Update me on the status of your PF1 campaign!


Pathfinder First Edition General Discussion

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Giantslayer AP, P1. 6 Lvl4 players, 3 martials, 1 mixed, 1 cleric, and me a suli tattooed sorcerer BL Arcane 4 (Blaster) [12,14,10,12,10,19]. A slog of smoke filled buildings and orcs, then we transition to waves of orcs in the second part of part 1. It's been fun.

details:
SO glad I am on my Adv Horse war trained mount Danae who I mage armored so AC 19. I've cast my First:7 & Second:4 spells and lost my Aegis of Recovery (took 27pts in a round) but still alive...
My horse had to put down two smoked orcs, attack puppies... We rescued several drunks and couple of NPCs. Later I blasted a drum (scorching ray) to end the blast beat concert and end the debut of said drummer.
We're in the latter half of Part 1, defending against waves of orcs burning & pillaging. Didn't someone tell them that's the Society's job?
I'm defensive with 5 spells ongoing (AC 22, 20% miss chance, and illusion so I seem to be sitting still) with crossbow, spears, alchemicals, defensive wands, scrolls located at one end of a crossfire 'killing field' setup up on Danae. I still have my elemental assault(4 rnds of +1d6 element damage to wpn hits) and ray of frost/acid splash.
=====


Azothath wrote:
Giantslayer AP p1.

Finished part 1. A very martial slog in Org Play... Swung 4 times with spear using elemental assault and never hit... Sor with Str 12. Ran out of spells. Cross off one Aegis of Recovery...


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Strange Aeons:

The Bloodrager/totally a Paladin now constantly hears his Succubus Ex-Wifes fight commentary. Apparently him being delinquent on alimony payments resulted in a profane gift for him, but with only the drawbacks.

An attempt to raid our ship went horribly wrong for some raiders, and we obtained the final treasures for the mad prophet.

Shortly afterwards, some Razmirans tried to scam us.

Hungry for some real life loot, and annoyed at his Ex-Wife constant remarks about how much better he would look with a mask on, Bloodrager/totally a Paladin decided to throw hands.

He was alas stopped by the CG witch, who cast entangle, then web, then thorny entanglement and was about to cast black tentacles, but at this point the opposition keeled over and died.

The witch has a bit of a crisis since the thorny entanglement killed some slaves on the Razmiran pirate ship that she didnt knew were there.


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Looking to start up Ruins of Azlant in about a week for our weekly-group, adapted to work in Mystara instead of Golarion.

It was an AP I greatly enjoyed as a player, so it will be fun to be on the other side of the screen for this one with a different group.

The Exchange

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Rewards:
XP: 2600
AP: 260

Skull & Shackles - Raiders of the Fever Sea Finale:

The ancient mariner's aura of despair immediately paralysed Eegrush (half-orc unarmed fighter), Aubrey (half-elf oracle) and Marina (Undine Kineticist).

Aselia and Flynn swam into action, flanking the Mariner, and doing their best to take the mummified mariner as quickly as possible. The mariner managed to vomit its toxic, necrotic breath into Aselia's mouth and gills, and the squamous and strange deep platinum token upon its neck kept Flynn shaken.

However despite this the pair managed to overwhelm the mariner through sheer number of attacks with the last of Aubrey's haste from the previous battles still affecting them.

The mariner managed to pull the paralysed party members into the room with a clever use of Control Water, and finish up the spin-cycle with a mighty swing of the anchor they were attached to.

Flynn found an opening and plunged their blade through the creature's heart. It clung onto Flynn's arms: "Tell the Cap'n I weren't no traitor! T'was that Cabin Boy of His! He's the one what done it!"
Before becoming salt, dust and brine in the water.
Unfortunately the chains that clung to the Mariner in death, attached themselves to Flynn in life! Cursing him to be forever encumbered by the weight of the Mariner's despair.

Once the Captain was able to cough the last of the toxic necrotic sea water from their system, and the rest of the party were able to recover from the paralysis, they worked together to head back to Isabelle's air-filled chamber to rest, restore air to Eegrush's goblin-made air helmet, and change up some spells to see if they could remove the curse from the anchor now its original host was dead.

