Wednesday, December 30, 2015

Tusk 8.2 - The Harrowing

An adventure for 9th-level characters

Varisian fortune-tellers from across Golarion use the mystic harrow deck to read fate and predict the future, but few have ever mastered the mysterious harrow to such a degree as Sonnorae, a long-dead bard from the Age of Darkness. Fearing her collection of stories would be lost when she died, she created a demiplane within her own harrow deck to contain them. Over time, these stories took on lives of their own, and melded with the images on the cards themselves. But not all stories have happy endings, and the storykin who inhabit the Harrowed Realm have their own motivations and plots for power or even escape into the real world. When the PCs find themselves drawn into the Harrowed Realm in search of a disappeared scholar, they must use all their wits and steel to navigate the landscape and politics of this strange wonderland and make it home again.

The Harrowing is an adventure for 9th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. It features an entire plane of fanciful locations and characters inspired by the popular harrow deck of the Pathfinder campaign setting. In addition, you’ll find a brand-new monster and an optional rules subsystem allowing players to bend reality to their wills by using all 54 cards in the optional Pathfinder Campaign Setting Harrow Deck to manipulate the strange demiplane in which they adventure.

Here our GM did an outstanding job. We've only completed half of the adventure!

Here we had a reading with a mat I made for readings. It didn't really have any matches or opposites.

We went through a tunnel as as we went into another world the cards came with us!

Our first battle! Right after going through the gate to another world...

Boyo has given us a task to get him 8 tokens. Otherwise the party will never get back home...

Crazy Circus, that bears and giants attack us!

Tusk turns into Huge Hippo, and tries to wreak havoc!

A forge on the top of the mountains!


Lots of Wax Figures that we desecrated since we had fallen to many traps that were irritating.

The final building we explored. Here Tusk went unconcious! Very lucky to survive!

Monday, December 28, 2015

Merik 5.1 - PF Mod: Risen from the Sands

The deserts of Osirion—land of pharaohs and ancient tombs—hide not just untold wonders, but also unspeakable dangers. When the vast sand dunes part to reveal the ancient pyramid of the legendary Pharaoh of Sphinxes, glory seekers from across many nations race toward it, each fighting to be the first to claim its wonders. But the storied pharaoh doesn't rest quietly within this monument, and his tomb was designed to slaughter any who would dare trespass. 
A band of bold adventurers are the first to arrive, and stand poised to claim what’s risen from the sands—but they're unaware of the doom that lurks inside. With daring on their side and strange, rarely seen powers at their disposal, the heroes may be the only force capable of containing the force of evil within and defeating its curse! 
"Risen from the Sands" is a dungeon-based adventure for four 3rd-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It also provides four immediately playable previews of exciting new classes debuting in the upcoming Pathfinder RPG Advanced Class Guide, as well as a thematic supplement to the new Mummy’s Mask Adventure Path.

This was a lot of fun. But we were rushed to complete in the 7 hour time period we had to play this module. Also each room became somewhat repetative with Statues coming to life, Undead requiring adamantine weapons to hurt, but the main puzzle in the middle of the Pyramid made it all worthwhile. Plus our GM had lots of nice minis.

Here Merik destroys one of the taxidermy statues while everyone else explores...

Beginning of the adventure, statue tramples us a few times...

Monday, December 21, 2015

Merik 4.3 - 07-05 School of Spritis

Seven years ago, Pathfinders entered Absalom’s shattered Precipice Quarter in pursuit of a ruby ring but also rescued a strange survivor. She has since grown to adulthood and exhibited a rebellious spirit connected to the ruined school where the Pathfinders found her. The woman’s family has contacted the Society, hoping that its agents can escort her back to the haunted site and unravel the Drownyard’s relentless mysteries.

This was a fun one, but a little fustrating because I hadn't done my research regarding leveling up my character...

