Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Wolf

GM Wulfson's page

674 posts. Alias of Vanulf Wulfson.


RSS

1 to 50 of 674 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Jaina:
Crimson slaps you on the back "Ha, you're my kind of woman." he tells you before heading off to join the dice game that Percival just left.

Rhialla:
Samms looks at you earnestly "It's not so bad once you learn who's who and what's what. You're just new is all and there's bound to be some "testing" to see what you'll put up with, once you get some time you'll fit in. I wouldn't worry about it too much."

Neela:
Kroop waves the bottle "In the morning, then." he says as you close the galley door.


Aelryinth wrote:
Aeric Blackberry wrote:
Aelryinth wrote:
Jiggy wrote:
FAQ on rays being affected by things that affect weapons.

All of those things I am aware of, and they aren't applicable. they are broad-based bonuses that don't actually target anything.

Arcane Strike is indeed akin to Greater Magic Weapon.

here's the feat:

==============
You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
=================

Note the first sentence. You "Imbue your Weapons". That means the feat requires you to have a weapon at the time of the swift action. If you don't, then there's no benefit.

The ray does not exist at the time of your swift action, so it can't receive the benefits of Arcane Strike. It's more akin to GMW in this instance, it's not a blanket effect like bardsong, which affects TH/DMG, it does not target weapons at a specific point in time and give them a temporary bonus.

Mind you, I don't think it hurts anything to give the bonus, unless you're looking at abusing cantrips somehow, but RAW, I'm pretty sure it doesn't work.

If the feat left off the first sentence, you'd be in good territory. But that swift action and imbuing weapons language is shooting you down.

==Aelryinth

You can cast the spell, hold charge, use the swift for arcane strike while you have your "weapon" ready and finally make the touch attack as a free.

The FAQ has made pretty clear that you can consider touch attack spells as a weapon, so I think that, by RAW, arcane strike can be used with spells as scorching ray (or acid splash). I don't even see the

...

Give it a rest boys, or take it to one of the myriad threads dedicated to this. You're not really advancing the cause of the OP with this constant bickering.


Kajehase wrote:
Are there any robot vacuum cleaners in Numeria?

The Doomba?


1 person marked this as a favorite.

Rhialla:
Samm looks at her bare feet, wiggling her toes, before responding "Me? I've only been on board for a couple of weeks, almost a month now. Most of the crew has been on for only a couple of months at most. Seems the Captain lost most of his crew after a run in with the Chelish navy a few months back and has been recruiting, or pressing, a new one since then."

Neela:
Kroop downs his tankard and wipes his mouth on his sleeve before smiling at you. "Well, mis...Neela. There's not much to do here, you might as well go join the others on deck and have a little fun. I'll finish cleaning up in a little bit." Although you can tell by the way he says it that the galley's about as clean as it's going to get.

Jaina:
Crimson blushes his trademark red as he smiles "I've never been one to run from a fight." he tells you. As you compare scars he pulls his headscarf up slightly showing the scar where part of his left ear should be "Lost that in a bar fight in Port Peril a few years ago. Bastard bit it clean off before I smashed his teeth out."
Why does this remind me of the scene in Lethal Weapon 3 where Mel Gibson and Renee Russo compare battle scars and soon wind up making out on the floor.

Percival:
As Percival makes his first roll the other sailors become quiet until he makes his final roll without making a point. Laughing with relief the winner rakes in his money telling Percival as he walks away "Any time you want to lose more money feel free to come back."

Randall:
Jack takes the gold piece with a heartfelt "Thanks, mister. Anytime you want me to make something for you, you just let me know." dropping it in his pouch before anyone else can see.


Neela:
"Don't worry about it, dearie. Before you came along I managed quite well by myself down here. Don't get me wrong I appreciate the help and the company but I was cooking meals probably since before you were born." he tells you in a rather gruff voice.

