faealchemist: Sparkles, a pink and blue motley jester sylveon. (Default)
Had a Pathfinder session tonight. (Other obligations and last minute occurrences put the campaign on hold for a bit.) Remembered to brush up on the rules for weapon runes, forgot to brush up on the rules for disease. Last minute prepped a shop with runes for sale, some thematic but irrelevant equipment, and a service to transfer runes for the party for cash to bypass the crafting check. The smith also identified their cold steel warhammer for them, as they were considering selling it. After looking at its stats, the Thaumaturge decided to use it in place of their gaff.

Then the party went to face the enemies who handed their arses to them last time, and secured a pretty clean kill. Unnervingly, this puts them right next to the next level of the dungeon, when they still have 1/3 of the experience to the next character level remaining.
faealchemist: Tanwen / Tanwyn, an Iberian wolf with sheep's wool and a red hood. (Tanwyn)

Tonight was a night I really appreciated using a premade adventure in Pathfinder. Immediately the players moved the opposite direction to expected. The first door they checked was locked, and the Gunslinger broke their picks on it. The second door was barricaded, and the Gunslinger jammed it even worse. So they gave up exploring east and went back west again.

The Thaumaturge and the Psychic entered a room, where they found two cultists and a demon. The cultists saw through the Psychic’s disguise, but not the Thaumaturge’s. So one of the cultists pulled the Thaumaturge aside, and informed him he was being followed by an intruder—the Thaumaturge then claimed he knew that, and was going to lure the Psychic to the prison, but he’d lost his key. So the cultist handed over his own key to the prison, before saying he had to keep attending the ritual.

The party then went back to the locked room, and tried their new key on it. They had to fight off a yeth hound, which attracted the attention of one cultist from another room—although unbeknownst to the party, their cultist “friend” prevented anyone from another room investigating. The party then failed to find a hidden note in the prison, and investigated where that other cultist had come from, finding an empty workshop—one occupant terrified away by the yeth hound, the other the one who went to investigate—and the Thaumaturge set off a cage trap that caught the Psychic. The Gunslinger was able go force it open again though.


faealchemist: Vivi, rubber eevee. (Vivi)
Pathfinder was pretty by the numbers this week. Well, aside from the party killing a potentially redeemable mind controlled priest. He will be missed by the townspeople, if not by his god Gorum who apparently has no mercy for mind control victims.

The party are getting into the swing of things now, which is fun. The Psychic has started proactively unleashing his psyche, since it's about once a fight anyway; the Gunslinger's got the cadence of Treat Wounds down; the Sawshbuckler... well, Paizo buffed the Swashbuckler. And the Thaumaturge seems to be getting better at positioning within range to damage enemies.
faealchemist: Sparkles, a pink and blue motley jester sylveon. (Sparkles)

First was a period where the party tended to wounds, and began identifying their hoard of magic items. The former went well, the latter went badly. They rescued some prisoners who gave them some supplies.

Then they went into the tunnel, finding themselves at an ominous rusted door. They ignored it in favour of surfacing. They came up inside a tent, and heard cultists chanting outside. They quickly hatched a plan fo distract the cultists by lighting the tent on fire, using some wine they had as accelerant. It... actually worked okay? It was funny to have the one player roll survival for initiative, as they lit the fire. The fight was an interesting one. The cultists released their demon from its cage purely on the basis that the tent was on fire. The players only knew something metal had opened, not having heard it over the sounds of the ritual, or spotted it because it was beside the tent when fhe swashbuckler peeked out the front.

The swashbuckler did end up taking a lot of aggro, on the basis of being the first to leave the tent and nobody wanting to go inside a burning tent. He stayed up on 3 HP though, and the gunslinger got him some heals mid-fight. The demon tried to flee, but the gunslinger for a snipe off ~90 ft. away.

Next session the door will be revisited, as it's their only lead. We're looking forward to their exasperation as they fight an enemy that has hardness reducing all damage by more than their average hit :3 (A crit will break that down, so it should be fine?)

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faealchemist: Sparkles, a pink and blue motley jester sylveon. (Default)
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