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DDAL Jasper DMs Princes of the Apocalyse

jasper

Rotten DM
yes i bought the book back in 2017 and finally getting around to running it. Holy Cow when the top three things that show up in google is a needed flow chart.: this is going to be interesting to run. Suggestions on how to run are welcome. It does look like i may have 8 people starting at the table.
 

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8 people are to many for starters.
First 5 levels are great then it kinda becomes a slog. Encounters are also easy we cleared the lvl 9 fire one at 6.

I played up the cultists counter attacks and devastation orbd. Never completed it but have mined the crap out of it.
 

I'm playing in a PoTA game, 6 players, 3 familiars, 3 steeds, one sidekick. We're dealing with the fourth mega-baddie. Pretty sure the dm has upscaled it because we're 19th level. He interspersed Ghosts of Saltmarsh and another one involving the fey. I can't talk about the set up stories because they were blended in with the other adventures and I joined late, but before any of the main temples had been found.


So tips from a player:

I will be honest, figure out a way to not need to slog through a mega-dungeon unless you all love that play style. We took an oddball route and hit the temples one after another, then the Fain, then the mega-bads. It's been essentially 1 in-game day per zone, taking about 15-hours of play for each. (4 temples + 1 Fain + 4 baddies) x 15 hours = 135 hours. At our rate of play, that's taken us well over a year for what's an in-game week. your call if that is awesome or tedious. I find it tedious, YMMV.

Be aware the entire complex is designed to avoid calling reinforcements. Two active forges, multiple waterfalls, multiple lava-falls, "allies" who barely tolerate each other, numerous groups that fight internally, weird "sin" compulsions that make cultists ignore things they shouldn't, etc, etc, etc.

It means PCs can take rests almost at will because absolutely no one is going to notice anything is wrong. It's ludicrous to the extreme.

IMHO, restructure the physical layout, specifically the spaces between the published maps. I would put the 4 temples 1-3 miles apart with the "upper" level locations outside the mountain, with only the Fain and below underground.

Using the outside of the mountain also helps focus each cult in a different direction, possibly into multiple kingdoms. I'd have the water cult actually focus on an ocean reachable by a river from the mountain. That obscure the fact the are essentially neighbors.

Moving it outside the mountain means pillars of smoke, bolts of lightning and screams are more likely to be noticed, cutting down on the weird pacing, I think it should mean you can actually clear the zone with less play time because it becomes one long running fight, which means you don't need the same volume of enemies as a dozen set-piece fights

One advantage to this is that after the second cult, the PCs will likely figure out they can find other cultists if they circle the mountain. Let's you short circuit things. Alternately, the cults can notice their neighbor suffering from a case of "adventurers" and send "help". The kind of help that involves friendly fire.

It may even result in one cult being able to justify using their elemental doom bomb on another cult. A massove two-fer.
 

I've run almost the whole campaign (the campaign got put on hiatus on account of Covid as the PCs were getting to the final Node, and we didn't start it back up when we started playing in-person again) and, to be frank, I would not want to repeat the process. The early stages with searching for the missing delegation are fun, and take PCs to various places in the region, but once you start hitting the Haunted Keeps things start getting kinda dull. Well OK, the Spire is kinda fun with the air cultists trying to trick the PCs and such, and Rivergard Keep and whatever the Burning Man place is called aren't too much, but the Monastery gets the slog going by being a relatively big dungeon (at least compared to the other Keeps).

I'd probably strip it down for parts and split the main dungeon into several parts that are located in different places. I'd make getting to the dungeon part of the adventure, and cut down on the size of the various Temples. Having more travel also makes it easier to include the various side treks in an organic manner. Plus, if the different Temples are separate places rather than each being a quarter of the ruins of the Mighty Dwarven Outpost of Tyar-Besil, you don't have to concern yourself with Tyar-Besil being physically smaller than Red Larch*.

Another idea I had would be to make each cult deal with two elements, because I think that would make it easier to find thematically appropriate locations. Air/Water could be somewhere in the Sea of Moving Ice, Water/Earth could be in a swamp, Earth/Fire is naturally somewhere volcanic, and Fire/Air sounds pretty deserty so maybe Anauroch? But at that point, you're basically taking some ideas and concepts from the module and building your own.

Going back to the module as-is, one narrative problem I had was that while the cultists have all these nefarious plans, there aren't many opportunities for the PCs to learn what's going on. It's basically just "Oh look, here are some evil elemental cultists, let's murder them. Hey look, this one had a fancy spear, I wonder if that does anything useful... oh, mostly just being able to command air elementals and make Orbs of Devastation, though the latter seems like something where the name is writing checks its stats can't cash."

