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Princes of the Apocalypse - Rivergard Keep

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I was able to squeeze in an extra session of Princes of the Apocalypse at the game store today. It was Tabletop Day, a special event where people came in to play tabletop games (mostly board games and card games, from what I saw).

Last time we played, a player had started using the wild surge table. I read up on it and we weren't doing it right. It works like this:
  • The sorcerer gives himself advantage on any roll
  • When he casts a spell that is not a cantrip, the DM can decide to make him roll on the wild surge table.
  • Once that happens, he is free to give himself advantage on a roll again...
It's an endless cycle of him giving himself advantage and me making him roll on the wild surge table.

We are nearing the end of the pdf. I have been really reluctant to read through the actual book, as I just haven't found this adventure very compelling so far. It's not a bad module or anything, but it is not lighting my imagination on fire.

The Party

  • Elf Rogue: Played by a 4th grader, her character's name is Lucky and she has a black cat named "Bad Luck".   
  • Dwarf Cleric: In real life, played by Lucky's dad. He has a scottish accent.
  • Tiefling Sorcerer: Middle Schooler. His character is apparently a jester. He uses wild magic.
  • Drow Rogue: Middle Schooler. Wants to be evil, but Adventurer's League rules restrict this. Has a dog.
  • Goliath Barbarian: Middle Schooler. Really nice guy.
  • Human Bard: The player is about 25 years old, knows the rules pretty well. 
  • Human Paladin: Played by the bard's dad, who played old D&D and is new to 5e.
  • Human Rogue: The new kid. Taking to the game very well.
This group of eight players is just too big. I am not sure what to do about it.

Feathergale Spire


Our heroes were exploring Feathergale Spire, which is home to the Air Cult. Last time, Lucky had fed a unicorn a ghost pepper. I started off this time with having the unicorn freak out, as now I knew what a ghost pepper was.

They made their way to the top, which is a flat area with grass. This is where the bad guys throw their sacrificial victims to their doom. It is a long drop to the valley below.

The leader of the Spire Cult, Thurl, was here with some feathergale knights. The bard cast phantasmal force and made Thurl believe he was trapped in a web spell. The sorcerer fired off a spell and caused a wild surge that turned the sorcerer's skin blue (he loved this).

Thurl shook off the illusion, but he and his men were no match for the heroes. I often roll low on initiative, which means 6 or 7 PCs get to hack at the bad guys before they get to go. Frequently this means that the fight is almost over in round one.

The bard found this spell
The heroes beat the bad guys and looted the tower. They found a note from the Air Cult leader Aerisi (the winged woman on the cover of the adventure). The note had some details on how this cult is watching the earth cult - an annoying detail that could disrupt the faint trail of crumbs that should lead the PCs to Rivergard Keep - the only other location in the .pdf.

6th Level Dungeon for 3rd Level PCs

In the book version of this scenario, there's a tunnel in The Sighing Valley that leads to the Air Temple, which is for level 6 PCs (the party is level 3). I don't get why the authors would put that there. If you have ever had a party of PCs stumble into a dungeon meant for higher level PCs, you know how incredibly unpleasant things can become at the table.

Some players can roll with it. Quite a few can not! I really dislike the organization of this module. There's a million land mines in here.

Red Larching It

Minsc & Boo
The heroes returned to Red Larch for some rest and leveling up. They are now level 4. During their days of rest, a few things happened:
  • Some local kids re-enacted a scene from Tyranny of Dragons, where Dark threw the gnome at the Tile Chimera. I want to emphasize that the heroes of the previous campaign are now famous, and that what the characters do matters.
  • The cleric and paladin prayed at the shrine, and received the same vision: The origin of Gar Shatterkeel, the leader of the water cult. I want to introduce the main villains now, to build them up in the players' minds so that the final confrontation is foreshadowed and feels important.
  • Agents of the Harpers have come to town to help the heroes: Minsc and Boo. I figured since they're in Neverwinter and Chris Perkins used them in the Acquisitions Inc. Elemental Evil session, I should use them in this adventure. I had Minsc yell in front of the whole town that he needed to have a "SECRET HARPER MEETING". I had read up on Minsc to make sure I ran him right. I also listened to his quotes to try to get the voice right.
  • I gave the rogue a chance to teach his dog a trick, but he couldn't think of anything.
  • Lucky's cat, "Bad Luck", sleeps on the driftglobe (a hovering, glowing ball that follows Lucky around) as it hovers. The cat also likes to hover past people and swipe at them. Lucky didn't want the cat sleeping on the driftglobe for some reason.
  • The bard was asked to perform at the Swinging Sword. The better he performed, the more free nights the PCs would have to stay at the inn. He rolled really high, and some of the other members of the party assisted by dancing. Lucky aided them by doing "circus tricks".
Minsc told the heroes about goings-on in Rivergard Keep. The heroes headed out there to investigate.

Rivergard Keep

My player map
Along the way, they spotted a campfire. Water cultists were camped. Two rogues and the blue-skinned sorcerer (who rolled a critical check on his stealth) crept up and eavesdropped. The cultists talked about stealing stuff and bringing it to Rivergard Keep, and speculated on what it was like in the Air Temple and the Elemental Node.

The bard dropped a shatter spell on the camp, which utterly decimated them. The heroes rushed the camp and slaughtered the bad guys.

The bad guys didn't have much loot, other than crab shields and shark teeth swords.

They continued on and came to Rivergard Keep. I drew a map for them. The younger players love the opportunity to use stealth, and I knew this. There is one guard on each wall.

We got bogged down as the players discussed how to approach the keep. The older players wanted to go in via the water. The younger players wanted to stealth in. One rogue wanted to go in alone, take out a wall guard, and open the gate.

I liked that idea. What eventually happened was that all three rogues approached the keep under the cover of night. The wall guard spotted movement (a rogue rolled really bad on his stealth). The other two rogues quickly scaled the wall. They tried to chuck the guard off the wall to his doom, but rolled poorly. The guard drew his weapon and let out a shout of alarm which echoed across the keep.

Lucky pulled herself onto the wall and roundhouse kicked the dude off the wall.

Bad guys in the keep had heard the shout, and the rogues saw movement on the keep grounds. One rogue is an arcane trickster. He cast disguise self to appear like the dead guard.

Another guard raced over to find out what had happened. The disguised rogue pretended he had defeated the other two rogues and captured them. Then, all three heroes jumped the guard and slaughtered him.

They ran to the gate. They didn't know that opening it was a bit more tricky than expected. There were guards peering down in murder holes and bluffing involved. It all ended up with the rogues getting the gates open and the rest of the party racing through.

The keep was on alert and there was likely to be a lot of fighting ahead...

We stopped there. It was a lot of fun! I generally don't like to split the party, but in this instance I think it was entertaining to watch and it didn't take up too much time.

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