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...