Entombed with the Pharaohs, Part 3

We had our third session playing the module Entombed with the Pharaohs (from Paizo) this past weekend. Below is a session write up from Rachel and, obviously, it contains lots of spoilers for the module. Sadly, this session was not quite as enjoyable as the prior two but this was not entirely the fault of the module but, rather I think, the game system. I’ll briefly elaborate below. As always, my GM comments in [brackets and bold italics].

Oh, and I learned a valuable GMing lesson in this session. Never make brownies and serve them nice and warm at the START of a gaming session. Some of the players were a little too giddy with a sugar high as we started playing. šŸ˜‰

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Entombed with the Pharaohs

As part of our process to reacquaint ourselves with d20 and Pathfinder in particular, we took up a mid-level adventure…Entombed with the Pharaohs. Now, obviously, there are going to be some definite spoilers below the break but I do just want to say that this module, written by Michael Kortes, has exactly what I love to find in a pre-published adventure. Although there is something of an “end-goal” involved with the module, it didn’t feel like an overly linear adventure. Instead, Mr. Kortes provided various NPCs, scenes, and tools to reach that end-goal but with enough openness that I’m guessing different groups will find this module play out quite differently. Exactly how I like a module to be written.

Below is the journal from our first session. It was nearly a month ago so I might have a few details wrong. Oh, but first, the characters…

  • Nuala, a 6th level elf rogue played by Rachel.
  • Kyra, a 6th level human cleric played by Bridgett.
  • Ezren, a 6th level human wizard played by RJ.
  • Nasir, a 6th level human fighter played by Todd.
  • Scott, a 6th level Sorcerer played by Austin.

Now on to what happened in the first session…obviously there are spoilers below for Entombed with the Pharaohs.

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Pathfinder so far…

I, obviously, have not been keeping up with posting here but that doesn’t mean that we haven’t still been playing on a regular basis. Our Halloween one-shot kind of fell through as one of the players had to cancel near the last minute and it wasn’t really going to work well without a full compliment of players. So instead, we did what many had been doing…we busted out the Pathfinder Beginner Box and played the included introductory adventure. We had quite a bit of fun with it. I’m not saying that it’ll ever win awards for its depth and character development but it was a fun little dungeon crawl. Some of the rule changes, of course, changed how things played a bit. For example, the lack of attacks of opportunities meant that a certain big bad guy at the “end” of the adventure could move about quite a bit without any real repercussions. I think the cleric’s Channel Energy healing did almost as much healing for the bad guy as the good guys due to this.

Like many others, I contemplated expanding upon the introductory module (especially since the bad guy got away) but I decided not to. Instead, I figured we might as well jump in and start playing–more or less–full Pathfinder. I picked up the three “First Steps” modules for the Pathfinder Society Organized play, added another player (Austin), and away we went.

I was a bit disappointed with the series. Don’t get me wrong, we had fun, but it just seemed too artificial to me. I’m sure some of this is an artifact of the format of the adventures…each designed to be played in four hours as part of organized play. It just wasn’t quite what I wanted. My players often tend to not want to just go from encounter to encounter and, at times, that is what these felt like. We took nearly three sessions (of 4 to 5 hours each) to finish the first of the three. Some of that was because we are still pretty new to Pathfinder and some was due to my players’ inclination to “dawdle.” Some, though, were the modules themselves (e.g., the dealings with the Sapphire Sage in the first module really rubbed some of my players wrong due to its overly “gamist” and artificial feel).

We played through the first two modules and started the third but stopped before we got too far into it. It just seemed like there were so many holes, inconsistencies, and little things that I didn’t like by that point that we stopped before getting too far into it. I wanted to run these modules as close to written as possible since this was all intended to give us all a good introduction to the Pathfinder system but I just wasn’t going to be able to do it. Of course, it also helped that one of the PCs attempted to cast charm person on a rather well-guarded bigwig at the beginning of the module who was kind of important to the party even beginning their third mission. I’ll just say that a certain gnome bard is still serving as a charmed attendant of Master Torch in Absalom.

Regardless, I think the modules served their purpose for us…to start to get a better feel for Pathfinder. At least at the lower levels. I’m not ready to play high level Pathfinder yet and I know my players aren’t either but I do want to play a bit of a higher level next. Actually, I had read a lot about E6 (for 3.5) and the “sweet spot” it represents so sixth level seems like a good point to try at this point.

Everyone made a sixth level character (or grabbed a pre-gen) and we started Entombed with the Pharaohs. I’ll post more about our first session with it but it was quite fun.

Back to Pathfinder

It is, of course, old news that Paizo is releasing a boxed set, the Pathfinder Beginner Box, of their Pathfinder rules. The box, as one might guess from its title, is directed to new players. Given that I’ve been playing since before the 1st Edition DM’s Guide was published, I don’t think I’m exactly the target demographic that Paizo is looking to hit with this new product. However, that hasn’t stopped me from being rather intrigued by it. Intrigued to the point that I want to give Pathfinder another try. See, I got burned out on 3.5 near its “last” days and so I’ve never really given Pathfinder a good try. I’ve got the core books and a number Paizo’s adventures and setting stuff but I’ve only run a few sessions of Pathfinder using the Crypt of the Everflame.

While we have a regular schedule of gaming on most Saturday evenings, we’ve recently hit one of those rare situations where multiple players couldn’t make it to multiple sessions in a row. We’ve only played our Quail Valley campaign with Myth & Magic once in the last five weeks. This weekend we’re doing the annual Halloween one-shot so it’ll be like six weeks with one session. For me, that just isn’t enough to really keep my interest in a campaign.

