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Yeah, I noticed the same thing - if the asylum isn't the last location then there's not a strong dramatic structure to the whole thing. (In a campaign, I wouldn't have revealed this, but since it was just a one-off, I didn't see the harm.)
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After the game was over, and I revealed to them "it just shows up at the last one" they were quite upset and disappointed about that. My group is usually superduper slow, and they did this in only 2 sessions.Īlso, FWIW, my group was convinced that it was "something they did" to cause the Shoggoth to attack at the location it did (the Middenstone Vats), they just didn't know what it was. There's actually very few combats in this book.
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The party is likely to write off the other cultists as distractions, thinking that Crove should be their only target.Īlso, on a metagame level, it's obvious Crove is the strongest, so therefore he should be faced while the party is at maximum resources.Īt least that's how it went down for my group.įYI: The module runs pretty quick. Unfortunately, the PCs are most likely to head to the Asylum first, as Crove is the easiet name to notice, and he's the leader of the gang. I am, otherwise, familiar with his work and know a few people who dig the C-man and CoC as well. To be frank, I wanted my horror campaign to have that feel, but haven't really read much Lovecraft.yet. Not sure if there is an event that would work for this that is already in there, but I'm sure a creative DM (no doubt like yourself as you're a fan of Lovecraft) can work that out too. Only a certain object or key can get you into the last room and the only way to find the key is to check every room.thereby the second to last room gains you access despite the powerful otherworldly magicks (or perhaps in this case, chaotic elements?). I'm thinking of running Carrion Hill to replace Trial of the Beast in Carrion Crown (and running Harrowstone after Godsmouth Heresy), so I wouldn't know yet since I haven't read it (3 adventures down the line at this point), BUT I do have a possible suggestion. Is this the case? Is there a subtle way to guide your PCs there last? Any thoughts on creating the proper atmosphere? Has anyone had a chance to run it yet? I like the open-ended way the PCs can encounter the Shogo - I mean - Chaos Beast, but the adventure seems best if they run into it at the Asylum.
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An avid Lovecraft scholar and CoC player, I was very pleased with the atmosphere and nature of the adventure, as well as the buried chamber that echoed of many Lovecraftian locales. I've been delayed, but I finally managed to get a copy of Carrion Hill.
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