Thursday, December 17, 2015

Tao 7.1 - 07-08: To Judge a Soul, Part 2: Karma Reclaimed - Heretic Games



Venture-Captain Bakten's past lives and the history of northern Tian Xia are interwoven, and with the PCs' assistance he has uncovered a troubling legacy secreted within the mountains of Zi Ha. It is up to the Pathfinders to ascend into the ice-capped mountains to unveil the crimes of past generations and save one of the region's greatest heroes.
Here our GM did an amazing job and allowed us to complete the adventure within the short time period we had. One of our players had to go see Star Wars!
Here my party was advancing on the Yeti, while I had it fascinated with Rainbow Pattern


Sunday, December 13, 2015

Coren 1.2 - Phantom Phenomena - GaymerX Con

Bizarre phenomena have tormented the people of southeastern Ustalav for decades, and these events become stronger and more dangerous every year. Hoping to uncover the origins of these flashes of red lightning and spectral hauntings, Dr. Quolorum from the Sincomakti School of Sciences has set out with a team of able-bodied assistants. Can the PCs help the professor unlock the secret that dwells above Lantern Lake?

Here I GM'ed this game for the second time. I had a few 5 Star GMs playing in my game that had fun I think. Also took lots of pictures of my 3D dungeon tiles I had made for each of the 6 combats.

Saturday, December 12, 2015

Coren 1.1 - Wounded Wisp - GaymerX Con


More than 400 years have transpired since the Pathfinder Society began in a humble tavern that has quietly weathered the centuries without incident. When a routine errand there uncovers a clue left behind by one of the founding Pathfinders, it’s up to the PCs to solve a puzzle whose pieces are scattered across Absalom—and whose prize dates back to the Society’s darkest years.

Here I played a pre-gen character and applied the points to a new character that I'm working on. My tenth character!

Thursday, December 10, 2015

Ace 3.2 - 07-06 To Judge a Soul, Part 1: The Lost Legacy - Heretic Games

When a samsaran dies, he is reborn again with few memories of his past lives. The cycle continues until he has earned a righteous place in the afterlife. After years of service and lifetimes of accomplishment, Venture-Captain Bakten nears the end of his noble existence and has begun investigating his past lives as a means of understanding Tian Xia's rich history. However, he cannot complete his research alone, and only with the PCs' assistance can they decipher the region's past.

Written by Scott Sharplin

Our GM did an excellent job of running this one. My character did a horrible job on not helping at all through the entire adventure. In which as a Bloodrager level 3, he only has a few redeeming attributes. I made this character to be funny and fun to role play. But as an aberrant bloodline, the familiar can only taunt NPCs during combat (unsuccessfully). I'm hoping once he turns level 4 he can do more...

Monday, October 12, 2015

Sallahtar 1.3 - 03-18 The God's Market Gamble - Endgame

Valuable relics of religious natures have been disappearing on their way into Absalom and the Pathfinder Society stands to lose countless irreplaceable artifacts if the cause isn't found. Amid the bustling markets of the God's Market in the shadow of the Starstone Cathedral, the Society sets a plan in motion to ensure the parties responsible for the recent thefts are caught and brought to justice.

This was very interesting because the adventure required a lot of role playing and not that much combat. Also the chase scenario was a lot of fun because our GM had customized it to something different then the original chase setup.

Monday, October 5, 2015

Sallahtar 1.2 - 04-07 Severing Ties - Endgame

The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar. After proving their value to the Aspis Consortium by carrying out a number of tasks throughout the City of Cyphers, the Pathfinders can learn the location of one of the consortium's local allies and ensure that the support the Aspis Consortium is counting on from their friends won't come.

Written by Ron Lundeen


#4–07: Severing Ties
Primary: The PCs perform at least one significant act of sabotage and leave evidence that the Aspis Consortium was behind the sabotage.
Secondary: The PCs perform three or more significant acts of sabotage.


Here the party was able to perform 3 acts of sabotage in the Cult of Lissala Safe House. Half the party was turned to stone at the beginning of the safe house! But they made it to the end.

