Windspirit's TotB Campain Log (SPOILER)


Carrion Crown


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Hi all,
I thought I keep you updated on how my campain is going and what obscales I encountered and some ideas I put in.

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Evening 1
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- Using the maps of MartinB my group decided to use the route past the frontier border to sell off the Master Worked leather and Chain and Long swords they found in Harrostone, as Ravengro doesn’t have that much need (or $).
- I used that opportunity to trade in the magical items my group missed in HoH for all the gear they had left over. The Guards of the Border got the treasure of Raiding Orc’s.
- As they spend the evening drinking with the Guards the Guards warned them that (its October in my Game) there might be Orc Raider out on the Road north as a last opportunity before the Winter.
- They came across the Crooked Kin around short before the Forest of Maidensnarl (south of Tamrivena).
- The Desna Cleric (Player) didn’t trust the Kin and stayed with the Horses while the rest went after the missing Pinhead. Resulting in an almost loss (down to CON 1) of the Wizzard (Spider Poisson), as he had all the wands and scrolls of Restoraion.
- After they brought back the Body of Aleese the Kin prepared the body and Burned her in a Ritual and after that they had a Wake.
- At the wake I had S’kal (the Princess) read them the Harrow Cards (Harrow rules). I had the Players shuffle cards (and then used some slights of hand of my own to fudge the cards) and laid out 6 Cards (The Inquisitor, The Paladin, The Mountan Man, the Fiend, The Tangled Briar and the Rakshas) and read them the meaning. If you read up the Cards in the Harrow deck it basically gives some clues about TotB and the whole AP. After that I had the PC each draw a Card and also handed them the Upraising as a group card.
- I will form now on use the Varisian Fortune tellers to give them their “Hero-Point” cards.
- I made Aleese be one of the Drivers of the Wagon Train and so that one of the PC’s had to drive the wagon. The PC’s agreed to accompany the Kin to the next city so they could hire another driver. (also it finaly give the PC a chance to use their Handle Animal Skill)
- True to “Rule of Fear” Tamrivena ist not a very friendly town and the Guards didn’t let the Kin into the city. So the PC’s went and Hire a Driver and then also came to the conclusion that they might as well accompany the Kin to Lepidstadt.
- Halfway between Tamrivena and Courtaud an Orc raiding Party with 25 Orcs (18 normal, 4 2nd level fighter and 1 2nd level Sorcerer) hit the Wagon Train. As they had a Scout in front they prepared for the attack and a nice little battle went on. I also had TrollBlood join the battle, fire breathing on Orcs.


Evening 2
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  • The travel from the OrcRaid site to Lepidstadt didnt had any more encounter (else too much XP)
  • The group pressed on and arrived in Lepidstadt in the late Morning, in between all the Festival like atmosphere. The Kin started rolling out the banners and some of the PC even got in on the action (juggling etc). The wagon train rolled past the Burning Mann to the next open place in the West and made camp there.
  • The PC now went to the University and spoke to Prof Crowl delivering the Books and been a bit puzzled by the breaking. However no big investigation took place.
  • They went on to the Judge and delivered the last book. They failed to recognize the clues that she is part of the Order..however the Paladin volunteered the PC's to fight for Justice. They asked about the Whispering Way and I volunteered some the info out of Rule of Fear.
  • Next stop was poor Barrister Kable. The PC recognized very fast that this guy was set up to fail and started now in earnest to investigate.
  • The Paladin and the Inquisitor where sworn in (using a Pharisma Sister of Justice). The rest of the PC’s didn’t wanted to be “on the books” as they feared that they will join the Beast in the Burning Man. However they didn’t talked to the Judge or the Barrister about their fears.
  • The barrister gave them the details of the accusations, a witness list , an overview how the Trial worked.
  • a very detailed interview with the Beast followed and they asked the right questions and found out about the crying/laughing and that something else went on in Herestage.
  • They went to the University first and investigated it in detail. Finding all the clues and already deducted that the Beast must have been controlled. (sometimes my group is really good in putting stuff together ..but only sometimes….lol)
  • They are now getting ready to ride out to Morast.

The group really likes it so far and enjoyed the investigation and interactive rollplay.


Forgot to add that we run a bit into problems with the Trial itself. I found that I needed to give the players a bit of an overview of how the trail is done, as they already assumed that this was a show trial. The Idea was born out of the fact that my players assumed teh Australian (commonweath) kind of trial.


