So, during my sabbatical I missed a lot. The party had put up base in the city Sundabar. In the Silver Marches region of Faerun. The city has been under siege by shadows in the last few months. The quest has been a continuing struggle against these shadows as well as some side quests cleaning out dungeons.
The session began by Magnum waking up in an alley without any of his gear. He missed the last session, so as is customary he was held captive in some stupid place. This time local street kids had stolen his gear. Unfortunately for one of the kids, Magnums patience was not endless as he threw his hammer through the punks head trying to retrieve his geiser. Yikes! Fortunately, some local priests were willing to raise the boy for free, otherwise he would have been in a more nasty situation.
Meanwhile, Budrik, my dwarven priest of Tyr, was summoned to the town hall by Helm Dwarf-Friend for a quest. He was offered 50000 goldpieces to retrieve the holy symbol of Beorn, that is presumed to be lost in the dwarven forgeries beneath the city. Budrik seeks out a party willing to help him on this quest. By great coincidence he finds a party hanging round in a local pub who are willing to take on this quest for 40000.
The forgeries are normally closed off and guarded, but the adventurers are let in by the city guard. The temerature of the complex begin to rise the deeper they come. After some time, the group is ambushed by three fire mephits. Zull sees this as the perfect opportunity to try out his new cloud kill spell. And with much effect. All three mephits were killed on the spot.
Several levels down we found a sort of anvil or table that had a faint trace of magic still lingering. Connected to the table were two empty sockets where orbs of about 10 cm could be placed. Guessing this would be the best lead to go deeper into the forgery we went looking for the orbs. The first we found in the possession of a bunch of steam mephits. It took some battle, but this one was quickly in our posession. The second was located in a water bassin we found behind a hidden staircase. A careful perception check revealed that the bassin was not empty, so we suspected that there would be water mephits living in the bassin.
Nobody particularly cared for some fresh under water combat, zo Zull summoned a large shark who had the mephits for lunch. The water mephits had the second orb, so we went back to the magic anvil. When the orbs were inserted into the sockets, the anvil table began to drop revealing a round staircase. The staircase led to a big hall, in which the temperature was even higher than in the level above. As soon as we set foot in the chamber we were attacked by 10 medium sized fire elementals. The battle that followed was long, but thanks to the protection spells cast, not too damaging.
The session ended when we defeated the last fire elemental.
Posts tonen met het label Pathfinder. Alle posts tonen
Posts tonen met het label Pathfinder. Alle posts tonen
dinsdag 22 april 2014
Monthly session report: Down the dwarven forgery
Labels:
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maandag 14 april 2014
Back from sabbatical
Last year and some more I did not sit at the game table. After almost 25 years of playing RPGs I guess I was tired of the same old grinding. But that will end next friday. I will join the old party for a good old game of Pathfinder.
