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