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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Aw, man, waste of two perfect damage rolls Jory! Hate to see that!

Sczarni

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

I just leave for a while and there are suddenly 20 posts O_o

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

A bit of a silly question actually - if Rutilus moves to the edge of the pit (or maybe even better 1 hex before), and since Manzcar is still lying, and if he uses channel (negative) energy, will it affect Manzcar or not? I found a link where it says specifically: - Are spell and other area of effects 2d (as in, they affect a flat grid only) or are they 3d (as in, they affect cubes and spheres)?

Just because things are normally expressed on a flat grid doesn't mean they're actually flat. Any effect with a radius affects a sphere, not a circle. A cone is a 3d area. A line is a line, not a plane.

So it is a sphere, but does walls prevent channeled energy? My idea is to have everyone cover behind walls (in the tunnel) and then try to get only goblins (sorry Ekkie, no idea for you)? Is that doable or not?


I'll need to look up the rules about line of effect and whether walls etc. block channel energy. If it effects a sphere, as you wrote above, it still might not go through the stone of the floor and the earth beneath it. I'll get back to you in a bit.

Sczarni

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

Lets say Alys Jumps the pit to a square ocupied by a goblin, what would happen?

I intend to charge and jump the pit


Okay, I've reviewed the rules on channel energy at p. 40 of the Core Rulebook, and the rules on bursts at p. 214 and on line of effect at p. 215, and here's my reasoning and ruling.

Channel Energy does cause a spherical burst centered on the cleric. I suppose on the cleric's "midpoint," probably around the navel if situations ever call for that fine a measurement.

Channel Energy is blocked or canceled by solid barriers. A clear line of effect must exist between the cleric-as-midpoint and any targets of the channel.

Therefore, even if a cleric was standing on the edge of a ten foot pit or on a ten foot wall, creatures lying at the foot of the wall would not be effected by the channel because a solid "barrier" (the floor) would limit the angle at which the sphere was emanating.

Does this make sense? It would be easier to understand, probably, if I could draw it for you.


Alys Rampston wrote:

Lets say Alys Jumps the pit to a square ocupied by a goblin, what would happen?

I intend to charge and jump the pit

Give me a minute and I'll figure it out.


don't see a legal way for Alys to make the jump.

Alys has an Acrobatics score of +9, but his speed is only 20 ft. (4 squares).

To make a long jump, the DC is equal to the distance crossed so long as you have at least 10 feet to get a running start. So in this case, that would be a DC of 15, except for two things.

First, creatures with a base land speed below 30 feet receive a –4 racial penalty on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. That takes Alys's Acrobatics bonus down to +5.

Second, no jump can allow you to exceed your maximum movement for the round. That means that with the 15 feet of this jump, Alys would need to begin his move just 5 feet from the edge of the pit. Since he would not, therefore, have a 10 foot head start, then the DC would double to 30.

Thus, the DC for this jump is 30 and even if he rolled a 20, with his -4 racial bonus, Alys could only hit a 25 DC.

Therefore, for Alys, it's an impossible jump. Sorry. Hope this makes sense.


Okay, Manzcar's in a bit of a pickle.

First, he needs to make a Fortitude save to see if he catches the Fungal Rot disease from the Slime Mold.

Starting now, he can hold his breath for 28 rounds (2 per point of Constitution), which should be plenty of time for the rest of you to rescue him.

If he chooses to make Escape Artist attempts to get out from beneath the slime mold, then the time he can hold his breath is reduced by one round per attempt.

On the plus side, he won't be taking any damage from the slime mold while it has him engulfed.

Dark Archive

Male Human Wizard

crap, so engulfed he takes half damage from any attacks made on the Slime Mold?


Khain Thrune wrote:
crap, so engulfed he takes half damage from any attacks made on the Slime Mold?

Hmmm, not according to what I'm reading about the Engulf special attack in the Bestiary 2, where the creature's entry appears.

Dark Archive

Male Human Wizard

ok.

Dark Archive

Male Human Wizard

Can I use my standard action to pull myself out of the sewage?

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

If the slime has him engulfed, it can't damage him, I believe he means.

And Khain, it takes two squares of movement to get out of the sewage. So you can downgrade your standard action in a movement action, exactly what I did :)

Now let's get going and save Manczar!

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

Mechanics:

Engulf (Ex) The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target's choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature's body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based.

It doesn't need to roll grapple since it doesn't grapple. It just slithers on top of you, hence the attack of oppotrunity

Also: remember that when you are doing strenuous activity, you use up 2 turns of your holding your breath. So it's 2xCON score, or 1x CON score if you would be struggling all the time.

DM Nightfeather, could I attack the slime will it's in that square, if I get North of Ekkie's square? Maybe drop prone, so I can swing my arm over the edge of the pit?

And for later on, since acrobatics is not really an option for Travis: Can I "climb" the pit down, potentially when I'm no longer under fire from the goblins?

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

How are your will save guys? :-)

J/k, no sense in using channel energy now, it would hit too many of you. I have to find some other means of being useful.

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

And one more:
The necklace of fireballs:

Quote:
The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).

Does this mean I can throw them without a ranged touch attack? Similar to the fireball spell, just click and kaboom?

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 |

Thanks for the mechanics never been engulfed before. well I am not struggling so we will see what happens. I had hoped I would have hit it but alas the good roll came on my saving throw.

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

Just a reminder - you all now have additional +1 on attack rolls (morale bonus type, so it stacks with pretty much everything)


Should have posted in here before the game thread—some of this will be repeated info from what I just posted over there, sorry.

Khain: Yes, you can use your standard to get out of the muck. Downgrade it to a move action and spend two squares worth of movement to climb out.

