Pathfinder Society—Scenario #4-01: Rise of the Goblin Guild

Game Master Christopher Rowe

When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments—and face to face with a burgeoning thieves’ guild.


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Okay, sorry for the delay. Getting settled in and getting some writing done. But I'll update today!

Liberty's Edge

Human Paladin of Shelyn || AC 18 - Tch 11 - Ff 17 || HP 13 || Fort/Refl/Will +4/+1/+5 || CMD 15 || Perception +0

HUZZAH!!! =)

Can't wait Nightfeather.. We missed you ;)


New game post up!


What's the group preference for this "interrogation?" Would you all like to roleplay through it question and answer style or would you prefer me to summarize a scene taking into account the questions that have been posed along with the methodology of bribing Ekkie with food and offering her membership in the PCs "gang?"

Dark Archive

Male Human Wizard

I am up for just summary style, but I will play along if the group is down for the slap and tickle variety. I am easy.

Liberty's Edge

Human Paladin of Shelyn || AC 18 - Tch 11 - Ff 17 || HP 13 || Fort/Refl/Will +4/+1/+5 || CMD 15 || Perception +0

My 2 cents?
Summary style. Gives a deeper immersion, and it's the same reason Travis won't start asking questions aswell (take too much time). :)

But again, if everyone wants to roleplay the various parts, I'll play along

Liberty's Edge

Human Paladin of Shelyn || AC 18 - Tch 11 - Ff 17 || HP 13 || Fort/Refl/Will +4/+1/+5 || CMD 15 || Perception +0

Maybe you missed it Nightfeather, but Travis uses "detect evil" on the creature formally known as Ekkie. ;)

Grand Lodge

Male Human Fighter 2 |AC 20, 13T, 17FF | |Melee +6 Ranged +4 | | HP-16/22 | Fort 5, Reflex 2, Will 0 (+1vs.fear)| |CMB 5, CMD 18 |

I believe summary would be best.

Grand Lodge

Male Human (Chelaxian) Cleric 1; Hp 10/10, Ac 19, Touch 11, FF 17, Fort +3 Ref+1 Will +6; Percept: +4; Ini +1

Similar to all others I feel summary is the best way. Especially since in PbP such a simple thing as interrogation can drag on for days in real time.


Travis Garess wrote:
Maybe you missed it Nightfeather, but Travis uses "detect evil" on the creature formally known as Ekkie. ;)

I did miss it, thanks. Keep in mind that according to the "Detect" table at p. 266 of the Core Rulebook aligned creatures (except for undead and outsiders) of less than 4 HD have no auras at all.

Liberty's Edge

Human Paladin of Shelyn || AC 18 - Tch 11 - Ff 17 || HP 13 || Fort/Refl/Will +4/+1/+5 || CMD 15 || Perception +0

No problem, but that's why I am using it.

The skull intrigues me, and you never know he might have some clerical powers or anything.

Not expecting to find anything, just to be sure I'm not the one Paladin alive who *didn't* use detect evil any chance he got, and actually missed something ;)


Actually, I revisited the rules on detect evil and now I'm not so sure. I went ahead and told you that Ekkie detects as evil, though I'm not positive about that ruling (well, I'm positive she detects as evil, I'm just not positive I should have told you).

The number of auras is one. Or would be if they had auras. Gah, it's poorly worded.

Liberty's Edge

Human Paladin of Shelyn || AC 18 - Tch 11 - Ff 17 || HP 13 || Fort/Refl/Will +4/+1/+5 || CMD 15 || Perception +0

About detect evil

You are correct that Ekkie, if she were a goblin of 4HD or less would not detect as evil, because her taint is not strong enough.
Apparantly, if she were an undead of 2HD+ or outsider or cleric of 1HD+, she would detect as faint.

If she does not detect, no problem.
Since/if she does, Travis will start to look at her (slightly) differently.

Dark Archive

Male Human Wizard

Ahhh, come on Pally. She is not evil, she is just a misunderstood victim of circumstance, pushed into a life of hard choices to survive against a society that would otherwise not accept her for her differences.


The problem with the various detect spells that key off detect evil for their description is the seeming incongruency between the spell(s) description and the Detect Chaos/Evil/Good/Law table.