Monday, September 28, 2015

Tao 6.3 - 04-21 Way of the Kirin

On the eastern continent of Tian Xia, the Pathfinder Society remains a small player in the greater political landscape, but Amara Li, head of the Lantern Lodge in the teeming city of Goka, has plans to change that. In order to secure the Pathfinder Society's place as an influential organization on the far side of the world from the Grand Lodge in Absalom, she must orchestrate an alliance with the mysterious Way of the Kirin. But the longtime rival of the Pathfinder Society, the Aspis Consortium, has plans to form an alliance of its own, and if the consortium succeeds, the Pathfinder Society's hopes of cementing their place in the Dragon Empires could be dashed forever.
Interesting moldy old decrepit manor that we had to guard through 2 rounds of attacks on the Manor
Here my Shaman was able to help. Casting Heaven's Leap to allow tank fighters to do full attack within their round of advancement into battle. Also cast fly on someone since there are numerous flying NPCs attacking the manor. As well as some healing and damage dealing.

Sunday, September 20, 2015

Tusk 8.2 - 07-03 The Bronze House Reprisal

character levels 5-9

A recent assault on the Pathfinder Society has renewed hostilities with the Aspis Consortium, and clues left behind point to one of its masterminds: the gold agent Maiveer Sloan. By infiltrating one of the Consortium’s artifact-smuggling operations, the PCs can sabotage their rivals’ criminal operations and send a clear message: No attack will go unanswered.

Monday, September 14, 2015

Sallahtar 1.1 - Intro 1: First Steps—Part I: In Service to Lore

Written by Adam Daigle
In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge.

Here was a mystery room! We were scared!

Made my own Wayang Necroccultist mini!

Sunday, September 6, 2015

Narakitul 8.1 - 06-98 Serpents Rise

Pathfinder RPG, Pathfinder Society, character level 7
Written by John Compton
A Pathfinder Society Scenario designed for 7th-level pregenerated characters.
Years of political maneuvering, espionage, smuggling, and diplomacy have set the stage for the Aspis Consortium’s most ambitious attack on their Inner Sea rivals: the Pathfinder Society. All that remains are several key preparations that only an elite team of Aspis agents can arrange, and once the fireworks begin, these same agents must strike quickly and mercilessly to secure objectives—some shared and some connected to deeper plots—and escape without the Society being any the wiser.
In this adventure the players portray agents of the Aspis Consortium using 7th-level pregenerated characters. The events in this story also connect to and expand upon those in "Siege of Serpents".
This scenario is only available to be run by a 4 or 5 star GM, it also counts as an EX/Special towards the 5 star list.

Saturday, September 5, 2015

Tao 6.3 - 07-00 The Sky Key Solution

At long last, the Pathfinder Society has reassembled the Numerian device known as the Sky Key. Initial tests suggest it is capable of projecting a location’s past into the present, allowing Society agents to peruse books from destroyed libraries and speak with echoes of long-dead heroes. Now that it has perfected the Sky Key’s controls, the Pathfinder Society is prepared to extract a slice of Absalom’s history and bring it into the present; however, there’s no telling what might be waiting inside—or who in the present might wish to wield the same power.

Friday, September 4, 2015

Merik 4.1 - 06-97 Siege of Serpents (Special) CORE CAMPAIGN

Pathfinder RPG, Pathfinder Society, character levels 1-11
Written by Jim Groves
The Pathfinder Society has opened its gates to visitors from across the world in anticipation of the Grand Convocation, a magnificent festival in which Pathfinders share tales of their exploits, show off their findings, and celebrate the Society’s accomplishments. However, an inopportune accident quickly spirals out of control when an old enemy attempts a brazen assault on the Pathfinders’ home, and an unexpected foe emerges from hiding to seek vengeance for the Society’s perceived crimes. Can the Pathfinders pacify the chaos and protect their guests while simultaneously defending the Grand Lodge?
"Siege of Serpents" is a multi-table interactive adventure in which each group’s actions contribute to the entire room’s success.

Monday, August 31, 2015

Merik 3.3 - 03-19 The Icebound Outpost

The Pathfinder Society discovers an Aspis Consortium base in an ancient Vudran temple now encased in a glacier and sends the PCs to infiltrate it and investigate the extent of the rival organization's regional operations. Can the PCs get in the well-guarded Aspis outpost and escape with their lives and the information the Society seeks?

