Desperate Times call for...?


Advice


Things took an interesting turn last session.

Spoiler free long- version goes like this.

Spoiler:

Party consist of a ninja, magus, dual-wielding fighter, a witch(myself), and an NPC cleric. Ahead of us is rope bridge about 10 feet wide. We walk up to and test the rope, inspect to make sure its sturdy enough, looks legit. Ninja crosses without incident, followed by the magus. Everything seems great at this point and so I start to cross. As I am about halfway through fighter and cleric both start their trek.

Rope bridge comes apart as an unseen trap is triggered. Only one rope now crosses the chasm and luckily the witch and fighter grab hold of it. Not so luckily the cleric does not, down she goes. Red mist the only sign of her when someone glances down. Fighter quickly pulls herself up the ledge where we started, and witch hooks his legs up to start the treacherous swaying rope towards the ninja and magus. The two of which are so busy looking at what happened to the bridge that they don't notice a band of goblins who also have to investigate.

Things only get worse as two goblin commandos appear. Soon the ninja and magus are fighting them off while witch is moving very slowly the rest of the rope. When the witch finally crosses he sees that the only goblins left standing are the two commandos. He calls out for the fighter to cross as fast as she can things being desperate. Being forced to make the choice between using a potion to bring back the bleeding out ninja or fighting off the goblins with the magus he decides on the former before moving towards the magus. The magus not telling anyone he was staggered, kills one of the goblins, falling unconscious himself. The last goblin goes for the killing blow and with only a fool's chance to stop it the witch fails his attempt to disarm the horse chopper. He watches in horror as the goblin strikes the magus' head from his body.

Dead magus is bad enough, but due to his strange heritage the moment he dies a fiery explosion takes place. This fire kills that homicidal goblin, but also catches the remaining rope on fire. Witch grabs ninja, pulling her away as there is nothing they can do about the rope. More goblins and their goblin-dogs approaching, the two run off to find someplace to hide. Fighter is making her way no back to the original ledge avoiding arrow fire as the goblins make a game of it. Fire finally burns through the rope, cutting her off from her allies, but allowing her to climb up. Alone, wounded, the fighter does the only she can think of, heading back to town for healing and to muster reinforcements.

Sum up time- and what Im asking for.
Witch and ninja are stranded, an entire goblin outpost knowing they are there. Fighter is heading to town to try to mount a rescue. Magus and cleric are super dead. Ninja is at about 1/2 health and witch isn't too much of an offensive power as he much prefers hexing and assisting then direct firepower. Forced into a much direct role he's prepared quite a few of his spells as burning hands, CLW.

There any clever ideas or tactics I can go into the next session with?


Desperate times definitely call for housewives.

Anyway, Goblins are stupid mean little things. Have the Witch or the Ninja set a dog or horse on fire, and just start pretending they're just a part of the goblin crew. Ninjas should be good in blending in, right? And just walk with them until you two can just quietly slip away on the next exit.


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Do you have a holocaust cloak?

Without knowing what you resources have available or the terrain the best advice I can give is to set some stuff on fire and run away.


Rise of the Runelords

Spoiler:

This is the goblin fort at Thistletop.

The only way to and from the outpost was the bridge that was burned. There is a little beach area but no signs of any watercraft. We already discovered that the waters may not exactly be friendly and neither of us are geared towards a long swim anywhere.

The ninja is a walking armory but of the eastern exotic variety. I have my handy dandy knife but loss my crossbow when the bridge snapped. We did a little circuit of the outpost and there is barely 5 feet on most sides before an 5 story fall into the ocean below.


Can the ninja hide and do stealth things, or is he the Mortal Kombat kind of 'ninja'?

The Exchange

You're in a tight spot, that's for sure. My best advice - without knowing more - would be to use Perception and Climb - you're a ninja, I'm pretty sure you have 'em - to try to find a sea cave or hollow in the sides of this high island that you can conceal yourself and the witch in. Finding a place to heal up and give the witch a chance to renew spells is crucial: and perhaps once night falls you can "ninj" around, and gain a little info so the fighter and any reinforcements who return can be greeted with more info on the lair.


