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 clearing out our new residence, then fighting devils to assist Kix in becoming a Lich, we go over our level 12 upgrades. We do some maintenance, and go meet with the diplomat and very dangerous ghoul, Kortash Khain.
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We've cleared out our new home, and have some important business to get down to. Kix has a plan, but he's playing a dangerous game with a powerful opponent.Â
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We're still in our new suite in Mechitar, clearing out the traps and hazards left by its previous Blood Lord resident. Along the way we discover some interesting information with dangerous implications.
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Now officially Blood Lords, we do a bit of house keeping, before going to our new home to do a whole lot more house keeping. The previous occupant left some pretty badass decor, but some of it is pretty dangerous.
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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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