D&D 5E “Princes of the Apocalypse” Session 51 Recap

We discover the water node and confront the new would-be leader of the Cult of the Crushing Wave.

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Previously on “Princes of the Apocalypse”

It’s boss battle time! I got lucky with the timing and received a whole week between sessions to prep for the confrontation at the water node. “Princes of the Apocalypse” has a lot of neat “if the PCs do this, then change this” situations. Mostly they have to do with the free-form order in which the PCs can tackle the four elemental cults.

If the Cult of the Crushing Wave’s prophet was previously defeated, then one of the big monsters in the final water dungeon, an aboleth, attempts to gain control of the cult.

I had to tease the creature through a bunch of cultists since my party unfortunately skipped the entire Western section of the Plunging Torrents, which features the worshiping Kuo-Toa and the aboleth’s lair.

I have a lot of fun role-playing monstrous creatures. The aboleth, named Yngukulub (whom my players affectionately referred to as Young Giggle Cub) provided a fun chance to dig into my players’ heads, tempting their characters with their deepest desires. Continue reading “D&D 5E “Princes of the Apocalypse” Session 51 Recap”

D&D 5E “Princes of the Apocalypse” Session 50 Recap

We dive further into the Plunging Torrents, battling watery knights, icy mages, blood-thirsty fish, and mysterious tentacles.

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Previously on “Princes of the Apocalypse”

Holy crap, 50 sessions! I knew “Princes of the Apocalypse was going to be a much bigger undertaking than the Starter Kit adventure, “Lost Mine of Phandelver.” This is by far the longest single campaign I’ve ever run, and we’re not done yet!

At this point the party has battled their way through at least half of three of the four final elemental dungeons. But only in the water dungeon, called the Plunging Torrents, do they actively approach the first elemental node of power. The source of all the elemental incursions wrecking the land. The gateway to the elemental planes beyond.

I made that sound exciting but what followed was actually a pretty mundane session as the party battled their way along what I realized was by far the most boring and straight-forward path in the dungeon. Continue reading “D&D 5E “Princes of the Apocalypse” Session 50 Recap”

D&D 5E “Princes of the Apocalypse” Session 49 Recap

We rescue Rhundorth and escape the earth dungeon to rest and level up to 10, then tackle the water domain.

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Previously on “Princes of the Apocalypse”

My players have been in an awkward situation for the last few sessions. They’ve reached enough experience to level up to 10. But one of our house rules states that the PCs can only level up after a Long Rest. Right now they’re knee-deep in the depths of an elemental dungeon, about three dungeons below the surface.

Due to “Princes of the Apocalypse’s” interconnected labyrinthine mega-dungeons, finding a safe place to rest has proven difficult.

In this week’s session, Talus used his Arcane Eye to scout out the rest of the Black Geode  – finding the indentured Rhundorth. The party rescued the dwarf before retreating back up to the Fane of the Eye to find a safe place to rest, level up, and decide where to go next. Continue reading “D&D 5E “Princes of the Apocalypse” Session 49 Recap”