Sandboxing in the Nentir Vale (was: Emergent Features in KotS)

We switched our night to Wednesdays.

Nothing too special; the PCs finished off the Horned Hold and decided to go into the Well of Demons to rescue all the slaves. More on the session later.

I was surprised to see how quickly the PCs chewed through the first encounter in the Well - and then I realized they should be level 5 when they hit it, not level 7. I mentioned this after the game, and one of the players said it's not hard to level up encounters in 4E. I agree, but I'm not going to do that - they made their choices, we live with them. If that means these encounters are cakewalks for them, so be it.

However, it should also mean that the slaves are dead, having been sacrificed by Maldrick Scarmaker in the Inner Sanctum.

What does that mean, though? It says in the module:

The inner sanctum is the heart of Baphomet's power over the Well of Demons. Maldrick Scarmaker seeks to subvert this power and offer it to Yeenoghu, the demon lord of gnolls and archenemy of Baphomet. Maldrick is accompanied by his demonic servants, slowly completing a ritual to turn this place into a new bastion of evil.​

Okay, so it's a new bastion of evil. I have no idea what the hell I should do with that.
 

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So here's what happened:

I tell the players that I haven't really planned anything if they leave the dungeon, but I'm okay to ad-lib it. "Well, we can still deal with the mages." "No, M isn't here, and I think he should be around for that." "Let's hit the Well of Demons, then."

So they do. But first: shopping!

Since the Seven-Pillared Hall is off-limits to them, Bren has to sneak in. Which he does, no problem. He talks to Gendar (?) the drow, and gives him the scepter and gets some Quest XP. Now even though they had agreed on a higher price than what's in the module, Gendar offers less gold for it. "Hey, I could just turn you in." Bren takes the lesser sum.

It's funny because Bren's player isn't even keeping track of his cash.

They buy some gear. Gendar works out a way for them to contact him without the Mages knowing about it, using Animal Messenger. "Send me a message, then we'll meet in the room where the minotaur statue has its horn shoved up its ass."

Yeah, I actually said that. I was tired.

So, onwards. After some failed Dungeoneering checks, the PCs finally make it to the Well of Demons.

First room: the PCs spot everything hiding and procede to kick ass. They don't even care about the names. The Phalagar hiding out lays some smack down in the first round, but they push it away, then immobilize it so it can't control the battlefield the way it wants to.

The ghoul doesn't even land a hit before it's turned into cave mulch. The two chokers hit a few times, but come on. It's a speedbump. The party shows how far they have come during their time in Thunderspire.

I was getting frustrated, even to the point of saying, "Come and Get It won't work - they can't shift towards you; they'll just fall." Fall they did. But then I realized I was being a dick, and softened up on things.

Next encounter: they find some gnolls and a pack of hyenas. They make short work of them. Gnolls are cool, but again, they are too high level for this :):):):). The hyenas, 5 levels lower than the PCs, die like crazy.

When I decide that the gnoll huntmaster is going to try to raise the alarm - he hasn't taken any damage at this point - the PCs blow him away.

That was pretty much it. A mediocre session, mostly because I was wiped out at the time.

One note: I was letting Bren make Stealth checks all the time. Big deal, I figured, if he gets CA. He's supposed to. I figure there will be a penalty for failure but he never did fail a check.

I think we should wrap up the Well of Demons in the next session. I wonder how they will deal with the information that Paldemar is working against the Mages. So far, they hate the Mages and have no reason not to like Paldemar, though they know he's up to no good. I think it'll be interesting if they do contact him. We'll see.
 

We've played 3 times since the last update - not too much happened in the first two sessions, just regular old dungeoncrawling.

The last session was a little more interesting. I'll write something more up later on.

In the first of the three sessions, the PCs explored the Well of Demons. They ran into the skill challenge with the ghosts but since they had pretty much figured out everything by that point, and I thought the skill challenge was lame, I skipped it.

They blindfolded themselves in the mirror room and, since the skeletons just sit at the back, it wasn't a big deal for them.

The blood pool room was really tough - 2d10 damage + 5 ongoing when you enter and when you begin your turn! The Wizard rode on his Dire Boar out into the pool and activated the trap, and after that it was a struggle to keep out of the blood. The Wizard went down a few times, very close to death, the Rogue was not looking so good, but the poison resistance the Fighter and Warlord had helped them out.

I also added a Bar'lgura to this fight, since I rolled for that when the PCs took their short rest. I think I only hit once with it, though.

