The prep...
Lots of adventure potential in here. |
I vaguely remember the Axeholm adventure from when I read it last year. I specifically remembered the banshee haunting the upper floor. I thought there were other undead creatures, but I couldn't remember for sure. So I pulled out the book to review the location and damn! This place is huge, containing lots of empty rooms and when you do run into monsters, they nearly all have the power to paralyze the characters. OK, this will be challenging.
I did like how part of the challenge was getting inside the building. I knew my player had a few tricks up her sleeve, but I was curious to see what she would come up with.
Once again, I took the Dungeon Dudes advice and printed out a copy of the Axeholm map, and then made notes on the same paper. This place had so many rooms, it forced me to write very small, but I focused on keeping my horrible handwriting legible. I made note of the treasure and monsters, but there was an element I wasn't fond of.
You can try to escape... but no. |
According to the module, the banshee must be fought to the death. In addition there is an interesting story of how the elf that turned into the banshee was imprisoned here. I guess some my come out in dialogue with the banshee, but the way the encounter is set up the characters aren't going to hear it. Now if my player brings along Inverna again (and I think she will since that is her favorite of the companion sidekicks) then we will have two female elves that I think the banshee may want to communicate with.
So I decided to include another element to the haunting, one where the characters don't have to kill the banshee to end the haunting and get something cool out of it if they follow this path. Besides my player is a big fan of scary movies, ghost stories and spooky podcasts. She will love the challenge of solving the mystery to help a ghost. Luckily I don't have to change too much.
Future banshee? |
I will have the banshee explain that her beloved amulet of the god Corellon was taken from her by the Castilian, who imprisoned her in this place to have her beauty with him at all times. She cursed the whole fortress in her rage and this transformed all of them into undead. If the characters slay all the dwarf ghouls and bring her back her amulet she can finally know peace. Of course the characters are tasked with clearing the fortress out anyway, so that was already in the cards. I hid the amulet in the secret treasure chest that requires the signet ring to open. Once the Banshee has this, she will vanish, leaving the amulet behind, but now it can cast Bless once as a bonus action.
Now this location has an interesting social encounter as well as the exploration and deadly combat. I think this will work well.
But I also needed to prep for the rest of the session which included the aftermath of the siege on the Hunting Lodge, traveling back to Phandalin to get the new job and seeing if they could find a dwarf who could decipher some of the information on the map they will find on the dead body of the orc druid. I got all that prepped Lazy Dungeon Master style and was ready to play.
The story...
We started in the immediate aftermath of the battle at the Hunting Lodge. The ladies helped Falcon find his two assistants and the animals. They also stuck around to clean up the place a bit (moving bodies and restoring the palisade to a semi workable version. They did a little looting of the bodies and found a couple of gems worth some gold. This took a couple of additional days in the world of the game.
Falcon gave them a letter he wanted them to send to Neverwinter. He seemed to know Haylia and told them that she would be able to get the message to Neverwinter quickly. He gave them a couple gold pieces to cover the delivery. He also said he would help them out if they ever needed it.
Still watching everything in town. |
Next the pair headed toward Phandalin. I had my player roll for the dragon again, and she saw it lift off from the area of the Shrine and head further north (Neverwinter). They weren't too worried and continued on without going full stealth like they did at the last dragon sighting. Arriving in Phandalin they met up with Haylia to get that letter sent to Neverwinter (that may come into play later if the Druid revisits Falcon). I also reminded them that Haylia had a dwarf working for her, and after they found out where he lived they visited him.
The dwarf reviewed the map they found on the body of the dead anchorite. I mentioned that there was dwarven runes scrawled on the map in certain key areas. The dwarf revealed that they appeared to be names (names of the anchorites in those locations). One showed the tower in the sea, one showed the manse, one showed the Circle of Thunder and one showed the Shrine. By the Shrine the word "Rats" was written. He also found a faint scribble near IceSpire Peak that said "old home". Just some hints to the players at what was going on with these orcs. They did ask about Axeholm and he said he had heard of it, but never been himself. He told them that any good dwarf fortress would be very difficult to get into if it was sealed properly. He did mention that there may be chimneys in the cliff around the gates, and some may be large enough to sneak into.
Last stop in Phandalin was a visit to Townmaster Harbin. I do love roleplaying as the pompous Harbin and his interaction with Mr. Whiskers, his cat. It was quite a bit of fun having him talk a bit about Axeholm and how it was haunted and how it was in a very mountainous region. This was a not so subtle hint that they characters may need climbing gear... but my player wasn't worried. She had something up her sleeve.
