Ramoska Arkminos

NiTessine's page

Goblin Squad Member. Pathfinder Adventure, Adventure Path, Starfinder Society Subscriber. **** Pathfinder Society GM. 75 posts (129 including aliases). 9 reviews. No lists. 1 wishlist. 26 Organized Play characters. 1 alias.


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Dark Archive

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Since it's alchemical items, I didn't bother making an itemised list. I gave them an undefined 800 gp's worth of stuff from the Core, 300 gp of which could be potions of cure light wounds, and the rest they could decide and deduct from the total as they prepared their loadout before embarking on a task.

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I realize I am replying to a two-year-old thread, but in my campaign this week they hired him for 50 gp/week.

Of course, I will do my best to see him dead before the book is done, but he may balance some scales when the final assault on the fort happens.

Dark Archive 4/5

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Arutema wrote:


I don't have the PF2 core book. Did Rovagug go CE followers only also?

Chaotic and neutral evil only for Rovagug.

Dark Archive 4/5

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I don't have a specific number, but over 20. A part of this is because I prefer to run lower levels and characters of levels 1-3 can be killed by an unlucky crit.

That said, there was this freak incident in the spring of 2014 that's locally called the Blood Spring, when over a month, four sessions that I ran saw a total of 16 character deaths, including TPKs in two scenarios that are not regarded as particularly dangerous.

There was one instance where they come upon a room with an object in the middle of the floor. They look at it, and go "this is obviously a trap". Then the paladin goes: "watch out, imma go spring it". Twenty minutes and a lot of poor rolling later, they've triggered two encounters and six PCs are dead.

Then there was the forum game where they went into Mists of Mwangi with four PCs and no melee combatant and wiped on the first encounter.

In general, I think modules and sanctioned AP bits are more lethal. Masks of the Living God saw the only survivor of a six-person team escape by throwing herself through a second-story window.

Personally, I've had three characters die permanently, the first of them in the first scenario we ever ran in Finland. It is, in fact, possible to get killed in Silent Tide.

Dark Archive 4/5

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"#4-02 In Wrath's Shadow" works pretty well as a horror scenario. Also, the sanctioned part of The Skinsaw Murders is a haunted house playable in a four-hour slot and really, really good.

Dark Archive 4/5

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It's also noteworthy that Yesteryear's Truth references Into the Unknown, and the briefing in Fugitive on the Red Planet is written to assume that the team has a few gigs under their belt already.

So basically that order is pretty solid. Yesteryear's Truth is also slightly tougher so it's a good idea to have them at 2nd level.

Dark Archive 4/5

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A friend of mine whipped up a playlist for Starfinder in the spirit of Guardians of the Galaxy: https://open.spotify.com/user/mercurian/playlist/4xyt9zlP1L0nf4XNmX8FuR

Splendor & Misery by clipping. is probably better as inspiration than background during the game, but still very appropriate and oh so good.

And speaking of background, I found Mongolian overtone singing worked fairly well to set the mood during a scene in Yesteryear's Truth. during my search, I also discovered Mongolian overtone hiphop, which I now need to find some use for. For Strawberry Machine Cake, I'd use Babymetal.

Dark Archive 4/5

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In my headcanon, Strawberry Machine Cake is a Maoist teenage mutant pop band in the style of the RPG Tähti.

They are now the favourite band of my anarcho-syndicalist ysoki operative.

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Imbicatus wrote:
Chance Phillips 187 wrote:
I'm super glad that Spelljammer got called out. Even if Starfinder is going a different direction tone wise, Spelljammer WAS one of the first science fantasy RPG settings and in my mind still one of, if not possibly, the best.

Eh, Spelljammer was just fantasy in a fantasy cosmology of space. There was absolutely no science in it.

No current science. It did draw a lot from outdated and disproved cosmological models.

Before anyone asks, no, the giant space hamsters they just made up.

