Order of the Amber Die: Beyond the Veiled Past

Friday, September 18, 2020

The Azlant Odyssey

Let's get this out right away: It's an awesome feeling to complete an Adventure Path. As we all know, you don't have to scan the message boards very hard to find stories of how many groups almost made it to volume six of an AP. Not too long before the historic events of 2020, we assembled for exactly that: one final marathon of Ruins of Azlant. Our odyssey was at its conclusion, and what made this marathon equally nostalgic was that it was our last adventure of the Pathfinder 1st Edition era.

Author Thurston Hillman gave us everything we wanted in the final volume: enormous creatures, complex battles (some underwater), deadly magic, a climactic final encounter, and the powerful items we had patiently climbed so many character levels to see. All we had to do was find a way through the gathering army of ulat-kini, locate the secret facility know as the Compass, and stop a veiled master from setting off a doomsday weapon. No prob!

To help bring the marathon experience to life, we were joined from Seattle by OAD member Savannah Broadway in the live-NPC role of Imiolana, a pure-blooded Azlanti. We also contacted our friends at Black Bard Studios for their help in creating a 3D setup for the final encounter, along with the custom lusca and seashell buildings you see below. The talents of Geordie John Studios were used to create much of the beautiful colony display, and the artists of Blue Table Painting did the fantastic paint work on our character minis.

The end of this Adventure Path also saw two new players achieve 100 hours at our table and become full members of Order of the Amber Die. The first was Julian Dappolone, son of OAD member Michael Dappolone; the second was Robert Pontious, also of Know Direction, who flew in from Rhode Island. Congrats to Julian and Rob, and welcome to the Order!

The Order of the Amber Die group photo The Order of the Amber Die player character roster

Highlights From Beyond the Veiled Past

We boarded our apparatus of the crab one final time, cranked up the music (Borgore's Dolphin Attack), and launched an amphibious assault against the massing forces of the veiled master. These fights saw us facing units of the "troop" type from Bestiary 6, a monster mechanic we look forward to seeing again in Pathfinder 2.0!

Like ioun stones? You'll get plenty of them in this Adventure Path. You'll also get a CR 17 ioun golem, which can steal your stones--absorb their power--and fire them back at you. Just plain awesome!

The Amber Die said farewell to this campaign the best way it knew how: by gracing everyone in the room with a 20-20-20. If you've seen it happen, you'll never forget it.

While defending the colony's new tavern, Valeros squared off against Sharopech, an ulat-kini fighter older than the fall of Azlant itself. In a slugfest that would have made Foreman and Ali jealous, the two threw out more than four hundred damage in three rounds. When it was over, the skum was face down and the beer was safe.

We recovered an unholy sword made of throneglass, a material once part of the Imperial Palace in Azlant. Kyra grasped the blade (known as Empire's Fall), and used her prestige capstone ability to seek Sarenrae's aid in performing a miracle. The weapon was reborn as Dawnflower's Hope, and was with us to the end.

Apparatus crab figure colony table model table model with multiple monsters

The Odyssey

Getting to plan, develop, and defend our own colony made this Adventure Path unique. We watched proudly when the first stone structure was erected with the help of our stone shape and ant haul spells. Alongside colony-building, crafting alliances and relationships with many of the communities we encountered turned out to be one of the defining features of this Adventure Path. In fact, by the time we reached the final encounter, our odyssey wasn't even about us so much anymore, it was about the NPCs who stood alongside us for volumes of play and ultimately outnumbered us in the party.

Character Deaths

As the party tried to broker a peace between the colony and nearby locathah, several ugothol assassins were present in disguise. The author's deadly expertise with stat blocks was evident here, leaving us to deal with the bodies of Kyra, Imiolana, and Valeros.

Once inside the secret Azlanti facility, there was the small matter of dealing with some of its still-active defenses, which included intelligent clockwork soldiers; unfortunately, they had already taken out Koloshkora before we understood the threat they posed.

Best Quote From Marathon 6

(talking down a yarahkut inevitable and two clockwork leviathans)
Adam (GM): "Go ahead and bust out the best Diplomacy check of your career."
Dan (Kyra): "Ummm...(rolls, silence)...(more silence)...forty-three?"
Adam: "Dude, that's awesome, why did you mess with us?"
Dan: "Because I rolled a six."

