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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Contributor

Okay, that combat took us seven days and seventy posts. We had a couple of missteps along the way, but I don't think anything delayed us time-wise very much.

Reason I bring this up is that, like most Pathfinder Society scenarios, there is one "optional" encounter, and when played face-to-face the GM is expected to make the decision about whether or not to run it based on how much time is left in the convention or FLGS Game Night "slot."

Now, play-by-post maps a lot more closely on to "home play" of course and we don't have any time limits. We have, however, now been at this for a full month (we started in earnest on January 23rd) and there are two significant "non-optional" encounters left.

So, I don't want to distract you from the game thread and hope you'll all post there today, but I'd also like to get a feel for the room, so to speak, about how you each think we're doing for time. Depending on posting rates and how much time you take on exploration and preparation for each of these dungeon rooms you're encountering, I'd say we're about three weeks away from done without the optional encounter.

On the one hand, I'm having a good time with it. On the other hand, I understand the impulse to finish up and get Chronicle sheets distributed and applied so as to "free up" these characters for other scenarios, both face-to-face and play-by-post.

Thoughts?

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

Well, that depends. Will you run another PBP after this one, where Travis might enjoy your DMing some more?

If yes (and Travis is invited) than I wouldn't mind taking the long route or the short route.
If no, than I want to take the long route. I am enjoying this too much! :D

Oh, you said we could respec as long as we are level 1. Does this include 'during' the adventure? Or should I wait until after?
And will concluding this adventure ensure the leveling of our level ones, or not? Just curious, don't know how this "experience" works. :)


I haven't actually decided about running another PbP after this one. My vague plan was to run a couple of Pathfinder Society scenarios, then maybe a full-length module, getting a feel for the form and getting to know some players (I'm also playing in a couple of PbP games) and then decide whether I want to recruit for a full on Adventure Path. I'm taking the slow approach to that last point because I want to ensure (a) that I know what I'm doing with the PbP form, and (b) that I can find players committed to posting frequently and long-term, as I can imagine it taking quite a long time to do a full AP.

Anyway, I'm still thinking about it. I'm also considering applying for a volunteer position with the Pathfinder Society as the local "venture officer" for my city, and that might take up some time I'd otherwise devote to online stuff.

It's all up in the air, I guess, and thankfully I don't have to decide today. Still gathering data.

As for your questions. First, no, you can't rebuild during a scenario. The changes you make need to be made between adventures.

The way experience works in Society play is that you level up every time you gain 3 experience points. Scenarios like the one we're playing get you one experience point, so basically you level up every three adventures. This is somewhat complicated by the fact that you can get more XP from sanctioned modules and sections of APs, but I wouldn't worry about that at this point.

As ever, I heartily recommend that everyone familiarize themselves with all this stuff in the free .pdf download, The Guide to Pathfinder Society Organized Play.

Finally, I'm glad you're having fun!


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

A month no way we just.started and I am having a great time doing this.

I don't mind taking the long road but I leave that up to the rest because if one person wants to finish early we should grant them that courtesy.

I think everyone is doing a great job and role playing wonderfully.

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

Manzcar, you couldn't have said it better!

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

From my side - I am more than willing to explore this adventure "to the full", including any and all optional encounters, but that's just my 2 cents. Whatever the majority decides, I will gladly follow.


Well, that's half the team weighed in. Alys? Jory? Khain?

Dark Archive

Male Human Wizard

I am enjoying myself. I hope to keep going as well.


I realize that the "in game" conversations don't really have any bearing on this, but just as a reminder, there's no "player economy" in PFS. By which I mean to say, you can't trade items, give each other gold for goods or services, or give each other non-consumable items that carry over from scenario to scenario.

You can give each other uses of consumables (like potions or charges of wands) or lend each other items for use during a scenario with the proviso that they must be returned at the end of the adventure.

What this means is that the system as its in place not only encourages, but only allows altruism in the form of gift-giving (of consumables) and lending (or items that must be returned.)

As an example, there's not legal way for any of you to "pay back" Jory for the uses of his Wand of Cure Light Wounds that just got charged. The idea is that once you accumulate either 750 gp or 2 prestige points, that you yourselves will do what all good Pathfinders do and get your own wands, whether you can use them or not, and in the future either offer Jory healing from your own resources if you're adventuring with him or, this is the standard, "pay it forward" by offering that healing to completely different Pathfinders.

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, I was aware of this when I posted, that is why I left it so "unspecified". Effectively, the only thing I can do is hope to be able to "repay" it in a way to Jory (and other PFS players) in the way you mentioned - buy my wand either with gp or PA, and heal them through future scenarios.

