GM Bold Strider's PFS 01-37 The Beggar's Pearl (Subtier 1-2) (Inactive)

Game Master rpblue

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Liberty's Edge

Female CG Human (Varisian) Hydrokineticist 11 | HP: 134/134(36NL)| AC: 37( 21Tch, 29 Fl) | CMB: +11, CMD: 31 | F: +15, R: +19, W: +8 | Init: +9 | Perc: +15, SM: +1 | Speed 40ft, Swim 20ft | Burn: 3/7 |Active conditions: 2 Burn into Shroud of Water(+2 AC), 1 Burn into Kinetic Form, Elemental Overflow(+3Hit, +6DMG, +2Con, +2Dex, 15% Fortification)

As a counter idea, use Obscuring Mist. We're already at total concealment, so it won't do anything to us.

Sovereign Court

Male CG Human (Ulfen) Magus (Bladebound, Hexcrafter) 1 | HP: -1/13| AC: 15 (11 Tch, 14 Fl) | CMB: +3, CMD: 14 | F: +4, R: +1, W: +3 | Init: +1 | Perc: +5, SM: +1 | Speed 30ft | Arcane Pool +1 2/4 | Spells: 0: Read Magic, Detect Magic, Mage Hand | 1st: Shocking Grasp x2] | Active conditions: | Arcane Pool Enhancement +1 |

I agree. Maybe It'll buy the others time to get out of the darkness. I don't envy G'boar or Clara's next turn.

Scarab Sages

Male NG Human (“Keleshite”) Druid (Menhir Savant) 1 | HP: -1/10| AC: 15 (11 Tch, 14 Fl) | CMB: +3, CMD: 14 | F: +4, R: +1, W: +5 | Init: +1 | Perc: +7, SM: +3 | Speed 20ft | Storm Burst: 6/6 | Spells: 1st—cure light wounds, obscuring mist[D], shillelagh (DC 14)| Active conditions: prone, unconscious | Re-roll (+1): 1/1 |

As i'm now on 1 HP i think the Obscuring Mist may be a better idea this round then maybe try the summon missile the turn after that.

I'll also have to retreat out of the room if i can.

Scarab Sages

Male NG Human (“Keleshite”) Druid (Menhir Savant) 1 | HP: -1/10| AC: 15 (11 Tch, 14 Fl) | CMB: +3, CMD: 14 | F: +4, R: +1, W: +5 | Init: +1 | Perc: +7, SM: +3 | Speed 20ft | Storm Burst: 6/6 | Spells: 1st—cure light wounds, obscuring mist[D], shillelagh (DC 14)| Active conditions: prone, unconscious | Re-roll (+1): 1/1 |

I just saw that there seems to be 2 zones of darkness, did I miss one? I assumed the creature had cast darkness on itself and it was moving around with it.

If I'm mistaken then I'll rethink my action.


The koboldest of all the Bold Striders. | Also, Wayfinder GM for GM Bold Strider

There are two zones, but your character wouldn't know that from within the cloud/darkness.

-Posted with Wayfinder

Scarab Sages

Male NG Human (“Keleshite”) Druid (Menhir Savant) 1 | HP: -1/10| AC: 15 (11 Tch, 14 Fl) | CMB: +3, CMD: 14 | F: +4, R: +1, W: +5 | Init: +1 | Perc: +7, SM: +3 | Speed 20ft | Storm Burst: 6/6 | Spells: 1st—cure light wounds, obscuring mist[D], shillelagh (DC 14)| Active conditions: prone, unconscious | Re-roll (+1): 1/1 |

I hadn't realized that the darkness had happened twice. I thought that the only area of darkness was moving around with the enemy. I've changed my action accordingly.

Sovereign Court

Male CG Human (Ulfen) Magus (Bladebound, Hexcrafter) 1 | HP: -1/13| AC: 15 (11 Tch, 14 Fl) | CMB: +3, CMD: 14 | F: +4, R: +1, W: +3 | Init: +1 | Perc: +5, SM: +1 | Speed 30ft | Arcane Pool +1 2/4 | Spells: 0: Read Magic, Detect Magic, Mage Hand | 1st: Shocking Grasp x2] | Active conditions: | Arcane Pool Enhancement +1 |

I really hope we don't TPK; there's an entire story behind this character; to see it cut short so fast ... :(

Grand Lodge

Male Human (Ulfen) Slayer 1 HP -9/12 | AC 16, T 12, FF 14 | Fort +3, Ref +4, Will +2 | Init +2 | Perception +6