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Seriously impressive literature list. Like, I can quibble (BANKS!), but I love how it's so cutting edge that it's got things that are up for a Hugo this year. I'm literally reading Ninefox Gambit right now. The history is acknowledged, but it's a modern list about where SF is now.

Mind you, I'd also jettison a third of the video games to make room for more comics (VALERIAN & LAURELINE!), but that's just me hating video games.

Dark Archive 4/5

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I've GM'd a couple. Around the time I was made the local VC in May 2012, there were like 16 PC deaths at my tables in a couple of weeks, including two TPKs, a Masks of the Living God where one PC managed to limp away and a God's Market Gamble that saw the entire party laid low in the final encounter but only one actually died. I like to call this time the Blood Spring.

TPK 1: low-level parties are vulnerable. Low-level parties who proceed into Mists of Mwangi with four members who are all support casters die on the first encounter. I asked them if they're sure they want to play without a tank. They said yes.

TPK 2: there was a thing everyone in the party agreed was an obvious trap, after which the paladin did the "hold my beer" thing and triggered it, releasing a spider swarm. Then, a party of six characters, including a fire sorcerer, manage to roll atrociously badly on a number of attack rolls and get eaten. This was just poor tactics combined with terrible luck, vulnerable PCs, and no way to escape.

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Blackbot wrote:


2. The author HATES foreign GMs who have to translate the poems and plays on words into other languages. ;)

Yeah, that was a fun thing to notice when starting to prep for the scenario the evening before the game.

With a rhyming dictionary and a working knowledge of translation theory and poetry forms, it wasn't all that difficult. The important things are the translation of Caught's name so it retains the same number of letters and keeping the important stuff in the poems – namely, the suggestions of what the scraps are capable of summoning and the overarching theme of eating. Rhymes, puns and metre are less crucial, especially since languages have their own rhythms and melodies and native poetry forms and what works in one language may come across as contrived in another. For instance, the haiku looks kinda off in English and doing iambic pentametre in Finnish is a bit like going against the grain of the language.

Incidentally, if someone needs the poems in Finnish, I'll be glad to supply my translation.

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Tonight, one of my GM blobs took shape in the form of a half-elf occultist 2, who promptly went on to play Master of the Fallen Fortress and level up. I will endeavour to play as much as possible with the character over the next few weeks and report here. I also keep an up-to-date online character sheet.

My first brush with the occultist was largely positive, though it is hard to say anything definitive at this point. The party was rather strong for the module, with six members. The others were two kineticists, a medium, a halfling barbarian and a 1st-level pregenerated Seelah.

When I was creating my character, I was slightly worried about the amount of moving parts. There's the spells themselves, then there's the focus powers, then there's the resonant powers, and then there's the mental focus point pool… It's a lot to take in at once and there are two separate resource pools to track. This is not a beginner-friendly class.

However, in practice, once I'd figured out all the stuff I can do, it was easily one of the most versatile classes in the game. The spell list is limited, but very solid. Access to cure light wounds and thence the ability to use a wand through the conjuration implement group is very strong, especially in the Pathfinder Society environment.

The limited spells were also offset by the weapon and armour proficiencies and BAB. The occultist sort of looks like a wizard type at first glance, except that taking him into melee can be tactically viable. (Indeed, my sole killing blow was with a quarterstaff – and incidentally, taking a two-handed weapon for a character who needs one hand free to wield implements is a remarkably stupid thing to do.) With mental focus allocated into abjuration, I also had the highest AC in the party (18, with two others at 17).

My mental focus allocation was abjuration 3, conjuration 2, evocation 3. At low levels, the intense focus resonant power from evocation really makes a difference, by the way.

Because of the large party size and the cramped circumstances in most of the module, I was not really able to effectively gauge the combat effectiveness of the class yet. I did not have the opportunity to use a single point of mental focus and only one of my daily spells, most of my time being spent behind the wall of full-BAB classes. I was the only one in the team with ranks in Disable Device, however, which was a great boon. The object reading class ability is also pretty strong compared to what the other classes have at their disposal for identifying magic items, since it wipes the floor with the identify spell. Then again, I don't think I've seen anyone actually ever use identify in Pathfinder RPG. In 3.5 it was useful, but now that the detect magic+Spellcraft combo is a functional replacement, it seems like a wasting a perfectly good spell slot.

