It has been a long time  since I did a session write up for the Wednesday night Pathfinder game. The campaign has now finished so I thought I’d briefly summarise the major plot arcs for the series.
Note to the other players: I’ve omitted a lot of the stories of the other characters but this post is already 1300 words. If you send me a writeup I’ll publish it as a guest post.
The founding of the Free Company was part of a long term character arc to raise Sebastian White to a level of personal and political power .
This was partly because the Free Company were rapidly becoming the most effective trouble shooters in the realm, and partly because the Houses Major were getting more than a little annoyed with the fractious Houses Minor.
Toss in the fact that the party revealed the Big Bad to the Houses Major, and managed to get them working together, and the opportunity was there for the smooth talking Aasimar Bard at the nominal head of this dangerous bunch.
So Sebastian, formerly White, now Tribunus, managed to get himself established as the Duke of the Capital Province. Whilst Sebastian is something of a 2nd rate Duke compared to the established Houses Major, he is nevertheless a rising power in the Realm and one of the heroes of the final battle.
Who knows how the balance of power will change over the next thousand years or so?
The Guardians, or summoning Elder Gods for fun and profit
Even as far back as the last few sessions I did write up there were mentions of the Guardians of the Realm. These tended to keep popping up whenever Eric was doing research into other things.
I know a plot hook when I see one.
Fortunately I’m actually happy to bite on plot hooks in a role playing game; the whole point is to tell a collaborative story and moving the plot along helps with that.
Along the way Eric started working out that these Guardians of the Plains, the Deep, the Forests and the Mountains were very real, that they could be summoned, and that they were responsible for many of the strange events plaguing the Realm
Initially Eric started summoning the Guardians to find out if they could be persuaded to fix the problems of the Realm, and/or assist Eric in saving the Realm from the more mundane problems of a looming civil war.
Then it turned out that the Guardians had an enemy and were basically trying to get humanity’s attention to do something about it.
The Guardians were also fairly generous patrons, although Eric never found out what the penalty of the geas would have been. I suspect that’s just as well.
This section of the plot arc was travelling around to persuade the Guardians to meet up and provide support against the Big Bad of the campaign.
The enemy in question was a demigod/undead thing named Decay whose domain was cities. The Guardians couldn’t see inside the Cities, which is partly why the Guardians needed agents who could go into cities to find him.
Or, in the case of the final battle, destroy a city of Goblins to the point where Decay would come out to where the Guardians could limit his powers.
Cue the final battle of the campaign where the party managed to get all three Houses Major working together to destroy said goblin city whilst the party served as shock troops at critical points in the battle.
Then Decay came out to fight, and that was an interesting battle indeed.
At this stage Eric was quite tightly tied to the Guardians, and the antithesis of Decay. So being on the receiving end of 5 rounds of spells from Decay was an exciting experience.
On one hand it allowed the rest of the party a basically free hand to smack Decay down.
On the other hand Eric didn’t survive the experience. Power Word Kill is a nasty one to tangle with, and despite some healing Eric was caught under the 100 HP limit.
Then again, Eric did go 5 rounds with a demigod. Granted that he lost, but it’s still an achievement.
At the end though it was House Ramsey who finished Decay in his swarm form by tossing 1000 Fireballs at him. That’s not a typo by the way.
Fortunately House Vance was on hand so resurrection wasn’t an issue. Although Jamir, the party’s cleric, got tired of the arguments as to who would have the privilege and simply did it himself.
That basically wrapped up the campaign in a satisfying way. This was a fun campaign to play in, the GM runs a good game, and I’m looking forward to the sequel set about a 1000 years or so later.
The next couple of sections deal with some unresolved plot arcs for Eric that I would have liked to have played out had this campaign continued.
The Sainted Eric
Sigh. One of the things that went on in a session I missed was that Sebastian apparently impersonated  Eric around town to establish that Eric was claiming to be a descendent of Pelor and in doing so contradicted the back story I’d set up for Eric.
Given that I was consistently playing Eric as Neutral Good, as well as having Eric work to save the Realm from the major threats, this took on a life of its own in the campaign.
Sebastian is fortunate that Eric never worked this out, or could prove it.
Impersonating an increasingly powerful Fire Elemental Sorcerer to subvert a major motivation of the character is risky business, particularly once said sorcerer acquires Disintegrate and a willingness to use it.
In out of game terms, this became a running gag of how could the GM embarrass Eric in the worst possible ways. This was fun to do, but I’m still a little annoyed that this got done by another player without consulting me first.
I will admit that I used Eric’s leadership feat to set up followers who avidly believe the story, so dealing with that in the long term could have been interesting to play out. During the campaign Eric mostly tried to ignore them, and stay away from them, which is probably the wrong approach to this.
Various distractions  throughout the campaign prevented Eric from pursuing the research into his background so one of his post-campaign efforts would be to resume that search in the hope of proving that he isn’t descended from Pelor .
The Master of Fire
Another character ambition that wasn’t realised was Eric reaching a point where he could call himself a Fire Master. The intent was for Eric to reach 20th level which has all sorts of interesting effects on a Fire Elemental sorcerer, and for Eric to create a Ring of Elemental Command (Fire) without any assistance from another caster.
The trick for the latter would have been getting access to Flame Strike somehow, but it is entirely possible that Eric might have earned sufficient favour with Pelor to manage that somehow.
So, again, this would be a large part of Eric’s post campaign activities.
I really enjoyed this campaign, and there’s more roleplaying ahead. I don’t know if I’ll blog the other campaigns that may be starting, but the party for the sequel Pathfinder game is coming together at the moment. There may also be a Shadowrun game starting later this year.