D&D 5E Prepping for Princes

Consider the Chamber of Moving Stones in your games. Last night I TPKed a table of eight 2nd-level PCs with the Black Earth Priest (CR 3), Larrakh. The six Bringers of Woe (Bandits CR 1/8) softened-up the party pretty well. But, the real damage was conveyed via the shatter and earth tremor spells.

I think bad PC dice rolls, lack of planning by the PCs and their inability to cooperate as a group started this encounter badly. But shatter sealed the deal. Earth tremor is not a terrible spell, either.

I didn't think an AC of 17 and 45 hit points was that bad, but this party of PCs could not overcame this guy and he laid them low.

Long live Ogremoch!

Good lord. My group of three 3rd levels might get there next session! but they're savvy careful players.
 

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Long live Ogremoch!

Ouch! But not surprised. When I read the spells he had - combined with his gear - he looks pretty nasty for 2nd level PC's. I imagined him spider climbing and using the stones for cover, then using slow, shatter and earth tremor. Unless the party has great ranged attacks (and even then he could use shield on top of his splint mail, making him AC 22), that could get nasty.
 

I'm sad! My PCs failed completely to "bite" on the lead that would have taken them from Phandelver to Red Larch, escorting Gundren's shipment of ore. However, it means that later on, in another campaign, I can start a party in Red Larch at 1st level, and run it "from the beginning" without having to rewrite things for 4th level PCs. Ah well!

I guess I'm back to the "other" adventure thread I was working on!
 

I'm sad! My PCs failed completely to "bite" on the lead that would have taken them from Phandelver to Red Larch, escorting Gundren's shipment of ore. However, it means that later on, in another campaign, I can start a party in Red Larch at 1st level, and run it "from the beginning" without having to rewrite things for 4th level PCs. Ah well!

I guess I'm back to the "other" adventure thread I was working on!

You can always put in another plot hook.
 

Nah, they've chosen to take over Cragmaw Castle and explore around it, build a barony, and begin trying to establish a trade route with another kingdom to the west. Little do they know what troubles will ensue (neither do I, for that matter!).
 

I just ran my first session today and I didn't even use any of the adventure yet. I created a prelude which had the party form bonds with each other and then travel from Triboar to Red Larch. They met some bandits posing as toll takers on the road and when the party withstood the ambush they followed the goblin bandits back to their cave. Big fight in the cave that nearly killed the group because they marched right in. But the group prevailed and found a clue to the water cult pirate scheme. (A crude map of the Sumber Hills with Rivergard Keep circled, the water cult symbol on it and some writing that says, "Grimjaw pays for stuff.") - I figured I should drop some a clue to set the stage so that they have more options when they reach Red Larch.
 

Prep for this is not difficult per say, but this is not (IMHO) an easy adventure for first time DMs to run. Nor is meant to be either, but that's a different thread. I find myself reading over the adventure multiple times and trying to piece together little hooks here and there that will pertain to the ongoing plot and the character motivations. Right now I'm trying to find some good reasons for them to check out Feathergale Spire, the first place I'd like them to engage a haunted keep.

I've decided that they will spot several hippogriff riders soaring over town the next day, and most folks don't pay any attention, it's common enough, but it's bound to raise a PCs attention and questions. Secondly, there will be clues in the Tomb of Moving Stones, and one theme I want to reinforce during the campaign is the antipathy between the Air and Earth cults and the Fire and Water cults. They're not one big happy family, they're egotistical megalomaniacs influenced by the ultimate Elder Eye.
 

And this really is a massive sandbox campaign. Everyone I've read so far has approached this completely differently, and that is awesome.
 

I'm trying to seed ideas for the Black Earth cult and Howling Hatred, and establish early that these two factions HATE each other, they are diametrically opposed and point out the weaknesses as too airheaded and flighty vs. too serious and resistant to change.
 

In my opinion so far, this is a really masterful mini-campaign setting, it gives a DM dozens of ideas, and then leaves up to you, if desired, to modify them to make them fit together in unique ways. And this caters to my style of play anyway, and it's what i did with Lost Mine. One downside is that you have to read the HELL out of the campaign book and make notes, so you're not really saving time per say in the short run, but in the long run you have a more comprehensive arc that fits together, and that is something I'm not really good at and I'm glad to have that arc laid out for me.
 

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