* OK, that's a little unfair. Tyar-Besil is basically a square filled with lots of stuff, while Red Larch is cross-shaped with all the houses being along the roads, so there's a lot more empty space in Red Larch. But edge-to-edge, Red Larch is bigger than the four maps that make up the four Temples.
 

I ran it and made several PWYW supplements for DMsGuild. They mostly follow the adventure book but have a few side quests and such and give you all the statblocks printed out.

The mid-level adventures in the valley are easy to side track if the PCs miss some clues and do not find the other locations. The end mega dungeon makes less sense with each bad guy cult not liking the others but also all being together. I could have introduced more downtime and made the towns more relevant. Maybe add a longer time between the higher level stuff and introduce some followers and a homebase for the PCs.
 

Princes of the Apocalypse Session 1

Day 1 to Day 3

Leaffall 1 to Leaffall 3

PC Killed 0 Monsters Killed 12 Villains Captured 2 Villains Escaped 2

Start Time 6:08 PM End Time: 9:08 PM

Take 10 down time days. 46 GP.

Magic Item +1 Dagger which sheds 10 ft dim light on command

DM Note. Everyone needs to take notes or open the writes on their devices; as there are too many names and plot threads for me to remember for you.

I had a very strong group of nine. Sly sorcerer 3 changeling. Bucky barbarian 3 human. Geronimo Barbarian 3 Half-orc. Ember Life Clerc 3 Human. Liu Fang (Lue) monk 3 Aasimar. Phillip Druid 3 Tiefling. Zephron Twilight Cleric 3 human. Mawdi Elrich knight 3 Bugbear. Aurai Circle of the Moon Druid 3.

The group is seated at the common leftovers table in the Swinging Sword Inn (page 22). High harvestide was yesterday and most of the town is slightly under the weather. Some of them have seen each other around town but never met till today. The reasons for their visit to Red Larch is not known. (Campaign hooks page 12-14).

Red Larch is a marble mining town which sells the finest marble on the sword coast. While small, a lot of traffic flows through the town. Being mostly sober and appearing down on their luck, they hint they need money.

Kaylessa Irkell is slightly grumpy because the Elders will not get off their behinds and do something about the plague rats at Lance Rock (page 151) and that her new stoves still has not arrived from Waterdeep. Hopefully the delegation coming in 15 days will have it on their merchant wagons. But she will drop 50 GP total if the plague rats are taken out. The group considers this but get the snackist for the pies they had yesterday.

Trying to go down the street the fall into the local bar Helm at Highsun (page 23). It is dark lit by only 3 candles and 3 oil lamps. The locals like it dim. Sly and Zephron talk to a halfling carpenter name Stannor Thistlehair who thinks evil is happening at his employer. Waelvur’s Wagonworks (27). They ignore the drunk half-orc caravan guard Zomith about her woes Last call is at midnight and the group decides to take Thistlehair home. (Great dictionary likes his name but balks at Waterdeep.)

Arriving at Mother’s Yalantha’s Boarding House (24). The first floor is a hoarder’s paradise. They have to zig zag just to get to the stairwell. Ms. Yalanatha starts flirt with (5 on d12. Not again.) Ms. Yalanatha starts putting the moves on Liu Feng while Sly and others climb to the third floor to deposit Thistlehair. The third floor is bunk beds. Think battleship four stacked high. The second floor is rooms where you can pack as many as you want.

Sly, “So mother does anything interesting happen in town or do you have good gossip.”

DM, “Let me read ahead. Mumble. Mumble. Everyone give me a perception check.” Some people hear other people sneaking out the house. Aurai, Geronimo, and Phillip stay behind while the rest with 300 ft of darkvision follow the suspects. Who enter the Waelvur’s Wagonworks (27) back shed and remove a trap door. The party waits a minute and follows.

Tomb of Moving Stone (153). The tunnel moves down and enters a huge limestone chamber which maybe under one of the roads. Three midnight dew cloaks are near a door. Sly steals one and the twilight cleric with 3,000 feet of darkvision takes the lead. They stop at an intersection. They can’t go east because iron cages are mostly hidden in the ceiling, leftovers from when a dwarf clan operated the mines. The north and south exits are nearly closed by doors in shape of dwarves are mostly open. The bugbear sucks his gut and the party sneaks on north. They get paranoid when they turn a corner and see a giant rat eat a foot a few yards away.

Zephron, “It only a giant rat what could go wrong. I enter the chamber alone DM.” “Eights rats”, screams Zephron.

DM, “How you want to do this?”

Rat, “I skip up the bodies of my brothers and bite the human’s artery and use as hose on my fellows.” Some of the group advance, while the other take pot shots at the rats.

Ember, “Healing word.”

