Intro and Session 1

Pathfinder 2
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Dainejir
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Intro and Session 1

Post by Dainejir » Sun Apr 28, 2024 9:41 am

It is the age of ashes. Armies of dragons, knights, and wizards clash across the land bringing destruction to many. In the kingdom of Andoran, the frontiers have ceaseless conflict, and the surrounding seas are filled with pirate raiders. In the cities and towns safe from immediate harm the druids of the realm work their magic to stave off widespread famine.
Out tale begins in the eastern Andoran provinces where a small troop of adventures make their way to the small town of Falcon's Hollow. A town in the shadow of fire mountain.

The adventurers Randolph the Beige, Thufin, and Latrine have known each other and are leaving their overcrowded town suffering from the famine to find their way elsewhere. The three of them take a small cart loaded with carpentry supplies to deliver them to Latrine's grandmother's shop. The journey takes them three days of muddy travel to arrive at the outskirts of Falcon's Hollow where they find the gate closed.

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They find the gatekeeper Gustav sitting on the roof of the gatehouse, unable to leave for fear of the snappy local alligator Old Gnawbones. The adventurers scare off the gator and rescue Gustav who is missing a chunk of his pants from the alligator's bite, but is otherwise grateful. He has to watch the gate but puts in a good word for them to the town sheriff Deldrin.

The party enters town at night, bumps into the rude mayor, meets Deldrin, and accepts a strange dwarven tome from him that was located by a dwarven adventurer named Drunigar in the old ruins that in the northern forest.

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The party stops at the inn where they meet Latrine's former troubadour friend Sally, and talk to the innkeeper Jak. The party has learned the town has had bad water and everyone is drinking all the wine and ale because of it. Latrine got a strange gem and three mushrooms from Sally which were from Drunigar's travels.

The next day the party delivers the supplies to Grandma Plague and she tells them more about town, the adventurer Druingar who has been missing for a few weeks, and some recent lumberjacks who have also been missing in the woods. She tells them to stay out of the forest at night.

Randolph the Beige uses his magic to fix Gustav's pants and he tells him of the strange stone tower where it is assumed a necromancer named Shar'do lives but does not leave. Randolph also translates the text of the dwarven tome and returns it to the sheriff, learning more of the dwarves who worshiped their good god Torag and praised the fire mountain they lived in, seeing the eruptions as a blessing.

The party also talked to the alchemist in town, Laurel, who was excited about the curative properties of the mushrooms that Sally had given Latrine. A dozen more mushrooms would likely be enough to solve the town's tainted water problems. She told them that Druingar and his local bounty hunter companion Barlus were likely in a hut a couple hours north of town, out in the forest.

The next day the party went to the woods to try to find Barlus's home in the woods. On the way, they found a boot and strange tracks which lead them to the Tatzlwyrm, a draconic forest monster, which they defeated and found the culprit for who killed the three missing loggers.

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Last edited by Dainejir on Sun Apr 28, 2024 12:28 pm, edited 2 times in total.

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Dainejir
Posts: 78
Joined: Tue Jul 21, 2020 6:22 pm

Re: Intro and Session 1

Post by Dainejir » Sun Apr 28, 2024 9:59 am

Randolph the Beige can fix Gustav's torn pants. Shorts!

Please be a finger in my mouth. Please be a finger.

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