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Interesting story. The neighbors across the street decided that it was time for Car Dance Party Moscow at 3 AM this morning. It wasn't all bad, though, cuz after the cops came inspiration struck!
I've been fretting about what to do at the Schloss re: roleplay, logical reason for Vrood to have used the beast, and why the Beast is just on hand in the nick of time, and I think I've finally got it.
Drawing on inspiration from several posters in this thread, I think it goes like this:
In the Schloss, there are signs that guests (beyond the engineers) were expected, maybe even some letters left behind, books left out in the library as if they had been consulted. Vrood had arrived as a guest on a whim, stopping by to check on the count who was an old Comrade/nemesis. (Perhaps he hated the count for refusing to join the Whispering Way when it was obviously the superior path to understanding life and death.) He learned of the counts wife's condition and convinced the count that his own researches into death could help her. (Sheer malice on his part.) Traveling to the tower, he witnessed the sad state of affairs there with the count's deceased wife, and realized the best revenge was to seal him away facing his wife's body, then vandalize his life's work after defeating him.
Having helped build the device that controls the Beast, Vrood quickly figured out it's use once more and utilized the beast to release all the critters in the menagerie, kill the guards, and generally wreck shop, then remembered his original purpose in visiting Lepidstadt and sent the beast there to get the Effigy. (This should creep the players out when they enter the musuem, as there will be signs that the beast went amok in there, and they will be nervous about running into him.)
Vrood abandoned the Beast after stealing the idol, trusting that the authorities would chase the Beast back to the Schloss, revealing the perverse experiments of the Count and finalizing his ultimate humiliation. He left the Erinyes trap to ensure that the counts reputation would be further besmirched as a Dibolist, and also to cause general havoc.
When the players exit the museum and get their first view of the tower, they will see the beast scaling the walls and prying open the doorway from above - at which point something HUGE lunges forward, dwarfing the mighty beast with it's size, before overpowering him tumbling out of sight behind the tower.
When they reach the tower, the two assailants are nowhere to be seen, presumably at the bottom of the river.
This gives the party a chance to fight the guardian, then rescue the count and get his story. As they wrap up, attentive PCs may have a chance to hear the Promethean haul itself out of the water and scale the tower, followed by a Bezerking Beast. They will have the opportunity to try and activate the controlling device and use the Beast to attack, or flee, or fight without the machine, trusting on the Beast's Bezerk state to keep it attacking the Promethean.
It may not be a stroke of brilliance, but I think I've finally adapted the end in a way I like. Thanks to everyone here whose ideas I borrowed!
For the transition to Broken Moon, I have a handy aid in the addition of a fifth player who is playing a Ranger specializing in hunting down the creatures of the night. Altering the story a bit, he was hired by Estovion to serve as a tracker for Vrood to find the Packlord. Once he had done so, the Way moved in to make the kill, and the ranger was alarmed by the Necormancy he witnessed, knowing that general chaos would break out in the Werewolf tribes. He decided to make for Lepidstadt to contact his ranger buddy for help (the poor dead ranger from the starting group.) From there he'll be directed to join the party at the Schloss, and after getting over the sad news can alert them to the activities of the Way in the Shudderwood.
Maybe it's just the sleep-dep, but I feel like I finally have a handle on how to wrap up this "Beast" of a module! :D