D&D 5E Princes of the Apocalypse campaign recaps

Nebulous

Legend
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.

This is where I am right now. Quarbo escaped the massacre on the top level, retreated through the second level to the Ancient Stair and ran straight to Marlos in the Temple and told him that a boatload of attackers are up top. Per the book, prophets sometimes get dream premonitions, so maybe he's not entirely surprised. Regardless, they have time to set up blockades and traps to make life VERY difficult for the PCs.

For example, B1 Gargoyle Chasm can now be peppered with missile fire as well, or hell, Marlos himself might be there, with an ettin behind him.

It all depends on how long it takes for the PCs to clear out the top level, bottom level, and then find the stairway and descend, and that might not even be next session. Probably not.
 

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Rabbitbait

Adventurer
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.

I haven't gotten that far yet. They have just made their way back up to the surface of the Sacred Stone Monastery, coming up two separate stairwells (they got separated in the running battle). Helenrae and the rest of the cultists are waiting for one group up the top. While the other are just coming up to a group of cultists.

Normally this would be an easy fight, but these characters are on their last legs, and the baddies from downstairs are not far behind. However many of the baddies are currently fighting for their lives against an Umber Hulk that the party released in order to cover their retreat.

I've no idea what will happen next - both within this current battle, and what they will do afterwards. I imagine they will head back to town to lick their wounds and regroup, but which town? And what will they do then - they know where all the surface level cults are (except for the fire cult) and might decide to try another. They'll also find that things have changed when they return to civilization.

Things are fun to DM when it is this fluid, but it makes me nervous not knowing what will happen.

I need to get it together to write this up at some point...
 

Last night I ran possibly my last session of 2015 for this campaign, and it was a fairly restrained effort. The players started in Red Larch, where they observed the believer Bethendur being dragged in for questioning by the constable's deputies, as well as receiving the plot hook about the strange visitors (i.e. the Fire Cult hook). They decided to ignore both of these elements and, after doing some shopping for armour and suchlike, headed out into the hills. Taking the Larch Path towards Feathergale Spire, they came across the bandits and water cultists, as part of the 'Cult Reprisals' for this chapter. The players tried to parley, but happily destroyed the bandits when the latter just attacked them. This fight was pretty funny for the Aarakocra Sorceror flying up out of melee range, only to be nailed by a Hold Person and hover helplessly in mid-air as bandit crossbowmen pepper him with advantage. Happy days. Anyway, the party won this fight without too much trouble, taking a bandit and the Water Priest captive. They groaned to learn that they had encountered yet more cultists :D

After some debate over whether to use healing magic to wake the Aarakocra up, since he had gone to 0HP during the fight, the players woke him up and then began interrogating the prisoners. The Bandit was forthright and honest, admitting to being a paid sword. The players kept interrupting him when he tried to answer their question 'who do you really work for?', and so he never actually answered; then the Zhentarim cleric announced that he was cutting the man's bonds, giving him 3gp, and telling him to report to the Zhentarim contact in Red Larch if he wanted to turn his life around. The Aarakocra responded to this by using Firebolt to execute the Bandit. There was much heated discussion on this point. Most importantly, the players had actually learned nothing of use from the Bandit, not letting the conversation proceed to the point where they would learn about either the Riverguard Keep or Grimjaw's existence. To add insult to injury, the Priest simply smirked at them under questioning, and they were forced to execute him without learning anything.

A fun thing happened with the Priest, actually; the Warlock player had used Command or Suggestion (the 8-hour one) to neutralise him during the fight. After it had ended, but before the players had taken him into custody, the Warlock used his telepathy ability to ask him about who he worked for; I had Olhydra 'come on the line', so to speak, using the telepathic link to command the Warlock, "DO NOT INTERFERE WITH THOSE WHO ARE MINE". The Warlock fell to his feet, clutching at his throat as the sensation of drowning overtook him. This, combined with the Reavers shouting "Olhydra!" at the start of the fight, gave the players the vital sensation that they had learned of yet another BBEG to worry about.

After this happened, the players rested overnight, then headed to Feathergale Spire. Here they decided to have the two party members who had visited here in the past and the Aarakocra* hide out of sight, while the new Zhentarim Cleric and Air Genasi Swashbuckler (a Waterdhavian Noblewoman by background) saunter in and make friends. The plan is that the latter two will obtain rooms overnight, and then let the other players in. So the Zhent and the Genasi wander around the keep, being shown the Hippogryphs (Mauler = bad tempered, Patience = docileish) and having an engaging discussion with Thurl on the need to 'purge the hills of evil'. They showed him the Sharktooth Swords that they took from the Water Cult ambush, and he was greatly impressed at their valour, with the Air Genasi in particular likely to be invited to join the cult.