Rat, “RATS!” A few seconds later no more rat problem. Moving on they find a chamber of floating rocks. Tiny rocks to giant size throwing. But when they take one out the chamber the weight returns. Moving on Sly and Zephron hear voices finishing a prayer.

Sly, “I throw open the door. Welcome brothers, as a member of um. AH. Um.”

Liu Feng, “Psst. Earth Cult. More detail in later comments below.” Sly and his minions talk their way halfway into the altar room before they are discovered. A nice fight follows. Loot and scoot happen. Sly takes the form of their leader. (DM some one look at how good the Changeling mimic thing works.) He opens the door to his right and steps through.

Grund, “I thought you were at prayer boss. Do you want to talk to the kid?’

Sly, “No. Shut it. We are going to the boarding house for a debriefing.” Grud half-orc thug is confused. (So is the DM). He puts the traps on safe and the group takes the kid out his pressing torture.

The kid Braelen Hatherhand gives up the following information. (I need to find his home location and page).

The Believers put him here as punishment for being disobedient. He failed to deliver a message from his father, Rotharr Hatherhand, to Ilmeth Waelvur. It was a slip of paper the boy didn’t read.

Rotharr is one of the Believers. Other Believers Braelen knows are Baragustas Harbuckler, Marlandro Gaelkur, and Ilmeth Waelvur. The boy also knows Grund isn’t really a Believer, but the Believers take care of him, so he does what they tell him to do.

The Believers are a secret group made up of some of the most important people in town. They guard the moving stones, and make sure no one disturbs the Delvers, who are entombed here. The Believers watch the moving stones carefully, because it’s a bad sign when they move, and they have to figure out what it means to avert danger.

Braelen isn’t angry with his father or the Believers. He believes this sort of treatment is normal, and he’s worried his father might find out the punishment ended before it was supposed to.

The chamber of moving stones and the buried Delvers are to the east, beyond three more stone doors.

Grud debrief mentions Baragustas Harbuckler a retired carpenter (page 157) was being question by Larrakh in the main chamber. Sly does not react when given this information about what was behind the door to his left.

After chatting up Mother Yalanatha, she talks abut Bears and Bows (149) before going to bed.

A long rest later, some of the group take up the quest. Sneaking up on the bandit high out is easy. Aurai tells the group he will distract the bandits wait for his signal. His signal is ripping off his fireball tattoo and taking out all but two of the bandits. Those two quickly surrender. And some how Geronimo makes a pet out the black bear.

We will pick this up back in town, next week. You all have your homework.

End of Session 591.
 


Princes of the Apocalypse Session 1

Day 1 to Day 3

Leaffall 1 to Leaffall 3

PC Killed 0 Monsters Killed 12 Villains Captured 2 Villains Escaped 2

Start Time 6:08 PM End Time: 9:08 PM

Take 10 down time days. 46 GP.

Magic Item +1 Dagger which sheds 10 ft dim light on command

DM Note. Everyone needs to take notes or open the writes on their devices; as there are too many names and plot threads for me to remember for you.

I had a very strong group of nine. Sly sorcerer 3 changeling. Bucky barbarian 3 human. Geronimo Barbarian 3 Half-orc. Ember Life Clerc 3 Human. Liu Fang (Lue) monk 3 Aasimar. Phillip Druid 3 Tiefling. Zephron Twilight Cleric 3 human. Mawdi Elrich knight 3 Bugbear. Aurai Circle of the Moon Druid 3.

The group is seated at the common leftovers table in the Swinging Sword Inn (page 22). High harvestide was yesterday and most of the town is slightly under the weather. Some of them have seen each other around town but never met till today. The reasons for their visit to Red Larch is not known. (Campaign hooks page 12-14).

Red Larch is a marble mining town which sells the finest marble on the sword coast. While small, a lot of traffic flows through the town. Being mostly sober and appearing down on their luck, they hint they need money.

Kaylessa Irkell is slightly grumpy because the Elders will not get off their behinds and do something about the plague rats at Lance Rock (page 151) and that her new stoves still has not arrived from Waterdeep. Hopefully the delegation coming in 15 days will have it on their merchant wagons. But she will drop 50 GP total if the plague rats are taken out. The group considers this but get the snackist for the pies they had yesterday.

Trying to go down the street the fall into the local bar Helm at Highsun (page 23). It is dark lit by only 3 candles and 3 oil lamps. The locals like it dim. Sly and Zephron talk to a halfling carpenter name Stannor Thistlehair who thinks evil is happening at his employer. Waelvur’s Wagonworks (27). They ignore the drunk half-orc caravan guard Zomith about her woes Last call is at midnight and the group decides to take Thistlehair home. (Great dictionary likes his name but balks at Waterdeep.)

