Tears of the Burning Sky
Funny you should ask about the next adventure,
@RangerWickett. I was looking forward to running a relatively straightforward dungeon delve and planned on running it as written. But the PCs had other ideas.
The adventure started pretty normally. The party took their necrotic fire rain weather controlling orb and free horses and heading into Sindaire. They visited Gathin, killed the Ragesian garrison, and chatted up the locals. They learned about the general rebellion in Sindaire against the Ragesians and the general weather patterns of the necrotic fire rain. They hear about another group of heroes sent by Seaquen who failed at their mission, but I don't think the players ever put two and two together and realized that out of multiple groups of heroes sent out by resistance they're the only one that ever has any success.
The PCs activate the weather orb and head down the canyon towards Korstull. Griiat shows off how cool he is and the PCs fight some undead with fire for eyes. The sergeant who casts wall of fire and is healed by fire is fun, but ultimately the action economy means the PCs kill him before he shows off his synergistic mechanics too much.
The party also meet the halflings and gnomes of Clan Millorn. After some initial caution they enter into full-blown negotiations to split up what they find in the castle. The PCs try to not give away that they're part of the resistance and that they're specifically looking for the Torch, but eventually everything comes out. The Millorn-ites are willing to give up anything of military value, including information, in exchange for 90% of the cash and cash equivalents. The PCs want to only give them 75%, but are willing to go up to 80%. I don't think the PCs realize that Jorrina scried on them, but they are suspicious of how much Jorrina appears to know of their negotiating position.
The PCs also get suspicious of how much the Millornites are unwilling to budge from their 90% share of the money, and are generally suspicious that another group of adventurers just happened to show up right when the PCs did. The party starts to wonder if Jorrina is actually something like what Deception and Madness were, so Romero starts singing the Song of Forms.
I will admit now that I've been playing the Song of Forms as more powerful than I believe it's written. Romero had to spend time learning sylvan from Tiljan before he could learn the song, and whenever he sings it he loses hitpoints off of his max health every few minutes. I want to encourage PCs using the song since it's specific to the campaign, so I generally have it always work instead of giving a save. I have not yet regretted this decision, but the campaign isn't over yet.
To the surprise of everyone present, a Trillith jumps out of poor Ernest (I decided that he was possessed by the trillith instead of actually being a trillith, I think to avoid the PCs discovering Deception even earlier in the negotiations. I found this to work out fine in the end). Now some very complicated negotiations occur. The trillith,
who is Deception, lies outrageously about what it is. It explains that yes it's a trillith, or some sort of dream creature at least, but it's so newly born that it doesn't know who it is or what it's supposed to do. It's scared, it explains, and just wants to leave.
I believe Romero stops singing the Song of Forms at some point, either to avoid losing more from his max hit points or to participate in the negotiations or both. IIRC that's when the trillith acts by turning incorporeal and trying to possess someone else, and the fight starts. It tries and fails to rapidly disable the PCs or three more powerful Millornites. (The weaker Millornites spend the fight tending to Ernest, who understandably is quite overwhelmed.)
The incorporeal trillith makes its way into the cliff face at the top of the map. It can't stay there because it doesn't have a lot of hit points and staying in a solid object hurts it, so it floats up and enters an archery bunker that's 40-ish feet off the ground and overlooking the killing ground in front of the entrance to the castle. I now think it will get away down the narrow tunnels in cliff that connects the various bunkers. Nope. Tarak the monk runs up the wall and jumps into the bunker. Raziel and Scarlett both summon creatures into the bunker. At the level the party's at being incorporeal simply isn't as safe as one might think, I guess.
The trillith finally gives up. The party wants to capture it but can't force it to stay corporeal without Romero literally singing himself to death. They settle on having it possess Eren(!!!) but never exert control over him, just like when Balance "possessed" Drojic as a way to rest and stay with the party without having to actually do anything. Possessing Eren is better than being killed, so the trillith agrees.
The session that was supposed to get the party into the dungeon instead jumped right to fighting
a final boss. The Millornites exchange glances and start asking what the hell happened - they just watched the PCs make something jump out of Ernest that everyone beat up before forcing the same thing to jump into one of the PCs. Jorrina says, "Fine, we'll accept 80%, but that's our final offer." The PCs agree, and the credits roll.