YogoZuno |
For me, the closest we got to a TPK in book 2 was actually the Specter in the Wailing House...THAT thing is a nightmare for level 4 characters, and since it's an interesting location, the PCs can stumble on it any time. My group walked out with everyone with 2 negative levels, and the warpriest had drawn an AO to let everyone else run out, which rolled a nat 1, not killing him.
Clymes Prett was tricky, but my group are experienced gamers, and just used readied actions, and had a pair of spellcasters with magic missiles available.
As to the Kuru? They're inside the gatehouse, and only the cultists talks to the group through the gate, so until the group break in, they shouldn't really know about them.
And, again, with the Revenant, my experienced group recognised what it was, and what it was doing, and so the designated victim (who happened to be a shifting ranger) moved away from the rest of the group at top speed, drawing it away, and giving them time to smack it a lot.
Saraphia |
I'm hoping that my players decide to make knowledge checks during the fight to identify the Revenant. I know that two of them can, assuming that they don't roll poorly, and one one of them is the designated victim. It's going to be very entertaining when the players realize what it is, because two of my players are going to know exactly what it is, but some of my other players are new to Pathfinder and may not know what a Revenant is. I'm imagining a mix of "This is very bad, run away!" and "What's going on?"
Saraphia |
I have some stories.
My players ended up offering Daridela Cornett a deal for her life if she stopped turning animals into fungal creatures, never crossed paths with them again, and gave them all her valuable possessions. When the Druid and the Cleric left the room to come up with this deal, the Skald put her in a chokehold, and was about ready to kill her, until the Magus pried the Skald's hands off. Daridela took the deal, and fled.
In order to try and get some leads on who was taking the people of Thrushmoor, they decided to do a stakeout. The Druid dressed up as a child (he's a halfling) and walked Thrushmoor's streets at night, with the other party members close by. The cultists took the bait, and managed to get a good amount of non lethal damage on him, but the Ranger beat them in initiative. 3 out of the 4 of the cultists died, and the remaining one fled. Next session, they are going to do a chase to see if they can catch him.
reflactions |
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My PCs just got to Thrushmoor, and it's been good times with them trying to piece together why they're getting dirty looks from everyone. I've added a bit as follows:
1. Folks in town are initially Unfriendly per the diplomacy skill rolls. They have destroyed the gibbering mouther under Pier 19 (which, given the appearance of proto-shoggoths in Chapter 4, I figure is spme sort of proto-proto-shoggoth), have quelled the angry townsfolk without coming to blows, and now are exploring Daridela's cave. After this general attitudes will shift to Impartial. After three more completed quests, general attitudes will shift to Friendly.
2. I love a mystery, and I love to introduce villains. So, I figure Melisen gets word that they're back and is curious what they remember. She gets Daelene and Asa to "host" the PCs to dinner while she plays servant in the background. This gets my players set up to think that Daelene and Asa are the villains, when in reality... the butler did it. They will have a chance to join the cult of Hastur. At the end of the dinner, if they don't join, Melisenn will sternly tell the PCs that she remembers them, and they should stay away. The intent is that she comes across as a good intentioned servant who doesn't believe they've turned over a new leaf.
3. Similarly, there will be a scene to introduce Degghorbatha and Itsqal-Thoal, in which the PCs interrupt a bunch of the Skum (deep ones in my campaign), including those two, dragging some kidnapped or dead townsfolk into the bay. I will try to include a mono e mono battle between Itsqall Thoaal and our fighter... if the former wins, the deep ones laugh in mockery of the PCs, while if the latter wins many, many deep one minions intervene.
4. The revenant - One of my PCs already had a memory of 'curb stomping' someone. Wrentz will suggest that PC go to the family to make ammends and to the cemetary to pay respects - and the grave will be disturbed. Later, that PCs room will be torn up. I will have the revenant attack later - probably when they are level five, as the fight has the potential to be deadly as discussed earlier in this thread.
