MNmaxed is a gaming group based in Southern Minnesota. Our goal is to provide entertaining adventures and insight into successful tabletop RPG campaigns. Pathfinder Second Edition will be our system of choice, so join us to learn about this awesome new game from Paizo!
After concluding business in Grey Dirge, we head to Mechitar as a full group. We get settled in and go to our meeting. The Ghost King is not there, and instead we are given a... parade float to decorate. Ok, I guess. After some shenanigans the actual meeting with Geb is on, and we get promoted.
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Kix takes a couple mental health days, then kindly decides to allow the campaign to continue but un-petrifying the rest of us. We meet back up with Bedlis, and receive a summons to Mechitar. We take care of some business and prepare to head to the big city.
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We finish up in Gristle Hall, looting what meager things VampIron Tavia had, and gathering more evidence to incriminate Kemnebi. As we exit, we meet an old ally who has new plans for us.Â
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We explore the remaining rooms of Gristle Hall, facing down a few enemies as we go. We solve the remaining riddle and come face to face with Vampire Iron Tavia, the one we've been chasing after this entire book. The end of book three draws nigh.
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We encounter a big fossil monster in a greenhouse, which ends up being less cool than it sounds. We continue looking for information and, along the way, destroying potentially dangerous statues as we go.
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Arius, having gotten served in a dance battle, welcomes the development to just a battle battle. The enemies are persistent, but can't do much to us. We move into a library where we learn some bombshell info before aggravating an impressive fossil.
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We've reached Gristle Hall, but there's some defenses we must first get past. Once we do, we move into the manor where we discover some shadowy walls of great power. Kix wants them. We also find a party!
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We find the medusa, Karenza, and learn some information from her. We head out to a place called Gristle Hall, where Iron Tavia went to. We know this place has some importance, having found a picture of it quite a while back. The road there, however, isn't without danger.
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Our nice tea time is interrupted by some guests being rather rude. As our hosts dejectedly cancel further tea, we begin exploring the home looking for our wayward host. We have a few more encounters with her little friends, which goes well until it doesn't.
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We finish up business in the Greenblades camp, whom we've just slaughtered. We rest a bit, then follow a calling Shaira had in a dream. The Champion of Urgathoa does some pretty Urgathoan shit, and we all hit level 10. From there we head to the house of Karensa the Medusa, where we find some unexpected... friends?
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Under cover of night, we've snuck up on the Greendblade's camp. We have one goal in mind; kill them all.
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