
.Mogmurch |

The goblins shouldn't have any trouble keeping up with the boar if they want to attack it at melee range. Normally it would be faster than them, but as it is staggered it can only take a move or standard action per round, but not both. That also means it can't take a withdraw action, so if they are in melee range and it runs away they will get attacks of opportunity on it again.
I would go with double moves to get back 'around' it and then go for the kill. When I wrote about taking a bow shot I didn't mean Mogmurch; he doesn't own a bow or any other ranged weapons except his bombs and alchemical weapons.

kaervek78's pre-gen |

Well, Reta isn't built for archery (no rapid shot means only 1 arrow/round). And her new magic dogslicer is capable of doing way more damage without using up consumables. I just wanted to give any possible ranged attacker the possibility to not fire into melee before she closes in on it again...

.Mogmurch |

Well, Reta isn't built for archery (no rapid shot means only 1 arrow/round). And her new magic dogslicer is capable of doing way more damage without using up consumables. I just wanted to give any possible ranged attacker the possibility to not fire into melee before she closes in on it again...
Given the limits on magic and equipment I'd rather Mogmurch spend his actions trying (and I emphasize trying) to roll to aid Chuffy's or Reta's roll to attack or to AC - you guys choose.

kaervek78's pre-gen |

Reta is a little bit hurt (3 fire damage) - she could use a bit of healing before starting the next combat...

.Mogmurch |

Reta is a little bit hurt (3 fire damage) - she could use a bit of healing before starting the next combat...
This is where not having channeling to heal really sucks. I hate to use one of the whopping *two* extracts Mogmurch has but that might be our only choice.

.Mogmurch |

@GM: Before the gang continues I think we were going to heal up? I'm putting up the survey for the PCS:
Chuffy is down 4, Reta down 3, anyone else? And what healing potions do we have? Mogmurch has 3 CLW potions plus his 2 extracts. If I'm remembering correctly the extracts provoke just like a potion does.
@GM #2: Mogmurch will probably drink his mutagen once I read how long it lasts...darn memory. :( Hm 30 minutes it seems; let me think on that.

.Mogmurch |

Incidentally, I’m going to be travelling over the next day and a half, so my ability to post will be limited. Normal service will resume when I get back.
Good traveling! :)

.Mogmurch |

I'm happy for you to do any healing before you investigate the farm. The group have a few different healing options including a wand of CLW. One thing to remember with the extracts is that you need the Infusion discovery to be able to use them on anyone other than the alchemist who created them.
That's why I hate playing a class I'm unfamiliar with and thank you for the information. Since Poog has the CLW wand it looks like we're good on the healing front.

GM Mike...R |

You think that you've found everything there is to find in relation to the gate and the overgrown shed. Other things of interest nearby are the cage like hollow below the house and the overturned boat with the sleeping pig in front of it. There is also the faint sound of chickens from the other side of the house and also the main house itself which looms above you as you explore the shed.

.Mogmurch |

What say you crew? I'm not sure crawling under the house is a good idea; sounds like a way to get pinned down/in with bad options of escaping.

.Mogmurch |

One thing to note about the space under the house is that there would be plenty of head room for goblins. Essentially the house is built on stilts with the stilts forming a cage like structure and the house about 9 feet above the ground.
Even the balloon-headed goblin? Asking for a friend...
;)
kaervek78's pre-gen |

Even the balloon-headed goblin? Asking for a friend...
;)
:-P

GM Mike...R |
1 person marked this as a favorite. |

It sounds like you are planning on sneaking up on the dog and attacking it. If so, then anyone approaching the dog would need to make a stealth roll to get there without either waking the dog or spooking the chickens. Once you are there everyone would be able to get a surprise round against it, or alternatively as it is asleep and helpless one of you could coup de grace it (or should that be coop de grace given where you are?)

