Our Sessions #19-20, to Golismorga
- The trip to Golismorga is not the most impressive piece of literature, but the encounters were fairly unique. Be ready if the party doesn't gain any troglodyte help, including Irgzid.
- Spells aside (e.g. speak with dead), if they don't use Irgzid, maybe the troglodtyes mark their path with special symbols, and the party can notice those to find the path.
- Golismorga is pretty awesome. One of the more impressive places I've run, with alien buildings (having a building throw itself atop a purple worm to trap it and slowly digest it is just crazy). There isn't really a safe spot to rest, but I let them make some checks to find a wheezing building with a bad lung. Using blankets on the floor to avoid mild digestion, they rested safely.
- Read ahead to consider what the city does if it finds the bodies of slain patrol, or if a fireball/flamestrike might stand out in a city only 1/2 mile around.
- Our party wiped but in epic fashion and saving the day (in the obituary section). You might consider an option where destroying the Tear is just as good an alternative as combat.
- The Bilewretch can be a terror with hit and run tactics and reach. If played right, this thing is a pain. But it's not too bright, so don't overdo it.
- No need to change much. There's plenty of interesting pre-fabricated side encounters, and not all need to be combat. This city is a wild trip, make the most of it. Oh, and as for the ziggurat
- As for encounters with the kopru patrol, I played the trogs as complete servants. They wouldn't fight if it meant abandoning their litter-bearer posts. Even upon death, one tried to gently lower its end of the litter so it wouldn't disturb its master.