Long time no play…Business travel sucks.
2 of my players (Cleric and Monk) changed their characters…not happy Jane! So now I have a Bard and a Oracle in my campaign.
Getting the Oracle in was easy…as I used the Card reading the Oracle IS the Card Reader form the Kin..at least easy to insert. The Bard…that was kind of easy as I made him the Driver they picked up in Tamariva. I was tempted to get one of the old PC’s murdered by AA as a lesson..but then I was sure that my PC’s go off and forget about the Beast…so I left it to the players to come up with something.
So after 1.5h by horse..Morast FINALY.
I had some rather stupid trouble there see link
Back in the city I have to say I kind of FU’ed the Trial. It was late and I wanted to get over it with. That was a mistake. Cause instead of only rolling I should have used my players to argure the case. Cross extermination, witnesses….etc…would have been good to inject some more info into PC’s.
Anyhow at least I played out the presentation of the Deductions to the Defence. The PC’s check the Beast for the bite. They where initially very surprised to hear the Beast cursed…but forgot about it later…pity I would have given XP’s and a Diplomacy Role +5 for that.
As only 2 PC’s (Paladin and Inquisitor) of my group signed up for Jury duty the other 4 went and hunted down the Tools. To my shame I fudged that too…(Turned out I was sick with a flue)
So his week…I hope to make it a bit better.

Grand Lodge

Where are you guys playing?


Helaman wrote:
Where are you guys playing?

ATM Mordiallic, Melbourne, Australia, Thursdays. If you like to get in contact with me check my homepage (langenhan.info)

Grand Lodge

Windspirit wrote:
Helaman wrote:
Where are you guys playing?
ATM Mordiallic, Melbourne, Australia, Thursdays. If you like to get in contact with me check my homepage (langenhan.info)

Driving from Sydney would be a bit of a commute :)

Sounds like a great game ya got going.


We didnt play do to heavy storm damage...


I started off by having my players recap what happened last time (as in any good TV series). Then I went and fleshed out a bit more of Day1 of the trial, as I fudged that massively (see above) . I made sure to get the emotions of the Audience across and the way the process is handled as I plan to play the next process day.
We resumed play shortly after the first day around 15:00 (playtime) in Baristers Kaple’s room. The barrister is played by me like Jim Trott and he was rather excited by the progress of the trial and that 2 out of 4 evidences passed. Needless to say the PC’s wheren’t impressed at all.
Kable then told the characters what he knew about the base of the upcoming day for Hergstag, which wasn’t much. He knew only that the Prosecution had witnesses and that the Beast is on trial for killing 6 kids. The inquisitor was extremely unimpressed by him not knowing more. The players had already traced the tools back to Vorkstag but choose to ignore that line of inquest ATM and concentrate on Hergstag. So part of the group went over to the Kin to find out more about the witnesses . The Paladin and the Inquisitor went to interview the Beast. It was still emotionally upset by “not nice human”. The Paladin could calm him a bit and they started to ask him question about Hergstag. The Beast only reveal that he “was home at lake” “Elsa found him, she nice, she good friend” “went after Elsa, couldn’t fight ghost, he stole her, I brought her back, people mean, and run after me”. They also re-established that the “laughing” of the Beast is actually crying. The Inquisitor with his MonsterID skill could find out that the Beast is properly talking about some incorporeal undead. The Players caught on that it was a Wraith, but the Characters didn’t.
The whole group went to interview the Sisters. The Mill was in rather poor shape and the Sisters on the poor side. The Rouge basically sneaked in after the group and had a look around the house to see if they were hiding any $ or values (to see if they where bought by the prosecution, which they weren’t). I played out the sister as one being the mouth piece of the group, while one of them is rather shy and is only once or twice put in her opinion. I tried to cast doubt on the main-sisters version that Elsa was the last one dead. The other sister inserted only once it was Karin.
{SIDENOTE: I try to get my players to actively using their skills, I’m phasing the “make a whatever-check” out and start relying on them to come up with it....long and painfull process}
So anyway the PC’s got it and finaly someone used their SenceMotive. The Inquisitor used his Intimidate to get the info on Karin out of them. With this additional info the Inquisitor made again a MonsterID check and got the wraith. With this info the PC’s went off to Hergstag after a very quick (and expensive) Shopping spree @ the Pharisma temple (Portion of MageArmor). Arriving in the deserted town around 19:00 (which is after Sundown, October, northern hemisphere) with some drizzle of rain. The paladins Horse got directly caught in a BearTrap and the PC’s used a heal spell on it. They left the horses and walked, crossing the bridge to Allen’s house. The Paladin switched on Detect Evil and finding that there is evil around here (Allen wraith span). They heard a child cry and sob and went off the path investigating. The Oracle used Detect Undead and combined with the Detect Evil they knew they where facing not a Child. The Wraith stayed where it was and the characters advanced (I use the old 3.5 D&D Tiles)...and the paladin steped right into the bear trap. The wraith spawn then attacked. As the Paladins foot was caught in the trap I gave him some -2 on attacks until the Rouge got him out of it. Allen now dead for good they investigated the house and fond nothing. They went on to Elsa’s House and found the Skeleton. As soon as they saw it they had wild theories about that Child (I made the thief a Halfling). After the Oracle made a Heal-check and searched the remains they discovered the truth. The group went on. The Rouge went into stealth. At that stage I went to have some fun with my group. I just told the Rouge that he hears a female child’s voice saying “Ha..I found you...now its my turn” ...giving the Rouge also 4pt of Dmg and 2 Con drain...The wraith was playing hide and seek with them, but this time around I wasn’t able to lure them into a bear trap. They managed to kill Elsa and moved on to the burned down shack of the Beast on the Lake and found the book.
Thats the end of the session (PlayTime 21:00ish). I’m rather happy with the outcome and I was finaly able to get more atmosphere going. I found that by introducing some more weather and occasional references to it I can get my players to be more in it.