Anyway, I digress, and the occultist really doesn't have spell slots to waste.

So, overall, based on the first four hours of play, I am very happy with the occultist. I will now proceed to see if I can break the everloving cheese out of it.

Dark Archive 4/5

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Oh yeah. I have a plan to run Jade Regent in 7th Sea, switching to 1st-edition Legend of the Five Rings halfway through.

Dark Archive 4/5

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The cadre of Venture-Officers in Finland expands, as Markus Hyytinen joins us. His responsibility will be to swell our ranks in the northern city of Oulu, where polar bears roam the streets and they put mayonnaise on pizza.

Let's give a warm welcome to the newest Venture-Lieutenant of the cold north!

Dark Archive 4/5

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Erik Mona wrote:

Judge probably comes from wargaming, as I'm pretty sure it's hard-boiled into the RPG convention culture. I know it was used heavily in the RPGA in the 80s and 90s. I think I remember the old Marvel Super-Heroes RPG actually used the term "judge".

Yeah, I think "judge" was also in use during Living Greyhawk but I don't have my files on this computer to check. There were some debates on the term in the forums back then. I try to refer to myself as a GM, but sometimes the "judge" slips out. Old habits die hard.

Personally, I prefer the term Game Master, because this is, in the end, a roleplaying game and even in organized play I would not say there is a "winner". We're supposed to do more than adjudicate the scenario in front of us impartially, often pulling stuff out of thin air to patch up things the author did not think up or had no wordcount to cover.

(And indeed, Marvel Super Heroes had a Judge. My personal favourite title for the game master is from Nobilis, where I am given the lofty title of Hollyhock God.)

Dark Archive 4/5

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It is my pleasure and privilege to announce that I have appointed the first Venture-Lieutenant in Finland, Jussi Leinonen!

While I am based in Tampere and can shuttle back and forth occasionally, Jussi now has responsibility over the capital region of Finland and its teeming hordes.

Welcome to the club, Jussi!

Dark Archive 4/5

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Welcome to the club!

You know, I can only admire and respect the way that Michael makes sure that he writes all our weird European names with our oddball letters correctly.

Or he just uses copypaste, but still.

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Name: Malje
Race: Half-elf
Classes/levels: Oracle 12
Adventure: The Thousand Fangs Below
Location: the morlock ruins of Ilmurea
Catalyst: A neothelid.

The Gory Details:
I rolled the beast up as a random encounter and the party decided to attack, even though they had the option of just huddling down until it went away. They figured it was the same creature that'd chased them up the shaft when they explored the first Serpent Gate they ran across and thought it was following them. The breath weapon took out both the oracle and the cleric in the first round. I was merciful and had it flee after half its hit points were gone, or it would've been a TPK.

Dark Archive

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So, I ran the final session of Vaults of Madness yesterday. You know, the Gorilla King's tests for the party. At this point we were all dead tired of dungeon crawling, so I just had him give the crystal to the party after they passed the tests and skipped Illaghri's dungeon altogether.

Also, one party member is a demonspawn tiefling barbarian and a follower of Angazhan. Ruthazek kept referring to him as his son. Heh heh.

Anyway, there's that Indiana Jones and the Temple of Doom menu in the module. It's the kind of thing that's supposed to freak out and disgust the players.

So I figured I'd cook it. Vegepygmies being off-season and hippopotamus meat illegal to import, I went with stuffed pig hearts in red wine sauce. Strange enough to elicit expressions of shock from the players but still, you know, actual food. I also thought about getting some weird and exotic fruit like rambutans, but in the end was prevented by my schedule. Fried insects were also considered, but proved too expensive.