She's a stealth focused high dex fletchling. Stealth isn't her problem, but it is mine. Even with a decent dex I've pulled a "I ROLLED A 4!" stealth check. Doesn't help that one of my flaws is guileless, so I take a penalty to any bluff checks. Hard to even convince goblins when you don't believe your own lies.

I think our best bet might be to pick favorable ground and try to put them into a choke point. She's got a reach weapon and combat reflexes and plus it maximizes the potential of burning hands to be effective. I of course can see that going very badly. The other option is creative use of charm person, but again run into the guileless character flaw.

Scarab Sages

Is there any timber, drift wood, or broken furniture that can be used to build a raft? Even if neither of you are carrying rope you may be able to salvage the broken rope from the destroyed bridge.


I would suggest doing as much healing as you can, find a 5 story drop to the ocean that's not too bad a swim from one of the beaches you said you saw (obviously one you can't get to from the top). Drop your gear to the beach, run down, and leap into the ocean, and swim to the beach.

Yes, you're trapping yourself on the beach, but if you can do so without the goblin's seeing you, you can hide out (hopefully there will be some overhang from the cliff face to hide you) and heal up and let the witch get their spells back and heal up fully. Then you can either wait for reinforcements, or see if there's enough driftwood to make a raft to get out of Dodge.

Five story drops into ocean water is not bad, I've done half that myself without any training or injury. Keep your boots on, jump in feet first. If possible, strap some floats to yourself before you drop (if you have anything that's floaty, empty air filled water skins, etc).

The Exchange

MDT - from what the original poster told us, I think there's Something Nasty in the waters around the island.


Seems like running and hiding may be the appropriate action. Try to avoid the goblins for as long as possible. Perhaps you can try to fashion some rope out of some plants. You just take thin long plants and cut them apart into as fine of fibers as you can get. Then you can use the additional rope to help you get across. Alternatively, the ninja could try to sneak in at night and steal some rope?

In any event, hiding and running away and crossing to the other side should probably be your priority. The goblins will probably give up looking after a few hours.


Rudimentary Lathe time!


Lincoln Hills wrote:
MDT - from what the original poster told us, I think there's Something Nasty in the waters around the island.

Yes, but there's dozens of nasty goblins out of the water.

So, pick your poison, the dozens of nasty goblins who want to skin you alive to make pretty picture pages out of your skin, or the nasty in the water that you don't know about, and swim 30-50 feet in 12-24 seconds.

Of the two, I think I'd take my chances on the waters. First, the nasty has to notice me jumping in (not hard), then has to swim to me, and then kill me. Meanwhile, I get 1-2 rounds of swimming to get toward the beach,a nd hopefully into shallow enough water to fight/defend/run.


The swimming to shore idea might be worth thinking about. Its not quite Leroy Jenkins time, but it is tempting to think about going in like Big damn heroes.
Here's a list of the spells my witch knows.
lvl 1
Burning Hands, Charm Person, Command, CLW, Ear Piercing Scream,Lock Gaze, Mage Armor, Obscuring Mist Peacebond, Ray of Sickening, Sleep, Unseen Servant, Ventriloquism
Lvl 2
Enthrall, Glitterdust.
Like I posted previously I loaded up on Burning hands as its the only crowd control I have. Sleep is full round and would make too good of a target with all my hand waving.
Hexes
Cackle, evil eye, fortune, misfortune.

In a pinch, say we get surrounded, I can keep the ninja under fortune while raining fire out of my hands.

Scarab Sages

Ok, Here is what you do: Get the goblins together, cast glitterdust to blind them. Then cast obscuring mist. Then cast Ventriloquism to make it sound like people are coming from a different direction. The goblins with either run away or run to investigate the ghost sounds, giving you more time to find a better position.

Lantern Lodge RPG Superstar 2014 Top 4

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Goblins are vicious, sadistic idiots most of the time. That's your best advantage.

The goblins are going to come after you, if nothing else they're going to search the island thoroughly. That includes the beach, hiding isn't going to work well.