In general, I'm really enjoying this adventure path. Previously, there was a TPK fighting Klades and his minions that I mitigated by having the party wake up in the sauna full of bodies. Now the fighter is facing ghoul corruption per the Horror rules (he is forced to consume the flesh of sentient creatures or face consequences).
Gorbacz |
OK, I'm running this tonight and I have a question. The party is at Iris Hill, and they've managed to head straight for area E4 and ... go down the hole to the Elder Thing Cave. Now, the map shows that the Elder Thing Cave connects to the waterway ... which goes off the map in one direction and towards area G6 in the other direction.
Now, my questions would be:
1. How exactly does that waterway connect with D6? Does it reach the actual level of the cellars, or does it connect to the bottom of the well in D6?
2. Do I assume correctly that the idea is that PCs can use this connection to reach the cellars (and further, the final fight) effectively skipping most of the aboveground Iris Hill?
3. If yes, and assuming that the group manages to defeat Melisenn and clear the cellars, how would you run the follow-up? I assume they'll go up, toss Melisenn's head and shout "the BBEG is dead, surrender or scatter you filthy minions!". How would you tackle the reaction from surviving cult members and monsters? I assume that the Hound of Tindalos and the Funky Yet Gross Far Eastern Vampire Duo will hang around for a fight, what about the rest?
Isthill |
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1. It connects to the bottom of the well, which has 15 feet of water in it and another 50 feet of well to climb up to get into G6 proper. Plus, rats, if you want to be mean and have them start attacking climbing PCs.
2. Theoretically yes, but it would be difficult - medium creatures would have to be squeezing through the aquaduct and possibly holding their breath throughout depending on how full you'd like to make it (though, it's 4 foot wide and 6 feet wide - that wouldn't be too difficult).
3. My PCs did something similar, they basically saw the big house and immediately said "That's where the boss is where Lowls sleeps, let's go there." and ended up sneaking past a lot of the enemies before taking out Nemira and then running downstairs to deal with Melisenn, with very few side-routes. The final boss was much harder because Melisenn summoned a few waves of minions the PCs didn't kill earlier, but afterwards they basically just went from room to unexplored room murdering minions and looting the place (not unwarranted - Melisenn definitely dropped the hammer on them for a very tough fight). The book actually specifically calls out that the Hound of Tindalos joins her if the PCs don't kill it earlier, which makes that fight a whole lot more interesting.
They didn't bother with the whole "your leader is dead!" thing at all, instead just going straight for the throat at every opportunity. Otherwise I'd assume the rest of the cultists would scatter, some would try for revenge but most are rich enough to probably charter a course back to Absolom to regroup. Maybe they make an appearance in the dreamlands or in what grows within as they are running interference for big H?
One change I made for this module was the Kuru, since I felt they were a bit problematic as a kind of "savage foreigner" archetype, into basically normal people who were psychically lobotomized and brainwashed by Lowls and Melisenn. That made them fairly docile once the one with psychic control over them, Melisenn, had perished, so they were mostly hanging around confused after the big fight.
Gorbacz |
1. It connects to the bottom of the well, which has 15 feet of water in it and another 50 feet of well to climb up to get into G6 proper. Plus, rats, if you want to be mean and have them start attacking climbing PCs.
2. Theoretically yes, but it would be difficult - medium creatures would have to be squeezing through the aquaduct and possibly holding their breath throughout depending on how full you'd like to make it (though, it's 4 foot wide and 6 feet wide - that wouldn't be too difficult).
3. My PCs did something similar, they basically saw the big house and immediately said "That's
where the boss iswhere Lowls sleeps, let's go there." and ended up sneaking past a lot of the enemies before taking out Nemira and then running downstairs to deal with Melisenn, with very few side-routes. The final boss was much harder because Melisenn summoned a few waves of minions the PCs didn't kill earlier, but afterwards they basically just went from room to unexplored room murdering minions and looting the place (not unwarranted - Melisenn definitely dropped the hammer on them for a very tough fight). The book actually specifically calls out that the Hound of Tindalos joins her if the PCs don't kill it earlier, which makes that fight a whole lot more interesting.They didn't bother with the whole "your leader is dead!" thing at all, instead just going straight for the throat at every opportunity. Otherwise I'd assume the rest of the cultists would scatter, some would try for revenge but most are rich enough to probably charter a course back to Absolom to regroup. Maybe they make an appearance in the dreamlands or in what grows within as they are running interference for big H?
