Tag Archives: Paizo

Carrion Crown Chapter 4, Wake of the Watcher, Session 3

Third Session (14 page pdf) – We decide the local cult needs purifying, sword-style. Then we take a primitive bathysphere down into Deep One territory! Tentacles ensue.

We discuss a bit whether there’s any chance there’s any innocents in the cult-corrupted church or if it’s valid to just roll in and wipe everyone there. I got Chris to agree to provoking them instead of just ambushing them. Turns out they’re all evil.  We smack them easily but then they have a crabby critter with them that’s a lot tougher. It gives us quite a fit until I turn it into a tiny soft-shelled crab with baleful polymorph.  Then, because of the retarded polymorph rules, it continues to beat up on us with an even higher AC. I guess I’ll look elsewhere for my save-or-dies in the future.

After looting and returning the kidnapped baby to her parents, we head down to the lake floor in Horace Croon’s bathysphere. A demonic spellcasting devilfish decides to play “fish in the mason jar and I’m the octopus” with us. Luckily, Xurak turned the dead giant octopus from previous into a zombie, so we repel it with hot cephalopod on cephalopod action  (all the players but one are also repelled by that, except for Patrick who is strangely aroused).

We enter the complex via a gel-filled sphincter-portal that causes us to argue whether “Jim Carrey being birthed from the rhino in Ace Ventura” or “Danny DeVito emerging from the sofa in It’s Always Sunny In Philadelphia” is the most apt analogy to its use, and then fight some dimensional shamblers.  More, next time!

2sbjj

 

 

Carrion Crown Chapter 4, Wake of the Watcher, Session 2

Second Session (13 page pdf) – We fight mutant giants, fish-men, Hounds of Tindalos, and The Colour Out Of Space in a run-down old mansion an in unholy mashup of half of Lovecraft’s short stories.  Next week – the other half!

The fights took a lot of time this session.  The marsh giant was hefty though not much of a danger to us due to positioning.  The Hounds of Tindalos, with their damage-gaze, did a lot of damage to us. And the skum happily charged down a tunnel at us and Xurak and I lightning bolted them out of this universe easily.

The Color out of Space part is creepy, it had husked out a bunch of women and kids and we couldn’t really fight it, it drained stats like there’s no tomorrow.  By messing around we let it go, hopefully to another world or plane of existence. We get a crazy lady to add to the baby in terms of helpless noncombatants we have to worry about.

We finish up by deciding to go kill the heck out of a church full of Dagon cultists!

Carrion Crown Chapter 4, Wake of the Watcher, Session 1

First Session (17 page pdf) – Slugs and babynapping cultists abound in the otherwise-shitty town of Illmarsh. But we obtain the ultimate weapon – a controlled spectre!

We continue to peel back the layers of decrepitude in the town, where it’s pretty clear they’re pimping out babies to Deep Ones. I like Jayleen the local barkeep though, she’s fun. A giant octopus goes after a local, we kill it, as we are wont to do.

voltiaroThen it’s out to Undiomede House, an old ruined mansion, since everything about its appearance in local lore cries out “conveniently close to town dungeon location.” Turns out the trip there is more unhealthy than a Perfect Bacon Bowl, as leeches overtake us – and not just normal leeches, burrow-to-your-brain in three rounds leeches. They are a “hazard” not monsters so of course we butt up against the game rules as we try to get them off us.  I manage it but Nigel, Oswald, and Zurax all get brain parasites for their trouble!

We save a baby from some ridiculously-dressed cultists, which puts an abrupt end to the dungeoning! We head back and try to get someone that won’t eat/trade the kid so we can go back. And we kill another even more ridiculously dressed cultist!  Fade to black.

Carrion Crown Chapter 3, Broken Moon, Session 5

auren_vroodFifth Session (18 page pdf) – Done with the local vermin, we move on to assault a keep full of necromancers!  And someone dies.  Many someones. Then it’s off to get some Lovecraft, but instead we get some McLovin!

We planned our assault of the necromancer keep in Feldgrau. We get to the top and the “skeletons” there are uber buff skeletons to our chagrin. We pop a fog cloud to stop the arrows, except for the PCs that like going and standing out of the fog cloud so they’ll get shot.

