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!

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.


Thursday, May 22, 2014

Tusk 3 - PM Thornkeep - The Enigma Vaults

  • The Enigma Vaults (by Paizo Creative Director James Jacobs): In ages past, the mad wizard who dwelt in these halls collected many strange items in his travels—and the strangest of those he put on display here, in a museum-like complex he called the Enigma Vaults. When a group of thieves made their way into the vaults in hopes of a huge payday, they released something far beyond their capacity to control, and now they serve as the thralls of a sinister influence from a dark and distant world.


Played the dungeon The Enigma Vaults! A lot of the content was in Azlanti, which I knew the language of.


Monday, May 19, 2014

Tusk 2 - 00-02 The Hydra Fang Incident

After an Andoren village is razed by the Hydra's Fang, a renegade Chelish slaver-ship, outrage threatens the stability of both nations. You and your fellow Pathfinders are sent to capture the Fang before the Inner Sea is pitched into political frenzy.

This was my first time GM'ing a PFS scenario. Everyone enjoyed it! I was hoping that some people would have a tough time, but the combat went smoothly! And we even had some upset folks who were doing their faction quest.

Tuesday, May 13, 2014

Tusk - Half-Orc Druid

Tusk grew up in a small village as a half-orc with his Sister. Even though they shared the same mother they looked very different. They both had the same father and mother, but his sister looked very human and would pretend that he wasn't her brother when they were small children.

Tusk had been beaten up really bad when he was 6 years old and had lost one of his tusks. So then they would all refer to him as 'Tusk'. He was always very angry, but being the only half-orc in the village he had to hide often and would only go out at night to play.

Finally at 10 years old he ran away from home and lived on his own in the forest. He learned how to fend for himself. He would sleep during the day and then look for food at night.

He befriend a elfen family by saving the life of their youngest daughter, who was being attacked by a tiger in the forest. After that point the father became very close to Tusk and raised him as his own Son. His step Dad was very protective of him. Only allowing the top elders of the elven clan speak and spend time with Tusk.

As Tusk grew older he would go back to the village he grew up in and spy on the village, looking for his Sister that he still was fond and protective of. He was worried that the same kids that had bullied him would do the same to his Sister.

He learned the ways of the Druid and became very close to animals. He respected his elven parents, but always felt most attached to the animals of the forest.


Monday, May 12, 2014

Tusk 1 - 00-13 The Prince of Augustana

When an old beggar shows up filthy and injured on the doorstep of the Augustana Pathfinder Lodge in Andoran and demands to be recognized as Andoran's one true Emperor, Venture-Captain Wallace is inclined to chase him off. But when the old beggar reveals a wayfinder and tells a tale of demons and portals to another world beneath the streets of Augustana, Wallace summons you from Absalom to investigate. Will you make it through sewers, swarms, and sanctuaries to uncover the truth or will the dangers of the Augustana underworld consume you forever?
Written by Craig Shackelton
Really enjoyed this one with a pregen ranger. Which I plan to apply the points toward my druid.
Here I had Harskt run in, kill one with crossbow, and then run screaming!

In this situation we were fighting swarms of spiders that requires our flasks of fire, acid, and bag of enfeeblement

Here we quickly disposed of some gangsters and an alcemist

Monday, May 5, 2014

Narakitul 7 - 05-16 Destiny of the Sands—Part 3: Sanctum of the Sages

Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages’ hidden sanctum deep within the Pillars of the Sun, the Pathfinders must draw upon both their own resourcefulness and the ancient historians’ power if they are to preserve a millennia-old organization and Osirion’s past.
“Sanctum of the Sages” is the final scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5–12: Destiny of the Sands—Part 1: "A Bitter Bargain" and Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: "Race to Seeker’s Folly." All three chapters are intended to be played in order.
Content in “Sanctum of the Sages” also contributes directly to the ongoing storyline of the Osirion faction.
Written by Pedro Coelho
Factions: Osirian
Here I hadn't really setup my Mythic abilities and wasn't much help in this scenario. Everyone had wands of cure light wounds and unless the monsters could do a lot of damage quickly, we were wiping them out.


Tuesday, April 29, 2014

Narakitul 6 - 05-15: Destiny of the Sands - Part 2: Race to Seeker's Folly

The Pathfinder Society has discovered the location of a powerful Osirian artifact secreted beneath the sands, but they are not the only ones who seek its power. The Pathfinders must endure the scalding Osirian desert, brave its inhabitants, and watch for hidden dangers if they are to survive. Can the PCs reach the ruins before their rivals claim the prize?
“Race to Seeker’s Folly” is the second scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5–12: Destiny of the Sands—Part 1: "A Bitter Bargain" and is followed by Pathfinder Society Scenario #5–16: Destiny of the Sands—Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order.
Content in “Race to Seeker’s Folly” also contributes directly to the ongoing storyline of the Osirion faction.
Written by Matt Duval
Factions: Osirian
here I rolled a 20 twice when we were fighting the final boss!!!






