The Frostfur Captives (Inactive)

Game Master Rickmeister

Pathfinder Society Scenario #3–01


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The map // Initiative >> Theor & Thaurux > Yeti > Rest

Horatius, you've been getting lucky with those damage rolls man! :D


The map // Initiative >> Theor & Thaurux > Yeti > Rest

Eh they're goblins....beat downs are an everyday occurrence. Probably don't even remember it anymore.
>> Exactly.
Gob1: Of course you're beating us, you're bigger and stronger!
Gob2: When did he beat us?
Gob3: He is going to beat us? <brace for impact>

"Stop chewing your ropes or it's time-out in the corner"
>> Yes that can work.. But not right now, as the combat is going on. Afterwards, I have no problem with the charisma bombs ;)

Grand Lodge

Male Dwarf Cavalier 1 || AC 18 - Tch 12 - FF 16 || HP 12/12 || Fort/Refl/Will +4/+2/+0 (+5 vs. spells/sla) || CMD 17 || Perception +4

DM Rick, would it be Sense Motive or Perception to check whether the goblins are actually heading to the towers or running away?


The map // Initiative >> Theor & Thaurux > Yeti > Rest

I'd say sense motive.

Sense motive DC 10+:
They are running towards the tower, hooting and their eyes are focused. They appear to be making ready for a fight.

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3
DM Rickmeister wrote:
Horatius, you've been getting lucky with those damage rolls man! :D

Good thing too...if they plan on making me a pin cushion at least they're using pins :)

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

DM:
Jory specifically stated he was trying to target uncovered goblins. He would have put a shot at an escaped prisoner over a hostile goblin under cover. The way my dice rolls have been, I am looking to get some arrows hitting their intended targets.


The map // Initiative >> Theor & Thaurux > Yeti > Rest

Jory:
The problem is that the gobbos on top have light cover due to the wall. I thought you meant "I will not target the one in back, since he gets a bigger cover save for being further away"..

Also: the goblin prisoners hadn't broken free yet when you were firing, so I will rule you wouldn't have hit them yet (being bound, and being behind the rocks and the horse). I'm sorry, but I'm sure you will have your chance to shine.

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

Totally cool.

Lantern Lodge

Female Human Wildblooded Sorceress 2 / AC 13, touch 12, flat 11 / HP 14 / Fort 2, Ref 2, Will 3 / CMD 11 / Percep 0 (+2 next to AC)

I know this might sound like Tabletop Gaming 101, but since this is my first time seriously playing a full spellcaster, I keep being surprised by how handy Magic Missile is. Low but incredibly reliable damage is nothing to sneeze at!

On the flipside, I'm still annoyed that the Sylvan bloodline doesn't grant Handle Animal as a class skill. (Yes, I know I still would've missed that check even with the bonus, but shhhh.)

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

I can tell you Horatius is appreciating the magic missles (even if he probably can't see them). Was hoping that last one was going to knock the little bugger down through the trap door :)


The map // Initiative >> Theor & Thaurux > Yeti > Rest

Horatius, stop talking and start killing :P

And yes, MM is really doing the reliable damage. Can't hide, can't gain cover to AC,... You see, it hits. And I wasn't going to say "Can't see her" coz that would be lame. However... This will probably be the last round you'll see her.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

And, by the way, evokers get a magic missile like (Su). I used up all my 7 force bolts at first level with this character in my Jade Regent campaign before it died.

Lantern Lodge

Female Human Wildblooded Sorceress 2 / AC 13, touch 12, flat 11 / HP 14 / Fort 2, Ref 2, Will 3 / CMD 11 / Percep 0 (+2 next to AC)

Neat! I'll keep that in mind for when I get to make a wizard.

Psst, Aiko is also female, for future reference.


The map // Initiative >> Theor & Thaurux > Yeti > Rest

Halorn, count your stars. I rolled 8 dmg first ,but somehow it got changed ;)

You're at 1 HP, Tiasar at 2.

Grand Lodge

Male Dwarf Cavalier 1 || AC 18 - Tch 12 - FF 16 || HP 12/12 || Fort/Refl/Will +4/+2/+0 (+5 vs. spells/sla) || CMD 17 || Perception +4

LOL. Torag smiles upon me!

