Nicrosil
2017-07-09, 08:11 PM
Hey folks, this is a recap of my group’s experience going through Tyranny of Dragons, DM’d by me. I'm using this thread partially as a log for my players, since we often end off pretty late and so I sometimes forget important details, and as DM notes. At the end of each recap I'll have a brief postmortem, explaining why I did some things, what I forgot to do, stuff like that. By seeing my blunders, I hope other DM's can avoid them entirely.
I want to note that this is heavily homebrewed; I’ve scrapped most of Hoard of the Dragon Queen and have greatly expanded Rise of Tiamat. I’m using material from the Adventurer’s League season to supplement the lower levels. I’ve also homebrewed most of the setting by taking the Sword Coast and chucking out most of the established lore. Basically only the map and the names are the same. Lore wise, this world was almost destroyed about 3,000 years ago, widely believed due to the overuse and abuse of magic. Most of the major factions define themselves based on their beliefs of how magic should be used. We'll get more into that later in the adventure.
Our cast starts at level 3, so they all have some previous experience adventuring. Their individual reasons for meeting in Phlan aren’t really defined, but we assume that everyone knows everyone else and they’ve been working together for a while now. Something I want to note is that everyone is playing an archetype from the most recent batch of Unearthed Arcana; part of this campaign is to get real experience with and feedback on the archetypes. Oh, something else I should mention. Everyone started with a one or two uncommon magic items; I’ll list them in everyone’s bios ᵒᶰᶜᵉ ᴵ ʳᵉᵐᵉᵐᵇᵉʳ ʷʰᵃᵗ ᵉᵛᵉʳʸᵒᶰᵉ ʰᵃˢ⋅ I like to run higher power games with lots of magic stuff, so keep that in mind.
Verik: Triton, Storm Barbarian (https://media.wizards.com/2016/dnd/downloads/UA_Barbarian.pdf), Emissary of Hekaton. Verik was our previous DM for Storm King’s Thunder, and probably made his character when preparing the final chapters there. In this world, Tritons are humans who pledged themselves to Hekaton and the storm giants during the apocalypse. They were transformed, and now serve as royal guards and spies. Verik was assigned by Hekaton himself to go the surface world, since he’d been receiving rumors that dragons were acting strangely. Verik is very straightforward and reckless in combat, not for glory, but to protect his friends.
Lia: Half-Elf, Beastmaster Revised Ranger (https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf), Outlander. Lia’s animal companion is a wolf named Moro, raised by Lia after Moro was abandoned by her mother and pack. She’s a member of the Emerald Enclave, a group set on destroying monstrosities and undead that threaten civilization, and has a relationship with another agent there. Lia is a half-elf, but has intimate knowledge of the workings in the elven court, especially King Melandrach… She’s slow to trust, and hasn’t said anything on the subject to the party.
Faramin: Gnome, Glamour Bard (https://media.wizards.com/2016/dnd/downloads/UA_Bard.pdf), Nomad. Faramin was raised in a secluded gnomish village where he discovered his musical talents. Wander-lust overcame him, and he roamed the forests. At one point, he discovered a fey village. They took a liking to him, and taught him how to intertwine his bardic skills with fey magic, and gave him his most prized possession: a golden fiddle. Faramin continues to wander, trying to make people happy and love life. He is a bit naive, however.
Gunhild: Human, Kensai Monk (https://media.wizards.com/2017/dnd/downloads/UA-RevisedSubclasses.pdf), Acolyte. Gunhild was an acolyte at a far away monastery, and quickly proved to be a prodigy. Soon his power rivaled the greatest of the elders. However, the elders were corrupt, and fearful that Gunhild would displace them. They cast him out, and now he wanders the land, trying to become strong enough to defeat his old masters. Now, Gunhild’s player is notoriously, stupidly unlucky. But, when rolling for stats, this scumlord somehow got 2 18’s, nothing under 10, and almost maximum HP, and since he’s a monk his AC is 18. It’s like he’s been charging his luck for this one moment. We’ll see if this luck continues into the actual game…
Tiegar “Tie” Pawson: Tabaxi, Inquisitive Rogue (https://dnd.wizards.com/sites/default/files/media/upload/articles/UA%20Gothic%20Characters.pdf), Outlander. Tie was originally the familiar of the famous wizard Xonthal, who grew lonely. He tried to awaken Tie, but something went wrong, and Tie became the first Tabaxi. Xonthal was cruel to Tie, but Tie found joy when he snuck out to the nearby village, stealing trinkets and baubles. But, one day, Tie was discovered by a small child, who called him a “monster kitty.” Tie ran back to the tower, but Xonthal had discovered Tie missing and began to beat him. Rather than take his punishment like before, Tie lashed out, leaving a nasty scar across Xonthal’s face. Tie fled, stealing some minor magic items along the way. Tie can be aloof at times, and still has trouble with the whole “property” thing.
Rosemary: Human, Scout Rogue (https://media.wizards.com/2016/dnd/downloads/2017_01_UA_RangerRogue_0117JCMM.pdf), Charlatan. Rosemary was an ordinary young socialite, attending balls and dances thrown by nobles. She’s not noble herself; several suitors took her, more because they wanted to be “charitable” than because they had any romantic interest. However, during a ball, she accidentally stumbled across some thieves. She was captivated by them, and felt something awaken in her: the spark of competition. She beat the criminals to their target, and it felt good. She kept thieving, using her “noblewomanliness” to become a grifter. Eventually, she made a team of her own, and they pulled several heists. However, a job went terribly wrong, and Rosemary was the only one to make it out alive.
So, onto the recap proper. I'm putting it in spoilers to avoid a wall of text.
We begin in the city of Phlan, a small coastal town along the Sword Coast. Phlan is a very old city, alternating between periods of wealth and recession. Phaln is on the downswing now, however. The local thieves guild, the Welcomers, are becoming more and more bold, and the town's many guilds are straddling the line between businessmen and organized crime syndicates. The town’s militia, the Black Fists, is no better; they rule the town under martial law. The Lord Protector of the town perished in a construction accident about a year ago, and the commander of the Black Fists, Ector Brahms, was named Lord Regent. Ector is a good man, and a great commander, but he’s a poor Lord Protector; the town has languished under him.