Sense Motive DC:10:

You get the feeling that Fishguts has grown fond of you over the past few days much like a father with his daughter. You also get the feeling that deep down he has a kind heart and that being aboard the Wormwood and under Captain Harrigan's thumb is slowly killing him, driving him deeper and deeper into the bottle.

Jaina:
"Crimson" looks up at you as you sit down next to him. "Red suits you better, I think." he tells you "People call me Crimson because my face gets flush when I get angry. People used to make fun of me because of it and I'd get angrier and have to bust some heads just to get them to quit. Finally I just let it slide and took the nickname for my own."

Sense Motive DC:10:

You get the feeling from the way he describes getting into fights in his youth that he really enjoys fighting and is always getting into scrapes either of his making or just through plain bad luck. He also tells you that unlike the recent presses he actually volunteered to join the Wormwood's crew as a chance to fight and win loot.

Percival:
Percival wanders the deck until he finds three sailors tossing dice in a game of Ship, Captain, Crew. Watching the game one of the sailors notices him and says "What you staring at? If you wanna play, play. If not, just shove off." Kneeling down to join the game the sailors tell you "A silver a point, okay?"

Sailor #1:

5d6 ⇒ (3, 2, 5, 6, 5) = 21 Ship, Captain
3d6 ⇒ (2, 2, 6) = 10
3d6 ⇒ (5, 4, 2) = 11 Crew, point is 7.

Sailor #2:

5d6 ⇒ (3, 1, 4, 6, 4) = 18 Ship
4d6 ⇒ (4, 5, 4, 1) = 14 Captain, Crew
2d6 ⇒ (4, 5) = 9 Point is now 9[/dice]

Sailor #3:

5d6 ⇒ (4, 5, 3, 4, 4) = 20
5d6 ⇒ (1, 3, 4, 2, 3) = 13
5d6 ⇒ (6, 2, 6, 1, 2) = 17 [ococ]No point

Rhialla:
"Tell me about it" Samms says "when we did boarding practice Fipps kept falling off the rope before he'd even get started. Couldn't get his fat @$$ up the rope. Didn't even make it to the end of the gauntlet, either." Samms gives a slight smile "Everyone had a great laugh at that. Everyone that is, except Fipps."

Randall:
The young boy, who you guess is somewhere between 11 and 13 years old looks up from his wood carving at you and, looking around to see who else is watching, says "It's a narwhal, sir. Or it will be when I'm finished."


Just waiting on Rhialla's actions


With the punishment out of the way and the rum ration and evening meal served, the crew settles into their evening routines.

Can I get everyone's evening actions


Bluff: 1d20 + 2 ⇒ (20) + 2 = 22
Rope bash: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15

Percival once again waits until Randall has nearly passed his position in line when he lashes out behind him. His "mistimed" stroke catches the unaware Syl Lonegan in the breadbasket, bringing a grunt from the woman.
Pulling a dagger she growls at Percival "You @$$#*!&, I'm going to kill you. I'm going to gut you like the pig you are!" Taking a step toward the Fighter she is brought up short by Fipps Chumlett who whispers to her "Remember, Magpie. You want to end up like him?" The warning seems to ignite a spark of sanity in the unhinged woman's eyes and she sheathes her dagger with a final glare of defiance. The crisis averted Percival believes he should watch his back unless he wishes to find her dagger buried there.

Scourge:
Sense Motive: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Scourge watched the scene unfold, saying nothing although he seems disappointed when Syl sheathes her dagger and is lead away by Fipps to cool off.


Randall ducks and dodges his way through the line. After several near misses he nears the end of the line when Master Scourge and another crew member manage to land solid blows, sending the Bard reeling.

