The Black Tower of Kalarel the Vile
[[What follows are my notes for running the assault on the Black Tower for my Friendly Local Gaming Store group. They are level 5, and I am using the basic outline for the adventure provided by watching @mattcoleville - https://youtu.be/FUrlRZu2uCc This is the first session notes, and I will update with feedback and next session in a future series of posts. Note that the ‘Vampire Lieutenant’ is a former PC who died and whose body was claimed and raised back into service by Kalarel because he was carrying a cursed coin, but the player writes stories about this character and does not want the name of their character used publicly, which is fair. ]]
The Black Tower of Kalarel the Vile
As your party emerges from the twisted, gnarled forest, you find yourselves standing at the edge of a steep cliff. Far below, in the valley of despair, looms an ominous, horrifying sight. The Tower of the Dead stands tall, a grotesque monument to undeath and decay.
Constructed from the twisted remains of countless corpses, the tower reaches for the dark, storm-ridden sky, its macabre form seeming to writhe and pulsate with the tortured souls bound within. The air is thick with the stench of death and rot, and you can almost hear the distant wails of the damned carried on the chill wind.
At the foot of the tower, a sea of undead stretches out, shambling and clawing at the tormented earth. Skeletal warriors and rotting zombies stagger aimlessly, driven by an unyielding hunger for the living. In the shadows of this unholy fortress, you can just make out the twisted forms of even more powerful and terrifying creatures, stalking and slithering through the night.
Dark clouds gather overhead, and the air crackles with the energy of a brewing storm. The sense of dread is palpable, and you can't help but feel that the fate of the world rests upon your shoulders. As you prepare to descend the cliff and brave the horrors that await, you steel your resolve, for the battle to come will surely test your very souls.
Encounter Summary: Courtyard of Hell
First Encounter: The first wave of undead serves as an introduction to the area, allowing the players to feel powerful.
Composition: 6-8 Zombies (CR 1/4) and 4-6 Skeletons (CR 1/4).
Tactics: The undead mindlessly wander the landscape, forming small groups, but move to attack once the party is detected.
Terrain: Open, barren landscape with few obstacles or cover.
Second Encounter: This encounter introduces environmental challenges and requires the party to be more tactical.
Composition: 8-10 Zombies (CR 1/4) and 6-8 Skeletons (CR 1/4), with 2-4 Skeleton Archers (CR 1/2).
Tactics: Skeleton Archers take advantage of cover and high ground, while melee undead engage the party on the ground.
Terrain: Rocky, uneven terrain with natural cover and elevation differences.
Environmental Element:
A vampire spellcaster flies overhead on a zombie manticore, attacking every other round with manticore spines and spells.
Initiative: 20 (Lair Action) - The vampire spellcaster and manticore act as a lair action on initiative count 20, losing ties.
Vampire Lieutenant:
AC: 16 (mage armor)
HP: 40
Actions (choose one per round):
Ray of Frost: Ranged spell attack, +6 to hit, range 60 ft., one target, 2d8 cold damage and speed reduced by 10 ft. until the start of the spellcaster's next turn.
Cause Fear: One target within 60 ft. must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Chill Touch: Ranged spell attack, +6 to hit, range 120 ft., one target, 2d8 necrotic damage and the target can't regain hit points until the start of the spellcaster's next turn. Undead targets also have disadvantage on attack rolls against the spellcaster until the end of the spellcaster's next turn.
Zombie Manticore:
AC: 12
HP: 60
Actions (every other round):
Tail Spike Volley: The manticore launches three tail spikes at up to three targets within 100 ft. Ranged weapon attack, +5 to hit, 1d8+3 piercing damage per spike.
Undead Horde (Skeletons and Zombies)
The undead horde fights the bugbears and militia, acting as a single group with simplified combat mechanics.
Initiative: 10 - The undead horde acts on initiative count 10.
