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baron arem heshvaun wrote:
NASA's still getting funding? Yay!
So only people who oppose Clinton politically would criticize her?
I know you said "largely" as in "not all" but that still sounds like you'd paint most (if not all) the naysayers with the same brush, more or less.
I would not be surprised if a comparable list of Clinton dishonesty would be dismissed as being unfounded (or worse, conspiracy theories), or coming from an unreliable source.
Yet a lot of people do not seem to trust Hillary Clinton all that much. Now why is that a thing? I know you like being confrontational Scott, but that does not make you "win" a debate.
I am a dude from Finland who really doesn't have any say in the US elections, but from what I have seen and heard, there are good people and terrible people on both sides of the debate.
Saying only one side has total monopoly on all the nation's wrongs (let alone all evils in the world) is not only intellectually dishonest, but also insulting to all the people who stand by their beliefs without being terrible to others.
Part of me suspects that I'm going to regret posting here, but for now, I stand by what I said, and am willing to give people the benefit of the doubt regardless of their stance. If that is a ludicrous view to have in your opinion, that's not my problem.
And a post from behind the scenes.
The Musings of a DM:
So, Maeve's player has not been able to rejoin the party (yet), though she might have some time in the near future according to her own words. For the time being, Maeve is chasing the second Dark Rider and kicking ass with her new Nature Warden levels, so she isn't behind the party in levels if she does come back.
I had to change a thing or two in Wake of the Watcher to keep things interesting. One of the Skum still had a shred of sanity left, and tried to help the party a bit before taking a chance to get the hell out of the caves near the end.
The Dark Young of Shub-Niggurath spawned earlier due to Antonio Counter-Songing the chanting of the Mi-Go and the humming of their machinery. Even without having another fight in-between the encounter, the monster did pose a serious threat if it had a chance to get the Fighter/Bard out of the way.
Also, due to the Order of the Palatine Eye having a direct agent linked to the PCs, I figured the Mayor got a better ending than on print. However, since Antonio (and the others) forgot to pack the other brains along, those are probably still in their jars under the lake. I don't know if they'd stay down, or start to slowly rise up to the surface.
Lastly, I never bothered with the Sanity checks. I had a lengthy discussion about the topic with my players, and we all agreed that if the campaign WANTED to make use of such, they should have been introduced from the get-go. After seeing ghosts, zombies, skeletons, werewolves, and many other horrors, the tentacular brainfarts of Lovecraft aren't THAT horrifying in comparison.
I made only one Sanity check for the players, and that's when they saw Shub-Niggurath attempting to enter their plane of existence. They all succeeded, though they were understandably a tad shaken in-character regardless, though Antonio was quick to make a taunting quip at it, as he often tends to do.
I have been having fun running this campaign. I hope I get to introduce the character-specific side-quests soon, so I can tie up some loose ends.
So, between being busy and exhausted, I have not updated in a while, but we recently wrapped up Wake of the Watcher.
Wake of the Watcher Part 3:
After finding some fishy business going on in the local church in Illmarsh, the heroes are tasked by the mayor to investigate the seemingly abandoned house of the local nobility, the mansion of House Undiomede.
While traveling there, the heroes ran into a gorgon, which managed to petrify Dampérenovich temporarily before being cut down. They then walked inside, tricking the Marsh Giant guarding the area before swiftly moving to deal with the rest of the cultists in the building.
Much to their shock, Albor Voltiaro's battle was interrupted by his head exploding into a mass of writhing tentacles, but the spawning abomination was slain by them nontheless. Rescuing the baby that the cultists had kidnapped and finding out that the villagers seem to have made some sort of pact with the local skum (while also clearing through a skum tunnel beneath the mansion), they return to Illmarsh only to find that the mayor, along with a few other people, have disappeared.
Antonio is soon given a new deal by the sheriff, who promised to pay him if the mayor is unable to do so. The heroes then consult Horace Croon, who mentions having just finished up his submersible not too long ago. He offers to help by letting the four use it, since the village's safety (and more) might be at stake.
Taking the submersible down, the group was ambushed by Dhauggota, but the monster was forced to retreat after repeated stabbings from Antonio left it badly injured. The skum scouting the area didn't spot the submersible (rolled bad Perceptions all around), while the party soon found the hidden entrance, choosing to enter the tunnels from there.
Fighting their way through Mi-go and Skum troops alike, the heroes then confronted the heretical head priest of the fishfolk before finding a few more Mi-go to cut down. Picking up a relic of Pharasma's church, they then found the brains of the lost villagers in some alien containers, including that of the Mayor. While some were begging for death and others waiting to be taken away, Antonio decided to take the Mayor's head along in hopes of restoring his body and mind later.
The heroes then stepped into the domed lab of the Mi-go, where they were soon confronted by the Dark Young of Shub-Niggurath. The creature's powerful abilities, its high AC and Malthazar's horrid luck with attack rolls made it a long and grueling fight, but the heroes ultimately prevailed, foiling Shub-Niggurath's attempt at entering the Material Plane. The four then returned to the surface with treasures in tow, including the stolen Seasage Effigy as well as the information they were seeking; One of the two Dark Riders is dead, while the other is heading to Caliphas.
