The Deserted Wizard – a D&D adventure – part 2

The group is searching for a wizard in a ruined city. He deserted from their settlement several months ago, and has already learned that there are both fiends and mind flayers inside the ruins. You can read the beginning here.

In the third installment I will also make the adventure itself available.

The body of Corbian

The group enters the big ancient guildhall of elven craftsmen and find a huge lump of blue resin-like substance with a robe clad elf inside on the second floor. Next to it lies the body of the wizard Corbian, who they were sent to find, along with his spell book, which contains a ritual – which Corbian created – that can release the elf.  There are no signs of his men. Abbott – the warlock – finds the mind of the imprisoned wizard (he thinks), and communicates with him.

They decide to release the wizard, with the ritual that takes an hour. While the wizard casts the ritual the rest of the team watch the surroundings. They are of course aware that something will happen. Unfortunately, as the ritual finishes, the gnome rogue watching the entrance has become lost in thoughts and fail to notice the attackers arriving, and an epic fight begins.

Gauth-5e
A gauth. Its rays are less dangerous than a beholder’s, and its central eye is paralyzing instead of anti magic (which works really well combined with mindflayers…)

A mind flayer and a gauth (beholder-kin from the new Volo’s Guide to monsters) burst through a large window at the end of a hallway, and via the staircase goblins attack from below with another mind flayer and another gauth. With liberal use of fireballs, wall of thorns and other spells, the group manages to defeat the attackers. Jarn, the paladin/ranger is stunned by a mind blast, and has difficulty making his save.

The Ilithor
At the end of the third round the resin bursts and reveals another 10 foot tall armored mindflayer – an Ilithor – an illithid war leader – of my own creation (you can find the stats here). It attempts to eat the dwarf in front of it, but he makes his saving throw, and the round after use a prismatic spray – and then the paladin, who was stunned for half the fight, has done an enormous amount of damage with Smites, and it falls. And after looting, we end the session.

Gm thoughts

It was a very intense and fun encounter.Partly because of the many different attacks and enemies the characters had to fight – magical effects from the eye rays, gauths that explode on death and the danger of the mind flayer’s mind blasts and subsequent brain extraction. And partly because of the large battlefield, with several different features, which were used for cover and tactical maneuvers. The party used spells creatively and spent a ton of resources – which will become important.

I would have liked the Ilithor to last one more round to really highlight how dangerous it was, but it was still very epic, and Korrick the dwarf was just one save away from having his brain eaten.

71002b
I bought two packs of these minis. I had the wrong glue though, so had to wait until part III of the adventure to use them. 

Ilithor

Illithor (large)

Description: a three meters tall armor clad ilithid with only four tentacles. It is more bulky and squat compared with the regular mind flayers and wields a mind-blade great sword. The Ilithor is created by the Elder Brain to function as commanders of the ilithid armies.

Armor Class: 18, Hit Points: 168 (16d10+80) , Speed: 40 ft.

STR DEX CON INT WIS CHA
20 13 20 17 19 17
+5 +1 +5 +3 +4 +3

Saving Throws: Int +6, Wis +7, Cha +7 (advantage from psi carapace)

Skills: Insight +7, Perception +7, Deception +6
Damage Immunities: Psychic
Condition Immunities: Frightened, Charmed
Senses: darkvision 120 ft., passive perception 17
Languages: undercommon, telepathy 120 ft.
Challenge: 10
Special:
Magic Resistance. The ilithor has advance on saving throws against spells and other magical effects.
Innate spellcasting (psionics): The ilithor’s innate spellcasting ability is intelligence (spell save DC 15). At will: detect thoughts, levitate, 1/day dominate monster, prismatic spray
Actions:
Multi-attack. The ilithor can make two attacks with its great sword.

Mind blast. The ilithor emits psychic energy in a 60 ft. cone. Each creature in that area must make succeed in a DC 15 Int Save or take 4d8+3 pyschic damage, and be stunned for 1 minute.
Great sword.  Melee weapon attack, 10 ft. reach, +9, 2d8 slashing +2d6 psychic damage.
Tentacles. Melee weapon attack: +9, 5 ft. reach, 2d10+4 psychic damage + grappled (escape DC 17), Int save 15,or be stunned until grapple ends.
Extract brain. Attack+9 One incapacitated humanoid grappled by the ilithor. Hit, the target takes 10d10 piercing damage. If this damage reduces the target to 0 hit points, the ilithor kills the target by extracting and devouring its brain.
Equipment/Treasure: psi carapace, mind blade greatsword

The Deserted Wizard – a D&D adventure

This is the first part of a three part recap of a D&D adventure. I also include some thoughts on design. 

