Its a CR 6 haunt, so there's realm of possibilites you can utilize to throw at the PCs. Keep in mind that most Haunts I've seen of this CR are usually very debitating, if not outright lethal in some instance (see Skinsaw Murders). In this manner, its possible for a character to be comatose before fighting the Splatterman on enough failed Will saves, so you need something be the equivalent to that in terms of challenge. Also, the change in terrain occurs when this happens, giving the Splatterman a tactical advantage with all of the rubble. It is important to duplicate these two elements without having it be the same. Therefore, you're left with a few options.
-Utilize the other Haunts in the back of the module (Such as the CR 6 baleful apparition) or use a couple from Skinsaw if no one has played that)
-Change the nature of his death: If he somehow drowned instead of asphyxiating, you could utilize a flooded room to duplicate the difficult terrain and have the letters form in the water. This would require a little work but would surprise the players, especially the one who has already ran/read the module.
-Utilize spells to duplicate elements of his death that you want to accentuate. Things like Stinking Cloud or Spike Stones could duplicate the smoke and destruction that occurred in Harrostone's final moments.
Hope that gives you some thoughts!
1)In your opinion, is the world of Golarion on a fixed or mutable time-stream? Meaning, are all events in history fixed and unalterable or does the possibility of time travel allow for the participation and possible clanging of events in the past? (Canonically speaking)
That's what got me wondering about the whole time-travel mechanic on Golarion in the first place: How would this ability interact in a setting where at a certain point, no reliable knowledge of the future is present?
That gets me thinking that Golarion's timestream is mutable. If it weren't, there wouldn't be an Age of Lost Omens where nothing predicted can necessarily happen.
Oh certainly, something with an ability that can't be duplicated with even a Wish spell would probably be extremely stingy with its use. To be fair, the Wyrm would have to have some personal stake in bringing along a group of PCs, like some problem that it couldn't handle itself. That doesn't necessarily mean that the dragon can't or wouldn't be willing to do such a thing. The fact that bringing along other willing targets doesn't cause any drawback to the dragon enables the possibility of that sort of adventuring. Despite my above examples, I don't see such a creature idly using such abilities without the utmost need or desire. Nonetheless, I have to wonder if doing so could potentially alter history or if its like being an observer in a movie?
I realize I am asking to codify something in the world that has huge implications on anything that might be printed in the future, (like other time traveling possbilites), but the question is there...
Its a bit more balanced. There are only a couple of missions where you 'absolutely can't be seen or fight', its a lot more varied and enjoyable than AC3. That said, for %100 synch, you do have to do some missions in a certain way, though you can still complete them without the extra objectives while still progressing the story.
I know this is opening a giant can of worms, but I am quite excited about one monster in particular from the Bestiary 4, the Time Dragon. For the first time ever in PF (and maybe 3.5 D+D) we have an ability that can allow a group of PCs to travel back in time to witness, and potentially interact with Golarion-shaking events. Starfall? The Tarrasque's rampage? Ringside seats at the fight between Aroden and Tar-Baphon? Just convince the a Great Wyrm Time Dragon to port you back! (Or forward...) In case anywone's glossed over the entry or doesn't have a copy, here it is:
Time Travel Up to three times in its life, a great wyrm time dragon can travel to any point in time, taking with it a number of willing creatures equal to its Charisma modifier.
With this in existence, all sorts of adventuring potential comes forth, from traveling back to witness an unknown key event to going for the whole, "Let's go back in time, kill (Hitler)/Tar Baphon/ Geb" so this 'x-event' never comes to pass. I could easily see the Pathfinder society funding a fortune just for the chance to see and record any number of events. Obviously, convincing the Dragon to use this power would be a quest unto itself.
Our Carrion Crown game began with XP, but as I added in my own material and the occasional module (like Carrion Hill), the need to balance the player's power level versus the module made me change it so they leveled up when it was appropriate.
Just beat it also.
I have to wonder if there's either going to be an expansion that explains or something. That's too big of an unanswered puzzle to leave out.
Overall I agree with the likable assessment reflected in posts above, with the following exceptions:
Optional objectives not always clear If you rush through, its easy to skip the fact that you were supposed to air assassinate that guy instead of using a blow gun.
Ship boarding gets repetitive I wish there was more variance in taking ships. After about the fiftieth boarding, I felt that my fleet was good enough and decided to just blow up and loot ships. I would only board ships if I needed to repair..