The Exchange

NOT EVEN CLOSE BABYYY. ya im gonna die lol

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

Just to clarify, is Andre shooting our goblins or was that one that came out of the tower?


The map // Initiative >> Theor & Thaurux > Yeti > Rest

The one that didn't fall asleep. I put 2/6 under him.
He said he wanted to contain them, that's why.
(Oh, and it's 30' ranged touch)

Silver Crusade

Male Aasimar Cleric 1 | AC 19 T 12 FF 17 | HP 6/8 | F +2 R +2 W +5 | Init + 2 Perc + 5 | CMB +2 CMD +14

The action would have been in line with what was going on so no problem again sorry had a hectic day. Posted my action I think it goes after Goblin 5.

Have a question on my fire domain it states my flesh doesn't burn and at level 6 I get resist fire 10 does that mean I have no resistance to fire of resist fire 5 now? It has been bugging me this whole time.

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3
Andre Xanderz wrote:


Have a question on my fire domain it states my flesh doesn't burn and at level 6 I get resist fire 10 does that mean I have no resistance to fire of resist fire 5 now? It has been bugging me this whole time.

I believe that the first paragraph is just descriptive and that specific part of it is a reference to 6th level where you gain RF. So at this point there's no rule benefit.


The map // Initiative >> Theor & Thaurux > Yeti > Rest

You can test it out? I'm sure we have some alchemist's fire left ;)

It's as Horatius said: the flavour says "doesn't burn" but that won't be until you reach level 6.
Don't Aasimar have some kind of resistance anyway?

Also: No problem on the posting, I cleared everything up in my post hopefully.
Sorry Jory, but this map really isn't your friend is it? :(

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

DM:

Not to imply you should change anything but more as an exploration of the salient rules, I think the tower 2 goblins were a bit speedy.

Last round they shot Horatius (standard action) so in theory they could then make a move action to go to the ladder, free action drop their bows down and start fast climbing down. Let's say 5' to the ladder leaving them 25' worth to climb with. Fast climb (DC 5) gets them 10-15' down the ladder.

Next turn (which would be the one they just did) they both double move down 30' (fast climb DC 5 again) putting them either 5 or 10' from the ground. They could just drop at that point and if they're at 5' they'd be fine...at 10' they'd need a DC 15 (or higher) Acrobatics check to avoid damage).

Next turn the first could move (10' x2 for Difficult Terrain assuming it's the same as the other tower) to the door and open it (second move action). The second could then :
1. Abandon the bow and double move out of the tower (20' for DT and a further 40' of regular). Goblins, unlike level 1 bards have a BAB so he can also draw his weapon while moving. :)
2. Pick up the bow (move action) and (second move action) move out of the tower (20' of DT followed by 10' of outside movement).
3. Do some other combo of move and standard just outside the tower

Finally the other goblin can then move out the door and get into the fray.

Like I said in the beginning mainly doing this to include you in the thought exercise. Going through these kinds of scenarios helps me better understand all the various rules and such.

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

If I have no clear shot at the goblins in the towers, those shots are at the escapees.


The map // Initiative >> Theor & Thaurux > Yeti > Rest

You can shoot the one in the tower, but he has partial cover due to the wall. It's the best you're going to get I'm afraid.

Blunt arrows or regular ones for the prisoners?


The map // Initiative >> Theor & Thaurux > Yeti > Rest

Horatius:
You're right, I made a booboo... Damn it, and I'd planned this out so well. Somehow I missed my own 50 foot climb downwards.. Bizar!
Oh well, I'll keep it like this, I think Halorn and Jory will be glad they can finally hit/shoot something.. If Halorn is still standing, at least. :(

Thanks for the explanation though! I sure don't mind, I love learning new things! :)

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

Hello everyone and welcome to todays episode of "Rules and you". Today we explore what happens when you finally get to the top of the ladder in our segment "How bad is this gonna hurt?"...

So say you're out having fun storming a castle. To get in you need to scale a ladder (see our earlier segment "Climb checks and you") which ends at an open trap door. After weathering the arrows, sling stones, rocks, oil and fire the end is finally in sight. So what happens next?

