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Scarab Sages

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.

The Exchange

Ran another session of Skull & Shackles Raiders of the Faver Sea on Saturday.

Skull & Shackles Homebrew Adventure:
Fresh off their recent adventure, the crew of the Defiant set sail for Bloodcove, with a brief stop at Rickety's Squibs to repair some of the damage caused by The Dominator and The Terraken.

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.


Arkat wrote:

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?

Scarab Sages

Ozreth wrote:
Arkat wrote:

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?

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.


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!


Game last Sunday got cancelled.

Dark Archive

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!

Scarab Sages

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Return of the Runelords is my second favorite AP behind Wrath of the Righteous.

Tyrant's Grasp is probably my 3rd favorite AP with Hell's Vengeance closely behind it.


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.


We finally played the Sunday before last. I got to do a solo fight, that was fun. we also fought a giant white pudding.


We played this past Sunday, finished volume 4 of Reign of Winter, and of course we leveled to 13th. Well we got to 13th level but we still to actually level, so that will take up most of the next game day.


Dragon78 wrote:
We played this past Sunday, finished volume 4 of Reign of Winter, and of course we leveled to 13th. Well we got to 13th level but we still to actually level, so that will take up most of the next game day.

Is levelling a group activity for you?

If not, why don't people level up on their own between sessions that way you're able to play instead of having everyone sit around doing their own thing for the session?
(And what is the GM doing while people are levelling up their characters?)


Our DM likes to put everything in his computer to print or send the character sheets digitally depending on the player. Also it helps keep the character sheets accurate(right number of skill points, feats/class options they quality for, etc.)


Running Wrath of the Righteous in-person, last group fell apart during COVID near end of second book; only one player from that group has returned and he had missed the first book anyway. I was working three jobs (one was volunteer, but still took up more time than the 3rd job), and I was too busy to get into a couple of invited games online. We are aiming to play twice a month; began on March 29th and June 07 will be our fourth session (May only had one session). I am so glad to be playing, er, involved in a TTRPG again. I've looked at 2e and I like some of the ideas, but I love 3.75.


Dragon78 wrote:
Our DM likes to put everything in his computer to print or send the character sheets digitally depending on the player. Also it helps keep the character sheets accurate(right number of skill points, feats/class options they quality for, etc.)

Why doesn't the GM trust the players to level up properly?

Like, I don't know how old you all are, but... that reads like a weird level of mistrust and possibly control for what I assume is a group of adults.

Grand Lodge

Our group helps new players with chargen and leveling when asked. But most of us are veteran players and GMs with years of experience, so leveling with the GM just feels weird. Totally get the GM wanting to keep copies of everyone's sheets though, helps with prep and planning.


Warped Savant said some stuff.
I think you have to be in the situation before you cast aspersions especially with something basic like PC audits & guidance. Adults talk about it and that is clearly going on in their Game.

Scarab Sages

Azothath wrote:

Warped Savant said some stuff.

I think you have to be in the situation before you cast aspersions especially with something basic like PC audits & guidance. Adults talk about it and that is clearly going on in their Game.

Yeah, I pretty much stay out of how other groups run their games.

If it works for them, that's great.


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You guys are right.
I don't know the situation or anyone involved, I made assumptions.
Sorry, Dragon78. I was grumpy and took it out on you for no reason.

Silver Crusade

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Long delay since I last posted, but Kingmaker has wrapped up and Tyrant's Grasp has already begun!

In Kingmaker, we had pushed back against the planar incursions from the first world that were causing so much trouble, but with enough force that we punched a hole through the fabric of the planes large enough to slingshot the airship Tide and all her crew (and witch's coven) into the corner of the first world controlled by the BBEG.

While in the kingdom, Gnome Anne was able to manipulate the energy flowing out from the first world, she and the coven began to overturn it from its source once inside. With each area of the BBEG magical kingdom secured, the loyalty of the plane itself was swayed to follow Gnome Anne's command.

We had hoped that the BBEG would be drawn out of her castle by this theft, but she took no chances, and closed in mile by mile, stripping her of her Kingdom but becoming all the more concerned about the defenses we would face where she intended to make her last stand.

Crossing a bottomless chasm to reach the walls of the castle, we are assaulted by an ancient dragon who kept us at reach. King Charles however maintains the assault with fly by attacks and heavy artillery from the blaster caster Dmitri beat him down hundreds of HP at a time. A quick scouting of the exterior follows and the decision is reached to land in the courtyard and work through the outer defenses behind our position first.