They made short work of the demons in the next room. The big trap room with the dragon wasn't too hard - 5th level solo vs. 5 7th level PCs. He was beat on pretty badly.

Since the PCs had not yet taken an extended rest, they were in a tight spot, but they wanted to press on before the gnolls sacrificed the final slaves. Armok the Wizard went in with no healing surges and Bloodied.

They had their dailies saved up, and combined Hunger of Hadar with a cold area spell to rip apart the demons. The Rogue got into a tight spot when a tentacle grabbed him and dropped him down, but the Warlord was able to get him back on his feet again.

I changed Maldrick slightly, letting him regain hit points by sacrificing a slave with a DC 24 Arcana check. He was only able to do this once before he was killed.

Then they discovered the notes implicating Paldemar in everything that's been going on and they were left with a decision to make.


Last night's game:

The PCs went back to the Seven-Pillared Hall to trade magic items. They sent an animal messenger to Gendar, who arrived in their meeting place. The PCs worked out a good deal - it went something like this:

"Can you give us a deal on all this?"
"Why would I do that? If anything, you should give me the deal. You've got no one else to trade with, since the Mages won't let you into the Hall."
"We could just tell the Mages that you're dealing with us. How do you think they'll like that?" (Intimidate check; result 31)
"Okay, okay, I'll see what I can do."

They traded magic items (next time I might come up with an inventory for magic-item trading merchants) and were happy.

Then they sent a message to Orontar via animal messenger:

"We have information that says Paldemar is betaying you. We'll trade it for commuting our banishment."
"I need to see this information first. Meet me in the Customhouse. Come alone."

Malchior decided to meet with Orontar, alone. But first, as a precaution, Armok cast Animal Messenger, sending himself the message. He put the animal (a snake) in a bag and gave it to Malchior; if Malchior was betrayed, he would release the snake and alert the other PCs.

Cool idea.

Malchior was not betrayed. In the Customhouse they worked out a deal. Malchior handed over the letters and the banishment would be commuted if Malchior would hand over, in public, a large sum of cash. The cash would be an illusion, but it would show that the PCs respect the Mages, which is what's important to them.

Malchior heads back, fills a bag with stones, and gives it to Orontar in the tavern. Orontar mumbles some magic words and unties the bag without moving a finger; then he reaches in and pulls out a large diamond, observing it for a second before dropping it back into the bag. (Mage Hand and Prestidigitation)

The PCs round up the rest of the previously-freed slaves, getting a hard time gathering a few of them (one quick roll, dealing with a Rondarr? the taproom owner, intimidating him into giving up his serving wench) but in the end all the townspeople were freed.

The PCs decided it was time to leave. They'd leave the Mages to deal with Paldemar for now.

I decided it was time for a fight. I grabbed one of the random encounters - the demon and the gnolls - and had them hack it out. We made an opposed perception check; the PCs won, so they decided where they were and where the bad guys were coming from.

Fun fight, but nothing out of the ordinary. I was able to put the beat down on Wexley the Fighter after a series of awesome rolls with the Bar'lgura and the gnolls. (I upped the damage by 1d8 on the Bar'lgura's attacks.)

The PCs leave and make it to Fallcrest. They buy the freed townspeople a wagon and let them head off to Winterhaven; they have gathered arms and armour from the various fights in Thunderspire, so they figure they can take care of themselves.

Armok wanted to buy some building supplies and hire a carpenter to build himself a tower, but he was too short on funds so he put it off.

Bren or Jace spends some time gathering rumours and hears something interesting about Winterhaven. Word is that cultists of Orcus took over Winterhaven and dumped the local Lord, so some Knights of Nerath went up to deal with it. This information changed things so the PCs bought some horses and rode off to Winterhaven.

They quickly caught up with the townspeople and travelled with them, making camp just off the King's Road in the Gardbury Downs.

Around midnight, while Bren the Bold was on watch, he spotted a light flashing in the darkness. Alone, he went to investigate its source. He saw a human bandit with a signalling lantern communicating with someone over a mile away. Bren was familiar with the code so he was able to decipher it (Streetwise roll) - apparently bandits scoping out the group.

One interesting note - the bandits mentioned something about the two-dozen knights who rode through here a week or two ago.

Bren kills the bandit in a "bloody versus" roll - one roll, if Bren hits he kills him, if he doesn't then the guy gets away - and sends his own signals, warning the bandits away from the group.