The Ruins of Azlant Adventure Path by the Numbers

Note: All data has been compiled across six volumes of play.

Total marathon hours: 646 hours, 45min
Actual session hours: 349 hours, 55min
Longest single session: 17 hours, 45min
Real-life months passed: 21
Days passed on Golarion: 191
Highest DC reached on a skill check: 78 (Koloshkora)
Aboleths slain: 4
Group consensus on most valuable skill: Linguistics (Azlanti)
Caffeine consumed: c. 60,000mg

Party Teamwork Feat: Lookout
Uses: 6

Valeros (Aquanaut)
Uses of Aquadynamic Paragon (whatsoever): 1
Total damage received: 4,263

Kyra (Exalted Prestige Class)
Blessed Surgery medicine domain power: 64 uses, 22 successes
Uses of Divine Boon prestige ability: 22

Merisiel (Relic Raider)
*Character was gloriously disintegrated underwater during volume four
Successful uses of Curse Sense: 1
Successful uses of Disable Curse: 0

Ezren (Sword Binder)
Successful uses of the Stabbing Spells trait : 2
Spells cast underwater: 51
Successful uses of Sword of the Mage ability: 20

GM Stats
Most frequent enemies employed: ulat-kini, ugothol, merfolk, sahuagin
Strongest party defenses faced: freedom of movement, ride the waves
Highest enemy single attack damage: 192 (deep merfolk sorcerer)
Favorite NPCs: wyrwoods, Mordant Spire elves
Marathon prep hours: c. 590
Pages of notes collected on Ruins of Azlant: 81

Players around their table model Custom monster model of a multiheaded red sharklike creature players standing around game table

How it Ended

Thoughts of previous final performances upped our anxiety as we gazed across a stone catwalk toward the doomsday device we had long sought. Opposing us was the veiled master Ochymua, accompanied by two aboleth wizards--yet that's not what made the fight difficult. The entire room was a sphere of water with air in the center, and the water was fair game as passable terrain. Our aquanaut and locathah guide swiftly dove in and were upon the aboleths in short order. The battle turned into high-level Pathfinder's version of synchronized swimming, where your character's speed and method of locomotion determined your role. The encounter was further complicated by the arrival of Jazradan, a fated Azlanti leader in ghost form who wasn't exactly on our side. OAD history was made, with an astonishing fourteen disintegrate spells firing back and forth as we struggled over the doomsday weapon. Things looked pretty bleak for a while with three characters trapped in maze spells, but Paizo developer Eleanor Ferron gets a nod here for designing such a competent companion in Imiolana, whom ended up bringing down both Ochymua and Jazradan before the device went off.

It was the cleanest victory we've had in our years on the Paizo blog, but Kyra said it best regarding everything about The Azlant Odyssey: "We didn't just win. We succeeded."

Lastly, a sincere thank you to Managing Developer Adam Daigle for his support throughout this project. There is a great deal of patience and effort required to present an entire Adventure Path on the Paizo blog, and he's been with us through three of them now

More Content:

For character builds, questions about The Azlant Odyssey, additional content and more, see our thread on the Paizo messageboards

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Tags: Community Order of the Amber Die Pathfinder Pathfinder Adventure Path Pathfinder Roleplaying Game Ruins of Azlant

3 people marked this as a favorite.

Congratulations on a successful completion of the AP and kudos to all who participated! In addition, congrats to Julian and Rob on officially joining the Order. This was a fascinating project to watch and I'm glad to see the successful conclusion!


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Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber; Pathfinder Battles Case Subscriber

'twas an epic end and so thankful to have been part of it! <3 <3 <3


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Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Amazing photos once again. Well done!

Order of the Amber Die

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K Vogrin wrote:
Congratulations on a successful completion of the AP and kudos to all who participated! In addition, congrats to Julian and Rob on officially joining the Order. This was a fascinating project to watch and I'm glad to see the successful conclusion!

This was one of the most epic campaigns I have ever been a part of. Sad to see it go, in some ways. I think I’ll even miss wearing that fish mask for 12 hours a day!

