The Black Tower of Kalarel the Vile (Part III)
These continue to be my notes from prep for my FLGS campaign. We take anyone that wants to play, every other Saturday nights. We took as the big bad Kalarel the Vile, as described by Matt Coleville on his Running the Game series. I’ve been able to bring some new players into some of the more obvious tropes of Dungeons and Dragons, and now we're bringing it home.
[[This only goes up to the end of the first level. That’s how far my group has come, and I don’t want to spoil it.]]
I like to use AI as a tool. In the age of Chat GPT and Midjourney, I'm able to develop and share quickly and easily the preparation for these games, my notes and how I imagined the scene might look. Not interested in arguing about it. Enjoy.
Wouldn’t it be great if this WAS my set up? Nope, it’s Midjourney.
15) Study:
The party enters a small, dimly lit room with shelves of ancient tomes and scrolls, all covered in a thick layer of dust. The walls are a macabre tableau, made up of the contorted forms of the deceased, their silent agony a testament to the horrors that once took place here. In one corner, a spectral figure hunches over a desk, ceaselessly writing in an indecipherable language, seemingly lost in its eternal task. A cluttered alchemical laboratory occupies another corner of the room, its various instruments and flasks untouched by time, yet seemingly abandoned.
Trap, Acid Spray: As a character passes by a set of alchemical flasks, they accidentally trigger a pressure plate, releasing a spray of caustic acid from hidden nozzles in the walls. Characters in the area must make a Dexterity saving throw (DC 15) or take 3d6 acid damage.
Detection: A character must succeed on a DC 15 Wisdom (Perception) check to notice the tripwire and hidden vents in the room.
Disarm: To disarm the trap, a character must succeed on a DC 20 Dexterity (Thieves' Tools) check to carefully disable the mechanism without releasing the gas.
16) Desecrated Shrine:
The Desecrated Shrine
The party enters a desolate room that once served as a holy shrine to a forgotten deity. The once-revered symbols and icons have been cruelly defaced and replaced with sinister, profane markings. A feeling of despair and corruption hangs heavy in the air. Near the desecrated altar, a wight hovers ominously, murmuring dark secrets that seem to seep into the very walls of the chamber.
The wight attacks immediately. No one is surprised in this battle.
Treasure:
Hidden among the tarnished relics and debris, the party may discover on a successful DC 18 Wisdom (Perception) roll or a successful DC 15 Investigation check a small, locked wooden chest (DC 15 Dexterity check with thieves' tools to unlock). Inside, they find the following items:
A beautifully crafted silver holy symbol of the forgotten deity, worth 150 gp
A potion of greater healing
A scroll of protection from evil and good
50 gold pieces and an assortment of semi-precious gemstones worth a total of 100 g
17) Library:
As the party steps into the room, they find themselves surrounded by rotting books and crumbling scrolls, all haphazardly strewn about the area. The walls continue to be a macabre tapestry of corpses and bones, creating an unsettling atmosphere. The ceiling is shrouded in darkness.
A shadow lies in wait on the ceiling
A shadow lies in wait on the ceiling, ready to swoop down and attack the party should they venture too close or spend too much time in the room.
Amidst the decaying texts, the party may find a tome that contains the ritual needed to solve the puzzle in room 10. However, the tome is written in an ancient, forgotten language that must be deciphered in order to glean any useful information.
Skill Challenge: Deciphering the Tome
Objective: The party must decipher the archaic and cryptic text of the tome to uncover the instructions for the ritual that reveals the Giant Bone Golem's weakness. They need to achieve 5 successes before accumulating 3 failures.
Critical Success: On a natural 20, the player's exceptional understanding of the text grants advantage to the next player's skill check in the challenge.
Critical Failure: On a natural 1, the player's misunderstanding of the text creates confusion, granting disadvantage to the next player's skill check in the challenge.
Possible Skills and DCs:
Arcana (DC 15): The player attempts to recognize any arcane symbols or references within the text, relating them to known magical practices.
History (DC 14): The player tries to draw upon their knowledge of ancient rituals and practices to understand the context of the instructions.
Religion (DC 14): The player searches for any religious symbolism or connections that might provide clues to understanding the ritual.
Investigation (DC 15): The player carefully analyzes the structure and patterns within the text, looking for hidden meanings or clues.
Insight (DC 16): The player uses their intuition and understanding of human nature to interpret the cryptic language and uncover the true meaning behind the words.
