![]() The initial investigation has a number of paths to lead the players to the next part of the adventure.At heart, Ghouls are haunters of the dead, spending their time around the bodies of the deceased, primarily as a source of sustenance, but also seeking out grave goods. The adventure is more of an outline than a linear progression, so I think there is plenty of room to get the players to the information they need. Missed clues are possible but in most cases other clues should point the players back to key bits of information. Overall, this is a fairly short and straightforward adventure. Spotting the path to the final encounter has a key roll, but if the players found previous clues, they should be looking for the path and a secondary Tracking check will also lead them there, albeit a bit less directly. The initial investigation has a number of paths to lead the players to the next part of the adventure. There is an optional encounter to draw the players back to the house and clearing if they leave without discovering the summoning circle.There is no stated limit on how many times this action can be attempted. Instead of fighting the suspect, a successful Psychoanalyze check will enable the players to convert him from his evil self to his good self.The players are expected to hide themselves (with a Camouflage check) and catch the suspect and his minions in the act of summoning. A Cthulhu Mythos checks reveals these are a part of a summoning ritual. The clearing at the end of the path reveals a series of concrete slabs.Following the path found when approaching the house leads the players to a chance of a combat encounter with a ghoul and the next step of the adventure.The subject can be spoken to and will be open with what he knows, but he has a split personality, so he will not have much to convey to the players.This room contains a clue as to the nature of the threat. ![]()
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