The Druid then confirmed that Inverna could come along on this next adventure. Inverna accepted, but was a bit disappointed that she didn't get to kill more orcs, either at the tower or this broken circle spot on the map. The Druid promised they would head to one of those locations next. So after a good night's sleep they headed southeast to the location of Axeholm.
Rolls for random encounters went well for the characters. They were left alone on the journey. I did mention they passed Umbrage Hill, but I should have reminded them that they could purchase Healing Potions there... something I think we might all regret before this adventure is over.
Spider... did someone say spider? |
Upon arriving at Axeholm I described formidable gate, the closed portcullis and the general feeling of unease in the area. The ladies decided to climb the up to one of the chimneys that looked big enough for them to enter (she rolled great on perception). Inverna is strong and athletic so climbing wasn't going to be a problem. And the Druid used a potion of Spider Climb and the two scuttled up the cliff face, and squeezed their way into the upper levels of the gate house.
Since this building is haunted by a banshee, I decided to do some spooky antics in the empty rooms on the second floor. The room she entered (the West Upper Barracks) has a lone shield on the wall. As the ladies got ready to explore I had the shield rattle a bit on the wall. Just a little tapping to startle them, but nothing else. I made it clear that there was no wind in the room, maybe a tremor?
I won't detail all the exploration and slow methodical search my player performed. I will tell you about the battle against the Giant Spiders, because that was nuts. It happens in the Upper Bastion and for my session it was four of these monsters. I described the area as having a strange mist in it (the webs). As she moved forward to examine I had her roll a perception check. She got a 10, so she only discovered at the last minute that the mist was webbing, and then initiative got rolled. The Druid immediately set the web on fire hoping to catch some of the spiders in the flame. I figured half of them would take 1d4 fire damage and she rolled a 4 so that was a good start. But soon enough the bite attack started and she was paralyzed.
Ok, so I really wanted to avoid a TPK here. Like I said, this is a casual game for fun. It isn't fun to have your character paralyzed and the NPC doing all the work. The Giant Spider does not allow you to attempt to break from the paralysis on each turn, like a grapple. I modified the venom so that it was weaker and she could attempt a Con save each round to try to break out of it. Yeah, it isn't Rules as Written, but for this player and this type of game I think it was fine.
Oh so that is where the smell is coming from. |
So she was able to break out of the paralyzed state, but she still had the Poisoned condition on her. So she still used spell Lesser Restoration to remove that. Soon enough Inverna suffered the same fate, being paralyzed for a round and then breaking out. The Druid cast Lesser Restoration again, and eventually the two defeated the four spiders... barely. They were both low on hit points. So they retreated to the Barracks and had a short rest.
At this point I was getting worried. This adventure is balanced for 5th level characters. She is 4th. So I was already wondering if I should maybe drop some of the numbers for the ghoul battles coming up. But then again elves are resistant to ghoul's paralyzing touch... so maybe it isn't so bad after all. I'll have to play it by ear.
The pair explored the northern half of the upper hall. I told them about the smell of death coming from the tunnels below. I had them hear a strange moan coming from across the vaulted ceilings of the Gathering Hall. Eventually they went down to the Lower Halls and explored. They ran into a single ghoul feeding in the West Hall. At that time I forgot that ghouls could not paralyze elves (for some reason I didn't remember that transferring over to 5th edition). So Inverna did get paralyzed, but they made short work of the creature before it could do more damage. I was careful to describe how it was obviously a dwarf that had been warped by some hideous curse or magic. Needless to say the player was disturbed.
We stopped right before they entered the throne room, which should prove very interesting.
The post...
Payment, one coin at a time. |
All in all it was a solid session. The first half was role-playing heavy but a lot of fun as we got things sorted after that last battle and prepped for the new adventure. Getting to play Harbin again is always a treat for me. The second half ran pretty smooth, but it felt a little slow. Much of Axeholm is empty rooms, so it really falls on the DM to build on the dread of the place. Really give the players a feeling that this place is cursed and dangerous. The smell of decay coming from the ghoul nests should drift up tunnels and down open corridors as the players get close to them. Make sure the banshee leaves some ghostly clues like rattling the shield, leaving footprints that disappear as you focus on them, or just moaning in sorrow. The module doesn't really give you those tips, but I think they make this setting come a bit more alive.
Even so it feels like there should be a little something else to find in here. My player did miss out on an encounter with a Stirge, because she didn't mess with a chimney. And they also didn't go any deeper into a ghoul's nest that they found the entrance to. She'll need to do that at some point, but as a whole the second half felt a little less exciting then I hoped. Still I am looking forward to meeting with the banshee and seeing where that goes.
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