And, in addition, this is also the 100th post on the blog, go figure :p
zondag 4 maart 2012
Pathfinder session 3: The Golden Baby
Tracking the white light
Standing in the debris of the battle, the adventurers decided that the best lead they had was the white lights. They searched the battlefield for valuable remains , and set off south again.Fighting the owlbear
After some hours on the forrest, Rupert spots a bear-like creature with small, pointy ears. Cautiously he sneaks back and informed the party. It is decided that the safest thing to do is to rid the forrest of the animl. So, Bronco and Gladwin do some massive damage, Rupert is an owlbearhat richer and there was much rejoicing.The crater
During one of his scout flights, Edgar found a big crater in the forrest. The party went and investigate it. It is clear that whatever it was, it must have made a big impact. The crater was a couple of meters deep and trees in the perimeter were knocked down.Following the wolf
The party was observed by a wolf. Rupert approached the wolf because he sensed that the wolf was trying to communicate. The wolf moved deeper into the forrest, amd the party followed. After a while they arrived at a large open spot in the forrest with a big old oak in the middle. Around the oak, a large number of animals was gathered. Amongst the animals were wolves deers, and even a unicorn. The animals were all facing something in the middle of the circleGolden baby
Upon closer investigation, the adventurers saw a baby near the base of the oak. The child was surrounded by a golden glow. Zull thought is was of etraplanar origin, but couldn't figure out which plane. Suddenly, a dryad emerged from the oak. She asked whether the adventurers were worthy to guard the baby. Rupert explained that they were as loyal as the highest bidder, and stayed loyal to them for the duration of a quest. Apparently economics had not entered the forrest in this region, as this explanation was met with stale glances.The quest
Instead, the dryad transported the party to a forrest nobody recognized. Some explorarion revealed a little village nearby. The people in the village were very friendly, and received the party for dinner. They knew nothing about faerun, its lands or cities, so we either were not on faerun anymore, or in some very remote area. After a simple meal, one of the villagers sounded alarm about a living fire in the forrest. The party went to investigate and found an unusual fire elemental. The battle almost cost Bronco's life (again), but they manage to slay the elemental. Only problem: it went out with a bang, setting a portion of the forrest on fire.Too pragmatic to guard a baby
With the forrest still ablaze, a portal appeared. Zull did not have to think long to take the portal. Rupert quickly joined him. After some hesitation(dont split the party) Bronco and Gladwin followed. The portal led back to the Dryad. She was dissappointedthe that we didnt put out the fire and deemed the party unworthy for protection of the celestial baby. Bad luck for the baby, good luck for us as we managed to grab a good load of xp.Back in Thurmaster
With no options left, we set directions for thurmaster to report to Thauster about the events.thauster warned the party that a whole lot of nasty people wanted to get their hands on the lantern, and it would be a matter of time before they would get to us. The party decided that the current best plan was to go and search for clues in ...Outstanding questions
- why did the dryad want to give the baby to the party
- who is the silent observer?
- What is the golden baby
- Who was Malnoc?
- Is anything known about Lisara's vampire family?
- What about the noble in Everlund?
zaterdag 14 januari 2012
Longbow vs Crossbow
Magnum, the dwarven ranger of our party is currently wielding a crossbow instead of a longbow. Hopefully, the next clip will pursuade him to change to longbow.
Unless he opts for the following weapon: Badass Automatic Crossbow, or even this one.
Unless he opts for the following weapon: Badass Automatic Crossbow, or even this one.
vrijdag 13 januari 2012
The first two sessions
The partymembers were busy repairing their keep following the defeat of the orc warlord Gruumsh. One night, Zull was studying the stars when he saw a bright white light passing some 60 ft over his head. This light was also seen by Rupert devaillier de fleur, a halfling rogue that was travelling the lands in search of experience and new tales. The day following the light, the adventurers are visited by Thauster, Jelleneth and Rupert. Thauster requests to investigate the strange light, and the adventurers, bored stiff, happily comply.
The caravan consisted of three wagons and an armoured carriage. The armored carriage was made of thick oak wood, and did not have any windows. Members of the caravan included: - Lisara, a noble on her way to her uncle Flavius - Lenore, het maid - Phinneas, the personal bodyguard of Lisara. Phinneas has worked as a mercenary before he selleled down as guard with Lisara's family. - Thomas, A very cocky and cowardly member of the caravan. Easy to get in conflict with
The caravan was set up in a circle and the party spend the night there.
Clearing up the mess, Gladwin realised that his detect magic spell was working in the proximity of the carriage. He mentioned this to Phinneas, and they requested an audience with Lisara. From her he learned that the magic cancelling effect was due to a magic lantern that was hanging on the carriage. It was an old family artifact, that was crafted hundreds of years ago by the wizard Malnoc. It seems like the magic item was the main target of the ambushers as the offence stopped the moment the item was stolen.