The mighty Jabberwock phases in on our arrival while wraiths from the rear defenses pour out around us. Charles became the target of the Jabberwock's eye beams, quickly deflected by a wall of force from Dmitri. Behind the wall, King Charles is protected from the greatest threat, but the wraiths have begun to close in. Gnome Anne takes on half dozen of the wraiths with a spirit-bound two-bladed sword, hitting as many crits as not and freeing a path for King Charles, who makes a wheeling charge around the wall of force, piercing the fey beast with a vorpal weapon turned lance. Following this, Dmitri sends a concentrated Hell Fire ray at the Jabberwock, smiting it dead.

More later!


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So we gamed this past Sunday, we finished leveling, bought our stuff, and got into one fight.

Dark Archive

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We finished our "Return of the Runelords" campaign after 44 sessions played over 21 months (Aug 23 to May 25) and alternating between our other current campaign, "Age of Worms".
Overall verdict: A fantastic campaign to play in. Good lore and locations as well as lots of callbacks to other campaigns. Some fun twists and reveals along the way.
My only complaint is from my own expectation management. I was told that our Shattered Stars characters would play a part, so I got excited and dusted off my old character for a return. It wasn't nearly as much of a return as I'd thought/hoped. Oh well. If I were to take a shot at running it later...

Spoiler:
I might be tempted to try and set up the last book more like the final dungeon of Final Fantasy VI. Where the players have to send groups of characters after paradoxes two at a time where you get to switch back and forth between characters.

But that's a minor complaint. Overall it's a "recommend."

Silver Crusade

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Pathfinder Adventure Path Subscriber

More Skull & Shackles Homebrew:


  • The party bought Ocularia and slots for their weapons.
  • They visited the Pathfinder society. Aubrey managed to piss them off, but they got a lead on an Ocularium in Paulus' Herpatorium.
  • They visited the Herpetorium to steal the Ocularium from under the nose of the Aspis consortium.
  • Chaos ensues.
  • Bio Ocularia Get!
  • Party sent the back-up PCs to the Pathfinder Lodge, and successfully get some leads on Ghol-Gan ruins in the Shackles.
  • Marina got a lead on an old mentor, long missing since an expedition to the Eye of Abendego. They gained a broken Wayfinder and their most recent journal.
  • With some heat on them after the Herpetorium Heist, the crew of the Defiant made way!
  • The party managed to deceive the crew of the Sanbalot, claiming that Harrigan had sunk the original Man's Promise, avoiding a fight with their manticores.
  • The Defiant managed to locate a collapsing Ghol-Gan Fortress, sinking in a lake on an island off the Mgange Coast.
  • They managed to best a couple of Sea Drakes, and a pair of Marsh Giants.
  • They recovered an Anima Oculus, and look to descend into a flooding fort.


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Last month we wrapped up the Path of Ashardalon (the original 3.0 Adventure Path, although converted to PF1, mostly on the fly).

We started it at the end of March 2022, so it has been taken just over three years. We were interleaving it with Savage Tide, although we focused on PoA a bit more towards the end to get it done. We still have a fair way to go with Savage Tide: We have rotated back to and will be focusing on it for a bit.

We will also be rotating back to CotCT (from the out-of-scope AbV) soon in my other session, so get to take a break from GMing and play for a bit!


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We had our fourth session of WotR on Saturday June 07th, game time the afternoon of 17 Arodus 4713 so only one full day since Black Armasse, with so many challenges happening to them in the past 28 hours! This is a modified WotR: a few ideas from the video game, as well as allowing 3.5 flaws and deity aspects (lesser versions than avatars), and fast progression. The group had five active PCs, two not in attendance PCs (still in play), and the three NPCs (Anevia, Aravashnial, and Horgus).

Barcoor - dwarf barbarian (raised by a human cleric of Torag who had adventured with his parents)
Eran - Aasimar paladin of Iomedae from Kenabres but via Absolam
Erlan "Dragoneye"- human (dragon-blooded) slayer from Kenabres
Jethro - human bard archaeologist, ward of Beltran Ravenkin of Kenabres.
Trin - gnome cleric of Pulura, rescued two years ago in a mission to the Worldwound led by Terendelev), suffering from traumatic amnesia.

Lynx - tiefling druid trained in Kenabres by Crocris.
Nils - Umli / half-beard dwarf originally from Kenabres but last 18 years in Dongun Hold.