Phlan is build on a river delta; the majority of the city lies on an island in the center of the river. The south bank is home to several farms and ranches, while the north bank is home to the ghettos, industrial areas, and the local church, Valhingen. The party has been contacted by the church; they ask for some help in, well… the catacombs. The messenger seems anxious and desperate for help.
The party agrees to help, and they make their way to Valhingen. The church’s grounds are beautiful; they looks more like an ornamental gardens than a graveyard. The party is ushered inside the church proper, where a man wearing plain, black robes with a long, weathered face greets them. He introduces himself as Doomguide Yovir, the head of this church. Faramin is wary about the whole “Doomguide” thing, but Yovir states that Valhingen is a church to Kelemvor, a god of death and respite. “Doom” doesn’t refer to a violent death, but to the natural end of all things.
Yovir tells the party that lately, a few members of the clergy have gone missing, “A few weeks ago, a novice went missing. That’s not too surprising; many can’t handle the hard work required here. However, Brother Rasoran, a cleric who’s been here for the past 10 years, also vanished. And then a few days ago, they found Sister Bethel, and… well…”
As he’s saying this, he leads the party into a small side room. A stone slab lies in the center of the room; there’s a humanoid figure under a sheet on top of it. Even with the sheet, though, the party can tell something’s wrong with it. Yovir delicately lifts part of the sheet, enough to reveal a dead, elderly woman. She’s covered in rotting bite wounds, as if they had decayed faster than the rest of her body. It’s clear that they were caused by an undead creature. The Doomguide sadly says that he fears the undead have risen again. Verik cautiously asks what he means by “again.”
Yovir explains, “Well, when I was a novice, about 50 years ago now, a necromancer defiled the catacombs, and threw the entire town into disarray. With Phlan the way it is now, I fear an undead infestation would lead to anarchy. Please, we need all the help we can get. Go into the catacombs, find the source of the undead, and snuff it out. I can pay you each a hundred gold for your help.”
As everyone agrees, Yovir looks relieved. He leads the party to another side room, where an old, iron bar door blocks the entrance to a long set of stairs. Yovir calls out a name, explaining that the party will need a guide. The catacombs are old and mysterious; they run for miles underneath Phlan. A mousy, shy looking woman slips into the room, wearing similar black robes as the Doomguide. “Cassyt,” Yovir explains, “is just a novice, but she’s studied the catacombs extensively. She’ll serve as your guide down there.” Cassyt waves meekly.
And so the team of adventurers descends into the unknown depths below, down a long, musty staircase of cold stone… into a well lit, pleasant looking room. An old fresco dominates the north wall, depicting several races from all walks of life, while a room to the west has a long table decorated with candles and place settings, like a banquet hall. Cassyt explains that it’s tradition in Phlan to hold a feast when a loved one dies to preserve and celebrate their memory; this room is for poorer families who can’t rent out an inn. Cassyt also explains that the banquet hall has a side room that functions as an elevator, for the priests to carry the preserved body down into the catacombs proper.
However, there’s another iron bar door along the north wall, near the fresco, that leads into a dark tunnel. That way leads into the older sections of the catacombs, where previous churches and sects buried the dead, Cassyt states. The party argues for a bit about which way to go, but Verik interjects, suggesting they ask Cassyt. She’s caught off guard by this, but says that they need to find the source of the undead; it’s more likely that it’s hiding in the older sections of the catacombs. The party agrees, and heads north.
The party travels down a narrow hallway, when it suddenly widens. On either side are macabre cells, or dioramas. Skeletons dressed in fine clothing and expensive jewelry are reading dusty tomes by unlit fireplaces, laughing with friends as they cut into nonexistent food with gold cutlery, hunting a stuffed deer through painted forests with rusty weapons. Everyone’s a bit weirded out, and rightly so, except for Tie. He tries to reach into one of the cells to grab some jewelry, only to be disappointed when he finds his arms can’t reach deep enough. Oblivious to this, Cassyt explains that these are the First Families of Phlan, the wealthy merchant families who originally settled here. They were buried as if they were going about their daily lives, so that they could continue to do so in the afterlife.
The party eagerly ventures into the next room, but it’s not much better. A wide pit dominates the center of the room, filled with old, broken bones. They can only move forward if they shimmy across the pit’s narrow lip. As they do so, Cassyt explains that this section of the catacombs is where the funerary cults are located; over the years various folks got… strange ideas of how the dead should be preserved. While the priests of Kelemvor use different methods, they don’t want to disturb the resting dead, and so they build around this section. Faramin notices a side path along the rim, and peeks in. The side hallway is filled with pottery shaped like animals, corpses preserved in a way that looks like they were burnt, and carefully arranged bones. Seeing nothing of interest, he continues across the pit. But, something saw him…
After everyone successfully shimmied, they find themselves at the top of a rickety set of stairs that wrap around a strange statue. It’s clear that these stairs are old and haven’t been taken care of, so they’ll have to descend carefully. Gunhild goes down first… when suddenly Rosemary hears something running behind her. She turns around, and sees a humanoid figure, with tight, gaunt skin, and a distended jaw rushing at her. She screams, and we roll for initiative!
Everyone’s scrambling to react. Liah sics Moro on it, and draws her bow. Rosemary waves her rapier wildly… and rolls a one. She throws the rapier into the darkness, and hears it land with a crunch in the bone pit. She shakily draws her blowgun. Gunhild tries to see what these things are from the back line to identify them... and rolls low. It's definitely undead!
They make short work of the creature, but as it dies, it lets out a scream. More of the undead creatures run out of the darkness, and towards the party! Eventually, Tie realizes that these things are ghouls, undead with a hunger for flesh and a paralytic venom. The information is too late, however, as a ghoul bites and paralyzes Verik! Thankfully, Gunhild is able to kill the ghoul before it eats Verik, thanks to his katana-to-the-face-and-kick-to-the-shins wombo combo.
As the last ghoul crumples, I look at the index card I used for initiative… and realize I completely forgot about Cassyt. Whoops. She, uh, suddenly climbs out of the bone pit, holding Rosemary’s sword! Way to be, Cassyt!