We expected a bit more of a dungeon, but halfway through the skeleton guards fight Orrin (Auren?) Vrood shows up and lays into us with the Circle of Death. This starts an entire sequence of “but wait…” as we figure out all the complex effects.  He pops a Circle of Death which kills four party members – but I use the group Harrow card to give us SR20, which saves two people, then I use my personal Harrow card to give Oswald a save bonus, which saves him. (Using them is a meta-thing that doesn’t really use an action.)  Zurax Darkfire, we hardly knew ye.

Then we kept forgetting stuff.  He used eyebite on me and I ran, forgetting the SR, and then he used it on Oswald, who almost ran before I blurted out “Wait, SR!” The SR didn’t save him, but since I wasn’t really feared my Fortune hex was still up so that saved him.  I got tired of that and used my new anti-necromancer ray, Lightning Bolt.

We go all the way to Carrion Hill to get Zurax raised, then go all the way back to Feldgrau, where everyone but a local ghost has skedaddled. Boring.  And then we head to the big neon signs saying Thrushmoore.

On the way we had a great encounter – Nigel sneaks off and comes across two nymphs bathing in the lake. He spies on them, making both Fort saves against blindness.  He reveals himself with a “Hey laydees!” and then makes both Fort saves against stun! They say “Ooo you have to catch us!” and he promptly rolls a natural 20 and the fleeing nymph rolls a natural 1. “Whoops, I have fallen over this log and my dress has come off!” He comes out of it with a goofy grin and a nymph-hair token that makes him super hell on wheels as a bard (+4 on Will saves, Craft, Perform, and 7 bonus rounds of bardic performance a day!!!).

Then we come across a marsh giant who demands tribute; Zurax animates a zombie from a Kellid werewolf corpse he’s keeping, Nigel tramps it up, and we send it to its fate.

Finally we end up in Thrushmoore, aka Innsmouth, and get the obligatory Lovecraftian town setup.  It’s just a little too much on the nose, how each adventure is “this thing themed!!!” But, what the heck, we’re level 8 now.

Carrion Crown Chapter 3, Broken Moon, Session 4

Fourth Session (13 page pdf) – We go to the butthole of Ustalav and farm us some werewolves, plus any local necromancer that gets lippy.

After an unfortunate encounter with a hangman tree (made more dangerous by the fact that three PCs weren’t there/didn’t show up on time, and only bested by one of them showing up mid-fight) we go to the Furrows, also known as the worst place in a bad country.

We dodged a remarkably large local necromancer patrol and rooted around in a ruined building where we found our missing werewolf hunter, Duristan.  “Oh, I’m not werewolfed, and I somehow got a band of mercenaries here!  We’re hunting some other werewolves!” “Yeah, that sounds grrrreat… Take us to your mercenaries.” We hoped we’d convince them we’d “help attack” the Prince’s Wolves and then we could betray them mid-fight.  Duristan, however, showed his usual lack of forethought by just yelling out as soon as we went into where the Jhazeldans were.

And here’s where seventh level pays off!  I crowd-controlled the shit out of that building.  Black Tentacles BAM!  Web BAM!  We knew that was just a delaying tactic and we needed help, so everyone else fought while I flew over to get the Princes’ Wolves to help; they were remarkably whiny about it for having been dispatched here for this express purpose.  I convinced them (In D&D you always have to convince NPCs to do anything, including what they were going to do anyway) and then it took them like three rounds of running in their heavy armor to get there and when they did they were like crappy CR2 werewolves only suitable for mob control. Sigh.  But the rest of the party had staged a calm fighting withdrawal to outside the building and was keeping the werewolves bottled up, so I figured I’d liven up their day with a Stinking Cloud.  You would think werewolves would have OK Fort saves but they were all puking up squirrels. By the time they broke loose and got out of the building the Princes’ Wolves arrived; I hit the BBEG with a 4-level Enervation and everyone else chopped him to bitty-bits. I slumber hexed Duristan so hopefully we can cure him of his lycanthropy.

Then we’re talking with the Princes’ Wolves inside the building when some necromancer goon with two big undead thingys busts in and is all like “Now I’ve got you!” I Lightning Bolted his dumb ass and everyone chopped through the undead.  I blinded him and he ran off crying to momma; a slumber hex later and I dragged him into the building with us.  Send more necromancers!