Success: If the party achieves 5 successes before 3 failures, they successfully decipher the tome and uncover the instructions for the ritual that reveals the Giant Bone Golem's hidden weakness.
Failure: If the party accumulates 3 failures before achieving 5 successes, they fail to decipher the tome. As a consequence, they may have to face the Giant Bone Golem without the knowledge of its weakness, making the encounter more challenging.
Alternatively, a character can use a spell such as Comprehend Languages to decipher the text.
In the ancient tome, the players find the following cryptic text:
"Upon yon altar, hark, the pact be wrought,
With edge of iron, essence of life be sought.
Each living soul, a crimson tithe must pay,
In chalice gilt, life's sanguine pool to lay.
An oath of blood, recited in tongue arcane,
Proclaim the words, the secrets to unchain:
'In vitae veritas, per sanguinem scientiam,
Per mortem, clavis ad umbrarum dominium.'
Perform the rite, the knowledge to unveil,
Beware, for in error, the path shall fail.
The key of shadows, the way to power,
In this dark hour, the truth shall flower."
Deciphered instructions for the ritual:
Use an iron-edged ceremonial dagger to draw a small amount of blood from each party member (line 2).
Collect the blood in a gilt chalice (lines 3-4).
Recite the chant in an ancient arcane tongue, which translates to: "In life, truth; through blood, knowledge; through death, the key to the realm of shadows" (lines 5-6).
If the ritual is performed incorrectly, the players will not receive the valuable information about the Giant Bone Golem's weaknesses, making the upcoming battle more difficult.
Once the ritual is performed correctly, the party learns that the Giant Bone Golem has a hidden weakness: It is particularly susceptible to radiant damage. Furthermore, they discover that the Golem's animating force is held within a series of enchanted bone fragments embedded in its body. If these fragments are targeted and struck with radiant energy, the Golem will suffer from reduced combat effectiveness, making it easier for the party to defeat.
18) Ritual Room Puzzle:
As you enter this dimly lit room, a pervasive sense of unease washes over you. The air is heavy with the scent of dried blood, and the unsettling atmosphere chills you to the bone. A large, blood-stained altar commands the center of the room, surrounded by scattered ritual implements that include a ceremonial dagger, a chalice, and an ancient, worn tome. The walls, composed of the mangled forms of the deceased, seem to watch you closely as you take in the gruesome scene before you.
Goal: The party must successfully perform a specific ritual to unlock valuable information about the Giant Bone Golem's weaknesses.
Puzzle: The ancient tome found in the library contains instructions for the ritual, but it is written in a combination of an old dialect and cryptic symbols. The players must decipher the text to understand the ritual steps, which involve using the ceremonial dagger to draw a small amount of blood from each party member, filling the chalice with the blood, and reciting a specific chant. A successful Intelligence (Arcana) check or using a spell such as Comprehend Languages may help with deciphering the text.
Consequence: If the party fails to perform the ritual correctly, they won't obtain the valuable information about the Giant Bone Golem's weaknesses. This will make the upcoming battle more difficult.
Reward: If the party succeeds in performing the ritual, they receive the knowledge of the Giant Bone Golem's vulnerabilities (such as its vulnerability to bludgeoning damage) and any other helpful tactics to use against it. This will give them an advantage in the upcoming battle against the formidable foe.
19) Bone Prison:
The party enters a chilling chamber, where the very walls and bars of the prison cell are made entirely of bones. The floor is strewn with the grisly remains of former inmates, a testament to the horrors endured in this place. The air is thick with the stench of rot and despair, and as they explore further, distant wails of the damned echo through the halls, sending shivers down their spines.
Trap: Necrotic Burst: As the characters approach the wall of the cell, they inadvertently trigger a magical rune etched on one of them. The rune unleashes a burst of necrotic energy, dealing 3d8 necrotic damage to all characters within a 15-foot radius. Characters can make a Constitution saving throw (DC 15) to take half damage.
20) Golem Room:
As the party steps into this once-magnificent chamber, they are confronted by a hulking, skeletal figure standing guard before a set of stairs leading to the next level of the tower. The walls, formed from the twisted and contorted forms of thousands of corpses and skeletons, seem to come alive as the golem awakens, as if the very essence of the tower itself is focused on preventing the party from ascending. The air is charged with dark energy, and the ground beneath their feet trembles in anticipation of the battle to come.
