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D&D 5E D&D Encounters: Dead in Thay play reports (complete)

MerricB

Eternal Optimist
Supporter
DeadThay.jpgThis report is a little late – apologies for that. Illness and general business have kept me from writing it before now.

Running launch events can be a stressful experience. Running them at the same time as a stupidly popular Yu-Gi-Oh! tournament with about 16 people in it is tricky. Running a Launch Event with 17 players, 3 DM and one Co-ordinator where everyone is in the same dungeon at once? Yeah, this was going to be tricky.

We began the event with character creation and advancement. Most of the players were keeping the characters they had from Scourge of the Sword Coast, but there were a significant number of players that needed new characters (about five), and almost everyone needed to advance their characters to level 6. It would have been nice to have enough books for everyone, but I’d only printed four or five of the character creation PDFs. We did have a few computers around that people could use, however. I settled down with Josh to create his new 6th level Elven Bard (who looks like David Bowie in Labyrinth), only to be somewhat disrupted by other requests for dice, rules and other matters. It took us about an hour, all up, to create or advance all the characters, something that wasn’t entirely bad as it allowed most of the Yu-Gi-Oh! Players to finish up and leave.

So, with everyone with their 6th level characters in hand, I gathered them all together and launched into the introduction, with my three DMs assisting me in playing the NPCs. As recounted in Scourge of the Sword Coast, the town of Daggerford was under threat from the Red Wizards of Thay, who planned to launch an invasion through a magic portal at Bloodgate Keep. The gathered adventurers (17 player characters, 4 NPCs) were going to stop this by assaulting the Keep and destroying the gate.

They were aided by a traitor to the Red Wizard cause, Merkel, who explained how they could destroy the four elemental nodes that powered the gate before destroying the gate itself. I assigned the players into three groups of five or six each – I was able to keep friends together, while also ensuring a good mix of classes. I was very happy with that. And so, we were off!

DeadInThay.jpg

I didn’t pay all that much attention to the first part of the adventure, as I was trying frantically to work out how the final part would run, but each of the groups were dealing well with the threats they were facing – primarily elementals and grues of the appropriate persuasion. Each node also had some sort of trick that made life harder for our heroes, and some of those tricks were causing some trouble, but eventually all would win through. Just not all at the same time.

Paul’s group was the first to get through, having collapsed their node. They emerged into a great chamber – the chamber of the Bloodgate. Red Wizards were everywhere, along with undead monsters commanded by the Wizards, and there – standing in the Gate itself – was the lich, Tarul Var. At about the same time, the NPC party (Shalendra, Jekk, Mennek, Hadarr and Darfin) entered the gate room having just destroyed their own node. The Red Wizards split up to handle both groups.

At this point, I was running Tarul Var as well as handling which threats were faced by each table. Basically, I divided up the monsters and sent half at each group, and abstractly ran the fight between the NPCs and the monsters. When the DMs reached Tarul Var’s turn in the initiative, I made my way over to their table and told them what his action was (which might have been an attack at another table).

Despite having read this section of the adventure a few times, we didn’t run it exactly as written. I somehow failed to see that Tarul Var had damage resistance and immunity to spells – one of those problems when you’re looking at his stats in the back of the book whilst special modifiers for the encounter are in the front! However, as most of the players were kept busy with the Thayan wizards, apprentices and their undead, it didn’t come into effect that much.

Shane’s group was the second one to arrive, with Josh’s group the last. Soon, each was facing opponents, with me splitting off monsters from the other parties to face the new arrivals.

Each group had a paladin, and some of them began to Turn Undead. That was fine – any undead turned ran and attacked another group. Soon there were shouts of annoyance ringing over the tables as people realised what was happening. (Unfortunately, no-one actually managed to play Turn Tennis – turning the undead again and again as they were passed around the groups – they just killed them).

Once Tarul Var got into the actions, things got really nasty. A Cloudkill spell on Paul’s group sent most of them into the negatives of hit points – I sent some of the NPCs their way with mass cure wounds spells to make sure they could continue. Shane started casting fireballs at Tarul Var, so the lich sent them right back. All the time, the Blood Gate was getting more and more damaged.

Then Merkel betrayed them all, summoning Baazka, the Pit Fiend who had caused such trouble for them in Scourge of the Sword Coast. (In the process, Shalendra and Floshin were dragged into the Bloodgate and lost). He had a magic sword stuck in him – the sword of the Duke of Daggerford, which – at least in the overall continuity – some people had used to banish him. Baazka offered to destroy the Bloodgate in exchange for his freedom: all they needed was to remove the sword. For this scene, I’d got all the DMs up beside me and we addressed the gathered players. Would anyone be foolish enough to free the Pit Fiend?