Mid-combat boarding is cheesy While its a way to stay alive in big fights, I don't like the fact that I can board a ship while engaging three others, repair the Jackdaw, and instantly resume at a higher health against the others. While I utilized this tactic a lot in some of the harder fights (some of the later forts), it felt cheesy every time.
Right now, I'm at 96% synch, with everything missing being mission related. I've got two legendary ships left to defeat (the top corner two), but am worried I can't get 100% synch. One of the Abestergo challenges is to infiltrate 3 warehouses without triggering an alarm. I did that once out of all of those without realizing the Challenge was there. Not sure how to go about that..
I would like to see Nightwings and Nightcrawlers before any of these. I think Giant Squids and Krakens get the same argument as the dinosaurs: You can pick up toy squid and octopus stand-ins at a number of places. The Cauchemar Nightmare can also be depicted with a number of larger sculpts I've seen used for Lord of The Ring toys, specifically the Nazgul's steeds.That said, an Abolteh/Shoggoth combo pack would be bought by me in an instant. Terrors from the Deep Pack?
I think the Elementals you should do like the Dragon Evolutions, with a medium, large and Huge version. Even if people already have the smaller two, they would probably still buy them just to have multiples. Also, even the newer Shattered Star larges are still pretty expensive on the secondary market, and the prices for older elementals just go up from there.
On the monsters: I really like the Frost Worm (the snow detail is fantastic), but hopes this doesn't mean we'r never going to get a Gargantuan sized worm. I would love to see a Neothelid eventually done. The problem with the current worm miniatures is that they're all huge, so its kind of hard to accurately depict the larger ones like the Purple Worm, Bhole, and the aforementioned.
I had thought about running a mental institution, but this AP as well as others have given my group a permanent bad image of these facilities in fantasy setting.
NOTE TO AUTHORS: IT WOULD BE COOL TO SEE ONE ASYLUM THAT FUNCTIONED IN EITHER A TOWN OR A MODULE. No crazy secret operations, experiments, abductions, or other things. A place wher people actually get well? It makes one wonder why the things exist at all in Golartion. Between
Some Other AP Stuff:one wonders why anyone would willingly set foot in such a place.. The thought that every single one is a horrible place that just collects people to experiment on is a disturbing prospect indeed and if this is indeed the case indicates a fascinating sapient disposition towards sanity and the insane On Avistan, a fundamental fear of mental illness and its lack of understanding. People might just dump off the insane to these 'butchers' and just walk in the other direction, never looking back. Nonetheless, I know that these places wouldn't be worthy of encounters if they weren't somehow 'bad', but how about a couple places that aren't actually horrifying in the side descriptions? (End Rant, sorry)
the one in Skinsaw Murders, the doctors in the Seven Days to the Grave, the one that burns down in Trial of the Beast, and the one in Carrion Hill,
Anyways, I'm probably going to play it out according to the rules of removing the madness. With an Oracle of Life and the ability to spam Restoration, it also allows me to chew up the extra wealth that my PCs have acquired from running Carrion Hill in the form of Diamond Dust. Also, it would still mean that the afflicted PCs would experience it for at least one day. Since I'm stretching out the beginning of Ashes at Dawn, I'll probably have easier combat encounters with the complication of insane characters. This could get really interesting...
Yeah, Amnesia and Psychosis seem like they would make for an unplayable character. Of the four remaining:
Mania/Phobia: I could see this being linked to either vermin (from the slugspawn) or dimensional traveling (from encountering the Hounds of Tindalos and Dimensional Shamblers).
Multiple Personality Disorder The question becomes, what other personaltites get inflicted by the encounters with Outer Beings and Stranger Things? I could possibly see a "Hunter" persona coming forth within a character, someone who doesn't speak and only fights for bloody survival during combat. Also, the Fighter in our group will most likely have the opposite of this since he repeatedly refers to his "Uncle", the Playerss backup character in case this one dies, a Summoner and member of the Esoteric Order of the Palantine Eye. Having him take aspects of his "Wise Uncle" due to mind-bending encounters might work.
Paranoia: I think this will most likely get used if enough PCs fail saves against Confusion and other effects before the end of the module. I could see being attacked by your own allies having mental consequences, especially if under the duress of alien horrors.
Schizophrenia: This will come from those who fail their sanity checks against the Colour out of Space and The Dark Young. Anyone who glimpses such horrors should question the nature of reality to the point that it debilitates them.