They defeated but did not destroy the quasit cleric that had been invisibly tormenting Millorn (the dwarven wizard they defeated the previous session). In the journey upwards, they defeated a cloaker (despite the human archaeologist bard Jethro, the dwarven spellslinger Nils, and the gnome cleric Trin fleeing in terror for 2 rounds). At the ruined tower, they met Lann and Dyra and helped save Crel from the crushing rubble. On the way to Neatholm, they survived the chasm climb (used Terendelev scales to levitate the divided party in shifts) and the gnome cleric Trin used her speak with animals ability to prevent a bat swarm attack.

They then met Chief Sull in Neathholm and agreed to bring word topside about an alliance between the Descendants below and the survivors of Kenabres, and rested up in preparation to take on the Mongrelman traitors and cultists.

The two young'uns in the group most likely will be leaving the group and/or be on a guest star status due to away work/volunteer service/scheduling, which we knew about before the session, and Neatholm provided a roleplaying reason for the two to stay.

Previously after they had destroyed the huecuva and consecrated the shrine to Torage, there had been a visit by an aspect of Torag to the shrine of Torag (in response to Deskari himself being in Kenabres to destroy the Kite and Cathedral, several aspects were in the area, including an aspect of Orcus, on loan to assist in the necromantic preparation for the rituals for Terendelev), bringing a wounded priestess from above as the Hammer and Anvil Temple topside was about to fall, and the aspect's time on the Material plane had run out.

Said Aspect had briefly spoken to the tiefling druid and all conscious dwarves there, and the chat had sobered the druid. In Neatholm was a people that he could identify with, as he had hated how he was treated as a tiefling topside, and so he announced he would help them, as he is an earth (domain) druid. If he is able to play next session, he will help clear the way to Kenabres, but planned on helping the Descendants rather than staying above.

The dwarven spellslinger (suffering from PTSD as he had been involved in the battle of Black/Bleak/Dark Armasse above before he joined the group (not there for the first session), felt like he could help clear a path topside, but wanted to go back to the shrine and help out the priestess here in the tunnels beneath Kenabres, for which priestess he also has romantic feelings.

So the group will continue with the five main PCs...


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We've wrapped up the Scarab Sages storyline, and everyone really enjoyed it. The last scenario (Salvation of the Sages) was nearly a killer, but super fun!
The way the history unfolded and the twists that were revealed over the 6 scenarios all went over really well with the group. Thankfully I realized pretty early on that the history of the Sages changes over the course of the scenarios. (Mostly "when were the Jewelled Sages founded?" because at times it sounds like it's around -1,700 to -1,600 AR, but later on it's indicated to be around -3,047 AR.)

For a short campaign, I'd highly suggest the 7 main scenarios, although it would require some work to have them played in order due to the level discrepancies.

I have next week off, but then it's on to the finale! (Passing the Torch, Part II - Who Speaks for the Ten)
As I've said before, PFS scenarios tend to do a lot of "tell, don't show" when it comes to Torch being a bad guy so I removed a lot of season 3-10 scenarios involving him, so he's mostly seen by my group as self-serving, but helpful contact. With that, playing part 1 of Passing of the Torch wouldn't work as the initial mission in that one would feel completely off. With a bit of re-writing at the beginning of Part 2 they'll learn everything they need to know and it should be fine. (But we'll see in a couple of weeks!)

And then, after that session, I'll be taking an indefinite break from being a GM.... possibly a forever break, but we'll see. (But at the very least, I'm pretty sure I'm done running Pathfinder.)


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My Oxford group decided to play Serpent’s Skull, so we are currently level 2 on Serpent’s Shiv. Tabby the catfolk oracle (with inevitable cat animal companion), Krok the lizardman Barbarian (‘if you’re looking for empathy, ask a mammal’), Jacomo the kitsune summoner (with Quodlibet the rainbow-tailed fox eidolon) and Venuqour the tengu investigator.

It probably looks a bit like Muppet Treasure Island to the GM.

Silver Crusade

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Pathfinder Maps, Pathfinder Accessories Subscriber
CharlesMarkley wrote:

We had our fourth session of WotR on Saturday June 07th, game time the afternoon of 17 Arodus 4713 so only one full day since Black Armasse, with so many challenges happening to them in the past 28 hours! This is a modified WotR: a few ideas from the video game, as well as allowing 3.5 flaws and deity aspects (lesser versions than avatars), and fast progression. The group had five active PCs, two not in attendance PCs (still in play), and the three NPCs (Anevia, Aravashnial, and Horgus).

