Update me on the status of your PF1 campaign!


Pathfinder First Edition General Discussion

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Warped Savant wrote:

Any favourite moments / modules worth mentioning?

(How many games are you in?)

(I'll try to answer your first question when I have time to look over the list of adventures we played and jog my memory a little.)

My gaming schedule looks like this:

- Tuesday evenings (monthly, online): Starfinder Society 1E. (This will include some 2E starting next month.)
- Tuesday evenings (other weeks, online): The round-robin PFS 1E group (now on hiatus).

- Wednesday evenings (weekly, in person at FLGS): Alternating PFS 2E and SFS 1E. (I GM most of the SFS.) We did some of the SF 2E playtest there, and will be adding 2E to the rotation at some point.

- Saturday afternoons (once or twice a month, online): My friend's homebrew PF 1E "Shards" campaign that I've mentioned here before.

- Saturday evenings (most weeks, in person): This is my main home group, consisting of me, my wife and kids, our two best friends and (sometimes) their kid, and sometimes one other friend whose schedule is more irregular. We recently completed the SFS 2E playtest adventures, and now hope to get back to Sky King's Tomb to finish Book 2 before the GM (my eldest) starts his fall college classes. (He commutes from home, but will have much less free time then.) I've also been running the SFS 1E Scoured Stars AP on weeks when our irregular player isn't available; hopefully we can resume that soon, too (next up is Chapter 6 of 12).

- Sunday afternoons (usually twice a month, in person at local libraries): PFS 2E.

- Irregular (usually once every month or two, online): A highly-alternate Buffyverse game that I've been playing in for 20+ years. We started with the Buffy/Angel Unisystem rules, but changed to modified Fate rules when we started up again a few years ago after a long hiatus, and now we're trying out a couple different systems for our new "next-gen" campaign in the same setting. (There is also some PBP role-playing in between live sessions.)

- And I'm currently in two PBP games on the Paizo boards (a PF2 module, and a SFS 1E 4-scenario arc), but I plan to take a long break from PBP when these finally wrap up.

That's kind of insane, written out like that, isn't it. I blame my wife for some of it; she's a V.C., so it's her job to promote Paizo OP. But you can see why I might want one of those days free again!

Silver Crusade

Pathfinder Lost Omens, Maps, Pathfinder Accessories Subscriber

SHNIKES!


Tim Emrick wrote:
My gaming schedule looks like this:

That's roughly 16 sessions a month! (not including the PBP games)

If I were strictly a player I could maybe, maybe pull that off, but if I were GMing a weekly game, not a chance!


Our DM is on a road trip with his family for several weeks. So we are not gaming for a while.


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Just started Chapter Four of Second Darkness. I know it receives a lot of criticism, but we're all really enjoying it so far!


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If you're enjoying it, that's what matters! :-)


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GM Jhaeman wrote:
Just started Chapter Four of Second Darkness. I know it receives a lot of criticism, but we're all really enjoying it so far!

only #5 of 6 got panned in the reviews. Basically a classic PCs between the elves and drow, so a popular carryover theme from the OGL. Powergamers always drooled at the chance to play a drow with SR and SLAs... Early PF1 focused on the martial aspect of railroad adventures so having "intrigue" would immediately detract a star from the player expectations at the time.

I think a good GM always has to tailor what he has at hand (adventure outlines/framework) to his taste and style.
===

Tim is still free 14 or so days a month ;^)


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From the unauthorized annals of Viktor de Artois/Rehnskoeldson (wrath of the righteous, currently in early act 3)

diary outtakes:

Current:

After taking Drezen, we performed some very aggressive scouting missions, although in a more Gorumite then Galtean manner. Some type of Fane? We have scouted it, now it is a crater.

We figured out who did some of the raiding on our supply lines. Kellid who stayed in the worldwound, unlike my clan which became a private military company working mostly for Galt. Well, I invoked the trial of equals, 2 enter 1 leaves. Guess what, I f~@*ing won. Was closer then expected though, but that sone of a dretch Nightmaref~#* or whatever is name was is dead. Remaining wintersuns, + Mahrevoks per ice drake swore fealty to me. Some of my crusaders were apparently unaware I was Kellid.


From the absolutely secret diary of Cyndane, heroine of the Caer Bryr

trigger warning is kind of evil way of the wicked:

Overview over command squad:
Myself, "Cyndane", Iraeni Bloodrager, pledged to Nocticula, also pacted by Asmodean individual "Adrastus Thorn" due to life saving exfiltration services rendered.

Eclipse, half drow, shadow mage, sadly pledged to Mahatallah not Lady Nocticula, but I am working on that.

Kevan, son of Eclipse, bard. Possible romantic interest, but risk of getting phantasmal killed by Eclipse.

Blackstone, Dhampir, Antipaladin of Asmodeus. Ambitions of vampirism. Military professional. My personal assessment of him is that displaying competence and valor is best in increasing his esteem of me. Utterly uninterested in anything about sensuality or romance. Almost a pity, as he is quite fetching.

Jerrick, Dhampir, Cleric of Asmodeus, Blackstones twin brother.
A lot less aggressive then Blackstone. Provides clerical services. Have to commend him for doing so without any favoritism or nepotism involved.

Leo: Warpriest of Dispater. Ranged combatant. Talks little, kills much.
Kills more then me and Blackstone even.

Grumblejack: Half Ogre half fiend (Daemon) Bloodrager in my employ. I have succeeded in mostly civilizing him. He can now sing, quite adequately, in Abyssal, infernal and celestial.

troops: 100 *professional* bugbears, 15 *less professional* bugbears, 100 Duergar, 12 Vampire spawn, 3 Nightmares

Today minus 4 days

After performing reconaissance in person, it is hilarious how trustfull Mithrans are of aasimar like me, even though the mistresses had my bloodline bred for purpose, as infiltrators, we determined an effective angle, place and timing of the attack.

