First Steps: In service of Lore, etc. *spoilers*


GM Discussion


Solo GM-PC (not for credits obviously - posted here cause built by PFS rules and here people are most likely to be familiar with the scenario in question)

Character is a dex based Helpful Halfling Magus 1 hoping to go direction uRogue then Halfling Opportunist for Dex to hit and damage with Elven Branched Spear (EBS) and bonus to attacks of opportunity and sneak attacks during AoO (eventually).

Little background:

Spoiler:
After playing The Frostfur Captives as first mission I felt unsatisfied, as it didn't seem logical to me that the confirmation mission would happen thousands of miles away. Travel time is handwaved and all, but that just seems like a terribly bad idea, as you might forget much of what you'd learned on the way, and what not.

We didn't play any first steps, because part II and III aren't for credits - so I figured I could just run it myself on myself (without applying credits) and assume the character had his confirmation in the past.

The warehouse was very doable, even with just one level 1 character. I used disable device to get in the door and fought the rats off with the EBS and keeping them at bay using acrobatics to move across difficult terrain and then stab them while they were coming at me. Used a hook and rope (that I decided he found after very nice perception checks) to get the box down. - Funnily enough he was sneaking the whole way in and then overloaded himself with stuff before failing a sneak attempt, so thats when the rats first noticed him. Had to drop the stuff to be able to deal with the dire rats.

Next I failed to get much information from the sneaky old lady, partially because her healing was much appreciated, and he's not all that judgemental. He'd heard from a merchant that she's kept his whiskey supplier in business for years. Her own bad health was noticeable and perception showed the bottles and she admitted to it and then said she'd work on it and quit, but he didn't believe she actually will change (sense motive). Only talked to one kid on the way out, which didn't seem too interested to talk with the little man. -- The halfling didn't judge her too harshly, he'd probably drink if he had to do her job. But it wasn't his job to judge, he reported everything as objectively as he could and got paid (any one information is enough? this one is really easy...)

I failed to hear the mechanism as of the key dropping while in the chest puzzle problem. Being just one person means just one check. And there weren't details for what the DC would be just for finding it while scanning the rooms for details!! - there should have been. So I decided he acid splashing the rope the key was on after finding it with a light source and taking 20. However it took me a long time to notice that should work. I think they should mention a DC for just finding it by looking around.

So finally the imp mission. I hadn't had any experience with imps before and fighting it I found it to be quite invincible (among other things I was having it throw books at him, that critted once and hit a few times - just good rolls though, the important part was that it would regenerate as fast as I could throw acid at it. Only then did I realize acid doesn't get around the silver requirement because it has acid resistance too!

So I ran the rest roughly in my head... For DR/Good do I just have to attack with good aligned character or does the weapon have to be good aligned or how does that work? --- I am aware of the adamatine coating stuff found in the warehouse at the beginning, so I assumed I threw it on the Elven Branched spear, but it just kept going invisible. I used powder on it to make it visible, but then when actually wounded, it became really dangerous with it's poison that reduced combat effectiveness by reducing my main stat. relatively high to hit, and can still just go invisible again, right? cause it's now wearing the powder? - either way, probably lethal if provoked to that point.

So I ran away (at the point where I found out the acid hadn't actually been doing anything, rest was just thoughts) and waited and thought about it all. Then tried to talk with him and figure out what he was doing and why. Got some good diplomacy rolls and figured out what he wanted. I agreed that I didn't want to have his master own a thing to summon more like him, so I snuck back (really good stealth and slight of hand rolls) and stole the quest item trinket thing from her, then went back and promised him if he gave me the thing I wouldn't use it to summon stuff with and I wouldn't give it to her. Good diplomacy roll, decided it worked and then brought the trinket that the PFS wanted back to them and the summoning item maybe to the Silver Crusade or to the Liberty faction and tell them that they're free to return it to her, but that she wasn't a good master to him and that she doesn't have her slaves under good control either. -- Figure in a real campaign this sort of backstabbing her would have consequences... she seemed the vindictive type...

It sort of worked. But I was playing and GMing so I don't know if that would have worked otherwise... and I did want to figure out if there was a way to deal with the imp.

I considered nets (possibly from the warehouse) - If I succeed to throw multiple on him before he gets out the first one I'd have a bit of time, as it would take a fullround action per attempt to get out of there, which at DC20 escape artist isn't too easy. If I wasn't dex based I might have been able to grapple, pin, tie up or such. - Such with reduced dex he'd have harder time getting out as well, but just stabing at him with 1d6-1 damage (assuming I found and used that adamatine pouder on my main weapon, to get through DR) I'd only be doing about half a damage to him on average per turn, which given his 16 or so hp would take forever to kill him. - Even if I also brought a cage and somehow just stuffed that entire bundle in there and locked it (really getting me time to stab him to death - or just bring him back) the regeneration is hard to beat.