Mechanics:

Wormwood Pirates:
Group #1
1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
Group #2
1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
Group #3
1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10
1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7
Group #4
1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11
1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
Group #5
1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12
1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12
Group #6
1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8
1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Group #7
1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6
1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
Confirm Critical: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2

Master Scourge:
1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19

Sandara:
1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4

Rosie Cusswell:
1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14

Crimson Cogward:
1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12

Conchobhar Shortstone:
1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2


Rhialla dashes through the line managing to avoid most of the blows taking only minor hits until she gets near the end. Chonchobhar, Jaina, and Neela land solid hits and Percival's theatrical swing, barely missing the unaware Lonegan, draws a stern look from Master Scourge even though the Bosun says nothing. Finally at the end of the gauntlet Scourge lands a wicked blow which staggers the young Cleric. Trembling Rhialla cast a Cure Light Wounds spell which causes all of the welts and bruises to disappear.

Mechanics:

Wormwood Pirates:
Group #1
1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8
Group #2
1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11
1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
Confirm Critical: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
Group #3
1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
Group #4
1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
Group #5
1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Group #6
1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
Group #7
1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13

Master Scourge:
1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22
Confirm Critical: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14

Sandara:
1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6

Rosie Cusswell:
1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8

Crimson Cogward:
1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13

Conchobhar Shortstone:
1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15

Scourge:
Sense Motive: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21

Cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8


Percival Asploric wrote:
oh...I might intend to miss badly. Sure it might get me punished but... since she seemed set on enjoying their suffering

If you do please give me a Bluff check.


Can I get Neela and Percival to post their actions before I wrap up Rhialla's run.


Percival Asploric wrote:
any chance Percy could manage to slide across miss Slippery Syl?

I'm not exactly clear what you mean by that.

Rhialla "Buxom" Blackwater wrote:
I suppose using my ability to teleport 10 ft every time someone misses would not be taken well, although I could play up the Besmara's blessing angle

You could but you think Scourge would just make you run it again.


Running the gauntlet consist of running between two opposing lines of sailors as they take swings at you with the knotted ropes (the rope is considered an "Improvised Weapon" incurring a -4 to hit penalty). Each successful hit deals 1 point of nonlethal damage (critical on a "20", doing 2 points of nonlethal damage).
By my count there are 21 crew members, excluding Randall and Rhialla (14 crew, 4 NPC's, and 3 PC's), Scourge will take a place at the end of the line across from the odd man out.
PC's can attempt to intentionally "whiff" at the passing characters but doing so requires a Bluff check against Scourge's Sense Motive and since he expects something along those lines he will especially vigilant (+2 on his Sense Motive check). If caught the offending character will be made to run the gauntlet as well.


That evening after the evening meal has been served and the rum ration passed out Scourge and Plugg appear on deck. "It has come to my attention that some of you did not do well on your boarding training this morning. That is not acceptable! The men and women aboard this ship expect you to be beside them when we board another ship. If you cannot even complete a simple crossing then those who count on you to watch their backs will die." Standing in the middle of the deck with his arms crossed Scourge calls out two names "McNally and Blackwater, front and center. The rest of you form two lines." While Scourge is looking over the two unfortunate souls the rest of the crew forms two lines facing each other with a narrow lane in between. Slippery Syl, with a look of wicked glee on her face, begins handing everyone a length of rope knotted on one end. Scourge smiles his crooked smile as he says "Since these are the people you let down they are going to administer the punishment." Looking at your friends he continues "Any of you even attempt to hold back and it'll be you who runs the gauntlet next, savvy?" Sandara, Rosie, and the others look somewhat chagrined but nod in understanding. Syl hands the last few pieces of rope to Jaina, Percival, and Neela with a slightly unhinged grin on her face. Scourge looks at the three of them and asks "Do we understand each other?"
Scourge turns and looks at Randall and Rhialla "If you should make it I'll be waiting for you on the other end." he tells them.


Climb #1: 1d20 + 1 ⇒ (16) + 1 = 17

Climb #2: 1d20 + 1 ⇒ (3) + 1 = 4
Climb #2a: 1d20 + 1 ⇒ (20) + 1 = 21

Climb #3: 1d20 + 1 ⇒ (2) + 1 = 3
Climb #3a: 1d20 + 1 ⇒ (2) + 1 = 3

Rhialla begins her climb to the ship shimmying along the rope, pulling herself hand over hand. Making it over halfway she begins to slip. Dangling over the water with only her legs holding her on the rope she desperately tries to grab the rope only to fail and ends up diving into the sea.
Climbing back into the boat, wringing the water from her hair before shaking her head to flip it back into place, she takes a seat. Krine looks over at Randall and Rhialla before saying "I've seen all I need to see. Now, row us back to the ship and we can call it a day."


