Gatekeeper’s Campaign for PF2, Session 1, Part 1
Since people asked for it, here’s part 1 of the notes for session 1 of my Gatekeepers game for PF2.
It’s early fall in Tidegate, and the storm season has been unusually bad. As we begin play, a major storm has caused a ship to wreck on the shore north of town, and most of the town council and senior people of note have gone to help survivors. As is the norm for local disasters, survivors are being brought to the Smoke Pine Taven, and all the PCs end up there to help settle people in. The many cats of the Smoke Pine are all present, but staying well out of reach of anyone.
Among other things the PCs have someone manning to Smoke Pine’s door, so they can open it to let people in but otherwise hold it closed against the wind and rain. The PC spots two councilmembers struggling towards the door – Syrkin Dale, who is clearly injured, being part-carried by Pottage (who is also struggling with a giant cauldron of his modestly famous “Feel-Better Soup”).
The PCs help them in and patch up Syrkin Dale, and determine that in the rough category of “Battle, Beast, or Debris,” the wound seems caused by debris. Syrkin explains that one of his tenant farmers’ children were last seen playing in a tower of the Old Keep outside of town, and hadn’t shown up since the storm began. Syrkin had gone to look for them, heard them calling for help from the tower’s basement saying they were tapped and the basement was flooding, but then a piece of the old tower’s structure fell on him and both injured him and blocked the only door in. Syrkin staggered to town to get help, and Pottage had spotted him and helped him in.
PCs note that Syrkin seems very annoyed Pottage is the person who found and helped him… and Pottage doesn’t seem to notice. Also, the Smoke Pine’s cats take turns coming up to and rubbing happily on Pottage.
With all the townsfolk who would normally go help already busy outside of town with the shipwreck, and a flooding basement not something that can wait to be dealt with later, the PCs decide they need to go save the children themselves. The Smoke Pine’s owner, Nana Cutthroat, gives them some gear to help, and they rush out into the storm.
The tower is up on a hill that’s a bit steep under the best of circumstances, and is a dangerous mudslide waiting to happen in the heavy rain. With some careful use of ropes and letting the most nimble PCs go up first, the group manages the ascent without incident.
The tower is a ruin, with a staircase on the outside spiraling up to the top of its 25-foot wall (the roof long-since gone), a pile of rubble on the other side making a rough but passable ramp, and a single door that does seem to be blocked by some collapsed timber. The PCs split up, with half heading toward the blocked door, and half heading to the stairs to seek an alternate way in.
As the PCs approach the blocked door, it slams down having obviously been rigged as a trap. Four sailors are just inside, all with thin leather handwraps common to sailors from the Akkaron region of the Continental Empire. One sailor has a headband, the other three have sigils freshly cut into their exposed foreheads. The headwrapped sailor yelled “They’re *all* here! Kill them!”
More foes climb up from the basement, warning children below to shut up.
Jaedyn opts to leap from the top wall down onto the new targets, a 30-foot leap. The player invokes the white Mystery Point, which allows her a good roll and Jaedyn discovers the wind is swirling around and guiding her. Morgan leaps after her, his player using a blue Mystery Point, and the rainwater water guides him. Nambra takes a critical hit from a crossbow, and is knocked out.
As the PCs defeat the sailors, they discover the stone of the tower is literally drinking up any spilled blood. The PCs begin to haul fallen bodies outside, beyond the apparent reach of the thirsty stone. Averill uses his telekinesis to pull Nambra out of the tower, so it can’t access her blood, which also required the power of a Mystery Point. However, they don’t manage to do so before enough blood gathers to form a icy blood paraelemental, which they must defeat.
Trying to get the children saved, allies patched up, and bodies moved, Hollyhock’s player expends the green Mystery Token, and the muddy ground supports her, preventing her from sinking in.
The fight is over, but the game session goes on (to be covered in Part 2).
I have a Patreon, which makes these blog posts possible. If you enjoy these posts, join my Patreon!
Posted on October 13, 2022, in Adventure Design, Adventure Sketch, Microsetting, Pathfinder 2nd Ed and tagged Game Session Notes, gaming, Gatekeeper Campaign, Geekery, Pathfinder Second Edition Core Rulebook., Worldbuilding. Bookmark the permalink. Leave a comment.