Well before you boldly leap up and cut down all your foes there's the little question of if you provoke an attack of opportunity from the rather grumpy fellow at the top of the ladder.

As you move from the top five feet of the ladder to the ground above (essentially finishing your climb) you would be moving out of a space threatened by anyone standing at the top. "So I'm taking one to the head then huh?" you say (with a wince no doubt). Well not so fast, here's where the rules for cover come in.

According to the cover rules you have cover against adjacent melee attacks if any line from any corner of their square goes through a wall.

"Ok so I get a +4 to AC then?"

Keep reading my friend. Further in the cover rules it states that you can not execute an attack of opportunity against someone who has cover against you.

"Whoo-hoo so I'm good then...good thing cause that pot of burning oil really hurt"

Well..maybe. We also have to consider the rules for getting up from prone. Intuitively it would seem that topping a ladder and getting up from the ground are pretty similar. That said prone is defined as laying flat on the ground and doesn't mention climbing at all.

The climbing rules themselves don't have anything to really say on the topic. From a realism standpoint it would seem like someone coming up through a trap door is pretty open to being hit, but perhaps that's the domain of the prepared action rather than that of the Attack of Opportunity.

Anyway that's all the time we have folks. Join us next time!

Silver Crusade

Male Aasimar Cleric 1 | AC 19 T 12 FF 17 | HP 6/8 | F +2 R +2 W +5 | Init + 2 Perc + 5 | CMB +2 CMD +14

things that make you go

WHAT!!!

this is why I can never GM LOL

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

Guys just a quick reminder that we're supposed to get the goblins delivered alive to Trollheim. :)

Lantern Lodge

Female Human Wildblooded Sorceress 2 / AC 13, touch 12, flat 11 / HP 14 / Fort 2, Ref 2, Will 3 / CMD 11 / Percep 0 (+2 next to AC)

Yeah, Yukie is panicking a bit right now, and will likely be sharing some of her potions to get them back on their feet. I intend to call the tiger off before it goes into full-attack mauling mode.

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

Just to help sync up time a bit, from the end of the last round it will take Horatius ~3 minutes or so to get from the top of the tower down to ground level and out the door (2 min for a thorough search of the goblins and then another minute to climb down, get stuff and walk out).

Any goblins bleeding on the ground will be dead long before that so if we want to maximize healing efficiency you'll need to stabilize any that are dying first (not sure how many are actually in that state...at least 2 or 3 I believe).

Silver Crusade

Male Aasimar Cleric 1 | AC 19 T 12 FF 17 | HP 6/8 | F +2 R +2 W +5 | Init + 2 Perc + 5 | CMB +2 CMD +14

I have sytabalize and qould cast that on the knocked out prisoners before healing party members which include the cat.

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

I'd like to clarify a couple points on the "goblins tied to horse" idea to figure out how well it might work and how Horatius should react to it.

First is the basic question of if we can physically tie six goblins to the back of a horse. Assuming the idea is to have them lying across it we'd need the rope to go under the horse so you'd really only have the space between the legs (roughly the same area as the saddle). Being small my guess is you could get a max of three to fit? Weight shouldn't be an issue...they're probably about 35lbs each so only 210lbs or so total which isn't significant for a horse (see here)

We could probably have them all riding the horse but that goes back to having their bindings in biting range and, as they hate horses, I imagine they won't stay there long. Actually considering their dislike for horses (and being tied up) they'll probably just start biting the poor horse if we tie them across its back.

The second item is if the goblins would be taking damage of one type or another while tied to the horse. I did some digging and didn't find any direct info one way or another. Never having been tied to a horse I can't really provide any direct experience on how rough it is on the body :). Perhaps the forced march rules might come into play? If they are going to be taking nonlethal damage Horatius would certainly be opposed both on moral and practical grounds (depending on what the nonlethal damage was based on they'd be dead in as short as just over 2 hrs).

Any thoughts?

Silver Crusade

Male Aasimar Cleric 1 | AC 19 T 12 FF 17 | HP 6/8 | F +2 R +2 W +5 | Init + 2 Perc + 5 | CMB +2 CMD +14

I should just heal the little buggers and hope they don't run away is my guess.

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

Ya that's mine as well. I think they are just an aspect of the scenario you need to deal with. I'm guessing you can't eliminate them in any meaningful way (otherwise they'd just have them in manacles and leg irons).


