The Thrushmoor Terror (GM Reference)


Strange Aeons

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NobodysHome wrote:
Saraphia wrote:
NobodysHome wrote:
Saraphia wrote:
Just wondering, how have people directed the PCs towards the Grotto of the Witch? It seems a little bit out of the way, considering that the party has arrived in Thrushmoor, and Winter will probably suggest that they accompany her when she goes to visit the Sleepless Building.

They're supposed to go straight to the Sleepless Building. Once there, Cesadia suggests the grotto as the PCs' very first course of action:

The Thrushmoor Terror, p.10 wrote:
Cesadia is eager to address the town’s problems, but knows she needs help. In order to test out the PCs and have them assist calming Thrushmoor, Cesadia asks them to follow up on Toli Remsatter’s rumors (see area A below).

So it's as simple as, "Go to the Sleepless Building, get sent to the Grotto."

But keep thinking that way -- there are indeed places in the book (Fort Hailcourse) where the PCs' approach isn't as telegraphed.

Huh. Guess I didn't see that.

Well, it's helpfully at the end of the entire section on her.

I think the whole Strange Aeons AP needs a "GM Cliff's Notes" somewhere where you can find all the stuff that's critical to PCs, but hidden across multiple books (What, exactly, was Lowl's timeline? Why SHOULD the PCs go to Fort Hailcourse? Etc...)

I would love that so much. My players would too.


Agreed. Someone with time and organizational skills get to it!


So I'm thinking about having the possibility of the party running into some cultists who have are heading back to Thrushmoor after getting resupplied by Daridela Cornett when the party heads to the Grotto of the Witch. If this were to happen, should the cultists be low level lackeys (rogue 2), or be stated more like the cultists that are found at Iris Hill? Also, is introducing the idea of the cult this early in the chapter too soon?


You could foreshadow it by having them disguised and infiltrating as standard ruffians and merchants.

Maybe they were a band of people trying to extort money from a witch, looking for remedy or something else. Have them carry a single hint of the sign that they can use to piece things together later.

As to the CR I think that's up to you. I find it hard to judge.


Hubaris wrote:

You could foreshadow it by having them disguised and infiltrating as standard ruffians and merchants.

Maybe they were a band of people trying to extort money from a witch, looking for remedy or something else. Have them carry a single hint of the sign that they can use to piece things together later.

As to the CR I think that's up to you. I find it hard to judge.

Think a scrap of yellow fabric getting snagged on a tree branch would work? I had initially thought of having the PCs roll perception to notice a glint of a holy symbol, but then realized that the cultists would definitely conceal their holy symbols so they can go about undetected.


Yellow is an uncommon colour for most commoners, and all of the yellow everywhere surely will fit the theme and paranoia.

Dark Archive

Pathfinder Adventure Path Subscriber

I think having the players run into some Cultists is not a terrible idea, although it does risk tipping your hand about the cult very early in the plot. In my run of this module, the players didn't figure anything concrete out about the threat in town until after they had already been into Fort Hailcourse. If they keep Cultists alive for interrogation, they might rush for Iris Hill way before they are ready for it.

As to your original question, the characters will likely be at the lower end of the level range for the module when going to the Grotto, but depending on your group, they should still be able to deal with a small group of Cultists, especially if the group is at full charge when they run into them.


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I'm thinking I'll allow the players to study a map of Thrushmoor and have them decide where they want to go for the most part, so most of the events mentioned in chapter one are in a random order.

Hmm....I suppose I could have it be a non-combat encounter, the party just sees a few people on the road who seem to be just ordinary people living in Thrushmoor. Cultists could even be friendly towards the party. They could always find something like the fabric when they head back from dealing with Daridela Cornett.

Lower level cultists sound like the right call to me.


Just to confirm:

When Melisenn makes her "though you bear his mark" speech, it's a reference to the fact that the PC's are marked by Hastur, and that is what gives them immunity to the Xhamen Dor mind infection? Or is it Nyarlethotep, (illustrated by them appearing to 'help' the ghouls in the next book?)"

Or is it a reference to them being Lowls's servants? or just something meant to be mysterious/ominous?


I'm pretty sure that it's a reference to the fact that they were marked by Hastur. From what I read about Melisenn, I think she would stop at nothing to eliminate those who might be competition for what she believes is her rightful position.

"We are all worthless before the Unspeakable One! Even if he has marked you, I am the one who will open this world to him."