One change I made for this module was the Kuru, since I felt they were a bit problematic as a kind of "savage foreigner" archetype, into basically normal people who were psychically lobotomized and brainwashed by Lowls and Melisenn. That made them fairly docile once the one with psychic control over them, Melisenn, had...
Thanks. After a harrowing battle with the Keeper and ratolapalooza, they're out of spells, healing, and just walked into Melisenn+Byakhee.
This is going to be FUN! :)
Saraphia |
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Did I miss where the MIA priestess is / met her doom? I don't recall reading it being mentioned anywhere.
Here's the official response from Adam Daigle, the developer.
I may have not made the explanation clear in the adventure (I don't have my book with me right now), but the intention was that she was abducted like many others in Thrushmoor. Sorry about that.
For the Strange Aeons game that I'm running, I'm having her be in the jail in Fort Hailcourse with Sholn. She's unconscious and dying when the PCs get there, but not so far down that the PCs can't stabilize her. I chose to not have her be dead for a few reasons, 1, to establish a sense of urgency during that fight, and 2, so if she survives, the party has access to a certain amount of healing that Winter can't provide.
walter mcwilliams |
walter mcwilliams wrote:Did I miss where the MIA priestess is / met her doom? I don't recall reading it being mentioned anywhere.Here's the official response from Adam Daigle, the developer.
Adam Daigle wrote:I may have not made the explanation clear in the adventure (I don't have my book with me right now), but the intention was that she was abducted like many others in Thrushmoor. Sorry about that.For the Strange Aeons game that I'm running, I'm having her be in the jail in Fort Hailcourse with Sholn. She's unconscious and dying when the PCs get there, but not so far down that the PCs can't stabilize her. I chose to not have her be dead for a few reasons, 1, to establish a sense of urgency during that fight, and 2, so if she survives, the party has access to a certain amount of healing that Winter can't provide.
Thanks !
Saraphia |
I've run into a very interesting situation.
Including two animal companions and a phantom, there are now a total of 8 pawns that the players control. After a fight with some Skum, it became apparent that some of the rooms on the maps are too small for my group.
I've come up with two solutions: Redraw the maps and make them bigger or bring out the named Skum to the battlements.
Would putting the named Skum out on the battlements of Fort Hailcourse and having a chance for the undead mercenaries to come out of their towers be problematic?
YogoZuno |
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Would putting the named Skum out on the battlements of Fort Hailcourse and having a chance for the undead mercenaries to come out of their towers be problematic?
My own group assaulted Fort Hailcourse by climbing over the all in the dark. They picked a nice secluded spot that isn't monitored much, and managed to get a couple of characters up to the top before being spotted. They then had a great big swirling fight on top of the Fort with about half of the Undead, several of the named Skum, both oozes, and Tilsin...I ensured they didn't face everything at once, but even so, it was looking a little hairy for them at one point. But, with good use of the terrain to limit enemy access, they lived through it, for loss of one animal companion.
After this engagement, there were a few Skum and Undead left down on the main floor of the fort, but they'd basically cleared out the entire place except the cellars.
The Black Bard |
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Did I miss where the MIA priestess is / met her doom? I don't recall reading it being mentioned anywhere.
Outside of Adam's quoted message board reply, there isn't anything set in the book. That said....
Mechanically, the penanggalen can only create a manananggal from a 10hd female humanoid. The missing priestess is listed as 9th level, so I figured close enough and when they encountered the manananggal, they noticed the pharasman spiral seared into her chest: her own holy symbol burned her after transformation, the last vestige of her former self. They found the symbol in a corner of the room where he legs were, flung under a cabinet. My players put two and two together.