Recipes and photos in my blog.

I think engaging the players with more than mere description is a pretty good way to keep their (and mine!) interest up beyond moving miniatures on a battlemap. The third and fourth modules are pretty heavy in dungeon crawling and set-piece combat encounters and little else, and there's a real danger of the campaign stagnating at this point.

Has anyone else fed their players weird things?

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Then there are the slave ships of Okeno, mentioned to have yellow sails, much like the slavers in the classic A series of modules for AD&D.

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Last weekend's home game had no casualties. The struck character still had ten hit points left after the first attack, and then the baddie rolled 1 on his initiative against a six-man party. There was no second attack. Slightly anticlimactic.

Dark Archive 4/5

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A lovely scenario. I've run this once face-to-face, and am now doing a forum game on our Finnish forum. Great fun!

There's just one thing that, to me, is off. It's the chronology. What, exactly, has happened here? Did the other team capture the goblins and message Ambrus Valsin (with magic, hopefully) to send a team from faraway Absalom all the way to Irrisen? The trip should take <i>months</i>. For comparison, a trip from Magnimar to Eleder is 104 days long (according to the <i>Serpent's Skull Player's Guide</i> - by my estimate, the Magnimar-Corentyn leg, which these sea journeys share, should be around a month), and would likely not be too much longer than sailing from Absalom to Kalsgard.

I think the distances and times involved strain credibility, and it would've been much more elegant to, say, have the briefing occur at the Kalsgard Lodge, where all the characters just happened to be at the same time.

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Fairly light, I'd say, especially when it comes to character classes. I think there's an average of about one character with non-core class levels per book. Haven't noticed non-core treasure.

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And I forgot completely... For the dungeons, especially those featuring serpentfolk, I've used Karl Sanders' albums albums Saurian Exorcisms and Saurian Meditation. Very atmospheric stuff.

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I can also recommend The Ghost and the Darkness soundtrack.

And ziltmilt, it may be obvious, but it works, especially if you weed out the most recognizable main theme tracks.

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Ah, this year I managed not to misplace my item writeup. Hit me!

And thank you.

Taming Whip
Aura moderate enchantment; CL 8th
Slot —; Price 6,000 gp; Weight 1 lb.
Description
This item is a short whip made of the treated and preserved tail of a male lion, the leader of its pride. Infused with magic, it grants its wielder a measure of the king of beasts' sovereignty over the animal kingdom.

A taming whip grants its user a +5 circumstance bonus to Handle Animal checks when wielded, even if untrained. It allows the user to handle animals as a free action and push them as a move action. A druid or a ranger using the taming whip to handle their animal companion may push it as a free action.

Additionally, the wielder of a taming whip may use it to cast charm animal once per day.

When used to teach an animal tricks or train it for a general purpose, a taming whip halves the time required. While it cannot make rearing an animal go any faster, the wielder of a taming whip may rear as many as six animals of the same kind at once.

To use a taming whip, it must be wielded in one hand. It is far too lightweight to be used as an effective weapon.
Construction
Requirements Craft Wondrous Item, charm animal, speak with animals; Cost 3,000 gp

Dark Archive 4/5

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In descending order of combat challenge (none of them are especially hard), I'd say they go "The Bloodcove Disguise", "The Twofold Demise", "Rescue at Azlant Ridge", "The Shadow Gambit".

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A tough question, since so many are worthy, but let's see... The six best, for each part of an AP.

1. Howl of the Carrion King. While LoreKeeper is absolutely right in that all of the first modules are top-notch, this stands tall even among the others (though my favourite will probably change with the seasons and the phase of the moon). I especially love the pugwampis. I've rarely seen a creature rouse such visceral hatred and rage in players.

2. Seven Days to the Grave. It's often said that disease epidemics don't work in a setting with the default D&D magic level assumption. This module puts the lie to that claim, and does it with style and panache.