They're spells that yield increasingly detailed results over a number of rounds, as described in the body text of detect evil. In Round One, the "information revealed" is given as "the presence or absence of evil," full stop. Nothing about auras and their strength.

The table, however, indicates that non-outsider, non-undead creatures of less than four Hit Dice have "none" as the strength of their "aura power."

It seemed likely to me that I wasn't the first one to have this question before so I searched the message boards. Lot of differing opinions, but no definitive rulings that I found.

Liberty's Edge

Human Paladin of Shelyn || AC 18 - Tch 11 - Ff 17 || HP 13 || Fort/Refl/Will +4/+1/+5 || CMD 15 || Perception +0

Yeah, and definitely since the paladin has his own version of it. :p


Hey, Mihajlo, it's been four days since you posted in the game thread, looks like. Everything okay?

All: we're getting ready to enter underground exploration mode. Study those light rules! Things are going to start happening a little more quickly, I think.


Once we hear from Rutilus we can head into the sewers.

Doesn't that sound fun? ;)

Dark Archive

Male Human Wizard

Rutilus is traveling this week on business. We may not hear from him until the weekend.


Khain Thrune wrote:
Rutilus is traveling this week on business. We may not hear from him until the weekend.

As he responsibly and helpfully posted in this very thread, in a message which I read right past.

Sorry, Mihajlo! My bad!

You others suppose he would mind if we moved forward, at least to the point where Rutilus would need to be making some crucial decision?

Dark Archive

Male Human Wizard

I am fine either way.

Liberty's Edge

Human Paladin of Shelyn || AC 18 - Tch 11 - Ff 17 || HP 13 || Fort/Refl/Will +4/+1/+5 || CMD 15 || Perception +0

Don't think so :)

Grand Lodge

Male Human (Chelaxian) Cleric 1; Hp 10/10, Ac 19, Touch 11, FF 17, Fort +3 Ref+1 Will +6; Percept: +4; Ini +1

Sorry for my "lateness" boys and girls. I finally got home, and am reading through my "backlog" (I am involved in several PbP's here), so I will start posting regularly very soon.

Dark Archive

Male Human Wizard

Welcome back!


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17
Rutilus Pont wrote:
Sorry for my "lateness" boys and girls. I finally got home, and am reading through my "backlog" (I am involved in several PbP's here), so I will start posting regularly very soon.

Welcome back buddy, from all my alter egos.


Yes, welcome back!

Liberty's Edge

Human Paladin of Shelyn || AC 18 - Tch 11 - Ff 17 || HP 13 || Fort/Refl/Will +4/+1/+5 || CMD 15 || Perception +0

Huzzah, Rutilus has rejoined us!
Welcome back, now the asskickery can begin! ;)

Grand Lodge

Male Human (Chelaxian) Cleric 1; Hp 10/10, Ac 19, Touch 11, FF 17, Fort +3 Ref+1 Will +6; Percept: +4; Ini +1

Thanks for the welcomes, Rutilus is fine with marching order proposed by Travis.

Sczarni

Male Halfling Rogue 1 || AC 16 Tch 14 Fft 13 || Hp 9 || Saves +1/+6/+2

I cant edit the map

Grand Lodge

Male Human (Chelaxian) Cleric 1; Hp 10/10, Ac 19, Touch 11, FF 17, Fort +3 Ref+1 Will +6; Percept: +4; Ini +1
GM Nightfeather wrote:
Just in case it wasn't clear, here's a LINK TO A MAP and I want you to each put the letter corresponding to your name in the appropriate space as you plot out what to do next. Each square is five feet, like a normal tactical map. The brown squares are the trenches full of sewage. You are approaching from the left. Someone needs to put in an "E" wherever Ekkie will be in among the party.

Similar to Jori, I can not edit the map also, at least not from my iPad. I'll be at my home computer in the morning, so will try from there again.


Hmmm. Let me see if I've got some switch toggled wrong.


Okay, I think it should work now.


Tomorrow's my travel day home from Mexico, where I've had a fantastic and productive working vacation. Hopefully I'll be able to sneak in a post in the morning if one is called for, but it might be Sunday before I make another appearance.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Posting from phone, after getting across, Jory will be shooting if combat starts.


12 hours of planes, trains, and automobiles later (well, followed by ten hours of sleep), I am home again home again.


Let's review the light and vision rules.

