This will be the game thread for our Pathfinder 2e game set in the Forgotten Realms.
PF2e is more 'tactical' than D&D5e, so I am going to lean a bit into that older style in framing the adventures.
As such, it should lend itself to us adding member along the way or people taking breaks... so we will have the characters avail themselves of bases of operation from when the party will come and go for a while.
We are starting this at level 1. The goal is to get 6 players to level 6 following a homebrewed path, and then switch to the old AD&D2e module "Halls of the High King".
As such we will be in a Forgotten Realms just after the Time of Troubles has past and the god Bane has been cast down. Thus we find ourselves circa 1358 DR, placing action in and around Saltmarsh - which I have placed North of the Mere of Dead Men, and not far from Phandelver. While we won't be playing the Ghosts of Saltmarsh directly, some of the activities/aftermath of that may bleed into this adventure.
We are all learning PF2e so let's help each other out. You will note that I may prompt you for choices at points that would not make sense in 5e. That is because you have other options you can make a different times in PF2e. In general, if you are unsure about what the rules say, just tell me what your character wants/tries to do, and we will work together to see how the PF2e rules help them do that.
Same here! (Also apologies DM for the potentially distracting post. Unfortunately, DDB sometimes does not post notifications even after subscribing to thread without place a post on the thread.
( ^ ^;)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
The year is 1358 DR, and the player characters are part of a caravan moving north along the High Road between Thornhold and the Weeping Willow Inn. It is twilight, and the sun is setting in the west, casting long shadows across the road. The caravan is a motley assortment of merchants, travelers, and adventurers, all of whom are hoping to reach their destination before nightfall.
The road itself is well-traveled, but it is also dangerous. The Mere of Dead Men, a cold saltwater swamp, lies to the west of the road, and its borders are constantly shifting. The swamp is home to all manner of dangerous creatures, including carrion crawlers, giant crocodiles, and undead warriors.
The caravan is moving slowly, as the merchants are wary of the swamp. The lead wagon is a heavy-duty cart pulled by two oxen. The cart is loaded with goods for trade, including spices, textiles, and weapons. Behind the lead wagon are a dozen other wagons, each carrying its own cargo. The wagons are accompanied by a small group of guards, who are armed with swords and bows.
Traveling in the last wagon is a diverse group of adventurers, each with their own reasons for being on the caravan. The group includes a half-elf human with the air of a scholar, a haughty human swashbuckler, a gnome who has been tinkering things during the entire journey and a small hooded figure who leans upon a large gnarled club while wrapped in his cloak and the shadows in the corner of the wagon.
As the caravan travels near the Mere of Dead Men, the air becomes thick with the smell of decay. The travelers can hear the sound of water dripping in the distance, and they can see the dark shapes of trees looming out of the mist. The guards are on high alert, their weapons drawn.
Suddenly, there is a loud roar, and a giant crocodile emerges from the swamp. The crocodile charges at the lead wagon, its jaws open wide. The guards fire their arrows, but the crocodile is too fast. It knocks over the lead wagon, sending its contents spilling onto the road.
This post has potentially manipulated dice roll results.
Narrakas(Hooded figure w/ Club): 14.(24) (Sadly racial bonus won't apply to this one.)
Grumbling, the great club bearing figure mutters a curse, before casually saying in a coarse to his fellow wagon riders, "Alright boys and girls. Time to earn our keep."With that, he'd at least start to rise ready for action, adjusting raggedy red scarf about his neck a bit higher up on his face with one of his weathered gloved hands, all while the other went for the club. Even standing fully up Narrakas, or so he might've introduced himself offhandedly before if ever asked, couldn't be taller than the shortest dwarf, but carried himself with the bearing and confidence of someone far larger in stature.
((Description of the crocodile's initial attack as seen from the pc's wagon))
The crocodile's eyes gleam with a predatory intensity, fixated on its target—the lead wagon that proudly bears the House Othmor crest. With lightning speed, it lunges forward, propelling its immense bulk through the water with a thunderous splash. The caravan guards spring into action, grasping for their bows and nocking arrows in desperate haste, their faces etched with alarm.
Before their arrows can find their mark, the crocodile crashes onto the road with a force that shakes the earth. Its massive jaws unhinge, revealing rows of razor-sharp teeth, glinting with a malicious hunger. The lead wagon, caught off guard by the sudden assault, is struck with a tremendous blow, its wooden frame splintering under the sheer force of the crocodile's impact.