Here our GM did an amazing job!


Monday, August 24, 2015

Ace 3.1 - 03–25 Storming the Diamond Gate

Agents of the Pathfinder Society have discovered the location of a back door into their private demiplane that puts the entire realm at risk of plunder and exploitation at the hands of the Aspis Consortium. Rather than close the access point into their adventuring paradise, however, the Decemvirate sends a crack team of Pathfinders to secure the gate for future Society use... at any cost.

This was really well done. I was surprised our GM was first time GM'ing for PFS.


Thursday, August 20, 2015

Ace 2.3 - The Confirmation

Played The Confirmation again, which has allowed my Bloodrager to turn level 3!

Monday, August 17, 2015

Shallahtar 1.1 - 07-01 Between the Lines

Rival explorers have beaten the Pathfinders to a valuable site in Katapesh, but fortunately most of the riches—including the obscure text the Society sought in the first place—have ended up in the capitol’s extensive bazaars. What is at first a routine shopping trip spirals out of control as the PCs uncovers the writing’s secret past—and secret messages.

Here I GM'ed this game and made extremely irritating mistakes that caused the game play to slow down. I felt I did a pretty good job in the beginning, but the final mind-scape was choppy. Are are the things I SHOULD have done to make the final encounters enjoyable:

1. Mind-Scape Room To Room Transitions - Get each player's will save modifier, and roll their will saves silently for the players. That way as they go from room to room the will saves are automatic and seamless. Be very careful describing the 'weird' items in each room that will have the party transition to another room. With the private will save rolls, you can ensure the party feels like they are in a dream and reality keeps shifting as they go between the astral plane layers.

2. Shadow Conjuration Creatures - The will save modifier is also used for the shadow conjuration creatures the players fight. In which if they win/fail the save it modifies the damage the creature takes, as well as the amount of damage they can inflict. 
http://paizo.com/pathfinderRPG/prd/spells/shadowConjuration.html

"...Shadow conjurations are only one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the spell can make a Will save to recognize its true nature.
Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur..."


3. Archivist Prep Before Battle - The Archivist deploys his Arrow Magnet before combat starts, not after it starts.

Monday, August 3, 2015

Tusk 8.1 04-10 Feast of Sigils

In Kaer Maga, the mysterious and dangerous cliffside City of Strangers in untamed Varisia, the Pathfinder Society will come face to face with a sect of the cult of Lissala who prey upon the city's most vulnerable denizens to increase their own power. To what end do they conduct the ancient Feast of Sigils ritual, and can the Pathfinders stop them before their evil plans come to fruition?
Written by Dennis Baker
I didn't really enjoy this one, the fights were fast paced and quick. And it was only a couple of fights that we had. Short and usual compared to other adventures.

Monday, July 27, 2015

Merik 3.2 - 01-48 The Devil We Know—Part IV: Rules of the Swift

Pathfinder RPG, Pathfinder Society, character levels 1-7
Written by Larry Wilhelm

In the conclusion of the Devil We Know campaign arc, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain Hestia Themis once more partners you with an Aspis agent to see what link the Swift Prison event has to the earlier kidnapping of a Pathfinder agent. You will explore an empty prison, delve the tunnels below, and come face-to-face with the source of Cassomir's troubles in a vile grotto deep beneath the city.
Rules of the Swift is the fourth and final installment of the Devil We Know campaign arc.

Our Barbarian one shotted everything. I provided little bit of heals and bit of luck! ;)

Saturday, July 18, 2015

Monday, July 6, 2015

Merik 2.3 - 1-29: The Devil We Know—Part I: Shipyard Rats

Pathfinder RPG, Pathfinder Society, character levels 1-7
Written by Joshua J. Frost
When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's Imperial Naval Shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir?
Here I GM'ed this one. I found out about GM'ing it yesterday, which is fine since I plan to GM this at Pacificon in a couple of months! It was set to Tier 3-4, which 6 strong players blew through...
Standard Waterfront Tavern Map

Players found a pack of Crazy Druids in a hallway!



