unseenmage
2020-08-26, 10:14 PM
My irl GM is pretty burned out after running a game for two optimized gestalt PF // Spheres characters so I'm letting them play for a change.
Started at level 3. No Spheres, Mythic, technology, or guns. No space travel. Monsters as characters is fine. Race builder is fine. Downtime rules a yes, as always. High point buy, we like our heroes beefy. No evil and they gotta be a team player, no PvP.
There are two PCs. Both goblins. One is a spry young medium size barbarian while the other is a crotchety old small size kineticist. The eldest is NG and the younger CG.
They hail from the most peaceful town I could find on Golarion; Oldfen in Andoran.
Before the game they each recieve one piece of unique info. The kineticist's favorite barkeeper has been acting odd as of late, as though sleep deprived.
And the barbarian slays an odd hound while out hunting. A small sized dog with the face of a bat which was cowering from the daylight in a thicket.
The young buck itches to go adventuring while his elderly distant uncle lives in a hut outside town (still a legal, voting resident!) and uses sleight of hand to earn beer money.
Their debut day started with meeting up at their favorite tavern. After a long day of watching the proprieter's wife run the inn alone some hubbub is observed as the innkeeper's best friend, a city guardsman arrives looking for the innkeeper.
While the guardsman is explaining to the wife that only his innkeeper buddy knows about the secret way to jimmy the door to the guard station open and that a lot of equipment has gone missing, it becomes apperant that their daughter hasn't come home either. It is now getting on towards sunset and that girl has a strict before-dark curfew!
The daughter being the more pressing concern our goblins volunteer to go fetch her, a harmless enough task as the daughter adores the elderly goblin's parlour tricks.
They make their way down the block to the daughter's alchemy instructor. An elderly apothecary who has kindly taken the girl on as an apprentice.
Here they learn that the child hasnt been seen this day and that the child is an alchemy prodigy instantly memorizing any text related to alchemy, while being rubbish with other studies.
Upon their return to the inn with this news they learn that the innkeeper was seen headed to the West by an Eastward merchant newly arrived in town.
There is also a werewolf hunting suspected Fangwatch captain on the scene who ardently calms and questions the frantic wife. The elderly goblin, as one familiar with but not too close to the suspect, accompanies the captain to search the suspect innkeepers residence and belongings.
All that is found is a strange half jar of white viscous liquid which reeks of mushrooms and hidden beside a bedside stand. The captain, convinced this isnt a lycanthrope case, politely excused himself to attend more important business.
The wife explains that their businesses coffers are also empty and that the milky substance was supposed to be a potential new beverage for sale. She thought her husband had tasted it and discarded it already.
The goblins are left the task of investigating the suspicious liquid. They make haste back to the apothecary who, now fearful for her lost apprentice and all fired up tears through her bookcases until finally finding a black leather bound tome partially filled with exotic mushroom samples.
The goblins recognize that the strange language within is uncommon, and the binding is actually drow skin. The apothecary isnt very surprised, she'd purchased the book for its priceless samples regardless of their source. Towards the back of the volume there is a small paragraph about a mushroom milk which is fairly harmless but for being extremely addictive. Our goblins are now convinced the innkeeper has taken his own daughter to sell in the darklands for drug money.
The apothecary sends our goblins to an associate of hers in uptown, a genuine alchemist. The goblins discuss and decide they need more information and that the innkeeper already has a head start and that travelling werewolf infested woodland roads at night would be suicide. They go to the alchemist.
The alchemist lives in uptown, a literal upslope set of neighborhoods at an elevation slightly above the rest of the town. His maidservant, sleepy eyed, brings the goblins in after some convincing. The alchemist is fascinated with such an unusual sample and leads the two down to his fortified, reinforced sub sub basement where he runs munitions experiments. (The man is trying to put dynamite into bullets, he is brilliant and talented but not long for this world at the rate he's going.)
After several hours of analysis the goblins interrupt the rapt alchemist, who informs them that this is a sample of spoiled Midnight Milk, a drug from the darklands. Someone had mixed a fungal coloring agent to turn it white from its usual black. The alchemist has spent the last hour trying to identify the exact coloring agent and why it spoiled a usually unspoilable drug.