Saraphia |
My group walked in through the front door, and have been clearing out the first floor. They're going to go into the basement next session. It'll be interesting to see what they do when confronted with prisoners that are going to be in need of healing. The hope is that they take the prisoners back to New Chapel, and come back to Fort Hailcourse later. I'm most concerned about the psychic running out of spells, because once he's out, his only method of defense is telekinetic projectile.
@The Black Bard- That's really cool!
reflactions |
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Squiiddish wrote:While we're on the subject of the Revenant, a Revenant specifically trying to kill a level 4 party member seems extremely deadly. 2 claws +18 for 1d8+11 with an automatic grapple at CMB +21 for another 1d6+7 damage? Holy ouch. That doesn't even factor in that the Revenant has Haste, so that's actually even worse.
Any advice for running this encounter without dropping the PC in question within the first round or two? I don't want to hold back player death, but this seems like a really questionable situation to just kill a PC. As far as it will seem from a player's perspective, a Revenant will run up from nowhere and drop them within a round or 2 (literally in the middle of town!). That feels like a cheap death to me.
One option given is that multiple PCs were involved in the death. That has the disadvantage of giving the thing its profane bonus against all of them. But you could then justify it not going for the kill immediately.
Some other options:
1. The Revenant can't restrain itself and leaps out at the PCs despite their being some distance down the street. While closing, it shrieks first. That potentially gives the PCs two rounds to respond before it makes its first attack, although if they have trouble saving against the shriek things will still be really bad. On approach, have it threaten the target PC, which gives the group a chance to cover him or her and try to intercept the Revenant.2. Have it wait until the PCs go to the fort, then creep up on them. The odds are good of at least one combat against the fort's inhabitants where the enemies will be between the target PC and the Revenant. Have it enter the fight by attacking the fort defenders, in an attempt to break through to its target. That gives the players a chance to see how deadly this foe is and buys them a little time to respond, plus they may have some buffs already running. On the down side, they may have expended a lot of resources already. But if a zombie, a skum or an Id Ooze lands a few hits on...
My plan is to set it up with some foreshadowing, and the final encounter will come when the characters have reached sixth level.
Luna (the character in my campaign who had a memory of "curb-stomping" poor Klyn Myrick), went to the grave to pay her respects and discovered that something had disturbed it, and that the tombstone had been hurled far from the grave. Luna tracked the footprints where they were lost in a bog.
The next evening, Luna will return to find their room trashed (they are staying at the temple), and other residents will describe Klyn rampaging and describe his speed, strength and single minded focus on Luna.
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I want to add one or more Hags to the adventure. I like to use the cover as a teaser, and I also like the picture of Adrianah flying over cultists in front of the Star Stela.
Obviously, Adrianah herself is not an option. But maybe another Hag?
There's a Green Hag nearby, which can be a random encounter. That's an option, but I feel I'd like it more if it is related to the adventure than just a random encounter. Maybe as an ally of Daridela?
The picture of the hag flying over the Star Stela might work well as a Storm Hag, although it is a tough fight at CR7. Being stronger than Melisenn is a bit weird (unless I re-write part of the adventure to make this hag the overseer of Melisenn)
Maybe adding a Sea Hag with the Skums? That could be tied to Thrushmoor hybrids maybe, which could work well with my group, who played Call of Cthulhu and have read Lovecraft.
Adding the three might work as a Coven, which could explain the weather over Thrushmoor. But then they should be fight one by one,
Also, the adventure already packs a lot of combat encounters, so what could I cut?
Mmmm... I have to think about it. Maybe it's not worth the effort just to use the (great) picture in the cover as a teaser
I have Grimzelda hanging around the Stain as a wandering Varisian, trying to lure men out to her "caravan" outside of town. My players aren't taking the bait yet...
reflactions |
Regarding the Keeper of the Yellow sign, on the Entropic Drain entry, it reads :
A keeper’s use of its energy draining
ability can result in a surge of entropy that consumes
its body and disrupts life all around it. Every time the
keeper’s entropic drain attack results in a creature’s
death, the keeper must succeed at a DC 17 Fortitude
saving throw or be destroyed. If the keeper is destroyed,
all sentient beings in a 15-foot radius around the
keeper gain a negative level (Fortitude DC 17 negates).