Jory, personally I am sorry that currently there is no "mechanical way" for Rutilus to reimburse your cost. But we do seem like a consistent group, and GM seems to be having fun with us, I'd say there is maybe a chance of continuing in another adventure later on...who knows?

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

Well, as we only have a single wand of CLW as our only way of healing people above 0 hps, that may tell us we should be trying to keep our encounters to a minimum. Resting an entire day will do little to renew our healing resources too.

I consider having only consumable healing (with the exception of rebuke death) as a serious limitation. I do not mean this as a slight to Rutilus in any way--despite what Jory says in game as a LG idealist, clerics come in two flavors.

If we continue into another adventure with the same group, which I think would be awesome, the CLW wand will be all we have again. We should conserve it as much as possible.

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

Jory does have a point.
Maybe we could have saved those charges from the wand and gotten healed at the Pathfinder Manor?

If Travis survives to be the level where he gets his lay on hands, be sure he will have no trouble sharing.

Rutilus, how many CLW can you prepare?
Coz indeed, I am enjoying myself, but if those two optional encounters are combat wise, we will have to rely on the wand more than necessary.. And that's hardly fair for Jory('s player).


Oh, I'm sure you're not alone in having known all that, Rutilus. It was just a reminder, in case some of the players didn't know. I'm trying to be as clear about everything as possible. Sorry if I sounded pedantic.

If we play another adventure, by the way (and I'm leaning towards yes on that, for myself), those of you who accomplish both your faction mission and the success condition for this scenario will have earned 2 Prestige Points. You can spend those on purchasing your own Wands of Cure Light Wounds from local contacts among your factions—no need to wait until you level up to second level, is what I'm getting at.

As for the notion of pulling out right now, there are a couple of things to consider.

First, there's no provision for free healing in Society play, so nobody back at Heidmarch Manor will be able to provide free spellcasting or potions. The best you'll be able to do is go to one of the churches and pay for some cure spells per the rules for purchasing spellcasting services on p. 25 of the Guide to Organized Play and the table on p. 159 of the Core Rulebook.

Second, consider that while you're out getting rested and ready, so are the bad guys. Obviously they won't be able to replace the alchemist or the slime mold in the short term, but they've now been invaded and bloodied—reinforcements of some kind may be available to them, and they're going to be much more cautious from now on.

And consider this: with Rutilus's phenomenal rolls on that round of curing from the wand, you're almost at full right now as it is, hit point wise. Damage you take going forward is damage you would also take from this point on tomorrow or the next day. In fact, you'll likely take damage getting through the reinforced sentry point a second time, so it may actually come out to be a negative from the point of healing resources to pull out and come back. Does that make sense?

In summary, I think it makes sense to keep going, at least for right now.

As for that optional encounter and whether to run it, we just need to hear from Alys. But it's not the next encounter in any case, so let's move on! Forward! (Or backward if you want to check out that hallway you skipped that you saw a goblin duck into.)

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

Fr this I had only one CLW prepared as domain spell. In theory I can have a max of 3 - two at first level, plus domain spell. But that would assume that we rest again, and I do not think this type of adventure is "designed" for resting within the dungeon...?

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

Oh, I see.. I misunderstood a few things. I thought that those were dead ends, did not know there was another goblin who had escaped. Jory, have you mentioned this to us?

=> So yes, it makes absolute sense that we should go after that one right now, since we are back up to our full potential.
=> (Also: seeing as how the chemist died before I could smite it.. I still have my smite evil ability?)

Quote:
If we play another adventure, by the way (and I'm leaning towards yes on that, for myself)...

=> HUZZAH!! I'm looking forward to it, truth be told. Having so much fun with Travis, even though he hasn't really done that much, so far. :P

Quote:
... of you who accomplish both your faction mission and the success condition for this scenario...

=> Will I still be able to do that at the end of the adventure? Or will this be one of those things that gets postponed due to bureaucratic b*s*? :)

=> Flemish saying for that: "to shove something down a/the long road"

About PFS items:
For those of us that didn't know, I received this from another PFS DM:
DM wrote:
Just a note on how items work in PFS. You can use any items you find during the scenario, but then at the end, all the things you find (which would not normally be available) will appear on the Chronicle sheet that you receive. Any of you could then buy these items with the gold value you earn (all of you can buy the same items as well, even if you only find one). What I'm saying is--use these items during the scenario, because you don't get to keep them without buying them after the scenario, and you can still buy them even if you use them.