So, rickety stairs. Everyone makes acrobatics checks as they descend, trying to be careful where they put their weight so it doesn’t collapse. At the base of the stairs are two paths: another hallway, and a closed door. Rosemary investigates the door, while Gunhild checks out the statue. Rosemary hears muffled groaning, and what sounds like someone pounding on wood. Gunhild checks out the statue; it depicts a humanoid figure with a locust head and four arms. One hand holds a set of scales, one has a quill, one has a book, and one is reaching downwards, as if it were offering someone help up. Gunhild realizes this depicts a god of a very old pantheon, but he’s not sure beyond that. Everyone makes their way down the stairs without a hitch… except for Liah and Moro. As the ranger and her wolf make their way down, they miss a step, and the stairs suddenly collapse! They’re not hurt too bad, thankfully.
Rosemary informs everyone about the weird noises beyond the door, and Verik and Liah move forward to investigate. They don’t hear anything, when suddenly something slams against the door! The party thinks it’s a pack of zombies, probably four of them from the sound of it. Verik and Liah make a plan. Verik kicks open the door and throws his javelin of lightning in, but it doesn’t kill any of the zombies. Verik had really bad luck this session. Liah shoots at one of the zombies, and the two rogues move in to get sneak attacks. The zombies fall, when suddenly another ghoul emerges from the shadows! But, it gets cut down before it can make sushi out of the triton.
With the excitement of combat over, the party investigates the room. The room is plain, but several old silver manacles and mirrors hang from the walls, and an old strongbox sits on a weathered table. Most interesting, however, is the pillar of light in the center of the room. A chimney leading to the surface lets light in, carefully redirected by a set of mirrors. Cassyt starts to explain that this room was used to kill vampires and similar undead, but pauses when she sees that a climbing rope is hanging in the center of the light pillar. The room grows silent, and everyone hears muffled crying and hiccuping coming from an adjacent room. Verik and Faramin cautiously peer in, while Liah and Tie go to check out the hallway. Gunhild is still curious about the statue, while Rosemary checks the strongbox.
The adjacent room has several niches carved in the wall, filled with urns and trinkets. Huddled in the far end of the room is a tiefling, a half-elf, and a weeping half-orc. Upon seeing the party, the half-elf rushes forward and kneels at Verik’s feet, thanking him and saying they’d been stuck in here for three days. Faramin plays a song to try and calm the half-orc, and rolls super well! The half-orc is out cold.
The tiefling and the half-elf explain that they’re members of the Welcomers, the local thieves guild. Cassyt starts fuming, but the tiefling carefully explains that their orders were to investigate rumors that there were undead lurking here. They thought it would be a pretty simple job, and only brought the climbing rope and a bottle of whiskey, which the half-orc drank when they became pinned in this room. Faramin realizes that the tiefling’s pockets are bulging, and orders him to empty them. Trinkets plundered from the niches come rattling out. Cassyt is livid, and tells the party she wants the thieves out of the catacombs. Verik agrees, and uses his racial wind gust power to blow their climbing rope out of the chimney. I... er... Cassyt wonders why he didn’t just, you know, cut the rope. Verik has a flair for the dramatic, apparently. He directs them to the entrance of the catacombs, to face the wrath of Doomguide Yovir. Cassyt reminds him that they, uh, destroyed the stairs, but Verik proclaims that they can climb! The tiefling kicks the half-orc awake and the Welcomers trudge off.
Rosemary checks the strongbox, but is disappointed to find it only holds wooden stakes. Gunhild put their heads together to try and identify the statue, and they realize it depicts a psychopomp, a god or spirit that directs the dead to the afterlife, like Anubis or Charon. More interesting, however, is what Liah finds. There’s a room along the hallway; inside is an obsidian obelisk with worn silver words etched into it. Liah realizes it’s written in Celestial, which she speaks! The words are faded, but they seem to be a blessing of health and strength. She gets the feeling that this is more than just a blessing; it may be some inert magical ritual. She tries to rewrite the etched words, but doesn’t recall how the rest of the blessing should go.
Meanwhile, Tie continues down the hallway, and finds himself in a large room made of bones. I’m not joking; human bones are imbedded in the plaster and form complex designs. They’re everywhere, even in the ceiling. As Tie looks at the ceiling, however, he notices that one skeleton is moving. It suddenly breaks free and falls on him! The rest of the party hears the commotion, and rushes to help him. As they enter, more and more skeletons drop from the ceiling, sending rubble everywhere. Rosemary, hesitant, decides to guard the hallway! Verik wonders if he’d be useful in this fight since he only has piercing weapons, which he figures wouldn’t be effective against skeletons (http://i.imgur.com/cSAtyYl.jpg). But no, skeletons are vulnerable to bludgeoning damage and immune to poison, but there’s nothing about being immune to piercing. Huh. At one point, a skeleton rolled a natural one, so I said it’s arm came dislodged… but it picked up its arm and started bludgeoning the party with it! And then immediately died next round. Anyway, the party demolishes the skeetons! And I realize that I forgot Cassyt again! She, uh, was helping Rosemary guard the hallway.
The team makes their way deeper into the crypts, and finds something really disturbing… Similar to the section with the First Families, there are cells with skeletons arrayed as if still alive, but they aren’t depicting everyday life. In one cell, child sized skeletons strangle a man, in another, a group of people are holding down someone and forcing him to drink from a dirty vial. Cassyt explains that these are where the worst killers and criminals are buried, forced to experience the tortures they inflicted on others. The perpetrators here were victims in life; they finally get to enact vengeance. Everyone stops in the middle of the hallway at the sight of a loaded bear trap. Faramin triggers the trap with a quarterstaff and moves forward. Suddenly, he hits a tripwire, and a hidden crossbow shoots him! The bear trap was a ruse! He’s hurt a bit, but Cassyt heals him.
Finally, the group enters the catacombs proper. The vast cavern holds thousands of miniature buildings, like the ones on the surface of Phlan, but maybe a third the size. There’s a side chamber with an accordian gate; Cassyt points out that this is the elevator that connects to the banquet hall. However, the ropes have been cut, making it inoperable. Cassyt’s confused; the clerics came down here a few days ago. This must have been recent.