Air dropped via Grumblejack on the Top gate, preventing access to the laughably inefficient communications and warning system the Mithrans had. Only serious opposition were 2 clay golems.

Immidiate aftermath

Got our troops though the gate, and into the fields beyond it. Instructed some human auxillaries to don Mithran uniforms and engage in fake battles with some of our Duergar auxillaries. Goal is to compell Mithran reinforcements to rush in piecemal.

Plot worked really well, defeated various Mithran formations in detail, inflicting a roughly 6:1 casulty ratio. Things were a bit tight against their flying cavalry charge, but Nocticula and Mahatala blessed us with cunningly used web and fog spells. Bugbear troops now call the knights of Alerion "Griffon wing delivery service".

I displayed some tactical innovation by grabbing a nessian warhound attached to us, moving it rapidly in position and useing it as a handheld flamethrower.
Being a bloodrager is great, praise Nocticula.

Sacked the town, taking prisoners. As is my tradition, prisoners are to be indoctrinated and enthralled, praise she in shadows. And they truely should, what is happening to the prisoner portion alloted to the bugbears is... worse.

Next day

Interrogation, report based on my end, revealed that remaining sources of possible resistance and a likely Phoenix, plausibly attended to by one of more other celestials, and then Ara Mathra in his cathedral, which in turn is protected by a maze like structure.

Set out via captured boat to the Phoenix lair.

Succesfully *scouted* the Phoenix, twice. Now it is a crater. Two craters technically. Also, am on fire but diary is fireproof.

Proceeding to scout gardens of serenity.

Next day

Gardens had unusual adversaries. I didnt have redeemed Minotaurs, likely once Labyrinth Minotaurs of Baphomet as their faded sigils were unlikely to signify asmodean allegiance, on my list of expected enemies. Certainly not redeemed Minotaurs blasting good aligned magic and capable of casting maze.

Grumblejack got maze-dueled by one but he prevailed, praise she in shadows.

Oh, our Antipaladin nearly got killed by lightning bolts from a flock of Kirin whom he wished to harvest. They tried to do this to me, but praise mirror image.

The Cathedral stands before us.

Immidiate resistance was significant, although Leos tendency to murder people while I or Blackstone distract them has been highly effective.
I have tried bluffing casting "Summon mythic missle massacre", in order to make attribution of the massive number of arrows Leo shoots out difficult and refocus attention on me (in my estimation my durability exceeds that of leo by a sizeable margin) but the angels and Azata were not as easily bluffed.

We did prevail, obtaining evidence that the Mithrans seek to employ the aid of Elysium. Azatas can make very flexible and formidable foes, and are far less predictable then the very easily anticipated Mithran tactics of *I CAST FIREBALL* and *Line up in orderly formations!*.

With a beachhed secured, we plan to proceed with the sacking. Likely the massive flame wall has to be disabled somehow.


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Pathfinder Roleplaying Game Charter Superscriber

Made our way up the Storval Stairs on our way to locate the stone giant army. Some random encounters on the way helped break up the monotony of ogres and giants been seeing for a while now. An earth elemental really frustrated the rogue, what with the immunity to sneak attack, but the casters made up for it with fire and lightning.

The stairs themselves proved challenging because of the difficulty of climbing the stairs themselves. The slow moving dwarf fighter struggled to be a factor at all, taking a long time to get into melee range. Most of the party had good luck dodging the boulders rolling down the stairs, however, and eventually the party made it to the top.


Still on a break. I haven't even thought about continuing the game. I was more burned out than I thought. At this rate I doubt we'll finish the game this year


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Long time no post, so here some updates:

Dragon's Demand:
We swapped it up, my players had an epic fight against Aeteperax, with a hefty crit, plus flametongue and a high roll on sneak attack sealing the dragons fate. He tried to get some distance but the fly buffed bloodrager/fighter gave chase an finished the fight, saving belhaim from impending doom.

Homebrew Game:
We'll finally play again next week, after over a year. We'll finally wrap up the open story arc and then I'll discuss with my remaining players how We'll go on from there.

Rise of the Runelords (Online):
My group finished the Nualia/Thistletop Plotline. While it was fun, I early noticed that some players just didn't fully get into PF1, which I someway expected. We decided to let it end here and switch to something else. We'll probably try out Savage Worlds, with a homebrew campaign, based on Weird West Deadlands.

Strange Aeons:
New game, as a follow up for the finished Dragon's Demand game. I'll get to be a player here (first time in pathfinder) and am more than happy about it. I look forward to see how my Cartomancer Witch will deal with the cosmic horrors she'll eventually face.

The Exchange

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Skull & Shackles - More homebrew Dungeon Plundering:

-- July 2026--
The pirates descended into the fort, where they fought Marsh Giants, their dinosaur pets, the prophecy haunted allips of ancient Ghol-Gan, some aberrations, and Pappy Clops, the self-styled inheritor of the Ghol-Gan empire.
Eventually finding a hidden chamber where some ancient artifacts and ocularia were hidden. Aubrey unwittingly triggered the collapse and flooding of the Fort, and our pirates had to run with whatever they could grab.
Taking some time to rest, recover, identify items and dry themselves off, our pirates returned to the beach they first landed on, where the crab they fought when they first reached the island rose again as an Exoskeletal monstrosity, and an ambush of Sahuagin awaited them. Taking a few hits in the process, our plundering pirates defeated the ambush, and found an unusual unholy symbol of Dajobas with a rare ocularium inside (Enemy Skill).
Upon returning to the ship the party learned the ship also repelled a raiding party of Sahuagin, but did not realise the attack was a distraction to liberate their prisoner Isabelle Locke is free again!


Been on a bit of a break over the past couple of weeks due to holidays and other factors, but we're back to Curse of the Crimson Throne tomorrow, and hopefully Savage Tide on Sunday.