If any negative level bestowed by a keeper becomes
permanent, the victim must succeed at a DC 17 Will
saving throw or die after 1 hour of delirium. The save DCs
are Charisma-based.So does this mean that if the player fails the fortitude save after 24 hours (and the negative level becomes permanent) that they must also save or die?? (from the delirium??)
Or is this only in the case of the drain, killing a creature, and then the keeper exploding from failing his own save (and thereby giving the negative level to everyone in the radius??)
For purposes of foreshadowing, I had the Keeper wandering around the streets of Thrushmoor, talking to folks asking "have you seen the yellow sign" and staring with its creepy yellow eyes. My players gave it wide berth until the last session, when my new player introduced his paladin character. They came across the Keeper talking with Llewyn (the Keepers are interested in macabre art...). The paladin refused to allow the Keeper to leave the island and stood his ground as the Keeper drained two levels while the rest of the party hacked it to death. I did forget to apply the entropic drain ability...
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How to get my players interested in entering Fort Hailcourse, as all clues are screaming Iris Hill to them.
Although doing it in the opposite order might make sense, I feel they will be inclined to jump on Lowls trail asap and the added 'dungeon' becomes somewhat lackluster after dealing with the cultist leadership.
I plan on making Fort Hailcourse a matter of urgency. I've played up that there's dozens of people missing every night. There's cultists jumping out of walls kidnapping people, and the PCs will confront the Skum coming from the lake to the sewer system (leading to the fort). Lenk Marris is being set up as potentially leadership for the town (in contrast to the corrupt Noddars). He'll be kidnapped as well. Clues that the kidnapped victims are at the Fort should create that sense of urgency.
YogoZuno |
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For my own group, their biggest driver when they reached Thrushmoor was trying to locate Winter's boss. And several people around town (Winter, Cesadia, even Tiltsin) can tell them that the Royal Inquisitor was basically last seen at or going to Fort Hailcourse. This, combined with possibly spotting the Fort 'guards' can be a great hook.
Gragan |
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OK, I am about to start this adventure path soon, loving what ive read so far (only needing some minor changes to suit me), but one thing is bugging me about part 2. What is the actual point in fort hailcourse. Other than maybe discovering that the royal accuser is dead. Don't get me wrong it's a nice location and all, but i don't feel it really adds anything to the overall story, other than xp for the characters before Iris Hill. I'm wondering if there is some crucial bit of information i can put here so my players dont feel like they've wasted their time?
I do get the whole should march off to kick in the door of the county ruler without some official backing, (ie the royal accuser). I'm fine with hooks to get them there before Iris Hill, just what do they get out it in the end narrative wise? I know unless i put something really important there my players will ask what the point was. Any thoughts? or have i just missed something really obvious and important in my stupidity?
Daeryon |
OK, I am about to start this adventure path soon, loving what ive read so far (only needing some minor changes to suit me), but one thing is bugging me about part 2. What is the actual point in fort hailcourse. Other than maybe discovering that the royal accuser is dead. Don't get me wrong it's a nice location and all, but i don't feel it really adds anything to the overall story, other than xp for the characters before Iris Hill. I'm wondering if there is some crucial bit of information i can put here so my players dont feel like they've wasted their time?
I do get the whole should march off to kick in the door of the county ruler without some official backing, (ie the royal accuser). I'm fine with hooks to get them there before Iris Hill, just what do they get out it in the end narrative wise? I know unless i put something really important there my players will ask what the point was. Any thoughts? or have i just missed something really obvious and important in my stupidity?
The main point would seem to be that it establishes that the fort and all law and order is gone. Cesyll, the magistrate, and the Royal Accuser are all toast. Also all guards. There's some clues in the archives add context and flavor. You Rescue a kidnap victim. And generally are able to piece together that there is some kind of huge conspiracy in town involving Skum, Oozes, kidnap victims, etc.
Honestly, is it mission critical to take out the fort first? No. However, it gives the characters some loot, some xp and definative proof that things in Thrushmoor have spiraled out of control.
