The group makes it to the whiterose abby! They go looking for a super weapon but find
more mundane but still helpful things instead.
Giant Stomps Off
On the road to the Abby the group crosses paths with a giant grumbling under his breath.
The group saids they are tax collectors and ask about what the giant is doing.
The giant tells them that the Abby has some folks stationed there. He also instructs the group
to take the rat for everything hes got.
The Cypher System is a game system created by the folks over at
Monte Cook Games. The system is less full
game and more of toolbox for GMs to take and use to create their own games.
Less D&D, more GURPS.
My experience running the system is limited to a mini 3 shot campaign and some solo
sessions. Despite this, the system has stayed in my mind due to its unique nature and
elegance.
The group participates in something called the Rushlight Tournament! Winning a prize.
They also come face to face with King Irvetti for the first time! Learning about him
and getting to know what makes him tick.
Arrival and Festivities
The Tournament is more of a grand carnival with games and food all over. The group is able to
have some fun interacting with the locals and enjoying the show.
After a short time, the group is summoned to meet king Irovetti himself. They agree to see him.
Chris McDowall is the creator of Into the Odd, Electric Bastionland and most
recently Mythic Bastionland. These games serve as the basis for many other popular games, including Cairn 1/2e
and many others.
While a deep dive into what makes these “Mark of the Odd” games tick is certainly in the cards, what I want to
talk about today is the advice that Chris gives to game masters in his books. Especially how this advice can
make social encounters more fun.
Armag is defeated! The group has an intense battle with Armag and emerges victorious.
The defeat of the Tiger Lords brings with it a surrender from the Pitax kingdom. As well
as an invitation to something called the Rushlight Tournament.
Preparing for Armag
Asking Zorek about who went into the tomb with Armag, the group learned that he has 4 other
warriors with him.
The group uses this information to prepare appropriate spells and abilities before they
knock down the door…
Short and sweet! The group completes Zortec’s challenge and learns more about the nature
of Orvinbane.
Zortec’s Challenge
Zortec leads the group into a natural cave portion of the tomb. Explaining that their final test
before Armag himself would be to vanquish the unworthy.
With a small gesture, Zortec summons a group of skeletal Tiger Lords for the group to defeat!
These dammed souls where warriors of the past that had attempted to take Orvinbane over the centuries.
They did not have the strength to withstand the traps and challenges of the tomb. Ultimately, they ended up
losing their lives and their freedom.
I read and listen to a lot of GM tips and methods from all over the internet. Some of these tips cover
adventure writing and how to go about creating adventures.
While I generally don’t recommend approaching adventure writing like story writing, I do recognize that
both types of writing have similarities. The youtube algorithm seems to agree. It introduced me
to a new concept I had never heard of before: the Story Circle.
The group plunder’s the depths of the Tomb of Armag! They face several challenges and save the last
of the Iron Wraiths.
The party feels the divine presence of Gorum emanating off the walls of this holly site. The tomb consists
of smooth stone walls lined with white glowing metal.
Sister’s of the Bloodshot Eye
2 young Witches stang guard at the entrance to the Tomb. They explain that their queen has foreseen the return
of Armag. They would be the ones to force the hand of fate. The group asks about the Iron Wraiths, almost in
response, the group hears the sound of a female scream.
After a long hiatus, the group is back in the Stolen Lands!
This session, the group travels to the Tigerlord’s camp where they are excavating the Tomb
of Armag. The current leader of the Tigerlord’s is said to be looking for a powerful
artifact buried deep within.
Tigerlord Takeout
The first order of business the group engaged in is fighting a small army! A group of 12
Tigerlords have set up camp outside the Tomb while their leader plunders the the inside of
it.
The final battle for Fort Drelve! The group confronts Drelve and passes judgement on him. They also learn
the current location of the leader of the Tigerlords. The group deals with an uppety wizard. Fort Drelve is
put under new management. Suzaku is also soon to be a mother.
This session also marks a very special achievement for me and my group, we have successfully played to 12th
level in PF2e! This is the highest level I have ever GMed for and also the longest running campaign I have
ever been able to play in. A huge thanks to my lovely players for sticking with me this far! Just 8 more levels
to 20 folks!