Being already level 2 would allow me to sneak attack him if I dumped oil all over him while he's entangled. I assume he'd have to use the acrobatics skill to balance and not slip while trying to get out of the net and as such would be as flat footed as if he was say climbing a mountain, is that correct? With an extra 1d6 damage this seems quite doable.

What other ways can you think of to get the imp? Is there a way that is available to first levels with say 150 gp budget to beat regeneration or such? -- could I drop bear traps on him while he's entangled? -- maybe drop some caltrops so he can poke himself while rolling around in the net? Action economy advantage would be really nice to have. I can see how with more people it would be quite doable...

I couldn't come up with ways to counter that regeneration alone, nor good ways to deal enough damage. - Do you have any?

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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Wait until the imp becomes visible (after attacking). Grapple it (it doesn't get an AoO since it has 0ft reach). Pin it. Tie it up.

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

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Walk to Imp, Steal box, Walk to Zarta, Give box. Done! ;-)

4/5

If you're insisting on killing the imp rather than just defeating it, power attack + high strength + greatsword or greataxe should get through DR.

Dark Archive **

Pathfinder Adventure Path Subscriber

Any reason you didn't use the silver weapon the Paracountess offered you? Imp DR is 5/good or silver. I think there was also a silver weapon in the room as well.

As for the DR, the weapon needs to be good-aligned to count as good for the purposes of DR. Just being wielded by a good-aligned PC isn't enough, it has to be magically aligned to good. There aren't many ways around x/good at 1st level, but the easiest is an oil of bless weapon. It aligns your weapon to good, and also lets you automatically confirm any criticals against evilly-aligned baddies.

Silver Crusade 4/5

Moderators, please take the spoiler out of the thread title.

Seriously, what's the point of putting the word "spoiler" in the thread title, and then putting the word "imp" in the title, so that anyone browsing these forums at all can't help but notice it?

Granted, this scenario is pretty old, and because it's replayable, there are probably very few people in PFS who don't already know it. But we should keep the spoilers hidden for the PFS newbies who haven't actually played it yet.


Ups, I'm sorry Fromper. Good catch.

He's dex based (without agile maneuvers) so tie up won't have good chances to work.

DR wasn't the main problem, since there's adamatine bleech in the beginning - it was his regeneration (2 hp/round) and damage low (1d6-1 = average 2.5-ish), so just beating on him doesn't work, because he gets quite dangerous once hp get low enough, as his poison attacks Dex, the fighting stat of this poor fella.

I guess part of the answer for a fair fight would be it's CR 2 which is hard to handle as a single 1st oder 2nd level PC.

Stealing the box seems to be the most doable/simple solution, not sure what he could do to keep you from stealing it.

There don't seem to be solutions that staight up prevents regeneration. Don't know of any cheap always available poisons...

150 gp for a riding dog. Throw a net or two on he imp, the dog's bite's trip it, and flanking you can kill it.

Good idea also with the oil of bless weapon, as it's always available, though the blanch is free since it's already included in the adventure.

The dog can trip even if due to DR he doesn't do damage, right? Could you apply oil to the teeth?

The Exchange 5/5

Julix wrote:

Ups, I'm sorry Fromper. Good catch.

He's dex based (without agile maneuvers) so tie up won't have good chances to work.

DR wasn't the main problem, since there's adamatine bleech in the beginning - it was his regeneration (2 hp/round) and damage low (1d6-1 = average 2.5-ish), so just beating on him doesn't work, because he gets quite dangerous once hp get low enough, as his poison attacks Dex, the fighting stat of this poor fella.

I guess part of the answer for a fair fight would be it's CR 2 which is hard to handle as a single 1st oder 2nd level PC.

Stealing the box seems to be the most doable/simple solution, not sure what he could do to keep you from stealing it.

There don't seem to be solutions that staight up prevents regeneration. Don't know of any cheap always available poisons...

150 gp for a riding dog. Throw a net or two on he imp, the dog's bite's trip it, and flanking you can kill it.

Good idea also with the oil of bless weapon, as it's always available, though the blanch is free since it's already included in the adventure.

The dog can trip even if due to DR he doesn't do damage, right? Could you apply oil to the teeth?

I don't think that blanch would help against him.

That said, I've played and run this a number of times, and the little guy has never been a MAJOR problem.

2/5

And don't forget...

Spoiler:
Zarta wants the imp back alive. I've seen him grappled and tied up twice.

Grand Lodge 4/5

robertness wrote:

And don't forget...

** spoiler omitted **

Spoiler:
Not as far as the scenario says anything about it:

Quote:
As the paracountess talks, a cacophony of booms and crashes sounds from beyond the room’s west door. She sometimes pauses at an extended eruption of these noises before continuing with the conversation. If asked about the neighboring ruckus, Zarta explains, “A servant is greatly misbehaving. You’re going to have to deal with it in order to get the trinket.” She goes over to the desk in her study, opening a drawer and drawing out an exquisite silver letter opener shaped like a dagger (treat as a masterwork silver dagger). “You might need this to get it to submit,” she offers with a sly grin.

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