So, my gaming thoughts were already straying and I was already thinking about a new campaign when I started to see a lot of good reviews and good press about the Beginner’s Box (like this review). I guess I just thought, wny not? Why not give Pathfinder, initially in the slimmed down version of the Beginner’s Box, a try and dust off some of those old ideas and old prep work I did for a Golarion campaign a number of years ago. As I noted in another post recently, I think a lot of my burnout with 3.5 wasn’t the system itself as much as it was the dynamics at the table…adversarial dynamics encouraged, at least to some degree, by the rule-set. So, yeah, why not…maybe I’ll get another Company H Campaign out of it (still one of my all time favorite campaigns I’ve ever run).

Quail Valley Campaign Session #4

Here is the campaign log from the fourth session of our Quail Valley campaign, written by RJ from the perspective–more or less–of Eoin. My GM comments, as usual, are in [italics and brackets.]

Note: There are potential spoilers for a number of different published adventures below. These include: Necromancer Game’s The Wizard’s Amulet, Crucible of Freya, and Vault of Larin Karr, Goodman Games’ Hive of Villainy, and the adventure, Through the Night, from Dungeon Magazine #29.

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In GM We Trust

We had our fourth Quail Valley Campaign session last night and although it will be a bit before the campaign log gets posted, I did want to share something that really struck me after the session. It wasn’t anything new as many, many others have discussed this issue in the past. It was just something that really struck me in the difference between how this session went and how the prior sessions had gone…all of the players trusted–implicitly–the GM and this made all of the difference.

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Quail Valley Campaign Session #3

Here is the campaign log from the third session of our Quail Valley campaign. I ended up writing this one (for reasons that will become clear later) and so I’m not going to write from any particular characters’ perspective. More of just a blow by blow of the important events. I suppose I’ll still keep my GM comments in [italics and brackets.]

Note: There are potential spoilers for a number of different published adventures below. These include: Necromancer Game’s The Wizard’s Amulet, Crucible of Freya, and Vault of Larin Karr, Goodman Games’ Hive of Villainy, and the adventure, Through the Night, from Dungeon Magazine #29.

The party had decided, after Mook and Rithor recovered from their paralysis, to head back to The Troll’s Tongue as the creature could not be allowed to remain…particularly during Storm Season. Other travelers would have to stay at the inn to shelter from the storms and might fall prey to the ooze thing.

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Quail Valley Campaign Session #2

Here is the campaign log from the second session of our Quail Valley campaign. This was written by Rachel (who plays Isabel). My GM comments are in [italics and brackets.]

Note: There are potential spoilers for a number of different published adventures below. These include: Necromancer Game’s The Wizard’s Amulet, Crucible of Freya, and Vault of Larin Karr, Goodman Games’ Hive of Villainy, and the adventure, Through the Night, from Dungeon Magazine #29.

In this session, the party continues its journey towards Fairhill and encounters a rather strange mantel decoration. We pick up where we left off last time…during Isabel’s watch she was ambushed by a rather strange creature.

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Myth & Magic Campaign

This past weekend marked the beginning of our new campaign and a new game system. As I mentioned in my prior posting, we’re moving to a less ā€œtactically challengingā€ game. The system I’ve selected is Myth & Magic from New Haven Games (aka M&M). The game isn’t officially released until late September but a pre-release is available. Myth & Magic started as a retro-clone of 2nd Edition AD&D but has become more than that. In a manner similar to Castles & Crusades, M&M looks something like a pre-3rd Edition D&D re-envisioned with modern sensibilities. I definitely prefer M&M’s BASE20 system over Castles & Crusades SEIGE Mechanic and over the d20 approach of ever escalating skills and difficulties. We’re going to be giving the pre-release a run until the September release. It is my understanding the upcoming release has a lot of things added to the game and some things reworked. We’ll re-evaluate if we’ll continue with Myth & Magic after that release.

We rolled up characters on Saturday. It took longer than I had hoped but that is largely because none of the players had ever seen Myth & Magic. I hadn’t shared what we would be playing until after we were into the character creation process. Two of the players also decided that they’d play two characters and that contributed to things taking a bit longer. The range of Ability Scores, as one might expect with 3d6, is pretty wide. Rachel got pretty lucky with her rolls while others did not.

The roster of PCs includes the following.

  • Aram, a Dwarven Cleric (played by RJ)
  • Eoin, a Human Barbarian (played by RJ)
  • Finch, a Halfling Thief (played by Todd)
  • Isabel, a Half-Elf Ranger (played by Rachel)
  • Mookatel, a Half-Orc Fighter (played by Todd)
  • Rithor, a Human Wizard (played by Franklin)

The campaign will be using the Vault of Larin Karr as the ā€œbaseā€ upon which I’ll be adding a variety of different things. Some of these will be homebrewed but others will be a mix of 1st, 2nd, and 3rd Edition published adventures. This mix is intentional…I want to see how easy it is to convert materials from the different editions to Myth & Magic. I was going to start with the 3.5 ā€œclassicā€ adventure, The Crucible of Freya and the lead-in, The Wizard’s Amulet. However, Franklin immediately recognized it because he has run both in the past…so I’ll be making some definite changes. šŸ˜‰

Each character received one or two rumors about Quail Valley or the village of Fairhill. These were basically reasons for them to be wanting to travel to Quail Valley and so when a wizard was looking for some traveling companions to head to Fairhill (a village just a day or two from Quail Valley), it was a good ā€œinā€ for each character to agree to the trip.

Below is the session log from Rachel.

My GM comments are in [italics and brackets.]

Note: There are spoilers for The Wizard’s Amulet and possibly The Crucible of Freya below.

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