After some searching, the party finds a strange cavern. Four zombies and a ghoul mill about barrels and crates, and a kobold holding a staff covered in bells is sleeping in a barrel. Strange… Tie rocks his stealth check, and weaves his way towards the kobold, while the rest of the party engages the ghoul. Tie assassinates the kobold with no problem, and the ghoul and a zombie go down without a hitch. They began dealing with the other zombies, only to find that one of them was immortal. For those that don’t know, zombies have a trait where if the get knocked down to 0 HP, they can make a Constitution save with a DC based on how much damage they took. Due to a combination of low damage rolls on the player's part and high rolls on mine, this zombie would not die. For 7 turns someone shot, bit, or stabbed this zombie, and he made his save every time. Sadly, Verik finally slays zombie Rasputin…
During combat, Liah hears rustling papers and barked orders coming from an adjacent cavern. She and Moro go to check it out, and see a mage in red robes with an intricate tattoo on his forehead shoving papers from a desk into a sack. He looks up at them and curses. A knight with a similar tattoo on its armor and a cultist in brown robes with a strange symbol on the left breast move to attack, while a kobold readies its sling. Liah yells at the mage to stop what he’s doing, but the mage flips her off and continues what he’s doing.
Tie, Rosemary, and Cassyt enter as well. Cassyt screams at the wizard who has been raising the undead, and casts bless on the four people in the room. The wizard yells back at her “foolish mortal!” and continues to shove papers into his sack. He glances warily at a circle of runes next to him. Tie and Rosemary dive into the shadows with insanely high stealth checks. Rogues, man. Liah, and Moro wail into the acolyte, while Rosemary makes her way over to the mage. Gunhild, Verik, and Faramin enter soon after, and the mage calls them “foolish mortals!” too, and casts invisibility on the knight. Faramin starts sneaking as well, inching towards the mage. The acolyte falls, and the kobold launches a ball of filthy rags and feces at Liah. It misses, and splatters against a wall. Tie emerges from the shadows and assassinates the kobold… again. Rosemary, meanwhile, has snuck up to the desk and tries to grab some papers. The mage sees her, and calls her a “foolish mor-” He’s interrupted as Liah shoots him in the chest and kills him, much to the dismay of Faramin, who was planning on swapping the mage’s sack Indiana Jones style. Rosemary grabs a paper, which appears to be a very detailed map of the catacombs… with one strange discrepancy.
The knight proves to be the real boss of the campaign, as he suddenly reappears and begins duking it out with Verik and Gunhild. Remember how I said Gunhild’s player is notoriously unlucky? Well, Gunhild managed to hit the knight… maybe twice. Gunhild himself didn’t get hit at all though, so I suppose it all works out in the end.
Eventually, the knight falls, and everyone begins to search the room. First off, it seems that the ring of runes the mage was eyeing is some kind of one time teleportation circle. Using it requires a command word, however, and with the mage dead there’s no way of knowing how to activate it. The acolyte’s symbol looks like the profile of a red dragon head over 5 streaks; Verik identifies it as the symbol of the dragon cult…
Faramin realizes that the mage is one of the Red Wizards of Thay, evil spellcasters who specialize in necromancy. Looking through the papers, most of them seem to be logs about an excavation project, but a few seem to be journals. Skimming over them, they find out that the red wizard was in the catacombs searching for something, and was worried since “Rezmir” and “Rath Modar” were going to be arriving soon.
Most notably is the map Rosemary grabbed of the catacombs. Cassyt exclaims that it’s more accurate than anything the clergy have. There’s a weird marking on it though. An arrow leads off the map, with a note on it in Draconic. None of the party members speak it, but Cassyt says Doomguide Yovir could probably translate it. They find that the wizard and his entourage got here from a tunnel they carved from the surface; following it they emerge in the woods beyond Phlan.
Returning to Valhingen triumphant, they report their success to Yovir. He happily pays the party, and gives them a special gift. It looks like a necklace or choker made of bandages. He explains that it’s a periapt of wound closure, a magic item that will help them heal. He chuckles that the duty of the clerics of Kelemvor is to make sure that the dead stay dead and the living stay living. They ask Yovir to translate the word on the map, and he seems puzzled. It’s apparently the Draconic word for “Pool.” Faramin suddenly remembers that about a hundred years ago, a hole was torn between this world and the Weave, the source of all magic. This hole was underneath Valjevo Keep, located here in Phlan. This rip was dubbed the Pool of Radiance.
Suddenly, a dragon roars overhead...
Finally, the DM recap. Players, stay out.
So, if you couldn't tell from the title of the session, this is based on the fourth adventure of the first Adventurer's League season, Dues for the Dead. I didn't make too many changes, but I did cut out a room with a weird crown/scale puzzle and a room with talking skulls since we were running late. The rooms I did keep in were a bit bland, however, so I tried to include something interesting. In the adventure, the obelisk is just a statue, but I decided that if someone knew Celestial and rolled high on a Religion check, everyone in the room would have bless and cure wounds cast on them. Problem was, only Liah knew Celestial, and she kept rolling low. I probably set the DC too high, but oh well.
Doomguide Yovir was fun to roleplay, if only because I got to do an old man voice. I feel like roleplaying NPC's is were I'm weakest, but having a unique voice for a character really makes them stand out. I doubt my players would ever forget the flamboyant criminal Basil, or the voice I did for him.
Two things I would redo: Start earlier, and get initiative scores ready beforehand. We started like two hours later than normal, and so we rushed the end a lot. That's partially why I'm doing this recap, so the players can see what I might have glossed over at the end there. I really want to emphasize that Rath Modar and Rezmir are important NPC villains who they'll be encountering soon. With initiative scores, the skeleton encounter and the final encounter took maybe 3 minutes for me to get set up. That doesn't sound like much, but it's an eternity at the table. Even then, a couple of zombies and kobolds disappeared somehow from the final fight. Plus I kept forgetting Cassyt!
I worry that the bear trap thing might cause some controversy, so I just want to say it was supposed to be more comedic than deadly. The players loved it, even Faramin.
I did play the red wizard poorly; in the actual adventure he would have disappeared basically as soon as someone entered the room, but I wanted to give the players a reasonable chance to stop him. I probably went a bit overboard with that, since he spent like 3 rounds doing nothing and I forgot to have him use shield, but like I said above the real boss of the encounter was the knight.