I agree, on Boris. He's a really great character, it would be awful to lose him at level 1. I'm not too attached yet to Dariusz, fortunately. He was an experiment in trying to play something different, but I have a hard time roleplaying him true to concept and liking it. :/

Liberty's Edge

Female
ATK:
[dice=CLB+PBS]1d20+10[/dice]...[dice=DMG]1d8+4[/dice] //[dice=Bomb+PBS]1d20+12[/dice]...[dice=DMG Fire DC18]3d6+6[/dice]
Wild Elf
Skills:
Nature +19; Arcana +15; Disable Device +18; Survival +9; Spellcraft +15; Sleight of Hand +15
Alchemist 7 / Ranger 1 (HP:52/52)(AC: 20 FF: 16 T: 15)(F: +8 R: +11 W: +3)(Init: +10)(Perception: +13)

i hate to see any character die, had a few myself, but this double darkness is thwarting us horribly.

Liberty's Edge

Female CG Human (Varisian) Hydrokineticist 11 | HP: 134/134(36NL)| AC: 37( 21Tch, 29 Fl) | CMB: +11, CMD: 31 | F: +15, R: +19, W: +8 | Init: +9 | Perc: +15, SM: +1 | Speed 40ft, Swim 20ft | Burn: 3/7 |Active conditions: 2 Burn into Shroud of Water(+2 AC), 1 Burn into Kinetic Form, Elemental Overflow(+3Hit, +6DMG, +2Con, +2Dex, 15% Fortification)

@GM- I doubt you're going to answer this, but I'll ask it anyway: Did the goblin just knock itself from disabled to dying, in shooting Volar?


You are correct. I will not answer that. :D

Liberty's Edge

Female
ATK:
[dice=CLB+PBS]1d20+10[/dice]...[dice=DMG]1d8+4[/dice] //[dice=Bomb+PBS]1d20+12[/dice]...[dice=DMG Fire DC18]3d6+6[/dice]
Wild Elf
Skills:
Nature +19; Arcana +15; Disable Device +18; Survival +9; Spellcraft +15; Sleight of Hand +15
Alchemist 7 / Ranger 1 (HP:52/52)(AC: 20 FF: 16 T: 15)(F: +8 R: +11 W: +3)(Init: +10)(Perception: +13)

Seriously at a loss as to how to counter the darkness...if they followed the rest out of the original room Xarkyn was going to double back down the other corridor to get to the fallen comrades. If they don't follow then what next? Seriously who writes double darkness against level 1s and 2s?

Sovereign Court

Male CG Human (Ulfen) Magus (Bladebound, Hexcrafter) 1 | HP: -1/13| AC: 15 (11 Tch, 14 Fl) | CMB: +3, CMD: 14 | F: +4, R: +1, W: +3 | Init: +1 | Perc: +5, SM: +1 | Speed 30ft | Arcane Pool +1 2/4 | Spells: 0: Read Magic, Detect Magic, Mage Hand | 1st: Shocking Grasp x2] | Active conditions: | Arcane Pool Enhancement +1 |

It is a little rough. But I'm sure we can figure this out.

Liberty's Edge

Female CG Human (Varisian) Hydrokineticist 11 | HP: 134/134(36NL)| AC: 37( 21Tch, 29 Fl) | CMB: +11, CMD: 31 | F: +15, R: +19, W: +8 | Init: +9 | Perc: +15, SM: +1 | Speed 40ft, Swim 20ft | Burn: 3/7 |Active conditions: 2 Burn into Shroud of Water(+2 AC), 1 Burn into Kinetic Form, Elemental Overflow(+3Hit, +6DMG, +2Con, +2Dex, 15% Fortification)

Taking this out of gameplay to minimize the mess in that thread.

I have ideas, but they require information that Lissa wouldn't have (seeing as she has no ranks in spellcraft or knowledge{arcana}), so unless someone else can answer her question, she's at a loss.

Grand Lodge

Female Human Investigator 1 HP 10/10; AC 15; TCH 13; FF 12; F +1; R +5; W +2; CMB+1; CMD 14; Speed 30FT; Init +2; Perception +6

Clara is not so bad at spellcraft, but does not have a rank in Kn. arcana. If Lissa asks Clara (or the group), maybe she can answer the question.