The group decided – in the previous session – they wanted to explore the large ruined city that lies half a day’s march from their settlement. It is the first time they enter the ruins, and I wanted it to be memorable and give the players and characters a good sense of the danger and conflicts going on inside the ruins. The ruined city is also a centerpiece for the campaign – an almost irresistible adventuring fun-land – but it is de facto optional for the characters.

Design choices

The ruins is my own combination version of Myth Drannor and Parlainth, two city-ruin box sets that I have always enjoyed, and that I know tickles the imagination of players.

parlainth myth drannor
Two ruined city mega dungeons, but designed very differently. I don’t think I’ve used any RPG box set more than Parlainth. 

Like in the Parlainth box set (from Earthdawn) I’ve divided the ruins into a number of districts, and added a few key locations and a faction or two to each. By making a ‘purpose’ and framework for each district, it become easier to improvise, created random encounters and to describe each district in a distinctive way.

The characters already knew from a celestial they met in the Warrens, that he was unable to enter the ruins, and they know of a fey queen trapped inside, and the power of the ranger has told them that there are plenty of demons inside too.  So clearly, not everyone can move freely in and out, for some reason.

From a design perspective, the feature that some things can’t get out, means that there is a contained, mid to high level adventuring zone, close to their home base. The fact that it is contained means that the characters don’t feel forced to remove this danger close to their settlement immediately. On the other hand, it adds tension that they have to fear messing with whatever contains the monsters inside the ruins, as that would be a potential disaster for the entire region.

Inside the leaders of the various factions can be powerful allies and sources of information, particularly of the ancient history of the land. They can also be major plot movers, but they don’t have to be. Which is why it is optional. If the players chose to engage with one or more of them, the appropriate plots they are involved in can be affected.

Session 27 – setting the stage

I introduced an actual quest set out by the governor, which gave them an objective. The first wizard that came with the settlement, a diviner named Corbian de Juxa, had deserted from the settlement and went into the ruins with a group of soldiers, whom he had convinced to follow him. He believed someone important was trapped inside.

The group – which for this session only had four characters present – went to the ruins, and outside the walls encountered the elves, who guard against creatures coming out. They were warned by them, not to let anything dangerous out, but were also shown to the point where Corbian and his men entered the ruin – one of the broken towers in the wall surrounding the city.

Mezzoloth-5e
Mezzoloths are the regular soldiers of the Yugloth armies.

From the inside of the tower they can see a building that matches the description Corbian gave to the governor before he deserted, and they head for it.

In a ruined road, in what was a residential area with many 3 and 4 storied buildings, they are attacked, and the attackers open with a Cloud Kill. The attackers turn out to be three Mezoloths supported by a pack of armored hounds led by two hell hounds. They fight fiercely, but the fiends don’t fight to the death. All three Mezoloths teleport away when they go low on hit points, and the group manages to defeat the hounds.

However, they spent quite a lot of resources to do it. They therefore decided to have a short rest. At that point they get a second random encounter, which are two mind flayers with a pack of goblin slaves. They don’t see the hidden players, but the player on guard sees them searching the place where they fought the yugloths.

The mezzoloths were a fixed encounter, as I need them to set up a meeting in before they exit the ruins. The mind flayers were a random encounter, but worked well as foreshadowing. 

At the end of the session they reach the building they were heading for and try to enter through a balcony door, but the fighter, Arak, is hit with a disintegrate when he tampers with the door and barely survives.

Fiends, cloud kill spells and disintegrate traps and the rightly feared mind flayers sets the stage for the ruins, shows them that they’ve move up into a ‘new league’ and it foreshadows future encounters.

More on that in the next installment…

A Walk in the Woods (session 24-26)

After this update I will be only 2 sessions behind in having a synopsis of our game on this blog! I’ve been struggling simply to get prepared for each session, which means there has been no time for the blog. Unfortunately. So this is a bit of a long read.

The walk in the woods begins after the party defeated the second hag of a coven in her massive crystal tower.

When I began planning this part, I had to consider strongly how many game sessions I wanted this journey of hundreds of miles to last. There were many points of interest on the map, and the potential for a lot of encounters, but I didn’t want them to spend too much time on this part of the campaign, as it wouldn’t result in much resolution of any of the main plots. That said, the trip underscores my exploration theme, and it was their first big introduction to the wider world around the local area of their settlement. So I used the trip to expand upon the knowledge of the world and planted a few potential plot hooks and adventuring sites.