It wasn’t all me or anything, everyone was on top of their game.  Icobus got a great beheading shot in among others. Nigel started using his whammies on undead, being a dirge bard. Oswald shot a lot of things. We were worried when two players didn’t show but even just three of us could hold the fort for a good number of rounds! Yay, level 7.  (Though, it does explain why it’s the breakpoint for E6; it’s definitely the level you leave normal life behind for the life of a superhero.)

Carrion Crown Chapter 3, Broken Moon, Session 3

Third Session (12 page pdf) – We fight werewolves, werewolf ghosts, beefcake werewolves, and a paunchy librarian. Werewolves are stupid, though wealthy; perhaps we should take up werewolf farming.

The werewolf ghost (vilkacis) fight is bracing; it tries to possess several party members but a Protection from Evil from Xurak and then Misfortune hex from me keeps it from being successful.

Then we catch up with the librarian (Estovian the keeper of the Lodge) and beat the bejeezus out of him. I get to use my new lipstitch spell to sew his lips together, which was disturbing both for him and for the rest of the party. Lucky for him he charms Oswald who prevents his prone form from being Rodney Kinged into the great unknown; lucky for us Oswald is super gullible so we manage the situation anyway (“No really, he’ll be safer chained up down here with all his gear in our gunny sack…”).

We did OK in the big werewolf boss fight.  I got a little pissed that I kept putting bad guys to sleep with my slumber hex and no one would freaking coup de grace them, and then someone would wake them up and they’d be back in the game – and my hex can only affect someone once a day. I’m like “do you like fighting these guys?  How’s that lycanthropy making your tongue taste?” Anyway, finally I blind the werewolf chick and we bring an end to the combat.  We’d neatly bypassed all the rest of the werewolf guards so we just sent her packing. (Get it? Packing? I crack myself up. Actually, I decided that Sredni Vashtar’s Girl likes making bad puns in Common, which entertained Tim because there’s an Indian girl at his work that does the exact same thing.  I’ve known one too, it’s an oddly common little quirk. I like it when I can bring some authentic Indian girl to my character!)

Then we get to commune with Desna! Besides getting healed of all our ills and getting some plot points, this is cool for Girl – she’s still NG and starting to consider being more assertive against her NE god-familiar.

After that it’s just a wrap-up fight with two werewolves.  I like using my Slumber hex like the guys from Dark City – “Sleeeep! <waves hand across their face>.” We even let Estovian go with some threats to watch his step in the future. It’s Ustalav; if you kill every violent dumbass you meet the whole place would be empty.

 

Carrion Crown Chapter 3, Broken Moon, Session 2

Second Session (10 page pdf) –  The Lodge becomes a killing ground as various things go wrong, and our heroes are generally a step behind everyone else.

Talking to various decadent Ustalavic nobles is about as useful as you’d think. But Girl meets another girl from her orphanage back in Jalmeray, who’s working in an adjoining brothel. Also, Nigel trades his carnal favors to the madam for info on our quest.

Then we get attacked by a truly giant spider. And then someone werewolf-curses out and kills another patron. We get sick of screwing around and break into the local Lodge keeper/librarian’s office to beat the truth out of him but he dimension-door skedaddles. With remaining intel we decide to cut to the chase and go out to the Stairs of the Moon and harvest us some werewolves.

Carrion Crown Chapter 3, Broken Moon, Session 1

First Session (14 page pdf) – It’s out to the Lodge of Werewolves where we’re sure they hunt the “Most Dangerous Game.” On the way, we have slug problems.

First it’s back from Castle Caromarc to Lepidstadt, where we decide to follow Professor Lorrimor’s killer Orrin Vrood out into the werewolf-haunted forest of the Shudderwood. We load up on silver weapons and werewolf lore.

On the way, we have quite a fight with a big slug-grub-woman-thing. Then we get to Ascanor Lodge, where we fiddle around with decadent nobles and hunt werewolves with them till a bunch of werewolves yell plot points at us.  Then it’s back to the lodge for hot chocolate in front of a fire.