Liberty's Edge

Female CG Human (Varisian) Hydrokineticist 11 | HP: 134/134(36NL)| AC: 37( 21Tch, 29 Fl) | CMB: +11, CMD: 31 | F: +15, R: +19, W: +8 | Init: +9 | Perc: +15, SM: +1 | Speed 40ft, Swim 20ft | Burn: 3/7 |Active conditions: 2 Burn into Shroud of Water(+2 AC), 1 Burn into Kinetic Form, Elemental Overflow(+3Hit, +6DMG, +2Con, +2Dex, 15% Fortification)

I asked in general in gameplay already.

Liberty's Edge

Female
ATK:
[dice=CLB+PBS]1d20+10[/dice]...[dice=DMG]1d8+4[/dice] //[dice=Bomb+PBS]1d20+12[/dice]...[dice=DMG Fire DC18]3d6+6[/dice]
Wild Elf
Skills:
Nature +19; Arcana +15; Disable Device +18; Survival +9; Spellcraft +15; Sleight of Hand +15
Alchemist 7 / Ranger 1 (HP:52/52)(AC: 20 FF: 16 T: 15)(F: +8 R: +11 W: +3)(Init: +10)(Perception: +13)

Xarkyn does not have Know-Arcana sadly.

Liberty's Edge

Female CG Human (Varisian) Hydrokineticist 11 | HP: 134/134(36NL)| AC: 37( 21Tch, 29 Fl) | CMB: +11, CMD: 31 | F: +15, R: +19, W: +8 | Init: +9 | Perc: +15, SM: +1 | Speed 40ft, Swim 20ft | Burn: 3/7 |Active conditions: 2 Burn into Shroud of Water(+2 AC), 1 Burn into Kinetic Form, Elemental Overflow(+3Hit, +6DMG, +2Con, +2Dex, 15% Fortification)

I feel like utter s&!~ having to make that call too......


As a bit of a note and maybe a hint, you haven't seen the derro be able to use any form of healing magicks, so it's possible that the creature just wanted the bodies, not necessarily to bolster his defenses.

Sovereign Court

Male CG Human (Ulfen) Magus (Bladebound, Hexcrafter) 1 | HP: -1/13| AC: 15 (11 Tch, 14 Fl) | CMB: +3, CMD: 14 | F: +4, R: +1, W: +3 | Init: +1 | Perc: +5, SM: +1 | Speed 30ft | Arcane Pool +1 2/4 | Spells: 0: Read Magic, Detect Magic, Mage Hand | 1st: Shocking Grasp x2] | Active conditions: | Arcane Pool Enhancement +1 |

Well, even if the mite is not a part of the equation, this is still, at best, a very difficult fight. I think that the remaining members of the party would like to retrieve our bodies before leaving, but is that even possible?

GM Bold Strider, what would you do if you were in our situation?

To the others, does it make sense to try and wait til it is resting to sneak in and take our unconscious selves ( and the one wand of cure light ), or do you prefer getting the hell out of Dodge while you still can?

Grand Lodge

Male Human (Ulfen) Slayer 1 HP -9/12 | AC 16, T 12, FF 14 | Fort +3, Ref +4, Will +2 | Init +2 | Perception +6

Yikes. I'm not sure whether there's any 'correct' choice here. There's only four of you left (all at level 1), against two opponents. They have the advantage of knowing the layout, and might be able to surprise you due to the filaments. I wouldn't fancy those odds, and won't begrudge you to leave it at that.

If you do go in again, be sure to heal up before you do, and try to stay close together. That way you won't be picked off one by one, and (if the worst happens) you can drag any further unconscious characters away from the fight.

Liberty's Edge

Female
ATK:
[dice=CLB+PBS]1d20+10[/dice]...[dice=DMG]1d8+4[/dice] //[dice=Bomb+PBS]1d20+12[/dice]...[dice=DMG Fire DC18]3d6+6[/dice]
Wild Elf
Skills:
Nature +19; Arcana +15; Disable Device +18; Survival +9; Spellcraft +15; Sleight of Hand +15
Alchemist 7 / Ranger 1 (HP:52/52)(AC: 20 FF: 16 T: 15)(F: +8 R: +11 W: +3)(Init: +10)(Perception: +13)

I loathe leaving a fallen comrade can we wait to see if the darkness fades away and if we go sneaky like and drag the bodies out we can all continue. if the darkness is thrown upon us one more time then maybe call it.

