Version 1.5 (updated 10/23/23)
Oasis is a mysterious island that is surrounded by a powerful magic barrier and filled with powerful artifacts and mysteries to uncover. Mighty individuals from ages past created their vaults and secured their secrets on this island.
Many different conflicting empires and factions have attempted to breach the barrier and explore the island, but all of their attempts have failed, often resulting in the deaths of their most skilled warriors and mages. After a year of conflict, a peace treaty was brokered, allowing major factions to participate in the exploration of the island. However, the first few expeditions met a terrible fate, as the island's magic was designed to prevent anyone with a high level of power or magical ability from entering it.
In order to try to gain access to the island, a new plan was developed: sending in lower-level adventurers instead of experienced warriors. The town of Proto was also developed to serve as a base for these adventurers, and the community there is slowly growing.
The initial expeditions bravely explored the region surrounding Proto, engaging in battles with bandits and trolls, and meticulously surveying the land. During one such mission, the entrance to a vast underground cave system was discovered, leading to a small fortress guarding the exit to the surface world. This fortress, aptly named the Glimmerhold, serves as the launching point for missions delving into the depths of Oasis. As a daring adventurer, you are now among those who seek to uncover the secrets hidden in its underbelly.
Version 1.5 (updated 10/23/23)
Welcome to the Pathfinder 2e Oasis West Marches campaign! If you come from 5e or are completely new, please take a moment to review the 5e Oasis Primer to get an overview over the setting. Most of the information is applicable to Pathfinder 2 as well. While some concepts of the Pathfinder 2e system will be explained throughout this document, it primarily serves as a supplement to the Oasis Primer, rather than a comprehensive guide to Pathfinder 2e rules.
Oasis is a wonderful opportunity to learn PF2e if you don’t know it already. As we write this document, we have two GMs (Nek and gerni) that are relatively new to Pathfinder 2e as well. Being new to the system shouldn't deter you from joining us in Oasis - we'll learn it together. As we embark on this new adventure, we anticipate questions will arise during our sessions, but we'll take the time to address them. Learning a new system can be an exciting challenge, and we hope that our games will quickly become as smooth as those we're used to from the system's we know.
For all things PF2e (questions, comments or critique), you can always reach out to the GMs on Discord. Currently that's Nekro Darkmoon and gerni.
All rules for Pathfinder 2e are free. Here are some websites that help browsing the rules or building characters:
The following information is designed to supplement the Oasis Primer for 5e, providing further details on the campaign's formalities and rules.
Additional Info. We added some additional, non-mandatory information in text blocks like this:
Feel free to skip blocks like this one. In such a block, we go into detail about certain topics but those are not essential.
You want to start on Oasis? We are glad to have you! Follow these steps:
Nestled deep within the heart of an ancient underground cavern, stands the fortress known as the Glimmerhold. Carved intricately into the solid stone, this timeless structure serves as the sentinel, protecting the entry and exit points of the cavern system known as the Sparkling Grotto from the realm above.
Above the Glimmerhold, a breathtaking sight awaits. Crystal trees, their branches reaching skyward, possess a remarkable ability to channel the sun's radiant light through their crystal roots, casting an enchanting day-night cycle within the caverns below. A waterfall cascades from the cavern ceiling, its force channeled to power the fortress through a water wheel mechanism. Automatons, crafted from stone and metal and interwoven with living plants, stoically carry out their tasks, tirelessly preserving and rebuilding the fortress. Amidst the ongoing restoration that was triggered by adventurers from Proto not long ago, vertical farms built into the cavern walls are being revitalized. Adjacent to the waterfall, a serene lake serves as a tranquil centerpiece, while a rushing river winds its way southward, spanning approximately thirty feet in width.
Within the Glimmerhold, a small congregation of inhabitants from the village of Proto, numbering around thirty or so, go about their duties, complemented by the tireless efforts of the automatons. Their diligent efforts slowly transform the Glimmerhold into a (more or less) bustling hub, serving as the pivotal base of operations for intrepid adventurers ready to embark on perilous journeys into the labyrinthine cavern system beyond.
