Part 6- The Keeper Gets A Clue I also learned something during this scenario- ALWAYS DO YOUR RESEARCH. During the Hayashada kidnap scenario, there was scene where the investigators were traveling on a plane. I engineered it so that some Keui Jinn were on the plane as stewards, and attempted to attack the group. Well, if I'd done any amount of research, I would have discovered that, back in the 20's, there WERE no stewards or stewardesses on the plane. One of many reasons was the problem of weight; planes back then couldn't really afford the weight that an extra person like that would cost. Thankfully, no one called me on it, but I still felt stupid afterwards when I realized my gaffe. During Mountains Of the Moon, the investigators did a bang up job of destroying the entire mining camp of the Brotherhood. I'd also noticed that now, the players were getting a lot better of knowing when to just back away from something that seemed possibly deadly. For instance, at one point in Peru, they found the gate that led to the mi-go moon base. After exploring the base for a while, they came upon what sounded as some sort of humming sound that kept on getting louder as they walked a certain direction. Instinct took over, and they decided to leave instead of checking it out (it didn't help that they were encountering more and more mi-go along the way). If they had continued, they would have stumbled upon a ceremony worshiping Shub-Niggurath, with good ol' Shub in attendance. Seeing Shub would have undoubtedly snapped the minds of several of the investigators, blown the mission, and possibly caused the entire group to be trapped on the moon and become fodder for the mi-go. After this, the group (with leads gathered at the Peru campsite) traveled back to San Francisco for the By The Bay Pt. I scenario. Again, Thomas Brand came into importance (which is why I introduced the group to him back in the Hayashada kidnap scenario...see how you can tie all this stuff in a neat way?). I liked this particular adventure in a way, because, although in the first half, there was some action, the real meat of this scenario was the villains' summoning of Hydra. And all the group could really do was hunker down and watch the scene unfold. Sure, they could have taken some action, but odds were that they would get annihilated were they to try anything. So again, I got to see the players learn that sometimes, it pays to just sit back and watch. By The Bay Pt. II went pretty swiftly- some excellent roleplaying on part of the group when they were inside the lab facility, after they had gotten caught snooping around. Again, the group showed that they'd learned not to walk blindly into every situation- instead of falling into that trap waiting for them inside the lab complex, they wisely walked away. Which leads us to the end of the campaign, back in Egypt. Although the group was a bit on the cautious side, they were entirely successful in saving the world from the Beast, killed Chandler, Hauptmann, and Lang-Fu. Gabriel got what he wanted (Hauptmann's soul), and, at least temporarily, stopped harassing Lucy. Indeed, he carved his rune on her inner forearm, which has now made her immortal as well. Too bad this means that Gabriel will no doubt call on her again... The players seemed to figure this one out pretty easily, by using the Barrier of Nach-Tith spell to surround the Beast. In our post-mortem afterward, we talked about what went right, and what went wrong in the campaign. |