Scarab Sages

Male NG Human (“Keleshite”) Druid (Menhir Savant) 1 | HP: -1/10| AC: 15 (11 Tch, 14 Fl) | CMB: +3, CMD: 14 | F: +4, R: +1, W: +5 | Init: +1 | Perc: +7, SM: +3 | Speed 20ft | Storm Burst: 6/6 | Spells: 1st—cure light wounds, obscuring mist[D], shillelagh (DC 14)| Active conditions: prone, unconscious | Re-roll (+1): 1/1 |

I agree with everything Dariusz said.

If you do go in again try to get whatever advantages you can.

Lissa has a healing wand so get yourselves fully healed up.

Use any minor buffs like 0 level spells (Guidance) that can be used before you go in.

Some good stealth rolls could always help.

And of course... kill that damn Derro for me! ;)

Grand Lodge

Female Human Investigator 1 HP 10/10; AC 15; TCH 13; FF 12; F +1; R +5; W +2; CMB+1; CMD 14; Speed 30FT; Init +2; Perception +6

I don't have a problem sacrificing Clara to get the others out, she does not have a single XP. If it is possible at all!

Liberty's Edge

Female CG Human (Varisian) Hydrokineticist 11 | HP: 134/134(36NL)| AC: 37( 21Tch, 29 Fl) | CMB: +11, CMD: 31 | F: +15, R: +19, W: +8 | Init: +9 | Perc: +15, SM: +1 | Speed 40ft, Swim 20ft | Burn: 3/7 |Active conditions: 2 Burn into Shroud of Water(+2 AC), 1 Burn into Kinetic Form, Elemental Overflow(+3Hit, +6DMG, +2Con, +2Dex, 15% Fortification)

This sucks.... I see a couple ideas, but I'm fairly certain they're crapshoots. Use someone as bait to draw the thing up the long hallway, either as bait, or to try to jump it by the other forge doorway. in either case, someone that can use a CLW wand should go try to save the others while it's baited.(Read, not me, as I think I'm the only one that doesn't have CLW on a spell list.)

If we try to jump it, the goal should be to try to grapple it (It's small, It should be easier to grapple then hit I'd bet), pin it, then tie it up, then pull it into the forge room. Another person can aid another in the grapple too, to give us a greater chance.

If this idea doesn't sound good to you, then pulling out is the best option IMO.

Sovereign Court

Male CG Human (Ulfen) Magus (Bladebound, Hexcrafter) 1 | HP: -1/13| AC: 15 (11 Tch, 14 Fl) | CMB: +3, CMD: 14 | F: +4, R: +1, W: +3 | Init: +1 | Perc: +5, SM: +1 | Speed 30ft | Arcane Pool +1 2/4 | Spells: 0: Read Magic, Detect Magic, Mage Hand | 1st: Shocking Grasp x2] | Active conditions: | Arcane Pool Enhancement +1 |

Don't forget there are two of them. There is a goblin there. :( I think fighting is a Bad Idea. What about sneaking in, and dragging the others out?

Grand Lodge

Male Human Ranger-1 | AC-16 T-13 FF-13 | HP 16/16 | F+4, R+5, W+2 | CMB=3 CMD=16 | Init +5 | Perc +6

G'Boar although a solitary guy will have major ethical problems of leaving a comerade behind, to a point where his convictions will cause him to gamble. I am at a loss on what to do unless we do the bait and trap or get some Much better rolls

We have JUST seen the way in light, so less worried about getting lost but the indefensible pin cushion option doesn't please me either
-Posted with Wayfinder

Liberty's Edge

Female CG Human (Varisian) Hydrokineticist 11 | HP: 134/134(36NL)| AC: 37( 21Tch, 29 Fl) | CMB: +11, CMD: 31 | F: +15, R: +19, W: +8 | Init: +9 | Perc: +15, SM: +1 | Speed 40ft, Swim 20ft | Burn: 3/7 |Active conditions: 2 Burn into Shroud of Water(+2 AC), 1 Burn into Kinetic Form, Elemental Overflow(+3Hit, +6DMG, +2Con, +2Dex, 15% Fortification)

So, are we on agreement for a bait, save, and bail?

As for an equalizer, G'boar, you could use your tanglefoot bag to further slow down the Derro, or hold him at a single point to volley fire at?

Grand Lodge

Male Human Ranger-1 | AC-16 T-13 FF-13 | HP 16/16 | F+4, R+5, W+2 | CMB=3 CMD=16 | Init +5 | Perc +6

For sure...


I am waiting on Gameplay posts from you guys to get this rolling.


Alright, I have good news and I have bad news. The bad news is that we will have to wrap this as the group just cannot continue. :(

The good news is: I believe that the captured players will only need to pay 5 PP to have the Society "recover their body."