Tuesday, April 22, 2014

Narakitul 5 - 05-12 Destiny of the Sands - Part 1: A Bitter Bargain

Amenopheus has learned that the legacy of the Jeweled Sages lies near the Osirian trade city of Eto, and the Pathfinder Society has pledged its support in the Sapphire Sage’s investigation of his ancient order; however the lead dried up—that was until a familiar information broker contacted Amenopheus offering an exchange of services. To assist an ally and unlock the secrets of Osirion’s past, the Society must deal with a deadly antagonist once more by sending the PCs to fulfill the bargain and collect its due. The only question is what price their foe will demand.
“A Bitter Bargain” is the first scenario in the three-part Destiny of the Sands campaign arc. It is followed by Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: "Race to Seeker’s Folly" and Pathfinder Society Scenario #5–16: Destiny of the Sands—Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order.
Content in “A Bitter Bargain” also contributes directly to the ongoing storylines of the Osirion, Qadira, and Sczarni factions.
Written by Scott Fernandez
Factions: Osirian, Qadira, and Sczarni

I enjoyed playing this one a lot! We had fun and it was a big group. I used my intimidate +7 to save us from an entire fight!



Monday, April 21, 2014

Hero Lab

Just purchased Hero Lab app and I really like it helps with determining class feats, skills, armor, weapons, gear, etc. I don't see a way to upload a PDF to my blog yet, still researching!


Miniatures

Here are some photos of my miniature work.





Narakitul 4 - 00-08: Slave Pits of Absalom

Someone kidnapped Lady Anilah Salhar—the Chelish wife of Dremdhet Salhar, one of Osirion's many Grand Ambassadors to Absalom—and sold her into slavery. With Salhar holding delve permits over the heads of the Decemvirute, the Pathfinders are sent to assist the Osirian Ambassador. Venturing into Absalom's darkest corners to save Lady Anilah, the Pathfinders must face the secrets of the Slave Pits to avoid becoming slaves themselves.
Written by Lou Agresta



Here I played a lvl 1 pre-gene cleric. We had a lot of fun and was able to complete the campaign with the slotted amount of time.

Thursday, April 17, 2014

Pathfinder Podcasts and Web Shows

Here are some podcasts associated with pathfinder that are informative

  • Know Direction has some really good ones. A good one is Power Up your GMing with Wolfgang.
  • Happy Jack's RPG Podcast: This is a top choice. The latest episodes are very funny. Definitely dirtier than usual.
  • 2GMS1MIC: Great podcast on gaming. They play a lot of games that are not pathfinder.
others include

  • Chronicles: Pathfinder Podcast
  • Wizards of the Coast Podcasts

Another funny one: Gamers: Dorkness Rising

Web Series about how people can be really competitive with role playing:

http://www.goblinsandgold.com/csp/gold/gold_season_1

Wednesday, April 16, 2014

Narakitul 3 - 03-18 The God's Market Gamble

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.

Written by Dennis Baker








This was a lot of fun, but we quickly ran out of time. Some of the chase scenes used up a lot of time! I played an actual Cleric lvl 1 that I was able to put together with the help of some others.

Sunday, April 13, 2014

Narakitul 2 - PM We Be Goblins!

The Licktoad goblins of Brinestump Marsh have stumbled upon a great treasure—fireworks! Yet unfortunately for them, the tribe member responsible for the discovery has already been exiled for the abhorrent crime of writing (which every goblin knows steals words from your head). To remedy this situation, the Licktoads’ leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh. In order to prove themselves as the Licktoads’ bravest goblins, the PCs must complete a series of dangerous dares, from swallowing bull slugs and braving the dreaded Earbiter to dancing with Squealy Nord himself. Yet even once they’ve proven their mettle, the adventure is just beginning. For the ship in question is far from uninhabited, and Vorka the cannibal goblin would like nothing better than a few tasty visitors....
Written by Richard Pett



This was a lot of fun. We finished early. Met some people from my local area, but don't think they'll be back to Endgame during week day events.

Monday, March 31, 2014

Narakitul 1 - 04-12 The Refuge of Time

In the ruins of a fallen empire built on the power of sin lies the key to awakening a great evil from a time long gone. The Pathfinder Society isn't the only organization seeking this potent artifact, however, and the result of failure could mean disaster for the whole of Varisia and beyond.
Written by Steve Miller


Here we had an experienced group, one person quickly made clay models of tigers that someone had summoned.