Cargo spills from the upturned wagon, creating a chaotic scene of scattered goods and overturned crates. The air fills with shouts of alarm and the panicked whinnies of horses, their eyes wide with fear. The guards' arrows fly through the air, but the crocodile's lightning-fast movements make them miss their mark, leaving the creature unharmed.
((A few minders: You get three actions per turn. Movement is an action and cannot be split up. Raising your shield to gain extra AC is also an action. Now have fun with the big old croc!))
This post has potentially manipulated dice roll results.
(OOC: Had to double check his anathema in hindsight, but fortunately he's good to go!)
"Oi! Eyes on Narrakas, Snappa!!"Growled out Narrakas after rushing as close to the fray as possible... while taking care not to get too close to the horses if it could be helped along the way. But whereas his words might fall on deaf ears, the main point had been to grab just enough attention to lock eyes with the beast, drawing it in to see the bubbling fury within them that promised its swift demise. He then adjusted his grip on his shield, holding it more before him, but never allowing it to block his gaze as he dropped the club and slapped the surface of the shield a few times.
(A little uncertain of distance as we were in the last wagon. So posting too possibly scenarios.)
1st Pacman: Stride full 25ft(or as close as possible) to big Croc. 2nd Pacman: Intimidating Glare(Demoralize) attempt on Biggus Crocus. Intimidation Attempt: 6(Nat 1 for a 6) vs Target Will Save DC. (If above check is below 13, willing to burning a Hero Point to re-roll if such is accessible for this campaign. See spoiler for results) 3rd Pacman: Raise Shield, gaining +2 to AC.
With a determined stride, Narrakas closes the distance between himself and the towering crocodile, narrowing the gap to a mere ten feet. His eyes burn with fierce intensity as he fixes his gaze upon the reptilian beast, attempting to demoralize it with an intimidating glare. However, the crocodile's cold, unfeeling eyes remain unaffected, as if the hooded barbarian's presence holds no significance to the monstrous creature.
Undeterred, Narrakas raises his shield, positioning it as a stalwart defense against the potential onslaught of the crocodile's massive jaws. The gleaming surface of the shield reflects the fading light of the twilight, a small glimmer of defiance against the looming threat.
Meanwhile, Thune, the gnome druid, channels the power of nature through his fingertips. With a flick of his wrist, he casts Electric Arc, conjuring a crackling bolt of electricity that arcs towards the crocodile. Yet, the crocodile's innate agility and quick reflexes prove to be a formidable defense, as it evades the electrified assault with a swift sidestep. The crackling bolt of electricity dissipates harmlessly in the air. Recognizing the urgency of the situation, Thune raises his shield, positioning it as an additional barrier of protection.
Amidst the unfolding chaos, Eldon, the scholarly wizard, maintains his composed demeanor. Standing firmly within the wagon, he raises a quizzical eyebrow, observing the scene with a mix of curiosity and calculated judgment. As his gaze falls upon a conveniently positioned rock along the side of the road, a mischievous smirk tugs at the corner of his lips. Raising his hand, he points a finger at the rock, imbuing it with arcane power. With a sudden burst of magical force, the rock leaps into the air, propelled by invisible energy, and hurtles towards the massive crocodile.
The rock finds its mark, striking the crocodile with precision, inflicting a minor wound upon the scaled hide of the formidable creature. Though Thune's Electric Arc failed to connect, the successful hit by Eldon's propelled rock serves as a reminder that even the most agile foes can still be susceptible to well-aimed attacks.
**BEGIN NECESSARY ADMIN STUFF HERE**
This will be the game thread for our Pathfinder 2e game set in the Forgotten Realms.
PF2e is more 'tactical' than D&D5e, so I am going to lean a bit into that older style in framing the adventures.
As such, it should lend itself to us adding member along the way or people taking breaks... so we will have the characters avail themselves of bases of operation from when the party will come and go for a while.
We are starting this at level 1. The goal is to get 6 players to level 6 following a homebrewed path, and then switch to the old AD&D2e module "Halls of the High King".
As such we will be in a Forgotten Realms just after the Time of Troubles has past and the god Bane has been cast down. Thus we find ourselves circa 1358 DR, placing action in and around Saltmarsh - which I have placed North of the Mere of Dead Men, and not far from Phandelver. While we won't be playing the Ghosts of Saltmarsh directly, some of the activities/aftermath of that may bleed into this adventure.