Order of the Amber Die

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Fumarole wrote:
Amazing photos once again. Well done!

Thank you! I will miss shooting this AP, the blue maps and coral backdrops were awesome to work with. At times I felt like it was hard to take a bad picture against those.

Sovereign Court

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This Vrock wishes he was a diving bird to participate in such an enormous undertaking. I'm gonna go check it all the videos you have of this again. Congratulations on your final 1st edition AP. Can't wait to see what the Order takes on next!

--Vrock the boat

Paizo Employee Managing Developer

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I'm so happy to see this finale! It was a great journey reading about y'all's experience, as well as talking with Adam throughout it all. Also, thank you for the shout out. It's been a true pleasure working with you on all of these blogs for three(!) Adventure Paths.

I can't wait to see what y'all come up with next!

Order of the Amber Die

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King of Vrock wrote:

This Vrock wishes he was a diving bird to participate in such an enormous undertaking. I'm gonna go check it all the videos you have of this again. Congratulations on your final 1st edition AP. Can't wait to see what the Order takes on next!

--Vrock the boat

Thanks! It's crazy to think this began on an actual beach and ended up with that "Final Morning" video you probably saw. I've come to equally value the out-of-game journey that a group of friends goes through when trying to pull off six volumes of an AP. As for what we take on next...I'm allowed to say this: It's PF 2.0, and it's soon!

That's not nearly enough of a teaser, is it?


Pathfinder Card Game, Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

EPIC!! Thank you so much for sharing! Always a joy to see the results of your efforts.

Order of the Amber Die

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Adam Daigle wrote:

I'm so happy to see this finale! It was a great journey reading about y'all's experience, as well as talking with Adam throughout it all. Also, thank you for the shout out. It's been a true pleasure working with you on all of these blogs for three(!) Adventure Paths.

I can't wait to see what y'all come up with next!

Azlant was an amazing, intense wave to ride! As Player Captain, managing the stat blocks and underwater 3D combat rules, especially at high levels, was among the crunchiest-of-crunch I’ve ever experienced in the Order. Not to mention a Playtest right in the middle of it all with a new party to run (and report on) every two weeks. Once we made it as far as we did in Azlant, the pressure to win the final battle (and not end up like Giantslayer) with only one shot at it was immense!

I gotta say, at one point, when Valeros, Kyra, and Koloshkora were all out of the fight, spinning in circles in the maze spells Ochymua banished them to, and there were 2 aboleths and a Ghost still alive and unloading on us—it looked pretty grim!

Everyone played their position though, no one gave up, and in the end, it was one of the most incredible final battles (and victories) I have ever been a part of. Long live the Order!

The Exchange Order of the Amber Die

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Elorebaen wrote:
EPIC!! Thank you so much for sharing! Always a joy to see the results of your efforts.

Thanks for following along and supporting us, it means a lot to know that there are people enjoying what we are creating, it really does make it worth it! This adventure path was such a diverse experience to play through; by the end, our stories as player characters were eclipsed by the greater story we had built in our downtime, and it was such an unexpected treat. Kyra stayed the most active of all characters between each volume, even converting three other characters to Sarenrae over the course of the campaign! I always love playing support characters and pushing forward the team, so to be able to fulfill that role in a much larger meta-sense was very fulfilling. It’s been a real pleasure to share this years-long experience with all of you!

Order of the Amber Die

2 people marked this as a favorite.

Speaking for myself, this is the hardest project to let go of, and that includes every Pathfinder project since 2014. Each undertaking has its own story in our real lives, and its own spin inside the game as well.

The Emerald Spire Project tested how many days we could play consecutively toward a goal.

The Giantslayer Endeavor tested how many marathons we could sustain in half a year's time.

The Strange Aeons Experiment tested our ability to adapt to an entirely new genre for us.

The Pathfinder Playtest tested our skill in crunching a new system at the fastest pace imaginable.