I plan on drawing out the beginning of Ashes at Dawn, so I think I'm going to have the characters actually play out their madness, using the rules for curing it in the GMG. Alternatively, I'm going to institute a house rule letting anyone with a Heal skill attempt to aid the afflicted person by spending an hour talking them through their madness. In this way, If they can match the DC of the Madness with their Heal check, I'll allow them to Aid another on the PC's sanity check (+2, or +4 if the role-playing is really good).
I'm actually looking forward to this now..
Hmm.. Purple Worm that's been Charmed?
Anybody else have any PCs go insane from the Sanity mechanic in Wake of the Watcher? Right now, two of my four PCs are halfway there. They are getting ready to
spoiler:, and my PC sanity scores are as follows:
face the Colour out of Sapce
Dhampir Magus: 4/10 sanity points remaining.
Cause of loss: Dimensional Shambler (early appearance in Carrion Hill) and Slugspawn Eruption
Human Oracle: 8/10 sanity points remaining.
Cause of loss: Spawn of Yog-Sothoth
Human Bard :8/12 sanity points remaining.
Cause of loss: Slugspawn Eruption, Hounds of Tindalos
Human Fighter: 7/13 sanity points remaining.
Cause of loss: Otherwordly artwork in Mansions before Feldgrau, Shantak
Given a couple bad rolls, I could see the spoilered monster driving a couple PCs insane, and there's more to come. What makes this interesting is that except for Ardis (which is miles away) there's no settlement in Ustalav that has higher than 6th level spellcasting services... Which means there's no cure for mental illness in Ustalav except in one place. By the time they complete the module, they still won't have access to Heal since the Oracle is on a different spell progression, which means the entire plot gets hijacked to deal with the character's debilitation. Personally, I think it's cool to play a character with a drawback, at least for a few encounters, but I'm afraid afflicting a character with mental illness might be too destabilizing. My options seem like the following:
1)Forced retirement- The PC can't adventure anymore and spends their career dealing with their illness.
2)Integrated Dementia- The PC has the affliction, but only manifests during stressful situations. (Because if anyone has ever actually ran the spell Insanity nothing destabilizes a game more than forcing a PC to continuously roll confusion effects outside of combat.
3) Mad until Cured- The PCs deal with the normal effects but are able to find their way to a sanitarium (an actual, working, not-housing-evil-experiments, place of healing. Those do exist in Ustalav, right?.. Right?!) From there, its coming up with some sort of mechanic for mundanely treating mental illness. (which should be possible, otherwise there wouldn't be any insane asylums in Golartion that actually worked without an 11th level Cleric)
4) Hand-waived with Heal And then there's that. The least exciting of the solutions. Why have a mechanic in place only to have it washed away by finding a scroll of the spell somewhere. Also, I'm a little reluctant to start making scrolls of this spell super available if the next module has a TON of undead. This is the solution I am least likely to employ.
And then, there's picking the Insanity for each PC.. Anyone else use experience anything similar when running this module?
@Archmagi: That's too bad, I think the AP overall is pretty good, more-so with a little bit of work. Also, there have been reports of Gunslingers and Paladins taking out the Aberrant Promethian pretty handily, so despite the printed text in the module, it is not out of the question for the PCs to have the right combination of classes and equipment to deal with the thing, without the Beast's help.
@Green Eyed Liar: What is the point build of your group? Also, are they just pre-buffing and flying past all the hazards and traps? I'm assuming that between the Sorcerer and Druid, they're all just flying around and lobbing DPS in the form of heavy ranged attacks coupled with favored enemy and Bane Arrows. Are you running complete access to all new books for feats and other options? If so, your players have about two years worth of options that weren't accounted for when the AP was written. The big encounters are the
Spoiler:so if thet are trouncing those handily, they are either really tactically savvy or incredibly lucky (or both). No condescension intended, just curious as to why your group is finding it so easy.
Erinyes and Air Elemntal
Just ran the Apostasty Wraiths. Basically had the abandoned chapel with relics of Razmiran (masks and such) and some alchemcial healing supplies. I had a Wand of Magic Mouth be the big treasure the priests used to trick their clergy. The three bodies were blood drained. I had thought about using an advanced Vampiric Mist, but decided to have vampires be responisible. The vampires did not want the false priests as their spawn, so they rose up instead as the wraiths. (I ran 3 of them). I also had the bodies and holy symbols reachable within the chapel so if the PCs wanted to, they could grab them and use the Wraiths' aversion to buy them time. As it was, the wraiths ganged up on thew Oracle (displays prominent holy symbol of Pharasma), but were dispatched in the nick of time.
