The Black Tower of Kalarel the Vile (Part V)

These continue to be my notes from prep for my FLGS campaign. We take anyone that wants to play, every other Saturday night. Our big bad is Kalarel the Vile, as described by Matt Coleville on his Running the Game series. We started in a tavern, because that’s what you do, and we played out some of the more obvious tropes of Dungeons and Dragons. This is the endgame.

This level is basically how I envisioned the final battle with Kalarel as described by Coleville, back when I was mowing my lawn listening to his YouTube channel. Here’s my table map, in charcoal and acrylic:

My hand-drawn masterpiece, with a couple of digital enhancements.

Please note - 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.

Tower Roof

You emerge onto a broken, uneven surface that undulates subtly beneath your feet, a macabre tapestry of stone and writhing, grasping undead. The ground itself seems to hunger for your life force. Just above, a section of the tower floats, shrouded in the ominous darkness, tethered to your platform by thick, black chains.

As you navigate the treacherous terrain, shadowy figures detach themselves from the darkness around you. A ghastly commander, draped in tattered vestments of nobility, directs his monstrous hound and three shadow demons in your direction. The only light is the faint, eerie glow reflected in their eyes, creating an eerie tableau of flickering points of light in the oppressive gloom.

 

Grasping Terrain

The tower roof is broken stone and animated corpses. Every square is difficult terrain, and when stopping on the tower roof, each PC must must succeed on a DC 14 Dexterity saving throw or be grabbed by the grasping undead embedded within the roof. Characters who fail this save become restrained and suffer 1d4 necrotic damage at the beginning of each of their turns, as the undead drains their life force. To break free from the undead's grasp, the restrained character can make a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check as an action on their turn.

Encounter 1: Death's Sentinels

  • 3 Shadow Demons

  • 1 Wight Commander

  • 1 Undead Hound


    Climbing the Chains: The chains leading to the next platform above are slick with some unnameable ichor, pulsing with a malignant energy. You can feel the power of Malych coursing through them, threatening to unbalance you as you ascend.

 

As you reach the second platform, you see four ghouls gnashing their teeth in anticipation. A mummy lord, wrapped in ancient, rotting bandages, extends its hands towards you in a threatening gesture, and two undead hounds growl a chilling, echoing warning.

 

Encounter 2: Guardians of the Abyss

·        4 Ghouls

·        1 Mummy Priest

·        2 Undead Hounds

 

This floating platform is chained in turn to another floating platform, only slightly above and next to this one. On that platform, Kalarel the Vile performs a ritual  before a portal reinforced by the corpse-laden black stone of the tower.

 

Final Encounter: Portal to the Abyss

 

Ahead, at the far end of the platform, Kalarel the Vile is bathed in a sickly green light that emanates from a swirling portal. His chants echo across the platform, a symphony of discordant, guttural sounds that scrape against your senses. The portal pulsates in time with his words, the corpse-laden black stone around it seeming to feed the growing power of the gate to the Abyss. The fate of your world rests in your hands.

 

Kalarel the Vile

Medium Human, Neutral Evil

Armor Class: 18 (scale mail, shield)

Hit Points: 150 (20d8 + 60)

Speed: 30 ft.

STR 16 (+3)       DEX 14 (+2)     CON 16 (+3)       INT 14 (+2)        WIS 18 (+4)      CHA 16 (+3)

Saving Throws: WIS +9, CHA +8

Skills: Insight +9, Religion +7

Damage Resistance: Necrotic

Damage Immunity: Poison

Condition Immunity: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

 

Traits:

  • Spellcasting: Kalarel is a 10th level spellcaster, a cleric for Malych, a god of undeath, famine, pestilence, and decay:

    • Cantrips: Thaumaturgy, Spare the Dying, Inflict Wounds, Toll the Dead, Sacred Flame

    • 1st Level [4]: Inflict Wounds, Cure Wounds (reversed), False Life, Ray of Sickness

    • 2nd Level [3]: Blindness/Deafness, Silence, Ray of Enfeeblement, Gentle Repose (reversed)

    • 3rd Level [3]: Animate Dead, Feign Death, Bestow Curse, Remove Curse (reversed)

    • 4th Level [3]: Blight, Death Ward, Confusion, Stinking Cloud

    • 5th Level [2]: Raise Dead (reversed), Contagion, Flame Strike, Cloudkill

 

Actions:

  • Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

  • Touch of Death. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage.