Grand Lodge

I ran The Confirmation for our new PFS player! Now we can get into some of the other scenarios that Cyzzane and my crew missed out on.


The crew are investigating about a theft on behalf of their hosts. They were able to rule out some suspects and got a good lead from some street urchins.

Unintentional highlight of the session: as part of the planning, they discussed splitting into pairs. They then discarded that option after realizing, in character, that there were only 3 of them. GM calls for INT rolls - all four rolls are below 5. Players then realize their mistake, but GM clarifies that each character can clearly see and easily count only 3 party members around them. A lack of mirrors dooms their pair-splitting plan.


The adventures of Moe, Larry, and Shemp. Time to prep the luncheon buffet...


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

Still doing three (or in total four) 1E campaigns.

Strange Aeons: I am playing my favorite character of the lot, Doctor Ogol, a chaotic neutral elf Alchemist (think Doctor Insano from the Spoony Experiment). The GM is a first-time Pathfinder GM and has modified a good lot of the campaign, which turns out under him is very combat heavy and RP-lite. He seems to see the horror element in beating up the party with stacked encounters. We are currently still in the early stages of module three.

Iron Gods: Also in module three and, aside from the technological aspect, a pretty much standard Pathfinder campaign in terms of combat and roleplay. The technological items are really underwhelming so far and my character, a lawful good Monk named Lucien Kell, can't use them anyway. But it's pretty fun. :)

Ironfang Invasion: Currently on hold, I am playing a Sylvan Sorcerer named Barnabas Khaine with his lynx companion Mauler. We finished the second module and have now begun the first module of Hell's Rebels, where I am the GM. We'll return to the campaign after I finish the first module of that campaign. The story is good, but the lack of opportunities to sell equipment and get something appropiate for ones character is grating at this point.

Hell's Rebels: We have just begun this adventure path where I am the GM. I started with a prologue where I detailed what happened to the characters in the Night of Ashes. And we will just this coming Friday finish the official "prologue", i.e. the part where the players are on a set path of fixed encounters and now the sandbox of the city will open. I got some of the official stuff planned to pop up soon enough and I will also add some character specific events. Also, we'll see what the players come up by themselves. The rebellion system is running in the background for this campaign, since in my first Hell's Rebels campaign the other group found it to be too mechanic and this group decided before starting the campaign to focus more on the story and character stories. In any case, the prep time for the next sessions after the one coming next week will increase dramatically, but since I put in a lot of time to prep in the year before, it all should be pretty manageable.

I am also running every second week a 2E Abomination Vaults campaign, going into Fists of the Ruby Phoenix some day, where we are just finishing the first module in one week. And one day, when the Strange Aeons campaign is done, I'll start with a 2E Return of the Runelords conversion. Really looking forward to that!

Dark Archive

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After 44 sessions, finished up my Age of Worms, Pathfinder conversion campaign this weekend. It ended with a whimper not a bang with Kyuss going down like a chump. Oh well.
I'll take a second to congratulate our group on our 14th adventure path completed. Been playing every Sunday for 20 years now. Some of the faces have changed, but it's been a good group of guys and gals. Cheers!


Jenner2057 wrote:
I'll take a second to congratulate our group on our 14th adventure path completed. Been playing every Sunday for 20 years now. Some of the faces have changed, but it's been a good group of guys and gals. Cheers!

That's really impressive!

Which APs have you lot played through?
And what's next? :D

Dark Archive

Warped Savant wrote:
That's really impressive!

Thank you very much!

Warped Savant wrote:

Which APs have you lot played through?

And what's next? :D

Here's what we've done...

spoiler for length:

APs Played:
DNF (2006): Path of Ashardalon (D&D 3.5) – Player to end of book 3 (of 8). Ended due to DM military deployment
DNF (2007): Age of Worms (D&D 3.5) – DM to end of book 9 (of 12). Ended due to players’ military deployment.
DNF (2008): Rise of the Runelords (D&D 3.5) - Player to mid book 2. Ended due to DM military deployment
#1 (2009). Curse of the Crimson Throne (using PF Beta) (Player)
DNF (2009): Second Darkness (using PF Beta) - Player to book 5. Horrible "Memory of Darkness" ended campaign
DNF (2010): Council of Thieves - Player to end of book 5. Campaign ended due to TPK
#2 (2013): Serpent's Skull (DM)
#3 (2014): Kingmaker (Player)
#4 (2014): Skull & Shackles (Player)
#5 (2015): Shattered Star* (Player)
#6 (2016): Reign of Winter** (DM)
#7 (2017): Giantslayer*** (Player)
#8 (2018): Iron Gods (Player)
#9 (2019): Carrion Crown (DM)
#10 (2022): Ruins of Azlant (Player)
#11 (2023): Wrath of the Righteous (non-mythic conversion) (DM)
#12 (2023): Ironfang Invasion (Player)
#13 (2025): Return of the Runelords (Player)
#14 (2025): Age of Worms (PF conversion) (DM)

DNF: did not finish
Year is the year the campaign ended
* With a greatly shortened Book 6 due to DM moving and leaving the group but still wanting to finish the AP
** With a shortened Book 6. Only did one of the demiplanes then jumped to the final demiplane and finale
*** With a shortened Book 5. DM changed this up to only hit the main encounters to move to the final book.

And as for what's next, this weekend we start Hell's Rebels where I get a break back to the player side and then I have Strange Aeons ready to go after.

As evident from the years completed above, we usually try to have two APs running at once. That way we can do 2 books from one and then give the DM a break by switching to another AP where we'll do 2 books. If your group can, I highly recommend taking turns like that. It really helps to keep any one person from getting burnt out. But we're blessed to have 3 DMs that can round-robin like that.