Environmental Effects
On initiative 20, one of the following environmental effects can be triggered:
Bone Spikes: Sharp bone spikes protrude from the walls, ceiling, and floor of the room. Characters who are pushed or knocked into them must make a DC 15 Dexterity saving throw or take 1d6 piercing damage.
Dark Energy: The room is suffused with dark energy, making it difficult for the party to focus. At the start of each character's turn, they must make a DC 12 Wisdom saving throw. On a failure, they have disadvantage on the first attack roll they make that turn.
Giant Bone Golem
Large Construct
AC: 14 (natural armor)
HP: 90 (12d10 + 24)
Speed: 30 ft.
Str: 18 (+4) Dex: 10 (+0) Con: 14 (+2)Int: 3 (-4) Wis: 8 (-1) Cha: 1 (-5)
Saving Throws: STR +7, CON +5
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Vulnerabilities:
Radiant Susceptibility: The Giant Bone Golem is vulnerable to radiant damage. When the golem takes radiant damage, it takes double the amount of damage rolled.
Enchanted Bone Fragments: The golem's animating force is held within a series of enchanted bone fragments embedded in its body. The fragments have an AC of 12 and 10 hit points each. When a fragment is reduced to 0 hit points, it is destroyed, and the golem suffers one of the following effects:
Reduced Movement: The golem's speed is reduced by 10 feet.
Weakened Slam: The damage of the golem's slam attack is reduced by 1d8.
Hindered Bone Barrage: The recharge rate of the golem's Bone Barrage is changed to 6 instead of 5-6.
The effects are cumulative, and each destroyed fragment imposes a different effect. If all three fragments are destroyed, the golem's combat effectiveness is significantly reduced, making it easier for the party to defeat.
Senses: darkvision 60 ft., passive Perception 9
Languages: understands Common but cannot speak
Challenge: 6 (2,300 XP)
Actions:
Multiattack: The Giant Bone Golem makes two slam attacks.
Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Bone Barrage (Recharge 5-6): The golem launches a barrage of bone shards at all creatures within a 30-foot cone. Each creature must make a DC 14 Dexterity saving throw, taking 11 (2d10) piercing damage on a failed save, or half as much damage on a successful one.
Nem-set
Medium humanoid (human), neutral evil
Armor Class: 13 (16 with mage armor)
Hit Points: 40 (9d8)
Speed: 30 ft.
STR: 9 (-1) DEX: 14 (+2) CON: 10 (+0)
INT: 17 (+3) WIS: 12 (+1) CHA: 11 (+0)
Saving Throws: Int +6, Wis +4
Skills: Arcana +6, History +6, Insight +4
Senses: passive Perception 11
Languages: Common, Draconic, Elvish, Infernal
Challenge: 4 (1,100 XP)
Actions:
Multitask: Nem-set makes two attacks with his chill touch cantrip.
Chill Touch: Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 2d8 necrotic damage and the target can't regain hit points until the start of Nem-set's next turn.
Spellcasting: Nem-set is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, prestidigitation, ray of frost
1st level (4 slots): mage armor, magic missile, ray of sickness, shield
2nd level (3 slots): blindness/deafness, hold person, misty step
3rd level (3 slots): animate dead, counterspell, dispel magic
4th level (1 slot): blight
Tactics:
Round 1: Nem-set casts mage armor on himself (if not already active) and moves to a more strategic position, preferably with cover. If he is not surprised, he casts magic missile on the strongest looking PC.
Round 2: Casts hold person on the most threatening-looking melee combatant, attempting to lock them in place and hinder the party's offensive capabilities.
Round 3: If the PCs are bunched up, Nem-set casts blight on the largest group of PCs. Otherwise, he casts ray of sickness on the most injured PC, hoping to weaken them further.
Round 4: If any spellcasters in the party are causing significant problems, Nem-set uses counterspell or dispel magic to hinder their spellcasting.
ound 5: If Nem-set's health is below 50%, he casts misty step to move away from the combat area and retreat, unwilling to die for Kalarel's ambitions.
Nem-set's primary goal is to hinder the PCs and buy time for Kalarel's plans. He will avoid direct combat as much as possible, using his spells to control the battlefield and weaken the party. If he realizes the battle is turning against him, he won't hesitate to escape and regroup for a future encounter.