The group confront’s Nyrissia. Learning about her downfall and preventing the destruction of
their kingdom. The group also learns of the true final threat that they will have to deal
with…
Nyrissia’s Domain
Last time the group decided to rest up before entering another one of Nyrissia’s demi plans. The
moment they where ready, the group stood around the bed and envisioned entering the plan…
Before seeing the demiplane’s form, the group sees a memory. This time, Nyrissia is on her hands and
knees. Kneeling before a floating flame. A deep masculine voice echos from everywhere. It declares
that Count Ranalc has been banished but her fate was still in question. It then manifested a glass
vile. It said that this would be her apology. She would be stripped of her love and happiness and
only made whole again after it was filled.
The group explores deeper into Nyrissia’s castle. Discovering more about her past
and taking on her closest subjects.
The Advisor’s Trick
The group enter’s the thrown room. It at first appears empty until an
angel appears! The angel pleads that the group repents and leave the castle
lest they anger their gods.
Little did the trickster know, smoke has true site. He immediately see’s through
the creature’s trick. A fight breaks out soon after.
The group takes on a powerful black dragon, learns the power
of forgiveness and begins uncovering the secrets of Nyrissia’s
castle… And the secrets of Nyrissia herself?
The Dragon’s Demand
After the colapse of Nyrissia’s realm, the group was able to finally
reach her castle. The House at the Edge of time. However, before they could
enter, they would need to defeat a Black Dragon guarding the entrance.
She demanded the the group stop. Saying that she knew they where actually
working for the Lantern King! The group clarified that they where certainly not.
The dragon explained that the idea came to her since Nyrissia was very close to
completeing the Apology. That is, filling a magical atifact with kingdoms from
countless worlds.
The group takes on a giant raven and a group of mire worms. The group plays out
an inversion of the famous alien scene where the xenomorph bursts out of the man’s
chest in the process. They group ends the game at the gates to Nyrissia’s castle.
Raven’s Roost
The session starts with the group facing off against the Nightmare Rook. The bird has
a pretty annoying combo where it would strafe the group. Making 2 claw attacks in the
process, while also grabbing one of the group members and ending the turn by pecking
at the unlucky soul that was grabbed.
The group begins to explore Thousandbreaths! Coming face to face with Nyrissia herself!
Enter Thousandbreaths
The group goes through the portal and enter’s Nyrissia’s domain. They find themselves at the start of
a forest with an iron arch. Resting at the base sits a Nymph.
Ever the ladies man, Stetson introduces himself and the group. The Nymph reveals herself to be Nyrissia.
The conversation sours quickly as the Lantern King’s name is mentioned. However, Nyrissia let loose
a critical piece of info: her domain is held together by her lieutenants. Killing or removing them
would mean the realm could collapse.
The group protects their kingdom from Nyrissia. While also achieving the means
to take the fight to her…
Worms in the Swamp
One of the minor blooms affecting the kingdom is located in the swamps of the west.
The group goes into the swamp to investigate and finds the bloom. As they approach to
take it out tho, the ground beneath them shakes and 2 giant worms burst forth.
The fight ends pretty quick! The worms are strong but the group is clearly stronger.
With the defeat of the worms the only minor bloom left is the one being guarded by the
frost giants…
Pathfinder 2e is my primary system. I have run the Abomination Vaults and am close to completing
the Kingmaker adventure path. Over the years, I have learned the system and think I have a pretty
good feeling of what I like and feel could be improved for whenever Paizo thinks about releasing
a new edition of Pathfinder.
Strengths and What to Keep
Pf2 is an amazing system with a lot for players and Gms to work with.
Here are a few of the things that I hope Paizo can bring over to 3e…
The group begins working to stop Nyrissia. While also looking for
a way to bring the fight to her.
The True Nature of the Invasion
Nyrissia’s invasion of the stolen lands is not just one of occupation…
While researching the magics that brought the Horned Hunter into this world,
Smoke realized that they have seen magic like this before, however its nature
is different. Like the Bloom that infected living creatures before, the very land
itself is being infected with Nyrissia’s fey magic.
The group defend’s their kingdom from Nyrissia’s assault ! Saving their citizens and
trying to figure out what is going on.
Fey Morning
After some time of peace, the rulers of Gloomwerth wake up to a horrible commotion.
Their kingdom is under assault to the south and to the east. The docks of the kingdom are
flooded. Putting the lives of their citizens in danger. At the same time, the kingdom’s farms
to the east have been attacked by a swarm of small creatures. Taking many children away from
their families.
The group destroys the focusing lense! Putting an end to the cult of Yog’Sothoth
once and for all.
Confronting Foralas
The group finds the cult leader in a strange circular room. Half of the room transformed into
a magical observatory. Foralas and his followers meditating in the center.
He Begins by casting time stop and setting up a bunch of nasty spells. They have no effect on
this turn but they will start causing damage in later rounds.