Travis: The only way to melee attack the slime is if you're in the pit with it or if you're on the lip of the pit and have a reach weapon, sorry.

For later, yes, we'll probably be using climb checks with ropes and grappling hooks and Aid Another and so on to get across the pit, but to be frank, I'll probably just summarize all of that instead of making you roll it to avoid spending a day on moving fifteen feet.

The necklace of fireballs is "as" the fireball spell, which only requires a ranged touch attack when the caster sends the "bead" of the fireball through a small opening. So I'd require one if you were throwing the sphere from the necklace through an arrow slit or something like that, but here, that's not the case. Generally speaking, since the wearer can "easily hurl one of [the spheres] up to 70 feet" then I'm just going to have you pick the square you want it to land in and throw to your heart's content.

Anything else we need to clear up?

Dark Archive

Male Human Wizard

Come on Jory. Double tap that Slime!

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

Can I also use Treat Deadly Wounds (Heal skill) plus my Healing kit charges to restore some more HP to Manzcar (or to anyone else)?


It's fine if you want to expend two "uses" of your healer's kit to attempt to Treat Deadly Wounds. To get a single hit point, Rutilus would need to hit a DC 20 Heal check. If he manages a 25, he can add his Wisdom modifier to hit points gained.

Here's the downside. According to the Heal skill description, under Action, "treating deadly wounds takes 1 hour of work" and the party is in a hostile environment full of creatures who are bound to know they're here by now (fireballs make a lot of noise).

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

Ouch, you are right - we do not have 1 hour at the moment :-(

Erm guys, this is more or less all the healing I had...unless you fall bellow 0 HP, in that case I may help you some more :-(

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 |

Its all good we may just have to take it slow and easy. okay who am I kidding I'm. a fighter.


Well, let's wait and hear from everyone and see what resources folks can offer the party at this point.

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

Jory has a CLW wand that has never been used. I was told that at level 2, it is standard procedure to get one and give it to a healer when you are hurt.

Dark Archive

Male Human Wizard

I have light, rope, and a compass. Other than a few spells (Obscuring Mist, Summon Monster I, and my acid darts) I am a light weight.


Jory, you are a gentledwarf and a scholar. Yes, most Pathfinders, after their first mission (or whenever they first gain two Prestige Points) immediately obtain a Wand of Cure Light Wounds. If you want to hand it over to Rutilus he may heal at will. Somebody just needs to keep track of the charges.

And Khain, you're no light weight! You were crucial in taking out the slime mold! Everybody's been contributing very nicely, I think.

Dark Archive

Male Human Wizard

I just smell like I was bathing in the chamber pot!

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 |
GM Nightfeather wrote:


And Khain, you're no light weight! You were crucial in taking out the slime mold! Everybody's been contributing very nicely, I think.

yeah real helpful fighter fall down go boom and can't get up. Yes I disabled a trap got the goblins to drop thier ranged weapons and occupied the slimes time tiil it died


You'll have your time to shine, Manzcar!

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 |

Ahhh You are good GM you are good.

Sczarni

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

Sorry 'bout the dammage, Wont do it again; in the last campaign I played Im an alchemist with precise bomb so I threw a lot of close quarters bombs, I guess I still have left a bit of that splash weapon love :P


Just a friendly suggestion—the group might want to take Jory up on his offer of the use of his wand to have Rutilus heal everyone up before you advance much further.


Slow day today. Travis, Khain, Jory... you guys all busy with Valentine's Day?

Dark Archive

Male Human Wizard

Just got back in. Not really V day celebration, just lousy day at the office.


Ah, sorry to hear that.

Looks like the ball—or the wand, rather—is in Rutilus' court at this point!

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

Can Travis put the sunrob behind his belt? Since it's not really a fire, it shouldn't burn him. And he has a heavy shield so that hand is not free..

Also: Back in Belgium, so let's get this show on the road!

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

Nightfeather, I was in London for a few days, no time/energy to be looking for a WiFi :p

Looks like you handled yourselves well, while I was gone.

Sczarni

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

If no one have taken the alchemist fire, can we asume Alys have it? he have no other ranged attack than throwing stuff

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

Perhaps it would be wise to continu on initiative as to make sure we are not skipping anyone?

Roll now, or roll later, doesn't seem differ much, does it?

Also: Jory, I believe you will inform us of what is happenin' in these hallways?


Hey guys, just a quick note to let you know I was running a (fairly epic) session of PFS at the local game store today and will catch up here tonight or tomorrow.

Dark Archive

Male Human Wizard

sounds good

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 |

Wish there were games around here I had time to go to. three active kids cause it to be very hectic that's why I love these games great outlet for my creative rpg side.

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

Only waiting for Alys now.
Damn you halfling, roll you stealth! :D


Okay, you had your peak into the room. I've edited the map to reflect the current light sources and lines of sight. It's accurate except that Jory can see down to where the main corridor turns east.

Note that the light spell on Manzcar's shield lights the area outside the entrance to the room Jory just peaked into up to dim light. The goblins obviously knew you were coming already, and now they probably know you're fairly close.

I went ahead and moved Alys up behind Jory. Remember that Alys doesn't have any special vision that I'm aware of. And I'm acting on the assumption that Alys now has two flasks of alchemist's fire.

What's the plan, folks?

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

We wait till the noisy ones are noticed. If they can get to 60 feet of the room, Alys and I ambush them.


Three points.

(1) All characters are already within 60 feet of the room.

(2) Alys won't be able to see inside the room without a light source.

(3) The goblins already know there are people approaching out in the hall from the fireball, the sounds of the combat, and the light spilling across the opening of their room. They're clearly waiting on somebody to come in.

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

All good points. Jory waits until the others bring the light.

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