Well, how about it Pathfinders? Ready to move on? Alys? We haven't heard from you in a day or two.

In other news, I finally get to actually play some Pathfinder tonight at the local game shop where I've been GMing so much lately. Silas Coe, 2nd level ranger/1st level bard, all around madly skilled character, will be joining others in taking on PFS #2-15, Shades of Ice Part I, Written in Blood.

I also got my Gen Con GMing schedule, where I'll be running eight games, including both "specials." Lot of high level stuff, which I'm not that experienced in and will need to do lots of prep for. Any of y'all going to Gen Con?


Oh, and hey, PS! I've just been named the new Venture-Captain for my city, Lexington, Kentucky, USA!


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 live north of indy but have never been. work is always so busy.

Dark Archive

Male Human Wizard

Congrats Chris! I am not sure if I will make GenCon, but I will be at PaizoCon and I am a host for Comicpalooza in Houston.

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

Congratuations Chris!


Thanks, guys!

--

Looks like we all need to start working on our "summon halfling" songs!

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't we put him behind the rest of us?
Could be he has troubles with his computer/internet, and this could take a while?


Sure. But we still need to hear from Rutilus and Jory as well. I'll "bot" Alys until we hear from him, though.

Just decide whether you're moving forward to parts unexplored or going back to that hallway you left behind and I'll narrate us up to the next "action 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

Is there a way out of the alchemist's place? I thought it to be a dead end?


No, the wide corridor you were heading south along turns east just beyond the alchemist's laboratory. I'll go "light up" the sections of the map you've explored so far so you can kind of tell what's going on.


LINK TO MAP

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

Travis will go "look" around the corner,

Relying purely on hearing, he is trying to make out footsteps, talking, or anyting coming from down the hallway.

Perception: 1d20 + 0 ⇒ (15) + 0 = 15

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

Oops. Will copy this to the Gameplay section, if you don't mind.

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

HI FIVE MANZCAR!! :DD


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 thought to myself I csnt get any worse .... WRONG


That was hilarious.


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

Face palm moments in gaming.

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

Love 'em!!

Awesome reaction btw, you know how to play goblins :D
(Ekkie AND them :D)


Thanks, Travis.

---

Okay, since it's likely to come up soon, let's review the rules for caltrops from p. 155 of the Core Rulebook:

Caltrops: A caltrop is a four-pronged metal spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.

Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature’s speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

Caltrops may not work against unusual opponents.

---

You're all wearing shoes, I assume? (I note, however, that Ekkie is not.)

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

Another nice ambush, where they are going to pepper us with more fire...if you want, I could risk it this time, go ahead of you guys (stay behind the wall) and try to hit them few times with negative energy, It has a 30' radius, a decent range...what do you think?

Dark Archive

Male Human Wizard

How about I laydown a smokestick at our end that we can fire from and at least give us some cover to operate from?

Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.

Sczarni

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

Im back! sorry guys I hope I have not slowed you. I lost my Internet conection for a few days, It was awful D:


Excellent, welcome back! We're in combat rounds right now and you rolled a low initiative and won't get to go until after the goblins (should the goblins do anything at all), so you've probably got a little time to catch up.

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

What are the blue dots on the map?

And can Travis still fire the crossbow he got from Khain this round, or should I wait?


Just to repeat what we were talking about in the map chat room, those are large stonework pipes that completely fill those squares. They provide cover, and you can't enter those squares.

Yes, Travis can go ahead and fire that crossbow in the "previous" round. Let me know what square you're firing into and I'll adjust the lighting situation. The light cast on Manzcar's shield ends.


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

Woot got another one

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

You showing up the Zen archer!

If it matters, Arrows are triple on a critical!


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

Only if he allows me to shoot at V which I doubt cause he is behind G2. But lets see the overkill I will edit.


Okay, hang on, let me look at the map and some rules. Remember that you guys are shooting through a smoke cloud—as I understand it there is smoke between you and them, I mean—so they have concealment. "V" has at least partial cover from the goblin in front of him, and I need to look and see if he has more than that from the pipes (blue dots). So I gotta study a little bit and will get back to you.


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

Ohh I wanted to move out of the smoke screen to shoot.
forgot about that I will update my position.


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

Updated my position as stated before I wanted to get out if smoke and fire my position looks like my only real shot is at G1 but patiently await your response.


Okay, if you're out of the smoke, you gutted G1!

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

You go dawg!
Next level: zen archer! :D

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 have feeling we are being sitting ducks, all huddled up around that smoke stick.

Dark Archive

Male Human Wizard

I plan to grab some cover and shoot a goblin in the next round.

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