All in all though, everything went better than expected!
I hope you guys enjoyed the recap; we play every Thursday so hopefully I'll have new installments up by Sunday/Monday. Till next time!
I want to note that this is heavily homebrewed; I’ve scrapped most of Hoard of the Dragon Queen and have greatly expanded Rise of Tiamat. I’m using material from the Adventurer’s League season to supplement the lower levels. I’ve also homebrewed most of the setting by taking the Sword Coast and chucking out most of the established lore. Basically only the map and the names are the same. Lore wise, this world was almost destroyed about 3,000 years ago, widely believed due to the overuse and abuse of magic. Most of the major factions define themselves based on their beliefs of how magic should be used. We'll get more into that later in the adventure.
Our cast starts at level 3, so they all have some previous experience adventuring. Their individual reasons for meeting in Phlan aren’t really defined, but we assume that everyone knows everyone else and they’ve been working together for a while now. Something I want to note is that everyone is playing an archetype from the most recent batch of Unearthed Arcana; part of this campaign is to get real experience with and feedback on the archetypes. Oh, something else I should mention. Everyone started with a one or two uncommon magic items; I’ll list them in everyone’s bios ᵒᶰᶜᵉ ᴵ ʳᵉᵐᵉᵐᵇᵉʳ ʷʰᵃᵗ ᵉᵛᵉʳʸᵒᶰᵉ ʰᵃˢ⋅ I like to run higher power games with lots of magic stuff, so keep that in mind.
Verik: Triton, Storm Barbarian (https://media.wizards.com/2016/dnd/downloads/UA_Barbarian.pdf), Emissary of Hekaton. Verik was our previous DM for Storm King’s Thunder, and probably made his character when preparing the final chapters there. In this world, Tritons are humans who pledged themselves to Hekaton and the storm giants during the apocalypse. They were transformed, and now serve as royal guards and spies. Verik was assigned by Hekaton himself to go the surface world, since he’d been receiving rumors that dragons were acting strangely. Verik is very straightforward and reckless in combat, not for glory, but to protect his friends.
Lia: Half-Elf, Beastmaster Revised Ranger (https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf), Outlander. Lia’s animal companion is a wolf named Moro, raised by Lia after Moro was abandoned by her mother and pack. She’s a member of the Emerald Enclave, a group set on destroying monstrosities and undead that threaten civilization, and has a relationship with another agent there. Lia is a half-elf, but has intimate knowledge of the workings in the elven court, especially King Melandrach… She’s slow to trust, and hasn’t said anything on the subject to the party.
Faramin: Gnome, Glamour Bard (https://media.wizards.com/2016/dnd/downloads/UA_Bard.pdf), Nomad. Faramin was raised in a secluded gnomish village where he discovered his musical talents. Wander-lust overcame him, and he roamed the forests. At one point, he discovered a fey village. They took a liking to him, and taught him how to intertwine his bardic skills with fey magic, and gave him his most prized possession: a golden fiddle. Faramin continues to wander, trying to make people happy and love life. He is a bit naive, however.
Gunhild: Human, Kensai Monk (https://media.wizards.com/2017/dnd/downloads/UA-RevisedSubclasses.pdf), Acolyte. Gunhild was an acolyte at a far away monastery, and quickly proved to be a prodigy. Soon his power rivaled the greatest of the elders. However, the elders were corrupt, and fearful that Gunhild would displace them. They cast him out, and now he wanders the land, trying to become strong enough to defeat his old masters. Now, Gunhild’s player is notoriously, stupidly unlucky. But, when rolling for stats, this scumlord somehow got 2 18’s, nothing under 10, and almost maximum HP, and since he’s a monk his AC is 18. It’s like he’s been charging his luck for this one moment. We’ll see if this luck continues into the actual game…
Tiegar “Tie” Pawson: Tabaxi, Inquisitive Rogue (https://dnd.wizards.com/sites/default/files/media/upload/articles/UA%20Gothic%20Characters.pdf), Outlander. Tie was originally the familiar of the famous wizard Xonthal, who grew lonely. He tried to awaken Tie, but something went wrong, and Tie became the first Tabaxi. Xonthal was cruel to Tie, but Tie found joy when he snuck out to the nearby village, stealing trinkets and baubles. But, one day, Tie was discovered by a small child, who called him a “monster kitty.” Tie ran back to the tower, but Xonthal had discovered Tie missing and began to beat him. Rather than take his punishment like before, Tie lashed out, leaving a nasty scar across Xonthal’s face. Tie fled, stealing some minor magic items along the way. Tie can be aloof at times, and still has trouble with the whole “property” thing.
Rosemary: Human, Scout Rogue (https://media.wizards.com/2016/dnd/downloads/2017_01_UA_RangerRogue_0117JCMM.pdf), Charlatan. Rosemary was an ordinary young socialite, attending balls and dances thrown by nobles. She’s not noble herself; several suitors took her, more because they wanted to be “charitable” than because they had any romantic interest. However, during a ball, she accidentally stumbled across some thieves. She was captivated by them, and felt something awaken in her: the spark of competition. She beat the criminals to their target, and it felt good. She kept thieving, using her “noblewomanliness” to become a grifter. Eventually, she made a team of her own, and they pulled several heists. However, a job went terribly wrong, and Rosemary was the only one to make it out alive.
So, onto the recap proper. I'm putting it in spoilers to avoid a wall of text.
We begin in the city of Phlan, a small coastal town along the Sword Coast. Phlan is a very old city, alternating between periods of wealth and recession. Phaln is on the downswing now, however. The local thieves guild, the Welcomers, are becoming more and more bold, and the town's many guilds are straddling the line between businessmen and organized crime syndicates. The town’s militia, the Black Fists, is no better; they rule the town under martial law. The Lord Protector of the town perished in a construction accident about a year ago, and the commander of the Black Fists, Ector Brahms, was named Lord Regent. Ector is a good man, and a great commander, but he’s a poor Lord Protector; the town has languished under him.
Phlan is build on a river delta; the majority of the city lies on an island in the center of the river. The south bank is home to several farms and ranches, while the north bank is home to the ghettos, industrial areas, and the local church, Valhingen. The party has been contacted by the church; they ask for some help in, well… the catacombs. The messenger seems anxious and desperate for help.