I stared the session off as usually with the “what happened last time” and let the players getting back into it. The only two interference I put in was to point out that their job wasn’t to find the REAL killer but to proof that the Beast wasn’t it and to have the Oracle and the Wizard make an Acane Check to understand how Speak with Dead works. I did that as my players were about to try to capture a wraith and such thinks.
Starting the Game back up, the party headed back into Hergstag. I finally was able to get the scene across better and a heavy rain shower that soaked the group up did work for that. The group came to the Chapel and started directly searching the Cemetery. Finding the Children’s graves the Rouge successfully distracted the Paladin (“wet hair soo don’t look good on you let me fix that”) while the Inquisitor started opening up the graves. He didn’t get far cause the Bard had a VERY good Look (32) and found that only 2 graves where graves and that the other graves where just tombstones. That let them to believe (don’t ask me why) that the other 4 children had drowned.
They entered the chapel and found Rachel on a bench and hymning...The Paladin moved up and said hallo. Remember Ghostbusters the Liberian Ghost in the beginning...THATS what happened. The fight commences and my Party has the upper hand. At that stage I actually realized a fault in Hergstag. How DO the characters end up at C5? So I had brother swarm come and attack the Wizzard who stood WAY out of the fight at the entrance. Now that really git my group lively as they realized that they where facing Spawns and that this now was a full one. The Paladin disengaged Rachel and smite’ed and charged Brother Swarm, and naturally CRITING. 14HP damage (and thats halfed). In less then 4 rounds Brother Swarm was reduced to 20HP and RUN...but also cause some mayor Con Damage. The rouge fired a GhostTouch after him, but missed (Rain, dark). But now the Characters knew about the direction he fled (hill). They didn’t followed him directly. They dried themself off (Spells) and go back out after a short food and Restoration break. They left for Karins House as they knew form the Sisters its location. The Paladin “repaired” the front door and everyone moved upstairs to find Karin hovering (“sleepin” on an imaginary bed under her window) . Again the Paladin came on and asked “are you Karin”. “Karin is dead” and it attacked.
NOW this is a REALLY awesome fight if you make it good. The House has a downstairs and upstairs area with a narrow staircase connecting them. Upstairs are 3 rooms with normal doors which are all closed and locked (DC12 simple lock). Downstairs are one big room and the kitchen, no doors. Windows are all closed with shutters. I will lay out this fight in detail as I think it can be very cool to run it like that.
After Karin was stirred up she attacked and then backed up into the wall to the other room. The characters where a bit puzzeled but ready’ed for attack. Now I know the rules that in theory there would be an Attack of OP, BUT as the wraith is incorporeal and just 5-foot into the wall. The only think the players could hit would be a wall... The Characters stayed in the connecting floor upstairs and Karin reapered thought the door to attack a player. Next round she 5-footed back into the room. The Players forced the door and found an empty room. Karin had gone DOWN and now attacked the last person up the stairs. Disappearing though the outer wall upstairs again. And so on. Took a bit to get her down, but then I left her on the original 37HP (I play with 6players, 20buy..see other posts). The players had fun, though they where hit hard and blasted a lot of spells.
After the fight they found all the clues and made their way to the top of the Hill. There they faced of Brother swarm and as they had prepared for a MASSIVE fight where surprised that they killed him quite fast. (2 crits with paladins smite..cause a LOT of damage).
They collected the 4 skeletons had a discussion of digging the other 2 out, but settled for the skeleton and finally arrived at 04:00 back in Lepidstadt.
And thats where I left it for this week. Now the group is discussing the trial and I will play it out this time. Still feeling stupid that I missed that awesome bit of roleplay on the first day.


