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![]() Vancaskerkin the Rumormonger is probably the most compelling member of the Twilight Four and kinda deserves to be the final antagonist more than Olansa. In this thread I'm going to detail some of the homebrew additions I've made to flesh him out more. Lunch with the Eyes on Absalom One way to spice up Vancaskerkin's relationship with the PCs is for him to invite them to socialise with him for informal interviews. Here's some ideas on specifics:
Clockwork Halls
You're not better than me!
As above so below
The clockwork halls underneath the newspaper HQ also serve the same purpose. The machinery as a whole is a symbolic map of the city so that anything that happens up there is reflected down here. And conversely, anything that happens down here should be reflected up there. "As above, so below". There are three sources of power for the magic that makes the Machine as a whole function:
This ink cycle, that also includes the publication of the Eyes on Absalom newspaper printed with the same ink, creates the metaphysical connection between the City Above and the Clockwork Machine Below, making them reflect each other. Thus the tapestry in L13 does not contain simple lies; instead it is like a system log detailing information from the operation of the Clockwork Machine with the end goal being that the information eventually perfectly corresponds to the city above, reality changing constantly to accomodate this feat. Vancaskerkin has not fully achieved this yet but is working on it. Join me! And together we can rule the city!
If the PCs seem to relent, he can even introduce them to the Transposition Machine (L17). He explains that if the Clockwork Halls are a map of the whole City, then the Transposition Machine room maps to the Gray Queen's throne room. It can literally shift the subjective perspective of the world's narration so that he can swap his own perspective with Olansa's, bypassing most magical and divine protections. Then they can use the position of primarch together for good. If they are sceptical, he offers to physically share the primarchy with them: some of the PCs can step into the machine with him and then they will share control of Olansa's body and perspective. The machine isn't fully operational yet so Vancaskerkin asks for their help to finish it in the following days (anyone with Crafting, Occultism, Arcana or Religion skills can contribute). The price to pay is that, once activated, the machine will break down and it will be almost impossible to reverse the swap. Smart players might realise they don't need Vancaskerkin at all, they can fix and use the machine themselves on Olansa. Doing any of this can end the campaign right here and now (or you can rule that Norgorber's divine power partially or fully blocks it). Secret of Rebirth
The reason Vancaskerkin cannot die is because he convinces his enemies to believe he cannot die. They become so attached to the idea and they believe it so strongly that reality bends to accomodate it; thus is he revived. The trick to defeating him is to reach a form of enlightment detaching the self from this persistent idea. Here's what each point in Secret Knowledge reveals:
Encore! For more Vancaskerkin-related schemes, check out:
Thanks for reading and feel free to add your own ideas about Vancaskerkin! ![]()
![]() How to get the acting primarch arrested
The bait
First, Vancaskerkin can gauge how okay the PCs are with deposing the primarch. He can ask them their opinion on the conspiracy theory that Starborn is secretly planning a military coup. He can ask them how they feel about his leadership, especially about his lukewarm middle-of-the-road unambitious policies that don't seem to do much ("he peaked when he took radical action and abolished slavery, it's been downhill since"). He can invite them to help with his play (see above) and use that as a pretext to ask political questions. If Vancaskerkin has roped the PCs into helping him produce a play about deposing a primarch, he can set up a ruse during the premiere to put them on the spot. During the play, Layton Bryne (the editor-in-chief of Eyes on Absalom) barges into the auditorium, goes next to Vancaskerkin's seat, leans in his ear and whispers something to him. Vancaskerkin contorts his face to make it look surprised (visible to any PCs who are on the stage or are seated near him). Bryne leaves and Vancaskerkin makes no further moves until after the final curtain (unless the PCs interrupt the play to confront him). After the play is over and he gives his congratulations to any PCs who acted in it, he takes a deep breath, puts on a grave appearance and tells them he has sudden news. "Remember that Harrow serial killer in Precipice Quarter? We have an eyewitness source that can place him together with Harlo Doleen at Grislyfair." If he thinks the PCs might be willing to help with deposing Starborn, he adds: "But before you rush there, I have a suggestion that came to me while I was sitting here watching the play: What if you contact the primarch and ask him to come along? He's good friends with Doleen and cares deeply about him and he really trusts you guys so he can't say no. He's also a good fighter so your chances of success will increase considerably if he's with you. Of course the scandal of the primarch abandoning his duties to the city and putting his life in danger to save his personal friend will likely lead to him being replaced by the Council, but that's all for the better, he's not fit to serve because..." (add here some justification that aligns with the PCs' political ideology he has elicited from them). If there's no play, he can call them to his office and tell them the same thing more or less. It just won't have the same impact and feeling of urgency. If that fails, after they leave, he will forge a letter from the PCs. If "The World's a Stage" ritual was cast successfully, he will use one of his rerolls for this forgery. If the PCs have an animal companion or other mascot that isn't with them at the moment, he will send his clockwork assassins (fitted with nets instead of smoke bombs) to abduct them, take them to Ixusoth, replace their eyes, modify their memory and send them to hand-deliver the letter to the primarch. The letter would be ostinsibly written from the PCs, telling him they found Doleen but need his personal help to free him so he should meet them at Harrowland posthaste. If that fails too, you'll have to think of increasingly desperate and risky ways for Vancaskerkin to get the primarch there. Harrowland coming to life
But that is not all. The Graveraker has been activated and its time magic is creating a gigantic time dilation field, encompassing the whole area. Everything inside the big top tent is practically frozen in time. The effect diminishes with distance, you can assume time moves 10 times slower for anything within 100 feet of the Graveraker / big top tent and you can assume time moves 2-3 times slower for anything within Grislyfair. Subjectively time feels like it's passing normally but anyone who makes contact with outside the field might notice something (for example, someone within the field scrying someone outside the field will see them move in fast-forward). The field is set to collapse if anything that is in time stasis is disturbed, for example the empty crates that are piled against the door between F18 and F19. Doleen is still alive in there, with the knife held in place perilously close to his throat. When the time dilation field collapses, the knife plunges into his throat, slicing it and killing him instantly. Note how the time dilation field gives more time for the Twilight Four to make any arrangements they need, for example to convince Starborn to also go there or tie up other loose ends while the PCs are effectively in slow motion in there. In order to understand the time dilation field a DC 41 Identify Magic check is required (DC38 Occultism). Nullifying or bypassing it to save Doleen should be complex but doable for smart players. (Only allow that to happen if you are prepared for the adventure path to be completely derailed.) Rabbit Prince stalking and other details
If you are using the "Rabbit Prince is a dark duplicate of one of the PCs" idea from above, don't forget that the duplicated PC will not be duplicated again if they face the darkside mirror, they simply will have no reflection. If you have presented the PCs with the "harrow serial killer casefiles" from above and the PCs meet Grulph Nimberdell in Harrowland, he remembers getting blackout drunk at the Tipsy Tengu before waking up in a prison cell in Harrowland. Finally, if the Rabbit prince is defeated he fades out, leaving only his crown and broken sword behind... which will make it likely that the duplicated PC might take the blame for his many crimes. Lavarsus, brainwashed, making the arrest