.Mogmurch |

It sounds like you are planning on sneaking up on the dog and attacking it. If so, then anyone approaching the dog would need to make a stealth roll to get there without either waking the dog or spooking the chickens. Once you are there everyone would be able to get a surprise round against it, or alternatively as it is asleep and helpless one of you could coup de grace it (or should that be coop de grace given where you are?)
Coop de grace, I like that! Reta and Mogmurch already made one Stealth check; should we make another one?
And I'd vote for the coop de grace with the hardest hitter. Someone help an old geezer, do rogues in PF get their sneak dice on a coop de grace?
kaervek78's pre-gen |

Someone help an old geezer, do rogues in PF get their sneak dice on a coop de grace?
Yes, they do.
As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced “coo day grahs”) to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target. You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die.
A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.
Delivering a coup de grace provokes attacks of opportunity from threatening opponents.
You can’t deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to “find” the creature once you’ve determined what square it’s in, and one to deliver the coup de grace).
(Source)

.Mogmurch |

Thanks GM for moving our tokens. I often 'fat finger' them and mess up the map. I just messed up a signup sheet about 5 minutes ago.
Mogmurch isn't going to coop de grace so I'll leave it up to Chuffy and Reta. Chuffy gets 2d6 sneak dice but has a -1 Str penalty whereas Reta has a +1 Str bonus and 1d6 extra from flaming. They're both using dogslicers so same crit multiplier.

.Mogmurch |

I've definitely managed to stretch tokens in the past while trying to move them on my phone, it's time like that that you are super grateful for the undo function! You should be safe when it comes to the maps, I've started setting them as slide backgrounds so that they can't be accidentally moved.
One of the things I need to learn to do so I can start running PFS1 games.

GM Mike...R |

One of the things I need to learn to do so I can start running PFS1 games.
The way I do it (if it's of any help) is to first put the map on the slide as a standard image and get the map all set up the way I want it. Then I go to 'File->Download->JPEG Image (.jpg, current slide)' in the menu to create an image of the whole slide with the map on. Then I set the image as the background for the slide and delete the original map. I'm not sure if there are better ways, but it works for me.

.Mogmurch |

.Mogmurch wrote:One of the things I need to learn to do so I can start running PFS1 games.The way I do it (if it's of any help) is to first put the map on the slide as a standard image and get the map all set up the way I want it. Then I go to 'File->Download->JPEG Image (.jpg, current slide)' in the menu to create an image of the whole slide with the map on. Then I set the image as the background for the slide and delete the original map. I'm not sure if there are better ways, but it works for me.
It all helps, thanks! I'm copying and pasting everything into a file as I experiment and learn. :)

kaervek78's pre-gen |

Thanks GM for moving our tokens. I often 'fat finger' them and mess up the map. I just messed up a signup sheet about 5 minutes ago.
Now, now, we aren't using the same excuses as grimdog73, are we? :-P
Mogmurch isn't going to coop de grace so I'll leave it up to Chuffy and Reta. Chuffy gets 2d6 sneak dice but has a -1 Str penalty whereas Reta has a +1 Str bonus and 1d6 extra from flaming. They're both using dogslicers so same crit multiplier.
Well, it's an automatic critical hit, so it comes down to this:
Reta: 2d4+4 +1d6 fire damage (+1 flaming dogslicer)
Chuffy: 2d4-2 +2d6 sneak attack (masterwork dogslicer)
Math says, Reta will do more average damage (and definitely way more minimum damage) on a coop de grace. ;-)
Chuffy can ready an attack with the trigger 'coop de grace done', though, we are still flanking...

kaervek78's pre-gen |

Math says, Reta will do more average damage (and definitely way more minimum damage) on a coop de grace. ;-)
Chuffy can ready an attack with the trigger 'coop de grace done', though, we are still flanking...
Yay, crossposting! And like I wrote: way more minimum damage... *shrugs*
How are we gonna resolve this, GM?
Just saying: Reta performed the correct coop de grace... ;-)

GM Mike...R |

Yay, crossposting! And like I wrote: way more minimum damage... *shrugs*
How are we gonna resolve this, GM?
For some reason the forum decided not to tell me there were posts in the Discussion thread so I completely missed this... Although I resolved it via the power of initiative. I think it was Chuffy getting revenge on Reta for pushing him in the mud earlier!
In terms of where the goblins are currently up to with the farm. You have thoroughly investigated the gate and the overgrown shed. Poog has also had a chat with Princess Crackling who is currently sat in the entrance to her palace/pigsty/upturned boat. You have dealt with the dog under the chicken coops without spooking the chickens. The main places which you have not yet visited are the main house itself and the cage like structure underneath it (you have also not been inside either the pigsty or chicken coop, although the entrance to the pigsty is blocked by Princess Crackling and you are fairly sure that the chickens might have objections to you invading their coop).