Our now exasperated and exhausted goblins go sleep the rest of the night away so as to begin the hunt in earnest on the morrow.
The next day the goblins head out, they're curious if the odd hound the barbarian hunted could have come up from the darklands, and if so, if there is a way down nearby, perhaps that could lead them to the barkeeper. So they track the hound. Its trail weaves and meanders back and forth across the road from one patch of thick trees to the next.
While following the track the goblins stumble on a unique campsite aside the main pitstop off the road. A single pair of larger, heavily laden footprints becomes two sets of footprints once camp is made. They recognize such because the large goblin often carries his smaller elderly companion ("I can be your backpack while you run!")
The smaller set of footprints seems to flit from thicket to thicket snapping off herbs and flowers before returning to the campsite.
At this time the goblins are reminded of the little girls skill with alchemy, and they now worry that the father is bringing her along to MAKE his precious drugs.
Now the goblins track who they are convinced is the innkeeper. Eventually they see smoke rising in the distance seemingly from the neighboring town of Piren's Bluff, a fort town on the border with Cheliax.
They also come up behind a pair of loud voices over a rise laughing and bragging in undercommon about how much money they've just made so easily.
Not one's to discriminate the goblins approach loudly themselves. The voices came from two drow scouts accompanied by two bat faced dogs, quickly dubbed batdogs.
After some quips back and forth the drow sick their dogs on the goblins and all ard easily dispatched. The surviving drow is awoken, knocked out, reawoken, knocked out etc. while being questioned. His answers not forthcoming and his racism against goblins being fairly severe he is stripped naked and left in the werewolf infested roadside.
The tracks of the assumed innkeeper veer northward from theroad, and the goblins follow. Eventually they are ambushed on a wooded trail by two more drow and dogs. The dogs have all become trail rations for the barbarian. The two new drow are captured and bound. While investigating their campsite a large sack is found which wiggles, and upon being startled, leaks a puddle of frightened urine.
Upon hearing the elderly goblin's voice the little girl in the sack calms down and is rescued. She tells a take of her father bringing her with him as a helper and acting very very strange. Seems her dad still.has one good batch of Midnight Milk on him which he sips on occasion before 'thinking really really hard'. At some point he had started running and hadnt stopped all day. She was dropped somewhere in there and found by the 'bad men and bad dogs'.
The goblins decide to take the girl and their drow captives to Piren's Bluff to the knights stationed there. Along the way they are nearly arrested by a small group of patrolling greenhorn knights who mistake them for kidnappers. The elder goblin recited his polling location and political leanings and the knights are convinced of his resident status.
These knights were merely inexperienced, the veteran knights are off chasing the drow raiding party who'd attacked Piren's Bluff for slaves. The drow they'd encountered had been stragglers from this group. The goblins arrange for the little girl's transport, promising to find her father and bring him home. They also exchange their loot and prisoners for a promissory note with the fort at Piren's Bluff. A common enough occurence for patrolling knights to take custody of collected goods or prisoners from roaming adventurers who come to the fort to be paid at a later date.
It is now that they notice, the crow's coin purses were filled with Chileaxean gold... Cheliax had likely funded the drow raid in a fort town of an enemy nation. The knights are glad to have this information, the likelyhood their superiors are headed into a Cheliax trap is high.
Now out goblins are off after the innkeeper. The tracks go northish. The knights and drow were also headed almost straight north. The goblins opt to chase their actual quarry rather than possibly be sidetracked by a major battle.
They eventually track the innkeeper to a vent leading into the darklands that was hidden with a clever optical illusion advanced enough that it was detectable as a trap. They climb down the shaft, being barely able to make the DC. The barbarian carries the kineticist and has to remove his armor AND brace against one of the corners of the squarish hewn stone vent shaft to make it.
As they climb they begin finding blood handprints of the innkeeper. Then bloody toe prints as the man's commkner shoes begin to give out. They reach the bottom at the end of the night exhausted and worried. Bloody footprints make their friend easy to track, both by a couple of tired goblins and by any other awful thing residing in the darkness below.
And here we stopped for the night. I originally underestimated how fast they can climb down. Climbing all night and day would give you miles of depth. The darklands start like a thousand feet down and the middle darklands are a couple thousand feet down. Miles of progress would be too far.