If the PCs try to reason with him, he will twist everything he knows about their movements and their characters into "evidence" they were norgorberites all along. Diplomacy DC 40 or even higher to change his mind. (Later, after the adventure is over, if the PCs realise what had happened, they might confront or attempt to console a promoted but depressed Lavarsus who deep down knows he made a mistake. If they encounter the Lie-Masters in the Clockwork Halls under Eyes on Absalom HQ, the demons will taunt them by mockingly repeating any arguments the PCs used to plead with Lavarsus and will relate the story of how they corrupted him.) Finally, even though the primarch surrenders after being accused and suggests the PCs do the same, I say let the players decide what they want to do instead of letting it play out like a videogame cutscene. Some of them might want to evade arrest (that changes almost nothing) or even fight back (that might change things more but ultimately will make the primarch and the PCs look even more guilty). ![]()
![]() How to get the acting primarch arrested
The ritual The World's a Stage is one way to accomplish that. Vancaskerkin is putting on a production of a play about a tyrannical primarch getting overthrown. If he has a good relationship with the PCs, he can ask them to help even, especially if he thinks they agree that there should be political change. Once the play is performed and the ritual is successfully cast, the universe conspires to bring about the events depicted. Vancaskerking will, under the pretext of making casual conversation about the play or current events, ask prodding questions to the party about their political beliefs. Their answers determine whether he reveals the ritual to them. If he thinks they won't agree with the purpose, he tries to hide the ritual from them and cast it behind the scenes. If he thinks they would agree, he asks to be the director and primary caster but if a PC has other ideas he will teach them the ritual and let them direct. If the PCs participate, he asks for their input on some or all of the following questions (depending on player interest):
Aftermath 1: Vancaskerkin will decide if he can ask the PCs for help to depose the primarch for real based on their disposition about the play. He can also use the premiere of the play as an opportunity to force the PCs to choose quickly (see below). Aftermath 2: If the ritual works, Vancaskerkin will use his re-rolls at the most critical times for making the Twilight Four Plan a success. The PCs, if they participate, may re-interpret the play and use their own re-rolls on a wider set of circumstances around deposing tyrants (including Olansa Terimor and Vancaskerkin of course). ![]()
![]() How to get the acting primarch arrested This is an expanded and corrected version of the most critical part of the Twilight Four plan: get Wynsal Starborn, the acting primarch, arrested. It is put in motion at the end of Book 4 but you can start foreshadowing/preparing way earlier. Part 1: The Harrow Killer
Vancaskerkin wants to bait Starborn to go to Harrowland where he can be framed for killing Harlo Doleen. So he needs a credible and authentic threat by whom it would seem realistic that Harlo was abducted. If Vancaskerkin had a great relationship with one or more of the PCs he could ask them to play the role of a mad serial killer to help him get the primarch. Obviously this isn't going to happen for most people running this adventure path. Instead Vancaskerkin will try to trick the PCs into creating the Rabbit Prince and taking the blame for his murders. To do that he will need a darkside mirror. He will perform an occult ritual that will make the mirror only trigger on one specific target person (the chosen PC) and with a substantial delay in creating the mirror duplicate. Then he needs to find a way for the target PC to interact with the mirror for a little while to trigger the magic. So he sends the PCs on a quest. This is a modified version of the Counterfeit Peak mini-adventure from Book 6. Vancaskerkin asks them to retrieve three golden rings for "my collection of historical curios". From then on run the adventure as normal. When they reach the dragon, the PCs will likely ask to trade. Crystal dragons love mirrors and the dragon will demand a bigger mirror than the small hand mirror the PCs already possess from this adventure. If all goes well, Vancaskerkin will take the PCs to Emporium Impossible (a secret market for high-end goods) and make a big show of all of them together picking a mirror to trade with the dragon. It is all in fact a deception: the seller will be in the know and pretend (Sense Motive DC 35) to sell the darkside mirror saying it's a Mirror of Sleeping Vigil (Identify Magic DC 35 to realise it's actually cursed). Then the PCs will have to arrange a meeting with the dragon to trade it which will necessitate them staying close to the mirror. If the plan succeeds, Vancaskerkin will wait until the mirror duplicate emerges and together they will slay the dragon and take the mirror to Harrowland. There Vancaskerkin will brainwash the duplicate with his philosophy to turn him into a servant and instill in him the desire to be Rabbit Prince and turn things around him into a reflection of the Harrowed Realm. (If the PCs instead slay the dragon or become suspicious of Vancaskerkin, he will have to try to find a different way to get the darkside mirror near them or he will have to find a different way to get a crazy Harrow-obsessed serial killer in Harrowland.) Aftermath 1: Weeks or months later, the PCs might learn (through their old collegues in Edgewatch likely) of at least two Harrow-related cases:
Aftermath 2: Because of their newfound connection to the Harrowed Realm, any contact the duplicated PC has with harrow cards might trigger the party getting transported to the Harrowed Realm. Use the 1e adventure The Harrowing for inspiration if you want to pursue this. Conversion guide. Alternative conversion guide. ![]()
![]() How to secure the votes to become primarch In book 5, at room J3 of Bottles and Blots there's some very shocking evidence: Quote: These boxes contain a treasure trove of secrets and blackmail materials [...] there are blackmail documents on many of the major noble families of Absalom. This blackmail is the reason these people on the High Council feel compelled to vote for Olansa as the new primarch. But what did they do exactly and how did Vancaskerkin discover it? Vancaskerkin had Ixusoth the hyakume brainwasher abduct people that had access to the dealings of these nobles (servants, advisors, colleagues, friends, relatives), swap their eyes for green ones then spy on them until their most corrupt, heinous or simply embarassing secrets were revealed. Then all Olansa needs to do is tell them they have to vote for her or else she goes public with their secrets... and Bob's your uncle. Vancaskerkin has a file on every person he's been spying on which is way way more than the Highcouncilmembers. However there are only four files in which the names are circled in black ink (because they are the ones whose votes have been secured). Here are their secrets:
(All the secrets were taken directly from Lost Omens: Absalom, if you want all the juicy details, get that book.) That's 4 votes secured. The High Council has 12 seats normally but if the primarch is indisposed (for example if he's arrested for murder) the remaining 11 can still vote a new primarch with simple majority, which requires at least 6 votes. Lady Nephrathep will of course vote for her party's candidate, she tells herself that she's the bigger person and can put her personal ambitions aside for the sake of the people. Olansa Terimor will obviously also vote for herself if she has a seat in the High Council, which she achieves by taking Larrett's seat). (Alternatively if Olansa is not on the High Council in your campaign, you can invent some devastating secret for Larrett, who is so obviously corrupt that it would be child's play to obtain some blackmail on him, green eyes or not.) How the PCs can interact with all of this: First and foremost, when the PCs raid Bottles and Blots, they will have a chance to interact with Ixusoth's files, guess which files are the important ones, what the circled names mean and be shocked by discovering the secrets instead of being told vaguely "you found all the evidence about some blackmail". Additionally, even before that, the PCs might grow suspicious if they ask some of the councilmembers that are being blackmailed for help and get stonewalled. That might lead them to investigate, potentially discover the secrets and help resolve them. That would ruin Olansa's plan (since the councilmember would be free to vote someone else) and change the campaign considerably. Alternatively the PCs could help resolve the secrets after Olansa is elected primarch; that would have less of an impact but might still make it easier to depose her. ![]()
![]() How to get the party's presumptive nominee to drop out
To become the primarch Olansa first needs to get Neprathep out of the way, otherwise securing the votes in the High Council for her party would result in Neprathep getting the title. Thankfully Neprathep does have one vulnerability: there has been a rumour for a long time that she was involved in the disappearance of Harbormaster Hugen... after all she was close to him and directly benefitted by seizing his position as Harbormaster. Olansa's plan is to inflame this rumour into something tangible which will force Adrielle to step aside. She will plant fake evidence that Adrielle was involved and then let Hugen's daughter Lady Alidane find it. Alidane is already feeling resentful towards Neprathep for "stealing" the Harbormaster position and Olansa will take advantage of that sentiment. She hires the services of an alghollthu vidileth called Uruluura and tasks it to create a fake shipwreck, complete with the fake body of Hugen and fake letters implicating Neprathep (or if you want subtler: painting a harsh picture of a very negative relationship between them). Once that is done, she gives a tip to Lady Alidane, handing her a wayfinder that supposedly belonged to her father and is configured to show the way to him. If Lady Alidane has a good relationship with the PCs, she will ask them to investigate. If you want to run this side quest in detail, you can use the PLUNDER OF THE SLAVER SHIP mini-adventure at the end of Book 6 with the following changes:
More likely than not, the PCs will not notice the deception and return to Alidane with "proof" implicating Neprathep. Alidane will be furious and she will decide to confront Neprathep, asking the PCs to be there with her for moral support and "in case she tries anything". During the meeting Neprathep will deny she did anything wrong (and she will doubt the authenticity of the letters if she is allowed to study them) but -unless the PCs intervene in her favour- she will ultimately concede that the material is damaging and will step down for the good of the party, hoping that will be enough to assuage Alidane so that she does not go public with the scandal. And just like that, Olansa (as the second most senior councilmember from the party) is now the Citizen League party's nominee for the position of primarch. ![]()
![]() Episode 4: Her last bow
And then there were none
In order to do that, since she's not sure how exactly the green scrying eyes work, she's using as many layers of obfuscation as possible: She's writing an encoded message hoping only the PCs can solve it. And she's doing it while averting her eyes from the piece of paper she's writing that message on. The code is based on a detective book. Ideally you need to make sure that Bolera is established to the PCs as either a well-known mystery novel author or avid reader well before this episode starts. The handout should look something like this:
Here is my attempt at making an authentic-looking handout. The mystery novel is called Ten Little Dwarves (a reference to Agatha Christie's infamous "And Then There Were None"). Bolera is hinting at this with the "10LD" in her note. A PC who knows her well might immediately recognise it, otherwise a DC30 Society check or slightly lower Lore(Literature) or similar check should do it. After the PCs get their hands on a copy of the book, you should tell them that on the very first page there's a rhyme about 10 little dwarves. A PC who skims through the book realises the rhyme plays an important role in the plot. A PC who reads the book realises the book is about a killer who kills their victims based on the lines of the rhyme. Here's the rhyme:
Bolera's code is confined to this rhyme. The next step is to realise that the rest of the code is instructions telling you how to move through the words and letters like it's a treasure map. Each instruction has 3 parts:
Allow the players to think this through or give them hints for each part of the instructions with relevant skill checks. The very first instruction says ⮦16 (starting from the first line, skip 16 lines). Then →0 (skip zero words, so you choose the first word of the line). Finally (3) (take the first three letters of that word, which in this case is the whole word "Two"). The pattern of instructions repeats until the message is formed:
Locked room mystery
Bolera is at her Edgewatch office late working on the Graveraker power source theory. Immediately after she has her "aha" moment, she begins planning for her likely assassination. She keeps her eyes on her research notes but takes out a separate piece of paper and begins writing the code on it. She has a few false starts and can't stay on the lines but she manages finish it. Then she gets out of her office and visits Sergant Ollo's desk where she makes some smalltalk (If questioned later, Ollo will describe her as distressed and distracted but at the time he does not realise anything is especially amiss). She expertly puts the crumpled up note in his pocket. She then goes back to her office, locks the door to protect the rest of Edgewatch and waits. Meanwhile Vancaskerkin realises she knows too much and -if he thinks he can get away with it and the PCs cannot intervene- orders his clockwork assassins to kill her. The clockwork assassins stealthily climb the Edgewatch HQ from the side, locate the window to Bolera's office and pick it open. Bolera makes a futile effort to resist but she's stabbed through the heart in seconds (Medicine DC20 to understand how the wound was inflicted, on a critical success reconstruct her final moments). The clockwork assassins then carefully pick up all her research notes about artifacts and the graveraker power source (DC25 to notice her desk is weirdly clean, on a critical success understand what is missing). Finally they climb out of the window and put it back together so it seems that there was no forced entry at all (Perception/Crafting DC35 to notice the mechanism has been tampered with, disassembled and reassembled). In Vancaskerkin's mind, this is his way of honouring Bolera's life. She loved mysteries so much it is fitting that in death she became one herself: a locked room mystery. Aftermath If the PCs are at Hunting Lodge Seven, Lavarsus goes there himself to tell them the sad news (between enemy waves). He is obviously distrought and his presence is much darker than the "mean boss tough guy" persona he's been putting up for them previously. He might stay and try to help with the defence (though he is woefully underleveled). On the next day the funeral is held. This is a good opportunity for Ollo to give the note to the PCs. Alternatively Ollo does not notice it and the PCs will have to investigate him and find it themselves. If the PCs manage to figure out Bolera's final message, they get one step closer to finding Ixusoth/Vancaskerkin and understanding the Twilight Four Plan. Since none of that is actionable, consider also rewarding them with something tangible, like a free investigative feat or similar. ![]()
![]() Episode 3: Graveraker in miniature
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![]() Episode 2: Disappearance This happens when some little time has passed after the catacombs adventure. The exact circumstances can vary but four thing are certain: • The Twilight Four needs to "clean house" by making certain witnesses or evidence disappear.
You can customise this however you like but below I'm providing a more detailed view of how it played out in my campaign. The interrogation
While waiting she sent a letter to herself with her write-up of Mobana's answers. As is her habit, she only recorded the answers and relied on her good memory to remember the questions, which on any other day would be a good bet... but not today. Here's the handout in case you need it (the implied questions are in brackets, it will be a fun exercise for your players to figure them out):
Captured
She tried to outwit Hedul the dwarf but couldn't outwit Ixusoth the hyakume brainwasher controlling him. She was captured and sedated. Eventually Vancaskerkin came along and the interrogator became the interrogated. He asked her to join his cause, talked to her about solving mysteries together, fighting crime, dismantling capitalism, the proletarian revolution... whatever he thought could get her to cooperate. But she could not be cajoled. Because he found her attraction to mysteries endearing and because he felt like he owed her and the PCs some respect, he decided not to kill her but turn her into an asset instead. He asked Ixusoth to replace her eyes with green ones and delete all her memories that could pose a risk. During this time, she is subject to a Veil of Privacy / Nondetection spell and a Hidden Mind / Mind Blank spell. On a failed scrying attempt, the caster sees a swarm of creepy green eyes gazing back at them. Attempts to use Sending or similar will probably fail since she's unconscious for most of her stay at Inks & Blots (except during the few minutes she talks with Vancaskerkin). Saving private detective Bolera
First, choose a suitable goal for him that he thinks might be disrupted by the PCs (In my campaign it was assassinating Violeta who was also arrested and kept at the Stoneshield House but another good option is the witnesses that were found alive in the catacombs). Then he stuffs a pack of demon dust in Bolera's pocket (side-effects include memory loss, which will make the PCs think this drug is the reason for Bolera's amnesia). After that, he makes Hedul move Bolera under the cover of the night to the Ivy District sewers where he sells her to morlocks (who will probably take her to Delirium's Tangle). Finally, allow the PCs to gain some hint about her whereabouts (in my campaign Vancaskerkin knew the PCs had access to the Sending spell so he timed Bolera waking up from the operation to coincide with the time Hedul would hand her off to the morlocks). Only then, with the PCs out of the way, can he send his agents to achieve the goal (probably the clockwork assassins doing another assassination). In the unlikely event the PCs somehow get there before Hedul is gone, that might derail the campaign as they could trace him back to Inks & Blots. If they come later, they might find Bolera alone and tied up at the agreed-upon exchange point. If they are too late, the Morlocks have taken her and are headed to Delirium's Tangle. Here's a rouch sketch of how the chase could be run, if it comes to that: It takes 10 chase points to reach the Delirium's Tangle. The Morlocks automatically get 1 point every 10 minutes. The PCs need DC 20 to Track: they get 1 point on a success and 2 points on a critical success. Possible obstacles: Brainchild, oozes, gases, cave-in, washed away tracks. The Morlock party consists of 6 morlocks, each riding a giant stag beetle. If they somehow reach the Delirium's Tangle before they are overtaken by the PCs, use the 1e scenario Delirium's Tangle for inspiration. Possible encounters there: Green Slime, Yellow Mold, Shuffling Scythe Blades, Maze of Mirrors, Hound Of Tindalos, Misery Siktempora, Slithering Pit. The aftermath