They're roughly statistical to a CR 4-5 a piece, so I used 4 of them against my group. They were pretty much speedbumps against my group, but still served as a great delaying tactic for Hyve so he could buff before he dived into the sluice shoot to the big cavern with the Violet fungus.
As far as statistics, I basically reversed engineered the stats I used for Hyve to 5th level, with no supernatural abilities (again, I used a slightly higher point build for the 3 keepers to account for my group's 20 point build.) The body poison was sort of my own idea. When the encountered the church, they found a massive table in its main chapel area, bedecked with the sight of an eaten dinner. Had my PCs investigated (which they didn't) they would have discovered traces of poison. I figured each of the Keepers had a good plan to enslave the spawn expanded upon what was written in the module. In this case, Hyve's plan might actually work if the Spawn were to roll horribly.
Something else to consider is the psychology of Lepistatd in regards to the trial itself. People in the town WANT the beast to be guilty. They want to have something to blame all the bad things that happen to them on, whether disappearances, child murders, or arson. Admitting that there are child-serial killers, skin stealing horrors and other things out there responsible for terrible things happening is disquieting, especially since doing so is an admission of powerlessness against the things that lurk on their very doorstep. This makes it all the more important about how the PCs present their actions, especially since they are outsiders.
With Vorstag and Grine, criminal psychology comes heavily into play. I don't think the two would ever do anything to draw attention to themselves, and that includes calling the town guards. Considering how many victims the two have left behind and how careful they would have to be to cover their tracks in a world of Divinations and other investigative tools, calling the guards to help defend their lair which has zombies just hanging out in the basement seems foolhardy. If the two did decide to take action against the PCs, it would be on a more subtle, skin-stealing infiltration level than having them arrested. Also, the Skin Stealer (I'm forgetting which is which) is almost like a trophy killer. Of the two, he is unlikely to leave if he thinks that his kills (and his identity, figuratively and literally)will be taken from him. Besides, the skins of a group of adventurers is almost too tempting to pass up. Also
Broken Moon Spoilers:. For this reason, I recommend playing out whatever plan you have for the two before the end of the module.
Keep in mind that due to the geography of the next module, its difficult for either of them to become recurring villains due to the isolation of the module. Also, the presence of a Skin-Stealer coupled with a body-possessing werewolf spirit could prove too much of a red herring.
Regarding the guards, don't forget that a number of them are being used to guard the courthouse and The Beast against the increasingly unruly, carnival-like atmosphere of the town. Again, the people don't want justice; they want to see a monster go up in flames so they can feel safer at night. Because of this, involving the guards can be relegated to the side for any number of reasons (They're busy stopping a fight, looters, etc.)
Regarding the obtaining of illegal evidence: I would play up the influence of the Esoteric Order of the Palantine Eye on the court proceedings (represented by Daramid). I would have hushed, side-excahnges between the lawyers and judges. In this way, I would equate them to an CIA or NSA in American terms, that while still required to legally obtain evidence, have a lot more lee-way to do it. This isn't Geb, and Undead and other horrors don't necessaily have "rights" as far as due process and so forth. While this is true of the Beast, it is equally true of a Skin-Stealer who happens to have the skins of a number of notable people in town. In this way, you can easily have Daramid entitle them to search the place and admit their evidence in court. To emphasize this, look at the evidence being presented against the PCs: eyewitness accounts with little concrete evidence other than the University robbing. The law is being played with fast and loose with here, but it swings both ways.
Hope that helps.. For my group, the unlicensed golem and paper-trail of surgical tools was all the evidence they needed. They did allow a number of the Mongrelfolk to surrender, just not the two main bad guys (this encounter killed a PC, but it was still one of the best of the module.).
An idea of mine for the future is to somehow target the Dhampir in my party (assuming he's still alive and around by that point) with some sort of bloodrage that makes him roll a successful Will save or go vamp on the party. This will provide some echoes of the previous module. Of course, by then, my PCs might all be vampires anyways... I am not sure exactly what spell would duplicate this.
All of this is in motion since even I'm not sure who's going to make it to book 6...