Saraphia wrote:

I'm pretty sure that it's a reference to the fact that they were marked by Hastur. From what I read about Melisenn, I think she would stop at nothing to eliminate those who might be competition for what she believes is her rightful position.

"We are all worthless before the Unspeakable One! Even if he has marked you, I am the one who will open this world to him."

The characters have in some way been marked by Hastur, or for Hastur. I don't know that it's ever clarified. It comes up again much later towards the end of the AP when another antagonist says that essentially they belong to Hastur and have been marked so.

Dark Archive

Pathfinder Adventure Path Subscriber

It didn't matter much either way to me...Melisenn had no opportunity to make a speech in my run-through.


These Great Old one worshipers could just try to bring one of the great old ones to Golorian, but no, they have to try and summon a bunch of them.


So why exactly have all these rogues made such weird choices? Every single one has taken the utterly useless Finesse Rogue talent. since, y'know, rogues get that for free. This AP came out after unchained so they aren't chained rogues right? And if they are, WHY?!

I don't want to rebuild characters since I'm sure the Paizo staff know what they're doing far better than I do, but could someone explain their reasoning here?


That does seem a bit odd. Hmm....

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

They are definitely chained rogues.

Don’t second guess yourself. Rebuild them. You know what’s fun for you personally to run better than any freelancer or Paizo staffer.

Paizo Employee Managing Developer

We made the decision to use the chained version of those classes, with the exception of the unchained summoner) for NPCs we present in our adventures. There are some exceptions, of course.

Ben is right, too. Rebuild away to tailor the experience to your group. You know what you and they like better than I ever could.

Sovereign Court

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

If they use unchained rogues, that's another source they need to add to their list, and ever since Wrath of the Righteous they've been trying to keep the number of sources they use down. Enough to add a spice, but not so much that the GM has to look up every single little thing.

I usually convert every chained rogue I see in APs to unchained rogues though. Cause for my own games, I don't care about keeping the number of sources down for monsters and NPCs.

EDIT: Dammit! Who puts ninja levels on a flumph?


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Having just wrapped tTT, I figured I'd post something about a character I feel could have been... more. Here are some thoughts on Risi.

Some thoughts on Risi:

My players blitzed through tTT pretty quickly, and as such I didn't get to use Risi as an assassin in town. After a fairly divine rush through Iris Hill (stemming from the party basically entering and then going directly to the Lady Lowls in the attic), they ended up surprising Risi in her resting spot in Lowls' estate. Risi being a survivalist and deciding not to dive headlong into the party, she plays the gambit of confessing to a lesser crime - she broke into the estate and got trapped here by all the animated hedge animals and has been waiting for a way out since.

She followed the PCs slowly, waiting for an opportunity, but she never found one - once they got to Melissen in the basement, she had planned on backing whoever appeared to be coming out on top. With liberal usage of web to clamp down on the flying creatures, that ended up being the PCs. As I allowed one of my players to take leadership (a Sarenrean oracle with a big focus on redemption), I had Risi confess who she actually was and join them as a cohort.

So this had me needing to expand on Risi's character greatly so that she could react properly to this new situation. I started with the fact that she is described as "not desiring life's creature comforts", and being a "hardened woman" and worked from there. Specifically, determining that she had no loyalties to the cult of Hastur, since living with only the bare essentials is pretty antithetical to the tenants of the cultists hanging out around Thrushmoor.

She of course, then, still needed a connection to the cult, so I went a bit stereotypical - made her an orphan. After a decade of living on the streets of Absalom, she was found and adopted by a couple of cultists of Hastur, to basically be used as a tool for their esoteric rituals. But, seeing potential in her sneakiness, the cultists started using her for theft, and eventually assassination.

Bing bang boom, she's in the cult and acquaintances with Melissen, who was growing up with her at around the same time. Risi began branching out since her Hastur cultist "parents" didn't really give her much in the way of food - they never really saw her as a follower of Hastur, and so she was never fully initiated into the cult.

In this case, she was making money from her assassinations outside the cult, and with Melissen calling in a favor for her to escort some cultists over to Thrushmoor, Risi saw this as her chance to exit from Absalom and after performing this favor, leave the whole "cult" business behind. She never really knew that much about Melissen or Lowls' apocalyptic plans, but isn't willing to throw away her life for what she does know about them.

So, I think in the end this could lead to a bit more interesting arc/fight with her - when cornered or found out, she could act as a source of information, a social bluffing encounter, or possibly even be turned - she's definitely not in this for the end of the world, from my perspective.