Last week two of my Key players were sick and with the rest I run “We be Goblins” and that was a blast.

This week we are back to business and we started off in the morning of the trial. As the rouge didn’t bothered with too much sleep (6h instead of 8h => -1 on Skills) she was up early to log the evidence they collected in Hergstag with the Court, organize a Cleric that can cast “speak with dead” and get everyone else that basically JUST started to get up brekkie.

This time around I really played out the Court and it turned out to be extreme popular with my players. As only the Paladin and the Inquisitor had been sworn in by the court (and they called the Rouge and the Wizard as witnesses) the rest of the group (The Bard and the Oracle) decided to be in the Public area. With that I actually made the Bard-Player play the Prosecutor (Otto Heiger) and the Oracle-Player played the Public (he was hilarious). I played the Judges and the witnesses. I know that Barister Kable should run the proceedings but it was WAY more fun. We switched to the Commonwealth way a court works as everyone was familiar with that one.

They argued, cross examine the witnesses and each other and the “Public” made some rather hilarious comments. (Paladin [Showing the Sisters the Surgical Tools]: Do you know this tool? Public: Yes, its Barrister Kapel). And succeeded to get in 6 out of 7 checks.
Funny as it was while all this was going on the Bard decided to influence the public that the Beast must burn. He did that a few times with some very massive roles. Now the Player found that rather funny, BUT what he dosnt know is that the upcoming lynch mob was supposed to be only 50peopel/5leader. But I just gone ahead and increased it to 70/7....life(or not) and learn.

After the trial, Barrister Kabel filled them in on the Sanctuary. (still a bit amazing that the Defender doesn’t know where the Witnesses are located...anyhow).

On the way to Karl the players went past the Chymic Works and tried to talk to the owner. He basically was rude and said that if they don’t get a warrant they should bugger off. At Karl’s the PC got all the info they needed and went strait to the Sanctuary. Found the Strongbox and the hole. The Ghast fight (I increased to 5 Ghasts) wasn’t really anything and was over in no time (a bit underwhelmed) but they used up some spells and the night isn’t over (Lynch mob) and I believe they want to crack the Chymic Works.....

The PC’s where back in town by 18:00 and thats was the end for that evening.

Grand Lodge

Love reading your updates (and the local flavour that comes out). That "tool" comment got a laugh.


This session wasn’t as good as the other ones...do’t really know what was up but my players and me..we weren’t fully invested. Anyhow here is how it went:
Back from the Sanctuary the players decide to go and check out the Cheymic Works. As they pass by the Varisian Camp (Krooked Kin) they are warned of the brewing disconcert of the people about the Trial. They decide to press on for now and arrive @ the Chymic works. Now the Paladin dosnt really is convinced that breaking in is a good idea, as Vorkstag said they should bring a warrant or bugger off. So the group convinces him to go to the Judge and get one, while they observe the Works. As soon as the Paladin is out of sight the Rouge climbs over the Wall (bypassing the shards) and opens the door. As it is still light (17:30) the Flesh Golem Dog isn’t out yet. As everyone is in the courtyard, the PC stage out the kennel and provoke the golem out. Massive fight. That beast can dish out quite some damage. After they finally manage to destroy it, they press on into Storage room. The Mongrelmen here are about to attack when the Rouge uses Diplomacy with an 34 role (n20) moving them off Hostile and they start to talk. Succeeding check bring them to Helpful and the PC’s want to help them being free of their Master. The Mongrel men themself stay out of the fight but basically step aside. The same think happens in the Vat room and the PC advance up to the 2nd level. The Paladin talks to the Judge and basically she says that there seems to be enough evidence for a warrant, however its to late in the day to get one. So the Paladin comes back to tell his friends to wait, finding the door open and after talking to the Mongrel men is now convinced that it is ok to investigate this further.
As its about to get evening Grim is still sleeping and Vorstag is just deciding what to wear for tonight. BTW: the PC didn’t investigate ANYTHING about the Works. The Rouge opens Vorstags room stealthy and finds it empty (cause he is in the backroom, “dressing up”) . While the rouge is searching the room, Vorstag comes in as an old men and surplices (and is surprised) by the rouge. (Rouge ” I’m just looking for the restrooms”). Vorstag uses his Invisibility portion and the rouge flees the room, slamming the door behind her. The PC ready for the Door to bust open, but it doesn’t. At some stage the Paladin opens the door and nothing happens and the room is empty. Vorstag is invisible and spider climbed (and Shielded) on the ceiling and uses the open door to escape the room. However the Paladin was concentrating on Detect evil and felt him escape. The Mage dispelled the Invisibility and Vorstag retaliates with wakening up Grime and throwing a acid bomb. A ranged combat starts up. Grime uses stealth to open the door and find himself in the back of the Paladin, and promptly backstabs him. (Grime should be used as a Backstabber...but he isn’t dealing good damage, his best weapon is his poison, BUT against a Paladin with lots of +’s on Fort...not much help). The Paladin turn around smites and crits and just rolles massively. Grime doesn’t last longer than 2 rounds. Vorstag is a bit better until the Mage had enough and blast him off the ceiling with a fireball. Vorstag misses a VAT and so his body is preserved.
That all took us 4h to play out and that was the end for that evening. I have to say I could have handled the Works combat better, I emphasise the PREP work here...I underestimated it. Having an idea what Voratsg and Grime could in a combat is a good idea. E.g. Grime could have bull rushed the Paladin and pushed him off the ledge into a vat. Anyway the PC drained there spells almost complety and there is still the (inflated) Lynch mob to deal with.