The map // Initiative >> Theor & Thaurux > Yeti > Rest

Leg irons and manacles are not that much fun with temperatures around 0 degrees celsius.

Tongue + pole in winter anyone? ;)

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

That's what we need. If we get a metal pole we can talk them into licking it. Problem solved :)

The Exchange

Dis Paladin. I like dat idea

Ya my biggest fear is just spending all our money on rope

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

Jory I liked your last post. It gave a nice feel for Jorys personality and hinted at an inner frustration at his difficulty in dealing with/expressing himself to people. (or maybe I read it wrong ;)

Silver Crusade

Male Aasimar Cleric 1 | AC 19 T 12 FF 17 | HP 6/8 | F +2 R +2 W +5 | Init + 2 Perc + 5 | CMB +2 CMD +14

I don't think he has a problem expressing himself I just don't think he has a filter. Says what ever comes to mind good bad indifferent.

thats why I like him so much.


The map // Initiative >> Theor & Thaurux > Yeti > Rest

Small update: we are now at page 10 out of 22, so you're going very nicely through the adventure. Don't forget to keep track of arrows and HP, coz this adventure was designed to experience the "hardships"!

All: Don't forget your bonus from cold weather outfits, and stuff!

All: Don't forget your faction missions.

Jory: Roll a d20 here for every arrow you missed with. Even = salvageable.

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

Rick for the camp setup are we shooting to see how many "+4 bonus to Fort saves we can hand out?"?


The map // Initiative >> Theor & Thaurux > Yeti > Rest

Not quite sure what you mean with this... "shooting?"

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

Sorry probably confusing slang.

To rephrase,

Is the "make camp" survival check to provide fortitude save bonuses? (as per the second task in the first chart)?

As a side note, in this context "shooting" would mean "making an attempt".

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

I mention using the Endure Elements spell now as if we wait until during the overnight to use it you'll lose the spell slot for tomorrow. I'd say hit whomever can use it the most now and they'll be protected until late tomorrow. Then you could memorize it again in the AM and hit someone else if needed.

Lantern Lodge

Female Human Wildblooded Sorceress 2 / AC 13, touch 12, flat 11 / HP 14 / Fort 2, Ref 2, Will 3 / CMD 11 / Percep 0 (+2 next to AC)

It took me a while to write my post due to several distractions, so I slightly edited it to give Jory a window to do his thing. :)

Right now Yukie is asking for a heal because 1- she is a big softie and 2- I remembered that nonlethal damage can spill into lethal, and these goblins seem rather fragile. This time she'll just go for one of her CLW potions if Andre can't heal/would rather not.

The Exchange

My plan is to wait for everyone to roll and see who fails their save. So far Yukie's companion is the only one, but I would rather prioritize the actual party members. Oh crap that reminds me I didn't roll for Morde


The map // Initiative >> Theor & Thaurux > Yeti > Rest

Yukie: The best I could give her is a +2 for being a snow tiger and accustomed to the colds of Irrisen (if she is that), but even that would not be enough to get her over the DC 15. (And read below \/)

Horatius: The survival for setting up camp is for setting up camp :p
If you want to make a survival check to see if you can aid other people, you can. It would be a different check though (and I was going to let you guys figure that out by yourself).

All: don't forget about the gobbos! ;)

Silver Crusade

Male Human Paladin 2 | AC 14 T 11 FF 13 | HP 20/20 | F +7 R +3 W +6 | Init +1, Perc +1 | Smite Evil 1/1 | LoH 3/3

Roughly how wide is the ravine?


The map // Initiative >> Theor & Thaurux > Yeti > Rest

I believe it was about 20 to 30 feet, but I'll check as soon as I get home okay?

Lantern Lodge

Female Human Wildblooded Sorceress 2 / AC 13, touch 12, flat 11 / HP 14 / Fort 2, Ref 2, Will 3 / CMD 11 / Percep 0 (+2 next to AC)

I guess Aiko would be accustomed to cold, but not Irrisen-level cold. The books I have certainly don't make a big deal of the Forest of Spirits being so far up north. :/ I guess she can go without the bonus anyway. She's built tough.

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