I'm thinking of retaining that there were a lot of up and down sections and that they were disguised with reverse gravity areas that just didnt get detected as traps.
Started at level 3. No Spheres, Mythic, technology, or guns. No space travel. Monsters as characters is fine. Race builder is fine. Downtime rules a yes, as always. High point buy, we like our heroes beefy. No evil and they gotta be a team player, no PvP.
There are two PCs. Both goblins. One is a spry young medium size barbarian while the other is a crotchety old small size kineticist. The eldest is NG and the younger CG.
They hail from the most peaceful town I could find on Golarion; Oldfen in Andoran.
Before the game they each recieve one piece of unique info. The kineticist's favorite barkeeper has been acting odd as of late, as though sleep deprived.
And the barbarian slays an odd hound while out hunting. A small sized dog with the face of a bat which was cowering from the daylight in a thicket.
The young buck itches to go adventuring while his elderly distant uncle lives in a hut outside town (still a legal, voting resident!) and uses sleight of hand to earn beer money.
Their debut day started with meeting up at their favorite tavern. After a long day of watching the proprieter's wife run the inn alone some hubbub is observed as the innkeeper's best friend, a city guardsman arrives looking for the innkeeper.
While the guardsman is explaining to the wife that only his innkeeper buddy knows about the secret way to jimmy the door to the guard station open and that a lot of equipment has gone missing, it becomes apperant that their daughter hasn't come home either. It is now getting on towards sunset and that girl has a strict before-dark curfew!
The daughter being the more pressing concern our goblins volunteer to go fetch her, a harmless enough task as the daughter adores the elderly goblin's parlour tricks.
They make their way down the block to the daughter's alchemy instructor. An elderly apothecary who has kindly taken the girl on as an apprentice.
Here they learn that the child hasnt been seen this day and that the child is an alchemy prodigy instantly memorizing any text related to alchemy, while being rubbish with other studies.
Upon their return to the inn with this news they learn that the innkeeper was seen headed to the West by an Eastward merchant newly arrived in town.
There is also a werewolf hunting suspected Fangwatch captain on the scene who ardently calms and questions the frantic wife. The elderly goblin, as one familiar with but not too close to the suspect, accompanies the captain to search the suspect innkeepers residence and belongings.
All that is found is a strange half jar of white viscous liquid which reeks of mushrooms and hidden beside a bedside stand. The captain, convinced this isnt a lycanthrope case, politely excused himself to attend more important business.
The wife explains that their businesses coffers are also empty and that the milky substance was supposed to be a potential new beverage for sale. She thought her husband had tasted it and discarded it already.
The goblins are left the task of investigating the suspicious liquid. They make haste back to the apothecary who, now fearful for her lost apprentice and all fired up tears through her bookcases until finally finding a black leather bound tome partially filled with exotic mushroom samples.
The goblins recognize that the strange language within is uncommon, and the binding is actually drow skin. The apothecary isnt very surprised, she'd purchased the book for its priceless samples regardless of their source. Towards the back of the volume there is a small paragraph about a mushroom milk which is fairly harmless but for being extremely addictive. Our goblins are now convinced the innkeeper has taken his own daughter to sell in the darklands for drug money.
The apothecary sends our goblins to an associate of hers in uptown, a genuine alchemist. The goblins discuss and decide they need more information and that the innkeeper already has a head start and that travelling werewolf infested woodland roads at night would be suicide. They go to the alchemist.
The alchemist lives in uptown, a literal upslope set of neighborhoods at an elevation slightly above the rest of the town. His maidservant, sleepy eyed, brings the goblins in after some convincing. The alchemist is fascinated with such an unusual sample and leads the two down to his fortified, reinforced sub sub basement where he runs munitions experiments. (The man is trying to put dynamite into bullets, he is brilliant and talented but not long for this world at the rate he's going.)
After several hours of analysis the goblins interrupt the rapt alchemist, who informs them that this is a sample of spoiled Midnight Milk, a drug from the darklands. Someone had mixed a fungal coloring agent to turn it white from its usual black. The alchemist has spent the last hour trying to identify the exact coloring agent and why it spoiled a usually unspoilable drug.
Our now exasperated and exhausted goblins go sleep the rest of the night away so as to begin the hunt in earnest on the morrow.
