D&D 5E Princes of the Apocalypse campaign recaps

We finished up the fight tonight in Sacred Stone. 7 rounds total, including the last session. It was the largest battle i've run in D&D probably ever, and it went amazingly fast, partly in thanks to 5e, partly in thanks to players pitching in to help crunch numbers, and VASTLY to the initiative card system we adopted a while back.
 

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I was hoping to have this hashed out by tonight's game so Windharrow could drop some more solid hints, but it's just not going to happen. Too many options and I just don't know what the direction the plot will go, it's far too early to tell.

My PCs for a while now have been trying to pit the Earth cult vs. the Air cult. I really need to reward them for that strategy. Maybe Aerisi and YanCbin DO make an assault on the Stone Monastery, clearing it out somewhat for the PCs to drop in??

Or, if Aerisi is taken out, Earth and Water team up to destroy what is left of the Air node? At least we don't have to figure this out all at once and can keep bouncing ideas back and forth until something congeals for our individual campaigns that makes sense.

Yes, i'm quoting my old post. The PCs ultimately DID pit the Earth cult vs. the Air cult and swooped in to pick off the leftovers. As had been their hope since early at Feathergale Spire. I rewarded their plan and integrated it into the story, although the end result is always unknown to all of us.
 


Just finished a new session with my group now. Like you it was in the sacred stone monastery. Unlike you, my group went downstairs, and then further downstairs, and they went without a plan. The party got separated from each other, everyone got blocked off from the exits and they were completely overwhelmed. Unbelievably, they lived. But they are not out of the woods yet. They had to flee and are now being chased by the inhabitants of the Earth Temple, the lower level of the monastery, and the monastery itself.

I'll do a write up sometime in the next few days....
 

Session #20 - Sacred Stone Monastery (Part 2)

https://app.box.com/s/g6y90sscrg3i3o93ce0l5eganhlkjyu6

Man, those playmats you set up are awesome.

My group learned of the fifth cult, closed the air node, and went back to the Temple of Earth only to find that it had been attacked from two fronts by the Paladins from Summit Hall on the top-side and the Fire cult from below. The leaders were all alive, but their numbers were small.

My party picked a fight with Medusa, or he picked a fight with them, it's kinda confusing. I got a big laugh out of the players when I said "The Fire Nation attacked" (Avatar the last airbender reference). Anyway, the monk in my party fought the medusa for his second time... and just crushed him one on one. The monk stun locked the medusa, and I house-ruled that when he was stunned the shadow-monk could avoid looking at him while still attacking him (no disadvantage for looking away to avoid the save) and that was that basically. The party kept traitorous mud-sorcerer alive, as well as a now-named bullette rider, and helenrae. My group has... chosen to try being the earth prophet now.

What is interesting is they might be taking on the quest from the lich to get his brother's body back........ so we may be going off-the-rails for a session or two. I'm down with that.
 

By contrast, my group managed to get back on track. I think that in my last post I had commented on how they got smacked around in the Earth Monastery and lost two party members. Well in the (two? three?) sessions since this, they fled out into the hills, rested in some brush, and then went back to Red Larch. Here they resupplied a bit (still resenting the loss of the magical dagger to the Air Cultists) and picked up a new character: a Zhentarim Gold Dwarf Cleric of Chauntea. It is an interesting mix, and one that is proving entertaining in play thus far.

At this point we had only four players, as the Bard's player decided to drop out. They headed back to the monastery, where they made an attack through the garden. They began by eliminating the Gargoyles in the garden, two Monks left to guard the altar, two more Gargoyles, and finally a the Duergar who were sent to find them by Hellenrae, alerted to their presence. After this the party was fairly beat up, so they exited the building, and camped out in a hidden hole underneath some brush in the hills. The cultists took stock at this point, realised that basically the top floor only had Hellenrae and a half-dozen Monks left, and decided to keep watch from the front door and concentrate their guard in the altar room.

Well, the next day, the players returned and started methodically investigating (and looting) the monastery, finding the stairs down into Jurth's room. He had naturally been alerted to the attacks on the monastery, and so him and his mates attacked on sight, but the players were able to defeat him without too much trouble. After some discussion of the confusing passages they found, they went south and turned to the right, before following their left wall until they reached the various passages and doors in the top left of the map. Curious about the stairs down, they decided to first check out the battered steel door... and were not really happy to face an Umber Hulk.