Neela:
Neela slips off the rope in her second attempt and makes the short swim back to the launch. "Sometime today would be nice, sweetie" Krine taunts her before she starts her third run. Climbing the rope there are several times one of her hands slip but by some miracle of fate she manages to hold on long enough to get her other hand back on the rope and continue her climb to the ship. Once she gets close enough she is met with another barrage of garbage. She is struck twice, once a glancing blow of an empty rum bottle that makes her see stars and again with a bucket of filthy bilge water that stings her eyes, yet she manages to make it all the way to the railing where Jaina and Percival help her on to the deck where they give her a congratulatory slap on the back.

Attack roll #: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
Attack roll #: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7
Attack roll #: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14
Attack roll #: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4

Reflex save: 1d20 + 2 ⇒ (8) + 2 = 10
Reflex save: 1d20 + 2 ⇒ (19) + 2 = 21


Rhialla: Let's take a look at your second attempt as well

Quote:


check 1: 1d20 + 1 ⇒ (9) + 1 = 10
check 1a: 1d20 + 1 ⇒ (13) + 1 = 14 (no progress)

check 1b: 1d20 + 1 ⇒ (12) + 1 = 13 (no progress)
check 1c: 1d20 + 1 ⇒ (2) + 1 = 3

check 1d: 1d20 + 1 ⇒ (18) + 1 = 19 (Success)
check 1e: 1d20 + 1 ⇒ (4) + 1 = 5

check 2: 1d20 + 1 ⇒ (14) + 1 = 15 (Success)
check 2a: 1d20 + 1 ⇒ (6) + 1 = 7

check 3: 1d20 + 1 ⇒ (15) + 1 = 16 (Success)
check 3a: 1d20 + 1 ⇒ (1) + 1 = 2

check 4: 1d20 + 1 ⇒ (10) + 1 = 11 (no progress)
check 4a: 1d20 + 1 ⇒ (4) + 1 = 5

check 4b: 1d20 + 1 ⇒ (8) + 1 = 9

check 4c: 1d20 + 1 ⇒ (8) + 1 = 9 (fail/fall)

Oh well, it was worth a shot.

Rhialla climbs out on the rope to begin her climb to the ship only to hesitate about where to place her hands. "Let's go! we ain't got all day!" Krine shouts at her as she begins the arduous climb foot by foot. She manages to get over the halfway point when the screaming muscles in her arm combined with the sweat on her hands causes her to lose her grip and plunge into the drink.


Percival: I'm retooling your rolls since you didn't actually fail on your first try on the second attempt.

Quote:

climb1c: 1d20 + 7 ⇒ (6) + 7 = 13 (no progress)

climb1d: 1d20 + 7 ⇒ (4) + 7 = 11 (no progress)

climb1: 1d20 + 7 ⇒ (13) + 7 = 20 (success)
climb1a: 1d20 + 7 ⇒ (11) + 7 = 18

climb2: 1d20 + 7 ⇒ (6) + 7 = 13 (no progress)
climb2a: 1d20 + 7 ⇒ (19) + 7 = 26 (success)

climb3: 1d20 + 7 ⇒ (17) + 7 = 24 (success)
climb3a: 1d20 + 7 ⇒ (5) + 7 = 12

Climb4: 1d20 + 7 ⇒ (17) + 7 = 24 Success

Climb4a: 1d20 + 7 ⇒ (14) + 7 = 21

Climb5: 1d20 + 7 ⇒ (8) + 7 = 15 Success

Now to see if you survive the climb:
1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10
1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4

Reflex save: 1d20 + 2 ⇒ (8) + 2 = 10

Percival takes a glancing blow from an empty bottle of rum but manages to hang on long enough to reach the rail and be dragged aboard by the waiting crew.