Aselia tried first, but due to some magical mishap accidentally removed the wrong curse and instead of the anchor being removed, Flynn's form shifted from the rakish roguish sylph man the party knew to a female that could very well have been Flynn's own beautiful sister! As the girdle of gender transformation fell away from their form, Flyn (one "n" for the feminine), had some explaining to do.

Talking to the Captain and the crew, they explained that in a past life they were betrothed to an Aspis Captain named Elder Barrison, a match Flyn (then named Essence) was interested in. So they escaped, eventually making their way to Taldor, changed their name and hid amongst the crowds and apprenticed to a basket weaver whos son left to become a wizard. They met a boy, a sailor who just signed onto a ship, and were set to marry, but the Consortium found them. The boy was slain, Essence escaped, and returned home. Her mistress was eager to help young Essence escape her pursuers and offered the magical trinkets her son had made to prover his apprenticeship, one of which was an accidentally cursed girdle of gender change.
Throwing it on, and donning some of her fella's spare clothes she made her way to the docks and signed onto the Misty Mourning... the rest as they say is history.

Now undisguised, Flyn was still chained to the anchor. Aubrey, who was only half-paying attention to the story had one of the nearby Wendo untangle the curse from the anchor, freeing young Flyn from the encumberance (both literal and metaphorical). Eegrush was keen to claim the now uncursed anchor as a potent magical improvised weapon and the party, healed and ready headed to the heart of the Sahuagin nest.

Upon approaching the throne room, they found Chief-King Krelloort brooding upon his cyclopean throne.
"So you have come to accept judgement for your crimes against my son, my tribe and my people?" Krelloort pronounced.
"Actually, we came for trial by combat," Captain Aselia retorted.
"Ah, that I believe we can acommodate!"

With that Krelloort launched himself at the Captain, while his consorts began streaming from nearby rooms hidden by curtains of kelp.
The fracas that followed was wild, bloody and dangerous, as Krelloort's many arms allowed him to both attack with speed, and his human bane trident was proving to be a dangerous threat. His concubines attempted to overwhelm through sheer numbers. Unable to pull back on their attack due to the blood frenzy when they took damage.

Captain Aselia used their divine strength to destroy the human bane trident, which just left 4 deadly claws to contend with. Flyn meanwhile, was attacking with a speed and precision the party had never seen before, with critical hits popping off left and right against the tough but clumsy concubines. Making good use of his bio materia to tick further damage off his enemies. Aubrey once again made good use of their animal bane dagger, keeping the pet hammerhead shark hemmed into a corner and gutting it quickly.

Eegrush's new toy reduced enemy after enemy to bloody chum in the water, and Marina's bombs kept the group of frenzied concubines on the back-foot.

Krelloort was killed by Flyn in another dramatic critical, gutting the Chief-King like a fish, and exposing his mutated innards. The frenzied concubines were a quick clean-up afterwards.

A pair of concubines who wisely chose not to enter the fray, (without space to attack they kept to ranged attacks), surrendered immediately and submitted themselves to Flyn as their new conquerer. Flyn wasn't having any of that, and asked one to slap him.
"You have defeated me, now you belong to each other."

The party looted every possible thing from these chambers, and with Krelloorts head on an 8,000 pound throne (carried by an Ant-Haul infused Aselia), the party headed back to the ships.

The crew were quick to accept Flyn's new form, and Eegrush was invited to join the crew. The party claimed the Thresher as another ship for their growing fleet. Laden with Loot, the seas are wide open for our heroes, but a meeting in Quent with the firebrand Captain Fairwind awaits, some squibbing might be needed to install Besmara's Bones on the thresher, and our heroes should get around to picking up that Letter of Marque from the Hurricane King, based on their experience with the mariner, a man who might have been a traitor on Captain Wolfe's ship...


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My game which has been on hold since February will be on hold a little longer. GM burnout was worse than I thought.

In better news, with WanG wrapped up my wife will run Ruins of Azlant, transposed to Mystara so I can play a teenage mutant ninja tortle.

In even better news, my original gang met again for the first time this year and started a new campaign which is an interim game of the last one now that two members are on parental leave. First session was on Friday and it was a lovely time. Lots of laughs and wonderful swingy 1st level fights: half an hour of everything missing, me being grappled by a giant leech and reduced to negatives by another PC in attempt to help me, spider poison requiring the better part of a week to recover from.


so you were a-salted rather than the leech?...