The Glimmerhold, like Proto, acts as hub for expeditions of Oasis' underground systems, meaning every expedition starts and ends in the Glimmerhold. When building your character, keep in mind that this is the environment the expeditions take place in.
On the next site you find the "stat block" of the Glimmerhold. The level of the Glimmerhold determines the maximum level of items that can be bought and the maximum level of the Earn Income downtime activity. The Glimmerhold's level increases with the expedition's achievements.
Significant NPC’s
Significant Features
Ran by PCs
Because it is important, this part is explicitly copied for the Oasis Primer.
Follow the steps laid out in the Core Rulebook.
Almost everything in Pathfinder 2e has a rarity tag. Spells, feats, items, classes, monsters - you name it. When creating your character, you have access to all classes (even uncommon ones) but you only have access to other things that are common unless there are no common options, such as focus spells. All features that don’t have a rarity are common. If an uncommon feature is required, please ask the GM first. A list of exceptions for ancestries and heritages is provided below.
With that out of the way - let’s talk about the character creation steps.
During character creation, you’ll pick your A-B-C:
In the following, we discuss the ABC’s that are allowed in Oasis.
When choosing your ancestry, pick an option that’s sensible for a game set in Exandria. You can select from all common options (including half-human heritages). Allowed uncommon and rare options are:
Once you’ve chosen an ancestry, you pick your heritage. You can select the heritage from your ancestry (such as the death warden dwarf heritage for the dwarf ancestry) or you can pick any heritage from the allowed ancestries (as long as it makes sense).
This is called versatile heritage and allows you to express your character in more detail. Tieflings, Aasimars, Dhampirs, and Changelings are allowed as well. Since these are heritages in 2e, you can play e.g. a Tiefling-Lizardfolk character.
Besides fluff, backgrounds influence which ability scores you can boost, give a skill proficiency, a lore skill proficiency, and a skill feat. Here is the list of all common backgrounds. Pick what sounds good to you and what makes sense for the setting - there are backgrounds tailored to PF2e adventure paths which are common but might not be suitable for our campaign. If you find something cool or fitting in the uncommon category, reach out to the GMs.
In general, pick what suits your concept or vision of your character. Exploration, survival and dungeon-delving are essential parts of Oasis. Characters who excel at diplomacy or deception will certainly have opportunities to talk their way out of dangerous situations and make allies out of enemies, but there’s not really a web of intrigue - especially since a lot of stuff will be determined randomly. Keep that in mind when you select your class.
We will use the Free Archetype variant rule.
As we are all new to the system, we would like to share our thoughts on classes in terms of their "difficulty" and "usefulness" for a west marches campaign. We encourage you to consider any class if it aligns with your vision of your character, but also to be aware of their potential limitations in the context of a west marches game or mechanical complexity. While every class is useful, it's worth noting that there are features that may not be as applicable in a wilderness campaign as it would be in an urban one, e.g. an Investigator specializing in uncovering intrigues.
Here is a nice overview over different aspects of character classes in Pathfinder 2e.
Once your character is built, it’s time to buy equipment. Your character has 15 gp to spend on equipment. You have access to level 0 or level 1 items of common rarity. Furthermore, you have access to uncommon gear that has your heritage's trait. For example, if you are a dwarf you have access to the Dwarven War Axe because it has the “dwarf” trait.
Buying an Adventurer’s Pack is advisable. Take a look at class kits for inspiration for starting gear.
We use a slightly modified version of Automatic Bonus Progression. If you don't know what that is, no worries, it is applied automatically to your character in Foundry. Pathfinder 2e assumes that all characters have a certain amount of bonuses from their gear, which is difficult to achieve in a west marches style game. We therefore apply those bonuses directly to your character sheet at the appropriate level.