I will explain because the backstory for the derro provides insight for this decision.

The derro is affectionately referred to as a torturer and his tactics say that "Tnarat would rather capture foes instead of kill them." This is why the people who were bleeding out were stabilized by the creature. (Also, because I thought the Darkness was a bit unfair, but I have in scenario text to back me up!)

As such, the derro just keeps you alive to torture and disfigure your body. As a PFS GM, I cannot inflict any lasting penalties like I would in a home game, but if you want to play up that your character was tortured by a derro, then I fully support it!

Also, the Recover the Body option was greenlit by Mike Brock in 2014 with this post. His is dealing with jailing, but I think capture by derros is equivalent enough. It is clear from the scenario that Tnarat wouldn't outright kill you, so the Society has enough time to come save you guys.

Sound good to everyone?

---

On this note, can Dariusz, Volar and Boris please tell me if they would like to be rescued? (AKA if you have and are willing to spend the PP.)

Liberty's Edge

Female CG Human (Varisian) Hydrokineticist 11 | HP: 134/134(36NL)| AC: 37( 21Tch, 29 Fl) | CMB: +11, CMD: 31 | F: +15, R: +19, W: +8 | Init: +9 | Perc: +15, SM: +1 | Speed 40ft, Swim 20ft | Burn: 3/7 |Active conditions: 2 Burn into Shroud of Water(+2 AC), 1 Burn into Kinetic Form, Elemental Overflow(+3Hit, +6DMG, +2Con, +2Dex, 15% Fortification)

okay. I'm surprised that we actually get 1 XP for this... Am I correct in assuming that there's no GP or PP though?

Likewise.... I'm not sure there's 5 PP in the whole party. Boris and I spent our first 2 PP on CLW wands, and with only one adventure under our belts, that means we're empty. This is Volar's and Clara's first adventure, so they're empty. I see that G'boar has 3, but I'm not sure that Xarkyn or Dariusz have the 2 PP needed to think of the retrieval, even if G'boar was willing to spend his PP.

Liberty's Edge

Female
ATK:
[dice=CLB+PBS]1d20+10[/dice]...[dice=DMG]1d8+4[/dice] //[dice=Bomb+PBS]1d20+12[/dice]...[dice=DMG Fire DC18]3d6+6[/dice]
Wild Elf
Skills:
Nature +19; Arcana +15; Disable Device +18; Survival +9; Spellcraft +15; Sleight of Hand +15
Alchemist 7 / Ranger 1 (HP:52/52)(AC: 20 FF: 16 T: 15)(F: +8 R: +11 W: +3)(Init: +10)(Perception: +13)

this is Xarkyns first mission from the society


:(

I don't know what to do, then.

Grand Lodge

Male Human (Ulfen) Slayer 1 HP -9/12 | AC 16, T 12, FF 14 | Fort +3, Ref +4, Will +2 | Init +2 | Perception +6

Unfortunately, the Society doesn't consider sending a mission for Dariusz worthwhile. He had only 1 PP, from a run of We Be Goblins. Fortunately, that means I hadn't invested a lot in the character yet. As I said earlier, I had quite some trouble getting into character...

Since we'll be wrapping it up, thanks to Bold Strider for running this and thanks to the other players for sticking with it and trying your hardest.

Scarab Sages

Male NG Human (“Keleshite”) Druid (Menhir Savant) 1 | HP: -1/10| AC: 15 (11 Tch, 14 Fl) | CMB: +3, CMD: 14 | F: +4, R: +1, W: +5 | Init: +1 | Perc: +7, SM: +3 | Speed 20ft | Storm Burst: 6/6 | Spells: 1st—cure light wounds, obscuring mist[D], shillelagh (DC 14)| Active conditions: prone, unconscious | Re-roll (+1): 1/1 |

As mentioned previously this was Volar's first mission. It looks like he's going to be a cellmate with Dariusz for a while until the Derro gets bored of him.

Thank you all for the adventure. It's my first character death (though i've had some close calls...) but I really don't blame anyone for it and it was still fun to fight on even while at a disadvantage.

I think i'll re-use the concept again and start up a new character fresh at level 1. So maybe you'll see him again in some form!

I'll keep an eye out for you all in future PbPs!


That's disappointing that no one will be freed. :( I thought I had found a nice loophole to not need rezzes, but level 1 is such a pain then.

I appreciate the thanks and your group was a pleasure to run.

I will post Chronicles shortly.


Chronicles for all!

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