Radvir Giovanni's build (going with the Tetori/Panther Style/Body Shield build in that thread) That aside, I'm going to have a "inner war" between the vampires become more prevalent, where I can involve our Dhampir PC's backstory with the vamps there. He's already met Arkiminos in part 2, so I also plan on involving the player's human mother and vampire father as well. I might require the blood elixer to be made from Dhampir's blood(not the blood knight) to further tie him in. These are all loose ideas, except for the rebuild of Radvir; I still have a couple months before we get there, so I have some time to plan it out and make it cool. More to come eventually in the 'Ashes at Dawn' thread..
As far as XP
Wake of the Watcher Spoilers:
I plan on having them reach 10th a little early (immediately after the Recondite Order of the Indomitable Sea). With that, they'll probably reach 11th level a few encounters before the encounter with the Dark Young, but that shouldn't change too much. From there, I ran on running Ashes at Dawn a little off the rails with some of the fan created content that exists on the boards here. Wake of the Watcher is one of the few modules that I'm actually going to run 'as is' to see what happens
I also like Lamashtu, but she had to get all uppity and become a deity, so not sure if she counts.
Yeah, that is the conundrum. I don't necessarily want to spend an entire session traveling (We are eager to begin WotW), but if I run 4+ encounters (including the assassination event), they won't even get to Illmarsh.
However, I feel that I am doing a disservice to the setting if I gloss over the travels, especially Versex. That was sort of the problem with the 'Ardis-->Feldgrau' stuff. It worked really well but stretched the journey from a gloss-over into a two-session affair. While everyone really seemed to like it, I am SO eager to run a number of the main encounters in WotW. I guess the rule here is patience.. Meaning I'll probably run at least 3 or 4 of the above listed encountes. (probably not the Shining Child.. No one's ready for permenant Insanity.. at least not til the leave Illmarsh :) )
Again, we're in old Ustalav, with potentially a 100+ mile journey on our hands with a little bit of detail to flesh it out. Obviously, I want to continue showcasing the wonder and horror that comprises this country. The PCs will travel overland,(since no one has the capability to Teleport, which I am overjoyed with), passing through the Varno/Ulcazar border into Verserx. While the wandering encounter chart is all well and good, a lot of the monsters featured are already present in Wake of the Watcher and I don't want to over-saturate the campaign with 'those' kind of monsters, especially since a lot of the horror element results in encountering them for the first time in the context of the adventure.
Sort of spoilers:
The planned land route is as follows:
*Carrion Hill --> Lantern Lake (50 miles)
*Road between Lantern Lake and Watching Wood (Old Wikeneim Road) --> Hyannis (55 miles)
*Hyannis --> Rosenport (Danver Road) (17 miles)
*Rosenport --> Thrushmoor (Danver Road) (14 miles)
*Thrushmoor --> Illmarsh (16 miles)
2) Aboleth Between Avalon Bay and the Destach River, there's all sorts of waterways the PCs are going to travel near, which begs for an aquatic encounter of some kind, if nothing else than to give the PCs a refresher on the possibility of underwater combat and its rules. I could see an Aboleth keeping tabs on what's transpiring in Illmarsh, using dominated proxies to gather information and watch from afar. In this regard, I think an Advanced Aboleth with some Scrag minions could prove a good encounter; even if the Aboleth charms/domnates everyone, it still wants them to go to Illmarsh anyway and gather information.
3) Savage Dire Bats I like the idea of the wildlife itself being tainted by the 'Phage' described in Rule of Fear, that the whole of Versex county has an palpable aura of wrongness that sometimes poisons the animals into something else. AP #74 (Sword of Valor) gives the Man-Eating Animal template for creatures of the Animal Type, allowing a number of horrors to have plausible reason for attacking the PCs. In this way, I plan on having some sort of 'natural' spring tainted by the leyline energies in a way that animals that drink from the spring or eat the flesh of those who did become 'diseased'. (Like rabies, I get to play out the whole Cujo trope). In this regard, I think I'm going to mainly have Dire Bats and a Dire Bear be the main adversaries, but I have to get a hold of those Troop rules. I think a Troop of Man-Eating Elk would be terrifying...
4)Shining Child? I'm worried that this thing might be overpowered for a group of 4 9th level PCs, sort of like encountering the Witchfire randomly in Broken Moon. This could prove a horrifically awesome fight or a potential TPK. I'm on the fence on this one (It should be noted that the thing IS on the random encounter chart in the module).