The following bonus progression is applied directly to a weapon or armor, not your character:
ABP makes handling magical items easier for games with multiple GMs. The above variant (modifying items automatically) resolves the issue of ABP with respect to alchemical items.
A character can use items that are no more than two levels higher than the character's level. For example, a 2nd level character can wear items up to level 4.
This is the general flow of coming up with a expedition:
During a mission we will naturally alternate between Exploration and Encounter mode. This will take place on FoundryVTT and the Discord voice/video chat.
At the commencement and conclusion of each expedition, the player characters (PCs) must be situated in the settlement. As a group, we will make every effort to adhere to our agreed-upon timeframe. However, should unforeseen circumstances arise or we are not able to end the session with the group returning to the settlement, the following protocol will be implemented:
If a player must depart early, loses their connection, or the party is unable to return during the session, the PC or group will be teleported back to the settlement. If this occurs due to an inability to return within the session, each member who is teleported will have 10% of their current gold deducted.
It is important to note that this mechanism serves as a meta tool to ensure that each mission begins and ends in the settlement, and is not intended for use as an in-game mechanic for purposes such as conveniently transporting items or escaping dangerous situations.
To ensure a smooth and organized experience, we have a rule that an expedition cannot start until the previous expedition returns, or at least five days have passed - whichever is longer (so there will be at least five days between expedition). During these periods of downtime, you have the opportunity to engage in various activities in Downtime mode, including crafting and researching. These activities are carried out during the beginning of the expedition session. We will spend no more than 15 minutes on that.
Pathfinder 2e takes a formal approach by dividing everything that can happen in the game into three modes: Exploration, Encounter and Downtime. While this may seem overwhelming at first, for the most part it's actually quite similar to what you're used to in D&D 5e. Simply declare what you want to do, and the GM will inform you of the appropriate activity (and which skill to use).
As mentioned earlier, Pathfinder 2e has a multitude of rules and subsystems. However, the benefit of this is that many of these rules are optional, and we can decide how much we want to incorporate. We'll learn about the different modes of play and what's possible in each one together, and it will be a continuous learning process.
The settlement is the place where you can interact with NPCs, rest between adventures, buy or sell items and do Downtime activities.
In Pathfinder 2e, settlements have a level which defines what items characters can buy, what services are provided and how much money can be earned by taking on jobs. For example, a settlement of level 4 offers all common items (weapons, armor, consumables, spell scrolls, etc.) up to and including level 4.
Given the unique nature of Oasis and the limited supply of resources available in our settlement, crafting can play a crucial role in preparing for missions. To make things easier for you, we will be setting up merchants directly in FoundryVTT, allowing you to purchase items using your character sheet without the hassle of manual money management. Additionally, the merchant's inventory will be readily available in a separate document that you can access at any time, ensuring that you always have what you need for your upcoming adventures.
If you want to have access to uncommon items, here are your options:
We use watches as time increments. A watch is 4 hours. Every watch, the GM rolls for a random encounter.
A typical adventuring day during an expedition consists of two parts: exploration (8h, 2 watches) and camping (16h, 2 watches for activities and 2 watches to rest). While exploration takes less in-game time, most real-time is spent in this mode.
Exploration. Exploration is when you explore either an area spanning multiple miles or a specific location. Travelling towards a location or direction uses the Travel group activity. Getting the lay of the land in an area around the group's current position uses the Reconnoiter activity. Both take multiple hours to complete. Characters can perform individual exploration activities such as Avoid Notice and Scout while travelling and reconnoitering. When a point of interest is discovered, time slows down and we keep track of it using 10 minute increments.
Camping. When the group camps, it stops exploring and makes camp where certain Camping activities can be performed. After these activities, the group eats, rests and performs the daily preparations. We switch back to exploration when the group leaves the camp.
During camping, every character can perform one Camping activity.
Here is a list of things that can be done:
During both exploration and camping, encounters can occur. Here, time slows down even more. For example, a combat encounter is resolved in 6 second increments.