Session 24

The characters start their journey through the crystal forest south to the more regular vast woodlands where the settlement lies.

eva-widermann-tob-alseid-final-v2
The Alseid from Tome of Beasts, which I wrote about in my last post.

Inside the crystal forest, they find a Alseid (a sort of deer centaur from Tome of Beasts) infected by the crystal and ripped by a large creature. Some hours later they are attacked by four land sharks infected with the crystal. The characters defeat them with some luck.

A couple of days later they reach the regular forest, and they notice that the elf Sekhlas is a bit nervous by the whole thing.

At one point they rest in a small cave, and it turns out it has a sprite guardian, who gifts them with some sleeping poison, after a bit of mischief.

After a few more days of travelling they reach the area of the elven tribe, and they arrive at their camp one evening. They parlay and agree to let them visit the tribe. Here they are hospitably met and they establish good relations with their leader. He agrees to supply them with information and assistance in their journey in return for help with destroying a band of hobgoblin slavers that have entered the forest.

The group has already learned from the centaur they met that the hobgoblins live on the plains and are building a great city, so this is extra information for them.

Session 25

The group finds a good place to ambush the hobgoblins, which has a captain, more than 30 warriors, a few armored ogres, two low level clerics, and a warlock among them. But the advantageous location (based on great survival roll), and a couple of fireballs, ensures that the group has the encounter well under control.

The information they get is important. First of all they learn of a black dragon living in the ruins of a keep by a ruined bridge, and where its territory lies. They learn of the Land of Decay, which is full of fungi, and a goblin tribe in the area they have to pass through. They also learn of the elven tribe Two Tears, across the river, and how to contact them.

4e_black_dragon
They didn’t want the treasure of an adult black dragon. Perhaps wise, as it is CR 15, with some additions of my own…

The group deliberates and decide to sneak across the river as quickly as possible and move south. They avoid an encounter with the dragon, and obtain elven guides through the forest until they reach another big river, where they can see ruins on the other side and pillars of an ancient bridge.

The ruins on the other side are on a hill and desolate. It also looked like someone made a fortification inside the town by digging a deep trench and throwing up ramparts in a large circle. They enter this area and discover it is another fort, called Fort 27 (they already heard of Fort 25). They find two magical flags and a tunnel has been dug in the middle of the fort.

Down in the tunnel they discover rooms that were the site of intense combat with lots of bones, broken weapons and sign of spell damage. When they enter the central chamber, they are attacked by a Neothelid.

Session 26:
The full group of 7 level 7 characters deal swift death to the CR 13 Neothelid with 325 hitpoints. It doesn’t get a third round. It is a demonstration of the difficulty of balance with more than 4 players. A single monster needs multiple actions and the ability to counter player moves, if it is to survive. OR perhaps I should add 75% hitpoints for more balanced encounters? It was fun though, and had one player missed a save, they might have been in much greater trouble.

Beyond the Neothelid they locate an ancient war council chamber, with the bodies of two ancient commanders, their magic items, and three message stones with the following ‘voice recordings’.

Ascendant_runestone
The message stones look something like this, and can easily fit in a palm.
  • Commander, proceed north and delay hostile forces approaching Ivanith’Laril. Archmages are working to protect the Towers of the Stars, but they need time. Make sure they have it.
  • Commander, you will receive reinforcements. The 8th Legion is retreating towards your position. Secure the bridge at Serahin. The tirelessness of our allies should enable you to fortify the position against the horde and buy us more time. That, and King Wailmorr’s mercenaries, may be enough.
  • These are the last words of Commander Thelketh. Our position is almost overrun. Our allies’ efforts have ensured we have lasted this long. I never would have thought to end up owing them a debt. We saw the flash from Fort 25. Gods have mercy on them. The other forts must be overrun. Whoever finds this, please pray for my soul.

They conclude that the elves actually were allies with the undead Bones of Sarakhon. And that the Towers of the Stars are inside the ruined city close to the settlement (more on that next time…)

And all this ties in to the backstory of the world they are in. And a small pieces of the greater jigsaw puzzle. 

Ash_Spawn
The idea for Ash zombies were lifted from the Ash Spawn of the Skyrim expansion. 