Monday, June 29, 2015

Merik 2.2 PFS 1-55: The Infernal Vault - Core

Pathfinder RPG, Pathfinder Society, character levels 1-7

Written by Thurston Hillman
A decade ago, the Decklands family, a house of Chelish nobles, were exiled from Absalom for treason. Their fate made for an interesting story and when a Pathfinder agent in Cheliax studying the family's long history and exile from the City at the Center of the World ends up murdered, the Society sends you to the recently discovered Deckland Vaults in Absalom to see what connection their old home might have to your murdered colleague.

Final Boss - A Crazy Token!

Wednesday, June 24, 2015

Pathfinder Module Review - Plunder and Peril versus Daughters of Fury

At a couple of gaming conventions I ran Pathfinder Module: Plunder and Peril Chapters 1, 2, and 3.

Right now I'm GM'ing Pathfinder Module: Daughters of Fury, which still hasn't become a Pathfinder Society sanctioned game. Gaming colleagues are thinking it will eventually become sanctioned, but I have doubts due to a couple of paths the players can take in Chapter 2 of Daughters of Fury.

Pros of Daughters of Fury

  • Throughout chapters 1 and 2, the players need to gain rep with Vegazi. The main NPC that joins the group through various encounters.
  • Players are having to think about the mysteries taking place, and as they complete quests the main plot line slowly unfolds.


Pros of Plunder and Peril

  • Same as Daughters of Fury, the party needs to gain rep with the NPCs on the Ship
  • The last main battle of chapters 2 and 3 are really difficult, giving the party a sense of accomplishment if they survive and complete the scenarios.


Cons


Monday, June 22, 2015

Merik 2.1 - 06-18: From Under Ice

Pathfinder RPG, Pathfinder Society, character levels 1-5, Grand Lodge and Scarab Sages
Written by Andrew Hoskins
Rumors of an ancient settlement and its priceless treasure locked beneath Irrisen’s perpetual ice have reached the Society’s ears. The Pathfinders set out to the Land of the Linnorm Kings with a precious cargo of trade goods to buy their way into the witch-ruled nation, but even approaching Irrisen is fraught with danger. Can the PCs navigate the frozen wastes and recover the relics within, or will the icy climate claim their lives?
Content in “From Under Ice” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Grand Lodge and Scarab Sages factions.
Our boat is being picked up by guards!

We have melted the ice, but then a talking beast has attacked us from behind!

Monday, June 15, 2015

Merik 1.3 - PFS 1-45: Delirium's Tangle

Pathfinder RPG, Pathfinder Society, character levels 1-5
Written by Crystal Frasier
The Pathfinder Society owes Grandmaster Torch a favor and he's calling it in. It seems he misplaced Nuar Spiritskin, the famous minotaur prince of Absalom, and Torch needs you to find the prince before the city discovers that the minotaur is missing. He sends you deep beneath Absalom into a maddening maze of malign shapes, hideous creatures, and secrets that haven't seen the light of day for more than a thousand years.
Mold and Murlocks!

One of the rooms we were teleported into, and then ran out of!

Monday, June 8, 2015

Taw 6.2 - PFS 1-37: The Beggar's Pearl

Pathfinder RPG, Pathfinder Society, character levels 1-7
Written by James F. Mackenzie
When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm.
Final Battle!

Mold! Here I got a chance to make a bloody dead goat out of putty, as well as show off my green scorpion companion

Dead Ant, now run!

Fun one. Would play again!

Tuesday, June 2, 2015

Earl Bingham RP Summary

At the beginning of 2014 I started getting back into role playing with Parthfinder Society in the bay area. For the past year I have GM'ing PFS adventures in local hobby stores and using roll20.net online application.

In college joined a group of friends that we would play Ravenloft, Vampire: The Masquerade, and Chill role playing games.
In High School played Advanced DnD briefly with friends that I had. It was a small group.

The local public library in Salinas, named Steinbeck Library had a room in which kids could spend their Sunday's role playing. We would sit around a large table and play all day. Drinking ice tea with lots of sugar. Since soda was something you'd have to pay for.