Jaina:
As the fiery haired Monk begins her climb across several sailors begin throwing things at her in an attempt to distract her. Several objects miss her until a bucket of bilge water takes her straight across the face. Shaking her head to clear her eyes she manages to quickly scramble the last remaining feet to the deck where waiting hands help her over the railing.
Attack roll#1: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5
Attack roll#2: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
Attack roll#3: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8
Attack roll#4: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3

Relfex save: 1d20 + 4 ⇒ (6) + 4 = 10

The Master Gunner nods her head in satisfaction as Jaina is hauled aboard the Wormwood.

Neela:
Neela begins her climb across the rope moving quite well until she gets in range of the garbage the crew begins throwing at her. Unable to dodge the incoming detritus the unarmored Witch gets struck three separate times. She manages to hold on the first two hits but the third proves too much as she plunges into the sea.
Attack roll #1: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
Attack roll #2: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3
Attack roll #3: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
Attack roll #4: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14

Reflex save: 1d20 + 2 ⇒ (20) + 2 = 22
Reflex save: 1d20 + 2 ⇒ (16) + 2 = 18
Reflex save: 1d20 + 2 ⇒ (3) + 2 = 5

As Neela returns to the launch Riaris leans over and hauls the soaking girl back onto the boat. "Get your ass back on the rope, we ain't done yet!" she yells at the Witch.

Randall:
Randall's third attempt proves the old maxim that the "third times a charm" until he gets struck by flying debris twice. The double hit causes him to lose his grip and plummet into the ocean for the long swim back to the jolly boat.
Attack roll #1: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Attack roll #2: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18
Attack roll #3: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
Attack roll #4: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19

Reflex save: 1d20 + 4 ⇒ (7) + 4 = 11
Reflex save: 1d20 + 4 ⇒ (4) + 4 = 8

Randall climbs back in the boat and gets ready to try again when Krine stops him "You're done for the day, pretty boy. I think I've seen enough out of you" she tells him as she pushes him back down onto one of the benches.


I'm going to have to say that since you have to elect to use the Fortune hex before you roll, and since it's not a mechanic that translates well to PbP either, that you have to use it for all your rolls in that attempt or not at all.


Unfortunately this part doesn't really translate well to PbP.


Everyone can make three attempts before Riaris calls it a day. Once you begin climbing the gathered crew begins throwing garbage and other things at you. If you are struck you need to make a DC:10 Reflex save to avoid being knocked off the rope.


Yes, sorry if I wasn't clear. The normal climbing rules apply. A failure by 4 or less means you make no progress on that roll. A failure of 5 or greater means that you fall. You may take a -5 penalty on your roll to move at half your speed rather than 1/4th.


Unfortunately, no. You'll see why when you begin climbing.


Sure, go ahead. It'll only work for the first 4 rolls then they will be too far from you.


Day 15:

As you emerge from below decks for your days assignments you find Riaris Krine, the ship's Master Gunner, standing next to Master Scourge. Seeing you she bellows " Alright you lubbers. Cap'n thinks that you need training on how to board a ship at sea and I aim to see that you get it." She nods towards the ship's jolly boat which several crewmembers are getting ready to lower over the side "We are going to use the launch to practice grappling and boarding. We are going to row out about 40 feet from the Wormwood and toss a hook and line at the ship. After you set the hook you will climb up the rope and onto the deck." Looking over your group she says "Ladies first." as she climbs over the railing and starts down the netting toward the awaiting boat.
As you get settled in the boat Krine turns to look at you, a rope and hook in her hand "Who wants to get this party started?"

It's a ranged attack against AC:5 to latch the grappling hook to the Wormwood's rail. Due to the range you will take a -6 penalty to your roll. Once you have the hook attached it's a DC:15 Climb check to shimmy along the rope. You will need to make 5 successful Climb checks to reach the ship.