In the morning, Bren tells everyone about this. As he's doing so, the townspeople are making some noise - one of them has gone missing. Uh oh. He turns up after a short search, choked to death, neck covered in rope burns.

Stupid rope got loose somehow. It's not satisfied right now, constantly struggling with Jace (its owner), giving him a penalty to Athletics and Acrobatics. And when it gets the chance it sneaks off to kill someone.

Jace is upset and they resolve to deal with the rope, but they need to proper reagents. So they decide to check out the spot where the bandits were communicating with them. They find their tracks but no fireplace - they were trying to be stealthy. It seems they waited long past dawn and had just left - waiting for their lost companion, perhaps?

On to Winterhaven, then. When they reach the walls of the town proper, they see knights and armoured men milling about - some two dozen of them. They also see Lord Padraig on the wall.

Kaldor of Nerath, the Knight-Commander of this group, rides out and meets with them. There are some harsh words said between Malchior (calling Padraig a liar, telling them to get out of his lands, etc.) and Kaldor (you need to go on trial for slander, you have no right to depose a legitimate lord, etc.).

Eventually swords are drawn.

And that's where break for the night. Short session, but fun. I'm glad we're out of the dungeon now.

Next session we'll start off with the fight. I want to give the PCs some goal other than "kill 'em all" but that might not work in this fight. Maybe I'll think of something.

I'm also going to draw up random encounter tables for the surrounding areas. There will be a lot of "boring" encounters included there, and I'm not yet sure how I'll deal with them. Maybe skill challenges? We'll see when we get there.
 
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Played last night. Two weeks ago we played a one-shot because one of the players was out of town. I got to wreak havoc with a Wizard.

So last night: We began with a fight with the "Knights of Nerath", a group of mercenaries who are little more than thugs who've laid claim to the legacy of ancient Nerath. They're led by Sir Kaldor, a landless knight.

Some background: [sblock]Padraig, Lord of Winterhaven, was accepting bribes from Kalarel, a Scion of Orcus. Padraig wouldn't investigate the Keep on the Shadowfell and Kalarel would leave Winterhaven alone. (Kalarel didn't, but that's what you get for dealing with EVIL.)

The PCs discovered this, and once Kalarel was taken care of and the Shadow Rift was closed, they put Padraig to trial - saving him from the townspeople who were out for blood.

The PCs also asked for some aid to help stop Kalarel but realized they didn't have time to wait for reinforcements. Before these reinforcements came, the PCs left for Thunderspire in order to save some enslaved townspeople.

Sir Kaldor was the one who answered the call and he's been setting up shop in Winterhaven, hoping to become its de facto Lord.[/sblock]

The fight starts because Sir Kaldor told the PCs they were criminals who had no right to judge a noble lord, and Malchior (who does have noble blood and believes in noblesse oblige) won't stand for it.

I set up a battlemat and lay down two dozen guys. Most are lvl 7 Minions, Kaldor's a level 8 Elite Soldier, and there are a handful of human guards and a pair of human mages.

Kaldor rides a mount - it's part of his statblock. I also put a line in to deal with what happens if he's dismounted or if his horse is attacked. (He doesn't get to use his Hoof Smash power or his Brutal Charge.)

Bren the Bold, our Rogue, wins Init like normal and targets the horse. One Daily attack power and the horse is dead.

The fight's on; Kaldor and the guards create a bottleneck, trying to focus on Malchior, while the archers rain down death. I'm rolling like crap for the archers but things aren't going too bad for me.

Then Kaldor gets absolutely creamed, Armok puts up a Wall of Fog to block the archers, and Bren slips into Winterhaven just before they close the gate. The archers and mages ready to shoot at anyone who crosses through the Wall of Fog, but Bren breaks into their ranks and one-shot kills a Mage (by some fancy swashbuckling, drops her into a vat of boiling oil).

At this point I've got low-level guys and minions left, Bren makes an awesome Intimidate check, and they surrender.

There's quite a lot a party can do when they know they only have to face the one encounter.


In town, they deal with a few issues - they take Kaldor and Padraig and write up ransom letters for them, they recruit a few of the "Knights of Nerath" to bolster the Winterhaven Regulars, and they pass out arms and armour to the people in town. There's a party in the streets as the slaves are returned from Thunderspire.

They hack their Bloodrope to pieces before it can slip away and kill again. There was talk about trying to tie it to a tree to become an executioner, but they decided it was more trouble than it was worth.