If they start researching at local libraries (Forae Logos in particular) for references to green eyes, a DC 34 Occultism check (or DC 36 Religion/Arcana) will lead them to discover the following passage written hastily with uneven strokes in the margins of a copy of the book "Fungi from Yuggoth": Monster with green eyes all over. I am the last one alive hidden among the bookshelves. It will soon be my turn too. It has sealed all exits. It is going through the books one by one, reading them in seconds and burning them after. I am using the last of my strength to write these lines and teleport this book to the safest place I know. It is going to be my last and only legacy before oblivion embraces me. The book's introduction mentions it is intended for the Library of Vista (a district of Magnimar). Problem is there is no such library and no one remembers there ever being one. If a librarian is asked, they will mention the book suddenly showed up on a shelf one day 700 years ago. Since the subject is the worship of Lrogg (a non-existent deity as far as they know) and it's referencing a non-existing library (as far as they know) the book has been categorised as "religious fiction". In reality, the monster reference is Ixusoth herself and she erased the library from existence and memory very thoroughly. If the PCs start researching for monsters with many eyes and a proclivity for reading and erasing information, a DC 36 Occultism check will be enough to learn about Hyakume and realise green eyes is only one possible option; Hyakume with different eye colours exist. A DC 40 Medicine check should be enough to reverse the eye operation - but access to Ixusoth's eye tank is needed to get Bolera's original eyes back. ![]()
![]() Episode 1: Back to the catacombs
No matter the exact circumstances, Bolera realises the PCs left behind something important: this could be some unexplored space in the sanctum, some skinsaw cult member who got away, some piece of evidence they didn't collect. She claims that if they strike while the iron is hot, that important thing will still be there for them to collect. If they wait a few days, it will very likely be gone. Her argument is: whoever is left in the dungeon will believe, rationally, that the Edgewatch is unlikely to return on the very next day, so they will expect to have some time to get back on their feet, re-establish contact with each other etc. But at the same time, they won't stay long because either some norgorberite cleanup crew or the guards are bound to show up eventually. Her instinct is correct on both counts. It's not only the PCs that may go. The Gray Queen is heading there as well on this day to clean up any evidence. If the PCs killed the Skinner but didn't take her body, that will be the top priority target and she might give up other targets to ensure she gets this one. Any skinsaw cultists who weren't arrested/killed during the main raid are also in the area, especially Mobana and Violetta. They plan to abandon the base after a few days, just like Bolera predicted. If the PCs follow Bolera's advice, they can arrest any stranglers and maybe indirectly witness the Gray Queen's work. They probably can't directly interact with her since her invisibility (Hidden Paragon ability) is too much for them at this level but there might be a bit of a race against her about who gets to evidence first. If she gets it before them, they might notice some corpses, equipment etc are gone (they were there just a minute ago!). The Gray Queen will not reveal herself or kill anyone while the PCs are there. She will probably kill any cult members she sees as a liability but only while there are no witnesses. ![]()
![]() I found that Detective Desdelen Bolera is an interesting character with lots of potential to interact with the PCs and the main plot. I set her up as the star of Edgewatch (but also a semi-famous detective mystery novel author on the side!) who was assigned the missing graveraker investigation. Having her check in with the PCs occassionally about that allows for this piece of the puzzle to stay in their minds, so that when the final revelation in book 4 about framing the primarch for the crime comes, it has more impact. I've arranged what she might do into separate episodes that can be sprinkled throughout the campaign. I'll be posting mine below but feel free to add more if you like! ![]()
![]() The Rot Grub "The Rules Lawyer" wrote: Anybody have ideas for Gurbo Mongsley, the guy with the stained wrinkled outfit who Gage tolerates who the mod says might have "some significant dirt on the casino owner." It seems like a fun angle, and he has artwork and everything! But we don't have any guidance on how it might be part of the Infiltration. How about that idea I had a while ago? Quote:
You can say Gurbo has first hand knowledge of this or simply figured it out so now Gage is paying him off to keep his mouth shut. ![]()
![]() Calemor wrote: I have a question about the Skinsaw Murderers. Specifically, they have the Twin Takedown action without the Hunt Prey action. As written, doesn't this make Twin Takedown useless since they have no prey to target? Should I have it require two actions the first time it's used on a PC to balance? Yeah a lot of enemy statblocks, especially in adventure paths, are hastily written and contain mistakes. You can either give them the hunt prey action or allow them to use twin takedown to anyone. Should be more or less fine balance-wise. ![]()
![]() I ended up using some of the content from these scenarios. Background: Instead of testing the mini-graveraker before building the real one like the scenario says, I had Wakeiwa Atikak build the mini-graveraker after the real one was stolen. I decided that Wakeiwa at that point in the story did not know exactly how the real one was powered. From Blune's requirements, specifications and cryptic clues she has surmised that it might be powered with sentient creatures but now she wants to confirm it, especially due to the extraordinary manner of its disappearance. So she sets up a secret workshop in the sewer beneath the Halcyon Hog, she builds the mini-graveraker and hires a wizard to summon some voidworms (baby proteans). The experiment is a bit too successful, when the voidworms are placed inside the mini-graveraker it gets overcharged and runs amok underground. The mini-graveraker digs straight through any walls on its way and eventually reaches the Ivy District. It penetrates the buried theater where the Sewer Dragons' lair is located, wrecking some columns and making the whole building structurally unsound. It keeps going, crashing into a sealed ancient tomb nearby. There it finally runs out of juice or maybe that wall is a bit too reinforced by ancient magicks for it to break through. The kobolds fight against the horrors unleashed from the tomb and through lots of sacrifice manage to place a huge boulder on the hole, sealing the tomb once more and the mini-graveraker within. Possible hooks:
Sewer dragons:
Once they get there, they immediately notice the rampage. The trail of destruction from the mini-graveraker's passage has left theater seats flattened, a straight line of debris dividing the hall in two. On each end of the line on opposite sides of the hall, there's a hole: the one the mini-graveraker got in from and the one it exited. You can find a map of the theater in the 1e scenario Sewer Dragons of Absalom which you can augment with your drawing powers to indicate the mini-graveraker's passage. Once they manage to get an audience with Yiddlepode and earn her trust, she explains what happened and her concerns: she thinks the theater will collapse and the boulder won't hold off the horrors for long, so tribe will have to move to escape. Yiddlepode's stance is generally trusting and is hoping the PCs offer solutions. Her brother, Trapmaster Tok, is a traditionalist, does not speak common and will resist any attempts to move the tribe or even accept the PC's help. If the PCs offer to deal with the tomb, the kobolds warn them the whole tribe couldn't fight back the horrors it unleashed. Alternatively the PCs can backtrack and investigate the graveraker's trail to see where it came from. The tomb:
Inside there's 5 Fire-Eyed Cyclops Zombies and 3 Ash Skeletons. The Ash Skeletons begin the fight in Ash Form and are gathered around the mini-graveraker which has crashed on the south wall. The undead might not only attack PCs but also the mini-graveraker. Any damage on it from PCs or monsters will puncture a hole which will allow a steady stream of voidworms to be released. These will not fight but are still vulnerable. The voidworms are semantically synced to the stochastic processes of their enslaved brethren on the real graveraker. If the PCs manage to protect enough of them and have some way of communicating with them, they might become privy to the Cane of Maelstrom's rhyme “Build. Make. Unmake. Shackle/Bend/Break/ and/Take and Unto the Cage, Cerulean Light Lakes.” Where it came from:
Once there, they find a small sewer chamber retrofitted into a workshop, complete with a desk filled with schematics, lots of clockwork parts and some engineering tools. Reading the schematics it's obvious it's an attempt to make a miniature version of the graveraker. DC25 to realise only the real inventor of the graveraker would be able to so elegantly replicate and miniaturise the machine. Climbing the nearby ladder leads to a manhole directly next to the Halcyon Hog. Track or Gather Information DC25 or similar will lead the PCs to Wakeiwa's room at the inn. She's going to refuse to talk to them but if they are insistent and diplomatic enough she might open up a bit. She will admit who she is and explain she's hiding. She will admit to doing the experiment with the mini-graveraker and apologise profusely for the damage she has caused. She won't divulge she's hiding because she's afraid of being accused of enslaving the proteans unless the PCs first bring up related evidence they have gathered. At your discretion, more pressure might make her confess her business with Blune (but be careful this might derail the whole AP, this is information the PCs normally get in book 5). If they present her any clockwork technology they have found, she will correctly identify the source. For example, for the dig-widgets in the catacombs/bank heist she will correctly tell them they are made locally, in the style taught at the Clockwork Cathedral. (At your discretion she might even recognise they were made by Vancaskerkin, but again be careful as this might sequence-break the whole AP) If they pressure her to make an official statement or try to arrest her, she will attempt to escape. She will non-challantly walk towards her desk (DC 30 to realise her suspicious intentions), then throws a smoke bomb, gets a helicopter-like gadget and flies through the window. (the flying gadget can easily lift 2 Medium-sized creatures, but will lose height continuously at 3 and won't lift off at all at 4). Run this with the chase subsystem: First, if anyone has managed to grab onto her, she flies dangerously close to a building so the grabber gets hit. After some evasive manoeuvres she lands. If she has managed to get some distance to any pursuers, she presses a button to transform her gadget into a fake metal chimney she attaches to the nearest building. (DC35 Stealth). If the PCs manage to detain her after all that, you might need to make huge changes to the AP from the information she will reveal about her association with Blune and Vancaskerkin. Also the whole plot later with her attempted assassination by Vancaskerkin killbots is going to have to change etc. Possible rewards:
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![]() One of the players in my group requested to use one of the uncommon feats tied to Kassi Aziril from Lost Omens: Legends and I decided to oblige him by turning it into a mini-quest. This can play out right before or during the events of chapter 1 of this book, but I think it's even better to do it even earlier in the campaign, during book 2 or 3 to foreshadow the Blackfingers Temple and the conference. Here you go: Kassi Aziril in Absalom ![]()
![]() One of the players in my group requested to use one of the uncommon feats tied to Kassi Aziril from Lost Omens: Legends and I decided to oblige him by turning it into a mini-quest. This can play out right before or during the events of chapter 1 from book 4) but I think it's even better to do it even earlier in the campaign, during book 2 or 3 to foreshadow the Blackfingers Temple and the conference. Background
The Blackfingers Temple invites her to give some lectures as part of the Noxious Retort conference (from book 4). In the invitation they do not mention they are a religious institution knowing that she would decline if she knew. The hope of the trickery god's followers is that she arrives in Absalom after an arduous trip and at that point she will feel obliged to give the lectures because she has already committed all this time and effort. Alas the plan does not work out. When Kassi arrives at the Black Mask (where the church had offered to host her in one of the spare rooms on the first floor) she realises the ruse and is furious. She immediately leaves without a word which creates a huge gap in the conference agenda, not to mention the embarassment. Now the temple hopes to track her down and make her reconsider. How the PCs come in
If the PCs inquire inside the temple, a distraught Kalyn Pounch will explain the situation and try to recruit their help. If the PCs show up looking like guards she will present this as a missing person case and feign worry about what might have happened to her guest lost in the big city. Or she might argue that Kassi is contractually obligated to appear in the conference because she formally accepted the invitation. She will not divulge all the details about how they tried to trick her. Finding Kassi
After leaving the Black Mask, Kassi went to a Wise District inn called the Halcyon Hog (see book 5 for more info). She's staying there, mostly brooding and ruminating about what a waste this trip has been. But also not completely neglecting her research. You can use this opportunity to foreshadow the inn and perhaps even the enigmatic inventor Wakeiwa Atikak who is hiding there. Talking to Kassi
Kassi's conference
The agenda might look like this: 9.00 Divine poisons
The conference won't be completely uneventful. Left to her own devices, during the lecture about addiction Kassi will go off-script and start ranting about how the gods made mortals susceptible to addiction so they can be easily addicted to religion. If that happens Sindoi will intervene and impress/confuse everyone with a cryptic limerick about how Kassi's contempt for the gods might become ironic if she herself ever became a goddess of medicine. No one from the Blackfingers Temple shows up because they don't want to draw any attention to themselves right before or after the terrorist attack at the Irorium since that could compromise Jonis Flakfatter, the high priest. Epilogue
Dear [PC NAME], I'm writing you these lines from the ship's deck at Absalom's lovely harbour. We are soon sailing to Andoran. From there I will go north to the Five Kings Mountains, to Kyonin and finally reach Galt, where I'm informed the public health situation is not good at all. I am sorry you decided not to come with me after all. Your talents in medicine are wasted in the endless fighting among cultists, meanwhile you could be out there saving lives of the people who matter. I guess things might be different if we met under different circumstances, that whole Noxious Retort business was far from ideal. Speaking of which, isn't it strange that not one of those norgorberites showed up at the conference we organised? I was afraid they might show up to cause trouble for rejecting them but they didn't even send one measly representative. Strange and definitely not a coincidence! Anyway, I have to go now, I must give the letter to the messenger boy before the ship sails. Hope our paths cross again. Yours in truth,
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![]() I made an undercity pointcrawl based on an adventure hook from the toolbox in book 1. Quote: Snowdew Pond: Most fisherfolk can only dream of a body of water like Snowdew Pond: crystal-clear, with a surface as flat as newly cut glass, and continually stocked with fish ranging from mundane to magical. [...] Despite the water’s clarity and the serenity all around Snowdew Pond, several fairgoers have complained of a foul stench emanating from the spot, and one terrified visitor has even claimed to have seen a ghastly arm reach out from the middle of the pond, curl its clawed fingers into a loose fist, and then sink back into the depths as quickly as it had come. It is meant to replace or complement parts of book 1 and book 2. Enjoy. ![]()
![]() I made an undercity pointcrawl based on an adventure hook from the toolbox in book 1. It is meant to replace or complement parts of book 1 and book 2. Enjoy. ![]()
![]() The foul stench of Snowdew Pond
