Unfortunately, I missed Part I (our session scribe Bruce didn’t, which is why you have something to read!). But that provided a good intro for my dwarven character; the first session ended with the party being owned by a quasit in the local catacombs. Valgrim, as an aspiring malconvoker, has an abiding interest in extraplanar creatures and upon hearing the tale being told in the local Sandpoint tavern, showed up to volunteer his services for Part II.
The fight with the quasit was a huge pain the second time around, too – Invisibility, Fast Healing, and Fly are a hard combination to beat for a first and second level party. But I was very proud of figuring out the sinspawn pool’s limitations!
In Part III, Thistletop and its dungeon was a pushover after the initial approach, which hurt pretty bad. The party gave me no end of grief about negotiating with Lyrie and letting her go free, on the grounds that “certainly she’s evil.” I hate alignment metagaming, so Valgrim insisted that she’s just a hired sage-type, you can’t just kill all the bad guy’s contractors, and she was nothing but helpful to us, remember us fondly, buh bye.
Please note that the remark about Hulmar “restraining Valgrim from indulging some of his more carnal impulses” with the goblin harem is a bit of libel; Hulmar’s the character of the guy writing the session summaries and he sometimes takes a crack or two at us in the text.
Nualia wasn’t too much trouble in the end. This adventure was fun, but it made a lot of use of “un-fun” tactics on the bad guys’ part. The PCs spent a lot of time feared, entangled, hunting for an invisible flying enemy, et cetera. The goblin druid, the quasit, and the yeth hounds were the primary offenders. Fear in D&D sucks, all the running around is retarded.
The new Pathfinder re-envisioning of goblins was a big hit – their incompetence, insanity, and cruelty was a great combination of silly and chilling.