As you begin the training excercise you notice several of the crew have turned out by the railing to watch.


It was good. Nice to get away with just a couple of friends I've been gaming with since high school (over 30 years now, in case you were wondering) with no wives or kids.


Rhialla:
Tilly Brackett looks up at you with the mug of rum still in her hand. Slugging down the foul stuff in one gulp she smiles in satisfaction "Nah, I've had worse. There was this one time we was stuck in the doldrums for over a week. The crew nearly went crazy with the heat. There were a couple of fistfights, a stabbing, and at least one pregnancy. We ain't there quite yet, but this tub is becoming a powder keg waiting for someone to strike a match."

Neela:
The diminutive halfling looks a you quizically, wondering if you're having him on before deciding you're serious. "You haven't been on many ships, have you?" he asks. Running a hand missing a few fingers through his hair he tells you "Nah, they call me Ratline because I'm a rigger. You see a ratline is the cross lines in the rigging forming a sort of rope ladder up the lines. Despite missing a few digits I'm still faster up the rope than most others with all their fingers." he boasts. "As far as catching rats I can't help you with that, missy. That's a swab's job, not mine."

Percival:
Sandara pats the deck beside her, offering you a place to sit. "Nothing much to tell really. We were shanghaied from Hell's Harbor a few days before you lot were from Port Peril. A day in Scourge makes advances to me and I told him in no uncertain terms that I wasn't interested and that he disgusted me. I think he's afraid of what the Goddess will do to him if he crosses me, which keeps him off my back."

Jaina:
Crimson shrugs his shoulders "You never know what someone will like. There was this one guy on my crew who went crazy for this mutt. Well one day we was running from the city guard with a load of loot when the dog takes a bolt to his side. This bloke drops his load and drops to his knees alongside the dog, blubbering like a baby. I saw the watch slapping him in irons and dragging him away before I high-tailed it out of there. I ran into him a few years later and he told me it all worked out in the end as the dog saved him from the hangman's noose" he looks up at Jaina with a faint smile on his lips.

Randall:
As Randall begins playing the crew groans but soon the tune gets them to almost, almost, forget his last two attempts at entertaining them and soon has them dancing, forgetting their aching muscles and backs. When Randall drops to his knees in front of Grok the crew lets loose with a number of catcalls which bring a reddish tinge to the half orc's green cheeks.

Shortly after sunset a slight breeze picks up bringing a respite from the heat and humidity and filling the sails as the ship begins to move.


Sorry all for the lack of posting but I'm away at GenCon this week. I will try to get a post up when I have some free time. Thank you for your patience and bear with me.


Jaina, there are all sorts of things going on. Several sailors are gathered around in small groups talking and occasionally glancing around. Fipps Chumlett and Maheem are sitting around a water barrel engaged in a serious arm wrestling match, from where you are standing you can see several caltrops scattered across the top of the barrel. Four other crew members are engaged in a lively game of Ship, Captain, Crew*, a small pile of coins on the deck between them.

*Ship, Captain, Crew:

Ship, Captain, Crew:
Each turn consists of three rolls of the dice. The player must roll a 6, 5 and 4 in descending order.
ex. The first roll of the dice shows a 6 a 4 two 3's and a 1. The player banks the 6 but must reroll the 4 because there is no 5 yet. The second roll the player gets a 6 a 5 a 4 and a 1. The player banks the 5 and 4 and now they have a full "crew" for their "ship"
Once the "crew" has been assembled, the player may now stop and add the pips on the remaining 2 dice to determine their score from their "cargo" or the player may use any remaining rolls to try to get a higher number for their "cargo".
ex. If the player chooses to stop with their 6 and 1 from the above example, they get a score of 7.
The winner is the player at the end of a round who has the highest “cargo” score.