We started by recapping what happened (as usually...I have my players take notes themself). Then we went and finished of V&G’s Property. The Homunculie where quite nice and hanve a NICE bite to the, especially when a character comes up the stairs..they have a good chance to bit as the PC’s can either climb or defend/climb (climb check).
The Mongrel men used their chances and fled. They took the keys of V’s body after he plumed to death from the ceiling to the Vat floor. Leaving the keys behind in the last log to the sewers.
The PC’s put every evidence (including the bodies AND the whole cabinet) onto the cart (see V&G map) and made their way to the courthouse. As night was falling the streets started to fill up with an angry mob. The PC’s thought it not be a good idea to take the cart to the courthouse just yet so they parked it @ the KrookedKin and made their way to the Courthouse.
Arriving there the PC’s where discovered by the mob and the first Tomatoes where flying. The Guards made it into the courthouse just in time for the mob to turn angry. Now I made a big mistake. I grew up in Germany in the 70 and 80ies..meaning LOTS of demonstrations (mostly violent) and I know how a MOB feels like. However Aussies are rather sheltered and they were shocked when I told them that most violent demonstrations the 80ies where resolved by WaterThrowers and Riot police. Anyway....what I did was NOT describing it enough for them to get the right feeling.
Anyways...the Bard (scroll up 2 weeks) that riled up the mob was outside and tried to calm it only to be scared off and blending into the people (very good roles). The PC’s inside didn’t thought to intimidate or otherwise use the guard..so I had them bugger off. BTW: one of the mistakes in the whole scenario is a MISSING door. Look at the map. There is no way that anyone can enter C8 (Entrance for the Public stands) and get to the beast. So what I did is ADD a door on level 1 between the court room and the public entrance. Also I went to the effort and printed the maps out on A3 so we could play directly on them.
The first wave crashes the door after 5 rounds and then is quickly routed by the PC’s (as I play with 6 players I up’ed the assault groups to 20 Towns people). During the interlope while ramping up to the second wave the Paladin stands guard at the Broken doors. The rouge went out and tried with the Bard to divert the mob (form shouting “We want the Beat” to “We want the Beer”) that was actually quite efficient (role wise) and more and more slipped away (on the other hand there will be a Bar less in that city on the end of that night).
The group anticipated the attack on C8 and used the time to trow chairs and tables down the staircases in C8 to block the people coming up. As the second wave hits and I can feel that this isn’t challenging the PC’s I decided to role the 3rd wave out now. The Ringleaders started throwing touches into the windows and the Red Marshmallows made a reappearance (fire markers). That finally challenged the players and it turned out quite well.
The night (Realtime) ended with the townspeople people going off (and burn down a Bar), the characters collecting the unconscious and throwing them into the cells and the Paladin (front) and the Inquisitor (c8) standing guard.