Anyway, maybe some GMs could make use of this if they want to flesh out Risi a bit more for their own campaigns - she struck me as an interesting character, and as a recurring villain seemed a bit less than an actual character throughout tTT (not that this isn't understandable, the other NPCs were definitely more important to flesh out in the end).


Isthill wrote:

Having just wrapped tTT, I figured I'd post something about a character I feel could have been... more. Here are some thoughts on Risi.

** spoiler omitted **...

That sounds like a great idea!


You know your players, so maybe this warning is not needed. But make sure your player is ok with his feat being used like this. This is not a normal cohort


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First of all. THANK YOU for the inspiration you give me to make my players experience much much better.

Ive stolen some of your ideas about the characters backgrounds to heighten roleplaying and increase the suspense.
More directly i took the butchers apprentice and the Jack the ripper ideas for the wizard and teh alchemist in the group.
For the other players ive made up these ideas (please give feedback if you can)

- The brawler in the Group is known for his violent behaviour and has spent many nights in the jail of Fort Hailcourse as a result of fights and assaults. Furthermore he Ios known to run a pretection racket in the Merchants quarter. One time when the party is passing by the market place i´ll have a shopkeeper blanch visibly at his stall and run inside the shop to fetch a bag of money. He will run and prostrate himself before the brawler and ask for forgiveness for a late payment and beg not to get hit Again. (a perception check dc 10 will show a milyy eye and a nose thats been broken many times)

- The rogue of the Group is known to deal in illicit substances. He will be approached by a shady character asking when he will deliver the next shipment, especially his costumers is anxious to try the demon seed Again.

- The barbarian has fought in the underground pit fights and won many a battle. One of her primary rivals notice her and decide to settle the score between them at night in the pit. (perhaps gonna kidnap the barbarian or just give an invitation she cant refuse)

- The spiritualist has been running a seance con ring where he has been scamming the right and powerful of the city out of their Money and valuables with Cold readings and the help from his sprit companion. He will be invited to an afternoon tea part with some rich women and be expected to give a seance.

Those are just rough ideas, but i think they will work out great.


Story Situation : The party still has to clear Iris Hill and they barely made it out of Fort Hailcourse.

They were ambushed by Risi once during the Nemira Lowls (ghost) encounter, who clearly targeted their old Varisian Witch Cartomancer 'Healer', luckily the PC made the save vs the 4th round death attack.

They still have to fight the Cultists in Trushmoor + some leftovers from fort Hailcourse, since they have the full Iris Hill dungeon to go, I wanted to cut back on some combat encounters.

But I do want to have the continious threat of Risi and I figure that the assasins next move would be to try and assassinate the witch in her sleep while they spend the night at the Silver Wagon or Stain.

Knowing my players, I doubt they will set up a guard.
That would give Risi a + 23 stealth check and a likely free coup de grace/death attack.

I am torn between doing it this way and giving them the gritty 'hardmode' game that I told them it would be (already one PC death due to a downplayed Revenant) or not going for the nightly assassination attempt because it doesn't feel 'fair' as it doesn't give the player much chance to interact with the situation.

Any advice or thoughts on the matter ?


The answers are in your quotes:

Korbem wrote:
The party... [was] ambushed by Risi once during the Nemira Lowls (ghost) encounter...
Korbem wrote:
... + some leftovers from fort Hailcourse...
Korbem wrote:
...Knowing my players, I doubt they will set up a guard...
Korbem wrote:
...and giving them the gritty 'hardmode' game that I told them it would be.

So the way I'm reading this is:

(1) The players know you're playing 'hardmode',
(2) the players know that they left behind enemies in Hailcourse and that there's an assassin after them,
(3) and in spite of (1) and (2), they're NOT going to set up a guard at all?

I call well-deserved coup de grace.

I run very-low-deathcount APs, and I'd do the coup de grace in this situation. Not setting up a watch is inexcusable.


My party already had a wizard never sleeping since start of AP using keep watch. He's going to add the magus to the never sleeping ranks because the magus contracted a bad case of night terrors. And they can't get that fixed at this point of time.


I've found that killing characters in their sleep is never good.

They just don't like it. And you either end up ret-coning it 5 minutes later, or they get resentful.

I agree that if they are not running a watch at this point they are almost asking for it, but my inclination would be to give the targeted PC a shot regardless of how sleathy Risi's roll would be. (some fluke if need be.......loud noise, familiar acting funny, etc).


