Night assult on Castle Brimwall


Jade Regent


So my players are old and crafty. The party gets to Brimwall early afternoon, they go to the lighthouse, then the graveyard. They talk to Spivy (but do not see her) Spivy tells them about the “bird men” in the castle. So they hid in one of the buildings and observe the castle.

I roll to see if any dire corbys left to hunt to day (they hunt on alternate days) They hunted today. So dusk the hunters return. The party return to the caravan to rest and reassure everyone they are ok. They carry on observing the castle. When the next group of hunter leave they follow and kill them.
So now the problems.
1. They have decided to go over the castle wall at night. According to the book the dire corby’s are scattered around the rooms U14a and Kikonu is at 14b. While Nevakali is at U15. This is a large concentration of enemies to stumble into.

Solutions
• Kikonu could sleep in U13
• There could be a patrol of 2-3 dire corby’s walking the walls
• Some dire corbies could sleep in U9-12
2. The down stairs is likely to be quite empty/boring.
Solutions
• The orgekin could be nocturnal (which might explain why Kibonu let them stay
• Bring some troglodytes up to patrol around
Which solutions would you use and do you see other problems

Silver Crusade

Pathfinder Adventure Path Subscriber

Use all of the above, perhaps have Zaiobe flying around, unable to sleep?


I think moving some sleepers about. Having Zaiobe in the upper levels and troggs at ground floor should be enough. The players should get a reward for being clever.

Thanks for the idea about Zaiobe Dudemeister

Any other ideas/comments

Scarab Sages

The female ogerkin has light sensitivity, so moving her around at night would make sense. A stealthy group might be able to finish off a few sleepers to thin the herd as well.


Had not spotted that. I think the ogrekin patrolling at ground floor level instead of the troggs makes sense.


Ok so I moved Kikonu to U13. The party climb the walls at U3, take the door and move to U8. Now they have a light source as they have characters who cannot see in the dark. Kikonu see the light go down the corridor. He waits for them to go further then follows.

The problem: The party are making a beeline for the crypt. They know that Ameiko's family secret is there. They have no idea what is causing her incapacitation, but based on no evidence feel the answer is in the crypt as well. They see no point in messing with the rest of the inhabitants of the castle. At this stage they are not really strong enough, being a level short.

The situation: The party is in T12 and have found the stairs down. So Kikonu steps out on the balcony U7 whirling "Dancing Wasp"

So Kikonu can generally act mad while the wasp is fighting. Then throw ray of enfeeblement/scourching rays about.

Any ideas about keeping them out of the cellars if Kikonu runs after a few rounds, and in the longer term, after they heal up.

Silver Crusade

Pathfinder Adventure Path Subscriber

They can't enter the crypt without the key that Kikonu has, and the key Nindenzego has. This is a self-correcting problem. The players get to the crypt door and see it's locked, and requires two circular keys.

At which point you have the players roll Int checks, and whoever rolls highest remembering that Kikonu was wearing a circular amulet around his neck.


My big fear is Nindinzego and Slugwort killing the whole party, not them getting to the crypt it's self. Sorry I was so unclear


Slugwort's not particularly dangerous. Nindinzego, on the other hand, is potentially pretty lethal for a level 2 group. Maybe Kelda Oxgutter could warn them away from that area?

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