Reavers Sources – Third Season

Following on from my behind the scenes analysis of the various published adventures I’ve used in the commission of my Reavers campaign… (Also see Season One and Season Two).

Third Season

In this season I used some smaller sources from Dungeon magazines but a lot of it was homebrew. Not necessarily because I wanted to, but some items I was wanting to use fell through – like Voyages to the West, an Open Design patronage project that came in way late. But what I did use was…

  • I stole the town of Hollobrae from Firey Dragon Games’ 3e module “The Silver Summoning.”
    I don’t recommend the module, but as a repository for “I need a town for the PCs to raid” it worked fine and added character to the location in session 1. Daphne the unnamed one-line NPC became a recurring character.
  • “Tammeraut’s Fate,” from Dungeon #106, by Greg Vaughan
    This formed the first part of their Azlanti tour and occupied sessions 2-4. Sea zombies beset island monastery!
  • The Sun Temple Colony from Lost Cities of Golarion
    This is more of a capsule setting with adventure seeds, which I expanded upon to form a large section of the season, sessions 6-18 are set there. I also repurposed a couple things they didn’t come across in From Shore to Sea since it is also an Azlanti ruin.
  • Rana Mor,” from Dungeon #87, by Rich Baker
  • D1.5 “Revenge of the Kobold King,” 3.5e Paizo adventure
    Rana Mor formed the primary dungeon on the Sun Temple Island with a heavy reskin from “Indian” to “Azlanti” in feel; it filled sessions 10-12 and then again in sessions 16-17. I added a couple touches like the Sealstone and curse and giant beetles from Revenge of the Kobold King because those were “Azlanti.” I was really having to poll sources to get authentic Azlanti stuff; I also used gear/magic/etc. from the Open Design aquatic rules companion to From Shore to Sea, Sunken Empires.
  • Back to the Arm-Ripper/random dungeon combo from Season One!
    I got to reuse all the old content in sessions 22-25, but had to update it significantly since it was denuded of baddies last time and was much lower level last time…  So wrathspawn pirates as mentioned in Dungeons of Golarion were in residence!

The Dungeon sources from this season and last were all good, I picked them specifically because they were some of the stars from the magazine’s run.  I’d run Tammeraut’s Fate before but the rest were new to me. The baddie from Rana Mor got dubbed a “vampire stripper” based on her cheesecakey art. She was dangerous as a real stripper though and was a big foil/villain for the latter half of the season. A lot of the actual Sun Temple threat was sorta faceless so I wanted to have another baddie who was more personally memorable. I did a lot more picking locations/seeds out of books instead of whole cloth adventures this season.

And that’s how you run a multi-year campaign that meets very regularly for long play sessions while still having a demanding job and kid and life otherwise! Take preexisting building blocks, add the mortar to join them together, then put a nice veneer over the top. The time you save on making the blocks means you can shine on the additions.

I’ve compiled all these into a new page in the Reavers section, I’ll add to it as we go on!

Reavers Sources – Second Season

Continuing on from the First Season, more on the sources I have used in the Reavers campaign!

Second Season

In the second season, I moved past the “toss in all the L1-3 adventures I have laying around” approach as the established plot and character and setting took root.  Season 2 is basically three Paizo adventures – Carrion Hill (augmented by a Dungeon adventure), Second Darkness Chapter 2, and From Shore to Sea.

  • Carrion Hill, a Pathfinder adventure
  • “The Stink” from Dungeon Magazine #105, by Richard Pett
    I combined these to make a post-Riddleport tsunami “Katrina horror” scenario that spanned all of sessions 2-5 (a bit more than I’d anticipated!).
  • Children of the Void, the second chapter in Paizo’s 3.5e Second Darkness Adventure Path
    This filled up sessions 6-10, plus the optional “Teeth of Araska” adventure from this book occupied session 11! I expanded on it but not with other material really, just my own elaboration.
  • “Shatterhull Island” from Stormwrack again
    I used another mini-adventure from Stormwrack for session 13 after a couple sessions of custom content.
  • From Shore To Sea“, a Paizo/Open Design adventure
    Before this I spent sessions 14-19 purely riffing on preexisting NPCs and stuff spinning out into whole adventures. But then From Shore To Sea became one big ol’ part of this season. Sessions 20-24, all the way to the end of the season, are made of nothing but this puppy!

