The Fall of Plaguestone - A PF2e Adventure
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The Fall of Plaguestone - A PF2e Adventure
So yeah, I'm doing a thing. I know I said I'd run the AP, but TBTH I want to start with something smaller, so I'm doing a Module instead. Looking for 4-5 players, but I'm a pushover so if demand is really there I might go a bit higher.
- Synopsis:
- A group of new adventurers traveling through the village of Etran’s Folly—also known as Plaguestone—must come together to solve the murder of a friend. What starts as a simple investigation quickly turns sinister with the discovery of forbidden alchemy, mutant animals, and a nearby forest rotting away due to a mysterious blight. It becomes clear that if these heroes don’t intervene to stop whatever evil is brewing, the fall of Plaguestone is all but certain!
- Character Creation:
- This module starts at level 1 (appropriate for the first ever PF2e module) and ends at level 4. Core Rulebook only (obviously, as there is nothing yet, though there may be by the time we finish, if we finish, IDEK.) Common items are available, Uncommon if you have something granting access or can make a convincing argument (but try not to need that much, I'm going to try to do things by the book), Rare is frankly right out, and Unique isn't in the CRB. It's too early in the system for a bunch of house rules, so just do it by the book. And no, I'm not allowing Homebrew Ancestries on this one.
Oh and when I said CRB only... well that's a mostly. See, PF2e now has Campaign Backgrounds for Modules. These aren't mandatory, but they're options. I would really rather no one double-up on these though, for... reasons.- Campaign Backgrounds:
- Lesser Scion
You are the youngest child in a noble house (in Cheliax, Isger, or Andoran) and stand to inherit nothing from your family. Although you have a minor title, it affords you no lands or wealth, but it has garnered you a small amount of respect and deference in your travels. When play begins, you are riding in a caravan bound for Almas, where a cousin has promised to allow you to stay with them for a month.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You are trained in the Diplomacy skill and the Heraldry Lore skill. You gain the Hobnobber skill feat.
---
Lost and Alone
You were training to become a knight in Lastwall when the Whispering Tyrant escaped his imprisonment and destroyed the nation. It was only by dumb luck that you are alive at all, but the memories of that fateful day haunt your dreams. When play begins, you have boarded a caravan heading toward a new town, having worn out your welcome at the taverns and inns of Elidir.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
You are trained in the Intimidate skill and the Warfare Lore skill. You gain the Intimidating Glare skill feat.
---
Missionary
You received training from clergy in a faraway temple, who sent you out into the world to spread the faith. Although you are relatively new at this, you are always on the lookout for new places in need of your deity’s teachings and guidance. When play begins, you are riding along in a caravan making your way through sparsely populated regions of Isger, spreading the news of your faith to those who will listen.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You are trained in the Diplomacy and Scribing Lore skills. You gain the Group Impression skill feat.
---
Refugee
The fighting around the Lake Encarthan region has forced many of the people residing there to flee from the violence. Although your home is gone, you have managed to survive and are making your way south in search of a better life. When play begins, you are riding along in a caravan taking you to what might be either a new home in Andoran or simply another waypoint in your journey.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You are trained in the Survival skill and the Hunting Lore skill. You gain the Forager skill feat.
---
Teamster
You left your home a few months back for a life on the road, working for one caravan company and then another, always on the lookout for a new job and a better life. Last week, you were hired by the Bort Bargith’s company in Elidir. You don’t know anyone from the company just yet, but most of its members seem to be honest merchants and traders.
Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.
You are trained in the Nature skill and the Mercantile Lore skill. You gain the Train Animal skill feat.
So yeah. When the story begins your group are (mostly, possibly) passengers/hired muscle traveling with Bort Bargith's trading caravan between Eldir (the capital of Isger) and Almas (the capital of Andoran).
To apply, shoot me a character sheet and at least a basic backstory (who you are, where you come from, why are you traveling with Bort to Andoran, you know, the basics).