Naturally, the party offered to track the lantern to help Lisara. Zull ordered his familiar Edgar to scout for the fleeing mercenaries. With the aid of Edgar and the tracking skills of Magnum, the party soon found their trail. This trail led to an old ruin. Rupert sneaked up to the ruin. About halfway there he saw a boundary made of ash or salt. Since he doesn't have any spellcraft skills, he sneaked back to check with Zull and Gladwin where that was all about. Zull knew that these kind of barriers are commonly used to lock out outsiders, such as demons or devils. Reassured that it is not a trap, Rupert apporached the ruins once more and learned that there were about 20 mercenaries in camp. The leader of the mercenaries was clearly recognisable, a tall and exceptionally broad woman. She was accompanied by a cleric, who was carrying the holy symbol of Lathander.
Rupert decided that their best chance was to approach the opposing party in the open. He together with Zull and Magnum approached the camp with their hands above their heads. They told Chiva, the female leader of the mercenaries and Markos the human cleric of Lathander that they were escorting the caravan, and that they were searching for the magic lantern. But, that, on seeing that the mercenaries were supported by a cleric of Lathander, they realised they were fighting for the wrong side. The party and the mercenaries negotioated a trade of information. The party gave information about the caravan, the mercenaries about their mission.
It turned out that the mercenary corpse, the red company, was hunting down the caravan because Lisara killed a nobleman in the nearby city of Everlund. Chiva also told that the quiet maiden look of Lisara is just a facade. In reality, she is a vampire, kin to a family of vampires. To make matters more complex, this particularly family of vampires is known to worship demons. Thats why the mercenaries have taken the necessary precautions to lock demons out of the camp using the salt barrier.
The day after, the party helps the mercenaries in their attack on their former allies. When they arrive at the spot where they have left the caravan they find all of the caravan members murdered. The armoured carriage is searched by Bronco. He smashes the floor of the carriage and finds a double floor with a coffin underneath. Lisara is nowhere to be seen, however, the party finds a charred skeleton with a stake in its chest.
Outside, the rest of the party sees the silent observer again. He uses an area spell to kill off all of the mercenaries in one blow, with the exception of Chiva, their leader. Again, the silent observer is spotted, but unlike during the first encounter, he summons an aberation, smiles and moves away. What followed was a fierce battle with the aberation. During the battle Chiva died, leaving only the cleric of the original mercenary squat.
Outstanding questions:
Update: Some corrections and additions by the DM, and with some links to Forgotten Realms lore
Battle for the Caravan
After travelling for a few days, the party spotted a caravan that was under siege by a group of bandits. The adventurers quickly chose sides with the caravan and managed to fight off, actually kill, all of the attackers. During the battle, Rupert saw a figure silently observing the battle. Assuming the figure was the spellcaster of the attacking party, he attacked him with his slingstaff. The pellet stopped in mid-air and fell to the ground. The figure smiled at Rupert, waved and then dissappeared. The battle was a hard one, especially because Bronco was stunned. Fortunately, Zull came to the rescue with his pit-spell, entraping some of the attackers. When Gladwin was inspecting the battle site, he found out that his detect magic spell did not function near the wagon.The caravan consisted of three wagons and an armoured carriage. The armored carriage was made of thick oak wood, and did not have any windows. Members of the caravan included: - Lisara, a noble on her way to her uncle Flavius - Lenore, het maid - Phinneas, the personal bodyguard of Lisara. Phinneas has worked as a mercenary before he selleled down as guard with Lisara's family. - Thomas, A very cocky and cowardly member of the caravan. Easy to get in conflict with
The caravan was set up in a circle and the party spend the night there.