To beat a joke to death, I was tenderized and left to marinate underwater so no salt would have stayed on me.


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We finally played this past Sunday but we only got into one fight, started late because we got a new player. We fought people with machine guns, bombs, tank, etc.....we wrecked them. I love playing super human characters with magical powers.

Dark Archive

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Jenner2057 wrote:
Also, co-DMing is a possibility to consider if one of your DMs is getting overloaded.

Weeeelll... I have to walk back my previous comment a bit. Or add a caveat "... unless one of the DMs is a control freak... like my wife." LOL.

Things went well for a couple weeks but one DM was still really overworked and not putting in as much effort towards the game and the other DM (my wife) was working overtime to make sure everything was perfect. So, she started to get frustrated when she'd set up an encounter to run in a certain manner and the other DM would run the tactical encounter completely differently.

So before last week she sat down with her co-DM and said she'd be taking over DMing duties 100% and told him to make a replacement character. He was perfectly happy doing that and the group agreed we'd just walk through the combats a little slower. Everyone is happy except my wife who still complains that her first attempt at DMing really shouldn't be with a full adventure path and one of the more complicated adventure paths at that. I only half kid. She's doing a great job so far and she loves rising to the challenge.

Finished up Mission 1 in Book 2 of Hells Rebels and this AP continues to be amazing!
Cheers!

Silver Crusade

Pathfinder Adventure Path Subscriber
Bjørn Røyrvik wrote:
To beat a joke to death, I was tenderized and left to marinate underwater so no salt would have stayed on me.

Sounds like quite a pickle.


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DM_aka_Dudemeister wrote:
Bjørn Røyrvik wrote:
Azothath wrote:
so you were a-salted rather than the leech?...
To beat a joke to death, I was tenderized and left to marinate underwater so no salt would have stayed on me.
Sounds like quite a pickle.

a fine example of sub-brine humor...


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Group 1: Starting the last book of Legendary Planet on Friday. Probably three months to go then time for a new campaign.

Group 2: Two sessions left of Tyrant's Grasp. Then on to Reign of Winter.

Group 3: In book two of Wrath of the Righteous.


Random musings:

Way of the wicked:
On a totally sane and not plot contrived mission to defeat "Chad Dragon" Eriamanthas, the party killed 3 of his consorts, most of his servants, and then got through the riddles protecting his final lair.

In the lair, things turned difficult when the bugger casted anti magic field.
To quote:"Greetings, now you are hairless apes with pointy sticks, while I am still a dragon". Brave Half fiend ogre grumblejack went down to his onslaught, but the bloodrager (who has the leadership trait for our ogre friend) got very furious and killed his last consort in retaliation.

Our planar bound Glabrezu is hidding in one of many fog clouds , and casting anti gravity field to keep animated reinforcements in the shape of chess piece from further complicating things.

Our antipaladin vampire is in mistform, trying to get into his coffin, the bloodrager is at like 37 hp, however, our war priest has yet to actually full attack the dragon with his bow (he got hit by a symbol of debauchery and was fondling a gem encrusted gargoyle).

Grand Lodge

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Pathfinder Adventure, Adventure Path, Maps, Rulebook Subscriber

Both campaigns going strong, RotRl is nearing 18 months. Mummy’s Mask is nearing 2 years!

https://mikebrockrotrlcampaign.obsidianportal.com/

https://mikesmummysmaskcampaign.obsidianportal.com/


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Wrath of the righteous:

After some character swappings, our group is about to invade the midnight fane, and from there venture into the midnight isles to sabotage Baphometan efforts to ally with Nocticula.

My Bloodrager is totally not plotting to increase the parties notoriety by marketing the parties Paladin as the "Virgin Slayer".

Dark Archive

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Hadn't seen this thread get updated for a bit, so I thought I'd bring it back.

We just finished Book 2 of Hell's Rebels. Man, this is a really great AP! I think Paizo hit a sweet spot of having the Rebellion rules matter enough in the background, but also have them NOT matter so much that you could ignore them if you wanted. FYI, we're really enjoying the Rebellion rules.

Also if I can take a quick moment to brag, wife did a great job as her first stab as a DM. Book 2 was her first solo outing (she co-DM'd Book 1) and she's enjoying it so far.