3. The Hungry Storm. A little something to make the party respect the weather, a little dragon hunting, a little BBEG that just... won't... die all make for a memorable and tough adventure.

4. The Wake of the Watcher. "Reverse Innsmouth" indeed. I love how it can still throw a curveball to people like me or my players who know Lovecraft's work forwards and backwards.

5. The Final Wish. The best of the sixth issues, in my opinion. Jhaavhul is among the more memorable AP villains, there's an air of high fantasy about the entire story, and I just love the encounter where the party slaughters a hundred gnolls.

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I usually do not run seven-player tables, but for this module, I would almost have to make an exception.

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For my group of five players + GM, the Rise of the Runelords lasted 29 sessions averaging around 4-5 hours of playtime. We're now fifteen sessions into Serpent's Skull and just started the fourth book so we're more or less on the same schedule with that.

We have the campaign hosted on a wiki, and the downtime stuff like item crafting and buying and selling gear is handled there, which saves time at the table.

Dark Archive 4/5

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Lamplighter wrote:

So, the Shadow Lodge is... a union? Interesting way to keep them around without eradication... I like!

I guess these are the guys who negotiated the 15-minute working day.

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Of course, according to http://paizo.com/pathfinderSociety/resources the Craftsman alternate racial trait is not legal for play, so the question is entirely academic in the context of this campaign.

Dark Archive 4/5

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Well, Deussu is pretty good. Not as good as Navdi was, but I don't think he's coming back. I like to think I'm not half bad myself, either. Then there's one Minna, who only ever ran a single session of Frozen Fingers of Midnight, but managed to make it quite memorable.

We've a rather limited pool of GMs over here in Finland, but we're trying to improve things.

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I'd present a B-plot for the high-level character, have them somewhere in the background running interference and fighting off high-level assassination crews or something. Something that the Jade Regent group and Ameiko are completely useless for and would only get in the way with. Then every once in a while the high-level character could show up bloody and beaten with another demon lord's head on a stick.

Just figure out something plausible for him to do elsewhere.

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Well, it can be anything, of course. The one I replied in the previous thread was because of an awesome GM.

Villains tend to be memorable because of their personality, not their builds. While I do remember both the BBEGs in Silent Tide and The Trouble with Secrets, they're because they offed my PC, not because they were especially interesting personalities. In Living Greyhawk, on the other hand, there was this one villain we hunted across several modules over the course of FIVE YEARS of campaign, and never actually got to kill him. I still hate that guy.

Good rewards are memorable. Not the loot. There's always loot. It's stuff like favours from the authorities, or finding a strange book bound in human skin that permanently eats a point of Wisdom but gives you nifty magic if you read it. Stuff that actually comes into play in later modules is also good.

Immersive environment is a good one. Perils of the Pirate Pact is a good example, as are the Kaer Maga modules.

Roleplaying with the NPCs or the other PCs can be very memorable indeed - we even have a quotes page for PFS Finland. Indeed, since most of them aren't funny unless you were there, but were still deemed good enough to enshrine on the campaign wiki, they'd kinda have too be. An example, after kicking down a door:
"What shoddy worksmanship. A dwarf would have built a much better door."
"An elf would have <i>grown</i> a better one."
- Absalom Dzhownz and Dairhe Faulilj, architectural critics.

I'm not so sure about maps. Unless using the flip-mats or map packs, the only one who actually sees them in all their glory tends to be the GM, and the art tends to lose a lot once it's reproduced on the battlemap. Now that I think back, all the truly memorable examples of cartography were the ones that made no sense or were needlessly complex.

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#4 Frozen Fingers of Midnight
Home game
GM: goes by the nickname Rei.

Sploilers!:
At the very end, when we meet Natalya, the witch from Irrisen, the GM speaks her lines in an atrocious fake Russian accent. So, my character goes: "Wait one moment, that is not an Ulfen accent..! And she's clearly a witch... oh poop."

Pretty much the most elegant example of utilizing a culture analogous to the real world I've ever seen in a fantasy RPG.