AC: 12 (skeletons), 8 (zombies)
HP: Shared pool for the horde (e.g., 100 HP)
Actions (one per round):
Horde Attack: Roll a single d20 for each undead type (skeletons and zombies), adding the appropriate attack bonus (+4 for skeletons, +3 for zombies). If the attack roll succeeds, roll damage using a simplified damage die (1d6 for skeletons, 1d4 for zombies) and multiply it by the number of successful attackers (up to a maximum based on the horde size).
Bugbears and Militia
The bugbears and militia engage the undead horde, acting as separate groups with simplified combat mechanics.
Initiative: 15 (Bugbears) and 5 (Militia) - The bugbears act on initiative count 15, and the militia acts on initiative count 5.
Bugbears:
AC: 16
HP: Shared pool for the group (e.g., 80 HP)
Actions (one per round):
Group Attack: Roll a single d20, adding the bugbear attack bonus (+4). If the attack roll succeeds, roll a simplified damage die (1d8) and multiply it by the number of successful attackers (up to a maximum based on the group size).
Militia (Commoners mixed with Veterans):
AC: 13 (Commoners 10 averaged with Veterans 17)
HP: Shared pool for the militia (e.g., 60 HP)
Actions (one per round):
Group Attack: Roll a single d20, adding +3 to represent the mix of commoners (+0) and veterans (+5). If the attack roll succeeds, roll a simplified damage die based on the majority of the group (1d4 for commoners with simple weapons, 1d6 for veterans with better equipment) and multiply it by the number of successful attackers (up to a maximum based on the group size).
Morale and Loyalty: To reflect the possibility of the militia and bugbears retreating or becoming disorganized, track their morale with a simple Loyalty score. Start with a base Loyalty score of 10, and adjust it based on the PCs' actions, treatment of the groups, and the course of the battle. If the Loyalty score drops too low, the group may retreat or become less effective in combat.
Examples of Loyalty adjustments: +1 for a PC's inspiring speech, -1 for heavy casualties, -2 for the party's poor treatment of the group.
PCs' Individual Threats (6-8 Zombies and 4-6 Skeletons)
These enemies directly engage the PCs, using standard combat rules.
Initiative: Roll initiative for these enemies as normal.
Zombie
Medium undead, neutral evil
HP: 22
AC: 8
Speed: 20 ft.
Saving Throws: WIS +0
Senses: darkvision 60 ft., passive Perception 8
Actions:
Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Bonus Actions:
Shamble: The zombie moves up to its speed toward a hostile creature it can see.
Reactions:
Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Skeleton
Medium undead, lawful evil
HP: 13
AC: 13
Speed: 30 ft.
Saving Throws: DEX +4
Senses: darkvision 60 ft., passive Perception 9
Actions:
Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bonus Actions:
Quick Shot: The skeleton makes a shortbow attack against a creature within range.
Reactions:
Bone Shield: When the skeleton is hit by a melee attack, it can use its reaction to increase its AC by 2 against that attack, potentially causing the attack to miss.
Encounter Progression
On 20: Vampire spellcaster uses an ability, spell, or attacks with manticore spines (every other round).
On 10: Undead horde attacks the bugbears and militia.
On 15: Bugbears attack the undead horde.
On 5: Militia attacks the undead horde.
PCs' initiative: Roll initiative as normal for the PCs and their individual threats (zombies and skeletons).
On Last: Narrate the overall progress of the battle, describing the ebb and flow of the conflict and any changes in the situation.
Encounter Summary: At the Gates
Third Encounter: The final wave of undead
Composition: 10-12 Zombies (CR 1/4), 8-10 Skeletons (CR 1/4), 2-4 Skeleton Archers (CR 1/2), and 1 Skeletal Champion (CR 3) or Skeletal Mage (CR 3).
Tactics: The Skeletal Champion or Skeletal Mage commands the undead, focusing their attacks and providing tactical direction. The Skeleton Archers continue to use cover and high ground.
Terrain: A mix of open landscape and rocky terrain, with occasional cover and elevation differences.