On the final leg of the journey the enter an ashen plain, where nothing grows, and it turns out, the barrier to the elemental plane of fire has been worn thin. They cross it, and meet some Ash Zombies, and at the center find a very large crater, with a big fire elemental in the middle, surrounded by Ash Zombies and mephits, and in the heat haze they can glimpse into the elemental plane of fire. They decide not to approach the elemental and move on.

Beyond the ashen plains they travel through the woods and finally get back to their settlement. The final surprise is that the barmaid Lara is pregnant, and the young paladin Jarn has had a very close relationship with her.

Planar travel for dummies – session 21

In this session, my players wander into the planes for the first time, and therefore I will write something on how I see the planes in D&D and how I’ve changed it for my home brew world, in addition to the normal session recap.

A couple of the issues I have with the planes in D&D are that there are so many of them, that the facts concerning the planes are ‘true’ and that most of them are infinite.

The problem with the fact that there are so many is that most characters – and thus players – will so rarely visit the same ones that they never gain any familiarity with them. The planes fail to become an integral part of the game world. In a typical campaign you will maybe visit one plane, so unless a campaign is centered around one of them – invasion by the City of Brass or the intrigues of the unseelie courts – they don’t play a big role.

sigil
Sigil is probably the most interesting city Wizards or TSR ever made, and it doesn’t exist in the prime material plane. 

But on the other hand, the planes are infinite. They must therefore have many more interesting places and beings than the prime world, which annoys me, because the prime world should be the most interesting (Sigil is in many ways a more interesting place than Greyhawk or Waterdeep). And there are known ‘facts’ about them (you can look them up in the DMG), which makes them less mysterious.

 

The prime world is more complex and finite and therefore more manageable and interesting to explore (as it should be), but the actual interaction with these far planes should be part of the adventurer’s lives and understanding.

My approach
To improve on this (in my opinion), I’ve made some changes to my multi-verse. The key ones are below. Others I will not write here, as my players are unaware of them, and I like to keep it that way.

earthdawn3
In Earthdawn powerful monstrosities lurk in the Astral plane, and some even exists in both planes at once.
  • First of all, I’ve combined the Feywild, Shadowfell and the Etheral plane into one and called them the Warrens (inspired by Steven Erikson), and that plane mirrors the prime plane, like the astral plane in Earthdawn and the umbra in Werewolf the Apocalypse.

 

  • Secondly , I’ve changed several spells to fit this, so when you detect or divine you see through the Warrens and when you teleport or misty step or whatever, you actually walk through the Warrens, where time and distance works differently. As the Warrens are a mirror to the prime world, it also means you can’t teleport across an ocean, you need a vessel inside the Warrens, which would enable you to cross the ocean faster. There are also beings inside the Warrens, many of them powerful, so you have to tread carefully.
  • Thirdly, there is not one, but several explanations to what they are and how they work – just like we can discuss the nature of the divine. The two my players have heard are: Some say the Warrens are a failed version of the prime world that the first gods discarded. Others that the presence of magical essence in all things naturally creates a mirror state.

These changes have the effect that the Warrens are relevant in basically every session and that the players slowly learn more about them.

It also underscores the main theme of my campaign: exploration. The Warrens is a place you explore and it is part of exploring the prime plane.

Also, instead of simply teleporting from one place to the other they have to travel everywhere, and have to consider if the advantage of going somewhere quickly outweighs the risk of meeting something very dangerous. This also underlines the theme of the campaign.

The session:
When the characters stepped through the portal (only 3 out of 7 players were present) they were immediately set upon by vengeful animal spirits, which they relatively easily defeated but they damaged them. The portal was located inside the Warren’s version of the hollowed tree.

They then began investigating the tortured elf who was crucified nearby and concluded that he had lost his soul. Then the Horned Devil and its two henchmen (bearded devils) were summoned and another fight ensued. It appeared that it had been promised their souls.

devilhorned
5th edition Horned Devil. A CR 11 monster taken out by 3 level 6 characters. Maybe I was easy on them?

To explain the presence of more characters and make they fight more appropriate, I ruled that the non-present player’s characters engage the two bearded devils. The three remaining characters then sniped away from a Fog Cloud and managed to banish the devil.

Outside of the tree, the woods of the Warrens were eerily quiet and unnatural, with no sun and with the great trees casting long shadows. Two paths had been marked through the Warrens, and they knew that to navigate the Warrens away from the path would require a stern focus (successful INT or WIS checks). One path was marked with skulls another with small crystals. They chose the crystal path north, which should lead to the middle sister.

