Monday, June 30, 2014

Tusk lvl 4.1 - PFS 1-51 The City of Strangers - Part 1: The Shadow Gambit

The Pathfinder Society sends you to Kaer Maga, the City of Strangers, where you are ordered to find a local Pathfinder associate who sent a strange letter to Venture-Captain Drandle Dreng in Absalom. When the local associate turns up dead and you find evidence linking his death to a mysterious organization called The Shadow Lodge, it's up to you to track them down and solve the man's murder.
The Shadow Gambit is the first scenario in the two-part The City of Strangers campaign arc. Pathfinder Society Scenario #52: The City of Strangers—Part II: The Twofold Demise is the sequel.
Written by Joshua J. Frost
Here Tusk actually went to zero hit points, which I didn't use my Orc Ferocity on... And I didn't hear about the Dustwarden Guards, so didn't complete my faction mission.
Here Tusk has zero hit points...
First fight, were my boar Orikin actually was useful


Monday, June 23, 2014

Tusk lvl 3.3 - PFS 3-05 Tide of Twilight Lvl 1-5

In researching a recently recovered druidic lorestone, the Pathfinder Society learns of a powerful artifact with the power to turn men into bestial abominations. Amid claims of increased werewolf activity in the region, the PCs travel into the heart of the Verduran Forest to retrieve the valuable relic from a cabal of evil druids believed to currently hold it.
Written by Ron Lundeen
This was fun, we had 6 people, so large group for a low tier dungeon run. But we really lost time toward the end.





Monday, June 16, 2014

Tusk 6 - 00-23 Tide of Morning

Venture-Captain Dennel Hamshanks sends you to convince an Andoren druid named Hemzel to allow the Pathfinder Society to study his recently discovered lorestone, a minor magical item that unlocks some of the mysteries of the ancient Andoren druid circles. When you arrive and find Hemzel murdered and the lorestone missing, you must race against time to recover the lorestone and stop Hemzel's murderers from using it against the druids of Andoran.
Written by Steven Robert
This was a bit of fun, played my Druid Tusk!



Monday, June 9, 2014

Tusk lvl 3.1 - 00-06 Black Waters

The Pathfinder Society seeks the ancient ruby ring of the salamander and it falls to a team of Pathfinders to find it. Last seen in the Tri-Towers Yard, a once elite academy for the youth of Absalom, the ruby ring is now lost in the Drownyard, all that remains of Tri-Towers after it was destroyed a decade ago in the great quake. The Pathfinders must risk the strange black ichors and salty brine to find their prize—will they risk their very souls as well?
Written by Tim and Eileen Connors

This was a lot of fun! Played with my Druid for the first time. I realized how much I need to learn about Druids and playing in dungeons!

Monday, June 2, 2014

Tusk 4 - 00-04 The Frozen Fingers of Midnight

Skelg the Ripper, envoy from the Land of the Linnorm Kings, lies wasting in his villa on the outskirts of Absalom. A frigid curse followed Skelg from his northern homeland and grips his bearish heart in its frosty embrace. As the bizarre freezing ailment pushes Skelg to the brink of death, the Society dispatches you and your fellow Pathfinders to uncover the secrets of the freezing curse before Absalom falls to its icy grip.
Written by Craig Shackelton
Here I GM'ed for the second time with 6 players. We had a couple of lvl 3 players, and so the tier 1 setup I had was really easy for them to destroy the fights I had setup. It was fun to see them work out the situations that required them to think about what to do next with The Beacon of Light. And a few players could fly, which made the first real fight easy as well.