Vampire Lieutenant
Vampire Lieutenant serves as the main enemy, challenging the party and commanding the undead forces.
Initiative: Roll initiative for Vampire Lieutenant as normal.
Skeletal Archers
A group of skeletal archers provides ranged support, attacking the party from elevated positions.
Initiative: 12 - The skeletal archers act on initiative count 12.
Zombies and Skeletons
Additional zombies and skeletons act as lesser threats, harrying the party and distracting them from Vampire Lieutenant.
Initiative: Roll initiative for these enemies as normal.
Encounter Progression
On First: Vampire Lieutenant taunts the party and commands the undead forces.
On 12: Skeletal archers attack the party from elevated positions.
Vampire Lieutenant's initiative: Vampire Lieutenant engages the party, using his actions to attack and employ his Vampiric Grasp when available.
PCs' initiative: Roll initiative as normal for the PCs and the zombies, skeletons, and wights (if present).
On Last: Describe the overall progress of the battle, highlighting any shifts in tactics, reinforcements, or changes in the environment.
Puzzle: The Gate of Life and Death
Description:
As the PCs approach the gate, they notice a row of six gravestones on each side of the gate. Each gravestone has an inscription with the name and lifespan of a person. The gate itself is locked and magically sealed, preventing any attempts to force it open.
Handout made using Midjourney and edited in Gimp
Objective:
The goal of the puzzle is to arrange the gravestones in the correct order, representing the cycle of life and death. The correct order is based on the birth and death years of the people on the gravestones.
Solution:
The PCs must first examine the inscriptions on the gravestones. They can discover that the birth and death years do not follow a simple chronological order.
To solve the puzzle, the PCs must arrange the gravestones so that the birth year of each person matches the death year of the person on the opposite side. For example:
Hints:
A successful Perception check (DC 15) reveals a small, weathered engraving on the base of one of the gravestones. The engraving reads:
Left Side: Right Side:
Ysvalda Stormweaver, 823-839 Thraindor Stoneshield, 763-823
Ealhwyn Firemantle, 839-902 Brondar Deeproot, 963-997
Gavric Earthwhisper, 902-963 Elswyth Ravensong, 997-1058 (lying on the ground)
To solve the puzzle, the PCs must arrange the gravestones like this:
Left Side: Right Side:
Thraindor Stoneshield, 763-823 Ysvalda Stormweaver, 823-839
Ealhwyn Firemantle, 839-902 Gavric Earthwhisper, 902-963
Brondar Deeproot, 963-997 Elswyth Ravensong, 997-1058
The correct arrangement reflects the cycle of life and death, with the birth year of each person on the left side matching the death year of the person on the right side.
Each time an incorrect arrangement is completed, the ground begins to tremble beneath their feet. The tremor grows more intense, and a chilling wind blows through the area. The sky darkens as clouds gather overhead, casting ominous shadows on the scene.
Suddenly, with a thunderous roar, a wight bursts forth from the ground, its eyes burning with an unnatural, malevolent light. The creature snarls and launches itself at the party, enraged by the disturbance of its eternal rest.
Once the gravestones are arranged correctly, the magical seal on the gate dissipates, and the lock clicks open, allowing the PCs to enter the tower.
Encounter Summary: Corpse Fall Trap
As the party cautiously enters the dark tower, they trigger a hidden mechanism. With a deafening crash, the ceiling above them splits open, and a torrent of rotting undead limbs and bones rains down upon them. The gruesome deluge not only threatens to crush and batter the heroes but also fills them with a sense of dread and terror.
Mechanics for the Corpse Fall Trap:
Detection: Passive Perception DC 15 to notice the seams in the ceiling or the faint smell of decay. A successful DC 15 Intelligence (Investigation) check reveals the nature of the trap and the trigger mechanism.
Trigger: When at least half of the party steps inside the tower, the trap is triggered, releasing the torrent of undead remains.