The truth is Snowdew Pond was built over a haunted sank school, which explains the ghostly sightings but not the smell. The smell is due to an ofalth that was attracted to the location because of all the bodies that were dug up and rubish that was produced when the remains of the school were sealed up during the preparations for the Radiant Festival. The ofalth unsucessfully chased some otyughs and then set sight on an even better meal: the constant barrage of body parts produced by the Skinner. Which means the smell at the pond will go away on its own but the danger it represents will still be lurking under the city and eventually reach the Catacombs under the Ascendent Court (where the PCs will eventually find it if they don't intervene in the meantime). To represent this, assume the ofalth's initial location when the festival starts is area 2. Precipice necropolis. It will move through the shortest possible path towards the final area 12. Arodenite catacombs at a pace of 1 area every 3-4 days, so it will reach the destination in a little over a month. The DC to Track the smell, discerning if an exit from an area leads closer to the ofalth, is 5 times the number of areas between the ofalth and the party. So it's DC 5 if it's an adjacent area, DC 10 if two areas over, DC 15 if it's three areas over and so on. The first hurdle is tracking the smell to the precise location of a tightly screwed storm drain on the northern side of the pond. It takes a DC 25 to Force Open or more likely waiting a week of bureaucracy to get a crew to open it if they ask Edgewatch for official permission to investigate. If the PCs reach the ofalth before they are at a level they stand a chance, make sure to telegraph its power, perhaps by letting them witness the strength of its Stench Aura ability or stealing a glance of its disgusting form from a safe distance. The ofalth will ignore the PCs thinking they are small fry until they get extremely close or attack. Here is the map showing the pointcrawl areas. ██████████████████████████████████████████████████ 1. Drownyard (Level 1-2)
Cavernous space with derelict ruined buildings that once comprised the school. No light except for the ghostly presences. PCs who go back to investigate what this school is about might find their way to Lady Dacilane who tells them the story of her daughter who was at the school, went missing and presumed dead but was eventually found and returned unharmed by the Pathfinders. Check old PFS scenario Black Waters for more info and inspiration. Exits:
Encounters:
██████████████████████████████████████████████████ 2. Precipice necropolis (Level 2-3)
Check old PFS scenario Black Waters for more info and inspiration. Exits:
Encounters:
██████████████████████████████████████████████████ 3. Winding tunnels (Level 2-3)
Exits:
Encounters:
██████████████████████████████████████████████████ 4. Docks sewer (Level 3-4)
Exits:
Encounters:
██████████████████████████████████████████████████ 5. Coins sewer (Level 4-5)
Exits:
Encounters:
██████████████████████████████████████████████████ 6. Docks drainage (Level 3-4)
Exits:
Encounters:
██████████████████████████████████████████████████ 7. Buried city ruins (Level 4-5)
Exits:
Encounters:
██████████████████████████████████████████████████ 8. Gilltown
For more info, check out the Absalom book, page 141. ██████████████████████████████████████████████████ 9. Mother Venom lair (Level 10-15)
For more info, see book 5. ██████████████████████████████████████████████████ 10. Cursed slave holds (Level 5-6)
Exits:
Encounters:
██████████████████████████████████████████████████ 11. Ascended Court ancient sewer mainline (Level 6-7)
Exits:
Encounters:
██████████████████████████████████████████████████ 12. Arodenite catacombs (Level 8-9)
For more details see book 2, page 30. ![]()
![]() You could give a hint to players to have some sort of plan prepared if things go south. The cleric in my group cast status on the bait PC so they would know if he was in trouble and rush in to his rescue. Or you could send him through a less immediately lethal trapped room. Not all trap rooms kill you in 1-2 rounds. Keeping him alive for dissection, torture or some other nefarious purpose like Kemeneles is also an option. ![]()
![]() Did anyone else make special arrangements to make resurrection easier for their group? Here's what I did: We had an unfortunate death in book 4 (the ankou shadow doubles body-blocked the ranger) and the player seemed inconsolable and really wanted the character back. The convenient thing was that the player also wouldn't be able to attend sessions for a while so we organised a few mini sessions for the rest of the players. The basic structure we used was the Research Subsystem. The way it works is there are various places of knowledge (called "libraries" in the subsystem) and interacting with them (usually requires a skill check) gives you points. The more points you collect, the easier it gets. Each place of knowledge might have its own quirks and restrictions. When you achieve certain point thresholds you get a benefit, like a sudden realisation about what to do or even some unexpected extra. For Absalom I chose the following "libraries":
Each place grants a maximum of 3 points. Each attempt takes at least 4 hours (half a day). The default DC was 30. The thresholds I used were roughly as follows:
So what happened after that they arranged a speech from all the important people from his background, including the guy who set him free , the people who helped to his feet when he was poor, the colleague he had a fling with. They bought spices imported from the Mwangi Expanse where he came from and so on. We also role-played him being a ghost for a bit, he encountered a lesser death (the same one the Twilight Four had called to deal with the Infector) who tried to send him to the Boneyard but he resisted. During the culmination of the ritual (which was a critical success) he briefly met Desna. All in all it was worthwhile and I don't think it trivialised the impact of character death. They later re-used the same tricks to resurrect Harlo Doleen (which I initially thought would completely derail the plot but actually wasn't too difficult to deal with). ![]()
![]() I did a write-up on how to run the Pratchett/Ralso trial. It should probably be run at some point during book 2 or in-between books but since it acts as a sort of epilogue event for this book I'm linking it here. ![]()
![]() Before the trial:
One of the people who are visiting him frequently is Mrs. Honeywall who fanatically believes in his innocence. Pratchett is slowly radicalising her and will eventually ask her to burn down the hotel (ostensibly as an act of defiance) to destroy any evidence the PCs haven't gotten around to gathering. If she succeeds and the PCs investigate the ruins, they might find and recognise her glasses (Perception DC 25). If she is arrested she will stand trial with the rest. He is also very quickly writing his memoirs to "tell his side of the story", of course they will be full of lies to turn the public to his side. He asks Vancaskerkin to publish them but Vancaskerkin, recognising an opportunity, informs the PCs (he's eager to win their trust, hopes they will return the favour later or even prove useful pawns). If the PCs show no interest in stopping this, he goes ahead and does it but if they ask him not to he will respect the PCs' wishes. Pratchett doesn't want a lawyer, he will represent himself. Ralso might also be on trial as Pratchett's accomplish. Before the trial she might have cooperated with the PCs and Edgewatch, some of the PCs might have pitied her and want to help her. She makes no preparations on her own, so she won't even have a lawyer unless the PCs take an active interest in helping her and she will only remind them of the lawyer situation the day before the trial. If the PCs try to help her, she will play along with anything they suggest, including an Atone ritual. Nobbindale (the redcap) might also have been arrested. In that case he will stand trial with the rest. He is completely unhinged and will refuse any cooperation. The public prosecutor, Zendo Loreya, an old man with a white short well kept beard, comes by at Edgewatch HQ to get the list of all the evidence and all other info on the case the PCs might offer him. The courthouse:
Lady Seichya of House Tevineg (high warden of the Brine prison, trademaster of the Salt Cartel) is the presiding judge. She has a conflict of interest of course, since her control of the private prison means she'd rather see defendants convincted than go free. Outside the courthouse, the PCs might encounter Eunice (if they have saved both him and Kemeneles). He is standing next to the door with his arms crossed, clearly annoyed. He is watching a bunch of urchins around his age whose circumstances couldn't be more different than his own: they are selling newspapers and trinkets, shining shoes and possibly even picking pockets. Kemeneles forbid him to go inside on account of the gruesome descriptions that will no doubt be relayed during the trial. He feels this is unfair. Still, seeing the PCs might lift his mood if they were nice to him in the past. The process:
If things are not going favourably for Pratchett, he gets vindictive and tries to take down Ralso with him. In that case, consider adding the following episodes:
If Ralso is cornered after Pratchett turns on her, she considers changing her plea to guilty, confessing her crimes. If there is a PC she trusts, she looks at them expectantly hoping for a sign in the form of a nod or other body language. She will follow their advice. Make sure to modify or skip episodes based on what has transpired in your game (e.g. if a witness was not rescued they can't testify, if a piece of evidence was not recovered it cannot be presented and so on). The verdict: Each episode contributes 1 conviction point to all relevant defendants by default. But if some deposition or piece of evidence is doubted or objected to, then the point might be nullified. Pratchett will never miss an opportunity to do this. If no PC is involved, the GM decides if the point is nullified or not. If a PC is involved in an episode, they roll a relevant skill check (mostly Diplomacy) with DC 20. If the involvement was against a defendent then:
If the involvement was to object or cast doubt to a witness or piece of evidence then:
Example objections that Pratchett might use:
Finally subtrack 1 conviction point for each extenuating circumstance, for instance:
Depending on conviction points, the verdict is:
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![]() I made a homebrew sidequest addon. It uses information mostly from book 4 but level-wise and story-wise it fits betters somewhere during book 3. The sidequest involves uncovering a circle of norgorberite assassins in the Ivy district that might have some tangentially useful information for the Twilight Four. It can be used to replace parts of book 3 or add to it. ![]()
![]() Shreeve:
Shreeve is intimately acquainted with the Blackfinger temple yet she has not been granted access to the inner sanctum under the temple proper. Nevertheless she knows a lot of secrets of the cult. Even though she is not directly involved with the twilight four, she knows a few things about the blackfingers. She has been trying to gain access to the blackfingers lower temple unsuccessfully for a while now. Jonis has word from Norgorber himself that she's not to be trusted. She has heard that Jonis the head priest of the Blackfingers temple is part of the twilight four, a conspiracy of high-level norgorberites. She does not know what the conspiracy involves exactly but she knows it's important. This information was fed to her by Vancaskerkin's agents, hoping it would lead investigators off his trail and destroy Jonis at the same time. Shreeve was recently hired by Bloody Berleth to kill Maurissa Jonne but he had second thoughts, did not make the payment so the assassination never went through. Possible hooks to start mini-adventure:
Potion shop:
Her shop seems like a normal potion shop, with a focus on alchemical consumables. False bottoms/backs in the cabinets she stores her usual wares conceal potent divine poisons (pretty much everything from the adventure toolbox of book 4 is available), those are for special clients or for her own use. In her private chambers on the 2nd floor connected to the shop via a staircase, on her desk, one can find her formula book, where she keeps all her recipes: focus cathartic, vermin repellent agent, vexing vapor, skeptic's elixir, silvertongue mutagen, quicksilver mutagen, juggernaut mutagen, energy mutagen, dread ampoule, cognitive mutagen, drakeheart mutagen, tanglefoot bag, alchemist's fire, acid flask, snake oil, antidote, bravo's brew, elixir of life, wyvern poison (last one is encrypted, DC 30). The same notebook also contains a list of her clientèle each associated with a 4-digit code. If studied, Perception or similar DC20 to notice some clients have no associated orders at all. Perception or similar DC25 to notice she has nowhere near 9999 clients so there's no sense in using 4-digit codes. These deductions will come into play later. The altar:
The actual solution is to sing a skiprope rhyme called "No-No Norgorber" while pouring the right sort of liquid at certain times, as noted below. The players could figure this out on their own if they are familiar with the rhyme (try to foreshadow it), or they could remember it with an appropriate check (DC20 if they realise it's something like a song or poem or hymn, DC30 if they have no idea what they're supposed to be looking for). The timings and liquid requirements can also be figured out with appropriate Identify Magic or similar checks. The device hums and glows more and more with each correct new liquid poured but if you pour something wrongly then the humming and glowing ends abruptly. This together with knowledge of Norgorber lore (as a lore-skill or just paying attention) will help the PCs figure it out. Someone who is a Master in Thievery can Disable Device DC30 to completely bypass it. Other similar brute-force solutions should be around DC35. Here is the rhyme and liquids: Reaper?
What lies beneath the altar:
Assassination log:
Once the PCs solve this they get a clear picture of all the assassinations Norgorber's Knot has conducted. There is only one entry that is related to the main case though: The last row is an assassination ordered by Bloody Berleth to get Maurissa Jonne killed. The bounty was set to 1800 gold but was never paid (as indicated by the fact that the last two dates are not filled in). Bloody Berleth, despite his hatred for Maurissa, couldn't go through with it. Behaviour and schedule:
For Shreeve use the statblock of Japu Thelenger (AoE book 4, page 14). Add a gaseous form potion (and at your discretion, perhaps some more alchemical items for emergencies). For her assassin buddies use the assassin statblock from the Gamemastery Guide. As an example, for 4 level 10 PCs, Shreeve + 4 assassins is a severe encounter, Shreeve + 2 assassins is a moderate encounter. What the PCs can gain from this scenario:
Where do we go from here:
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![]() I liked the campaign as well and agree with most of your criticisms. It would be definitely better if it wasn't a 6-part 1-20 level AP. Quote: Why does first book assumes it ends on Arodus 3 and final book on Rova 7? That's less than month for entire thing) If you're referring to the newspaper frontpages, I don't think they are meant to impose a timeline or deadline on you. They are just used illustratively. ![]()
![]() If you're looking for a low-key early foreshadowing of Olansa as the Gray Queen, I have a treat for you. To make a long story short, it's a case they receive about how Olansa stole a High-Council seat but presented in such a way that it will be dismissed until it's too late. You can run this scene as soon as the PCs get promoted to the Starwatch. ![]()
![]() One of the subtler foreshadowing I've done is the Larrett vignette. Absalom, City of Lost Omens wrote: Larrett, sometimes called Lord Filth, is Absalom’s infamous Commissioner of Sewers. With sunken eyes, a wrinkled nose, and long, greasy locks tumbling down from an unkempt and receding hairline, the twitchy administrator would look as if he had just crawled out of a septic puddle if he wasn’t always bedecked in the latest and most expensive Ivy District fashions. The smirking villain is perhaps the most caricatured politician in Absalom’s broadsheets, his face a veritable symbol of corruption known all across the city. The commission’s efficiency, as well as Larrett’s alliance with fellow Sanitation Commissioners Venlun Frusk (Streetsweepers) and Pondo Funt (Trashpickers), keep Larrett in power despite the fact that everyone seems to hate him. He's a member of the High Council and thus has one of the precious votes for deciding who's the next (acting) primarch. The year before the start of the AP, Olansa very carefully orchestrated, in conjunction with the newspaper Eyes on Absalom, a damning exposé of his corruption. The scandal was so great that it left the acting primarch Starborn no choice but to replace him during that year's Exaltation of the Starstone. Olansa, with some expert political manoeuvring, was not only credited for catching him in the act, but also got his place in the High Council, thus securing one vote for herself when the Twilight Four plan was eventually enacted. There was a secret tradition that the positions of the High Council were reserved for the bearers of the magical cornucopias (see the 1e Guide to Absalom for more info about this recently expunged bit of lore) but that tradition had been waning for a long time after the artifacts lost their powers with the death of Aroden so Starborn wasn't particularly concerned with being the first to break it. Since then, as is his right as a council member, Larrett has been regularly visiting the Starwatch and asking them to investigate how Olansa stole his high council seat. He will talk to anyone there who will listen to his ramblings about how he deserved the seat because of the cornucopia and so on. He has become a joke at the office. The Starwatch, as is their right, have decided, repeatedly and despite his protestations, to de-prioritise his case. Enter the PCs. After they earn their Starwatch badges in the beginning of book 3, you can run this scene for them while they are in their office at Starwatch Keep, preferably when they feel they already have their hands full: One of their colleagues, preferably someone they already have a relationship with, sighs and mumbles "Not him again" as they're watching from a window. If asked, they will tell the PCs about how this low-councilmember has been bothering them with "a case of utmost urgency" (they do the air quotes to indicate the sarcasm). He used to come more often but lately he comes by every time there are new recruits so he's definitely there for the PCs. Larrett of course demands an audience with the new Starwatch agents and if the PCs grant it, he tells them what he tells everyone about how he is entitled to a high council seat and not just a lowly low-council seat and how Olansa stole what was rightfully his etc etc. Obviously he comes off as extremely entitled, corrupt and hysterical. If there's any other Starwatch guards present they roll their eyes incessantly through the whole ordeal. If the PCs recall knowledge about him they remember all the caricatures they've seen of him, not just in Eyes on Absalom but also as a character in puppet shows and word on the street about how corrupt he is. The PCs will very likely completely dismiss him and write him off as another corrupt entitled nobleman that deserves his demotion... but the narrative seed of Olansa's meteoric rise in political power as well as her being a great thief has been planted. ![]()
