Thursday, May 22, 2014

Tusk 3 - PM Thornkeep - The Enigma Vaults

  • The Enigma Vaults (by Paizo Creative Director James Jacobs): In ages past, the mad wizard who dwelt in these halls collected many strange items in his travels—and the strangest of those he put on display here, in a museum-like complex he called the Enigma Vaults. When a group of thieves made their way into the vaults in hopes of a huge payday, they released something far beyond their capacity to control, and now they serve as the thralls of a sinister influence from a dark and distant world.


Played the dungeon The Enigma Vaults! A lot of the content was in Azlanti, which I knew the language of.


Monday, May 19, 2014

Tusk 2 - 00-02 The Hydra Fang Incident

After an Andoren village is razed by the Hydra's Fang, a renegade Chelish slaver-ship, outrage threatens the stability of both nations. You and your fellow Pathfinders are sent to capture the Fang before the Inner Sea is pitched into political frenzy.

This was my first time GM'ing a PFS scenario. Everyone enjoyed it! I was hoping that some people would have a tough time, but the combat went smoothly! And we even had some upset folks who were doing their faction quest.

Tuesday, May 13, 2014

Tusk - Half-Orc Druid

Tusk grew up in a small village as a half-orc with his Sister. Even though they shared the same mother they looked very different. They both had the same father and mother, but his sister looked very human and would pretend that he wasn't her brother when they were small children.

Tusk had been beaten up really bad when he was 6 years old and had lost one of his tusks. So then they would all refer to him as 'Tusk'. He was always very angry, but being the only half-orc in the village he had to hide often and would only go out at night to play.

Finally at 10 years old he ran away from home and lived on his own in the forest. He learned how to fend for himself. He would sleep during the day and then look for food at night.

He befriend a elfen family by saving the life of their youngest daughter, who was being attacked by a tiger in the forest. After that point the father became very close to Tusk and raised him as his own Son. His step Dad was very protective of him. Only allowing the top elders of the elven clan speak and spend time with Tusk.

As Tusk grew older he would go back to the village he grew up in and spy on the village, looking for his Sister that he still was fond and protective of. He was worried that the same kids that had bullied him would do the same to his Sister.

He learned the ways of the Druid and became very close to animals. He respected his elven parents, but always felt most attached to the animals of the forest.


Monday, May 12, 2014

Tusk 1 - 00-13 The Prince of Augustana

When an old beggar shows up filthy and injured on the doorstep of the Augustana Pathfinder Lodge in Andoran and demands to be recognized as Andoran's one true Emperor, Venture-Captain Wallace is inclined to chase him off. But when the old beggar reveals a wayfinder and tells a tale of demons and portals to another world beneath the streets of Augustana, Wallace summons you from Absalom to investigate. Will you make it through sewers, swarms, and sanctuaries to uncover the truth or will the dangers of the Augustana underworld consume you forever?
Written by Craig Shackelton
Really enjoyed this one with a pregen ranger. Which I plan to apply the points toward my druid.
Here I had Harskt run in, kill one with crossbow, and then run screaming!

In this situation we were fighting swarms of spiders that requires our flasks of fire, acid, and bag of enfeeblement

Here we quickly disposed of some gangsters and an alcemist

Monday, May 5, 2014

Narakitul 7 - 05-16 Destiny of the Sands—Part 3: Sanctum of the Sages

Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages’ hidden sanctum deep within the Pillars of the Sun, the Pathfinders must draw upon both their own resourcefulness and the ancient historians’ power if they are to preserve a millennia-old organization and Osirion’s past.
“Sanctum of the Sages” is the final scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5–12: Destiny of the Sands—Part 1: "A Bitter Bargain" and Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: "Race to Seeker’s Folly." All three chapters are intended to be played in order.
Content in “Sanctum of the Sages” also contributes directly to the ongoing storyline of the Osirion faction.
Written by Pedro Coelho
Factions: Osirian
Here I hadn't really setup my Mythic abilities and wasn't much help in this scenario. Everyone had wands of cure light wounds and unless the monsters could do a lot of damage quickly, we were wiping them out.