Area of Effect: The trap affects a 15-foot square area directly beneath the opening in the ceiling.
Saving Throw: Each creature in the area of effect must make a DC 14 Dexterity saving throw.
Effects: a. On a failed save, a creature takes 3d6 bludgeoning damage from the falling bones and limbs and must make a DC 14 Wisdom saving throw. If it fails the Wisdom save, the creature is frightened for 1 minute. b. On a successful Dexterity save, a creature takes half damage and doesn't need to make the Wisdom saving throw.
Frightened Condition: A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear (the Corpse Fall trap) is within line of sight. The creature can't willingly move closer to the source of its fear. A frightened creature can repeat the Wisdom saving throw at the end of each of its turns, ending the frightened condition on a success.
Disabling the Trap: A character can attempt to disable the trap with a successful DC 15 Dexterity (Thieves' Tools) check before it's triggered. If the trap has already been triggered, the falling bones and limbs can be cleared with 1 minute of work.
Vampire Lieutenant
Medium undead, neutral evil
AC: 16 (breastplate)
HP: 75
Speed: 30 ft.
STR: 18 (+4), DEX: 14 (+2), CON: 16 (+3), INT: 10 (+0), WIS: 12 (+1), CHA: 14 (+2)
Saving Throws: STR +6, DEX +4, WIS +3
Skills: Athletics +6, Intimidation +4
Damage Resistances: necrotic, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: exhaustion, frightened
Senses: darkvision 60 ft., passive Perception 11
Languages: Common, one additional language known by the former PC
Challenge: 4 (1,100 XP)
Actions:
Multiattack: Vampire Lieutenant makes two attacks with his longsword or two attacks with his longbow.
Longsword: Melee weapon attack, +6 to hit, reach 5 ft., one target, 1d8 + 4 slashing damage (1d10 + 4 slashing damage if used with two hands).
Longbow: Ranged weapon attack, +4 to hit, range 150/600 ft., one target, 1d8 + 2 piercing damage.
Vampiric Grasp (Recharge 5-6): Melee spell attack, +4 to hit, reach 5 ft., one target, 2d6 necrotic damage, and Vampire Lieutenant regains hit points equal to half the necrotic damage dealt.
Abilities:
Undead Fortitude: If damage reduces Vampire Lieutenant to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Vampire Lieutenant drops to 1 hit point instead.
Turn Resistance: Vampire Lieutenant has advantage on saving throws against effects that turn undead.
Wight
Medium undead, neutral evil
Armor Class: 15 (natural armor) Hit Points: 45 (6d8 + 18) Speed: 30 ft.
STR: 15 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2)
Saving Throws: Wis +3, Cha +4 Skills: Perception +3, Stealth +4 Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Senses: darkvision 60 ft., passive Perception 13 Languages: Common Challenge: 4 (1,100 XP)
Traits: Undead Fortitude: If damage reduces the wight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the wight drops to 1 hit point instead.
Actions: Multiattack: The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage, or 8 (1d10 + 2) slashing damage if used with two hands.
Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Life Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Bonus Actions: Furious Assault: The wight makes a longsword attack against a creature within 5 feet. If the attack hits, the target takes an additional 5 (1d6 + 2) slashing damage.
Reactions: Dark Retaliation: When the wight is hit by a melee attack, it can use its reaction to make a longsword attack against the attacker.
Villain Actions (1/round):
Grasping Shadows: The wight summons shadowy tendrils from the ground in a 15-foot radius centered on itself. Each creature in that area must succeed on a DC 13 Dexterity saving throw or be restrained by the tendrils. A restrained creature can use its action to make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check to break free. The tendrils last until the start of the wight's next turn.
Soul Siphon: The wight chooses one creature it can see within 30 feet that has its hit point maximum reduced by its Life Drain. The target must succeed on a DC 13 Wisdom saving throw or take 9 (2d8) necrotic damage, and the wight regains hit points equal to the damage dealt.