PF2e 7 - Northern Mines 2

After a two week layoff, we return to the mining town of Fenkey,, who had been assailed by both the undead automatons and kobolds.

I wasn’t sure how long this session was going to take. If someone had prepped Sleep it would have been really easy for them to shortcut the first half of the session, which was a bunch of hit and run tactics from Kobolds. They had passageways in the walls of the mine that had arrow slits for them to shoot out of. Since they weren’t one way, the players were able to fire back, but the Kobolds had greater cover (+4 to AC if they take the Take Cover action, +2 otherwise). They needed it though, since they were a group of -1 characters taking on a party of level 3 characters. The party took some damage though. I was able to take advantage of one player speaking Draconic and had some stuff be interpretable by them. The first action the Kobolds took was to pour oil and light it on fire at the entrance of the mine once they were inside.

To add to the challenge, along one path that I guessed they would take (The main path down to the next area), I added a spike trap pit (level 2)

OK, I kind of cheated, once I saw they were taking the main path, I added it before they hit the next intersection, but I felt like some sort of dramatics were needed, and to give them a different challenge. And it turns out, none of them are trained in Athletics, and all of them dumped strength.

Super.

For me anyways, it was funny when the leaf leshy fell in, but she didn’t take the fall damage, just the spikes damage. Everyone else managed to make the jump across.

After they pulled her out, they went down a floor.

Before I get there, I was hoping things would be a bit more dynamic, but I can tell you my party’s actions for any given combat. Thaumaturge: Exploit Weakness -> Move -> Melee attack Magus: Ranged Spellstrike (Starlit Span path), specifically Gouging Claw -> Third action, recharge spellstrike Druid: Live Wire or AOE levelled spell.

And I don’t know if I really can force them out well. I try to range them, the Thaumaturge has trouble. If I rush them, they just get zoned out. I want to make these dynamic situations because I love describing action, but I’m just not making combats that really push people to that. I was able to do it in LANCER, but I am not able to get it done for Pathfinder. Hell, one player forgot they had a magic item that helped against ranged attacks! I need to use some more environmental design to fuck with them I think. I think I’m also expected them to ask stuff beyond “can I see them”.

On the lower level the team met Geth, the Young Copper Dragon. He was guarding an exit out of the mines into the mountains. This path would lead to the necromancer’s tower. Right now, Geth is being bribed with shiny valuable things by the Necromancer to act like a guardian. Each side thinks they’re the one in control, so Geth thinks he’ll be able to deal with the Necromancer if he gets too uppity.

In the dragon’s hoard, they were able to find a ratfolk from the Magus’ village. They were able to rescue him, as well as the scroll that was missing from the Library, and got them back. The dragon fell asleep in front of the cave out, assured that the party was too Frightened by it (due to its aura).

My to do list is as follows

  • Come up with two missions for the crew
  • Make a pirate shop full of marked up but valuable gear
  • The church is preparing for some event
  • The library can stay pat
  • The assassin’s guild is changing their performance
  • The alchemist guild is running out of specific ingredients, use that for a job.
  • Figure out what the saved ratfolk knows.

I need to get better at this shit man.

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