We are all learning PF2e so let's help each other out. You will note that I may prompt you for choices at points that would not make sense in 5e. That is because you have other options you can make a different times in PF2e. In general, if you are unsure about what the rules say, just tell me what your character wants/tries to do, and we will work together to see how the PF2e rules help them do that.
This should be fun!
**END NECESSARY ADMIN STUFF**
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Looking forward to this!
This will be lots of fun :-)
D&D since 1984
Same here!
(Also apologies DM for the potentially distracting post. Unfortunately, DDB sometimes does not post notifications even after subscribing to thread without place a post on the thread.
( ^ ^;)
When you realize you're doing too much: Signature.
Sounds great!
Coriana - Company of the Grey Chain
Thelanis - Darkness Below: Kholias
Wagner - Dragon Heist: Bards.
DM - The Old Keep
The year is 1358 DR, and the player characters are part of a caravan moving north along the High Road between Thornhold and the Weeping Willow Inn. It is twilight, and the sun is setting in the west, casting long shadows across the road. The caravan is a motley assortment of merchants, travelers, and adventurers, all of whom are hoping to reach their destination before nightfall.
The road itself is well-traveled, but it is also dangerous. The Mere of Dead Men, a cold saltwater swamp, lies to the west of the road, and its borders are constantly shifting. The swamp is home to all manner of dangerous creatures, including carrion crawlers, giant crocodiles, and undead warriors.
The caravan is moving slowly, as the merchants are wary of the swamp. The lead wagon is a heavy-duty cart pulled by two oxen. The cart is loaded with goods for trade, including spices, textiles, and weapons. Behind the lead wagon are a dozen other wagons, each carrying its own cargo. The wagons are accompanied by a small group of guards, who are armed with swords and bows.
Traveling in the last wagon is a diverse group of adventurers, each with their own reasons for being on the caravan. The group includes a half-elf human with the air of a scholar, a haughty human swashbuckler, a gnome who has been tinkering things during the entire journey and a small hooded figure who leans upon a large gnarled club while wrapped in his cloak and the shadows in the corner of the wagon.
As the caravan travels near the Mere of Dead Men, the air becomes thick with the smell of decay. The travelers can hear the sound of water dripping in the distance, and they can see the dark shapes of trees looming out of the mist. The guards are on high alert, their weapons drawn.
Suddenly, there is a loud roar, and a giant crocodile emerges from the swamp. The crocodile charges at the lead wagon, its jaws open wide. The guards fire their arrows, but the crocodile is too fast. It knocks over the lead wagon, sending its contents spilling onto the road.
Roll Perception check for Initiative!
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Thune (Gnome) Perception check: 20
D&D since 1984
Narrakas(Hooded figure w/ Club): 14.(24)
(Sadly racial bonus won't apply to this one.)
Grumbling, the great club bearing figure mutters a curse, before casually saying in a coarse to his fellow wagon riders, "Alright boys and girls. Time to earn our keep." With that, he'd at least start to rise ready for action, adjusting raggedy red scarf about his neck a bit higher up on his face with one of his weathered gloved hands, all while the other went for the club. Even standing fully up Narrakas, or so he might've introduced himself offhandedly before if ever asked, couldn't be taller than the shortest dwarf, but carried himself with the bearing and confidence of someone far larger in stature.
When you realize you're doing too much: Signature.
8 Eldon perception
The half-elf scholar, Eldon, who has been diligently reading and writing notes during rhe trip so far, looks up to see what’s happening.
Thune says "That does not sound good at all. I am Thune"
D&D since 1984
((After 1 day delay I will bot))
The swashbuckler stirs at the sound of the attack.
((Lord Gerrold Foppington V Initiative: 14))
Crocodile Initiative: 11
Guards follow the crocodile
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
((Description of the crocodile's initial attack as seen from the pc's wagon))
The crocodile's eyes gleam with a predatory intensity, fixated on its target—the lead wagon that proudly bears the House Othmor crest. With lightning speed, it lunges forward, propelling its immense bulk through the water with a thunderous splash. The caravan guards spring into action, grasping for their bows and nocking arrows in desperate haste, their faces etched with alarm.
Before their arrows can find their mark, the crocodile crashes onto the road with a force that shakes the earth. Its massive jaws unhinge, revealing rows of razor-sharp teeth, glinting with a malicious hunger. The lead wagon, caught off guard by the sudden assault, is struck with a tremendous blow, its wooden frame splintering under the sheer force of the crocodile's impact.