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
Re: The Fall of Plaguestone - A PF2e Adventure
- Tara:
- Tara Starspell, NG half-elf alchemist 1
Background Field Medic
Traits Alchemist, Good, Elf
Perception +4 (T), Senses low-light vision
Statistics
Str 10, Dex 14, Con 10, Int 18, Wis 14, Cha 12
Ancestry +Int, +Dex
Background +Int, +Wis
Class +Int
Flex +Dex, +Int, +Wis, +Cha
Level N/A
Defenses
Hit Points 14
Armor Class 17 (10 + + 2 armor + 2 Dex + 3 Trained)
Fort +5 (E), Ref +7 (E), Will +5 (T)
Proficiencies
Weapons Simple weapons, alchemical bombs, unarmed attacks (T)
Armor Light armor, unarmored defense (T)
Casting/Class Alchemist (T)
Skills Arcana +7 (T), Crafting +7 (T), Diplomacy +4 (T), Medicine +5 (T), Nature +5 (T), Religion +5 (T), Society +7 (T), Survival +5 (T), Warfare Lore +7 (T)
Feats
Ancestry
1st Natural Ambition
Class
1st Alchemical Familiar
Natural Ambition Alchemical Savant
Skill
Background Battle Medic
Features
Heritage Half-elf
Infused Reagents 6/day
Advanced Alchemy
Quick Alchemy
Research Field Chirurgeon
Familiar Extra Reagents, Darkvision
Equipment
Gear alchemist’s tools, backpack, 2 bandoliers, basic crafter’s book, bedroll, 2 belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, a waterskin
Armor Studded Leather
Money 6.4 gp
Bulk 3.8/5- Formulae:
- Antidote, Lesser
Effect: +2 saves vs. poison, 6 hours
Antiplague, Lesser
Effect: +2 saves vs. disease, 24 hours
Bravo’s Brew, Lesser
Effect: +1 to Will saves, +2 vs. fear, 1 hour
Cheetah’s Elixir, Lesser
Effect: +5 foot bonus to Speed, 1 minute
Eagle Eye Elixir, Lesser
Effect: +1 to Perception, +2 for secret doors, 1 hour
Elixir of Life, Minor
Effect: Heal 1d6, +1 bonus to saves vs. disease and poison, 10 minutes
Silvertongue Mutagen, Minor
+1 Deception, Diplomacy, Intimidation and Performance, critical failures become failures; -2 to Arcana, Crafting, Lore, Occultism and Society, become untrained in a single trained skill, failures on Recall Knowledge become critical failures; duration 1 minute
Sunrod
Shed bright light in a 20' radius, 6 hours
Last edited by Ferret on Mon Aug 12, 2019 11:17 pm; edited 1 time in total
Ferret- Posts : 2386
Join date : 2018-08-14
Re: The Fall of Plaguestone - A PF2e Adventure
- Arngrimir Bjornblod:
- Arngrimir Bjornblod, Chaotic Neutral Dwarf Druid 1 (Dwarf, Humanoid, Druid)
Background: Bounty Hunter
Perception +6 (T), Senses Darkvision
Statistics
STR 16, Dex 12, Con 16, Int 10, Wis 16, Cha 8
Ancestry: +CON, +STR, +WIS, -CHA
Background: +STR, +CON
Class: +WIS
Flex: +STR, +DEX, +CON, +WIS
Defenses
Hit Points: 21
Armor Class: 17 (Hide Armor)
Fort +6 (T), Ref +4 (T), Will +8 (E)
Special Defenses: Poison Resist 1
Offenses
Battle Axe +6; Damage 1d8+3 (Sweep)
Proficiencies
Weapons: Simple (T), Unarmed (T)
Armor: Light (T), Medium (T), Unarmored (T)
Casting: Primal (T)
Skills: Survival +6 (T), Nature +6 (T), Intimidate +2 (T), Athletics +6 (T), Medecine +6 (T)
Check Penalty: -2
Feats
Ancestry
Dwarven Weapon Familiarity: Trained in battle axe, pick, and warhammer. Treat dwarven martial weapons as simple and dwarven exotic weapons as martial.