In grade school in the 70's had a local hobby store that displayed the initial Dungeons & Dragons Role Playing Guide from Gary Gygax. The illustrations and polyhedral dice I thought were amazing. I purchased the books and started making up dungeons and adventures with my friends.

Saturday, May 23, 2015

Taw 4.1 - Plunder & Peril - Dangerous Waters

Here I GM'ed Chapter 2! Arrggghhh!

Taw 3.3 - Plunder & Peril Rum Punch

Here I GM'ed! I had an un-opened bottle of Rum! Arrrgggh!

Here the party is fighting other shipmates that don't want them to join the crew!

Friday, May 22, 2015

Merik 1.2 - The SilverHex Chronicles

For Kubla15, GM'ed SilverHex!
Here I was using the The Goblin Bank for folks to have a re-roll!

Monday, May 18, 2015

Merik 1.1 - PFS 6-16: Scions of the Sky Key, Part 3: The Golden Guardian

Pathfinder RPG, Pathfinder Society, character levels 1-5, Grand Lodge
Written by Mikko Kallio
Having bested the Aspis Consortium and recovered a powerful weapon, the PCs return to the Bandu Hills to delve into its ruins, confront the ancient guardian within, and find their missing venture-captain. Even greater secrets lie below, and the Pathfinders soon find that there is more to the so-called Golden Guardian than legends suggest. Are the PCs resourceful enough to survive the mounting danger and find Nieford Sharrowsmith?
“The Golden Guardian” is the final scenario in the three-part Scions of the Sky Key campaign arc. It is preceded by Pathfinder Society Scenario #6–12: Scions of the Sky Key, Part 1: “On Sharrowsmith’s Trail” and Pathfinder Society Scenario #6–14: Scions of the Sky Key, Part 2: “Kaava Quarry.” All three chapters are intended to be played in order.
This was a lot of fun. I played my lvl 1 rogue for the first time that did alright. It was a core group, so it felt more 'real'!
Here we are going into the dungeon!

Small kobolds are not happy we're in their home!

We found their temple room! Large murals and mosaics of dragons!

The basilisk is happy with my rations!

Monday, May 11, 2015

Voren 3.1 - PFS 2-19: Shades of Ice—Part III: Keep of the Huscarl King

Pathfinder RPG, Pathfinder Society, character levels 1-5
Written by Jesse Benner
Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society’s destruction; who will find it first?
Keep of the Huscarl King is part three of the three-part Shades of Ice campaign arc. It follows Pathfinder Society Scenario #2-15: Shades of Ice—Part I: Written in Blood and Pathfinder Society Scenario #2-17: Shades of Ice—Part II: Exiles of Winter. All three scenarios are intended to be played in order.
This was way more fun that I had expected. Our party did an amazing job of re-teaching me how to play a Magus. And deal out some serious damage to the creatures we encountered!

Monday, April 27, 2015

Tusk 7.3 - PFS 5-05: The Elven Entanglement

Pathfinder RPG, Pathfinder Society, character levels 7-11
Written by Ryan Costello, Jr.
Nearly every nation has contributed to the Mendevian Crusade, but few are willing to send additional aid to assist the Pathfinder Society directly. Owed a favor the elves cannot refuse, Pathfinders travel to Kyonin to secure a force of some of the finest demon-hunters in Avistan only to find that the hunters are missing in action. Can the Pathfinders extract the lost elves from the depths of Tanglebriar, or will they become the latest casualties of Treerazer’s domain?
This was a lot of fun, my Druid was actually able to assist in combat and negotiations.



