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Well, Skug can only see clearly about 30 feet due to the chains that are in the way. But Skug could charge to the very end of the map. In one turn Skug could get to within fifteen feet of the throne.
Edit: For the sake of keeping things flowing, I'll remove the fog of war up the end of the main hall. Just keep in mind you don't really see anything clearly. but once you are there, I'll describe things more clearly.

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I'm not set on Ironbound by any means. Do you have a list of scenarios you have played but not GMed? I can happily look through them for a match.

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That’s very generous of you, Oleander.
#8-02: Ward Asunder
#8-07: From the Tome of Righteous Repose
#7–04: The Ironbound Schism
#7–25: Orders from the Gate Had a great GM for this one ;)
#6–04: Beacon Below
#6–09: By Way of Bloodcove
#6–11: Slave Master’s Mirror
#6–19: Test of Tar Kuata
#6–20: Returned to Sky
#5–02: Wardstone Patrol
#5–03: Hellknight’s Feast
#5–06: You Have What You Hold
#5–07: Port Godless
#5–16: Destiny of the Sands III: Sanctum of the Sages
#5–23: Cairn of Shadows Such a good one! ;)
#4–06: The Green Market
#4–14: My Enemy’s Enemy
#4–17: Tower of the Ironwood Watch (with one Iso Soturi!!)
#4–21: Way of the Kirin
#4–22, 24, 25: Glories of the Past Trilogy (not very good IMO)
#3–03: Ghennet Manor Gauntlet (Excellent. Would like to run this one!)
#3–04: Kortos Envoy
#3–06: Song of the Sea Witch
#3–26: Portal of the Sacred Rune

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You know 08-07 is ever green, so you can play that on every character?
So putting Eadie and myself together to start with we have available:
03-02 Sewer dragons of Absalom 3-7
03-08 Among the Gods 3-7
03-10 The Immortal Conundrum 5-9
03-12 Wonders of the weave part 1 5-9
03-14 Wonders of the weave part 2 5-9
03-15 The Haunting of Hinojai 5-9
03-16 The midnight Mauler 3-7
03-17 Red Harvest 7-11
03-20- The Rats of Round Mountain part 1 7-11
03-22 the rats of round mountain part 2 7-11
03-24 The Golden Serpent 5-9
03-26 Portal of the Sacred Rune 7-11
04-02 In Wraths Shadow 3-7
04-03 The Golemworks incident 5-9
04-04 King of the Storval Stairs 7-11 (hear scary things about this)
04-08 The Cultists Kiss 7-11
04-09 The Blackros Matrimony 3-7
04-10 Feast of Sigils 7-11
04-12 Refuge of Time 7-11
04-13 Fortress of the Nail 5-9
04-16 The Fabric of Reality 5-9
04-20 Words of the Ancients 7-11
04-26 The Walking Rune
05-05 The Elven entanglement 7-11 (also hear scary things about this)
05-09 The Trator's Lodge 3-7
05-10 Where Mammoths Dare not Tread 7-11
05-13 Weapon in the Rift 5-9
05-17 Fate of the Fiend 7-11
05-18 The Stranger within 5-9
05-20 The Sealed Gate 7-11
05-24 Assault on the Wound
05-25 Assault at Sundered Crag 7-11
06-02 The Silver Mount collection 3-7
06-21 Tapestry's toil 5-9
06-23 The Darkest Abduction 7-11
07-03 The Bronze House Reprisal
07-09 The Blackros connection 5-9
07-11 Ancients Anguish 7-11
07-23 Abducted in Aether 7-11
08-03 Captives of Toil 5-9
08-04 Wardens of Sulfur Gulch
08-07 From the Tomb of Righteous Repose (evergreen)
08-09 Forged in Flame part 1 5-9
08-11 Forged in flame part 2 5-9
08-12 Tyranny of Winds part 3 3-7 ) - but would probably prefer to take the part 1 and 2 character through this
08-13 What sleeps in Stone 7-11
08-15 Hrethnar's Thorne 5-9
08-17 Refugees of the Weary Sky 7-11
I've done virtually all of season 0, ED have you done all of seasons one and two?