Ambushed
The next day, the party decided to travel south with the caravan. Several days were uneventful, until one of the party members spotted an ambush. It quickly became clear that this ambush was not staged by the same group as had attacked the caravan several days before. These were mercenaries in uniform, all had the same red skull on their breast. The adventurers decided to use stealth over strength and to ambush the ambushers. Unfortunately, Gladwin stepped on a twig, setting off the events too early. During the battle, the party was aided by a dwarven ranger, who chose sides with the party after some observation. The battle was a particularly hard one on Bronco as he was knocked out and was brought to the brink of death. Fortunately, Gladwin brought some healing potions with which Bronco was revived. All of a sudden, the woods where the party was ambushed were filled with smoke. Some investigation by Zull learned that the smoke was not magical in nature, but was some simple alchemic mixture. When the smoke cleared, the party became aware that the caravan itself was under attack, so they rushed there to help. They found the armoured carriage in flames and rushed in to stop the fire.Clearing up the mess, Gladwin realised that his detect magic spell was working in the proximity of the carriage. He mentioned this to Phinneas, and they requested an audience with Lisara. From her he learned that the magic cancelling effect was due to a magic lantern that was hanging on the carriage. It was an old family artifact, that was crafted hundreds of years ago by the wizard Malnoc. It seems like the magic item was the main target of the ambushers as the offence stopped the moment the item was stolen.
Naturally, the party offered to track the lantern to help Lisara. Zull ordered his familiar Edgar to scout for the fleeing mercenaries. With the aid of Edgar and the tracking skills of Magnum, the party soon found their trail. This trail led to an old ruin. Rupert sneaked up to the ruin. About halfway there he saw a boundary made of ash or salt. Since he doesn't have any spellcraft skills, he sneaked back to check with Zull and Gladwin where that was all about. Zull knew that these kind of barriers are commonly used to lock out outsiders, such as demons or devils. Reassured that it is not a trap, Rupert apporached the ruins once more and learned that there were about 20 mercenaries in camp. The leader of the mercenaries was clearly recognisable, a tall and exceptionally broad woman. She was accompanied by a cleric, who was carrying the holy symbol of Lathander.
Rupert decided that their best chance was to approach the opposing party in the open. He together with Zull and Magnum approached the camp with their hands above their heads. They told Chiva, the female leader of the mercenaries and Markos the human cleric of Lathander that they were escorting the caravan, and that they were searching for the magic lantern. But, that, on seeing that the mercenaries were supported by a cleric of Lathander, they realised they were fighting for the wrong side. The party and the mercenaries negotioated a trade of information. The party gave information about the caravan, the mercenaries about their mission.
It turned out that the mercenary corpse, the red company, was hunting down the caravan because Lisara killed a nobleman in the nearby city of Everlund. Chiva also told that the quiet maiden look of Lisara is just a facade. In reality, she is a vampire, kin to a family of vampires. To make matters more complex, this particularly family of vampires is known to worship demons. Thats why the mercenaries have taken the necessary precautions to lock demons out of the camp using the salt barrier.
The day after, the party helps the mercenaries in their attack on their former allies. When they arrive at the spot where they have left the caravan they find all of the caravan members murdered. The armoured carriage is searched by Bronco. He smashes the floor of the carriage and finds a double floor with a coffin underneath. Lisara is nowhere to be seen, however, the party finds a charred skeleton with a stake in its chest.
Outside, the rest of the party sees the silent observer again. He uses an area spell to kill off all of the mercenaries in one blow, with the exception of Chiva, their leader. Again, the silent observer is spotted, but unlike during the first encounter, he summons an aberation, smiles and moves away. What followed was a fierce battle with the aberation. During the battle Chiva died, leaving only the cleric of the original mercenary squat.
Outstanding questions:
- who is the silent observer?
- What is the white light
- Who was Malnoc?
- Is anything known about Lisara's vampire family?
- What about the noble in Everlund?
Update: Some corrections and additions by the DM, and with some links to Forgotten Realms lore
zondag 18 september 2011
We Be Goblins! - The face behind the random encounter
We all know them, the random encounters that spice up the dull backroads of a beat-down forrest or the stench of a too average sewer. But what stories lie behind these poor creatures that we kill for a few copper pieces and some XP?
We be goblins
The great folks at Paizo let us take a look behind the screens, and let us experience what it is like to be a random encounter. This adventure is an adventure for four (or more, just add water) 1st level goblin characters, for Pathfinder.