However, this means the goblins have their ire up and are looking for a fight. Give it to them.

Get into an open area up on the clifftop, cast obscuring mist and make some noise. The mist will foil ranged attacks and the goblins -- being as dumb as a sack of hammers -- will come running into the mist.

Reward them with glitterdust.

Goblins have awful will saves, so more than half will likely fail. A 10' radius spread should catch quite a lot of them.

Then, ghost sound off the cliff. They'll be blinded and, hopefully, run like lemmings off of the cliff to their doom. Any stragglers should be able to be taken out by the ninja, hopefully.


How did you failed the perception check for the bridge? iirc the dc was quite low
Anyway take your chances and try to climb down the stone head the goblin fortress is built on and try to swim back to shore.

By the way has your group been to the catacombs of wrath yet?

Shadow Lodge

Robert Brookes wrote:

Goblins are vicious, sadistic idiots most of the time. That's your best advantage.

The goblins are going to come after you, if nothing else they're going to search the island thoroughly. That includes the beach, hiding isn't going to work well.

However, this means the goblins have their ire up and are looking for a fight. Give it to them.

Get into an open area up on the clifftop, cast obscuring mist and make some noise. The mist will foil ranged attacks and the goblins -- being as dumb as a sack of hammers -- will come running into the mist.

Reward them with glitterdust.

Goblins have awful will saves, so more than half will likely fail. A 10' radius spread should catch quite a lot of them.

Then, ghost sound off the cliff. They'll be blinded and, hopefully, run like lemmings off of the cliff to their doom. Any stragglers should be able to be taken out by the ninja, hopefully.

this, there are more to spells and combat in general than raw damage dealing, witches are int based characters, act like it :)

Plus if I recall correctly, the mist should net your ninja a few sneek attacks.

Silver Crusade

If the ninja and the goblins are in the mist, they both have concealment from each other. Therefore, no sneak attacks. Also, a sleep spell could easily put 4 of the goblins to sleep. That makes for easy coups de grace from the ninja.

On another note, yes how the hell did you fail the perception check for the bridge? It's fairly low. Also, I just went through this like 2 weeks ago and I don't remember any goblin commandos. Although my group only has 4 people in it, so maybe that's a step up for a 5+ person group or something.


Bigdaddyjug wrote:

If the ninja and the goblins are in the mist, they both have concealment from each other. Therefore, no sneak attacks. Also, a sleep spell could easily put 4 of the goblins to sleep. That makes for easy coups de grace from the ninja.

On another note, yes how the hell did you fail the perception check for the bridge? It's fairly low. Also, I just went through this like 2 weeks ago and I don't remember any goblin commandos. Although my group only has 4 people in it, so maybe that's a step up for a 5+ person group or something.

I am pretty sure he means the goblin rangers.

I still can't understand how they failed the perception check, i have seen parties fall for that trap but only becuase they weren't suspicious about the bridge and they didn't check it.


How can you not be suspicious about a long rope bridge guarded by enemies with absurdly high dexterity? Yeah they dont hit as hard as human longbowmen, but that doesn't mean they tickle.

But for the OP, desperate times call for new characters. The fighter got away so it's not a TPK and you can bring in new characters and pick up where you all died. The Magus's player is going to have to do that anyways.

Liberty's Edge

From the OP description, I feel like they attacked the stronghold of a clan of lethal ninjas rather than the derelict warrens of dumb disorganized goblins.

Surrender and trade your life for info you can give them on how to better attack surrounding settlements. Also you can propose to join their tribe for a time to help them with these attacks.

You have no skill in Bluff ? That does not matter when you are not lying.


Hmm they're goblins, right?
What about blinding them with Glitterdust and then use Ventriloquism to trap them into crossing the bridge or simply fall into the water (you'd discover if/what lies into it as a bonus)


leo1925 wrote:

How did you failed the perception check for the bridge? iirc the dc was quite low

Anyway take your chances and try to climb down the stone head the goblin fortress is built on and try to swim back to shore.

By the way has your group been to the catacombs of wrath yet?

