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Pathfinder Adventure: Troubles in Otari (P2)

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Troubles in Otari is a deluxe adventure for 4th-level characters written by Jason Keeley, Lyz Liddell, and Ron Lundeen. Troubles in Otari's three adventures, written by Jason Keeley, Lyz Liddell, and Ron Lundeen, start at 2nd level and take your heroes to 4th level and beyond as they venture further into the nearby wilderness and face fearsome foes lurking all too close to home! The second giant rat (seems to be experiencing an involuntary eye twitch) also seems to be please d about this yummy buffet!

All maps are designed for for FoundryVTT - with walls, doors and windows set up. If you find a mistake, let me know. About This Content Pathfinder 2 RPG - Pathfinder Adventure: Troubles in Otari Onward to adventure! This exciting adventure anthology expands the realm beyond the hometown introduced in the Pathfinder Beginner Box and brings thrilling new dangers to the heroes' doorstep! Designed for use with the rules in the Pathfinder Beginner Box and the perfect bridge to the exciting options of the full Pathfinder Core Rulebook , these adventures take your heroes to 4th level and beyond as they venture further into the nearby wilderness and face fearsome foes lurking all too close to home! The Rogue watches Tannakin daringly acrobatics through and over the lead rat, offering a Flanking opportunity! Leo Strides forward (concentrating on his Dancing Lights), tap, tap, tapping, tapping his staff noisily upon the rubble-strewn flooring. The Witch then gives the Rat a stink eye! And Tannakin was born within the year. She’s the oldest of a small swarm of brothers and sisters. Eliel and Gregg have decided to get their money’s worth out of their time together.

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Not sure who the 'he' is that smells of cheap wine - Nokham or the husband. I'll go with the latter. Ness wrinkled her nose as the smell of cheap wine wafted from the granny's man. Even for all his wife's complaining, the man had been seen playing cards at the Fishery. Relieved the topic was changing to the 'tree-fort,' as Tannakin moved towards the two ropes, Leo got up and followed her. Naturally curious about machines of all sorts, he watched as she raised the trapdoor and lowered the box of food. Nodding as she explained the need to keep it way from the local wildlife. Accepting a handful of raisins from Tannakin he returned to his chair while Ambrose partook of the water and sausage. Smiling as she asked about the accommodations in the tree house, he was impressed with the two elves generosity, responding in Elvish as he waived his hand gesturing towards the tree house. Elvish response is again printed below :) Whether approached by sea or by land, Otari has several distinctive landmarks that everyone in town knows.

The primary smithy in town specializes in crafting saws, axes, and other tools used in the lumber trade, but the skilled smiths here also produce quality armor, shields, and weapons. The owner of Blades for Glades is a misanthropic man named Carman Rajani, who’s as happy to sell a sword to split an orc as a hatchet to fell a tree. He’s descended from one of Otari’s founders and believes himself entitled to better treatment from the townspeople than his surly demeanor earns him. Each of our two Heroes that have recently received giant rat bites seem to fight off any ill effects! With a fancy flourish of a short sword, a broken piece of pottery, a ray as frosty as my 7th grade math teacher; Sansaárë, Leo and Ness eliminate 2 of the 3 remaining giant rats! All official Pathfinder Second Edition content on Roll20 uses the Pathfinder Second Edition by Roll20 character sheet. Tamily Tanderveil, owner of the Otari Fishery and its associated game hall, offers the heroes an old fish camp to use as their new headquarters. The camp is just outside of town, but several monstrous residents have moved in since Tamily left. The heroes will have to clear out these foes if they’d like to use the camp as their own. These impediments include natural threats, such as wild boars and hungry crocodiles, and more monstrous perils: unnatural oozes, giant rats, and a vile web lurker and its spider minions. The heroes will also have to either befriend or drive away a reclusive, mischievous creature known as a scalliwing and decide whether they want to help a despondent ghost fulfill their grandmother’s final wishes. By the end of the adventure, the heroes will have learned valuable tactics and strategies, all while earning themselves a new home base from which they can embark on further adventures! Getting Started If the heroes have played through “Menace under Otari” or another adventure that takes place in town, you should give them a few days to rest and recover after their efforts. Then, Tamily Tanderveil sends the heroes an invitation to meet her for a light dinner and a round of drinks at the Otari Fishery. If this is the heroes’ first visit to the seaside town, Tamily Tanderveil hears about the arrival of new adventurers and sends them an invitation to her game hall at the Otari Fishery, as she has business she’d like to discuss. With a few simple questions around town, the characters can easily learn that Tamily opens the ground floor of her fishery to sailors, laborers, and travelers as a comfortable and welcoming place to gather for games and entertainment. Residents of Otari speak highly of her and, if necessary, encourage CHAPTER 1: FISHING FOR ADVENTURE