The adventure begins in the village of the Licktoad goblins of Brinestump Marsh. They have found some treasure that has them excited beyond the max: Fireworks! The goblin that found the treasure has been exiled from the village for writing (bad, bad, bad, stealing words from poor goblins heads, that cannot be tolerated). A party is gathered to follow the map of the exiled goblin to a shipwreck full of fireworks.
In the course of the adventure the heroes fight lots'o'legs, cannibalistic goblins, and, mostly, themselves. Armed with their dogslicers and filled with visciousness they go on their path to seek out this great treasure.

What follows is a great adventure that lends itself perfectly for an evening of beer-and-pretzel gaming. We had so much fun with it that we decided to start up a series of oddball campaigns*), and make this one a continuing campaing. You can download the adventure here for free (or buy the print version).The adventure serves as a preview for both Pathfinder Player Companion: Goblins of Golarion and the Jade Regent adventure path. After this adventure, I'm very much looking forward to both these products!
*)I will blog about the oddballs later, they will include Army Ants, Gamma World, Turtles, Kobolds ate my baby and more...
We be goblins
The great folks at Paizo let us take a look behind the screens, and let us experience what it is like to be a random encounter. This adventure is an adventure for four (or more, just add water) 1st level goblin characters, for Pathfinder.
The adventure begins in the village of the Licktoad goblins of Brinestump Marsh. They have found some treasure that has them excited beyond the max: Fireworks! The goblin that found the treasure has been exiled from the village for writing (bad, bad, bad, stealing words from poor goblins heads, that cannot be tolerated). A party is gathered to follow the map of the exiled goblin to a shipwreck full of fireworks.
In the course of the adventure the heroes fight lots'o'legs, cannibalistic goblins, and, mostly, themselves. Armed with their dogslicers and filled with visciousness they go on their path to seek out this great treasure.
What follows is a great adventure that lends itself perfectly for an evening of beer-and-pretzel gaming. We had so much fun with it that we decided to start up a series of oddball campaigns*), and make this one a continuing campaing. You can download the adventure here for free (or buy the print version).The adventure serves as a preview for both Pathfinder Player Companion: Goblins of Golarion and the Jade Regent adventure path. After this adventure, I'm very much looking forward to both these products!
*)I will blog about the oddballs later, they will include Army Ants, Gamma World, Turtles, Kobolds ate my baby and more...
Labels:
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zondag 17 april 2011
The best links of week 15
It's Link-sunday again here on Behold the Dice. Reading the gaming blogs so you won't have to.
Adventure Design Deskbook
The Underdark gazette takes Mythmere's Adventure Design Deskbook Volume One for a testdrive. They show how an adventure is made using the random tables from the book. I'm really curious about the book!
Link

Thousand Suns
James Maliszewski talks on Grognardia about his Sci Fi RPG Thousand Suns. It's a game with limited background information. He talks about the challenges you have to face as a DM running an open ended sandbox campaign in the SciFi genre, while your characters have their own starship.
Link
Thousand Suns can be bought here from RPGNow and here from Rogue Games themselves.

Languages
Kobold Quarterly has a great post on the working of the Speak Languages skill. The skill doesn't work as a skill, since you either know a language or you don't. In the blog, the skill is modified to work as a skill, with examples of DCs for different tasks etc. I never really thought of this one, bu I like it! This will be employed in our campaigns.
Link
Traveller inspitation
The Zhodani base links to 5 free ebooks from the project Gutenberg to use as inspiration for your Traveller game. It's old stuff, but good stuff.
Link

Some of my own books for Traveller inspiration:
Gamma World adventure
Sly Flourish has an exciting Gamma World adventure on his blog. Go check it out!
Link
Adventure Design Deskbook
The Underdark gazette takes Mythmere's Adventure Design Deskbook Volume One for a testdrive. They show how an adventure is made using the random tables from the book. I'm really curious about the book!