The next day the goblins head out, they're curious if the odd hound the barbarian hunted could have come up from the darklands, and if so, if there is a way down nearby, perhaps that could lead them to the barkeeper. So they track the hound. Its trail weaves and meanders back and forth across the road from one patch of thick trees to the next.
While following the track the goblins stumble on a unique campsite aside the main pitstop off the road. A single pair of larger, heavily laden footprints becomes two sets of footprints once camp is made. They recognize such because the large goblin often carries his smaller elderly companion ("I can be your backpack while you run!")
The smaller set of footprints seems to flit from thicket to thicket snapping off herbs and flowers before returning to the campsite.
At this time the goblins are reminded of the little girls skill with alchemy, and they now worry that the father is bringing her along to MAKE his precious drugs.
Now the goblins track who they are convinced is the innkeeper. Eventually they see smoke rising in the distance seemingly from the neighboring town of Piren's Bluff, a fort town on the border with Cheliax.
They also come up behind a pair of loud voices over a rise laughing and bragging in undercommon about how much money they've just made so easily.
Not one's to discriminate the goblins approach loudly themselves. The voices came from two drow scouts accompanied by two bat faced dogs, quickly dubbed batdogs.
After some quips back and forth the drow sick their dogs on the goblins and all ard easily dispatched. The surviving drow is awoken, knocked out, reawoken, knocked out etc. while being questioned. His answers not forthcoming and his racism against goblins being fairly severe he is stripped naked and left in the werewolf infested roadside.
The tracks of the assumed innkeeper veer northward from theroad, and the goblins follow. Eventually they are ambushed on a wooded trail by two more drow and dogs. The dogs have all become trail rations for the barbarian. The two new drow are captured and bound. While investigating their campsite a large sack is found which wiggles, and upon being startled, leaks a puddle of frightened urine.
Upon hearing the elderly goblin's voice the little girl in the sack calms down and is rescued. She tells a take of her father bringing her with him as a helper and acting very very strange. Seems her dad still.has one good batch of Midnight Milk on him which he sips on occasion before 'thinking really really hard'. At some point he had started running and hadnt stopped all day. She was dropped somewhere in there and found by the 'bad men and bad dogs'.
The goblins decide to take the girl and their drow captives to Piren's Bluff to the knights stationed there. Along the way they are nearly arrested by a small group of patrolling greenhorn knights who mistake them for kidnappers. The elder goblin recited his polling location and political leanings and the knights are convinced of his resident status.
These knights were merely inexperienced, the veteran knights are off chasing the drow raiding party who'd attacked Piren's Bluff for slaves. The drow they'd encountered had been stragglers from this group. The goblins arrange for the little girl's transport, promising to find her father and bring him home. They also exchange their loot and prisoners for a promissory note with the fort at Piren's Bluff. A common enough occurence for patrolling knights to take custody of collected goods or prisoners from roaming adventurers who come to the fort to be paid at a later date.
It is now that they notice, the crow's coin purses were filled with Chileaxean gold... Cheliax had likely funded the drow raid in a fort town of an enemy nation. The knights are glad to have this information, the likelyhood their superiors are headed into a Cheliax trap is high.
Now out goblins are off after the innkeeper. The tracks go northish. The knights and drow were also headed almost straight north. The goblins opt to chase their actual quarry rather than possibly be sidetracked by a major battle.
They eventually track the innkeeper to a vent leading into the darklands that was hidden with a clever optical illusion advanced enough that it was detectable as a trap. They climb down the shaft, being barely able to make the DC. The barbarian carries the kineticist and has to remove his armor AND brace against one of the corners of the squarish hewn stone vent shaft to make it.
As they climb they begin finding blood handprints of the innkeeper. Then bloody toe prints as the man's commkner shoes begin to give out. They reach the bottom at the end of the night exhausted and worried. Bloody footprints make their friend easy to track, both by a couple of tired goblins and by any other awful thing residing in the darkness below.
And here we stopped for the night. I originally underestimated how fast they can climb down. Climbing all night and day would give you miles of depth. The darklands start like a thousand feet down and the middle darklands are a couple thousand feet down. Miles of progress would be too far.
I'm thinking of retaining that there were a lot of up and down sections and that they were disguised with reverse gravity areas that just didnt get detected as traps.