The party agrees to help, and they make their way to Valhingen. The church’s grounds are beautiful; they looks more like an ornamental gardens than a graveyard. The party is ushered inside the church proper, where a man wearing plain, black robes with a long, weathered face greets them. He introduces himself as Doomguide Yovir, the head of this church. Faramin is wary about the whole “Doomguide” thing, but Yovir states that Valhingen is a church to Kelemvor, a god of death and respite. “Doom” doesn’t refer to a violent death, but to the natural end of all things.
Yovir tells the party that lately, a few members of the clergy have gone missing, “A few weeks ago, a novice went missing. That’s not too surprising; many can’t handle the hard work required here. However, Brother Rasoran, a cleric who’s been here for the past 10 years, also vanished. And then a few days ago, they found Sister Bethel, and… well…”
As he’s saying this, he leads the party into a small side room. A stone slab lies in the center of the room; there’s a humanoid figure under a sheet on top of it. Even with the sheet, though, the party can tell something’s wrong with it. Yovir delicately lifts part of the sheet, enough to reveal a dead, elderly woman. She’s covered in rotting bite wounds, as if they had decayed faster than the rest of her body. It’s clear that they were caused by an undead creature. The Doomguide sadly says that he fears the undead have risen again. Verik cautiously asks what he means by “again.”
Yovir explains, “Well, when I was a novice, about 50 years ago now, a necromancer defiled the catacombs, and threw the entire town into disarray. With Phlan the way it is now, I fear an undead infestation would lead to anarchy. Please, we need all the help we can get. Go into the catacombs, find the source of the undead, and snuff it out. I can pay you each a hundred gold for your help.”
As everyone agrees, Yovir looks relieved. He leads the party to another side room, where an old, iron bar door blocks the entrance to a long set of stairs. Yovir calls out a name, explaining that the party will need a guide. The catacombs are old and mysterious; they run for miles underneath Phlan. A mousy, shy looking woman slips into the room, wearing similar black robes as the Doomguide. “Cassyt,” Yovir explains, “is just a novice, but she’s studied the catacombs extensively. She’ll serve as your guide down there.” Cassyt waves meekly.
And so the team of adventurers descends into the unknown depths below, down a long, musty staircase of cold stone… into a well lit, pleasant looking room. An old fresco dominates the north wall, depicting several races from all walks of life, while a room to the west has a long table decorated with candles and place settings, like a banquet hall. Cassyt explains that it’s tradition in Phlan to hold a feast when a loved one dies to preserve and celebrate their memory; this room is for poorer families who can’t rent out an inn. Cassyt also explains that the banquet hall has a side room that functions as an elevator, for the priests to carry the preserved body down into the catacombs proper.
However, there’s another iron bar door along the north wall, near the fresco, that leads into a dark tunnel. That way leads into the older sections of the catacombs, where previous churches and sects buried the dead, Cassyt states. The party argues for a bit about which way to go, but Verik interjects, suggesting they ask Cassyt. She’s caught off guard by this, but says that they need to find the source of the undead; it’s more likely that it’s hiding in the older sections of the catacombs. The party agrees, and heads north.
The party travels down a narrow hallway, when it suddenly widens. On either side are macabre cells, or dioramas. Skeletons dressed in fine clothing and expensive jewelry are reading dusty tomes by unlit fireplaces, laughing with friends as they cut into nonexistent food with gold cutlery, hunting a stuffed deer through painted forests with rusty weapons. Everyone’s a bit weirded out, and rightly so, except for Tie. He tries to reach into one of the cells to grab some jewelry, only to be disappointed when he finds his arms can’t reach deep enough. Oblivious to this, Cassyt explains that these are the First Families of Phlan, the wealthy merchant families who originally settled here. They were buried as if they were going about their daily lives, so that they could continue to do so in the afterlife.
The party eagerly ventures into the next room, but it’s not much better. A wide pit dominates the center of the room, filled with old, broken bones. They can only move forward if they shimmy across the pit’s narrow lip. As they do so, Cassyt explains that this section of the catacombs is where the funerary cults are located; over the years various folks got… strange ideas of how the dead should be preserved. While the priests of Kelemvor use different methods, they don’t want to disturb the resting dead, and so they build around this section. Faramin notices a side path along the rim, and peeks in. The side hallway is filled with pottery shaped like animals, corpses preserved in a way that looks like they were burnt, and carefully arranged bones. Seeing nothing of interest, he continues across the pit. But, something saw him…
After everyone successfully shimmied, they find themselves at the top of a rickety set of stairs that wrap around a strange statue. It’s clear that these stairs are old and haven’t been taken care of, so they’ll have to descend carefully. Gunhild goes down first… when suddenly Rosemary hears something running behind her. She turns around, and sees a humanoid figure, with tight, gaunt skin, and a distended jaw rushing at her. She screams, and we roll for initiative!
Everyone’s scrambling to react. Liah sics Moro on it, and draws her bow. Rosemary waves her rapier wildly… and rolls a one. She throws the rapier into the darkness, and hears it land with a crunch in the bone pit. She shakily draws her blowgun. Gunhild tries to see what these things are from the back line to identify them... and rolls low. It's definitely undead!
They make short work of the creature, but as it dies, it lets out a scream. More of the undead creatures run out of the darkness, and towards the party! Eventually, Tie realizes that these things are ghouls, undead with a hunger for flesh and a paralytic venom. The information is too late, however, as a ghoul bites and paralyzes Verik! Thankfully, Gunhild is able to kill the ghoul before it eats Verik, thanks to his katana-to-the-face-and-kick-to-the-shins wombo combo.
As the last ghoul crumples, I look at the index card I used for initiative… and realize I completely forgot about Cassyt. Whoops. She, uh, suddenly climbs out of the bone pit, holding Rosemary’s sword! Way to be, Cassyt!