PCs can attempt to change an NPC’s attitude using Bluff (to pretend to be friendly), Diplomacy (to be genuine), or Intimidate (to frighten an NPC into submission). These checks are treated as Diplomacy checks to change a character’s starting attitude (regardless of the actual skill used), but they take time.
Each check requires a ship action (see page 24), and a PC can only attempt one such check each day against a given NPC. There is no right or wrong way to approach these characters, but some NPCs have characteristics that influence their thinking, which can be discovered with a DC 15 Diplomacy check to gather information or a DC 15 Sense Motive check.
Changes in an NPC’s attitude remain in place unless the PCs change it again through some action.
Friendly NPCs help out their shipmates during the day. A friendly NPC can provide a +2 bonus on any single job task skill check made by a PC (see page 24), provided the NPC has ranks in the appropriate skill. Helpful NPCs provide aid not only during the day as above, but also at night, providing a +2 bonus on checks to influence other NPCs, or on checks for pirate games and entertainments. Helpful NPCs are also happy to lend money or equipment (up to half their ready cash) or perform other actions at your discretion.


That evening before the evening meal is served an angry looking Master Scourge appears on deck "Well,well, well. It has come to my attention that some of you are unable or unwilling to do your jobs leaving the rest of us to pick up your slack. That just won't do. We work hard enough already without adding to our burdens." He walks over to stand next to Rhialla with his hands on his hips, resting near his whip "Aah dearie. This is your first offense so I'm going to let you off easy. Don't ever let it happen again or next time I won't be so nice." Turning to Randall, Scourge grabs a piece of rope and slams it into his palm over and over "Romeo, what am I going to do with you? This isn't the first time you've failed in your duties and I'm sure it won't be your last. Perhaps you just need some additional motivation." With that he lashes out with the rope end, striking Randall in the abdomen.
1d20 + 6 ⇒ (11) + 6 = 17
1 point non-lethal damage
As the Bard doubles over trying to catch his breath, the bosun cracks a smiles without any humor in it "Fail me again and your punishment will be more severe."
After the spectacle Kroop and Neela begin spooning out the evening meal. Ambrose apologizes profusely for the thin broth "Sorry everyone, but the fish just weren't biting today" he tells everyone trying to deflect some of the gripes to him. Scourge and Plugg, looking suspiciously at him, say nothing.
Later Grok appears with the evening rum ration, passing out the tankards to the crew.

Can I get everyone's evening actions.


Well then, more floggings on the way.
Sorry for the lack of posting today. Big Honey-do projects to get done before I go off to Gen-Con (that and snuck in a pre-birthday showing of Guardians of the Galaxy). I'll actually have more time tomorrow when I return to work.


You forgot intensified.


Day 14:
Heat wave continues: Save DC's against Fatigue increased by +2

The sun continues to beat down mercilessly against the sea as you emerge from below decks. After the morning meal you begin working at your assigned tasks, dreading another day of work under the hot sun.

Everyone roll for your day's tasks and give me your daytime actions.


Guys, how do you like the storytelling so far? I'm trying to convey how much of a rat-bastard Plugg and Scourge area and how much they dislike your group. If I overstep my bounds please let me know.


The two sailors drag Percival to the mast where they, none too gently, remove his armor and shirt. They then tie his arms around the mast and take a step back. Without a word Scourge uncoils his whip and strikes.
Lash #1: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27
Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Percival winces as the first lash cuts across his back but says nothing. Scourge hauls back and strikes again.
Lash #2: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25
Damage: 1d3 + 2 ⇒ (2) + 2 = 4
The second stroke slices Percival's flesh, crisscrossing across the first in an X pattern. Still the Fighter remains stoically defiant.
Lash #3: 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
The third and final lash lands and, mercifully, Percival sags to the deck unconscious.
"Cut him loose and take him below." Scourge orders to no one in particular before turning and joining Mr Plugg at his side. Quickly Sandara and Tilly Bracekett cut Percival bonds and begin dragging his limp form towards the stairs. Sandara murmurs a quiet prayer to Besmara as she carries Percival and some of the bleeding stops as the wounds on his back begin to heal.
Cure Light Wounds: 1d8 + 3 ⇒ (1) + 3 = 4
Syl Lonegan taunts Sandara in an almost maniacal singsong voice "I'm telling Prettyboy on you" as Sandara finishes her spell.