It turned out that Jack, playing for the first time and playing a paladin, was more than happy to take the sword and free the Pit Fiend!

Oh boy! Baazka pushed Tarul Var out of the gate, and began destroying the remaining Red Wizards, while the players resumed their own combats. It wasn’t all that long before the Red Wizard defenders were broken. The gate was destroyed!

Unfortunately, the destruction of the gate triggered a backlash, dragging the heroes into the gate. There was a loud explosion and everything went black.

And thus ended the session!
 
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MortalPlague

Adventurer
It sounds like a pretty great opening. By the sounds of it, it benefited greatly from having a whole bunch of tables running it at the same time.

I was part of the internal playtest on this one, but sadly, I could only run one group through it. To pad things out, we went through two of the elemental nodes. But the final fight was just a big slug-fest with a single group with a predictable gate-collapsing boom at the end.

It wasn't bad, per se. It just seemed to have every single fantasy cliche possible; the sudden yet inevitable betrayal, the devil's bargain, an evil overlord spellcaster, an army of undead, and a magical portal that causes problems when collapsed. The betrayal in particular earned a groan from my whole group; Merkel's box text at the beginning of the adventure is so ridiculously suspicious and the justifications for bringing him on board are so paper-thin that it had everyone waiting for his turn.

All that aside, it was still a good fight for my group. I also missed the lich's damage and spell resistance, so my PCs managed to kill him (since he was only occupied with one table, they made him a priority). They had a few people go down into negatives, and had a couple of well-timed crits. We had one player run on top of the magical gate's arch and dive-bomb some enemies with a jump attack. All in all, a fun time was had.
 




MerricB

Eternal Optimist
Supporter
DeadThay.jpgThe second session of Dead in Thay at Goodgames Ballarat once again had 21 people attending – 17 players, 3 DMs and me as the co-ordinating DM. This session saw the player enter the Doomvault proper, each group taking one section of the dungeon and exploring it.

We began with everyone together, waking up after the explosion of the Bloodgate in the last session. The group found themselves in a shadowy hall with many teleportation circles faintly glowing on the floor. The image of a female Red Wizard appeared and explained that she’d rescued them from certain death – and she needed their help. She was a rebel wizard, wishing to overthrow the lich overlord of the realm, Szass Tam. If the party helped her by infiltrating the Doomvault – his hellish research lab – and finding and destroying the phylactery vault at its heart, which would like destroy all of Szass Tam’s lieutenants.

Well, she didn’t give the players much of a choice. “Help me… or rot!” is not such a good sales pitch, but it helped that overthrowing Szass Tam was a good idea in the first place. Syranna, for such was her name, explained the basics of the Doomvault and the magical protections that restricted travel into and throughout the place. Primary to this were the Black Gates, which allowed teleportation around the dungeon and to the gatehouse where they currently were, the White Gates which restricted travel between areas of the dungeon, and the Glyph Keys, which allowed players to travel through the gates.

She also told them that the Floshin siblings were imprisoned somewhere within the Doomvault. The two other NPCs, Hadarr and Jekk, chose to stay behind at the gatehouse to keep an escape route open for the players, and to try and ensure Syranna didn’t betray them. Otherwise, everyone entered the Doomvault. They were given three glyph keys, and used the Black Gate to travel to the matching sites.

At this point, the groups split up and my role diminished – I was mainly helping with answering rules questions and using my tablet to show the occasional illustration of monsters the groups were unfamiliar with. I’m also tracking the alert level in the dungeon, and relaying messages between the teams. I’ve been taking notes of what occurs with each group, but as I’m moving between them, I can’t always give all the details. However, this is what I remember…

Callan’s Table: Leader – Josh (Fiendish Arena, Temple of Chaos)

The adventurers found themselves in a small antechamber, guarded by two vampire spawn, who challenged the group as they appeared. Thinking quickly the group just acted like they belonged there, bluffing their way past the guards into the chamber beyond, which contained a great arena, where a Vrock was fighting human prisoners. The arena was overseen by a vampire, who was somewhat bored with the entire business, as he was cursed to remain here, and was not participating of his own will.

The group recognised that Shalendra was one of the prisoners, and leapt in to defend her, eventually slaying the demonic Vrock and freeing here. Curious as to why the vampire didn’t interfere, they discovered that he was a particularly apathetic soul, but he was willing to aid them in exchange for a taste of their blood – Vicki, playing a paladin, volunteered!

(The exchange went something like this. Vampire: “Do you mind if I just tap a vein?” Tim: “I’m a dwarf!” Vampire: “That’s fine, I’m not racist!” Vicki: “I’m okay with it!”)