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From the unauthorized annals of Viktor de Artois/Rehnskoeldson (wrath of the righteous, currently in early act 3)

more annals:

Someone tried to contact me via dream message? And then someone else tried to mess with my mind from that dream. No idea if it was a Hag or some Paijanai dreamslayer weirdo, but I think I got a good idea where that dream message came from.

Cryptic message from I think Callistria to be careful about my lovelife? What lovelife? If my success keeps escalating, I will be in the single digits of Deskaris and Baphomets personal shitlists by the end of the year, far too risky to get attached to anyone! They would just get murdered or abducted!

Like, seriously, I think I am approaching a triple digit demon killcount

One of our number got semi abducted/semi went with a drow I guess? Yes, I know, there are no drow, no reason to sick your winter council at me Kyonin. Or actually, try to do that, your assassins will probably get tangled up in demons. But ye, we are down our ranger, her animal companions are really confused.

We are in process of *scouting* the dream location, after having failed to do a teleport assault on our ranger friends likely location, apparently they got forbiddance or such up and running. There are definitly some friendly forces in the dream location, took out some grimslakes and try to prepare to ambush the location of their possible leader. Lets see if its a hag or a Paijanai.


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Jenner2057 wrote:

Here's what we've done...

** spoiler omitted **

That's a pretty solid list of APs to go through! I've ran about a 1/3 of them, and read through another 1/3 with serious thoughts of running them.

Jenner2057 wrote:
And as for what's next, this weekend we start Hell's Rebels where I get a break back to the player side and then I have Strange Aeons ready to go after.

Hell's Rebels = hands-down my favourite AP that I've run.

Strange Aeons = I wish I could've run this one, and the first book is one of the best I've read.

Best of luck for both of those campaigns! I hope you enjoy them.

Dark Archive

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Warped Savant wrote:
Hell's Rebels = hands-down my favourite AP that I've run.

Fantastic! Glad to hear that! It seems to be quite high on most folks' lists so I'm anxious to get to play in it!

Warped Savant wrote:
Strange Aeons = I wish I could've run this one, and the first book is one of the best I've read.

I've prep'ed all six books and it has its highs and lows. I'm working on tightening some of the connections and coming up with extra motivations.

Really what it comes down to is my wife (one of our players) finished "The Complete Works of Lovecraft" and wanted to play this AP next. So I was on the hook no matter what! :)
But I'm convinced any campaign can be a fun one with good players! I look forward to running it.

Warped Savant wrote:
Best of luck for both of those campaigns! I hope you enjoy them.

Thank you sir! I love this thread and will continue to try to report back semi regularly. Cheers!! <salute!>

The Exchange

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More Skull & Shackles Raiders of the Fever Sea, getting back on the AP:

Our heroes travelled to Little Oppara to sell loot, upgrade their ship, do some shopping before resuming the hunt for Isabella Locke.
Aubrey and Marina discovered the consequences of the heat they built up by consistently f$@~ing with the Aspis Consortium, Aubrey talked her way out of trouble, while Marina lived up to the reputation of the Defiant by refusing to talk and getting her ass beat for her trouble. Aubrey picked up a couple of leads on some Aspis ships to steal from.
The party installed some crafting stations into their ship to continue crafting, and negotiated a new contract with the crew.

They spread rumours to fellow pirate Merril Pegsworthy, and around the bars at Little Oppara, increasing their Infamy to Despicable! They also took on a friendly bet with Captain Pegsworthy, and conspired to rob The Hale and Harty together. Captain Pegsworthy mentioned that Captain Harrigan was angling for a seat on the Captain's Council. He mentioned Captain Tessa Fairwind wasn't happy with the direction of the Shackles in recent years, and was organising likeminded pirates looking to abolish the slave-trade in the region, and do something about plundering of the local islands for foreign interests. He recommended Captain Aselia earn her letter of Marque from the Hurricane King sooner rather than later, and perhaps visit Quent on their way to Port Peril to have a talk with a like-minded pirate of Tessa Fairwind's kind.

The next day Aubrey and Flynn booked disguises and passage on the Hale and Harty as passengers. Their plan was to infiltrate the ship, get an idea of what plunder was hidden aboard and perhaps sabotage one of the two gunships escorting the H&H (the Hewford and Dewford).

Meanwhile the Defiant and Bonaventure headed out to the straits between Motaku Isle and Besmara's Throne to get ready to ambush the convoy.
While aboard the ship Aubrey and Flynn (disguised as Eugene, a naive, wipmy, humble naturalist with a curiousity for the plantlife of the Shackles) had dinner with the Captain, an entitled and foppish dandy with a complicated relationship to the cantankerous ships Doctor Abode, and a command crew consisting of a by-the-book Tengu named Samrow Seaspirit, and a rough and tumble Boatswain named Demang.

The night before the ambush, Aubrey and Flynn dimension door'd invisibly onto the rearward gunship (the Dewford), and set to the powder room (a famously good plan that has never once gone wrong). The pair of them tried to take the Quartermaster out before he could raise the alarm, but the hold person spell failed to paralyse the mariner, and Flynn couldn't quite finish the job before the alarm was raised.

Flynn set about making himself a masked distraction, while Aubrey invisibly filled a bag of holding with as much powder as she could before heading down to the bilge to set the explosive against the hull.

As more sailors realised they were under sabotage the situation got more and more complicated, hoping to use Black Tentacles to disguise the ship's sabotage as a seamonster attack, her greater invisibility failed at the worst possible moment (using Luck to determine when a short term spell fails while running about outside of a strict combat scenario is fun).

Cutting her losses, Aubrey leapt off the ship and used her spirit-granted power to run across the stretch of water back to the Hale & Harty, and make it clear she was aboard the ship and definitely not responsible for the strange explosion she heard in the background.

