![]() The PCs are just kind of plopped there, with no real event or story. The adventure kicks off in a town called Red Larch. ![]() Even with eight players we were able to keep things moving. We were out of time! I like this scenario quite a bit. The room with the levers also had a poor kid tied to a stone. The goliath was able to lift each cage so the PCs could get through the hallway. The rest of the party ran to catch up, but the cages blocked their way. Two cages dropped, but she dodged both! The half-orc ran, and she flung a dagger in his back. Lucky decided to sneak down the hallway alone. I knew this going in so I was ready to use the store's ceiling as an example (it has tiles). It's a very cool trap, but it's tricky to describe. The bottom of the cages are plaster, so the PCs will explode through the plaster and wind up stuck in the cages. If the PCs traverse the hallway and don't call out the password, a half-orc in a room on the far side of the hallway pulls a lever and drops some cages on the PCs. The deal here is that there are cages in the ceiling with plaster bottoms. So we're finally getting into the actual Elemental Evil stuff slightly. His name is Larrakh, and he's secretly a member of the earth cult. Recently, a weird priest showed up down there, who The Believers are scared of. There's these floating stones down there in the secret dungeon beneath Red Larch that they think predict the future. The Town Elders secretly call themselves The Believers. The sinkhole reveals a dungeon beneath the town that some of the Town Elders have been secretly visiting. One nice thing about this edition is that it literally takes 2 minutes to level up. I should mention that they faced off against one of my home-made earth-based random encounters on the way back: A groundhog emerged from the earth and stared at them intensely. The heroes returned to Red Larch and rested for a few days. The new player rolled a critical on a skeleton, destroying it, which cleared the way to the necromancer, who was slain. He said: "Guide my bolt into this foul necromancer's lap!". He outright killed the Zhentarim rogue and dropped another PC. The necromancer fired off a pile of darts from his wand of magic missiles. Even though I had 8 players, I actually didn't add any monsters in this dungeon and it was still deadly. The necromancer had 3 skeletons with him. " The significance of this sigil is explained in the full adventure of Princes of the Apocalypse". Once they were victorious, the heroes made their way to the necromancer's personal lair, which contained a pedestal made of severed arms (awesome), a hovering driftglobe and a floating symbol of elemental evil. ![]() It's a big room with a lot of monsters - zombies, crawling claws and skeletons.Ī battle broke out. The heroes then made their way to a vast area where the Lord of Lance Rock does his necromancy. The Lord of Lance Rock watched them through a peephole, pulled a lever and activated a falling rocks trap. The adventurers killed them and explored a side passage that contained two iron chests. The players thought there was some kind of gimmick to the area (there should have been, IMO, but I couldn't think of anything good) so the bard started playing his flute and the tiefling sorcerer began to dance. Human Paladin: Played by the bard's dad, who played old D&D and is new to 5e.Human Bard: The player is about 25 years old, knows the rules pretty well.Wants to be evil, but Adventurer's League rules restrict this. Dwarf Cleric: In real life, played by Lucky's dad.Elf Rogue: Played by a 4th grader, her character's name is Lucky and she has a black cat named "Bad Luck".This one starts out with the adventurers in a (dull) town aimlessly stumbling on adventuring hooks. Hoard of the Dragon Queen started out with a dragon and an army attacking a village. I am definitely underwhelmed with this adventure so far, though. I haven't written a review of Princes of the Apocalypse because I feel like I should wait for the book to come out. The whole thing felt a little overpowered at first level, but the butt-end only does a d4 and frankly 1st level was still very deadly for the PCs anyway. He can also make an opportunity attack when an enemy enters his reach if he chooses! The paladin used this and took the polearm mastery feat, which allows him to take a second attack with the butt-end of his halberd each round. There is this variant human rule where humans can get a feat at first level. Zhentarim can be lawful evil only, so I read to him what the Zhentarim believe and gave him general guidelines on the lawful evil philosophy. I re-read the Adventurer's League rules on being evil, as I have a rogue who last week literally wanted to rob a little kid. I read up on a few things prior to the session.
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