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It happens. As long as it's not a regular occurrence, it's okay. Combat encounters need a bit of challenge and especially the BBEG needs to pose a credible threat to life and limb. Heck, my first PFS character (a human cleric) was one-shotted by the BBEG in Silent Tide. First PC death in PFS Finland, too. I shrugged and created a new one, and kept playing.

And there's no way that Living Greyhawk had "an expected mortality rate of 25 percent per table". Not even Creighton Broadhurst, He Who Drank Deep of the Blood of PCs, took home that many heads.

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Name: Sujiu
Race/Class: half-elf fighter (weapon master) 4
Adventure: Racing to Ruin
Location: The M'neri Plains
Catalyst: A night attack by a pair of chemosits.

The party passed by the village and ended up being ambushed by the chemosits during the night. One of them went for the guy on watch, the other for the sleeping Sujiu. It was over pretty quickly.

Sujiu was then reincarnated into the body of a gnome in Kalabuto. Since this made him unable to use his heirloom weapon, a Medium-size composite longbow, he set out on his own to find someone capable of casting wish and returning him to his former state.

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In my campaign, the cargo was a largish block of marble. Unsurprisingly, it wasn't recovered from the wreck. Actually, the whole cargo thing was just an excuse for the character's family to get him out of Korvosa after he nailed someone important's hand to the wall with an arrow, and the job included the unspoken suggestion that he not return within the nearest generation or so.

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Devastation Bob wrote:
Was wondering if anyone had a player that chose the serpent bloodline from APG?

Yeah. Kailn, the halfling sorcerer in my group.

We're still in the middle of Souls for Smuggler's Shiv, though, so it hasn't been in play much, and the characters are still unaware of the serpentfolk connection. I'm still unsure of how we'll play it, but we should get some plot fodder from it later on.

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Our group of five, in a campaign starting in a couple of weeks.

* Niero Brandt, a Varisian rogue, planning to become an alchemist. He started out as the player's character in Rise of the Runelords, but died early on in Burnt Offerings, only to be raised from the dead a year later by the group's cleric, who then threw him on a ship to get away from his enemies. Terribly sarcastic.

* Sujiu, a half-elf fighter from Korvosa. Like most of the city's half-elves, a bastard son of Ambassador Perishial Kalissreavil. Pretty much the only member of the party who might give a damn about the political situation in Sargava.

* Malje Garakhan, a Chelaxian half-elf oracle of bones. Originally born in Eleder and grown up in a colonial household there, and now returning to Sargava after living most of her life in Corentyn. Fleeing for her life after a failed prank that caused the death of the family head.

* Kailn, Malje's halfling manservant/wine taster. A sorcerer with the air bloodline, a terrible flirt and apparently a horrible pervert. Just the kind of person you want to have with you on a long sea voyage, really...

* Finally, Mogashi, the local guide, who appeared aboard in Bloodcove. Big and inhumanly ugly, but the jury is still out on whether his mother took to bed an orc, a demon or a gorilla. Mogashi has quaint native ways, like his worship of some jungle spirit... what was it, Angoz... Annaga... Angarzan? Something like that, anyway.

It should be interesting to see how they will cooperate. Especially when you throw in the other castaways.

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Hmm, slightly inconvenient in its timing, in that I just finished my Rise of the Runelords campaign in November and could have used the extra material on Xin-Shalast then.

Then again, one of the party members is staying in town and has great plans for it, perhaps becoming the new Runelord of Greed to replace the one they killed... There is potential for interesting follow-up games.

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My group, currently in the process of kicking ass and taking names in the fabled Xin-Shalast:

Dairhe Faulilj, elf druid 14. He's got a wolf. The wolf bites things.

Sir Gelrick of Magnimar, human paladin 14. An appointed representative of the church of Abadar, originally tasked with tracking down and arresting a dwarven criminal named Rufus (the player's former PC), but after the dwarf's murder at the hands of the Skinsaw Man, fell in with his former adventuring companions to combat a greater evil.