After a few hours journeying through the Warrens they spot a corpse of an elf by an altar holding a staff with gems. They move away from the path to investigate, and when they get closer suddenly the path has disappeared, as has their four companions, and the elf turns out to be a skeleton holding nothing. At that point they are set upon by shadow bats and a weird sylvan creature with the legs of a hind and razor sharp teeth that sucks blood. They defeat them after a fierce battle and search the area as they can’t see the path anyway. In some ruins nearby they find her lair and a cloak woven from living plants and shadows and decide to rest.

They steel themselves and locate the path again, but they can’t see their companions anywhere. As the move on, they come upon a fight between a big dark skinned man wielding a beautiful great sword fighting a pack of very cunning regenerating wolves next to a mysterious dark well. They enter the battle on his side and finally slay all the wolves, which coalesce into one rangy man wearing wolf-skin.

malazen
Very complex fantasy series, highly influenced by Black Company, and grew out of an RPG campaign. One of my favorites. 

The man, who is named Xarzon, thanks them and they talk. It turns out the man was hunting him on behalf of a former employer, whom he has a disagreement with. He was a dangerous Dissembler – a shape shifter that can turn into multiple beasts (also stolen from Eriksons novels). He also tells them that the well has a spirit in it which serves as an oracle, if appeased correctly. He also tells them a few things about the Warrens: that they are strange beyond the vast space of the north, that the land is under some kind of curse and that the eldest of the Sisters of Sorrow dominates the trolls in her area and has made a pact with one of the Lords of the Nine Hells.

He also gives them a ring of protection as thank you, and with the loot of the Dissembler, it was a rewarding session.

Double feature: A dragon surprise…

So, being a dad and a DM, leaves less time for prep. And obviously, prep is more important than the recap and the blog. But I will keep at it, but the recaps of the latest two sessions will be short and to the point.

lazy_dm_cover_340wI’ve been looking into The Lazy DM (Lazy DM download), and there are some very good tips, but aren’t fully applicable to the kind of campaign I’m currently running. The kind of depth that I’m looking for in the history of the world they slowly uncover simply can’t be extrapolated from a few notes and improvisation (I can’t at least). It requires a bit more prep.

I did one thing in session 19 that I think warrants a pat on the DM-back, and that is letting go of prepared stuff, in favor of moving the plot forward.

When the PCs finished with the mine and returned to the settlement to rest, they discussed what to do next. I had already cut out the attack on the goblin tribe nearby by having the other adventuring party deal with that threat. That also reinforced the meta-theme of colonizing a new land and dealing with the natives. It is brutal, and interesting, how easy the dilemma of wanting to build something in a new land, but faced with enemies and diverging interest, leads to morally questionable choices. In any case, I had mapped the goblin lair and made a few rooms, but they were already too high level, and I would rather follow other, and more important, plot threads.

I also clearly said that the Kuo Toas could be dealt with by others as that adventure also wouldn’t push the plot(s) forward.

But back to the recaps.

Session 19:

The group explored the umber hulk lair and the tunnel from there that lead down to a natural cave, where the ancient miners had begun digging. From that cave they found the first shaft, which they entered the complex through.

0fcf9a3b039cf78b7ab1b984c1a04958
The dragon simulacra had less dangerous breath weapons and only AC 17. 

Finally, they went down to the automaton storage via the unexplored elevator. The automatons didn’t attack, and the room led to the vault. The vault was protected by a security system, including an automatic portcullis, a very intelligent magic mouth that shot frost rays from its eyes and two dragon simulacra of metal that attacked when they tried to pick the lock to the vault.

They succeeded in dispelling the worst of the trap and rapidly killed the simulacra (the damage output, when the party is lucky, is insane). Inside the vault they found their first platemail, a few magic items, including an axe made by giants, and a lot of knowledge. This included letters between two elven sisters and a story about a curse put on an elven family by giants.

Having cleared the mine, they returned to the settlement and spent a month and a half of down time. In that time, they returned to the mine with a few dwarves from the settlement and made an anvil in the mine, so they could setup their own smithy and the druid awakened a couple of beasts to help protect the settlement.

Session 20:

Of the four most interesting options: going after the remaining hags through the portal, visiting the Colourless Bridge, exploring the ruined city and exploring Fort 25, they chose the first.

Before they left, someone scried on the party, and Welk, the wizard with a weird item, knew that to be the case (for some reason).