Link
Thousand Suns
James Maliszewski talks on Grognardia about his Sci Fi RPG Thousand Suns. It's a game with limited background information. He talks about the challenges you have to face as a DM running an open ended sandbox campaign in the SciFi genre, while your characters have their own starship.
Link
Thousand Suns can be bought here from RPGNow and here from Rogue Games themselves.
Languages
Kobold Quarterly has a great post on the working of the Speak Languages skill. The skill doesn't work as a skill, since you either know a language or you don't. In the blog, the skill is modified to work as a skill, with examples of DCs for different tasks etc. I never really thought of this one, bu I like it! This will be employed in our campaigns.
Link
Traveller inspitation
The Zhodani base links to 5 free ebooks from the project Gutenberg to use as inspiration for your Traveller game. It's old stuff, but good stuff.
Link
Some of my own books for Traveller inspiration:
Gamma World adventure
Sly Flourish has an exciting Gamma World adventure on his blog. Go check it out!
Link
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vrijdag 15 april 2011
Review: Kobold Quarterly 17
This month, the 17th number of Kobold Quarterly was released. For those of you unfamiliar with Kobold Quarterly, Kobold Quarterly is a quarterly magazine focussing on Pathfinder, Dungeon and Dragons 4th edition, Dragon Age, and system neutral materials. Since the demise of Dragon, it is the sole torchbearer of quality RPG magazines.

Kobold Quarterly 17 is packed with ideas and resources for your games, review of fiction, and questions and answers. A few highlights of issue 17 are:
Rules for archenemies
This article from Michael Kortes describes a series of rules to make the recurring villain in your campign even more memorable. A really nice approach is to give characters certain benefits, such as improved diplomacy when aquiring information on the villain, or an extra 5 foot step to represent the extra mile characters are willing to go to slay the villain.
Interview with Jeff Tidball
The interview with Jeff Tidball (twitter) focusses on the practical aspects of game designing and working as a freelancer in the games industry. Very valuable to see a little bit of the inside of the industry.
Secret of the Four Golden Gates
This article describes new societies and new items for monks. A monks weapon that is presented in the article is a magic prayer wheel. Somehow it's a funny thought seeing a monk beating the living daylights out of a drow using a prayer wheel.

Fireworks
Jonathan McAnulty writes an article on fireworks, and the magical effects they can have. These effects range from being blinded to sustaining damage, and finding the way north in the wilderness.
Kobold Quarterly shows that there is an important place for print or PDF magazines in addition to all the online content that is out there. The articles and artwork in this issue generally are of a higher quality and higher editorial standards than blogs and other online content.
Kobold Quarterly is available in print and pdf
Kobold Quarterly 17 is packed with ideas and resources for your games, review of fiction, and questions and answers. A few highlights of issue 17 are:
Rules for archenemies
This article from Michael Kortes describes a series of rules to make the recurring villain in your campign even more memorable. A really nice approach is to give characters certain benefits, such as improved diplomacy when aquiring information on the villain, or an extra 5 foot step to represent the extra mile characters are willing to go to slay the villain.
Interview with Jeff Tidball
The interview with Jeff Tidball (twitter) focusses on the practical aspects of game designing and working as a freelancer in the games industry. Very valuable to see a little bit of the inside of the industry.
Secret of the Four Golden Gates
This article describes new societies and new items for monks. A monks weapon that is presented in the article is a magic prayer wheel. Somehow it's a funny thought seeing a monk beating the living daylights out of a drow using a prayer wheel.
Fireworks
Jonathan McAnulty writes an article on fireworks, and the magical effects they can have. These effects range from being blinded to sustaining damage, and finding the way north in the wilderness.
Kobold Quarterly shows that there is an important place for print or PDF magazines in addition to all the online content that is out there. The articles and artwork in this issue generally are of a higher quality and higher editorial standards than blogs and other online content.