With the Dewford sinking, the Captain was awoken and he ordered the anchors dropped and a rescue operation mounted for survivors. Aubrey considered for a long moment whether she should race back and make sure every possible witness was dead. But with the attack due at Sunrise, realised it was unlikely to matter anyway and set about invisibly plundering the Captain's quarters for his magical loot and art.

Flynn had already teleported back to the Hale & Harty having set off the explosion (and hiding some fresh bullet holes he'd taken from the merchant marines for his troubles). He changed back to his Eugene disguise and made a spectacle of himself to help with the alibi.

As the sun rose, the Defiant and the Bonaventure arrived ready to attack. The Defiant focused on capturing the remaining gunship (the Hewford), and with three ships were able to surround the Hale & Harty and secure a quick surrender.

For their trouble the party earned 9 out of the 14 points of loot, and with a couple of Delilah's skeleton crew spells were able to send the Dewford off to get squibbed, a gunship would make a useful addition to the Defiant fleet.

Heavy with plunder, the Defiant decided to finish the Sahuagin issue once and for all, and headed to Mancatcher cove.

A relatively mild bit of weather and fair winds saw their way there. Flynn utilized his new familiar to note that the Thresher was waiting in ambush.

The Defiant command crew decided to split, half the party led by acting Captain Killer Bill ("Meowdy"), would hunt down the Thresher, the rest would seek out the Sahuagin tribe and see to it their Chieftain would end his campaign of harrassment once and for all.

The Defiant chased down the Thresher, and though they came close to sinking her, she managed to close within ramming range and tangled together a boarding party began.
Early was quickly entangled in a duel with the first mate Knuckles Grype. Delilah utilized Bone Walls to control the flow of battle, Jolly Roger slayed Thresher crew left and right, Marcus summoned lightning bolts down at enemies and Killer Bill summoned Anima to horrifying effect.

A flying Isabella Locke retaliated with Lightning and Aqueous Orbs of her own. Though there were some close calls, the fight came out in the favour of the Defiant, prompting Isabella to dive beneath the ocean, likely a third round will determine final victory in this clash.

Next Episode: The Secret of Mancatcher Cove


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Jenner2057 wrote:
Warped Savant wrote:
Strange Aeons = I wish I could've run this one, and the first book is one of the best I've read.

I've prep'ed all six books and it has its highs and lows. I'm working on tightening some of the connections and coming up with extra motivations.

Really what it comes down to is my wife (one of our players) finished "The Complete Works of Lovecraft" and wanted to play this AP next. So I was on the hook no matter what! :)
But I'm convinced any campaign can be a fun one with good players! I look forward to running it.

I'm a long-time Lovecraft fan, and fascinated by Robert Chambers' King in Yellow stories, so this is one AP that I would have liked to try running at some point. I own the first book, and am very intrigued about what I've read about the later parts. But two members of my home group were in an abortive Strange Aeons campaign that didn't finish book 1, and the adventure proved very frustrating for them, so I doubt I could ever get a run of my own off the ground (especially now that we play very little PF1 anymore).


Just finished the Elvanna battle. She went down when hit by three straight hits by a fighter and rogue totaling 300 points of damage.


Arssanguinus wrote:
Just finished the Elvanna battle. She went down when hit by three straight hits by a fighter and rogue totaling 300 points of damage.

Oof... she should've cast "Unwilling Shield" on the rogue earlier :)

I was so relieved when the Kineticist failed that save...


Warped Savant wrote:
Arssanguinus wrote:
Just finished the Elvanna battle. She went down when hit by three straight hits by a fighter and rogue totaling 300 points of damage.

Oof... she should've cast "Unwilling Shield" on the rogue earlier :)

I was so relieved when the Kineticist failed that save...

I will just say my winter witch was heavily focused on dispel and being Elvana’s antiparticle for the combat.


From the unauthorized annals of Viktor de Artois/Rehnskoeldson (wrath of the righteous, currently in middle of act 3)

middle act 3:

So, I found out who was sending me messages. A Succubus. Who worships Desna. Yeah, right. That is totally a thing. Although her credentials were fairly impressive, and she incidently saved my live once while I was still a mercenary. I think she is Nocticulan, and has self suggestioned herself into redemption or something to be like that, in an epic long term infiltration plot.

Buut, like, I do have a working knowledge of demon politics, and Nocticula does expand her realm by killing other demonlords, not so much by invading other worlds. In addition, demonlords she kills become real estate, which take on some traits of the demonlord killed. Is it possible she wants to murder Baphomet? Like, its plausible that a midnight isle of Baphomet could move, perhaps even between the planes. And her killing Baphomet is a lot less dead Golarionani soldiers then a mortal army invading his place...

Now, lets think clearly, how do I incentivize the big boned bad b@@&$ to murder the old goaty boi hmmmm...

So, I am just going to run with "the Bug buggerers and goat groomers are stealing Nocticulas Nahyndrian crystals. Like, I dont f#++ing know if they are sourcing them from the rifts of repose or the midnight isles, I personally find the latter more plausible, or if there is some other soruce, but lets give her a great casus belli.

And probably also humiliate especially Baphomet to the max. Nocticula is more powerful then he is, and there are likely balancing coalitions which could form if she just murders him. But if the goat is seen as pathethic and humiliated by mere mortals, her hands will be fairly free.

Grand Lodge

Arssanguinus wrote:
Warped Savant wrote:
Arssanguinus wrote:
Just finished the Elvanna battle. She went down when hit by three straight hits by a fighter and rogue totaling 300 points of damage.

Oof... she should've cast "Unwilling Shield" on the rogue earlier :)

I was so relieved when the Kineticist failed that save...

I will just say my winter witch was heavily focused on dispel and being Elvana’s antiparticle for the combat.

My winter oracle did that with Source Severance against arcane spells, but I can see how your witch wouldn’t be able to do that.


