Two Cities Society

The Dungeon Deep... Delved
Ghouls for breakfast, spiders for lunch, and kobolds for dinner!

First of all, I want to thank everyone for making this session such a great success. First Steps, Part II: To Delve the Dungeon Deep is a kick down the doors dungeon crawl with undead, giant spiders (well, a giant spider), and kobolds. I’m pleased to say that it was one of the smoothest scenarios I’ve run so far. The monsters are simple and the combat tactics are straightforward.

The Pathfinders encountered Maurit Zergo in the early stages of her ghoulish transformation at the entrance to the keep, talked her into drawing a map of the place, and offered to “free” her from her suffering. They discovered the room of trade agreements right away and were attacked by a hungry blindheim. This fight was a lot more intensive than I thought it would be due to the blind fighting mechanics and several full attacks that the monster was able to get away with.

Next was the room with the giant spider that was quickly put away by the group. After clearing away the spider webs, the group listened at the door and heard a sorrowful moaning. Convinced it was zombies, the party readied for an assault only to find an empty well.

An empty, haunted, suicide well. Amusingly, both Ikarus and Daedalus fell in. Ah… Beautiful, delicious irony. After rescuing their bruised companion, the Pathfinders decided to leave the well alone. It remains haunted to this day and forever more.

Next was the kobold tribe. Tarka and her friends took up a defensive posture but were all cut down by the party. The next group, in defense of their “fire speaker”, attacked the party as soon as they charged in. The eidolon sighted the skulk who made a fiery exit, hitting Volstagg and then the eidolon, before climbing down the well. He didn’t make it far before getting a face full of lead and hammer, losing his grip, and meeting a sudden end twenty feet down.

It seems he didn’t understand… (puts on sunglasses) the gravity of his situation.


The jade katana was retrieved and returned to Amari Li but not before the Pathfinders discovered its secret. Major Colson Maldris thanked the group for their efforts in destroying the undead, and the trade agreements were graciously welcomed by Trade Prince Aaqir al’Hakam.

Tarka, the kobold, was left unconscious and mentally scarred by the sight of her only loyal friends beheaded before her eyes. The kobolds who survived their injuries reluctantly accept her again as their leader now that the “one who speaks with fire” is dead. Should she ever meet her attackers in the Cairnlands again, she vows to stop at nothing to kill them by any means possible. Tarka’s sole desire in life is to bleed them slowly while watching the light fade from her victim’s eyes.

In Service to Lore

Due to a scheduling flarg-up that was pretty much my fault, Jon wasn’t able to join our normally scheduled Council of Thieves game so we decided to run a PFS scenario—First Steps, Part I: In Service to Lore. This was Georgia’s first PFS game and she used a pre-generated character—Lirianne, the gunslinger iconic. Thea had already chosen her faction in The Frostfur Captives but this was the only other scenario that I had read and prepped, and only barely just at that. I wasn’t running it cold but it was certainly tepid. There’s not a whole lot of combat in this scenario so I wasn’t concerned about running it with only minimal preparation.

Most of the encounters went well although I get the sense that retrieving the seven-lock box from the imp wasn’t nearly as… Effortless as I had hoped it would be. Since Tier 1 scenarios can be replayed for credit here’s a hint for all of you: You can actually accomplish all four tasks with no, none, zilch, nada, zero combat. Figure it out.

My favorite part was how the players figured out the key puzzle for the Osirion faction leader. It was a most Acrobatic performance. Well done, I must say!

Don’t expect me to run the Szcarni warehouse crate encounter the same way next time. The way we ran it this time was fun, don’t get me wrong. Let’s just say I have ideas.

We ran short on time during the last fight and I had to call the game. The battle wasn’t going well for the Pathfinders, Thea was unconscious for the second time and had nearly already died once. Ezren (the pre-gen I was running) had just been knocked out but stabilized and things weren’t looking good for either Lirianne or Evelyn. I judged the outcome such that everyone was subdued, their weapons stolen, and the Chelish seven-lock box was taken. Overall, the mission was a success and everyone got full prestige/fame but the gp awards were reduced accordingly. Additionally, Thea and Evelyn both had to purchase new weapons. Sort of a mixed good/bad ending but that’s how it goes sometimes.

The Frostfur Captives

Our first Pathfinder Society event went extremely well, I think. The Frostfur Captives is a favorite among many GMs and players and it was a joy to give the goblins and the ice troll unique personalities. One downside to PFS events at game stores is because of time limitations, it’s hard to squeeze role-playing into a 5-hour session and Frostfur is already a long scenario with all of the encounters. By the time Jane and I were finished playing Frostfur at Dragon’s Lair, the store was preparing to close.

Fortunately, home games don’t have that problem. You still want encounters to move at a solid pace but I had the luxury of spending several minutes here and there letting the goblins be goblins and giving Rimetusk some actual dialog.

One thing that Jane can tell you is that if she notices me practicing a particular accent or manner of speaking in day-to-day conversation (“You gonna’ be passin’ me ta’ salt, ya’ undahstand.”) for a week prior to a gaming session, it probably means that personality is going to be portrayed.

The best part is no one intimidated the troll, he got to wrestle twice, and the overall mission was a success. The sad part was poor Squooch didn’t make it after she took an axe to the chest. The sadder part was I didn’t try as hard as I could have when attempting to kill Chormmy with the ingested alchemist fire—it should have been an auto-coup-de-grace. C’est la vie.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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