So, rickety stairs. Everyone makes acrobatics checks as they descend, trying to be careful where they put their weight so it doesn’t collapse. At the base of the stairs are two paths: another hallway, and a closed door. Rosemary investigates the door, while Gunhild checks out the statue. Rosemary hears muffled groaning, and what sounds like someone pounding on wood. Gunhild checks out the statue; it depicts a humanoid figure with a locust head and four arms. One hand holds a set of scales, one has a quill, one has a book, and one is reaching downwards, as if it were offering someone help up. Gunhild realizes this depicts a god of a very old pantheon, but he’s not sure beyond that. Everyone makes their way down the stairs without a hitch… except for Liah and Moro. As the ranger and her wolf make their way down, they miss a step, and the stairs suddenly collapse! They’re not hurt too bad, thankfully.
Rosemary informs everyone about the weird noises beyond the door, and Verik and Liah move forward to investigate. They don’t hear anything, when suddenly something slams against the door! The party thinks it’s a pack of zombies, probably four of them from the sound of it. Verik and Liah make a plan. Verik kicks open the door and throws his javelin of lightning in, but it doesn’t kill any of the zombies. Verik had really bad luck this session. Liah shoots at one of the zombies, and the two rogues move in to get sneak attacks. The zombies fall, when suddenly another ghoul emerges from the shadows! But, it gets cut down before it can make sushi out of the triton.
With the excitement of combat over, the party investigates the room. The room is plain, but several old silver manacles and mirrors hang from the walls, and an old strongbox sits on a weathered table. Most interesting, however, is the pillar of light in the center of the room. A chimney leading to the surface lets light in, carefully redirected by a set of mirrors. Cassyt starts to explain that this room was used to kill vampires and similar undead, but pauses when she sees that a climbing rope is hanging in the center of the light pillar. The room grows silent, and everyone hears muffled crying and hiccuping coming from an adjacent room. Verik and Faramin cautiously peer in, while Liah and Tie go to check out the hallway. Gunhild is still curious about the statue, while Rosemary checks the strongbox.
The adjacent room has several niches carved in the wall, filled with urns and trinkets. Huddled in the far end of the room is a tiefling, a half-elf, and a weeping half-orc. Upon seeing the party, the half-elf rushes forward and kneels at Verik’s feet, thanking him and saying they’d been stuck in here for three days. Faramin plays a song to try and calm the half-orc, and rolls super well! The half-orc is out cold.
The tiefling and the half-elf explain that they’re members of the Welcomers, the local thieves guild. Cassyt starts fuming, but the tiefling carefully explains that their orders were to investigate rumors that there were undead lurking here. They thought it would be a pretty simple job, and only brought the climbing rope and a bottle of whiskey, which the half-orc drank when they became pinned in this room. Faramin realizes that the tiefling’s pockets are bulging, and orders him to empty them. Trinkets plundered from the niches come rattling out. Cassyt is livid, and tells the party she wants the thieves out of the catacombs. Verik agrees, and uses his racial wind gust power to blow their climbing rope out of the chimney. I... er... Cassyt wonders why he didn’t just, you know, cut the rope. Verik has a flair for the dramatic, apparently. He directs them to the entrance of the catacombs, to face the wrath of Doomguide Yovir. Cassyt reminds him that they, uh, destroyed the stairs, but Verik proclaims that they can climb! The tiefling kicks the half-orc awake and the Welcomers trudge off.
Rosemary checks the strongbox, but is disappointed to find it only holds wooden stakes. Gunhild put their heads together to try and identify the statue, and they realize it depicts a psychopomp, a god or spirit that directs the dead to the afterlife, like Anubis or Charon. More interesting, however, is what Liah finds. There’s a room along the hallway; inside is an obsidian obelisk with worn silver words etched into it. Liah realizes it’s written in Celestial, which she speaks! The words are faded, but they seem to be a blessing of health and strength. She gets the feeling that this is more than just a blessing; it may be some inert magical ritual. She tries to rewrite the etched words, but doesn’t recall how the rest of the blessing should go.
Meanwhile, Tie continues down the hallway, and finds himself in a large room made of bones. I’m not joking; human bones are imbedded in the plaster and form complex designs. They’re everywhere, even in the ceiling. As Tie looks at the ceiling, however, he notices that one skeleton is moving. It suddenly breaks free and falls on him! The rest of the party hears the commotion, and rushes to help him. As they enter, more and more skeletons drop from the ceiling, sending rubble everywhere. Rosemary, hesitant, decides to guard the hallway! Verik wonders if he’d be useful in this fight since he only has piercing weapons, which he figures wouldn’t be effective against skeletons (http://i.imgur.com/cSAtyYl.jpg). But no, skeletons are vulnerable to bludgeoning damage and immune to poison, but there’s nothing about being immune to piercing. Huh. At one point, a skeleton rolled a natural one, so I said it’s arm came dislodged… but it picked up its arm and started bludgeoning the party with it! And then immediately died next round. Anyway, the party demolishes the skeetons! And I realize that I forgot Cassyt again! She, uh, was helping Rosemary guard the hallway.
The team makes their way deeper into the crypts, and finds something really disturbing… Similar to the section with the First Families, there are cells with skeletons arrayed as if still alive, but they aren’t depicting everyday life. In one cell, child sized skeletons strangle a man, in another, a group of people are holding down someone and forcing him to drink from a dirty vial. Cassyt explains that these are where the worst killers and criminals are buried, forced to experience the tortures they inflicted on others. The perpetrators here were victims in life; they finally get to enact vengeance. Everyone stops in the middle of the hallway at the sight of a loaded bear trap. Faramin triggers the trap with a quarterstaff and moves forward. Suddenly, he hits a tripwire, and a hidden crossbow shoots him! The bear trap was a ruse! He’s hurt a bit, but Cassyt heals him.
Finally, the group enters the catacombs proper. The vast cavern holds thousands of miniature buildings, like the ones on the surface of Phlan, but maybe a third the size. There’s a side chamber with an accordian gate; Cassyt points out that this is the elevator that connects to the banquet hall. However, the ropes have been cut, making it inoperable. Cassyt’s confused; the clerics came down here a few days ago. This must have been recent.