Not been updating this for a LONG time. We finished TotB but I’m happy to recap and recap the hightlights (as far as I remember them)

The Last day of the trial was rather tame. The players made good arguments and the Beast was set free. The players escorted the Beast with the City Watch into the swamp and set it free. The Beast issued to the Inquisitor the invitation (he is the one that bonded with it) to come and see his father. The Players worked out who that is and decided to do some shopping (Cold weather gear) and some catch up sleeping before heading out to the Schloss. (BTW: Schloss is the German word for Castle, however the German word Burg refers a defensive structure, while Schloss implies more a Manor style structure, like in French the word Chateau).

ATTENTION : I play with 6 players and my way to handle the encounters is that I max the HP of each creature in the book and put 25%-33% more creatures in. However doing that with the Trolls really pushes the balance. At the end of that encounter my party was empty of spells and done for. Which is good as it was challenging but needs to be rewarded with some better treasure.

ATTENTION 2: As some other posters already mentioned the SIZING of the Schloss in regards to the creatures in it is off. I will mark where I had to ajust the spacing and where not.
Arriving (for a change in broad daylight, however under rain, seeded with snow) at the Gates they where greeted by the Trolls. This turned out to be quite a cool fight. As they arrived with 2 Wagons and horses, the Troll Hounds where attacking the horses and the Stone throwers and the MainTroll attacked the players. Nice siege. At that point the players WISHED (and not for the first time) they had brought along a RAM. Breaching the Main door the Trolls where soon slaughtered. The Goblins where allowed to go (but they didn’t asked them anything, as they didn’t speak any Goblin).

The Party proceeded across the bride and the Rouge failed the Disable of the Trap. I have to say that both the bridge encounters are massive and actually good. Don’t fudge them. It learns the players that some stuff isn’t worth fighting but RUNNING or finding better solutions (if my players hadn’t learned that there they would have tried to take on the EndFight by them self). The Whirlwind is massive, basically I droped a player of the falls and he actually made it alive. The Pally was hanging on (literly) on a rope and was hammered (and Healed) each round until the storm blow over.

After that they entered the main Hall. Nothing much out of focus here and with the Unseen Servants it can be quite some fun. My players concluded that something happend and that they now take over that place....right..lol.

After a sleepover in the Manor, they set out to the Lab. Here the Pally (full Plate) found his nightmare in the Rostmonsters...lol..funny as. After that they went over the Bridge and triggered the Demon. Nice fight there two. Stay the distance and use the Magic and the Teleport and it works out nice.

Arriving at the Museum, they started to investigate that. The main problem with the Blind Gardian is that its a Large Creature + the Homunculi..so it really needs some space. And Its living Quaters are SMALL, also not sure HOW it is able to get up the stairs. So there is something to adjust for. I had them fight the Faceless Flesh Golem in J5 with the Mummy and the Mimic (not adding any Monsters, just maxing).

After all that on to the drowned menagerie...Nothing much to worry here, except that again the players WISHED they had a Ram, however the Ring or RAM helped a bit. The explored a bit of the Zoo, but only fought the Grallon-Headed Vargouilles and the Fungus. They closed the door to the Black Pudding and bypassed the Basilisk upstairs. (The Basilisk shouldn’t be able to impact anyone using the (nonexisting) catwalk, else Caromac would have turned to stone a long time ago). The Players navigated the area mostly with Spider Climb and fly (Here is a Joke for you. The Wizard used Fly and Ant Haul on himself and is now known as a NAM-Chopper. The Choppers that transported the Tanks in the Vietnam war. As he used a rope to fly the Pally around)

Leaving the menagerie behind we are coming to the main event. ATTENTION The Aberrant Promethean is a HUGE Creature and The Beast a Large. Adjust the Area to be 1 Square 10feet. ) The players had a bit of trouble killing the Insane Guardian. But After that they encountered and where able to communicate with the Homunculus. They then went and found all teh How-to and the Wizard went up (spider climb on the outside of the tower) to the Top and activated the machinery. I made a copy of the Beats stats and handed it to the Wizard so he can play the beast (less work for me and he enjoyed HITTING stuff). The Rest of the players waded into the fight and got the occasional lightning strike. Massive 30min fight...but fun and rewarding.

All in all it was a nice module and fun, however due to the fact that we play way to irregular it was hard to for the players to remember clues etc. I recommend having them write a log where they write down what they investigate and what they want to do NEXT time.

Grand Lodge

thanks for this... looking forward to reading BM logs

Grand Lodge

Been a while between drinks so to speak... any updates?


nope not here. I started BM and tonight we are going into the Woods....I wil start a new Log for BM

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