Jearis Tarlangaval, elf scout 7/wizard 7. A tremendously greedy elf from the distant Mordant Spire. The scout levels are a remnant of the campaign starting with 3.5 rules.

Michiell "Dawn" Grellson, human cleric of Sarenrae 6/cavalier 1/radiant servant of Sarenrae 7. A sardonic priest of the sun god, with a tendency to run off his mouth at anything he perceives as evil. The tragedy of it is that he is supposed to be the diplomat.

Skrym, human barbarian 14. A Shoanti warrior of the Axe Clan, who went to perform his rites of adulthood during the campaign. Not overly intelligent, but actually conscious of the fact.

We'll see if they're a match for Karzoug the Claimer...

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Well, Fortress of the Stone Giants went past pretty nicely. The party is now in the cave at Rimeskull, ready to turn the final key and enter the Runeforge, in <i>Sins of the Saviors</i>.

The white dragon fight felt like a pushover, though that may be just because the barbarian and paladin got to make flying charges and the paladin critted twice. Thanks to the dragon's manoeuvrability, he couldn't get away without provoking AoOs, and down he went.

Next session... the Runeforge!

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I'd say his information is pretty much the same as everybody else's except he'd go into more detail about what Mokmurian wanted him to do with the Old Light. He'd also probably mention that the giants had orders to capture greedy prisoners. He's still just a low-ranking minion, not a great general and especially not a spellcaster.

My party just killed him, after surviving four crits and the resulting massive damage rolls.

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Between Hook Mountain Massacre and Fortress of the Stone Giants, as we've been for close to four months. Summer break for the campaign.

However, in a couple of weeks, I'll be running a session focusing on the PCs' rule of Fort Rannick, at the end of which they'll receive a missive from Sandpoint. I figure I'll run another session focusing on the journey and their reception as Big Damn Heroes in Sandpoint before well and truly kicking off the fourth module.

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Asgetrion wrote:


How about Fantasiapelit? Here in Oulu they've been pretty cooperative with different groups organizing games in their basement.

Fantasiapelit in Helsinki does not have a gaming space. We did play some games in the last one they had, but the rent was too high and they had to shut it down.

Another possibility would be trying to get contacts with a university gaming club, such as Alter Ego, or ORC.

Actually, now that I think of it, a friend of mine is in the Alter Ego steering board and is interested in PFS.

Dark Archive 4/5

Pathfinder Adventure, Adventure Path, Starfinder Society Subscriber
hogarth wrote:
But as he pointed out, LG successfully managed to break Red Hand of Doom into bite-sized chunks.

Bite-sized chunks that took from eight to twelve hours, each.

They also had the Time Unit mechanic in the campaign, which Pathfinder Society lacks. The Time Units made it possible to balance the adapted modules against the standard campaign modules, gold and XP-wise. The gave the XP and gold that there was in the module and then they ate up dozens of Time Units, as opposed to the one or two that a normal Regional or Core module did. A PC only had 52 Time Units per calendar year, and once those were used up, the PC couldn't play any more that year.

Dark Archive 4/5

Pathfinder Adventure, Adventure Path, Starfinder Society Subscriber
Asgetrion wrote:
Joshua J. Frost wrote:
yoda8myhead wrote:
What happened to the Finnish contingent? I haven't seen them posting around here for some time.
They chose to play something else last October or so.
That's terrible news for me -- I'm moving to Helsinki soon, and I was dreaming of trying out Society play (as I'm kind of leaving my current groups behind). Ouch. Hmmm, maybe I'll have consider GMing Society scenarios myself...

Well, the people are still there. If someone else were to come along and be willing to work for the campaign, it could still be rekindled.

It'd probably be easier now, since there's a large, unplayed backlog of modules and you wouldn't immediately run out of stuff to play and run. Here's the website with the contact information, characters and all that stuff: Pathfinder Society Finland

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