After some searching, the party finds a strange cavern. Four zombies and a ghoul mill about barrels and crates, and a kobold holding a staff covered in bells is sleeping in a barrel. Strange… Tie rocks his stealth check, and weaves his way towards the kobold, while the rest of the party engages the ghoul. Tie assassinates the kobold with no problem, and the ghoul and a zombie go down without a hitch. They began dealing with the other zombies, only to find that one of them was immortal. For those that don’t know, zombies have a trait where if the get knocked down to 0 HP, they can make a Constitution save with a DC based on how much damage they took. Due to a combination of low damage rolls on the player's part and high rolls on mine, this zombie would not die. For 7 turns someone shot, bit, or stabbed this zombie, and he made his save every time. Sadly, Verik finally slays zombie Rasputin…
During combat, Liah hears rustling papers and barked orders coming from an adjacent cavern. She and Moro go to check it out, and see a mage in red robes with an intricate tattoo on his forehead shoving papers from a desk into a sack. He looks up at them and curses. A knight with a similar tattoo on its armor and a cultist in brown robes with a strange symbol on the left breast move to attack, while a kobold readies its sling. Liah yells at the mage to stop what he’s doing, but the mage flips her off and continues what he’s doing.
Tie, Rosemary, and Cassyt enter as well. Cassyt screams at the wizard who has been raising the undead, and casts bless on the four people in the room. The wizard yells back at her “foolish mortal!” and continues to shove papers into his sack. He glances warily at a circle of runes next to him. Tie and Rosemary dive into the shadows with insanely high stealth checks. Rogues, man. Liah, and Moro wail into the acolyte, while Rosemary makes her way over to the mage. Gunhild, Verik, and Faramin enter soon after, and the mage calls them “foolish mortals!” too, and casts invisibility on the knight. Faramin starts sneaking as well, inching towards the mage. The acolyte falls, and the kobold launches a ball of filthy rags and feces at Liah. It misses, and splatters against a wall. Tie emerges from the shadows and assassinates the kobold… again. Rosemary, meanwhile, has snuck up to the desk and tries to grab some papers. The mage sees her, and calls her a “foolish mor-” He’s interrupted as Liah shoots him in the chest and kills him, much to the dismay of Faramin, who was planning on swapping the mage’s sack Indiana Jones style. Rosemary grabs a paper, which appears to be a very detailed map of the catacombs… with one strange discrepancy.
The knight proves to be the real boss of the campaign, as he suddenly reappears and begins duking it out with Verik and Gunhild. Remember how I said Gunhild’s player is notoriously unlucky? Well, Gunhild managed to hit the knight… maybe twice. Gunhild himself didn’t get hit at all though, so I suppose it all works out in the end.
Eventually, the knight falls, and everyone begins to search the room. First off, it seems that the ring of runes the mage was eyeing is some kind of one time teleportation circle. Using it requires a command word, however, and with the mage dead there’s no way of knowing how to activate it. The acolyte’s symbol looks like the profile of a red dragon head over 5 streaks; Verik identifies it as the symbol of the dragon cult…
Faramin realizes that the mage is one of the Red Wizards of Thay, evil spellcasters who specialize in necromancy. Looking through the papers, most of them seem to be logs about an excavation project, but a few seem to be journals. Skimming over them, they find out that the red wizard was in the catacombs searching for something, and was worried since “Rezmir” and “Rath Modar” were going to be arriving soon.
Most notably is the map Rosemary grabbed of the catacombs. Cassyt exclaims that it’s more accurate than anything the clergy have. There’s a weird marking on it though. An arrow leads off the map, with a note on it in Draconic. None of the party members speak it, but Cassyt says Doomguide Yovir could probably translate it. They find that the wizard and his entourage got here from a tunnel they carved from the surface; following it they emerge in the woods beyond Phlan.
Returning to Valhingen triumphant, they report their success to Yovir. He happily pays the party, and gives them a special gift. It looks like a necklace or choker made of bandages. He explains that it’s a periapt of wound closure, a magic item that will help them heal. He chuckles that the duty of the clerics of Kelemvor is to make sure that the dead stay dead and the living stay living. They ask Yovir to translate the word on the map, and he seems puzzled. It’s apparently the Draconic word for “Pool.” Faramin suddenly remembers that about a hundred years ago, a hole was torn between this world and the Weave, the source of all magic. This hole was underneath Valjevo Keep, located here in Phlan. This rip was dubbed the Pool of Radiance.
Suddenly, a dragon roars overhead...
Finally, the DM recap. Players, stay out.
So, if you couldn't tell from the title of the session, this is based on the fourth adventure of the first Adventurer's League season, Dues for the Dead. I didn't make too many changes, but I did cut out a room with a weird crown/scale puzzle and a room with talking skulls since we were running late. The rooms I did keep in were a bit bland, however, so I tried to include something interesting. In the adventure, the obelisk is just a statue, but I decided that if someone knew Celestial and rolled high on a Religion check, everyone in the room would have bless and cure wounds cast on them. Problem was, only Liah knew Celestial, and she kept rolling low. I probably set the DC too high, but oh well.
Doomguide Yovir was fun to roleplay, if only because I got to do an old man voice. I feel like roleplaying NPC's is were I'm weakest, but having a unique voice for a character really makes them stand out. I doubt my players would ever forget the flamboyant criminal Basil, or the voice I did for him.
Two things I would redo: Start earlier, and get initiative scores ready beforehand. We started like two hours later than normal, and so we rushed the end a lot. That's partially why I'm doing this recap, so the players can see what I might have glossed over at the end there. I really want to emphasize that Rath Modar and Rezmir are important NPC villains who they'll be encountering soon. With initiative scores, the skeleton encounter and the final encounter took maybe 3 minutes for me to get set up. That doesn't sound like much, but it's an eternity at the table. Even then, a couple of zombies and kobolds disappeared somehow from the final fight. Plus I kept forgetting Cassyt!
I worry that the bear trap thing might cause some controversy, so I just want to say it was supposed to be more comedic than deadly. The players loved it, even Faramin.
I did play the red wizard poorly; in the actual adventure he would have disappeared basically as soon as someone entered the room, but I wanted to give the players a reasonable chance to stop him. I probably went a bit overboard with that, since he spent like 3 rounds doing nothing and I forgot to have him use shield, but like I said above the real boss of the encounter was the knight.
All in all though, everything went better than expected!
I hope you guys enjoyed the recap; we play every Thursday so hopefully I'll have new installments up by Sunday/Monday. Till next time!