Now let me be clear – you don’t want to run Carrion Hill or From Shore To Sea as written.  If you go through the blog posts for those sessions you’ll get a lot more details on what I changed, but the Carrion Hill plot and encounters are questionable and in From Shore To Sea there’s ridiculous DCs and other rules wonkiness that would cause some real problems. But they both have loads of great atmosphere and ideas in them, and a GM is the nice slickery lubrication between an adventure as written and his game as run. So this had less mashing up of multiple sources and more elaboration and tailoring of single sources.

Also, the more we’re on the high seas the more I use general wavecrawling, random weather and random encounters to populate entire sessions.  Each ship-to-ship battle is a complex set-piece of its own! Recurring baddies like the Fishwife sprung entirely from that.

Reavers Sources – First Season

Due to popular request and to celebrate the campaign’s fourth anniversary, here’s a series of posts on the adventures and supplements I’ve used to create it.

In my Reavers on the Seas of Fate campaign, to form my own adventure path/campaign I have adapted a dizzying variety of adventures and supplements. Here’s the list of what I’ve used with my thoughts on each!  It’s in rough order of when I used them. You can read the individual session summaries and associated blog posts for deeper details.

Mashing up 3e, 3.5e, and Pathfinder adventures together is so easy to do that it’s silly not to. Unless you’re one of the clinically OCD rules obsessives out there, you can draw from a wide variety of material for any campaign. So I merrily combined them, subbing in PF versions of monsters if it’s easy and restatting major NPCs using Hero Lab if I feel like it. Also, since we go for a gritty, roleplay-heavy approach it’s not unusual for one short module to last 3 6-hour sessions (with tentacles into sessions before and after).

First Season

The overall plan for this season was “Second Darkness plus the Freeport Trilogy,” since Golarion’s Riddleport and Green Ronin’s Freeport are kissing cousins. I augmented with a lot of standalone d20-era Atlas Games and Green Ronin adventures. The Atlas Games ones are a little staid as written, but only mooks run adventures as written. Using them gives me NPCs and maps and setpieces, and then I worry about adapting the plot and amping them up to higher levels of depravity.

Plus, I’d run a pirate campaign before where I realized all these 3e adventures went to pains to put their settlement out in the middle of fricking nowhere because they just wanted to write a module not in someone’s game world. Converting the “surrounded by trackless mountains” to “on an island surrounded by water” is trivial to change. Early d20-time was rife with level 1-3 adventures to pillage!  Our super slow level advancement is partially so I could get more of them in.