TriOmegaZero wrote:
Arssanguinus wrote:
Warped Savant wrote:
Arssanguinus wrote:
Just finished the Elvanna battle. She went down when hit by three straight hits by a fighter and rogue totaling 300 points of damage.

Oof... she should've cast "Unwilling Shield" on the rogue earlier :)

I was so relieved when the Kineticist failed that save...

I will just say my winter witch was heavily focused on dispel and being Elvana’s antiparticle for the combat.
My winter oracle did that with Source Severance against arcane spells, but I can see how your witch wouldn’t be able to do that.

It worked in this case. Locking her stuff down a bit let the others clean up the riffraff then take on her.

Grand Lodge

There was a lot of bonking with a mace in between the party witch slinging spells when she moved away from my oracle.


TriOmegaZero wrote:
There was a lot of bonking with a mace in between the party witch slinging spells when she moved away from my oracle.

kept negating her stuff and the fighter and rogue bracketed the now grounded elvanna(greater dispelling) and walked on her.


Arssanguinus wrote:
I will just say my winter witch was heavily focused on dispel and being Elvana’s antiparticle for the combat.

Ah, that makes sense!

The group I ran it for didn't have a way to dispel it. :)

Which, honestly, lead to one of the best combats we've ever had.


Did anyone else in hells rebels had a character writing an intentionally trashy fanfic about one "Tharzilai Bhrune" and his tragic romance with an Erinye Para-countress name "Ilratha"?

There was a pro chelish newspaper, and one player cunningly bullshitted her way into the romance department in order to further irritate thrune.


Liliyashanina wrote:
Did anyone else in hells rebels had a character writing an intentionally trashy fanfic about ...

that's the 'I can't believe it's like butter' offense


The muppets no longer on Treasure Island have been courted by every dodgy group in Sargava to get their support in Serpent’s Skull book 2. In the end we went with

Spoiler:
the Red Mantis because they seemed less evil/racist/annoying than the other groups.


Our group has only played once in the past few months for various reasons. I hope we get to game this coming Sunday.

Scarab Sages

My Saturday group just finished Book 4 of the Return of the Runelords AP tonight.

I still don't see how Xanderghul comes back from that.

The Exchange

Skull and Shackles - Mancatcher Cove AKA The Adventures of Aqua Team Plunder Force:

Rewards Summary
XP: 8640 [8940 to next level]
AP: 864
Plunder: 2

Summary
While the Defiant battled the thresher, our subaquatic team (I have dubbed Aqua Team Plunder Force) deciphered the clues on their copy of Isabella's body Map.

Travelling aquatically through the archepelago, our party used stealth and fortune to avoid the detection of sahuagin shark rider patrols.
As they reached the basin of the cove, they spotted a village of warriors and raiders. Thinking the better of fighting their way through to the chieftain, they decided to try their luck with an alternative entrance by using their copy of Locke's map.
Working together to decipher the clues on the map, the party realised that they had already missed the dawn window to find the hidden cave entrance. However Marina and Captain Aselia came up with a briliant plan to create a false dawn with a daylight spell cast from just the right spot. As seasoned navigators and sailors they were able to determine the direction of sunrise.

Captain Aselia and Aubrey headed up the cliff face to cast the sunlight. While Marina and Flynn were needed to spot the hidden skull in the cliff face from the right vantage point.
The unusual feature of the cove was the vine canopy that crossed the top of the cove, crisscrossing the entire basin with shadows. Trapped within the vines, a new sailor with a vendetta against the Thresher and her captain, a dockside brawler by the name of Eegruush Smashworth.

Eegrush watched curiously as our pirates sought the lost treasure, it was clear they weren't associated with the Thresher, or else they would have arrived (besides the distant sounds of cannon-fire made it likely the Thresher was busy in combat). Straining his mighty thews he busted through the vines enwrapping him and fell. Drawing the attention of the Canopy Creeper that lurked above the cove.

What followed was a combination of combat and treasure hunt as Flynn, Marina and Eegruush fought a hungry canopy creeper, while Marina and the Captain found the skull in the cliff face and the entrance to Captain Wolfe's Treasure (plus a backdoor into the chieftain's subaquatic palace caverns).

After a brief but intense battle, our intrepid pirates headed into the caverns. Within they took out a half-dozen Sahuagin guards.
Found Isabella Locke, her garden of Xtabays and her pet Sea Cat for one last duel. Flynn took out the Sea Cat, Marina finished the Xtabay's with a quick area effect blast and Aselia tolled the Death Knell of Isabella Locke once and for all. Isabella's room had some interesting loot, including the pickled head of the pirate that gave her the tattos she wore. And a poster for an engagement gala in Port Shaw for the Aspis Captain Elder and his bride Zephyr of the 4-Winds with a date 8 weeks from now, and the words "The night of the blood moon" with a devil face scribbled in red ink on the back.

Continuing through the caverns, the party rescued a Locathah Matriarch (Loquana) and her clutch of eggs, interrupted a feeding frenzy, killed a Sahuagin Matriarch, and her guards emptied the Hammerhead Stable and fought a Piranha Troop of Sahuagin.

During the fight Flynn spotted a secret door, opening to reveal a salt mummified sailor chained to an anchor, the vile thing sent a wave of despair from its body.

Find out what happens next month!


I am not currently running any PF1 campaigns, and the one I thought be starting soon (Iron Gods) got pushed back a bit. But I will still talk about the two (soon to be three) PF1 campaigns I am playing in:

On Sunday night, we wrapped up chapter 8 of Savage Tide rather abruptly: In the final "dungeon" we managed to go straight to the one encounter that could give us the info we needed, gained said info, and left. We had been alternating Savage Tide with my PoA game, but we finished that, so another player is stepping up and running Strange Aeons starting this coming Sunday.