GM Mike...R |

Just to check, is everyone able to see updates for this game? The reason I ask is that I'm fairly sure I wasn't notified about new updates for Reta's last post above and then there haven't been any responses to my posts since Thursday. Could someone post here to say if they are seeing new posts for this game to verify if there is a technical issue or not? Thanks!

GM Mike...R |

Based on what you've found so far it looks like you've got three ways to get into the house:
From below via the cage-like structure - This route looks to involve traveling past the 'nest' and it's inhabitant and then finding a way to get up to the trapdoor in the bottom of the house which is about 9 feat above the ground (and 1 foot above the 'nest').
Via the door on the lower floor of the house - This would seem to involve simply walking up the ramp over the stream. The door does not appear to have an obvious lock on it.
Via the hole in the wall on the top floor - The most obvious way to reach that would be to climb up the side of the house and then walk across the roof to where the hole is. Given the poor state of the construction, it may be tricky to do this quietly without drawing the attention of anyone on the lower floor.
Which option would you want to try first?

.Mogmurch |

Anyone want to do any prep? Mogmurch has a Potion of Barkskin but he already has a +2 Natural armor bonus from his mutagen.

GM Mike...R |

Anyone want to do any prep? Mogmurch has a Potion of Barkskin but he already has a +2 Natural armor bonus from his mutagen.
It's definitely worth taking a look at goblin's gear to see if there is anything useful in their equipment (plus the other things that you may have picked up like the gourds). As you think it will take a few minutes of shoving to open the door (but you are not sure exactly how long it will take), round per level buffs are probably not practical, but things like Barkskin which last 10 minutes per level are definitely a good option.
Incidentally, one thing to note about Barkskin is that, as it provides an enhancement bonus to existing natural armor, it can be stacked with other sources of natural armor which the user already has (e.g. from mutagen, wildshape etc...) so long as the natural armor bonus from those sources is not also an enhancement bonus (So Barkskin does not stack with an Amulet of Natural Armor, as the natural armor bonus from the Amulet is also an enhancement bonus).
Once everyone is ready to go in through the front door let me know (even if you have no prep to do) and we can find out what happens next!

.Mogmurch |

Mogmurch has 3 Potions of Identify but he doesn't have Spellcraft. Poog has both Detect Magic *and* Spellcraft! So perhaps he can identify the gourds, armor, and anything else of interest?

GM Mike...R |

@GM: Do we need to resort to math or can we say that the strongest goblin could drink Mogmurch's Potion of Levitate and start 'lifting' goblins up to the hole?
As goblins are not that heavy the party could definitely do that to get up to the roof of the 'kitchen' and access the hole in the wall.
Is everyone good to go ahead with that plan?

.Mogmurch |

I assume the party has looted everything of value in the areas of the house we've gone through?
I think Chuffy should wear the armor and, if the group is okay with the 'Float your Local Goblin' plan, have Reta drink it and carry Chuffy up so he can Stealth and scout? Then Reta can bring up the rest of us? Or are we so light that Reta can carry more than one at a time? I'm guessing not but I didn't add up all the weight.
Chuffy has to be okay with the plan as he might be left alone through the hole until the rest of us can get up/in there.
How many minutes have gone by for those of us with 10 minute per level buffs?

GM Mike...R |

You are sure you have found everything useful in this bit of the house and as the fight was very quick (12 seconds), it has only been a couple of minutes at most since you entered the front door.
I would say as a maximum Reta could take two other goblins with her, any more than that would make it tricky to stay stable and see where she is going.

.Mogmurch |

I think I have the map right but let me ask does the trapdoor in the room lead to where Chuffy found the 'mean birdthing'?

.Mogmurch |

Chuffy can be bribed by the nice new armor. I'm at work. Will post more if needed in a few hours.
Yeah we'll need you to post since you're going to sneak and scout!
Whenever you have time to post though, no rush.
.Mogmurch |

.Mogmurch wrote:No one has opened the trapdoor to check for sure, but that certainly seems to be a safe assumption.I think I have the map right but let me ask does the trapdoor in the room lead to where Chuffy found the 'mean birdthing'?
Please no one open the trapdoor; we'll assume that's where it goes.