The Azlant Odyssey tested our ability to hold a long campaign together despite the real-life events that challenged it. Two babies were born, two new members were inducted, and we tossed an eight-blog playtest into the middle of this AP. In terms of session hours, Azlant was the lengthiest campaign we've ever played, and a lot of that had to do with the amount of activities available to characters during downtime. Yet we found a way to come together again and again, to stand in awe as we opened the chambers of lost Azlant to gaze upon sites unseen for thousands of years.

Now a little something for the Order, you guys know I do this at the end of every path...

Marathon 1: Never forget that hike down the beach that we took as a group out to the end of Long Beach Island, with the lights of Atlantic City in the distance.

Marathon 2: I'd like to take a moment and thank Urgent Care, for providing medical treatment to three OAD members during this marathon. Oh yeah, there was that hospital trip in there too. The Order is more important than any one of us, so we played through.

Marathon 3: We already have a name for this one, and that evil USB chose it: File not found. It's too painful to elaborate on. Safe to say we won't forget it--yet there's nothing there.

Marathon 4: Hands-down one of the top three marathons in OAD history. In thirty-three years of tabletop, none of us had ever spent so much time underwater. Always remember that night we partied with merfolk in July, with fireworks going off a few blocks away.

Marathon 5: The most frantic of the six marathons. 15-hour sessions and then building the Trident at night while you guys slept. Eight hours of sleep in three days? No problem. It was worth it to descend another tower which deserved as much respect as Nightfang Spire.

Marathon 6: The loudest midnight build (mid-marathon) we've ever done--we don't have to worry about Savannah forgetting it! And that final day, riding the waves to victory from 6am until past 2am. Longest sessions in the industry, baby.

A huge thank you to the players who gave took days off and traveled long distances to make the The Azlant Odyssey possible. These players also spent their time in-between marathons compiling data and helping to create the setups that can be seen in these blogs. Also, a warm thank you to the other Order members who found ways to contribute despite the distance between us.

Lastly, to the Amber Die itself: We wouldn't be here if it wasn't for you. Ever since those four 20s in '87, you've still got it, and you're the greatest die a GM could ask for.


2 people marked this as a favorite.
Adam Smith wrote:

Speaking for myself, this is the hardest project to let go of, and that includes every Pathfinder project since 2014. Each undertaking has its own story in our real lives, and its own spin inside the game as well.

The Emerald Spire Project tested how many days we could play consecutively toward a goal.

The Giantslayer Endeavor tested how many marathons we could sustain in half a year's time.

The Strange Aeons Experiment tested our ability to adapt to an entirely new genre for us.

The Pathfinder Playtest tested our skill in crunching a new system at the fastest pace imaginable.

The Azlant Odyssey tested our ability to hold a long campaign together despite the real-life events that challenged it. Two babies were born, two new members were inducted, and we tossed an eight-blog playtest into the middle of this AP. In terms of session hours, Azlant was the lengthiest campaign we've ever played, and a lot of that had to do with the amount of activities available to characters during downtime. Yet we found a way to come together again and again, to stand in awe as we opened the chambers of lost Azlant to gaze upon sites unseen for thousands of years.

Now a little something for the Order, you guys know I do this at the end of every path...

Marathon 1: Never forget that hike down the beach that we took as a group out to the end of Long Beach Island, with the lights of Atlantic City in the distance.

Marathon 2: I'd like to take a moment and thank Urgent Care, for providing medical treatment to three OAD members during this marathon. Oh yeah, there was that hospital trip in there too. The Order is more important than any one of us, so we played through.

Marathon 3: We already have a name for this one, and that evil USB chose it: File not found. It's too painful to elaborate on. Safe to say we won't forget it--yet there's nothing there.

Marathon 4: Hands-down one of the top three marathons in OAD history. In thirty-three...

I always love your synapsis posts and this one was better than ever with a look back on all on the projects. Thank you for all of the hard work and effort and for sharing your amazing games!

Shadow Lodge

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Adventure Path Charter Subscriber

Where do you get that Lusaka miniature from? I need me one of those three headed sharks

Order of the Amber Die

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Cat-thulhu wrote:
Where do you get that Lusaka miniature from? I need me one of those three headed sharks

Gorgeous, right? It's even better up close. The lusca is a custom piece created by one of our partners (Black Bard Studios, listed above).