  • Atlas Games 3e “Penumbra” scenario “Maiden Voyage”
  • Sinister Adventures 3.5e pdf adventure “Mysteries of the Razor Sea”
    I mashed these two up to make the group’s first adventure in sessions 1-2. Both are first level ghost ship scenarios; Maiden Voyage focused more on the ship and crew the players were travelling with.  Mysteries of the Razor Sea was totally about the ghost ship – it had more horror and is tougher.  So I felt they complemented each other well; basically I used the ghost ship from Razor and everything else from Maiden Voyage, with some changes to lead in to the next part of the adventure. Thalios Dondrel, son of Mordekai, was a hit and has become a recurring NPC.
  • “The Sable Drake” adventure from WotC’s 3.5e sea book Stormwrack.
  • “Water Stop” adventure from Atlas Games’ En Route II: By Land Or By Sea
    I mashed these two up for the very next adventure in sessions 3-4 – the island with escaped slaves from Water Stop was where the goblin “pirates” (made more Golarioney) from Sable Drake attacked. The wererat-goblin captain escaped and stowed away and became part of the fun in Riddleport later.
  • Shadow in the Sky,” the first chapter of the Paizo 3.5e Second Darkness Adventure Path, starting with “Cheat the Devil and Take his Gold”
    I enriched Riddleport heavily with Freeport information, locations, and NPCs from some of the many Freeport books I have (I’ve got every version of it ever, and all the miscellaneous supplements).
  • “St. Casperian’s Salvation,” the optional adventure from Shadow in the Sky
    Sessions 4-5 were an intro to Riddleport and the major players there with these two adventure pieces.
  • “Three Days to Kill,” a 3e “Penumbra” Atlas Games adventure
    I adapted the power groups to be various local ones and set the PCs loose on this in the sixth session.
  • “Death in Freeport,” the first Green Ronin’s 3.5e adventure from the famous Freeport Trilogy
    I’ve run the Freeport Trilogy before and it’s great, especially when you replace the crap 1HD serpentfolk they have with the uber tough Pathfinder serpentfolk. (My players disagree! :-) This filled up sessions 7, 8, and 10 and parts of some others.
  • “Holiday In The Sun,” an interstitial adventure included in the Freeport Trilogy (was originally a free Web enhancement)
  • “Flat On Rat Street” from Shadow in the Sky
    These happened during the plot of Death instead of being interstitial and formed the bulk of session 9. The rest of life doesn’t stop for your “adventure!”
  • Mansion of Shadows,” a Green Ronin “Bleeding Edge” 3.5e adventure
    Sessions 11, 12, and 13 were all about infiltrating and taking down this location. When you’re a pirate, the lame ass adventure hooks they have in the front of these adventures don’t really matter. Your motivation is GO GET ‘EM AND TAKE THEIR SHIT!
  • “Terror in Freeport” from the Freeport Trilogy
    The second “Freeport module,” this worked really well with Shadow in the Sky, in fact both have a “defend the base against the bad guys” scene which made for easy combo. We dispensed with most of it in one session, Session 15 because I cut a lot of redundant and lame stuff from Terror (it’s the weakest installment).
  • “Madness in Freeport” from the Freeport Trilogy
    This, I spread over the entire latter half of the season, integrated totally with the latter half of Shadow in the Sky.  This adventure is where the money is, so I used whole additional modules to bolster parts of it.
  • Beyond the Towers,” a Green Ronin “Bleeding Edge” 3.5e adventure
    I mixed this up with some of Madness in Freeport to form the Golarion location of Viperwall for sessions 18, 19, and 20. The voodoo/shadow subplot is all me though.
  • A Dreadful Dawn,” a Green Ronin “Bleeding Edge” 3.5e adventure
    Mainly to introduce Jaren the Jinx, a new NPC and plot point with long term implications in session 22.
  • Throwdown With The Arm-Ripper,” a Goodman Games “Wicked Fantasy Factory” 3.5e adventure
    I augmented this with a random dungeon from Dizzy Dragon’s online generator (the dungeon part of Arm-Ripper was short and weak) but the shrine fights are great! And now that the PCs know a place where you can get body parts regenerated, they keep coming back… This formed sessions 23 and 24.
  • “Madness in Freeport” and “Shadow in the Sky” again
  • Rumble in the Wizard’s Tower,” a Goodman Games “Wicked Fantasy Factory” 3.5e adventure
    The last four sessions were all Madness in Freeport overlaying Shadow In The Sky with Rumble in the Wizard’s Tower interjected to flesh out the lighthouse. Inserting a dungeon or setpiece from another adventure into another adventure to make it uber is one of my tricks. Plus, I took a NPC/adventure seed from Denizens of Freeport and made the whole shadow-plane side trek in the middle of the climactic fight.

In terms of mini-review of these products – the Freeport Trilogy is great base material to fix up. Second Darkness is good for its first two chapters then it’s very weak once it goes into the elf/drow stuff, so it’s good material to adapt to other purposes.  Atlas Games Penubmra adventures are kinda mainstream but rather than having to write a mainstream adventure myself, I can start with one and use my prep time to kick it up a notch.  The Green Ronin Bleeding Edge adventures are better, lots of weirder stuff, usable more as-is (though usually with a power boost). The Wicked Fantasy Factory adventures are mainly valuable for their cool setpieces, the rest is very cursory.

The other seasons, coming soon!

Carrion Crown Chapter 2, Trial of the Beast, Session 6

Sixth Session (11 page pdf) – We get to the heart of Schloss Caromarc and its guardian rips one of our party members into bits! Then we summon the Beast to help us out… GOLEM FIGHT!!!