  • Animate Dead. Kalarel animates a single Medium or Small humanoid corpse within 60 ft. as a zombie under his control.

  • Command Undead (1/day). Kalarel commands all undead creatures within 60 ft. to obey his commands. Undead creatures are immune to this effect if they have an Intelligence of 6 or higher.

  • Domain Spell (1/day). Kalarel casts a spell from his cleric domain as a 5th-level spell.

    Legendary Actions: Kalarel can take 3 legendary actions per round, choosing from the options below. He can only use one legendary action option per turn.

  • Move. Kalarel moves up to his speed without provoking opportunity attacks.

  • Touch of Death (Costs 2 Actions). Kalarel makes a touch of death attack.

  • Summoning. Kalarel summons 2d6 skeletons or zombies to fight by his side. These undead minions last until they are destroyed or until the end of the encounter.

Environmental Challenge: The Portal

The roof of the tower is a chaotic, unstable environment with a large portal to the abyss open in the center. The portal is trying to pull creatures and objects towards it, and any creature within 10 ft. of the portal must make a Dexterity saving throw (DC 15) each turn or be pulled 5 ft. closer. In addition, creatures within 30 ft. of the portal are subject to a suggestion effect, which compels them to jump into the portal.

 

Tactics

 Round 1:

  • Kalarel will begin by casting "Blight" on the closest character. This spell requires a Constitution saving throw, with a DC equal to 10 + Kalarel's spellcasting ability modifier (likely Wisdom). On a failed save, the character takes 8d8 necrotic damage.

  • If the characters are doing well, Kalarel may use his Legendary Actions to cast "Inflict Wounds" on a different character. This spell requires a Wisdom saving throw, with a DC equal to 10 + Kalarel's spellcasting ability modifier (likely Wisdom). On a failed save, the character takes 5d10 necrotic damage.

Round 2:

  • Kalarel will cast "Animate Dead" to bring back any fallen skeletons from the previous level.

  • If the characters are doing badly, Kalarel may use his legendary action to cast "Cause Fear" on the character closest to the portal. This spell requires a Wisdom saving throw, with a DC equal to 10 + Kalarel's spellcasting ability modifier (likely Wisdom). On a failed save, the character becomes frightened and must move away from Kalarel as quickly as possible.

Round 3:

  • Kalarel will use his "Turn Undead" ability to try and control any undead minions that have not yet been defeated. This ability has a range of 30 feet and requires a Wisdom saving throw, with a DC equal to 10 + Kalarel's spellcasting ability modifier (likely Wisdom). On a failed save, the undead must fall under Kalarel's control.

  • If the characters are doing well, Kalarel may use his legendary action to cast "Blight" on a different character.

Round 4:

  • Kalarel will cast "Hold Person" on the character closest to the portal. This spell requires a Wisdom saving throw, with a DC equal to 10 + Kalarel's spellcasting ability modifier (likely Wisdom). On a failed save, the character is paralyzed.

  • If the characters are doing badly, Kalarel may use his legendary action to cast "Inflict Wounds" on a different character.

Round 5:

  • Kalarel will use his "Turn Undead" ability to try and control any undead minions that have not yet been defeated.

  • If the characters are doing well, Kalarel may use his legendary action to cast "Blight" on a different character.

Round 6:

  • Kalarel will cast "Animate Dead" to bring back any fallen skeletons from the previous level.

  • If the characters are doing badly, Kalarel may use his legendary action to cast "Cause Fear" on the character closest to the portal.

Round 7:

  • Kalarel will use his "Turn Undead" ability to try and control any undead minions that have not yet been defeated.

  • If the characters are doing well, Kalarel may use his legendary action to cast "Blight" on a different character.

Round 8:

  • Kalarel will cast "Hold Person" on the character closest to the portal.

  • If the characters are doing badly, Kalarel may use his legendary action to cast "Inflict Wounds" on a different character.