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Oh yes! (I nearly made a comment to that affect about Tome :)
I only have one PC in 3-7 (who has already played it) but to be honest, I don’t think Tome is very good (from a player’s perspective).
(All of this is IMO of course)
I played it with excellent, highly experienced players/GMs and I see the GM has just clicked over his fifth star.
It’s a linear dungeon crawl, played out on a generic flip mat. There’s kind of a story … but I think this scenario is primarily designed as a ‘how to populate/build a dungeon’ tutorial – with the stories tacked on. (Which is fine if that’s your thing)
But I play PFS for the story and expect (great) mechanics to support roleplaying it, not the other way around.
Anyhoo sorry for the rant. I loved Orders from the Gate and am enjoying Cairn of Shadows very much!
I also think we made a fair fist of bringing Perils of the Pirate Pact to life, Rhuul ;)
No I haven't played too much from the earlier seasons, and there are some gems there!
#2–04: Shadows Fall on Absalom immediately springs to mind. I don’t know why this one isn’t singled out for more love. (PS: Yes, I would love to run it!)
#2–04: Shadows Fall on Absalom
#2-08: Sarkorian Prophesy
#2-08: Wrath of the Accursed
#2-24: Shadow's Last Stand—Part II: Web of Corruption
#30: The Devil We Know—Part I: Shipyard Rats
#35: Voice in the Void (Very tightly designed. Love just about everything about it. Rob McCreary really is an RPG Superstar.)
#30: The Devil We Know—Part IV: Rules of the Swift
#51 & 52: City of Strangers two-parter
#56: Jester’s Fraud (Another hidden gem)

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TORR is a bit on the viscous side as well. With some encounters being very, very deadly..
So available from the first season
#31 - Sniper in the Deep 5-9
#32 Drow of the Darklands Pyramind 7-11
#34 Encounter at the Drowning Stones 7-11
#36 Echo of ht Everwar part 1 7-11
#37 The Beggar's Pearl (1-7) - heard good things about this.
#38 No Plunder no Pay 7-11
#40 The Hall of Drunken Heroes 7-11
#42 - Echoes of the Everwar part 2 7-11
#43 The Pallid Plague 1-7
#44 Echoes part 3 7-11
#49 Among the dead 1-7
#50 Fortunes Blight 5-9
#53 Echoes part 4 7-11
02-03 Rebels Ransom 5-9
02-10 Fury of the Fiend 7-11
02-12 Below the Silver Tarn 7-11
02-14 The Chasm of Screams 7-11
02-16 The Flesh Collector
02-18 The Forbidden Furnace 7-11
02-21 The Dalsine Affair 1-7
02-25 - You only die twice 5-9
02-26 - The Mantis's Prey 7-11
I guess I could add in season 0. I have just one left to do in Classic.
00-28: Lyrics of Extinction - but I think I may be lined up for that. Hard to tell as the predecessor game is going very slowly.
Yeap, I remember Eadie and the pirate pact. And my poor Rhuul getting poisoned. You'll be pleased to know he learned a pirate jig and has been using it to complement his comedic performance from time to time.

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The following are on my to-GM list:
#37 The Beggar's Pearl 1-7
#40 The Hall of Drunken Heroes 7-11
#50 Fortunes Blight 5-9
#2-03 Rebels Ransom 5-9
#2-16 The Flesh Collector 7-11
#2-25 You only die twice 5-9
Although the next scenario I run is going to be #6-98: Serprent's Rise, so anything else would have to wait until that finishes.
I can play:
#36 Echo of ht Everwar part 1 7-11
#38 No Plunder no Pay 7-11
#42 Echoes of the Everwar part 2 7-11
#44 Echoes part 3 7-11
#53 Echoes part 4 7-11
#2-10 Fury of the Fiend 7-11
#2-12 Below the Silver Tarn 7-11
#2-14 The Chasm of Screams 7-11
#2-18 The Forbidden Furnace 7-11
#2-26 - The Mantis's Prey 7-11