Barcoor - dwarf barbarian (raised by a human cleric of Torag who had adventured with his parents)
Eran - Aasimar paladin of Iomedae from Kenabres but via Absolam
Erlan "Dragoneye"- human (dragon-blooded) slayer from Kenabres
Jethro - human bard archaeologist, ward of Beltran Ravenkin of Kenabres.
Trin - gnome cleric of Pulura, rescued two years ago in a mission to the Worldwound led by Terendelev), suffering from traumatic amnesia.

Lynx - tiefling druid trained in Kenabres by Crocris.
Nils - Umli / half-beard dwarf originally from Kenabres but last 18 years in Dongun Hold.

They defeated but did not destroy the quasit cleric that had been invisibly tormenting Millorn (the dwarven wizard they defeated the previous session). In the journey upwards, they defeated a cloaker (despite the human archaeologist bard Jethro, the dwarven spellslinger Nils, and the gnome cleric Trin fleeing in terror for 2 rounds). At the ruined tower, they met Lann and Dyra and helped save Crel from the crushing rubble. On the way to Neatholm, they survived the chasm climb (used Terendelev scales to levitate the divided party in shifts) and the gnome cleric Trin used her speak with animals ability to prevent a bat swarm attack.

They then met Chief Sull in Neathholm and agreed to bring word topside about an alliance between the Descendants below and the survivors of Kenabres, and rested up in preparation to take on the Mongrelman traitors and cultists.

The two young'uns in the group most likely will be leaving the group...

June 21st Saturday session was our first session with a quorum-only majority of players there (3/5 of our “regulars” and Lynx as as recurring guest-star character, stating he would not return to the city above with them, but would help out the Neathholm descendants after helping the group to the surface. As one of our regulars was late due to getting home from a church camp (he was adult admin), we had only two of the "random" encounters on the way from Neathhold to the traitor's lair. The two "regulars" not there had their character's played as NPCs.

The group fought a couple of cave fishers that ended up doing less damage to the group, than the group did to each other trying to “rescue” the cave fisher’s hunting targets. I used the spiral (back) of the Pathfinder Flip-Mat "Twisted Caverns" for the first fight, with the cave fishers hunting and trying to pull up two targets with their filament pull attacks.

The second fight was also in the caverns, using the front of the said Flip-Mat: there was a narrow choke point, so the group decided to have a bit of a GM-modified Aravashnial send in a summoned celestial dog to communicate what was on the other side. Aravashnial was willing to burn the spell slot, as he had been one of the targets from the cave fishers, and didn't want any part of that happening again. He sent in the dog, which was immediately cut down by the two gricks 10 attacks. Trin got a skill check of 30 as to the nature of a grick, so against two gricks that had damage reduction 10/magic, those without magic weapons reacted accordingly (Trin handed Erlan the magic morningstar from Chief Sull). The two Mongrelman guides were not able to help in this fight. As a recurring theme, Barcoor ended up finishing up both fights with his raging damage and magical ancestral greataxe.

We play next again this upcoming Independence Day weekend (Saturday).


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nice, good thing they worked out the gricks in their neck


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We finished!
The Saga of Grandmaster Torch and the Jewelled Sages comes to an end. Today went about as you would expect with the heroes being on the verge of death a couple of times, and the final fight felt appropriately epic, especially starting out on a glowing, floating disc above Skyreach.
At the very end, one of our brave heroes died while killing the largest threat to the Society, and it was a very suitable death.

These have been a lot of fun to run, but I'm going to take a break and rest now.

Happy gaming, everyone. May you always roll crits, without killing the PCs.


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Our round-robin Torch/Shadow Lodge game has reached its capstone adventure, Passing the Torch. We're playing Parts 1 & 2 over two sessions each due to the time required for high-level combat, and will be concluding Part 2 his Tuesday night. We're playing Passing the Torch on "hard mode" because our characters are pretty effective for their level (12th), and we might never play these characters again after this, so why not? (It's all PFS play, so we could theoretically play them again if they survive, but probably not with this group, since this concludes the campaign arc we planned out.)

***

My wife has started running Menace Under Otari, the adventure from the PF2 Beginner Box. Our group are all experienced players instead of the novices the adventure is written for, but she's the only one of us who's actually played this adventure before. Because we don't need to learn the game, Part 1 only took about 3 hours of the 4-hour slot we'd reserved, and I'm guessing Part 2 will fit into that time, too. We may end up playing Trouble in Otari afterwards, which is a full-sized module.

Another result of not being first-timers is our bizarre party composition: instead of the four iconics provided, we have a strix bard (my PC), a strix rogue, a tengu druid, a kholo fighter, and a nephilim orc summoner. At least some of us plan to apply the credit to a version of our character to play in PFS (I certainly do). Wutuchillik is the first bard PC I've played since AD&D 2E, and I'm enjoying her.