Taking a week off from the game for Christmas prep (gotta get the baking done and those cards out!) then I'll be back to run Strange Aeons.
Cheers!


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My Thursday group is still going through Curse of the Crimson Throne. We decided to stick with it until we are done exploring Scarwall (at which point we will rotate back to my PF2 Abomination Vaults game).

On Sundays, we finished the first chapter of Strange Aeons (we're still not much the wiser about what's going on, but we have a target for further investigation next chapter), a couple of weeks ago. So we rotated back to Savage Tide, with an extra player). We have had one session so far, in which we basically had one fight, and met the new character. In the Abyss!

The Exchange

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I put together a semi-canonical one-shot for my Skull and Shackles players.

So without Further Ado The Semi-Canonical Skull & Shackles Non-Denominational Winter Holiday Special

We begin aboard the deck of The Defiant as the crew sings a traditional holiday sea shanty.

Escape the Shanty Claus:

(Verse 1)
When the icy fog is risin’
And the mast begins to groan,
You’ll hear his boots come thund’ring
Like a storm that stands alone.
But the old salts whisper quietly
As the lantern shadows toss:
“There’s ways to dodge his shadow,
Should he seek you, Shanty Claus.”

(Chorus)
Yo-ho… keep the compass true,
Mind the signs the old hands knew.
For if his ghostly presence draws…
You must outwit Shanty Claaaaus.

(Verse 2)
They say he hates the clatter
Of a crew that laughs too loud—
For joy breaks through his winter spell
Like sunlight through a cloud.
So raise a song together,
Let your rowdy voices soar—
A chorus strong and fearless
Makes him drift away once more.

(Chorus)
Yo-ho… keep the compass true,
Mind the signs the old hands knew.
For if his ghostly presence draws…
You must outwit Shanty Claaaaus.

(Verse 3)
They say he can’t abide a deck
Where every knot is tied—
Order breaks his eerie calm
And turns his tide aside.
So coil the ropes and brace the yard,
Let nothing lie askew—
A tidy ship, shipshape and sharp,
Confounds what Claus can do.

(Bridge)
But if he boards regardless
With his boots of stormy frost,
Seek the star that never falters
When all other lights are lost.
Turn your helm toward that glimmer,
No matter what he roars—
For he cannot cross its shimmer
And is swept from mortal shores.

(Final Chorus)
Yo-ho… now you know the way:
Laugh aloud and work the spray,
Keep your ship as neat as gauze,
And follow stars from Shanty Claaaaus.

Our heroes had a little Semi-Secret Shanty gift exchange,
followed by drinking, playing pirate games and good natured jokes.

Long after dark, when the crew was all tucked in their bunk,
not a creature was stirring, not a single goon, lout or lunk.
The ropes lay about askew and without care.
Our pirates did not know soon Shanty Claus would be there...
The fog rolled in, along with icebergs and odd ice chip,
but the Defiant was not alone, it was joined by a ship.

The Shanty Slay came a-rollin', through snow and through fog,
pulled by 6 magic narwhals, crewed by clockwork gnomes and their song.
The lookout called "Ship Ahoy!" to awaken the crew,
for those colourful lights meant there was plunder anew!

The party scrambled to stations, and did battle with the Slay dodging icebergs, and cannon balls, and the ships guns!

Until the ships closed, and boarding commenced, it was a fight for the ages, with magical narwhal charges, clockwork fey co-ordinated strikes, and Shanty Claus strange and special powers. Our heroes managed to defeat the Shanty Claus.

When they awoke they had a set of

Frostwake Sails:

Frostwake Sails
Aura: Strong Transmutation; CL 13; Slot: Sails; Price: 23,400 gp
____________________________________________________________
Description:
____________________________________________________________
This set of sails seems to made from fog and frost, Once per week, as a captain’s command, the ship becomes partially ethereal for 1 minute (or one ship round).
While active:
The ship may and crew pass through fog, ice, and nonmagical obstacles without hindrance.
The ship gains a +20 circumstance bonus on checks to avoid hazards.
Enemies suffer a –4 penalty on attack rolls made against the ship.
Creatures on board remain corporeal and can attack normally.
____________________________________________________________
Construction Requirements:
____________________________________________________________
Craft Wondrous Item, ethereal jaunt, Cost11,700
"

and the same strange shared dream...

Shanty Claus will return...

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