Kobold Quarterly is available in print and pdf
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woensdag 13 april 2011
Farewell 2nd edition
A little over six months ago we started a 2nd edition advanced Dungeons and Dragons campaign. The reasons we started the campaign was out of nostalgia for our old books, and to be able to play Night Below in the original edition. Now, six months later, we decided to leave 2nd edition and move to Pathfinder.
Amazing
Advanced Dungeons and Dragons 2nd edition is amazing! The history of the game, the depth of the products, the quality of the boxes, maps and artwork are all top notch. At the risk of contributing to the Edition Wars that are fought on forums and blogs alike, let me explain why we made this depatrure.

Rules
Playing 2nd edition again, after many years, really made me admire the work and effort that went into Dungeons and Dragons 3rd edition. Advaced dungeons and Dragons is an organic ruleset, grown and adapted over many years, and the rules reflect this. In our group we had the growing sensation that the rules did not facilitate the game. Let's face it, the rules of 2nd edition aren't really all that streamlined or balanced. Now, this may not be a bad thing. A lot can be attributed to playing, and DMming style, etc. but still. I can say that 2nd edition isn't really all that suited to govern our playing style.
Playing style
We like to play a fast-paced game. Both in terms of style during sessions as in terms of character advancement. Our style can be characterized as epic or heroic, or pulp-fantasy if you like. The ruleset of Pathfinder natively supports this style, 2nd edition not so much. For instance, we like to use a lot of skills. Let's face it, its fun to roll dice, and we like to succeed. The thrill of succeeding a tumble check to get past an opponent, followed by an jump and acrobatics check to swing from a chandelier, and to finally make an attack against the villain on the balcony. That kind of stuff.

Living system
Last, and certainly not least, I want to be part of a living system again. 2nd edition with it's huge legacy is amazing, but largely static. It doesn't have the creative energy of the retrogaming community. Nor does it provide the thrill of buying brand new books and incorporating them in the campaign. Again, not for everybody, but it is something that appeals to me in Pathfinder.

To conclude
2nd edition is amazing. However as of the next gaming session were converting Night Below to Pathfinder. I'm very much looking forward to it.
*) Picture of edition wars is by the Weem, check him out!
Amazing
Advanced Dungeons and Dragons 2nd edition is amazing! The history of the game, the depth of the products, the quality of the boxes, maps and artwork are all top notch. At the risk of contributing to the Edition Wars that are fought on forums and blogs alike, let me explain why we made this depatrure.
Rules
Playing 2nd edition again, after many years, really made me admire the work and effort that went into Dungeons and Dragons 3rd edition. Advaced dungeons and Dragons is an organic ruleset, grown and adapted over many years, and the rules reflect this. In our group we had the growing sensation that the rules did not facilitate the game. Let's face it, the rules of 2nd edition aren't really all that streamlined or balanced. Now, this may not be a bad thing. A lot can be attributed to playing, and DMming style, etc. but still. I can say that 2nd edition isn't really all that suited to govern our playing style.
Playing style
We like to play a fast-paced game. Both in terms of style during sessions as in terms of character advancement. Our style can be characterized as epic or heroic, or pulp-fantasy if you like. The ruleset of Pathfinder natively supports this style, 2nd edition not so much. For instance, we like to use a lot of skills. Let's face it, its fun to roll dice, and we like to succeed. The thrill of succeeding a tumble check to get past an opponent, followed by an jump and acrobatics check to swing from a chandelier, and to finally make an attack against the villain on the balcony. That kind of stuff.
Living system
Last, and certainly not least, I want to be part of a living system again. 2nd edition with it's huge legacy is amazing, but largely static. It doesn't have the creative energy of the retrogaming community. Nor does it provide the thrill of buying brand new books and incorporating them in the campaign. Again, not for everybody, but it is something that appeals to me in Pathfinder.
To conclude
2nd edition is amazing. However as of the next gaming session were converting Night Below to Pathfinder. I'm very much looking forward to it.
*) Picture of edition wars is by the Weem, check him out!
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