***

I'll have to catch up on the "Sparks' game I'm playing in some other time, when I have more time to check my notes.


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Tim Emrick wrote:
Our round-robin Torch/Shadow Lodge game has reached its capstone adventure, Passing the Torch. We're playing Parts 1 & 2 over two sessions each due to the time required for high-level combat, and will be concluding Part 2 his Tuesday night. We're playing Passing the Torch on "hard mode" because our characters are pretty effective for their level (12th), and we might never play these characters again after this, so why not? (It's all PFS play, so we could theoretically play them again if they survive, but probably not with this group, since this concludes the campaign arc we planned out.)

I assume you'll be playing the level 14-15 tier? (17-18 tier feels like it would be too much of a jump)

Best of luck! I hope your group has fun.


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Warped Savant wrote:

I assume you'll be playing the level 14-15 tier? (17-18 tier feels like it would be too much of a jump)

Best of luck! I hope your group has fun.

12-13 subtier. We could have added in some additional Seeker-level stuff, but very little of it seemed to fit this campaign's theme, so we went for the quickest route to the finale. (I forget what subtier we played PTT at in our Giantslayer/Shattered Star/miscellaneous game with this same group some years back. I'm guessing 14-15.)

When I posted before, I'd forgotten that we had to push the conclusion off the couple more weeks due to scheduling.


Tim Emrick wrote:
Warped Savant wrote:

I assume you'll be playing the level 14-15 tier? (17-18 tier feels like it would be too much of a jump)

Best of luck! I hope your group has fun.

12-13 subtier. We could have added in some additional Seeker-level stuff, but very little of it seemed to fit this campaign's theme, so we went for the quickest route to the finale. (I forget what subtier we played PTT at in our Giantslayer/Shattered Star/miscellaneous game with this same group some years back. I'm guessing 14-15.)

When I posted before, I'd forgotten that we had to push the conclusion off the couple more weeks due to scheduling.

Wait, what's "Hard mode" then?

(I ask, while realizing you probably mean without reducing things due to 4 players...)


Warped Savant wrote:

Wait, what's "Hard mode" then?

(I ask, while realizing you probably mean without reducing things due to 4 players...)

I haven't read the scenario myself, so don't know the details. But it's one of a handful of scenarios where, if everyone in the group agrees, the GM can increase the difficulty of encounters. There's no benefit to doing it other than bragging rights if you survive.


It's finally under construction!!


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DungeonmasterCal wrote:
It's finally under construction!!

(I'll bite)

does it involve epoxy, wood glue, animal glue, caulking, paper clips, scotch tape, slime, or silly putty?


Azothath wrote:
DungeonmasterCal wrote:
It's finally under construction!!

(I'll bite)

does it involve epoxy, wood glue, animal glue, caulking, paper clips, scotch tape, slime, or silly putty?

...maybe...


DungeonmasterCal wrote:
Azothath wrote:
DungeonmasterCal wrote:
It's finally under construction!!

(I'll bite)

does it involve epoxy, wood glue, animal glue, caulking, paper clips, scotch tape, slime, or silly putty?
...maybe...

{Charles Montgomery Plantagenet Schicklgruber "Monty" Burns} excellent

Silver Crusade

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More from our finishing work on Kingmaker:

Showing up (un)invited at the doorstep of a merciless Witch is usually a bad idea, but when you make a deal with a Genie to film the downfall of said Witch, it is a much worse idea to show up without the recording device in hand. Such is the fate of our Cleric of Abadar, Talerrio, whose difficulty overcoming the chaos of the First World was briefly reduced, but then doubled upon failing to meet the terms of the agreement.

That Witch, however, did meet her end at the pointy/slashy/blugeony ends of our weapons (and rays) quickly. With her minions kept at bay by Talerrio's magic, we worked our way in and out of corridors to close in within reach and ready our attacks to time with her spells. Giving up on those, it became a boxing match between our cavalier King and her, but far from a fair match.

Searching that floor and the others, few foes we met lasted more than a round or two, with the notable exception of a Worm That Walks that stepped back just far enough on a raised walkway to avoid the 20' reach of the Large, long-armed, lunging Gnome Anne. Perhaps bad luck, or just plot armor. The tower was now cleared completely and the entrances to a world-within-a-world were secured on all ends.

Our enemy had hidden herself inside a Fable of her own creation, where her powers were at their greatest and we at the greatest disadvantage. We paused long enough to Commune with Texts within her private library before proceding inside.

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