Another hum dinger of a session. This time I had four players, and no henchmen, initially.
Which is funny, because the theme for the evening was definitely henchmen abuse!
Renegotiate your contract? I'll renegotiate your face with my boot, worm!
An excellent deploy on the fireball ended what looked to be a pretty tough fight, and netted them four terrified minions, plus the raw materials to make more. *shudder* So lots of fun with the TMD's (Transylvanian Mine Detectors) and redshirt action. (I just realized the minis actually are kind of red, color wise. Win!)
It was also fun to whittle down the huge entourage of undead through the sinister influence of the vermilion earth. Gotta be careful when yer carting around that many undead, they can turn on ya...
The biggest laffs of the evening were from the grimling skeleton randomly floating around in the chamber of electroskulls, just going about it's business holding up the torch as if nothing was amiss. Heh.
A couple of the fights dragged a little, but that was as much tactics as it was execution. All told, they were mostly satisfying, and again I'm amazed at how much can be crammed in to what was essentially four & change hours of play.
The biggest problem I had was I somehow allowed orientation on the dungeon map vs. orientation for the players to get all kerfloopty, which made it hard to keep track of where the players were going, and I ended up fudging toward the end. I don't quite know how it happened, but I ended up having to read my keyed map upside down.
So gavel down, from here on out, North is always away from me, south is toward me, east is right and west is left, as if I'm looking at a sheet of paper right side up. I shoulda cracked down sooner on that 'cos it really threw things off. Again, I dunno how we got it twisted around...
That aside, again I was stoked that the stuff we got to was the stuff I wanted to highlight. The fight with Morgus was a treat 'cos he played so prominently (and somewhat disjointedly) in last year's Halloween Crawl. My wednesday DM Paul ended up as Morgus' arch enemy last year, and I was gratified he was here at this session, albiet as another character.
The sandboxy nature of Ghoulardia pass got to shine, as each session caused elaborations on following sessions. One prime example of this was the Crypt of Gore De Vol, that became the lair of the Iron Skull in the next session, finally becoming the electrified room of floating bones, all based on what had transpired before. The werewolf lair becoming the spider wolf's lair is another example, or the red earth in Vladek Lobovich's tomb.
That said, though, I think for next year I'll cook up something new and give Ghoulardia Pass its well earned rest in a shallow grave. Mini sandboxes are a hoot, tho. I recommend them highly.
And so, another Creepy Crawl season comes to a terrifying end. Thanks to the players who came out to both sessions with their own brand of awesome! I hope you all had a good time.