Monday, July 28, 2014

Narakitul lvl 4.1 - Pathfinder Adventure Path #55: The Wormwood Mutiny

Chapter 1: "The Wormwood Mutiny" by Richard Pett
Pirates take whatever they please, whether it be ships, plunder, or people! The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. They’ll have to learn how to survive as pirates if they’re to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. But when fortune turns to their favor, it’s up to the new crew to decide whether they’ll remain the pirate’s swabs or seize control and set sail for adventures all their own.

This was a deadly adventure that is worth 3 XP that we gained. Now I have a lot of work to do for my cleric.
Final fight in water! We killed mommy and now baby wants to kill us!

Eating Baklava while playing!

Monday, July 21, 2014

Voren lvl 1.1 - 05-08: The Confirmation (levels 1-2)

Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.
Written by Kyle Baird
This was a fun intro game to play with my Magus!
Here we encircle the priest meditating


Wednesday, July 16, 2014

Tusk lvl 4.3 - PFS-5-EX Ruins of Bonekeep The Silent Grave (levels 3-7)

This Pathfinder Society Special is only available to be run by 4+ star GM's and Venture Officers
An enemy of the Pathfinder Society recently found a hidden dungeon in a centuries-old siege fortress, but despite his best efforts to convert it into his base of operations, he failed. When a pair of Pathfinders encounter disaster while scouting out the entrance, the party must explore the first level of the dungeon to determine not just what attacked their comrades but also what dark power their nemesis nearly acquired.
Written by Jason Bulmahn
Here Tusk met his match! The dungeon crawl was rough! We got to the final boss, but then had to run for our lives as the flying alchemist threw down potions that would hit us very hard! I learned that a Druid's flaming sphere and Nature's Ally can only do so much!
First room - stone statues come to life!

Second to last room, where we met the first of many very tough monsters!

Monday, July 7, 2014

Tusk lvl 4.2 - PFS 1-52: The City of Strangers Part 2 - The Twofold Demise

A powerful local gang in Kaer Maga demands that you end the threat of the Shadow Lodge at once as the Lodge's very existence upsets the delicate local balance of power. Refusal means both the expulsion of the Pathfinder Society from Kaer Maga forever and your untimely deaths. The choice is yours.
The Twofold Demise is the second and final scenario in the The City of Strangers campaign arc and is the sequel to Pathfinder Society Scenario #51: The City of Strangers—Part I: The Shadow Gambit.
Written by Joshua J. Frost
Here my character Tusk did some awesome spells and damage, but one of the final sorceresses got me! Went down to -3 hit points! Fortunately my group was able to heal me fairly quickly.
Here my Druid just killed a bad guy with Product Flame. Lvl 1 spell that did some damage!