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The stairs leading into the basement of the Otari Fishery creak with age as you make your way downstairs to find the beast that has been eating all the fish. In the center of the room, between stone pillars holding up the fishery overhead, are barrels filled with salted fish. Two of these barrels have been smashed open, spilling their contents on the floor. In the east wall is a large hole, opening into darkness. Tokens for each encounter are all pre-placed in starting locations on the map. You can edit these on the fly.

The old hills and forests around Otari have been inhabited since long before the town existed. Fallen fortresses of wouldbe warlords, dankbarrows crawling with undead, and caves filled with monsters and forgotten treasure lie within a few hours’ walk of Otari. Many locals have heard the rumors of danger and treasure in the Otari hinterlands, and it’s up to adventurers to discover whether these tales hold any truth! Ol' Twitchy Eye (just Twitchy to his friends) doesn't ever seem to remember being in such a loving embrace. Even his own mother didn't get this close. Twitchy begins squirming! The small seaside town of Otari is known for its fresh fish and a source of lumber for the nearby metropolis of Absalom. But when something dark begins to menace the town, it's up to a band of freelancers to come together and make a name for themselves...and learn more about the dark things in the world than they ever thought possible. The heroes might end up spending some time in Otari, and adventures can happen in town just as easily as in a dungeon or the wilderness. Here are possible encounters and seeds for larger stories.The heroes are likely to encounter some of the following groups or individuals during their adventures in or near Otari.

The Otari Guard keeps the peace in town, and their leader is the gruff and stout Captain Lardus Longsaddle. Any heroes who get in trouble with the Otari Guard should hope to deal with anyone other than the captain—his curse-laden tirades are legendary, and he’s inclined to issue short jail sentences for minor infractions. Conversely, heroes who catch criminals earn a rare (though often short-lived) position on Captain Longsaddle’s good side, earning bounties from the captain’s pay chest. Fighters might have trained with the Otari Guard or aspired to join their ranks. Tannakin moves across the main room of the treefort and grabs two ropes that are looped around branches. She pulls one and a trapdoor opens in the roof. One part open-air farmer’s market, one part log-cabin trading post, the Otari Market is a one-stop shop for most basic goods. Available wares usually include all adventuring gear, light armor, and simple weapons. The anthology's three adventures introduce a number of play styles, including clearing out an abandoned fish camp, a sandbox romp to get to the bottom of sabotage, and a classic puzzle-filled dungeon crawl. companies pay to use the mill, allowing Oseph to keep an eye on his competition. The constant noise of the wheel’s grinding and churning competes with the whine of the saws and the clatter of the loading ramp. At night, the busywork of the mill can be heard in the town below.Otari’s largest temple is built at the town’s westernmost edge, atop an upraised shelf that’s nevertheless far below the clifftop. The library’s position allows it to catch the rays of the rising sun, which transform its central dome into a brilliantly glowing testament to the sun goddess Sarenrae—at least when the sky is clear. While principally dedicated to Sarenrae, the Dawnflower Library welcomes all non-evil faiths. The building’s two wings contain shrines, and the center houses a wide range And so, it has come to pass that a beautiful young elven woman of 18 is being lectured by her parents. Her parents, both past their second century, had hoped she would be as sensible as they always have been (or at least, as sensible as they’d been for the last 180 years). They’ve long repressed their memories of their own fiery passionate youth, and now they find themselves repressing someone else’s youth.

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