All the PCs except Jory have normal vision, and therefore cannot see in the dark. Jory can see 60 feet in the dark, but nothing beyond that.

The light spell Khain is keeping active on Manzcar's shield radiates normal light to a radius of 20 feet and then dim light to a further radius of 40 feet.

The sunrod Khain is holding radiates normal light to a radius of 30 feet and then dim light to a further radius of 60 feet.

In normal light, you can all see normally. The only thing to remember is that you may not use Stealth in normal light unless you are invisible or have some kind of cover.

Creatures within dim light with normal vision can see somewhat. Creatures within dim light have cover (20% miss chance in combat) from those without darkvision or the ability to see in darkness.

I have updated the map so that areas of normal light are in light gray, areas of dim light are in darker gray, and areas where you cannot see (except for Jory) are black. I will let Jory know via PM whenever he sees something unusual that is outside the range of what the rest of you can see. Note that right now all he sees is the sewage tunnel extending in either direction as far as his vision allows.

Note also that whenever you roll to hit a creature in dim light, as the goblin you can see right now currently is, in addition to rolling to hit and possible damage, you should also roll 1d100, and on results of 20 or lower you have missed due to concealment no matter what your attack roll.

Do the two people holding light sources in particular understand the map, and do you feel comfortable changing the "fill colors" of the cells to reflect normal and dim light radiating from your sources? If not, don't worry about it, I can keep up with it.

Is all this clear, and does it map on to everyone else's understanding of the light and vision rules at pp. 172-174 of the Core Rulebook?

Grand Lodge

Male Human Fighter 2 |AC 20, 13T, 17FF | |Melee +6 Ranged +4 | | HP-16/22 | Fort 5, Reflex 2, Will 0 (+1vs.fear)| |CMB 5, CMD 18 |

Seems correct to me and I will try to move the areas.

Dark Archive

Male Human Wizard

affirmative


The maps, by the way, have chat functionality if you want to make use of that to coordinate tactics or just, y'know, chat. If you see that there are other viewers of the map listed in the upper right hand corner, just click the little toggle arrow to the left of where it says "X other viewers" and a chat window should come up.


Double ouch! That's how you kill a goblin!

Grand Lodge

Male Human Fighter 2 |AC 20, 13T, 17FF | |Melee +6 Ranged +4 | | HP-16/22 | Fort 5, Reflex 2, Will 0 (+1vs.fear)| |CMB 5, CMD 18 |

nice shooting tex. Alys I moved over and up taking your darkness away you may wnat to back five feet to be in dim light to have a better chance of hiding.

Dark Archive

Male Human Wizard

Me too. I updated the map.

Sczarni

Male Halfling Rogue 1 || AC 16 Tch 14 Fft 13 || Hp 9 || Saves +1/+6/+2

Dont worry, I belive I'm still hidden from the goblin

Liberty's Edge

Human Paladin of Shelyn || AC 18 - Tch 11 - Ff 17 || HP 13 || Fort/Refl/Will +4/+1/+5 || CMD 15 || Perception +0

I will be going on a trip to London for Valentine's day.
This will be 13th > 15th, and might not have connection, so a heads up.
I will leave instructions if necessary. :)

Liberty's Edge

Human Paladin of Shelyn || AC 18 - Tch 11 - Ff 17 || HP 13 || Fort/Refl/Will +4/+1/+5 || CMD 15 || Perception +0

Thanks Rutilus, because of your +1 at least I made DC 0 :D


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

I am gonna die


Manzcar wrote:
I am gonna die

Now, now, you only took five points of damage. And you've still got all your friends up top to help you!

Dark Archive

Male Human Wizard

I am on my way. It wouldn't do to let my human shield go down on the first fight. I might get a reputation.


I'll try to remember to post a link to the map at least every couple of messages, but just in case you need it and don't see it on a quick scan, I've posted it permanently as Lair of the Nightsoil Marauders with the Magnimar and Heidmarch Manor maps under the Campaign Info thread.

Liberty's Edge

Human Paladin of Shelyn || AC 18 - Tch 11 - Ff 17 || HP 13 || Fort/Refl/Will +4/+1/+5 || CMD 15 || Perception +0

Khain, you evil mofo :p
Remember to charge next turn, so i know where to fireball ;)

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