Monday, April 20, 2015

Tusk 7.2 - PFS 0-20: King Xeros of Old Azlant

Pathfinder RPG, Pathfinder Society, character levels 7-11

Written by Greg A. Vaughan
Panic grips Absalom when a huge crystalline sailing vessel appears suddenly in the harbor. Identified as the King Xeros of Old Azlant, the ship presents a great opportunity for the Pathfinder Society. You and your fellow adventurers are summoned by Venture-Captain Adril Hestram and dropped aboard the King Xeros to explore it and report back. Only, what you find isn't an empty vessel, but a sinister ship with a vile intent.
This was a lot of fun and very interesting. But I was really upset since I made a few stupid mistakes with my Druid character. You would think by this point I would do my homework before playing my character. But a lass, I didn't do that and I didn't play nearly as well as I would have liked. I thought when I wild shape I would have the same stats and the creatures I would wild shaping into, but that is totally not the case.
Final battle against tree trunk that grabs players and pulls them into wood

Entering the last room

Amazing painting of minis

First combat situation that had crystal Golem that I acted like a newb with...

Sunday, April 12, 2015

Ace 2.3 - PFS 2-13: Murder on the Throaty Mermaid

While on a routine mission to escort a dignitary to the mysterious Mordant Spire aboard a disreputable smuggler's ship, the PCs find themselves embroiled in a murder mystery that could jeopardize the Pathfinder Society's relationship with the isolationist elves who call the citadel home. Can the cunning Pathfinders discover who among the ship's crew of scum and villains is responsible for the crime in time to clear their own names? This murder mystery upon the open sea features a mechanic allowing for a different killer each time it's run to ensure that no amount of word of mouth will spoil the investigation for any team of canny players.
One of our players had actually designed this mini for Reaper!!!

Rust monsters attack while storm is taking place!

The first time the players are talking to the captain

GM Improv, investigating when new shipment is coming to port

I painted the Orc to look human for my Bloodrager character

Sunday, February 15, 2015

Tusk 7.1 - PFS 4-08: The Cultist's Kiss (levels 7-11)

An active cell of the cult of Lissala—ancient goddess of runes and obedience—has been discovered in the Varisian town of Palin's Cove. Seeking a chance to learn about this long-lost faith not from millennia-old relics but from its current practice, a team of Pathfinders travels to the industrial seaside settlement to uncover the secret coven and infiltrate its services in the guise of prospective converts. Will the Pathfinders discover the knowledge they seek, or will the evil cult subvert them with its vile and seductive faith?
Written by Sam Zeitlin
The GM had only an hour to prep and did an amazing job. This was fun, but my Druid wasn't really prepared for this one. I hadn't time to work on my character in preparation for this one.

Narakitul - 7.2 PFS 6-09: By Way of Bloodcove (levels 3-7)

For centuries the city of Bloodcove has controlled access to the invaluable Vanji River, and for nearly as long, the Aspis Consortium has controlled Bloodcove. If the Pathfinder Society is to move the equipment and personnel it needs into the Mwangi Expanse, it needs a reliable means of smuggling resources through this unforgiving settlement operated by its enemies. It’s up to the PCs to establish a backdoor through Bloodcove—all without being caught by Aspis agents.
Written by Justin Juan
Factions: The Exchange
Here I thought the GM did an amazing job with this one. But I didn't like the fact everyone at my table was playing with their laptops through the entire adventure. Felt more like work with everyone hiding behind their laptops. My sinuses were in full swing and I couldn't talk with laryngitis...

Narakitul 7.1 - Plunders and Peril - Black Coral Cove

Tall tales of hidden riches are common in the pirate-infested taverns of the Shackles, but when Captain Varossa Lanteri claims to know the location of the secret treasure hoard of legendary Captain Jemma Redclaw, it seems she may be telling the truth. Captain Lanteri hires the PCs on as crew to help her assemble the magic key that will open the door to Redclaw’s treasure... and the ancient cyclops stronghold in which it’s hidden! Can the PCs survive long enough to claim their share of the lost loot, or will their enemies—or their allies—send them to a watery grave?

Here I GM'ed the 3rd part. My players enjoyed the dungeon tiles I had made. But they really went through it quickly. With 6 strong players and motivation to finish the adventure in less time so they could play other games.


Final Boss fight on old derelict ship

The party is in the middle of the strange black coral rooms that are filled with aberrant creatures!

Party finds one of the Magpie Princess crew has gone crazy and attacks the party. Too bad he never did any damage...

First long hallway the party encounters that is filled with ancient Cyclop symbols and murals