Gatekeeper’s Campaign for PF2, Session 2 (Part 3)
Part three of my Game Session 2 notes for my Gatekeeper’s campaign for PF2 (part one here, and part two here). The articles at the Gatekeeper Index can remind you of all the characters, backstory, rules changes, and setup, if you want a refresher.
The PCs gather at Pottage’s Tottage, and briefly update each other on their experiences of the day. Then they go inside and, to their relief, Pottage is in fact present and willing to explain what’s going on… such as he knows it.
Pottage reveals to the PCs that while he was indeed a foundling, he was found with a trunk of possessions that Nana Cutthroat kept for him until he was a young teen, when she gave it over to him. He discovered in the trunk a family journal, which claimed his family had been moving back and forth between Tidegate and the Continent for generations, trying to solve the mystery of “The Five.”
According to that tome and the research he has done since, every generation 5 people of different backgrounds who happen to be in Tidegate are drawn together, seem to begin to engage in a mystery of some kind, and then are cursed, killed, or disappear. A few generations ago one was a member of his family, and his line has been trying to figure out what is going on ever since. Often the deaths appear to be part of something ritualistic, though it’s not always at the hands of Bloodletters. Different groups, from lone wizards to wicked gollusks, have seemed intent on killing The Five each generation.
So Pottage doesn’t know what is going on, but seeing 5 of them suddenly falling into strange events he was immediately convinced they were this generations example of an event that has ben going on for at least 200 years (since the Continental Empire absorbed Khetonnia and destroyed Eirsyus). He’s spent his whole adult life preparing to help whoever the 5 turned out to be, and now the time has come. He’s been trying to learn all he can and though he has snippets — for example, the Underhill Grove is supposedly a place or group that can aid the Five, but he doesn’t know anything else about it — the core of what causes the Five to be drawn together, and who then destroys them, and why, is still a mystery to him.
And, his shop turns out to be full of secret compartments and hidden shelves. This is where he keeps his tools, tomes, and supplies, since he spends most of his time here watching over his store. Pottage notes that there was no sign of the “new girl” Chandra Chase (who Averill and Morgan ran into), but his personal chambers above the shop, and his locked valuables storage, and his basement deep storage, and his small warehouse were all thoroughly searched and left disheveled, but there’s no sign anyone found his hidden spaces in his open-to-everyone storefront.
Jaedyn suddenly asks if Chandra was the kind of “too gorgeous for it to be normal” that might mark her as a gollusk, and while no one is sure, the idea is bookmarked for later.
Pottage can’t explain the 7-legged spider that grabbed him, though he can say it appeared to be laying in wait for him. He was trying to sneak in the back way of his shop, when he and then his employee Mac where grabbed, poisoned, and wrapped up. Upon hearing about the stranger with a lock in its forehead and red motes for eyes, he notes is sounds like a wight, and was dressed in fashion common in Eirsyus roughly 200 years ago. When shown the coins Nambra grabbed (which the wight spent), Pottage pulls out of of his secret draws which has a book on local Numismatics, and confirms they are of an old Eirysus city-state from the last days of those realms before the Continental Empire crushed them. They have only been seen in recent years in old Eirysus graves.
There is, he notes, an old Eirysus burial ground roughly a day north at the southern tip of the eastern edge of the Wildwood. Upon consulting a map, Morgan confirms that was the direction the giant spider dashed off to when it fled out of town. Although they can’t be as perceive, Jaedyn and Holly also note the wight seemed to be going that way when it turns into smoke.
The PCs agree they are going to go check out the old Eirysus burial grounds, to see if they can find more info. They want to leave in the morning, but Pottage suggests they get out of town now, before the town council can decide to order them to stay here until things are all sorted out. The group decides to go to Morgan’s father’s farm, one of many within a couple hours of Tidegate, stay there for the night, and set out at first light. Pottage promises to do more research about the giant spider and the sigil on its back, and the wight.
The PCs make it safely to Morgan’s father’s farm, where those who have never been before are a bit surprised by its architecture. The entire farm is walled with a stone wall taller than a typical human, which is rare but not unknown, and the main farmhouse and neighboring barn are stone with slate roofs. It is known Morgan’s father left the island years ago, before Morgan was born, because his original home burned down, so mostly his sturdy, stone construction is attributed to that (and, perhaps, the adventuring money he made while he was gone). The farmhouse is big enough that 20 could live there long-term, and 100 people shelter in it, but it’s just home to Morgan and his father at the moment. It has 2 indoor baths with copper water tanks you can heat with a fire, a huge kitchen, and apparently multiple cellars with extensive emergency supplies.
(Morgan’s Fathers House… sorta. The roof should be slate tiles, and wall taller, the gate sturdier, and the windows all narrower and with heavy shutters. But, you know, other than that… Art by Midge9282)
Hearing that they might be tracking a wight, Morgan’s father does two things. First, he tells them if they run into a wight, they should run immediately. Secondly, he gives them a glass bottle totally wrapped in a wicker cover. he says it’s Vingarian Brandy – from Vingarie, on the Continent. Supposedly helps with level loss and doom from contact with undead (“brings warmth back into your soul”). He doesn’t know if it’s true, but it seems worth trying if they get in trouble.
The next day the PCs head north. Since there is no path or road directly to the burial grounds, they must us exploration activities to arrive without getting lost or delayed. Everyone is able to do so except Averill, who just shrugs and follows along when he thinks north is one direction, and everyone else believes it’s the exact opposite way.
Late in the day, the group is attacked by a volkyr — a vicious creature that looks like a cross between a wolf and a wolverine and has flat, all-black eyes. Local lore claims volkyr are reincarnated evil spirits –not born nor breeding like typical animals, but fel souls of mortals that step full-grown out of unlit places to cause pain and misery. The creature begins the fight with a charge, and nearly drops Morgan in a single blow. But the group is able to fight it off, and afterward patch up Morgan.
By then, it’s dusk, and the party decides to camp and continue on to the burial grounds in the morning.
End of Part 3.
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Posted on December 8, 2022, in Adventure Design, Adventure Sketch, Pathfinder 2nd Ed and tagged Adventure, Game Session Notes, gaming, Gatekeeper Campaign, Geekery, Pathfinder Second Edition, Worldbuilding. Bookmark the permalink. Leave a comment.