named person in the book not to even have a token on the screen, or have it be a generic “commoner” token, or even just a token with a name written on it. I wouldn’t have it.

(Which also gave me an opportunity to diversify the looks and genders of the folk being encountered. Just saying.)

I would ultimately end up breaking out a lot of the other large-chunk journal entries into smaller pieces for easier look-up and management. I never did it with a dungeon, but ultimately needing to make the info spread out into Chapters 2, 3, and 6 coherent and usable for me required a lot of extra work (which all paid off). 

I also ended up creating a lot of new tokens, a lot of broken-out journal entries for named characters or places that didn’t come in the package.

One other thing I ended up doing: the Roll20 implementation had a bunch of material for monsters or major characters that consisted of two journal entries:

  1. A character sheet that had all the info for that race and some notes from the game (in the bio page), the character sheet, and the attached token.
  2. A handout that had a picture of the thing, to show to the players.

That makes little sense for Roll20. So I usually just used the main character sheet entry, moved all the secure info into the “GM Only” section, pasted the handout picture into the bio image (if not already there), and could then just share the character sheet journal with the players when I pulled it up for myself — I only needed to pull up one document, and they could only see the bits I wanted them to.

(I also tried to update locations and character sheets / journal entries with information as the party learned things. My goal — which mostly worked — was to avoid, “Hey, I don’t remember what Bob told us back at Feathergale Keep before we killed him. GM, what was that again?”  They can look up Bob themselves, and the info is there. (Hell, I can look up Bob if I forget.)

In short, I did a lot of extra labor in reassembling the Roll20 implementation of this game. But it was worth it, and I learned a lot about the campaign it would have been easy to miss.


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