Round 9:

  • Kalarel will use his "Turn Undead" ability to try and control any undead minions that have not yet been defeated.

  • If the characters are doing well, Kalarel may use his legendary action to cast "Blight" on a different character.

  • If the adventurers are doing badly: Kalarel may continue the ritual, causing the portal to become more difficult to destroy.

Round 10:

  • If the adventurers are doing well: Kalarel may cast "Raise Dead" to resurrect any fallen undead minions and bring them back into the battle.

  • If the adventurers are doing badly: Kalarel may cast "Circle of Death" to deal damage to all creatures within a 60-foot radius, including the adventurers.

 After Round 10

If Kalarel is still alive, and the portal is still standing after ten rounds of combat, Kalarel wins. The portal glows like a miniature star as Malych speaks from beyond the portal’s bounds: “Even this magnificent monument to undeath is not strong enough to free me, My good servant. Still, you have given me much. Here is a reward.”

The god of famine and undeath reaches out a skeletal hand and snatches a shadow dragon out of the penumbra of the shadow realm, whose eyes glow with domination when Malych presents it as a gift to his cleric. Kalarel mounts the shadow dragon as Malych withdraws into the now-crumbling portal.

Kalarel flies away, mad with his victory, and more determined than ever to free his master from the Abyss. Behind him, his sacrifice crumbles, no longer needed. Skip to Fleeing the Tower.

If Kalarel is Defeated

Read aloud: As the last blow is dealt to Kalarel, his body writhes in agony and his eyes turn black. You see a dark energy flowing out from him and spreading across the unstable roof, causing it to crumble and shake even more violently. The portal at the center of the roof begins to flicker and sputter, as the power that had been sustaining it starts to fade away. You can feel a sudden gust of wind coming from the portal, and you see dark shapes starting to emerge from it.

As you look closer, you realize that the shapes are the outlines of skeletal warriors, ghouls, and other undead monstrosities, all pouring forth from the abyss in an unending tide. The air grows thick with the stench of decay and death, and you can hear the sound of bone scraping against stone as the horde advances towards you.

But just as it seems that all is lost, there is a sudden burst of light as the portal collapses in on itself, sending out a shockwave that knocks you off your feet. You hear a chorus of screams from the undead horde, and as you look up, you see them dissolving into nothingness, as if they were never really there.

The tower shudders one final time, and then everything goes still. The darkness and corruption that had been hanging over the area like a pall seem to lift, and you feel a sense of peace settling over the land. You have succeeded in your quest, and put an end to the darkness that threatened to engulf the world.

Then the ground beneath your feet begins to tremble violently. The portal's destruction has triggered a chain reaction, and the entire tower is collapsing around you. You hear the groans and clattering of stones, and see clouds of dust and debris. If you don't escape now, you'll be buried alive.

 

Fleeing the Tower

As the PCs start to flee the tower, they face a series of skill challenges to avoid being crushed or trapped.

The PCs start with a base time of 10 minutes to escape the tower. Each successful skill check shaves off a minute, potentially more with successful aid rolls. The tower is going to collapse in 7 minutes. If the PCs' adjusted time exceeds 7 minutes, they are caught in the collapse and must make individual Constitution saving throws to see who survives.

Aiding Another: PCs may choose to aid another in their skill checks. They must succeed on a DC: 10 check of the same skill being used for the challenge. If they succeed, they add 2 minutes to the time saved by the group's success on that challenge. If they fail, they subtract 1 minute from the time saved by the group's success on that challenge. Multiple aid rolls are allowed for each challenge.

 

  • Leaping Over Gaps DC: 14 - As the PCs run down a staircase, they encounter a series of gaps in the stairs and crumbling sections. They must make a group Dexterity (Acrobatics) check DC: 14 to leap over each one. Success shaves off one minute from their escape time. Failure means they trip and lose some momentum, adding no time benefit.

  • Dodging Falling Debris DC: 15 - The upper levels of the tower are crumbling around the PCs as they descend, forcing them to dodge falling debris. They must make a group Strength (Athletics) check DC: 15 to push through the debris and stay on course. Success means they manage to keep their pace, shaving off one minute from their escape time. Failure means they are slowed by falling rubble and each PC loses 1d6 hit points from falling debris, with no time benefit.