Saraphia |
Unfortunately, due to time constraints from running a game while at school and the fact that two of my players are moving and will be leaving the campaign, I've had to skip over a lot of stuff in Iris Hill. :(
This being said, because of this, I've gotten a chance to play around with things in order to have the shortened timeline work. Instead of having Risi Nairgon outright attack the party, she played the bluff game and told them that she had broken into Iris Hill, having heard that it's occupant (Count Lowls) had left, and was surprised to discover that it wasn't as empty as she thought it was. Risi got a 28. A player rolled sense motive and got a 22, so as far as that character is concerned, Risi is telling the truth, and since the psychic has already used his detect thoughts ability for the day, they have no way to disprove that, unless another sense motive is rolled. Risi is going to betray the party after they rescue some imprisoned party members, and along with the assistance of other cultists, take them directly to Melisenn.
YogoZuno |
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Actually, there are a couple of clues and interesting pieces of information in Fort Hailcourse - the older case records, and information about Clymes Prett being one. The newer case history also cements just what kind of a person the Count is. Lastly, the case records are a great chance to show the players how terrible their characters were/are.
But, nothing in there is truly required.
reflactions |
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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 think they've been spiritually marked with the yellow sign. Any servant of Hastur can see that they've been marked, the Keeper of the Yellow sign can see they're marked, they can activate the star stelae, etc.
I don't think that the yellow sign is a statis "thing" for example the squiggly line sign as drawn in the book. I think that is a "manifestation" of the yellow sign, just as the yellow flames on the Briarstone Asylum cultists were yellow signs (I had some good lols when the fighter of my group tried to go back to the chaple with yellow flame on his forehead).
I think the denoument of the campaign will be a quest to rid themselves of the yellow sign.
Midnight Anarch |
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Has anyone substituted Deep Ones for the Skum in Thrushmoor?
As they are fanatically religious, which Great Old One would it be appropriate for them to be devoted to in this adventure?
It would also seem that their goals would be quite different than those used to motivate the Skum, being that they may prefer to infiltrate and use the populace rather than simply slaughter them.
What's a reasonable approach to their inclusion and motivation, especially since they may be aware (or at least suspicious) of Melisenn's possibly conflicting allegiances?
Leedwashere |
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Your questions there are basically one of the reasons why I decided to keep the skum instead of replacing them with deep ones. Another reason was that I've run most of Carrion Crown, and
The third reason is mostly because I felt like adding in the appropriate Deep One religious angle was putting too much seasoning into the broth. Strange Aeons, apart from a cameo from Bokrug, is basically devoted to Xhamen-Dor and The King In Yellow. Since The Thrushmoor Terror is the part of the story where that starts to become apparent, I didn't want to complicate things too much by throwing in too many other mythos elements because I personally think that they're cool.
That being said, if I were to go back in time and change my decision, I would probably find some way to deposit a few clues that these Deep Ones aren't devoted to Dagon or Mother Hydra or Cthulhu, like most of their kind, but for some reason have switched their allegiance to one of the two "starring" eldritch entities. Hope this helps!
Revan |
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Has anyone substituted Deep Ones for the Skum in Thrushmoor?
As they are fanatically religious, which Great Old One would it be appropriate for them to be devoted to in this adventure?
It would also seem that their goals would be quite different than those used to motivate the Skum, being that they may prefer to infiltrate and use the populace rather than simply slaughter them.
What's a reasonable approach to their inclusion and motivation, especially since they may be aware (or at least suspicious) of Melisenn's possibly conflicting allegiances?
I haven't introduced them yet, but it's certainly my plan. I'd say make them dedicated to Shub-Niggurath. That was, after all, the patron of the Briarstone Witch, so there's a nice tie-in there, and Shub-Niggurath and Hastur are stated to be sometimes allies and lover in the Hastur write-up.
Perhaps state up Lysie Brit, the witch who runs the fishery and is stated to be skum-blooded, as a Deep One Hybrid, and either have her replace the Skum Sorcerer in the Fort or at Melissen's side under Iris Hill. She could have served as a go-between for the Count seeking lore in the Deep One's possession and now allied herself with Melissen.