On Thursdays, we are continuing with Curse of the Crimson Throne, exploring Scarwall. Without getting spoilery, that's an interesting place!


It's been several months since I last posted about my friend Dave's "sparks" campaign, so it's time to catch y'all up a bit.

* Deep in the druid forest, we discovered a gate to another world, where we encountered a Titan who was chained to a mountainside. He offered information if we would drive off the giant eagle that attacks him every dawn, even just for one day. [Prometheus is unknown in the PCs' world, and he only ever called himself "Firebringer."] We helped him, and learned how to destroy the gate (which was interfering with the existing magical site it had been attached to), and received a few other oracular answers. We also fought some large beasts that had drunk from blood flowing from the Titan's wounds, and discovered that the blood had magical powers. Among other things, consuming or otherwise being exposed to the blood makes it easier to resist the effects of acquiring more "sparks."

* When the gate's power was broken, it produced some sparks of unusual size and power. The PCs tried to be smart about containing this power, by timing their approach so that they all touch the "sparks at the same time, and split the power between them rather then one person risking taking it all in. Miraculously, this worked, and all 5 PCs survived the ordeal.

* We eliminated the new head druid, a werewolf who had taken over the Preserve by bloody conquest, and his chief lieutenants. The rebel druid who had begged our help now needs to learn the ritual to become the new head druid. Our cleric petitioned one of Sarenrae's servitors for knowledge of that ritual, so that our new friend could start preparing for it.

* One of the former kingdoms who had been subjugated by the Empire is working on reestablishing itself as a free state in the wake of the Day of Chaos. We decided to visit it next. Just as we reached its borders, we came across two cloud giants being set upon by a flock of shadows, and went to their rescue. We saved one of them, but the other was too far gone. The attack appeared to be orchestrated by the Empire's secret police, whose ninja-like agents employ undead shadows. The giants had received a summons related to an old, pre-Imperial alliance, and were here to determine if those who had sent the call had the right to. We escorted the giant to the capital to meet with the king, and the alliance was confirmed after much debate.

* We also met with the king and his advisors at length, and learned of the debt they had incurred in securing an artifact to help free and defend their kingdom. The artifact was a re-usable rod of cancellation, but it incurred a debt of souls to recharge, and that debt was now dangerously high, and would eventually come due.

* The king tried to recruit us to help with that problem, and a few others--including a haunted battlefield teeming with undead spirits, which we've known about for some time now and do not feel remotely ready to tackle yet. [The 5 PCs are currently 7th, ana travel with a couple NPCs around 4th-5th level.] We did have the thought that those spirits could be used to pay some of the price owed by the king (this solving two problems at once), but we will return to that idea once we complete our current journey back to Crafttown, where we had had sent some of our spoils in order to commission new magical gear for ourselves. Once we accomplish that, we will make a decision which bit of hero and/or explorer work we wish to tackle next.


yay - just did the first level of Emerald Spire in PFS (I was a Clr1 Wiz 1 with a comp longbow). Decided to go a bit martial(not exactly my fave but simple) spending some gold on NPC spellcasting and fighting through it. Not all that exciting other than combat, one sneaky combat and two surprise mass combats. Many foes put down. Some ident-tifyin of magikal items. 5 arrows down, cure light 3 chgs, obs mist 1 chg, cast 6 first lvl spells, 5 channels...


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Skulls and shackles:

Our intrepid group of privateers has sought an audience with king bonefist, to lobby for kicking out the chelish.

It went rather badly, due to a pc with poor impulse control.

Good thing the captain has permanent fly from an Abyssal fleshgraft.

After getting the hell out of there, we sailed for the pretty place ran by an ex chelish admiral, were we were ambushed, more or less, by 4 barbed devils at level 8. Due to some specific rules, we were allowed to fully prebuff, as the enterprising chelish ex admiral setup a betting pool between the level 8 party of 4 and the 4 barbed devils, and is probably recording and then selling this fight as a pay per view.

We somehow won, by the barbed devils employing subpar tactics, and on account of their damage reduction somehow not working.

Mr. Chelish ex admiral apparently bet on us and made quite a bit of money.

We discovered the coordinates of a chelish blacksite on the devils corpses after our victory, and after spreading false information implying that our "divine backer" wants us to do something in blood cove in return for her aid against the barbed devils, set off to raid that chelish black site.

Rise:

The merry party found a ranger magus PC, and the new group of gunpowder Barb (me), Inquisitor of totally not Zun Kuthon, Witch and Bard teamed up to take down Fort Rannick.

We infiltrated through the shocker Lizard area, stumbling, suprisingly, into the BBEG, who was also suprised. In a chaotic fight, she nearly hundred to zeroed me, before I managed to step away and shoot her a bunch of times. Then a bunch of shocker lizards, whom our ranger magus befriended by casting shocking grasp, moved into the room and did their thing, nearly killing me.

Nualia, whom Lucrecia used as personal bodyguard, got grabbed into an Abyssal portal, Lucrecia dimension doored away, and we grabbed what was in the room, set it on fire, and booked it.

Scarab Sages

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My Sunday group hasn't played for three weeks. This is the longest time my group (of 44 years) has gone without at least playing a one-shot if one or two of us are going to be out for an extended period of time.

Are are going to start back up on the 19th, thankfully.

Dark Archive

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Well, we began Hell's Rebels and immediately started having an issue. We started playing in Sept and our DM is a schoolteacher. And even from the player side of the screen, I could tell Hells Rebels was going to be a complex campaign with the rebellion turns, mixed in with predetermined events and NPC encounters on top of the standard location-based encounters. Nothing too horrible, but it was a bit much for our schoolteacher at the beginning of a brand new school year.