Sotiria, as a representative of both the Church of Pharasma as well as the Esoteric Order of the Palatine Eye, promised that she'd find a way to restore the Mayor's body and sanity, making well on that promise before offering to hire Antonio to help the rest of the crew in stopping the Whispering Way's plot. She also granted honorary membership in the Order to Dampé and Celeste, as the two had requested it earlier. However, she made it clear that they will not be instantly given rights beyond those of an acolyte, and there was still much more work to be done...
So, I had to condense this to a larger recap due to passing by a few earlier ones, and because I might not be able to give one in a while. I do not have the last two books of the adventure path (yet), and there are some other issues that need addressing. Mostly of the IRL issue variety, but also some party composition issues along the lines of "when can I get everyone under the same roof on time" and such.
The campaign has been advancing in a relatively straight-forward manner.
Wake of the Watcher Part 2:
When we last left off, the heroes had arrived at Illmarsh to hear dire tidings. People have been disappearing, and the Dark Rider is nowhere in sight. The only good news is that the Whispering Way's agent couldn't have gotten any further, as the town is more or less a dead end due to the local wilds being impossible to pass through unless you had a flying mount.
Due to the strange occurences in town and the local church's failure to respond to them, the mayor asks the heroes to help him out, taking down the clergy so he can have more of a say in how the town should be run, and also in finding out just what exactly is going on behind the scenes. When they arrive, the lobby is empty aside from an extravagantly dressed man named Antonio Romano, who informed them that he's at the church at the behest of the mayor. He had been promised a reward for helping out with local issues (and keeping an eye on these strange folks coming down from Thrushmoor), deciding to join the group due to mutual interests.
Malthazar, Celeste and Dampérenovich explained the scope of the situation to Antonio, the Whispering Way's plot and the fact that a man working for them happened to get into the town itself. Afterwards, the four teamed up to investigate the church itself, where they were met with hostility from the local clergy. Beating them down, they soon found out that what appeared to be a church of Gozreh was actually a temple of Dagon, a demon lord of the seas. They soon confronted Caleb Voltiaro, one of the cult heads and defeated him, finding signs of a disturbing deal between the locals and some type of fish people in town after also slaying the local guardian chuul, the Scion of the Sea.
Before they left, the group split up in two to investigate. Malthazar and Antonio found a young couple of locals (Rufus and Irma), whom Malthazar explained the situation to after calming them down. They told that they had given their child away to the cult, as was the tradition in town. While at first in disbelief of the truth, they realized what had been done and broke down, asking that the four get their child back. Meanwhile, Celeste and Dampérenovich found a room with headless corpses, an unusual sight which almost proved their undoing, as a few worm-like monsters jumped at them. The duo cut them down, noticing something very wrong with them and informing the other two of them before leaving.
With all that they had found out, the four consulted the mayor once more, and he said that the house of the local nobility might yield more answers since the odd happenings at the church seemed to answer none of the current ones while also raising a few more questions of its own. The session ended with the heroes getting ready to enter the nearly decrepit House of Undiomede.
We had the third session today, but I'll have to do that recap a bit later.
Better late than never, I guess.
Wake of the Watcher Part 1:
Chasing one of the Dark Riders to the town of Thrushmoor, the party is warned to be careful on their journey by a slightly more openly talkative local. Both the town and nearby Illmarsh (where one of the two Riders seems to have gone) were said to be the type of places that don't take kindly to strangers, and were implied to be holding some dark secrets underneath them. After realizing this, they try to continue the chase as quickly as they could, only to find themselves getting ambushed at the local livery stable, as the owner (Clanartus Viliras) turned out to be a Whispering Way agent. Despite him and his two ghoul lackeys having the element of surprise (and giving Dampé a nasty stab with his dagger), all three were quickly dispatched by the heroes, who went onward towards Illmarsh.
On the way there, they ran into an unusual scene by the lakeside. An aged man was on a raft with a strange device, ready to crash into the rocks as the waves had gotten the better of his vessel. They rescued the man and his works, and he introduced himself as Horace Croon, a local workshop owner and scientist of sorts (Amusingly enough, the players called him either Horus or Horatio since his real name was apparently too outlandish). He told the players to tread lightly, and had little to say about the Dark Rider itself, as he was focused on his invention for the most part.
The heroes made their way into the town itself, where the locals were kind of gruff and distant, as well as having an oddly fish-like pallor to them. Their investigations soon led the four into the mayor's office, where they quickly used a mix of Diplomacy and Sense Motive to find out that the town did indeed have a few skeletons in its closet, which mostly traced over to the local church and the associated noble house. The mayor asks the player characters to find out why locals have been disappearing, as it may have a link with the poor fortune the village has been having in general.
While they took up the task, the heroes did not immediately set foot into the Hall of the Recondite Order of the Indomitable Sea (as in, the local church) as something began to stir at the docks. An overly large octopus, infuriated by something or someone, attacked the locals at the bay, but the heroes stepped in and managed to kill it off before it could kill anyone or run away. After doing the quick good deed of the day, they set their sights on the mysterious church, ending the session as they stepped in.
And by part 2, Maeve has left to track down the second Rider, and a new party member joins, hired by someone to help the town out in secret.