Class
Wild Shape: Gain the Wild Shape order spell.
Skill
Experienced Tracker: Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
General
Shield Block: Trigger: While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Features
Heritage: Strong-Blooded Dwarf, ½ level resistance to poison, successful saves vs poison reduce stage by 2, or 1 for virulent. Reduce stage by 3 on crit, or 2 for virulent.
Druidic Language: Can speak Druidic. Teaching it to non-druids is Anathema.
Anathema: Using metal armor or shields, and despoiling natural places are Anathema.
Wild Order: Trained in Intimidate, gain the Wild Morph order spell, and becoming fully domesticated by the trappings of civilization is anathema.
Shield Block: Gain the Shield Block general feat.
Wild Empathy: Can use diplomacy to make an impression on animals or make simple requests of them.
Spells
Tradition
DC: 16; Spell Attack: +6
Focus
Focus Pool: 2
Wild Morph (Uncommon, Druid, Morph, Transmutation) A (Verbal, Somatic)
Duration: 1 Minute
You morph your body based on your training, choosing one of the following effects based on your wild order feats.
If you have Wild Shape, you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you're trained in and deal 1d6 slashing damage each (agile, finesse). You can still hold and use items with your hands while they're transformed by this spell, but you cannot hold an item while attacking. If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you're trained in that deals 1d8 piercing damage.
If you have Elemental Shape, you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.
If you have Plant Shape, you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).
If you have Soaring Shape, you can cast the spell as a two-action activity (Two Actions somatic, verbal) to grow wings from your back. These wings allow you to fly with a fly Speed of 30 feet.
Heightened (6th) You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and wild jaws are envenomed, also dealing 2d6 persistent poison damage on a hit.
Heightened (10th) You can choose up to three of the effects from the list. Wild claws deal 4d6 persistent bleed damage on a hit, and wild jaws deal 4d6 persistent poison damage on a hit.
Wild Shape (Uncommon, Druid, Polymorph, Transmutation) AA (Verbal, Somatic)
Duration: 1 Minute (Or Longer
You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in pest form, which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape's level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls.
Heightened (2nd) You can also wild shape into the forms listed in animal form.
Cantrips
Acid Splash (Acid, Attack, Cantrip, Evocation) AA (Verbal, Somatic)
Range: 30 ft; Targets: 1 creature or object
You splash a glob of acid that splatters creatures and objects alike. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.
Detect Magic (Cantrip, Detection, Divination) AA (Verbal, Somatic)
Area: 30 ft emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Stabilize (Cantrip, Healing, Necromancy, Positive) AA (Verbal, Somatic)
Range: 30 ft; Targets: 1 dying creature
Positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
Guidance (Cantrip, Divination) A (Verbal)
Range: 30 ft; Targets: 1 creature; Duration: Until the start of your next turn
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
1st level
2/Day
Grease (Conjuration) AA (Somatic, Verbal)
Range 30 feet; Area 4 contiguous 5-foot squares or; Targets 1 object of Bulk 1 or less;
Duration: 1 minute
You conjure grease, with effects based on choosing area or target.
Area: All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save.
Target: If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Heal (Healing, Necromancy, Positive) A to AAA (Varies)
Range varies; Targets 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
A (somatic) The spell has a range of touch.
AA (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
AAA (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Gear
Battle Axe (1); Hide Armor (2); Adventurers Pack (2) [backpack, bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 ft of rope, 2 weeks’ rations, soap, 5 torches, waterskin]; Healer’s Tools (1)
Gold: 5 gp, 3 sp
Wild Shape Reference
Pest Form
You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain the following statistics and abilities:
AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.
Speed 10 feet.
Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
Low-light vision and imprecise scent 30 feet.
Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier –4.
lapis-lazily- Posts : 1388
Join date : 2018-09-20
Age : 29
Eagleheart- Posts : 346
Join date : 2018-08-15
Age : 37
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