The vampire gave them a glyph key, and warned them not to enter the room to the south. The group agreed, and Shalendra, now freed, took the glyph key and used it to go to the gatehouse. The rest of the group moved eastwards. At this point, they’d finished one zone – and one zone per session will be standard for most of the campaign. However, as the group had dealt with the enemies so quickly, and we have more zones than can be covered by the groups in the entire season, I advised Callan to continuing running another zone.

So they advanced into the Temple of Chaos.

Within the temple, after dealing with a room of traps, they found Pencheska, the succubus that had caused trouble for them by becoming the Duke’s Mistress back in Daggerford (Scourge of the Sword Coast). Josh took the lead here, reminding Pencheska of how the group had overcome her in Daggerford, and warning her not to try anything. Subdued, the succubus just watched in fury as the players looted her closet.

Continuing past the succubus, they found a trapped fire elemental. Continuing the group’s idiosyncratic approach to the dungeon, their spellcaster cast resist fire on himself and moved up to hug the fire elemental, whilst the rest of the group erased the glyphs that were holding it captive. The elemental, touched by this, chose to join the party.

And that’s pretty much what Callan’s group did this session.

Ben’s Table: Leader – Glen (Augmentation Chambers)

Glen and his friends were attacked immediately upon entering the Doomvault by a wight and three sentient ochre jellies – not a particularly nice way of being greeted! Once they had defeated their foes, they proceeded onwards into a chamber which seemed to have once been a temple, but now housed a number of skeletons. Three wights moved between the skeletons, pouring steaming ooze over their bones.

As battle was joined, more oozes and jellies joined the fight, and the group was extremely hurt at its conclusion. They considered the benefits of resting…

It should be noted that, at this stage, we were still quite unsure about how to handle certain aspects of the dungeon. Ben, quite reasonably, decided that the reason resting wasn’t allowed in the dungeon was because they’d be attacked, and so rolled up a random encounter which stopped the short rest they were attempting to have. Attacking skeletons tends to do that. At this point, the group could have retreated to the black gate and entered a special Chamber of Seclusion where they could properly rest, but they were curious to what would happen if they rested again… once again monsters attacked. After that, the group really needed healing, and so retreated to the Chamber of Seclusion. No time passed in the outside while they rested inside, but the chamber would begin to reduce their maximum hit points if they used it again!

I would later rule, in the next session, that due to the time-critical nature of the dungeon resting was, in fact, entirely impossible in the dungeon, after reviewing the adventure again. However, the other groups were very amused by the reports they were getting through the circlets of telepathy: “We got attacked when we tried to rest.” “We got attacked again!”

The group finally made their way to a room where there were many spawning vats, with a Red Wizard controlling the creation of more oozes. It wasn’t a pretty fight, and Lachie’s paladin was now finding his armour and weapons degrading from the acid of the oozes. Eventually, the group were successful, and prepared to move on – although, as the zone was cleared and this group had taken the longest of all three tables – it was time to end the session.

Lee’s Table: Leader – Paul (Forest of Recovery)

The final group emerged into quite a nice chamber in which trees grew. A wight demanded to know where the pig carcasses were, and upon not getting a reasonable reply, ordered a Helmed Horror to attack. This battle took quite some time, and at the time I wondered if they’d run out of time to complete the zone. This proved not to be the case!

The next cavern didn’t have much in the way of trees, but the grass grew high, providing cover for a family of barghests – goblin dogs – to stalk the group. Unfortunately, once they’d revealed themselves, the spells and swords of the party proved too much for the barghests.

A pool, glowing with a pale blue light, allowed the players to recuperate somewhat, gaining the effects of a short rest (something Glen’s team surely needed), but it would only work once per hero.

Finally, the group reached some displacer beasts. The notes in the adventure read “they all attack when it becomes clear that the adventurers have not brought food.” Well, Paul and his friends had been thinking ahead, based on what the wight had said – they’d brought the bodies of the barghests! Having thus distracted the displacer beasts, they were ready to move onto the next zone.

Final notes:

I apologise for the briefness of some of the notes – although I can give great descriptions of battles I run, it’s a bit trickier to note memorable events when I’m moving between tables. At this stage, four zones have been cleared, but by gaining an ally of the vampire, the alert level of the complex remains unchanged on zero. (This will increase dramatically in later sessions, I bet!)

Having three groups all in the dungeon at once really does add to the experience, and it has been great fun to see the players compare notes after each session. We’re still grappling with how everything works together – some of the maps and dungeon features aren’t as clear as we’d like – but the DMs are doing a great job of making it fun for the players. And challenging…
 


TarionzCousin

Second Most Angelic Devil Ever
Great write up as usual, Merric. Thanks.

At this stage, four zones have been cleared, but by gaining an ally of the vampire, the alert level of the complex remains unchanged on zero. (This will increase dramatically in later sessions, I bet!)
Does the Fire Elemental not count as an ally?
 

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