Defeating it in a bit of a slugfest, the players then got into a rather amusing debate over whether it was a good idea to eat the Umber Hulk's corpse, as the Warlock had been telepathically instructed by his Great Old One patron. Disgusted at this, the Chauntean Cleric stormed up the stairs, only to run face-to-face with a roomful of Monks and Hellenrae. Did you know that Hellenrae has Stunning Strike? The Cleric didn't. Happy days. This was a REALLY tough fight; the players had not taken any time to prepare or heal after the Umber Hulk fight, and now they were swarmed by fast-moving opponents that knocked the Cleric out in the first round. By the end of the fight, the only PC standing was the Barbarian, who was on 2 HP: but Hellenrae was also dead, having been negated for most of the fight by a Phantasmal Force spell and then chopped to bits by said Beserker. The remaining monks looked at the Beserker, and decided that perhaps they would try their chances another time. In other words, I didn't want to TPK the party (uh, again) and felt that the monks would retreat to their temple below rather than throw their lives away against the nutjob with the great sword.

So the party were quickly woken up by the Beserker, and they conducted a check of the rest of the tunnels and building. They found, and freed, the prisoners, including not only a Delegate but also a new PC: an Air Genasi Waterdhavian Noble Swashbuckler, who joined the party when she heard of all the exciting fights and treasure that they were getting involved with. The Zhentarim cleric promptly tried to recruit her.

We ended with the players meeting the Lich, who told them to piss off, and after briefly considering their chances the players did so. They then left, escorting the prisoners, and returned to Red Larch. There they touched base with Harbuckle, and made their plans to take the fight back to the Feathergale Spire, and finally reclaim all their damn equipment. :D
 


Just finished a new session with my group now. Like you it was in the sacred stone monastery. Unlike you, my group went downstairs, and then further downstairs, and they went without a plan. The party got separated from each other, everyone got blocked off from the exits and they were completely overwhelmed. Unbelievably, they lived. But they are not out of the woods yet. They had to flee and are now being chased by the inhabitants of the Earth Temple, the lower level of the monastery, and the monastery itself.

uh oh. Sounds bad for them....
 

Defeating it in a bit of a slugfest, the players then got into a rather amusing debate over whether it was a good idea to eat the Umber Hulk's corpse, as the Warlock had been telepathically instructed by his Great Old One patron. Disgusted at this, the Chauntean Cleric stormed up the stairs, only to run face-to-face with a roomful of Monks and Hellenrae. Did you know that Hellenrae has Stunning Strike? The Cleric didn't. Happy days. This was a REALLY tough fight; the players had not taken any time to prepare or heal after the Umber Hulk fight, and now they were swarmed by fast-moving opponents that knocked the Cleric out in the first round. By the end of the fight, the only PC standing was the Barbarian, who was on 2 HP: but Hellenrae was also dead, having been negated for most of the fight by a Phantasmal Force spell and then chopped to bits by said Beserker. The remaining monks looked at the Beserker, and decided that perhaps they would try their chances another time. In other words, I didn't want to TPK the party (uh, again) and felt that the monks would retreat to their temple below rather than throw their lives away against the nutjob with the great sword.


:D

lol. I loved Hellenrae and was sad to see her die, but the paladin was so buffed up he was nigh invincible. I also gave hellen a 19-20 crit range, and i don't know if this is by the book or not, but each of her three attacks in a round could inflict stunning strike. The PCs were more scared of her than anything else, including the ogre and wyvern
 

Just finished a new session with my group now. Like you it was in the sacred stone monastery. Unlike you, my group went downstairs, and then further downstairs, and they went without a plan. The party got separated from each other, everyone got blocked off from the exits and they were completely overwhelmed. Unbelievably, they lived. But they are not out of the woods yet. They had to flee and are now being chased by the inhabitants of the Earth Temple, the lower level of the monastery, and the monastery itself.

I'll do a write up sometime in the next few days....


I was kinda worried that my players would just storm down to the Earth Temple when they found the stairs - especially when I took the Dwarf player aside to tell him about the stonework clearly being that of Tyar-Besil, which really intrigued them. It sounds like your party did everything wrong and nearly paid the price for it! I have heard of parties managing to sneak their way from the surface right into the Fire Node and shortcut half the adventure in the process, but you would certainly need cojones gigante to make the attempt.

What are you going to do with all the residents? Shuffle things around to reflect the intrusion? I find the notes in the adventure on how the cults respond to intruders to be some of the best bits, when actually running.
 

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