The lusca was separated into several pieces and carefully placed inside luggage, then flown from Oregon to GenCon 2019. Once there, the lusca was assembled in a hotel room and painted over the course of the convention. The final step was to drive it from Indianapolis to New Jersey, while being held the entire time in the capable hands of a good friend of the Order. :)

It survived the trip, and made it all the way to the Paizo blog!


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Black Bard of the eponymous studio here! The lusca is actually a custom peice remixed from the demon shark of the eminently talented Evan Carothers of EC3D., made specifically for the Order of the Amber Die with Evan's permission.

Thats right! Only one exists! It's an endangered species!

One thing I really care about when it comes to terrain and minis is that they be accurate to scale. So when the bestiary says a lusca is 80 feet long, I say "Ok, one 16 inch long mini coming up!"

A huge thanks to Adam and the Order for showcasing my work! If anyone is interested in adopting a lusca for themselves or needs any other sort of terrain/minis 3d printed, please check out my (still a work in progress) site and contact me!

Order of the Amber Die

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Ah, the lusca. Some great memories there. Morgan, you built it (and a heck of a job you did!); Adam, you controlled it; but I had perhaps the toughest job of all as Player Captain--making sure we could defeat it!

Such an awesome, epic battle. Swimming across a lake to get to the magical beast, it was lighting us up (mostly Valeros actually, haha) with chain lightning every round. Koloshkora, a Locathah ranger (guide archetype) had an incredible swim speed. Valeros, an aquanaut, was pretty good too--for a human. The rest of the party was hopelessly far behind. I knew I had to take the fight directly to the beast. This is where the fun started.

Swimming as far as I could each round, I got within closing distance (which was further away than you might imagine). Mostly likely, I beat the sea monster in initiative (but it wouldn't actually matter in this case): thank you boots of friendly terrain for bumping me up to +8 in the water, as well as a very good dexterity modifier, ensured Koloshkora almost always won initiative in the water (didn't even have, or need, improved initiative). And this is where my favorite guide ability, inspired moment, came into play.

Time to declare the Lusca my ranger's focus (another guide ability, hello +6 to attack and damage), and invoke inspired moment in all its glory. An extra move action you say? Why, thank you. I'll use that (along with the extra +10 feet to my movement, just in case) to close the distance to the lusca, and swim right up to its ugly (sorry Morgan) 3-headed face. Now, time to teach this beast a lesson for blasting my friends with lightning! I am a guide after all, it is my job to look after my companions.

Full power attack (+12 damage), 3 attacks, full BAB, two handed weapon (a magical underwater greatsword). That's with a +6 to hit and damage due to ranger's focus, and another +4 to hit due to inspired moment. I know I hit at least 2 out of 3 times, and one was a critical (automatically confirmed, thanks again, to inspired moment).

Next comes the moment of truth: withstanding a full attack from a lusca. How does 3 bites and 8 tentacles sound to you? Koloshkora always had a very good AC, but here is where the real kicker from inspired moment comes in: a +4 to your AC too! Miss after miss as Kolshkora withstood the barrage. By now, Valeros was able to swim up and deliver a nice blow with power attack himself.

Next round. Kolshkora up again, with all those same bonuses still. Attack, attack, attack. One dead lusca fish, served raw and bloody. Who wants some shark...er...octopus?

Koloshkora--an eager, inquisitive guide (a shokokoba, a culture seeker) from the small coastal tribe called Okoloro--the Lusca-Slayer!


Adam Smith wrote:

Speaking for myself, this is the hardest project to let go of, and that includes every Pathfinder project since 2014. Each undertaking has its own story in our real lives, and its own spin inside the game as well.

The Emerald Spire Project tested how many days we could play consecutively toward a goal.

The Giantslayer Endeavor tested how many marathons we could sustain in half a year's time.

The Strange Aeons Experiment tested our ability to adapt to an entirely new genre for us.

The Pathfinder Playtest tested our skill in crunching a new system at the fastest pace imaginable.