We spend some time going up one more deathtrap bridge and being ravaged by another trap – holing up and resting – repeat. The worst of that was a leech swarm – immune to weapon damage, can’t do fire damage since they’re in the water, and with no save they do hit point and STR and CON damage. You do get to save against the permanent DEX drain and distraction though.  Even if I had say a 5d6 lightning bolt, it wouldn’t have killed them since the swarm has 39 hp. “They’re only CR4” says the GM…  Fuck you, whoever designed this monster. The castle design starts making even less sense with the four “holding towers” but we’re used to that.

guardian_towerThen we get across and discover a big hideous flesh golem. Vlad runs up to it and it rips him apart into pieces immediately with quad claw + rend. Oswald takes a couple shots at it but it is like AC super high and has DR and it’s clear we’re not going to be able to take it.  Icobus’ Oracle curse (he can’t speak in combat, just make insane Azathoth piping) finally comes into play, because he pops Obscuring Mist and tries to get us to retreat, but Oswald no comprende and advances into the mist instead and gets dropped too (thankfully, just short of permanent fatality). We backed off and greased the bridge and let it fall to its death. May as well use this deathtrap against others too! We saved Oswald but Vlad is just dhampir parts.

The finale was cool and thankfully didn’t require our physical intervention (being down a party member and suffering from a variety of negative levels, stat drain, etc.). With the help of Waxwood the invisible servant we figured out we needed to climb to the top, activate the lightning attractor, power the Beast controller, call the beast, and have him fight the boss golem. Then we sat there controlling him Pacific Rim style.

Here’s where I had my best idea of the adventure.  We had already drooled over the adamantite trapdoor below.  “Hey, he could rip that off and Oswald could give him shield proficiency! And he could smack the bad guy with it to bypass his inevitable DR!” And sure enough, Nigel tried to have the Beast use his double crossbow- can’t hit.  He used his ogre hook – DR 10 reducing it to almost nothing while the Beast got owned by the Promethean.  Then he switched to doing slams with the adamantite trapdoor – and the hit points just melted off. Without that the numbers would not have been in his favor, we might have had to go down there to try to finish him off (yeah right!).

Then Girl broke up the “slave herd thrall” or whatever the Beast-controller device was called, she freed him from the townsfolk at that trial and sees no reason to not free him from his psycho-dad-creator too. The rest of the party was dubious but let her have her way.

Then we rescued the Count, nursed him to health, and figured out what his problem is – predictably, a dead wife (“Did she die in a fall?” thought Girl) that won’t come back to a raise dead (“Yeah, I wouldn’t want to come back either,” mused Nigel.)  Then he gives us a paltry reward of 3000 gp and sics us on the Whispering Way guys who betrayed him after he betrayed them after they blackmailed him.  “Why do we care exactly?” we ask ourselves.

The adventure has gotten on a pretty hard railroad now.  We kinda kept with freeing the Beast from his trial as just a lark and for 200 pp each, but “Go get half your party killed visiting my dad’s castle” and “For no reason I’m sure you want to go fight werewolves and cultists to recover an idol that even the University it was stolen from doesn’t care about” is weak motivation. We’re only following the trail of breadcrumbs “because clearly we’re supposed to, that’s where the next chapter is” and that’s kinda demotivating. The bad guys are Whispering Way cultists, but this is Ustalav – there’s a lot of cultists everywhere. And we’re not inquisitors. We’re probably more like inquisition targets, with an orc, a witch, a dhampir, an Azathoth worshipper, a Zon-Kuthon worshipper, and… Well, a human crossbowman is kinda normal I guess, but it is Oswald.

Matt’s trying to decide if we should raise Vlad or not.   He got kinda disenchanted with the character especially after some conflict over his counter-party actions… He let one of the serial killers go because he’s a fellow Norgorber worshipper, Icobus had found out, and since the killer (besides being dangerous and likely coming after us for revenge at some point) had killed Vaus’ fiancee this was turning into “Hey so what do we do about him?” with Vaus thinking “Maybe I should kill him” and that turned into a metagame discussion of “Hey as a group we haven’t really talked about our agreement on coop vs pvp limits/settings” which turned into aimless interpersonal squabbling in email among various group members. Sigh. So he’s deciding before next session whether to raise Vlad or swap to Urgathoan inquisitor or similar. Otherwise, we all leveled to 6 and I immediately took the Flight hex for Sredni Vashtar’s Girl!!!