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Ran another session of Skull & Shackles Raiders of the Faver Sea on Saturday.
The party traded some stories with the local work crews and pirate hopefuls, and gifted Rickety with the Dominator's name plate in exchange for the needed repairs.
They also learned some rumours of a Rahadoumi Pure Legion ship called the Sanbalot hunting for a missing ship in the waters off the South of the Serpent Coast. Armed with this information the Defiant kept a weather eye out for the Sanbalot and headed to Blood Cove to deliver their passengers to their destination.
Upon reaching Blood Cove the party paid for a week at port. Marcus volunteered to escort High Mediator Shiyara to the Chelish Embassy. As an Aspis port, Flynn took the opportunity to blow off some steam. Meanwhile the new recruits organised some bonding time with the crew. Delilah organised a girl's night to get to know the ladies in the crew. Killer Bill got pulled into a night out with Crimson Cogward, Rosie Cusswell and Breaker Bones.
Marcus was invited by High Mediator Shiyara out to a drink. Impressed by Marcus' submissive and agreeable nature, along with his druidic abilities she offered him an opportunity as a spy. An opportunity better discussed at the Embassy...
Meanwhile girls' night was just getting started at the Witchlight, the girls ordered the Witch's Brew cocktail, and ordered a suite of rooms to crash for the evening. While Marina stared daggers at High Mediator Shiyara as she casually flirted with Marcus, not from jealousy, but pure unadulterated spite.
Meanwhile Killer Bill, found himself on a suspicious dock on the way to the bar, where a figure in a trenchcoat whispered: "Pssst, you want a treasure map? 1 silver, the lost treasure of Blood Cove." Obviously some kind of scam, Killer Bill's cat-like curiosity was piqued, and he sprung for the map which traced a trail through the city and marked a treasure with a big red X.
At the Chelish Embassy, Marcus was introduced to Ambassador Treum Moxus. Moxus, a large man, wearing a white suit, and with genteel manners explained the opportunity in front of Marcus. Simply drop observations about other pirate captains and ships, their movements when stopped at an port. The next day there would be payment waiting. It seemed innocent enough so Marcus agreed, some extra cash couldn't hurt.
Girls' night had reached Benbow's Wheel House, and a game of Never-Have-I-Ever. The Mangrove Mango Ale was getting the girls well-soused, and somehow they got it into their heads to jump off the roof of the Benbow's Wheel House. Climbing the water wheel, Delilah, Marina and Aubrey jumped off the roof into the River Vanji. Attracting the attention of a river croc, but a hydroblast from Marina, discouraged its further curiosity. Observing from the entrance the bouncer, let them know it was time to move on.
In Free Trade Square, Killer Bill was enjoying a montage, his cowboy aesthetic getting replaced by a piracy aesthetic. The classic head nods and shakes, and a series of ridiculous hats ended in a bicorne with a rat skull jolly roger and holes for his ears.
Heading back from the Embassy, Marcus was awash in memories, times he'd been hung or caged from the roots of the massive mangrove tree in Blood Cove. He stopped by a garden, to pick some flowers to lay to rest at the sites of his past deaths. When he was approached by Erwyn Harvacus, a druid of the circle attempting to keep the balance between the expanding mangrove, and the civilization of Bloodcove.
"Not many take the time to stop and smell the flowers."
"Just walking down memory lane."
"You're young to be carrying many memories."
"Maybe reminiscing about a past life."
"Good to see you again Jacobus, how many times do you plan to die in Bloodcove my old student?"
Marcus and Erwyn caught up a little about old times, and Erwyn offered Marcus some work, the details of which he would elaborate the next morning. A local retired pirate Captain's son was kidnapped, and there was a handsome reward for his return.
Killer Bill and the crew and the girls' night converged at the Pirate's Hook, a pirate themed tourist bar (at the end of the treasure map). Where one could buy tacky shirts reading "I hunted the treasure of Bloodcove and all I got was this stupid t-shirt." Happy to reunite the party become blurrier and blurrier...
Some time during the night Marina headed out to where the river met the sea, positing prayers to Desna, Besmara and Dajobas (with a small unintentional prayer to Cayden Caillean who hears the prayers of all drunks and partygoers).
The next day the party met up, Marcus implanted with a suggestion of some kind hid that he had agreed to work as a spy for Cheliax, but offered the job provided by the Druid Erwyn.
The party headed back to free trade square, following the scent of coffee they spotted a moai-statue headed Oread named Mo entering a store called Otto's Ocularium, an Aspis sponsored store. There they learned the Aspis Consortium were reaping the lost secrets of Ghol-Gan, magic items called Ocularia found in the tombs of long-dead cyclopes. In conjunction with Umbertine Arms and Armour proprietry ability to create slots, the party was intrigued by the materia system I totally stole from Final Fantasy d20.
The party met with Captain Augur and Erwyn. The Captain had won a fishery in a game of towers, upon inspecting the business with his son he was attacked by the gang occupying the old fishery. His son kept as ransom/leverage. He offered 3,000 gp for the return of his son alive, 2,000 gp for his body if he was already dead, and 1,000 gp to clear the fishery of the gang. Seeing the job as easy money the party headed to the old fishery.
What ensued was a chaotic jumble of encounters, as Flynn climbed the walls, Marcus snuck around the back, and the rest of the party kicked in the door. Within the fishery the party fought Juju Zombies, a very annoyed rogue, three werecrocodiles, a shark, three hungry cayman and Cap'n Chompa the self-proclaimed kingpin of old-docks.
Through gumption, skill and ridiculous action sequences our pirates managed to rescue the boy and earn their reward.