The Azlant Odyssey tested our ability to hold a long campaign together despite the real-life events that challenged it. Two babies were born, two new members were inducted, and we tossed an eight-blog playtest into the middle of this AP. In terms of session hours, Azlant was the lengthiest campaign we've ever played, and a lot of that had to do with the amount of activities available to characters during downtime. Yet we found a way to come together again and again, to stand in awe as we opened the chambers of lost Azlant to gaze upon sites unseen for thousands of years.

Now a little something for the Order, you guys know I do this at the end of every path...

Marathon 1: Never forget that hike down the beach that we took as a group out to the end of Long Beach Island, with the lights of Atlantic City in the distance.

Marathon 2: I'd like to take a moment and thank Urgent Care, for providing medical treatment to three OAD members during this marathon. Oh yeah, there was that hospital trip in there too. The Order is more important than any one of us, so we played through.

Marathon 3: We already have a name for this one, and that evil USB chose it: File not found. It's too painful to elaborate on. Safe to say we won't forget it--yet there's nothing there.

Marathon 4: Hands-down one of the top three marathons in OAD history. In thirty-three...

This has been such a fun campaign to follow! From the first marathon on the beach, it was clear it was going to be one to remember, and I looked forward to seeing how you all would tackle it. I'm amazed at how smoothly marathon 2 now that we know there was a hospital visit in there! Glad to see all OAD members made it through safely.

Order of the Amber Die

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Marissa Volkening wrote:
Adam Smith wrote:

Speaking for myself, this is the hardest project to let go of, and that includes every Pathfinder project since 2014. Each undertaking has its own story in our real lives, and its own spin inside the game as well.

The Emerald Spire Project tested how many days we could play consecutively toward a goal.

The Giantslayer Endeavor tested how many marathons we could sustain in half a year's time.

The Strange Aeons Experiment tested our ability to adapt to an entirely new genre for us.

The Pathfinder Playtest tested our skill in crunching a new system at the fastest pace imaginable.

The Azlant Odyssey tested our ability to hold a long campaign together despite the real-life events that challenged it. Two babies were born, two new members were inducted, and we tossed an eight-blog playtest into the middle of this AP. In terms of session hours, Azlant was the lengthiest campaign we've ever played, and a lot of that had to do with the amount of activities available to characters during downtime. Yet we found a way to come together again and again, to stand in awe as we opened the chambers of lost Azlant to gaze upon sites unseen for thousands of years.

Now a little something for the Order, you guys know I do this at the end of every path...

Marathon 1: Never forget that hike down the beach that we took as a group out to the end of Long Beach Island, with the lights of Atlantic City in the distance.

Marathon 2: I'd like to take a moment and thank Urgent Care, for providing medical treatment to three OAD members during this marathon. Oh yeah, there was that hospital trip in there too. The Order is more important than any one of us, so we played through.

Marathon 3: We already have a name for this one, and that evil USB chose it: File not found. It's too painful to elaborate on. Safe to say we won't forget it--yet there's nothing there.

Marathon 4: Hands-down one of the top three marathons in

...

Thank you, glad you could come along for the ride!

I was wondering if marathon 2 might get a mention after that farewell. Alright, here goes:

So we had about seven people present for that one, and it was a cold weekend in January. We had exactly four days to play the adventure, and a standard Pathfinder Adventure Path volume has somewhere around 30 to 40 encounters. Considering the amount of extra role-playing we had done in part one, we needed to keep a strong pace but we had the right amount of time allotted. On Wednesday night, one of our guys showed up and was definitely battling something he had picked up the week before from an injury. By Thursday morning, the whole team had rolled in and we were ready to start at 6am. A couple of members were also struggling with something that we thought was a standard cold, but if you pile three days of straight play and little sleep onto it all--hello group membership to Urgent Care! Three of us managed to dodge it, so I guess we teachers can thank our students for the boosted immune system and circumstance bonus to Fort saves. Still, this wasn't the worst thing that has ever happened across decades of marathons now, and we played on. Major credit goes to the author here (Robert Brookes) because the adventure was complex enough to hold our attention on the game the entire time. We plan these marathons months in advance and a lot of us travel pretty long distances to make them happen; we approach them like any sports team that can't postpone the playoffs because of a few injuries, and it's that dedication to the group that has kept our story going all these years.

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