In addition to the exploration activities in the Core Rulebook, we will be using a slightly modified version of the Hexploration rules from the Gamemastery Guide. Instead of hexes, we will be using watches. Every watch, the GM rolls a flat check (a D20) versus the DC of the area for a random encounter. On a success, an encounter occurs.
Every character choses a default activity and the group decides on a marching order. Unless noted otherwise, it is assumed that the character uses their default activity. Examples for activites are Avoid Notice, Defend, Detect Magic, Repeat a Spell, or Scout.
In the next section, we provide some detail for activities that were adjusted for our campaign.
What does it do? You try to discern the correct direction to navigate the group but there is no landmark for orientation.
How long does it take? A minute.
What to roll? Survival (+2 in mapped area) and a D10 for Veer.
Critical Success You navigate the group in the desired direction using the optimal path. Increase travel speed by 5 ft.
Success You navigate the group in the desired direction.
Failure You navigate the group in the desired direction using a suboptimal path. Decrease travel speed by 5 ft.
Critical Failure The group veers according to the Veer result.
Veer is measured with a D10. The veer is relative to the target direction. Draw an imaginary arrow into the desired direction starting from the current position of the party.
What does it do? The group spents time to survey and explore the area around their current position. Prerequisite for Map the Area.
How long does it take? A watch, 4 hours.
What to roll? Perception (bonuses to Search may apply).
Covers a radius of 1.5 miles for normal, 1 mile for difficult and 0.5 mile for greater difficult terrain. You automatically find any special feature that doesn't require a check to find, and you attempt the appropriate checks to find hidden special features.
For instance, if you were looking for an obvious rock formation among some hills, you would spend the time needed to Reconnoiter, and you'd find the rock formation. But if you were looking for a hidden monastery somewhere in some deep forests, after spending the watch to Reconnoiter the forest, you would have to succeed at a Perception check as part of your Reconnoiter activity to find the monastery.
What does it do? You search for a safe and secure location to setup a camp.
What to roll? Survival.
Critical Success Perfect spot for a camp. +2 encounter DC for the time the characters are in the camp.
Success Good spot for a camp. +1 encounter DC for the time the characters are in the camp.
Failure Your campsite will work, but it's not the best.
Critical Failure The campsite is a mess. You can use it to rest and to perform daily preparations, but it isn't good enough to allow for Campsite activities at all. You may attract unwanted attention - the GM rolls for a random encounter vs encounter DC.
What does it do? After reconnoitering the area, you spend time drawing a map. This reveals the map in the reconnoitered area if it is adjacent to an already mapped area. It is easier and safer to navigate and camp in a mapped area.
What to roll? No roll.
In the mapped area:
Below are suggestions for deities translated from the Exandrian pantheon to Pathfinder 2e. Feel free to browse the cleric domains and choose what suits your vision.
Deity | Pathfinder | Domains |
---|---|---|
Changebringer | The Endless Road, Aakriti | change, creation, fate, time |
Platinum Dragon | Apsu | creation, protection, travel, wyrmkin |
Arch Heart | Findeladlara | cities, creation, family, star |
Lawbearer | Abadar, Dammerich, Thoth | cities, earth, travel, wealth, duty, truth, vigil, glyph, |
Knowing Mentor | Nethys, Irori, Gruhastha | glyph, knowledge, perfection, truth |
Stormlord | Kurgess, Cayden Cailean | ambition, might, truth, zeal, cities, freedom, indulgence, might |
Wildmother | Gozreh | air, nature, travel, water |
All-Hammer | Torag | creation, earth, family, protection |
Dawnfather | Serenrae | fire, healing, sun, truth |
Everlight | Serenrae, Korada | fire, healing, sun, truth, change, magic, protection |
Matron of Ravens | Pharasma, Barzahk | death, fate, healing, knowledge, travel, vigil |
Moonweaver | Desna, Ashava | dreams, luck, moon, travel, star, void, darkness, repose, soul |
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