![]() I wanted to foreshadow Chapter 3: A Wonderful Time in Harrowland, so I ran the module The Harrowing to do so. The idea was that Vancaskerkin used an occult ritual or darkside mirror to create the Rabbit Prince out of the essence of one or more PCs. As a side-effect of this, the PCs stumble into the Harrowed Realm and have to escape. Vancaskerkin's alter-ego inside the Harrowed Realm is the Nightpeddler. ![]()
![]() I wanted to foreshadow the Harrowland from book 4, so I ran the module The Harrowing to do so. The idea was that Vancaskerkin used an occult ritual or darkside mirror to create the Rabbit Prince out of the essence of one or more PCs. As a side-effect of this, the PCs stumble into the Harrowed Realm and have to escape. Vancaskerkin's alter-ego inside the Harrowed Realm is the Nightpeddler. Here's my notes for converting the module to 2e. (I'm linking it from this thread too since this book is the best place to foreshadow Harrowland and the encounters in my conversion are semi-appropriate for a level 10-11 party.) ![]()
![]() I ran this module as a side-quest / foreshadowing for my Agents of Edgewatch campaign. My notes are very patchy but I thought I'd share them in case they are useful to someone else. Should be okay for around level 10-11 PCs. Playing the corresponding card against a storykin applies the weak adjustment to them for the rest of the fight. Events:
Α. Midnight circus
B. Briar
C. Demon's Fen
D. Manmolds
E. Prophet's Garden
F. Sanguine Playhouse
G. Smith’s Caldera
H. Trackless Dearth
I. Striding Fortress
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![]() Quote: the "Flying Chairs" obviously seem to be some kind of elevator, but if they're designed for Edrer, why do they have chairs inside? How would Edrer bring his wheelchair with him? Flying chairs were presumably not designed solely for Edrer. It's just that Edrer having a disability made Gage more keen to design the casino with disability in mind. I assume there are no actual chairs inside or if there are there's also enough space for Edrers wheelchair to fit. As an aside, I always read this as "flying stairs" until you pointed now that it's actually "chairs". Quote: there is a bouncer at the curtain checking people who are looking to enter, but there's also just an open passageway to the north I mean it's not that rare, there's theaters that are designed like that too. Not all spaces are designed with absolute security in mind to physically block any trespasser. The bouncer obviously knows you can go through the curtain on the other side or past the corridor that way and will keep an eye on you, not allowing you anywhere else on the floor if you don't have the right credentials. But it's still possible to sneak by the bouncer by distracting him or whatever. Quote: it says the tokens cannot be removed from the briefcase Think of it like a piggy bank. You can easily put coins inside at any time without doing anything special but removing them requires a key or thievery. ![]()
![]() Nice, how did the fight go? Did you use more spells or Reality Rip? I'm also thinking of changing Olansa, I would REALLY like to give her some sort of supercharged Steal ability that allows stealing spells, abilities. items, all sorts of stuff. Looking into high level rogue feats and Umbral Graft/Extraction spells for inspiration. ![]()
![]() I also did the Djinni Vizier from the casino in book 3 a while ago. Had some time to transcribe it today: Djinni Vizier — Creature 10
Perception +20; darkvision; detect magic Languages Common, Auran Skills Acrobatics +23, Arcana +18, Athletics +18, Crafting +16, Deception +18, Diplomacy +22, Society +16, Stealth +19 Str +5, Dex +7, Con +3, Int +3, Wis +2, Cha +5 Bound Wishes A djinni vizier can grant a mortal or undead creature up to three wishes within a year’s time. Once they grant a third wish to a single creature, they are freed from service to that creature forever. Items scimitar AC 30; Fort +16, Ref +21, Will +18 HP 170; Immunities acid; Resistances mental 10, sonic 10 Whirlwind (air, arcane, aura, evocation) 30 feet. All squares in the djinni's aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune. Speed 25 feet; fly 40 feet Melee [1-action] scimitar +23 (forceful, reach 10 feet, sweep), Damage 2d6+15 slashing Melee [1-action] fist +24 (agile, finesse, magical, nonlethal, reach 10 feet), Damage 4d4+8 bludgeoning Ranged [1-action] crashing wind +23 (air, arcane, evocation, range increment 20 feet), Damage 2d8+5 bludgeoning Spells DC 30, attack +22 ; 10th wish (bound); 7th Plane Shift (At Will) (to Astral Plane, Elemental Planes, or Material Plane Only); 5th creation, tongues, summon giant, illusory creature, illusory object; 4th gaseous form, enhance visuals (at will), invisibility (at will) (self only); Constant detect magic Hurricane Blast [1-action] (air, arcane, evocation); Frequency Once per round. Effect The djinni pushes all creatures in its whirlwind back 30 feet, or repositions all creatures inside the aura without changing their distance to the djinni. Each creature must attempt a DC 30 Fortitude save. Bumping targets to walls or to each other deals damage as if they had fallen. On a success, a target avoids being moved, and on a critical failure it falls Prone in addition to being moved. Creatures with the air trait are immune. ![]()
![]() You're right, if you want to say that the Graycloaks have been there for a while, it makes no sense that they are right where the Skinsaw cultists come and go. But to be honest, D13 doesn't make a lot more sense to me as a long-term safe spot either, they would be right next to Tyrroicese. They would be able to hear his slimy appendages and their commander's voice from within its mass. And it's hard for me to imagine that a slightly tight corridor would be an insurmountable obstacle for a slime in a suit of armour. Perhaps if you changed D13 so the corridors had doors or something else to seal them off? Or maybe move Tyrroicese's initial location away from D13. Or maybe the Graycloaks go back to the lower level and hole up in D23 (after clearing it up as much as possible) or D24. ![]()
![]() I think the default assumption is that Flakfatter dies. There's too many things going against him:
If they manage to have him survive all that, the PCs should be rewarded at least with some extra info on the T4. But in order to move the plot, Flakfatter being alive is not necessary at all. The next part of the plot involves the PCs and Starborn getting tricked by Vancaskerkin to approach the Harrow circus thing. If anything, Flakfatter surviving makes this part more awkward to implement as written. With all that said, if the demilich succeeds, I would say her next goal would be to get rid of the PCs and failing that run away from them. The demilich is a demented creature. Her plans are insane and her grasp on reality tenuous. Even if she agrees to the trade you describe I doubt she would seriously be of any help to the PCs later on. ![]()
![]() Cirithiel wrote:
I talked to narchy and he confirmed the HQ is meant to be this building. Cirithiel wrote: Any other landmarks I should be looking for? The pagoda and the menagerie are kinda obvious. The Dreaming Palace is also there as we discussed in a different thread. There might be more. For sure there are some old landmarks from before the sector was re-built. You can quickly locate those by comparing the old map from the Absalom book with this one since they align perfectly. ![]()
![]() Aishama wrote: Where is it stated that they could have learned this? I'm pretty sure it's not stated and it is a mistake. Here's how I handled it in my campaign: PCs killed Skinner so they couldn't learn anything from her. From Mobana & Violeta they learned about the existence of the T4 but not its exact aims. They still had no lead about Skinner's dealings with the Washboard Dogs so I brought in Niervok from the Absalom book to connect his story about witnessing an abduction and the abductions the Washboard Dogs did on behalf of the Skinsaw cult. We are currently in the middle of book 4 and my players still have no concrete idea about the T4's plan. They have some theories that it has to do with taking advantage of a political power vacuum since the whole "revolt is being puppeteered by the Infector from the shadows" bit at the end of book 3. ![]()
![]() It's not on the map. You have to decide for yourself where to put it. However, there's a new map made by narchy that actually shows the location of the Dreaming Palace. It's this one. ![]()
![]() If you're asking about the location of the Edgewatch police station, no official location exists. A lot of people assume it is that big building north of the mystic gardens with a humongous backyard filled with white circles. PS: See also this question I asked on reddit when I was starting.
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