Ozreth |
My Saturday group will continue with our biweekly Return of the Runelords campaign.
I'm playing a Sorc4/Cleric3/MysticTheurge2. Yo, you heard correctly that I like spells.
Might make it up to 10th level tonight, but I kinda doubt it. I'll be ready to level, just in case.
Does your group level mid-session?

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Arkat wrote:Does your group level mid-session?My Saturday group will continue with our biweekly Return of the Runelords campaign.
I'm playing a Sorc4/Cleric3/MysticTheurge2. Yo, you heard correctly that I like spells.
Might make it up to 10th level tonight, but I kinda doubt it. I'll be ready to level, just in case.
Sometimes, yes.
BTW, my Sunday group finished the Dragon's Demand off-game. My rogue was the only character that failed his Will save against the dragon's frightful presence. For the rest of the fight he was Shaken and had -2 to everything.
He couldn't fly or levitate, so he was reduced to trying to hit the dragon with his +1 to STR composite shortbow. He did have some +1 Dragonbane arrows, so he spent the fight just trying to hit the dragon with those. He also had the Arrow of Dragonslaying but I rolled a 2 and missed horribly with it.
He missed several other times but hit once early to take out one of the dragon's mirror images. After that he wasn't really contributing until the round when the dragon finally lost all his images.
My rogue rolled two 17s on his attack rolls (a regular attack and a Hasted attack) and actually hit the dragon twice with two dragonbane arrows. Those two hits did like 35 points total of damage so he actually did contribute to our party's success.
Our characters were made Taldan knights and were given the "Dragonslayer" epithet.
Sir Kavian Kanani the Dragonslayer!
Our GM said he might run another module that takes place not far from where The Dragon's Demand took place. He said we'd be like 14th level, and also that there was another dragon in that adventure. I'm looking forward to it.

Warped Savant |

I ran the group through "Destiny of the Sands, Part 2: Race to Seeker's Folly" yesterday (I removed Part 1, as it felt like a scenario of fetch-quests to introduce the PCs to Torch and since Torch isn't adversarial in my campaign I felt like it didn't add anything to the story.)
I used a horde of zombies, which was a lot of fun for the group, the cursed items made them wary of everything, the Scarab Sage Faction PC (previously Osirion Faction) LOVED it all, realized near the end that something terrible happened to the person that caused the haunt in the obelisk to manifest and gave a prayer to Pharasma for the lost soul. With that I decided to weaken the Allip at the end.
Finding out what happened to Torch's team went over really well, and they're now on the way to finding the Diamond Sage with the shards of the Ruby Sage Jewel.
Since they found the documentation on how to repair and create new Sage Jewels I'm fully planning on allowing them to fix the Ruby Jewel and start to use it. (Which means I'm going to have to change Beacon Below a little bit... I figure the Amethyst sage changed the way to open the portal and that specifically the Amethyst Sage Jewel, or a close enough forgery, will be required.)
There's only 6 sessions left and the system I'm using is designed for campaigns to only be 6-8 sessions I'm going to see if I can run it even more closely to how the system is designed, and with each of the upcoming scenarios leading from one directly into the next it should be pretty easy and I'm quite looking forward to it!

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This weekend we continued racing towards the completion of "Return of the Runelords". Continued working through Book 6 and started fixing paradoxes (I'll keep it vague to avoid spoilers).
I will say I'm a bit surprised by the lethality of this campaign. We've had 8 character deaths so far... and that's not counting "save from death" boons. That's second only to our non-mythic "Wrath of the Righteous" campaign which had a whopping 14 deaths... though those deaths were all avoided by Hero Points.
Just something to consider for others considering this AP. Otherwise, it's a fantastic adventure and story! Absolutely loving it!

Tim Emrick |

In my group's Torch/Shadow Lodge campaign, we're 12th level, have finished "Betrayal in the Bones," and are starting the campaign's capstone adventure, "Passing the Torch," tonight.
There's been some talk of our group doing a "hard mode" campaign after this--all the most challenging, lethal adventures ever released for PFS 1E--but I'm finding myself underenthused by the idea. I think I'd rather just have my Tuesday nights back to rest and relax.