So, my wife volunteered to step in to try her hand at DMing for the very first time. She agreed to take all the event/RP encounters and the original DM would continue to handle the combat encounters, since she's not quite as familiar with that side part of the game. So far, it's worked pretty well. They've co-DM'd for three sessions now and it's gone quite smoothly. We reached the end of book 1 this weekend and she even flexed a bit to take over the combats on the first floor of the Fantasmagorium.

Verdict: Book 1 of Hell's Rebels has been excellent!
Also, co-DMing is a possibility to consider if one of your DMs is getting overloaded.

Moving on to Book 2...
Cheers!


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We did get to play but the next game got cancelled. We only got into one fight with a daemon(forgot specific type) using a scythe and it could energy drain through it's weapon. It also summoned two Hydrodaemons.

Silver Crusade

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Arodus 24, 4719

"So finally again, I have you to hold and time of mind to set down the events of a fortnight past (though in recollection it feels like another lifetime since). To start at the beginning would be too strange, so to start at the end I can say I have done the very thing that by vow I would never do and commit to you these notes from inside the rafters of the Bastion of Light."
 - From the family commonplace book of Robe Leafchipper, Esq.

Reaver's Roar spoiler:

Calistril 13, 4718

The beast died well enough nearly half a year ago and its head hung in me bar for all in town to wonder at, those stopping and going, though who well read the note of warning beside it's ugly maw?

'Not once were here such a paladin
 With just cry of havoc so laden
 At the beast from afar
 Who tore up me bar
 Making a coffin for all to lay in.'

You would think one or two would have sense enough to ask, but they have the lot of them the cents of an empty purse -- good looks, fair strength, and we know the foulest disposition to any question of their 'good and greater' purpose -- but they would think one from their bright and shinies or some Sky-Wizard worshipper had reclaimed their holy ground, but would their high-and-mighty tongues even ask whether it could be otherwise that not one from theirs, in fact, took the time to save us?

But I've told you well who did it, that band of murder-hobos for hire, (as much sense in them as well as cents from a spent farthing to charge into such a place, but as they say, 'go tell it to Druman, a sailor's already heard it') -- but they at the least, they could get a job done and find their own path back home instead of loitering among us decent-work folk. So there the head (and wings) of such a monster became a comfort to me and mine to know after night after night of work and pity-filled tips (who among the holy and haughty would recognize, let alone appreciate in coin, a hard day's work when even it bit their armor chapped arse?), to know as I said, that there are those whose good in their world are their works, rather than 'working' for the greater good.

Find in this entry the till and take from the bar and next barrel schedule for the brewery.

Tyrant's Grasp Backstory (player's guide content only):

Kuthona 1, 4716

I think you will find this strange enough but for a second time in the second decade we have taken shelter in the ale cellars, at least this time not from the Broken Nail, but from that brute so beastly his attacks were as deadly with his claws, broken nail or no. He was for awhile a spectre, the thought of a memory to pass in a moment, but present at any time.

When the rangings of the Reaver became more frequent, we thought we knew down to the alley where he would and would not go, but the livery, the green grocer, the watch house, all destroyed tonight.

I will go out with the next relay to make another run of it for any survivors, although all hope diminishes by the minute. Here catalogued are those saved tonight and last words for those saved too late. I wouldn't think the sky-wizards would curse me twice, but for a stick of lightning to split its middle, what I wouldn't give.

Gozran 6, 4687

At last I enter into my own in the weening thirties of adolescence. The elder 'Cala’Quessë' would have me wait another hundred years or two if they could, but they know equal share of time was not given to elf or man or halfsies, so here I stand my life before me and twelve grand barrels of masterful ale in storage under what will soon be my own bar. On this occasion I find it fitting to officially record the latest news from my Bellflower contact on the Leafchipper maternal line, with confirmation given by two separate oral sources and written records confirming all times and locations as can be found:


Leaferchipper Family Tree (spoiler free):
Maternal Grandparents  Meryver Sonbahar (AR 4587 - ??)  Corrin Söğüt (AR 4516 - 4590)
Meryver Sonbahar was born free in the Satrapy of Zelshabbar, rising through the ranks of the militia in his youth. He briefly served as a shield bearer for the favorite son and heir to the throne, Elvon Tozmantosu. 

The Satrapy left his home largely ignored until a gold mine was discovered just within its border. As interest in trade with the kingdom increased, so did the interests of the Vizier’s companions. Eventually they formed a conspiracy to dethrone the king and replace him with someone directly loyal to the Vizier. In the ensuing battle, Elvon Tozmantosu was killed and his Shieldbearers captured, being denied a death in battle for which they would earn eternity in honor and respect.

Corrin Söğüt was born enslaved along the Golden Path, the names of her parents were never recorded, her surname instead becoming the house who eventually paid to hold her in servitude. It was there that she met Meryver and had one child, Hafira Söğüt. Corrin died soon after childbirth and Meryver was sold to another family one year later along the Golden Path.


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Strange aeons:

The party (of a Bloodrager/totally Paladin, Oracle and witch) met a new character, a neutral good cleric.

They then proceeded to obtain the idol of a water lizard. Which is like, totally safe right?

After arriving in a party, they made some small talk before being attacked by willowwisps and ghostly frog people!

After a fairly long battle (in which the Bloodrager totally Paladin, yes, he has lay on hands so he absolutely is a Paladin! Everyone knows Antipladins have touch of corruption! survived because he kept healing himself against the massive amount of negative energy damage he was taken), the party joinked the idol from the more cold and more deadified then before hands of the frog person priest.

Which was then Bokrug showed up, driving the Bloodrager and the oracle insane, while the new cleric casually rolled a nat 20 on his willsave.

The Bloodrager now has the delusion of being a Balor transmogrified into aasimar form, the Oracle can no longer see faces, and the cleric stayed totally sane. The Witch skipped the session and so wasnt driven mad.

Next session will see attempts by the party to convince the Bloodrager-Totally-A-Paladin that he is not, as a matter of fact, a Balor.

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