Arriving at Mother’s Yalantha’s Boarding House (24). The first floor is a hoarder’s paradise. They have to zig zag just to get to the stairwell. Ms. Yalanatha starts flirt with (5 on d12. Not again.) Ms. Yalanatha starts putting the moves on Liu Feng while Sly and others climb to the third floor to deposit Thistlehair. The third floor is bunk beds. Think battleship four stacked high. The second floor is rooms where you can pack as many as you want.

Sly, “So mother does anything interesting happen in town or do you have good gossip.”

DM, “Let me read ahead. Mumble. Mumble. Everyone give me a perception check.” Some people hear other people sneaking out the house. Aurai, Geronimo, and Phillip stay behind while the rest with 300 ft of darkvision follow the suspects. Who enter the Waelvur’s Wagonworks (27) back shed and remove a trap door. The party waits a minute and follows.

Tomb of Moving Stone (153). The tunnel moves down and enters a huge limestone chamber which maybe under one of the roads. Three midnight dew cloaks are near a door. Sly steals one and the twilight cleric with 3,000 feet of darkvision takes the lead. They stop at an intersection. They can’t go east because iron cages are mostly hidden in the ceiling, leftovers from when a dwarf clan operated the mines. The north and south exits are nearly closed by doors in shape of dwarves are mostly open. The bugbear sucks his gut and the party sneaks on north. They get paranoid when they turn a corner and see a giant rat eat a foot a few yards away.

Zephron, “It only a giant rat what could go wrong. I enter the chamber alone DM.” “Eights rats”, screams Zephron.

DM, “How you want to do this?”

Rat, “I skip up the bodies of my brothers and bite the human’s artery and use as hose on my fellows.” Some of the group advance, while the other take pot shots at the rats.

Ember, “Healing word.”

Rat, “RATS!” A few seconds later no more rat problem. Moving on they find a chamber of floating rocks. Tiny rocks to giant size throwing. But when they take one out the chamber the weight returns. Moving on Sly and Zephron hear voices finishing a prayer.

Sly, “I throw open the door. Welcome brothers, as a member of um. AH. Um.”

Liu Feng, “Psst. Earth Cult. More detail in later comments below.” Sly and his minions talk their way halfway into the altar room before they are discovered. A nice fight follows. Loot and scoot happen. Sly takes the form of their leader. (DM some one look at how good the Changeling mimic thing works.) He opens the door to his right and steps through.

Grund, “I thought you were at prayer boss. Do you want to talk to the kid?’

Sly, “No. Shut it. We are going to the boarding house for a debriefing.” Grud half-orc thug is confused. (So is the DM). He puts the traps on safe and the group takes the kid out his pressing torture.

The kid Braelen Hatherhand gives up the following information. (I need to find his home location and page).

The Believers put him here as punishment for being disobedient. He failed to deliver a message from his father, Rotharr Hatherhand, to Ilmeth Waelvur. It was a slip of paper the boy didn’t read.

Rotharr is one of the Believers. Other Believers Braelen knows are Baragustas Harbuckler, Marlandro Gaelkur, and Ilmeth Waelvur. The boy also knows Grund isn’t really a Believer, but the Believers take care of him, so he does what they tell him to do.

The Believers are a secret group made up of some of the most important people in town. They guard the moving stones, and make sure no one disturbs the Delvers, who are entombed here. The Believers watch the moving stones carefully, because it’s a bad sign when they move, and they have to figure out what it means to avert danger.

Braelen isn’t angry with his father or the Believers. He believes this sort of treatment is normal, and he’s worried his father might find out the punishment ended before it was supposed to.

The chamber of moving stones and the buried Delvers are to the east, beyond three more stone doors.

Grud debrief mentions Baragustas Harbuckler a retired carpenter (page 157) was being question by Larrakh in the main chamber. Sly does not react when given this information about what was behind the door to his left.

After chatting up Mother Yalanatha, she talks abut Bears and Bows (149) before going to bed.

A long rest later, some of the group take up the quest. Sneaking up on the bandit high out is easy. Aurai tells the group he will distract the bandits wait for his signal. His signal is ripping off his fireball tattoo and taking out all but two of the bandits. Those two quickly surrender. And some how Geronimo makes a pet out the black bear.

We will pick this up back in town, next week. You all have your homework.

End of Session 591.

Unfamiliar druid and her huge pet constrictor snake strolls towards your camp and...
  1. Declares intent to (re)claim the area for nature
  2. Allows bandit to strike first when they dispute the claim
  3. Seems completely unconcerned by the arrow sticking out of her body
The bandits should have realized they were dealing with a crazy person or someone beyond their risk threshold and apologized for their actions.
 

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