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You could always run Risi attempting to paralyze with her death attack rather than kill, and taking the PCs underneath Iris Hill in order to sacrifice them, giving them a few chances to make a daring escape! Why waste spilled blood on not charging up the Stelae, after all...


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Isthill wrote:
You could always run Risi attempting to paralyze with her death attack rather than kill, and taking the PCs underneath Iris Hill in order to sacrifice them, giving them a few chances to make a daring escape! Why waste spilled blood on not charging up the Stelae, after all...

They do have a good set of hit dice and have been touched by a Great Old One as well so they may be MacGuffin's for the villain if kept alive...

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

Eh, its always better to have PCs wake up when assassins sneak into their house so they have disadvantage of encountering the encounter without their equipment while still having chance of doing something than just coup de grace in their sleep if you ask me


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This saturday i ran a full day session where i revealed som of the characters backstories and it went pretty well.

The rogue went all in and roleplayed his way out of the first encounter with the drugdealer he was supposed to supply.

The funniest moment though was when the spiritualist was approached by a slew of high class ladies requesting another seance. The party understood it as he had been gigolo´ing his way around the high society ladies. Pretty darn funny and just goes to show you that your players will find ways to astound you with their interpretations of the story you put in the Water.


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Just wanted opinions of this: In The Thrushmoor Terror it mentions that Trillis Mavaine has vowed to eradicate whatever haunts the Wailing House in the near future. Although it says that he House was abandoned generations ago, I'm considering having Nemira Lowls be the cause of the wailing within. Perhaps due to her unhinged state, and her ability to separate her spirit from her body, she found that was fun to scare the locals. Does this seem plausible? If not, what else do you suppose is the cause of the wailing?


Seems legit.

Other reason could be a family murder or some other horrific event - maybe it is linked to one of the players charakters past?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

The cause of the wailing is actually covered in the Addition Encounters section on page 81.

However, tying it in to one of the character's forgotten pasts is also a fun idea.


Just wondering, where have you had the rowboat from Briarstone Asylum dock in Thrushmoor? I'm trying to give my players a sense of location.


I was wondering this too. Wasn't quite sure where the river came into the lake relative to Thrushmoor.

Grand Lodge Contributor

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It seems logical to me that the river is just off the left-hand edge of the map of Thrushmoor. Since the map is aligned with North to the top, the town couldn't very well face onto the river. Additionally, with the western edge of town closest to the mouth of the river, it explains why all the piers are on the island where most traffic would pass by. It would also be a nice feature of Iris Hill that it has a view overlooking both the lake and the river.


That makes sense, thanks Shaun


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My PC's have no idea about where they're headed after this AP but a couple of the PC's, primarily one, has not only felt it was his duty to make sure that the people and children that came over from the Asylum to take refuge in the church are looked after, he has begun funneling his own personal funds into the rebuilding of the Asylum as a refuge/hospital/orphanage.

Right now there is no Government in place (with Lowls being on the out and the Magistrate being gone) for the County of Versex.

What would be the rules for time and money needed to rebuild the Asylum to its former glory or at least bring it back to a reasonable enough state so that it can be used as something different?

Any insights or ideas would be greatly appreciated. I've tried looking at the rules for Kingdom Building and other things, but it seems...confusing.

I have a feeling that even when the party makes their way out of Thrushmoor, they will still be seeking to help those less then fortunate souls from the asylum.

Dark Archive

Pathfinder Adventure Path Subscriber
Quote:
What would be the rules for time and money needed to rebuild the Asylum to its former glory or at least bring it back to a reasonable enough state so that it can be used as something different?

A whole new campaign unto itself? If you want guidelines, though, try Ultimate Campaign - it has rules for running large-scale organisations or governments.


Also the campaign heads off far away from Thrushmoor in the next volume and it'll practically impossible for them to return - at least until they've got easy teleport access.


After this campain, the PC´s will be at charakter level 16 or 17. Teleportation should not be a big deal by then.


Tasfarel wrote:
After this campain, the PC´s will be at charakter level 16 or 17. Teleportation should not be a big deal by then.

After the campaign, sure. I was thinking more during the next couple volumes.