I took particular pleasure out of having Thurl describe despondently the deception and deceit to be found in the Sumber Hills, relating how one of their brethren had been cut down by the foul betrayal of a guest staying in the tower. The players loved it, even as they hated him for describing their previous stay this way! As they looked around at the feasting table, and exchanged stories over roast duck and venison skewers with the noble knights of the society, the two players turned to each other and said, "Can't we just join these guys? They seem great!"
 




Rabbitbait

Adventurer
My players stop reading now.

My biggest problem with this Adventure Path has been the lack of motivation for the baddies - release the elemental princes and be evil just doesn't do it for me. I think I've found a hook that fits for my campaign and it may be useful for someone else.

Right from the start of my campaign I have been feeding a hook that there is a group hiding in the area called the Swords of Liberty who want to overthrow the established monarchy and put in a new system - democracy. Of course this system is obviously flawed, how could you have any effective type of government where the people get to decide who leads them.

The leaders of the Swords of Liberty, while hiding in the Black Hills, found the dwarven city and the leaders found the weapons. They realised that they can use the weapons to create the orbs of devastation. This will help them to cause terror and defeat their enemies. They also know that they can release the princes, but have no intention of doing so.

With these weapons they were also able to build up cults. These are a front, and have enabled the Swords of Liberty to build up a number of followers that they would not have been able to otherwise. But it is a dangerous duplicity.

However, the weapons whisper to the leaders, and it becomes more tempting to release their prince to help them in their endevours. The weapons have also changed the users personalities over time, to the point where the different cults are almost at open warfare. Those that originally followed them (such as Windharrow) have realised how dangerous this situation is, but do not know what to do about it.

Also, as the adventurers get closer to destroying their plots, the leaders will start making stupid moves, such as activating orbs early, and considering releasing their princes.

It's still embryonic, but this is my thought so far. Comments?
 

Nebulous

Legend
My players stop reading now.

My biggest problem with this Adventure Path has been the lack of motivation for the baddies - release the elemental princes and be evil just doesn't do it for me. I think I've found a hook that fits for my campaign and it may be useful for someone else.

Right from the start of my campaign I have been feeding a hook that there is a group hiding in the area called the Swords of Liberty who want to overthrow the established monarchy and put in a new system - democracy. Of course this system is obviously flawed, how could you have any effective type of government where the people get to decide who leads them.

The leaders of the Swords of Liberty, while hiding in the Black Hills, found the dwarven city and the leaders found the weapons. They realised that they can use the weapons to create the orbs of devastation. This will help them to cause terror and defeat their enemies. They also know that they can release the princes, but have no intention of doing so.

With these weapons they were also able to build up cults. These are a front, and have enabled the Swords of Liberty to build up a number of followers that they would not have been able to otherwise. But it is a dangerous duplicity.

However, the weapons whisper to the leaders, and it becomes more tempting to release their prince to help them in their endevours. The weapons have also changed the users personalities over time, to the point where the different cults are almost at open warfare. Those that originally followed them (such as Windharrow) have realised how dangerous this situation is, but do not know what to do about it.

Also, as the adventurers get closer to destroying their plots, the leaders will start making stupid moves, such as activating orbs early, and considering releasing their princes.

It's still embryonic, but this is my thought so far. Comments?

Your idea seems pretty solid. And yes, the biggest flaw of the campaign is the ultimate goal of the cults, it's sorta generic and dull.
 

Rabbitbait

Adventurer
Here is the latest installment of my adventure log: https://deathgrind.obsidianportal.com/posts/return-to-the-village-of-black-pit

The adventure has gone way off the beaten track in this installment, but I had a few things I wanted to set up:

  • Reveal that villages are starting to get hit with the devestation orbs
  • Put the Swords of Liberty group on a more solid footing and seed a clue that they are connected with the cults
  • Remind the group that the Kingdom of Breeland is fairly shaky at the moment anyway
  • Seed (if the opportunity came up) a location to find the fire cult
  • Possibly start painting the Swords of Liberty as the good guys (or as the lesser of two evils)

I also put a seed there that could have changed the direction of the adventure entirely and sent them into Kyber (the underdark). I'm glad they didn't bite as then I would have wasted all the effort I put in to setting up maps in advance for PoTA and I would have spent money on buying the OoTA adventure path (which is money I don't want to spend right now).

Apologies for anyone who is following the pure adventure line from PoTA. This is certainly not that.

Since I am playing in Eberron, I'll put a map of the area I have set it in:

Capture.JPG

We are on a break till probably mid January now, but might play via e-mail during the break.
 


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