D&D 5E “Princes of the Apocalypse” Session 15 Recap

Backtracking to Rivergard Keep we defeat the remaining forces. But returning to town comes with a surprise attack of hell hounds!

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Previously on “Princes of the Apocalypse”

Recorded and uploaded a day later due to out-of-town player. Thank you for your patience!

We’ve definitely hit the record on consecutive battles and sessions without a rest. According to my calculations, the party last rested in shifts while traveling up the Dessarin River toward Rivergard Keep. That was Session 13!

Since then they’ve defeated the entirety of Rivergard Keep, as well as the guards posted inside the Temple of the Crushing Wave. After that battle they were feeling drained and exhausted. Not to mention they’d reached enough experience for level 6 after the first few battles in the Keep. My rules state that they can’t level up outside of a Long Rest.

So although they’d reached a new massive dungeon, they opted to pull back to heal up, level up, and rescue the hostages they had found in the Keep. Continue reading “D&D 5E “Princes of the Apocalypse” Session 15 Recap”

D&D 5E “Princes of the Apocalypse” Session 14 Recap

The party defeats the wereboar leader of Rivergard. A hidden stream leads to a lake with a shark-riding knight!

Recorded every Sunday night, uploaded on Mondays. Subscribe for our weekly adventures!

Previously on “Princes of the Apocalypse”

When we were running our Shadowrun campaign, I was able to do entire recap sessions to separate the individual missions or runs. This gave me a chance to elicit feedback from my players and breakdown what worked and what didn’t from both role-playing and technical points of view. Each run took 3-6 weeks, so we had these discussions at a nice pace.

While D&D Fifth Edition works much better for us overall, the campaigns are way longer. Our first, “The Lost Mine of Phandelver,” took four months. It’s looking like “Princes of the Apocalypse” will easily last us the rest of the year.

To compensate I’ve done little informal talks and breakdowns after our sessions and throughout the week. Since we’re all close friends I’m fortunate that I can pull back the curtain and discuss things a bit, while trying to avoid spoilers as best I can.

I’ve previously discussed my main problem with “Princes of the Apocalypse.” Its open world set-up and interconnected dungeons means player characters can (and likely will) stumble into higher level dungeons than they’re prepared for.

As my players pointed out after this session – continuing down that underground stream beneath Rivergard Keep seems like the bottom layer of that dungeon, and the natural next course of action. In reality it’s an entirely new dungeon – one that’s far bigger and several levels stronger than the Keep. Continue reading “D&D 5E “Princes of the Apocalypse” Session 14 Recap”

D&D 5E “Princes of the Apocalypse” Session 13 Recap

Our heroes infiltrate Rivergard Keep via a captured boat. Their ambush quickly turns into a giant battle with the Keep’s forces.

Recorded every Sunday night, uploaded on Mondays. Subscribe for our weekly adventures!

Previously on “Princes of the Apocalypse”

We had brought our characters from our first adventure, “The Lost Mine of Phandelver” over to “Princes of the Apocalypse.” This meant that my players were slightly over leveled for the beginning of this adventure. They hit level 5 soon after reaching Red Larch. Even skipping most of the newbie content, my players were over-leveled for the beginning of the main campaign (which is designed for level 3 heroes).

This hadn’t really been too noticeable until last night’s session at Rivergard Keep. I didn’t make any scaling adjustments. When the PCs sprung their ambush trap from the boat, the noise drew a large amount of defenders in the barracks. A long battle ensued, with dozens of combatants. Too bad Bandits really really suck. Continue reading “D&D 5E “Princes of the Apocalypse” Session 13 Recap”