  • Balancing on Crumbling Rafters DC: 17 - As the PCs near the ground level, they must cross a room filled with unstable rafters and broken floors. They must make a group Dexterity (Acrobatics) check DC: 17 to keep their balance as they navigate the treacherous terrain. Success shaves off one minute from their escape time. Failure means they fall through a broken floor, and each PC takes 2d6 falling damage, with no time benefit.

  • Climbing up to an Escape Hatch DC: 16- The main entrance is blocked by a pile of rubble, so the PCs must climb up to an escape hatch in the ceiling. They must make a group Strength (Athletics) check DC: 16 to push aside a heavy stone blocking the hatch. Success shaves off one minute from their escape time. Failure means they waste time struggling with the stone, with no time benefit.


    If the PCs are at fewer than three successes:

  • Outrunning the Final Collapse DC: 18 - As the PCs reach the hatch, they hear a deafening roar as the remaining sections of the tower collapse around them. They must each make a Constitution saving throw DC: 18 to push themselves to their limits and outrun the final destruction. Success means they have found a way out. Failure means they are caught in the collapse and must make Dexterity saving throws or be buried alive.

 

Wight Commander

Medium Undead

Neutral Evil

Armor Class: 14 (Chain Shirt)

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

Skills: Perception +3

Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Sebnses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 3 (700 XP)

TRAITS:

  • Sunlight Sensitivity: While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

  • 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.

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: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

  • 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 creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

  • Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Shadow Demon

Medium Fiend (demon)

Chaotic Evil

Armor Class: 13

Hit Points: 66 (12d8 + 12)

Speed: 30 ft., fly 30 ft.

STR: 1 (-5) DEX: 17 (+3) CON: 12 (+1)

INT: 14 (+2) WIS: 13 (+1) CHA: 14 (+2)

Skills: Stealth +8

Damage Resistances: acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: cold, lightning, poison

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 120 ft., passive Perception 11

Languages: Abyssal, telepathy 120 ft.

Challenge: 4 (1,100 XP)

TRAITS

  • Shadow Stealth: While in dim light or darkness, the demon can take the Hide action as a bonus action.

 Actions:

  • Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) psychic damage. If the shadow demon is in dim light or darkness, it has advantage on the attack roll.

  • Shadow Stealth: While in dim light or darkness, the shadow demon can take the Hide action as a bonus action. Its stealth bonus is also improved to +6 in these conditions.

Undead Hound

Medium Undead

Neutral Evil

Armor Class: 12

Hit Points: 22 (4d8 + 4)

Speed: 40 ft.

STR: 14 (+2) DEX: 14 (+2) CON: 13 (+1)

INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2)

Skills: Perception +3, Stealth +4

Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Senses: darkvision 60 ft., passive Perception 13

Languages: —

Challenge: 1 (200 XP)

TRAITS:

  • Keen Hearing and Smell: The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

 Actions:

  • Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours.

  • Infectious Howl: The undead hound releases a chilling howl. Each creature within 30 feet of the hound that can hear it must succeed on a DC 10 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hound's Howl for the next 24 hours.

Mummy Priest

Medium Undead

Lawful Evil

Armor Class: 14 (Natural Armor)

Hit Points: 68 (8d8 + 32)

Speed: 20 ft.

STR: 16 (+3) DEX: 8 (-1) CON: 18 (+4)

INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3)

Saving Throws: Wis +6, Cha +6

Damage Vulnerabilities: Fire

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Necrotic, Poison

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Darkvision 60 ft., Passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1,800 XP)

TRAITS:

Undead Nature: A mummy doesn't require air, food, drink, or sleep.

 Actions:

  • Multiattack: The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

    • Rotting Fist: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

    • Dreadful Glare: The Mummy Priest targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 14 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

  • Blasphemous Word (Recharge 5-6): The Mummy Priest utters a blasphemous word. Each non-undead creature within 10 feet of the mummy must succeed on a DC 14 Constitution saving throw or be stunned until the end of the mummy's next turn.





 

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The Pantheon: Nerinmubnasser, Cleric of Mak-shen