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So, looking at all the people who have posted in response, I'm thinking of the following
*7-23 Abducted in Aether - It does help if those who play it have played the 7-09 Blackros Connection with the same character
*2-26 The Mantis' Prey - Without the Season 2 metaplot it kinda feels weird. But it's an interesting one.
*1-32 Drow of the Darkland Pyramid - I'm only including this one because I think it might be the lowest rated scenario out there. I'm curious as to how bad it actually is, provided I have a group willing to deal with terribad. Then again, life is short, is it worth plumbing the depths of bad?
*3-12 Red Harvest - Not bad. Not especially excited. Might be the basis for a gong joke I made.
*5-25 Vengeance at Sundered Crag - If played by characters who have not played any of the following: Traitor's Lodge, Thralls of the Shattered God, Day of the Demon, The Blackros Matrimony, The Disappeared or Fortress of the Nail, it can fall flat.
*4-13 Fortress of the Nail - While having played The Disapeared helps, I feel like this one stands strong story wise. And it's one that I remember fondly. I'd be willing to rerun it for everyone's enjoyment.
I am a little hesitant to start another two parter right now buuuuuut... I can be convinced.

dien RPG Superstar 2015 Top 16 |

Heh, I think I've played everyone of those but #2-26. (Note I'm not actually putting myself forward for y'all's continued grouping! I'm sort of at saturation with my PBPS and needing to take some breaks after my current ones end, anyway.) But I couldn't help but be amused at how many I've played, anyway. :P Y'all have fun with whatever you wind up playing, though.

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I’d be more than happy to play any of those, GM Upaynao.

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Quick update: I'm going to be busy until Tuesday. I'll post then.
Sorry!

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@GM, thanks for the measured response to my request. I'm quite satisfied with your ruling and your explanation. We're all here to have fun, and it's your job to craft an interesting and challenging experience, so for me it's always a valid argument for the GM to say that "Physics/Magic/Electricity/Psychology/whatever doesn't work that way on Golarion". Kudos on a job well done.

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I'll need it for some stat damage from that poison :-) Assuming I eventually make a fort save against it.

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Whats the worst that could happen? :D

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I'm guessing 1d6 con damage each round until dead :-(
But I'm hoping it will be a little more restrained than that.
On the plus side. Treasure!

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Would you like me to roll a few rounds of fort sves to speed things up? Though we are probably now up to the delay poison phase anyway.

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Yeah, I was waiting for the outcome of the delay poison spell before working out how best to help you, Oleander.

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Yeah, the Delay poison will affect you now.

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If Takahiro’s CL=3, I am going to assume Oleander is OK for 3 hours, Insidion has safely recovered the FILTHY LUCRE (nice one btw!) and we are moving on.
@GM Upaynao + Oleander, if my assumptions are incorrect, my apologies and I am more than happy to wait while any issues are sorted out.
Floor is yours, and the world your oyster! Tell me what you want to do!
Otherwise, I assume it’s time to get on with the show ;)

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I think we should be done by three hours. If we are not finished by then, it probably means we are finished :-(

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Hey all, I will be on spring break with my family (Moab Utah).
My posting from Wednesday until Sunday will be spotty, though I hope to check in from time to time.

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@Gm Upaynao, I have marked Eadie’s Strength as 20 – 2 = 18 in her Active conditions line.
Just so you know, I did roll the second climb check this round.
Check 1: Tues 6.19pm (Seattle/paizo time)
Check 2: Tues 9.33pm (Seattle/paizo time)
Like the roll you made, my second check also succeeded a DC 10.

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Right, I worded that check description poorly. But in the end, you needed three checks. Two to climb up with a double move, and one for taking damage from shadow-evocating McGee.
Also, I've come to a decision that will echo throughout... well... The summer at least. Ahem. It sounded better in my mind.
I will run 7-09 The Blackros Connection before running 7-23 Abducted in Aether for anyone who can still put up with my crap at this table. People here get first priority and I'll fill up the rest with anyone off of the recruitment board. Well. Almost anyone.

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Groovy, Upaynao. Sounds fun!

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I've played (well, am currently playing) 7-09. 7-23 would be welcome though, if I have a high enough character free in time.

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I can play 7-09 and 7-23.
Thanks for running!

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Since I was intending this for Aerondor, would anyone who has not played 7-09 be terribly upset if we just went for 7-23?

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Not that I am sure if I have an in-level character free at the moment :-( I've only got three classic characters in that 7-11 range, and all are currently pathfinding. One is I think in the last battle thought.

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Well we still have a while to go. Running 2 games is pretty much my max right now. It might be my max, period.
Anyway, we'll talk more when we get close to the end. you are about 1/2 to 2/3 of the way through.

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Yeah, PbP limits are such a personal thing, I think.
Two is about it for me (either playing 2 or GMing 1 + playing 1)
But there are others who maintain a high standard at many more than that. Right, Aerondor? ;)