5)Nuckalavee Since Hyannis is supposedly a sight of great environmental desolation, I feel that the inclusion and CR of this monster would be appropriate. The question is what else to include with it... I'm loathe to run solo monsters for a number of reasons.
Thoughts on any of this? Also what,if any, random encounters have other DMS used to detail this journey?
Edited for spoilers.
I'm not sure its the climate.
That's the thing. It's not vigorous use. My APs have pretty much been used equally. In fact the ones that I've mentioned have seen less use because I have yet to run them and have flipped through maybe twice (Wrath of the Rightetous AP and Shattered Star). Without evidence to the contrary, I'm strongly feel that it is a production issue, not wear and tear.
Personally, I'm happy Paizo did NOT include the Dimensional Shamblers or anything about Shub-Niggurath. I like holding my Mythos monster stats close when running with another DM, and am glad these are privy to people who got Wake of the Watcher only. Purely selfish reason to be sure, but I feel that monsters like that are best relegated to dusty, obscure tomes (or APs that not everyone has).
Somehow, my current group has been playing for 3 years straight and shows no signs of slowing. We've gone through three APs and have had immense fun doing so. I'm hoping my good luck with having such a wonderful group continues for another 3 years.. and beyond that.
Oh Xyrxog, you had your day in the sun,
First came the Zen Archer, bald and with bow,
I almost feel sorry for Xyrxog now...
It depends on how you are treating the worms. If you treat them like the ones from the Rot Grub Swarm, then the rule of doing 5 pts of damage would deal with them and you are faced with the above conundrum.
The channeling bit I get, I'm running Carrion Crown with where one PC is a Dhampir and another is an Oracle of Life (that channels a lot). It took a few sessions for everyone to figure out that she never needed to exclude the Dhampir when channeling to heal.
No, no pre-folding. I didn't even own the module for 5 minutes before it began falling apart.(on the way home from the store). It doesn't seem to matter how I personally treat them (which is usually as gentle as I would treat any book I own), the spine problems seem to be at random. I have about 30 other volumes that I have treated exactly the same as the unbound ones that show no signs of coming loose. I don't know if its something that happens before shipping or during it (maybe the glue being used doesn't stand up to higher temperatures) but the problem never occurred until after "Council of Thieves" began.
If you have Mythic Realms, the write-up on Tar-Baphon gives lots of flavor to his backstory. (His moment of ascension is getting Aroden to kill him.)
Joey, look at 'Spire of Long Shadows'. To date, I have not seen a deadlier dungeon (yes, that includes Tomb of Horrors), but the way the backstory of Kyuss is shown is really awesome.
I never felt the need to post about it, but 'Sword of Valor' was the tipping point. I hadn't even thumbed through Shax's statblock as I sat at a stoplight when the page... came free. This happened the week before with the Yamasoth article in "Beyond the Doomsday Door", and in both cases created a domino effect on the adjoining pages. I'm not just talking about the AP coming loose but individual pages coming free, which seems to loosen the next page.. and the next..
Under PF rules, Kyuss worms don't have enough HD to register under Detect Evil. Their other incarnations do (overworm, wormswarms), but individually, they are undetectable. Detect Undead doesn't get them either, they are vermin before the "transformation" of their host and after. Personally, I would allow negative energy to effect them since they are vermin and also are riding around on something that can only be hurt by positive energy. Unless everyone's got Selective Channeling, the dynamic of having to worry about healing Spawn and killing worms could prove interesting.
I love PF and have playing ever since the tranisition from 3.5. Something I have noticed that has been a repeated problem is the bindings of the Adventure Paths. I looked through the forums to see if others have had similar problems, mainly finding that the CRB and APG have had issues. For me, this began with AP #26 (Six Fold Trial) and has continued up with my last purchase (PF #74, Sword of Valor). Out of all the APs I've bought, the following have had bad bindings that consist of loose pages:
Dotting this for future reference. We're in book four, but the versatility of the haunts definitely gives impetus to get creative. While it might be a bit before I get into it, I was thinking of tying some of the WT's haunts to his backstory, perhaps imparting visions of his bloody climb to ascension even as he debilitates the PCs with its side effects. For example, the PCs could see his death at the hands of Aroden while experiencing a Flamestrike or other such effect.
Age of Worms:
Kind of like what is done for Kyuss in the Spire of Long Shadows
Great idea with this thread!!