So, the PC's will be continuing on the AP (Unless they take a crazy left turn somewhere...), however I have a feeling that even if they travel all over the place as part of the AP, that the characters that want to see something like this happen will keep in touch, correspond and want to send money/resources to have this happen. The AP has no background (that I've found yet) about what happens with Thrushmoor after the PC's leave. Right now the only "law" is the Sleepless Detectives and they're reluctant to really be in that position. The Magistrate is dead, The Count's Right hand is out of the picture (assuming Melisenn is brought to justice or killed) and the Count is MIA. The Priestess of the New Chapel of Pharasma is also MIA.

Would representatives from Caliphas be sent to help with the Government in the mean time, would someone from the Town step up to the plate (the PC's would be wary after what's already happened).

The world moves and breathes around the PC's, so to ignore all of this I think would be a disservice to them, especially if they are concerned about the state of the town (They're all Good Alignments with a few being Neutral Good and Lawful Good after all).

Dark Archive

Pathfinder Adventure Path Subscriber

The town is a minor concern compared with the world - there's always a bigger threat to take care of.

But, the AP itself is not concerned much with what happens in it's wake - if you want to develop it, go right ahead, it's a green field.


YogoZuno wrote:

The town is a minor concern compared with the world - there's always a bigger threat to take care of.

But, the AP itself is not concerned much with what happens in it's wake - if you want to develop it, go right ahead, it's a green field.

I think of it more as a muddy, brown field ;)

The Concordance RPG Superstar 2008 Top 32

So i have a great group of players. they generally let the story go and they don't mind "bumps" when the rules require modifications.

And then Clymes Prett happened....

The problem that was pointed out is you can't use corrupting touch with Spring Attack. Spring Attack is a full round action and corrupting touch is a special attack, which requires a standard action. So you can't combine the two.

We house ruled it and moved on, but a spring attacking ghost that can fade into the walls doing 7d6 with a touch attack will kill people.

How did anyone else handle this encounter?


catdragon wrote:

So i have a great group of players. they generally let the story go and they don't mind "bumps" when the rules require modifications.

And then Clymes Prett happened....

The problem that was pointed out is you can't use corrupting touch with Spring Attack. Spring Attack is a full round action and corrupting touch is a special attack, which requires a standard action. So you can't combine the two.

We house ruled it and moved on, but a spring attacking ghost that can fade into the walls doing 7d6 with a touch attack will kill people.

How did anyone else handle this encounter?

Lots of prefacing to make it clear that:

(a) There was a ghost in the room, and
(b) He couldn't leave the room.

Even then, a ghost against a group of low-level PCs is a hard enough fight without playing the Spring Attack angle, so I didn't.

Just because something's written in the AP doesn't mean I follow it. I adapted it to my group.

If I'd played it as-written with him just popping out and in again, meaning they all had to suck up the damage and wait with declared actions to hit him, they would have just left, and it would have detracted from the story. I'd rather give them a fair fight and let them get the story aspect of things.


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So I would suggest swapping out the kuru for something else less obviously non-human.

After arriving in Thrushmoor, my group thought there was something fishy about the disguised kuru guards (who have red eyes, filed pointy teeth and tribal tattoos on their faces) and decided to force their way into Iris Hill. They killed the "steward" (cultist) and the two "men-at-arms"(kuru) and made it into the manor. Though the fight began with non-lethal damage, the cultist and kuru dealt lethal damage, so the PC's switched in the name of "ah-HA! something IS up!"

The paladin of Iomedae immediately felt a wrenching sadness and disappointment in his heart as he fell from grace (as far as HE knows he and his comrades were murdering a civil servant and his guards based on a hunch. Iomedae wouldn't accept gambling with potentially innocent lives like that). The rest of the party nearly got wiped out by a Hound of Tindalos.

Now I've got a 4th level party led by an ex-paladin traipsing about in the final area of the module. They checked in with Fort Hailcourse and got rebuffed, talked to the Sleepless Agency and decided to check the manor before dealing with the reports from a bar about strange lights. They've barely even seen a star stela, and will miss much of the scripted events (assuming they survive).


So I'm going to be running the Revenant encounter and I'm curious to see how others have run it. My plan is to give out notecards to the characters who were involved in his death and having them roll will saves to see how chaotic/traumatic the flashes of memory are. I'm also having the Revenant attack anyone who stands in the way of his intended target, but he'll just keep on moving towards the target with every round.

Dark Archive

That is more or less what I did, just be a little bit careful as the Revenant has definite TPK potential. I killed 1 character, had another bleeding out and 3rd managing the killing blow at 1 HP.

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