Cargo spills from the upturned wagon, creating a chaotic scene of scattered goods and overturned crates. The air fills with shouts of alarm and the panicked whinnies of horses, their eyes wide with fear. The guards' arrows fly through the air, but the crocodile's lightning-fast movements make them miss their mark, leaving the creature unharmed.
Initiative order: Narrakas -> Thune -> Eldon -> Gerrold -> Crocodile -> Guards
((A few minders: You get three actions per turn. Movement is an action and cannot be split up. Raising your shield to gain extra AC is also an action. Now have fun with the big old croc!))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
(OOC: Had to double check his anathema in hindsight, but fortunately he's good to go!)
"Oi! Eyes on Narrakas, Snappa!!" Growled out Narrakas after rushing as close to the fray as possible... while taking care not to get too close to the horses if it could be helped along the way. But whereas his words might fall on deaf ears, the main point had been to grab just enough attention to lock eyes with the beast, drawing it in to see the bubbling fury within them that promised its swift demise. He then adjusted his grip on his shield, holding it more before him, but never allowing it to block his gaze as he dropped the club and slapped the surface of the shield a few times.
(A little uncertain of distance as we were in the last wagon. So posting too possibly scenarios.)
1st Pacman: Stride full 25ft(or as close as possible) to big Croc.
2nd Pacman: Intimidating Glare(Demoralize) attempt on Biggus Crocus. Intimidation Attempt: 6(Nat 1 for a 6) vs Target Will Save DC.
(If above check is below 13, willing to burning a Hero Point to re-roll if such is accessible for this campaign. See spoiler for results)
3rd Pacman: Raise Shield, gaining +2 to AC.
Hero Pointed Intimidation: 9.
When you realize you're doing too much: Signature.
Thune seeing the large croc come up out of the water and attack the lead wagon springs into action.
He looks at the creature and casts Electric Arc: Attack: 18 Damage: 5
And raise my shield
D&D since 1984
Eldon stands in the wagon, raises an eyebrow, and points at a rock along the side of the road, it leaps into the air and flies at the crocodile..
25 to hit
8 bludgeoning damage on hit
he then raises a shield of protective force.
(Two action telekinetic projectile, 1 action shield cantrip).
(If his ac is 15 or less that might be a crit.)
Crocodile Basic reflex save against Electric Arc: 13
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
With a determined stride, Narrakas closes the distance between himself and the towering crocodile, narrowing the gap to a mere ten feet. His eyes burn with fierce intensity as he fixes his gaze upon the reptilian beast, attempting to demoralize it with an intimidating glare. However, the crocodile's cold, unfeeling eyes remain unaffected, as if the hooded barbarian's presence holds no significance to the monstrous creature.
Undeterred, Narrakas raises his shield, positioning it as a stalwart defense against the potential onslaught of the crocodile's massive jaws. The gleaming surface of the shield reflects the fading light of the twilight, a small glimmer of defiance against the looming threat.
Meanwhile, Thune, the gnome druid, channels the power of nature through his fingertips. With a flick of his wrist, he casts Electric Arc, conjuring a crackling bolt of electricity that arcs towards the crocodile. Yet, the crocodile's innate agility and quick reflexes prove to be a formidable defense, as it evades the electrified assault with a swift sidestep. The crackling bolt of electricity dissipates harmlessly in the air. Recognizing the urgency of the situation, Thune raises his shield, positioning it as an additional barrier of protection.
Amidst the unfolding chaos, Eldon, the scholarly wizard, maintains his composed demeanor. Standing firmly within the wagon, he raises a quizzical eyebrow, observing the scene with a mix of curiosity and calculated judgment. As his gaze falls upon a conveniently positioned rock along the side of the road, a mischievous smirk tugs at the corner of his lips. Raising his hand, he points a finger at the rock, imbuing it with arcane power. With a sudden burst of magical force, the rock leaps into the air, propelled by invisible energy, and hurtles towards the massive crocodile.
The rock finds its mark, striking the crocodile with precision, inflicting a minor wound upon the scaled hide of the formidable creature. Though Thune's Electric Arc failed to connect, the successful hit by Eldon's propelled rock serves as a reminder that even the most agile foes can still be susceptible to well-aimed attacks.
Initiative order:
NEXT: Gerrold -> Crocodile -> Guards -> Narrakas -> Thune -> Eldo
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
(Love your descriptions!)