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!
I have recently concluded a short campaign using the specialty rules system called
GorgeWorld. Its really a
testament to TTRPGs that such a system even exists considering how niche this type
of material is. Regardless, it exists, I used it, I liked it, and I hope to talk about
it for a little bit!
Overview
The system is a very simple attribute based system. You have 4 main attributes: Force
Learning Agility and Beauty. Your FLAB. With a secret 5th attribute known as Glut! Rolls
are done using Fudge Dice (more commonly known as Fate Dice) or D6s. 1-2 are negatives, 3-4
are blanks and 5-6 are successes.
The group infiltrates the castle proper! Freeing Terrion Numesti. Father of
Kisandra Numesti. They fight many guards as well as some hill giants towards
the end.
Treasure Troves and Supplies Stores
Entering the castle via the secret tunnels underneath proved to be lucrative.
The first few rooms the group got into are supplies and coffers of the castle.
Helping themselves to the nice store of gold and treasure, the group went into
their first real challenge.
With the kingdom saved from invasion the group has to take the fight to the enemy.
Plan of Attack
While the forces of Pitax and the Tigerlords have been repelled for now, the threat still
remains. The group needs to secure Fort Drev and take it away from Pitax.
Unfortunately, the fort is protected by guards and hill giants. Courtesy of Pitax. The group’s
army is also battered and exhausted. Additionally, Kisandra, a daughter of one of Drelev’s nobels
informed the group that she has a friend back in the keep who knows of a secret entrance to the
keep.