Midnight Anarch |
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I'd say make them dedicated to Shub-Niggurath. ... Perhaps state up Lysie Brit, the witch who runs the fishery and is stated to be skum-blooded, as a Deep One Hybrid, and either have her replace the Skum Sorcerer in the Fort or at Melissen's side under Iris Hill.
This is a great suggestion and the direction I'm now leaning.
In return for capturing and holding Fort Hailcourse, Melissen has promised to overlook (and even help arrange) the Deep Ones' infiltration of Thrushmoor thereafter. It's essentially the same promise as given to the Skum, who would've simply slaughtered the populace, but the Deep Ones could prove more enduring and valuable allies beyond.
I think it could all work and, of course, there's now the threat of Deep One corruption for both NPC and PC alike! MUHAHAHAHA!
Sorry, the chaos overcame me a bit there.
YogoZuno |
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If you're involving the Deep Ones more during Thrushmoor, you might like to also consider their involvement when (if) you move on to Dreams of the Yellow King. During the early portion of that book, the group should travel by barge from Thrushmoor, across Lake Encarthan to Glass River. As written, they do not stop at Illmarsh, but do have an encounter just outside it. You could potentially replace that, or alter it, or add other Deep One encounters while travelling across the Lake.
Midnight Anarch |
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You could potentially replace that, or alter it, or add other Deep One encounters while travelling across the Lake.
Oh yeah, definitely. I don't think I'd alter the Illmarsh encounter as it's the introduction to the Bloodwind, but I do like the idea of an attack within the first day or so of leaving the Thrushmoor docks. Especially if Lysie or Melisenn still somehow lives.
YogoZuno |
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The Bloodwind intro isn't really tied to Illmarsh, that's just the location selected for it. You could easily move the Bloodwind encounter elsewhere, and add something Deep One focused at Illmarsh. But having the Deep One attack happen a little later, after a little separation from Thrushmoor, might work better narratively.
Midnight Anarch |
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The Bloodwind intro isn't really tied to Illmarsh, that's just the location selected for it. You could easily move the Bloodwind encounter elsewhere, and add something Deep One focused at Illmarsh. But having the Deep One attack happen a little later, after a little separation from Thrushmoor, might work better narratively.
That's true, though I like the tension created by the Illmarsh Watchers as they raise the barbed chain to block the ships' from passing into the wharf. If it's just the Sellen Starling, the watchers are clearly intending to block the PC's ship. If it's also the ominous Bloodwind, there are at least questions raised in the minds of players. None of that may be relevant if its a deep one attack there.
SilentInfinity |
My team is into Module 2 now. Thank you all for your continuing ideas and feedback for Strange Aeons. The assistance / guidance from the Order of the Amber Die has been tremendous. I highly encourage you check them out and support their great activities. Visit their patreon here.
You can see my Dwarvenforge set up for Thrushmoor here!
Thus far they've saved Hasok from a crowd, managed to mostly fix things up with the Innkeeper, had an awkward encounter with an old friend they're meeting later that night (Saturday's session!) and went to check into the smuggler's caves where a witch was seen! That woman and her fungal wolves sure poisoned the party!
Loving every moment of it!
Tasfarel |
My team is into Module 2 now. Thank you all for your continuing ideas and feedback for Strange Aeons. The assistance / guidance from the Order of the Amber Die has been tremendous. I highly encourage you check them out and support their great activities. Visit their patreon here.
You can see my Dwarvenforge set up for Thrushmoor here!
Thus far they've saved Hasok from a crowd, managed to mostly fix things up with the Innkeeper, had an awkward encounter with an old friend they're meeting later that night (Saturday's session!) and went to check into the smuggler's caves where a witch was seen! That woman and her fungal wolves sure poisoned the party!
Loving every moment of it!
I just got an EVILgasm
SilentInfinity |
I've updated my module 2 album.