They send a message to Orontar to see how he dealt with Paldemar. There was no reply.

They find a message from an Animal Messenger:
Kaldor -

Shadow Rift sealed. Encountered an acolyte of Orcus and skeleton servants; we subdued him but he spoke a word of power that robbed him of his life before we could get any information from him. Will return in the morning.

Endinomar the Fastidious​

It seems that Kaldor sent some men to the Keep to check up on things. The PCs misinterpret this message; they think Endinomar is taking credit for their work. He actually went down to check on the Shadow Rift, found it sealed, and found a cultist down there and killed him. (These Orcus cultists are under the effects of a Ritual; they can speak a syllable of the "Last Word" and it will kill them. This cultist, an Acolyte, was also checking up on the Shadow Rift, to report back to his masters.)

The PCs wait for Endinomar to show up, but he's travelling with an assassin who notices that something's out of place and they hide, wait, and watch. The PCs head into the Keep to explore it, find marks of recent activity, but when they try to pick up Endinomar's trail they lose it on the muddy road.


Since we're changing how the campaign works, there was a bit of, "Okay, what do you guys want to do now?" They weren't really sure, so I pulled out my random "Rumours" table, had them make a Streetwise check, and they got a few results:

The dead walk again in the Cairngorms.

A noble lord is trying to raise mercenaries in Fallcrest for an expedition into the Temple of Yellow Skulls.

The Valley of the Dead (in the Cairngorms) is changing - the trees are barren and warped, even in the summer. It is a haunted place.


They decide that they need to deal with whatever's going on in the Cairngorms. I tell them that, hundreds of years ago, when Nerath was strong, nobles used to bury their dead in grand tombs in the Cairngorms. They're sealed with powerful magics; only those who are direct descendants of those in the tomb can enter, and even then only to mourn the dead (ie. no tombrobbing).

Malchior makes a good History check to see if he knows anything about these tombs, and I decide that his family has a tomb in The Valley of the Dead. They make their way towards it, entering the Cairngorms through the Dead Man's Pass.

As they are travelling, I roll for a random encounter. They come across a Deathpriest of Orcus, three Acolytes, and a pair of wights. The Deathpriest has sacrificed some goblins and kobolds and is performing a ritual to break into a tomb.

After a short (but reasonably tough) fight, the PCs win. They get no information from the Deathpriest or the Acolytes, and since it's nearly night they decide to make camp.

No random encounters occur during the night, so in the day they start searching for the location of the cult. A couple of castings of Hand of Fate leads them right to it - a really big tomb built long ago.

There are a couple of flunkies standing guard outside but it looks like they aren't paying too much attention; the cult is not on alert. They are easily dealt with and the PCs enter the tomb.

I don't have anything drawn up so I make a couple of random dungeon generation rolls and we have another encounter. A group of human bandits (cultists, all) are torturing a kobold to death under the guidance of an Oni Night Haunter. The PCs gain surprise and start kicking ass; the Oni tries desperately to escape, but even in a gaseous state, he cannot.

That's where we called it. I have to draw up the dungeon for next time - there are a lot of bad guys in there, nearly a hundred cultists (mostly rabble and human bandits) led by a Battlewight Commander, a Human Lich, and a Death Knight.

The PCs might be in trouble since they won't have the luxury of deciding when to take an extended rest, and have stirred up a hornet's nest! Luckily they haven't yet been spotted (after each short rest I'll roll 1d6 twice - one to see if there's a random encounter for the PCs, another to determine if their handiwork has been uncovered).


Oh yeah - while the PCs are out in the Cairngorms, Endinomar has sprung Kaldor from prison.
 

That's where we called it. I have to draw up the dungeon for next time - there are a lot of bad guys in there, nearly a hundred cultists (mostly rabble and human bandits) led by a Battlewight Commander, a Human Lich, and a Death Knight.

Good Grief! What level are your guys now? I'm sure you know what you're doing (judging by the, uh, way-awesome 4 pages of thread) but that sounds like a murderlization waiting to happen.

I'm prepping for Thunderspire now and i'm so gonna steal some of your ideas. But my Padraig was a good guy, father to a PC, and Ninaran turned out to be a half-daughter to Padraig as well who redeemed herself and became an acolyte to Sister Linora in Winterhaven.

i'm setting up Paldemar by a letter he wrote to Kalarel, and they had a relationship as peers and sorta-rivals, one a follower of Orcus, the other Vecna. Paldemar wants help finding a place called the Pyramid of Shadows and has asked for Kalarel's help...but Kalarel probably didn't get the chance to answer before the PCs dropped some whoopass on him. But he got sucked through the portal and will probably pop up in the Labyrinth somewhere.