After the harvest, they returned to the lair of Kinsira, but went a different route, and found a devil trapped in an old building with magic. They decided it would keep until they returned.

When they approached the huge tree stump, they noticed webs in the area that would warn anyone inside of their approach.

Inside the tree, there were apparently giant spiders, and something spoke to them in draconic, demand that they leave. They tried to intimidate it into submitting, but they were unaware that the creature behind the voice had been paid by the two remaining hags for protecting the area.

green_dragon_wyrmling
I liked the idea of having a quite mercenary young dragon, who ran into more dangerous adversaries. 

The spiders eventually attacked together with some ettercaps. At the worst possible moment, for the group, the young green dragon attacked, and its breath weapon drained a lot of hit points from the team (42 to be exact). Unfortunately for them, I rolled a 6 on recharge next round, and gave them another breath, but couldn’t cover them all, and it could have ended in a TPK, but the characters still standing responded with a wall of thorns and a fireball, and when the dragon failed to fell the mighty half-orc fighter the following round, it submitted to the stronger adversary.

Back on their feet, they questioned the dragon and learned a couple of things, including the facts that the eldest of the hags lives in a swamp to the south and the middle sister lives in a crystal forest to the north, and that they are called the Sisters of Sorrow. The group argued about whether to make a deal with this evil dragon about staying there as their ally, but they ended up banishing it, and hoping it will stick to their deal.

Finally, they passed the portal into the Warrens. Inside they found a tortured elf and was almost immediately attacked by animal spirits of beast that Kinsira had conducted her experiments on.

Roll initiative! 

Session 18: The Battle against Ku’ud

In the previous session, the characters burst in on the sentient automaton Ku’ud, and we began the new session, before they made a decision on whether to follow his order and show him the way out, which might disrupt the power balance in the region, or fight him.

Ku’ud was obviously dangerous, and I thought I had made a suitable challenge for a large level 5 party. As we had a couple of people who couldn’t attend, and I was worried that they might feel pressured to go with the ‘show him the way out option’, I gave them the option to run the session as a flash back, and let them go through the unexplored part of the dungeon, and before they left, flash forward to this important decision. They opted to stick with the moment.

The group talked more with Ku’ud, who was walking towards the exit, and trying to make up their minds on what to do, when Welk, the wizard of the group, began casting an identify spell to see if he could learn more. Ku’ud demanded that he stopped, but also got curious, because he knew magic. He ordered the wizard to tell him what he knew, and dragged him back to the throne, where he began questioning him.

Ultimately, Jarn, spoke with his advisor, the warlock Abbott, and made a decision. He asked about his understanding of ethics and demanded that he made a promise to learn of morale and ethics, before he could show him the way out. Ku’ud responded that nothing could compromise his decision making, which made Jarn attack.

paladin-smite2
The damage spike of the paladin smite ability can surprise me, but in this encounter they would have been hard pressed without it… And I’m very happy that in 5 ed. the Detect ‘Evil’ has been change into detecting celestials and devils and such. 

After a short battle, they defeated Ku’ud. Single boss encounters are hard to make. I had given him a couple of henchmen, but for verisimilitude and to ease just a little bit, I let the two fighters deal with them, as their player’s weren’t present, but had been there when they entered the room. They piled on Ku’ud, and Jarn unleashed his new found Smite ability. The wizard cast a ray of enfeeblement and managed to roll so well, that I couldn’t even use Ku’uds shield spell to ward it off. In the heat of battle, I forgot his advantage on saves (magic resistance), and wasted a round casting dispel magic (which the wizard countered), and in round 4 it was over. Jarn, as their only fighter-type, was down to 2 hp in round 1, and it could easily have tipped with a lucky roll or two.

 

It turned out, that Ku’ud was semi-biological and crafted with high order magic, and very advanced. They found a bit of loot and a spell book.

umberhulk10
This Umber Hulk looks dangerous! Awesome art by Andreas Håndlykken. Better than the MM. 

After this epic battle, they went back to the middle of the mine and found an ancient shrine to the elven god of craftsmen. Inside the shrine they were attack by two Umber Hulks, and came close to a TPK. They were only four characters left, but still two CR 5 opponents were more dangerous than one CR 10 – mainly due to the incapacitating glare with a DC 15 Charisma save.

Next time, I’m confident that they will find the exit from the mine and return to the forest and begin exploring again.

I will upload the stats on Ku’ud on the blog later.