I agree with the first question here, not that it's relevant here. I remember that we got a perception check or knowledge engineering check to determine that the bridge was pretty weak. Even without the check, why would anyone purposefully walk onto that bridge with more than one at a time without checking? I also remember it being water below the bridge, and not too far down that someone falling would auto-die.


My character was very suspicious of the bridge, I had the DM describe it several times. I lacked any true knowledge engineering then bombed my straight INT roll. Instead I suggested the most sneaky of us ( ninja) cross and inspect it. She interpreted it as look for enemies. If she was a straight rogue her trap finding would have kicked in but not so much for a ninja.

I'm liking the spell tactics I'm here, just worried about action economy. Those little vicious goblins mve pretty fast and usually in groups. If ninja can keep them off me I think we'll be okay. I think the thing I'll take to heart is play the super Intelligence correctly. I have a bit of habit of over thinking and elaborate planning while the rest of the group is an act first type of mind set.

To be honest I'm excited how it worked out. Gives the surviving heroes a chance to play against type. The Witch has always been more then happy to let others get their hands dirty, now he's forced to step up and get involved. The Ninja is an painfully shy fletchling who is suspicious of everything, now her life is the hands of another. Their survival depending on how much they trust each other. The fighter is laid back follower, now has to lead a rescue to save her friends.. That's good story telling. Accidental but man if it isn't fun.


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This is the stuff legends are made of...If you survive, you will be telling that story for years to come.


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Gavmania wrote:
This is the stuff legends are made of...If you survive, you will be telling that story for years to come.

or some version that puts your actions in a more favorable light. ;-)

Silver Crusade

The bad part is that, even if you and the ninja survive, I know of no way for you to get back across the chasm without the bridge. And with neither of you having knowledge (engineering), I doubt you could rig something to let you get across.

I suppose you can always hope the fighter goes back and brings some people who can rebuild the bridge.


Robert Brookes wrote:

Goblins are vicious, sadistic idiots most of the time. That's your best advantage.

The goblins are going to come after you, if nothing else they're going to search the island thoroughly. That includes the beach, hiding isn't going to work well.

However, this means the goblins have their ire up and are looking for a fight. Give it to them.

Get into an open area up on the clifftop, cast obscuring mist and make some noise. The mist will foil ranged attacks and the goblins -- being as dumb as a sack of hammers -- will come running into the mist.

Reward them with glitterdust.

Goblins have awful will saves, so more than half will likely fail. A 10' radius spread should catch quite a lot of them.

Then, ghost sound off the cliff. They'll be blinded and, hopefully, run like lemmings off of the cliff to their doom. Any stragglers should be able to be taken out by the ninja, hopefully.

OK, they may be idiots but they aren't stupid. I'm blinded and disorientated and I'm basically a coward, am I really gonna run after some people who can obviously kill me while I can't see? No, I'm gonna run away and come back later when I can see again.

Also, I am in absolute fear and awe of magic. This is obviously magic. Killing them people is gonna be suicidal. Unless I am driven to it by a bigger Boss, I'm gonna steer well clear of them and hope they go away. making them go away is the bosses problem.

For the bosses, unless they are powerful enough to take the PC's, their best option is to parley. You want them to go away sharpish, They want to go away sharpish. Rebuild the bridge, they go away, problem solved...for now. If an opportunity arises to kill them, take it, but don't be stupid.

If the Goblins have a Shaman or suchlike, he may object to you stealing his schtick. he may challenge you to a magical duel, but fighting 1 Goblin is much better than fighting dozens.

Ultimately it is up to the GM how he plays the Goblins, but that is how I would do it.


mdt wrote:

I would suggest doing as much healing as you can, find a 5 story drop to the ocean that's not too bad a swim from one of the beaches you said you saw (obviously one you can't get to from the top). Drop your gear to the beach, run down, and leap into the ocean, and swim to the beach.

Yes, you're trapping yourself on the beach, but if you can do so without the goblin's seeing you, you can hide out (hopefully there will be some overhang from the cliff face to hide you) and heal up and let the witch get their spells back and heal up fully. Then you can either wait for reinforcements, or see if there's enough driftwood to make a raft to get out of Dodge.