The heroes (one primarily) got attacked by the revenant on the way back from fighting the fungal druid and her wolves. The 'murderer' nearly died but some clever trickery helped, including a focus attack by the oracle who typically sticks with healing.
Later the bard and his psychic friend went alone to investigate Pier 19 after hearing about it from the bard's friend. They saw something under the pier and decided to head back and tell the party. The bard got a surprise rapier through the throat from an assassin but luckily survived. He and the psychic vanished and ran off.
They killed the thing at the pier the next day, told Winter at the church where she's watching Hasok and helping some Asylum survivors who need extra attention. The party decided to investigate the nearby Wailing House.
I expanded this 'random encounter' as you'll see from the photos. Anyone who wants more info on what I did I'd happily share. In short I added a number of haunts including an animated tree, screaming faces, 4 draugr, bleeding walls, and a floating poisoned dagger... The party isn't done with it though as the spectre killed the same target of the revenant! He (a tiefling rogue) had taken the dagger after it was 'defeated' and so the spectre focused on him.
I'm excited to see what next Saturday will bring as they will hopefully raise him, finish investigating the wailing house quickly, and then maybe they'll head to the fort...
Adam Daigle Managing Developer |
SilentInfinity |
I really love those night shots! And, I'm glad y'all are having fun!
Thanks! I'll have more in there soon from my buddy with a nice camera. I love the orange Monster tradition that my friend just so happens to continue after all the orange Monster the Order of the Amber Die drank during your marathons!
Tasfarel |
2 people marked this as a favorite. |
Okay, here is another one for you guys:
My second group just managed to clear fort hailcourse with some wits and a little bit of winters healing magic.
They went to check on their prisoner (they took the femal druid captive and chained her in the abandoned bookstore) when i hit them with two cliffhanger.
First they found the druid dead in her own blood. Her throut was cut and jokersmile was carved in her face. Her killer carved a heard on her bare chest, within the letters "R+L". The players immidiatly figured out that R was for Risi and L was for Loyd (a player Char)
Like i told before, Risi is not going to kill the PC´s cause she is seeking revenge on Melissen.
Second they found a former group member running from the revenant. I needed to get rid of this char, because the player moved town and told me he will be unable to join my table in the future. As the players reached her former companion (she was held captive because her loyality to the group was in question) the undead had chocked her to death, vanishing in oblivion. To my players shock the dead body was not of her former companion. It was the dead body of a doppelganger.
Midnight Anarch |
What mode are most of you finding that players take to infiltrate Fort Hailcourse? I'm curious whether players are opting to go up the walls, one way or another, and end up dealing with the tougher scenario up there or instead opt to burst through the front door (or otherwise enter there).
How has the choice of entrance gone for your players?
NobodysHome |
What mode are most of you finding that players take to infiltrate Fort Hailcourse? I'm curious whether players are opting to go up the walls, one way or another, and end up dealing with the tougher scenario up there or instead opt to burst through the front door (or otherwise enter there).
How has the choice of entrance gone for your players?
My players scaled the walls, and quite honestly would have been in real trouble if it hadn't been for a necromancer and a shaman who'd taken the flame spirit.
Three fireballs and a necromancer grabbing control of bad guys and making them fight on the party's side really turned the combat around.
Davor Firetusk |
Mine tried to sneak over the walls, with some success for awhile. Things looked ugly for awhile then turned around a bit. Tactically one of the players was role playing the effects of a madness at the time and it lead to some sub optimal choices. The best part was that he was so subtle about it none of us realized what he was going until well into Dreams of the Yellow King.
YogoZuno |
My group originally approached the front gate of the fort when they were already quite low on resources, and after being rebuffed, immediately attempted to assault the walls, only to be pushed back by stronger than expected resistance from the wall guards. They fled, and healed up, and didn't come back to the fort for a few in-game days.
The second time around, they watched for a while under cover of darkness and trees, and climbed up in a blind spot. Here's a link to the adventure log for that session. Things got quite hairy for the group, when at one point, they had essentially triggered multiple encounters at once (something that again almost led to disaster for them on Iris Hill...)