You have a really good group of roleplayers too. thanks for the updates!
 

Good Grief! What level are your guys now? I'm sure you know what you're doing (judging by the, uh, way-awesome 4 pages of thread) but that sounds like a murderlization waiting to happen.

It does. They're level 8 right now; I think they could take the lich with some flunkies (not with Lord Rhyst, the Battlewight Commander) but the Death Knight is too much.

I wanted to put something in there that was beyond the capabilities of the PCs to hack to bits. I have no idea how they will deal with him, but I've told them that there are some encounters that are too low for their level and some that are way too high. Hopefully, for their sakes, they'll gather some info; if not, they might lose a few PCs in a retreat.

I'm prepping for Thunderspire now and i'm so gonna steal some of your ideas. But my Padraig was a good guy, father to a PC, and Ninaran turned out to be a half-daughter to Padraig as well who redeemed herself and became an acolyte to Sister Linora in Winterhaven.

i'm setting up Paldemar by a letter he wrote to Kalarel, and they had a relationship as peers and sorta-rivals, one a follower of Orcus, the other Vecna. Paldemar wants help finding a place called the Pyramid of Shadows and has asked for Kalarel's help...but Kalarel probably didn't get the chance to answer before the PCs dropped some whoopass on him. But he got sucked through the portal and will probably pop up in the Labyrinth somewhere.

I like the background, it's a good tie between the two. The trail in the module that links the hobgoblins to the duergar to the gnolls is pretty weak; it's almost silly. "Oh, but a few more slaves have been lost. Great." I'd play up the Paldemar angle.

In my game the PCs set the Mages of Saruun against Paldemar, but they didn't give Orontar the silver key to get into the Tower of Mysteries. This will probably give him the chance to complete his ritual and take control of the Seven-Pillared Hall - I'm not using the Pyramid of Shadows.
 

In my game the PCs set the Mages of Saruun against Paldemar, but they didn't give Orontar the silver key to get into the Tower of Mysteries. This will probably give him the chance to complete his ritual and take control of the Seven-Pillared Hall - I'm not using the Pyramid of Shadows.

By default Orontar is the only one there. Did you reintroduce the 3rd, or make it more than three?

Actually, i'm not really keen on running Pyramid either, but it makes a nice plot set piece for Paldemar to have a plan the PCs can disrupt. I might use pieces of it though, but that's so far down the road it's hardly worth thinking about now. What i'm really looking forward to is Trollhaunt, so i'm planting a few seeds about that in the first Thunderspire session that the players will undoubtedly forget and i'll have to gently remind them later.
 

By default Orontar is the only one there. Did you reintroduce the 3rd, or make it more than three?

I made three other mages. Orontar is the guy who deals with the day-to-day administration in the Hall, and Paldemar hunts the Labyrinth for secrets. That's how I figured they organized. Orontar and Paldemar aren't really Mages of Saruun, but close enough.

Actually, i'm not really keen on running Pyramid either, but it makes a nice plot set piece for Paldemar to have a plan the PCs can disrupt. I might use pieces of it though, but that's so far down the road it's hardly worth thinking about now. What i'm really looking forward to is Trollhaunt, so i'm planting a few seeds about that in the first Thunderspire session that the players will undoubtedly forget and i'll have to gently remind them later.

I am thinking of putting the Trollhaunt in the Nentir Vale - near Nenlast, I think was the plan. I'm just going to change the name of the town in the module with Nenlast.
 

I am thinking of putting the Trollhaunt in the Nentir Vale - near Nenlast, I think was the plan. I'm just going to change the name of the town in the module with Nenlast.

My game is set *loosely* in the Forgotten Realms, in the Savage North, around the Evermoors and Silverymoon. The Trollhaunt Warrens fit perfectly into the Evermoors, so that's where i'm drawing everything, including links to the Feywild. This is one reason i love running published adventures, to share ideas and tweak it for a better story overall...
 

What do the letters "TPK" stand for again?

:)

That was my first one ever in DMing.

We have decided to start off again in Winterhaven with new PCs at 1st level.

I'll write more later.
 

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