Five story drops into ocean water is not bad, I've done half that myself without any training or injury. Keep your boots on, jump in feet first. If possible, strap some floats to yourself before you drop (if you have anything that's floaty, empty air filled water skins, etc).

OK, If I'm a goblin boss, the one thing I like doing is sending out my minions to search through the flotsam that washes up on the beaches...it's one of the favourite things a goblin likes to do. If there isn't a tunnel down to the beach, i would have one built. I would assume that the goblins have chosen to live here to do just that, especially as there is something in the water that presumably causes such flotsam.

Going down to the beach would not be a bad idea if you can find the goblin tunnel and then hide in the lower bowels of the outpost. The goblins probably won't think to look for you there. getting back out is going to be a nightmare, you will probably have to sit tight and wait for rescue, and hope you aren't discovered. Beware of a strange creature called Gollum.


I would be interested in how this all played out. Let us know when you resume this adventure and what happened.


Chrisasaurus_Rex wrote:

My character was very suspicious of the bridge, I had the DM describe it several times. I lacked any true knowledge engineering then bombed my straight INT roll. Instead I suggested the most sneaky of us ( ninja) cross and inspect it. She interpreted it as look for enemies. If she was a straight rogue her trap finding would have kicked in but not so much for a ninja.

I'm liking the spell tactics I'm here, just worried about action economy. Those little vicious goblins mve pretty fast and usually in groups. If ninja can keep them off me I think we'll be okay. I think the thing I'll take to heart is play the super Intelligence correctly. I have a bit of habit of over thinking and elaborate planning while the rest of the group is an act first type of mind set.

To be honest I'm excited how it worked out. Gives the surviving heroes a chance to play against type. The Witch has always been more then happy to let others get their hands dirty, now he's forced to step up and get involved. The Ninja is an painfully shy fletchling who is suspicious of everything, now her life is the hands of another. Their survival depending on how much they trust each other. The fighter is laid back follower, now has to lead a rescue to save her friends.. That's good story telling. Accidental but man if it isn't fun.

Ok you seem to have a few things confused about traps, first of all the GM allowing you a knowledge engineering was him being nice since there is no such rule, secondly you check for traps by making perception checks which anyone can do, and thirdly the trapfinding wouldn't have allowed a rogue (or anyone who has trapfinding) to find the trap if he wasn't actively looking for traps, the way to check for traps without looking for them is the rogue talent trap spotter.


Session is tonight, so I should have a fun recap up tomorrow. I just finished painting my mini last night so of course I am expecting a hubris influenced death. Last campaign I put off filling out a player folio. When I finally cave and fill it out, the session I bring it to ends up being the last one for that particular campaign.


Well the good news is my newly painted mini will live to see another battle mat. The ninja was not so lucky as she came down with a quite acute strain of death at the hands of a coup-DE-gracing gecko maw. Our two person unlikely commando unit entered the fortress relatively quietly after dispatching some sleeping goblin dogs and pickle loving goblin sentries. We were able to gain access to one of the parapets but didn't have anything to signal in case our fighter friend was able to mount a rescue. Buying a mirror will be the first of my witch's purchases.

We went back into the outpost more to look for anything to start a signal fire then anything else. A door or two later we run into a goblin tribal leader/king and his kamikaze warriors. The resulting scuffle alerts another band of goblins behind us, cutting off our escape. A ten foot wide 15 foot long hallway kept them enveloping us as my witch filled the corridors with flames, unleashing burning hands as little more then a delaying tactic. A spirited charging goblin chief was too finally too much and things were looking grim. At the last moment our fighter appeared with a motley crew of reinforcements and we were able to turn the tide.

So a little good positioning, a little dm help, and just a touch of dumb luck and the witch survives. His friend is dead, and now he is going to have to come to terms with 3 deaths within his party in 2 days. The session ended as a female goblin came walking into the room oblivious to the carnage around them. On impulse my witch grabbed the the crown that was on the goblin chiefs head and put it on his own. We'll see if my witch who can't lie his way out of anything can do with this.

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