Once below decks, Sandara and Tilly help Percival into his hammock as Sandara once again calls upon the healing magic of her Goddess.
Cure Light Wounds: 1d8 + 3 ⇒ (7) + 3 = 10
The remaining wounds on Percival's back seal closed, leaving only faint red traces which soon fade from view. "You'll be right as rain come morning," the red headed Cleric tells him "and I'd stay out of Scourge's sight until then if I were you." she adds warningly.


Rhialla
It's a DC:10 Stealth check to dump your rum ration, whereas it's a DC:20 check to cast a spell unseen.

Percival
AoO: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d3 + 4 ⇒ (3) + 4 = 7
A worried look crosses Fipp's eyes as he circles around you. With a
glance at Plugg and Scourge he rushes you, fists raised. But a quick one, two punch drops the big lummox first to his knees and then to the deck as he topples over. The groans of the crowd as the fight is over before it even began is cut short as the sound of a whip crack fills the air.
"What's all this, then?" Scourge shouts as he enters the fighting circle. Gazing around at those assembled all he meets are down-turned eyes as no one wants to draw his ire. "I aim to keep discipline among you scurvy lot and this is what I get? Fighting among the crew? Fighting each other is not good for discipline, if you want to fight you'll get plenty of opportunity once we run across a merchantman or two. Until that time discipline shall be maintained, and it looks like I'm going to have to drive that point home now don't I?" he sneers at Percival "Three lashes for you, fop. Now take him." As he says this last your arms are grabbed from behind by two sailors, A tall Vudrani man named Maheem and a grizzled Dwarf named Tam. The two of them drag you toward the mainmast where Scourge stands waiting, his whip coiled in his hand.


Percival, you forgot a bracket. Damage: 1d3 + 3 ⇒ (1) + 3 = 4

Percival strikes first landing a solid blow to Fipps' chin. Roaring in pain Fipps lumbers forward. Prepared for the attack, Percival swings again but, with surprising agility for such a large man, Fipps ducks under the blow and lands a meaty fist to Percival's midsection causing the fighter to whuff out his breath.

AoO: 1d20 + 4 ⇒ (1) + 4 = 5
Attack roll: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Just inside the circle you see Plugg and Scourge watching. As Scourge pulls his whip and moves to stop the fight, he is restrained by Plugg's hand on his shoulder and with a brief shake of his head causes Scourge to stand down.


Neela
The Dodo, despite it's name, turns it's beak away from the drink and squawks it's disapproval causing several pairs of eyes to turn your way. You down your ration and feel the tensions of the day overwhelm you as your eyes begin to close. You ask Randall to dance but in your exhausted condition you are unable to concentrate on your steps. Randall leans in and whispers in your ear "Looks like someone's had too much to drink. Perhaps you should go below decks and sleep it off." he offers you a courtly bow before heading below decks himself.

Rhialla
Sandara barks out a laugh "Scourge? Captain? Not in this lifetime." she sobers up quickly though "No, Barnabas Harrigan is the Captain of the Wormwood. He's the one who made the 'Work or Else' welcome speech the night you came aboard. He's only been out of his cabin a handful of times since we left Port Peril. Mr. Plugg, his First Mate, has been in charge during his prolonged absence. Scourge is Plugg's bullyboy, a job he does with relish, but if you stand up to him he'll back down. Just watch your back afterward."

Percival
Grok accepts your hand and the two of you perform the lively dance, despite Randall's miscues (Perform (dance): 1d20 + 1 ⇒ (17) + 1 = 18). "Well done, Dandy" she gasps nearly out of breath "Perhaps there's hope for you yet."
As you try to stare down the others taunting Randall, Fipps Chumlett, The heavyset pirate who tried to keep you from muster on the second day, steps forward "If you like to dance so much, why don't you give me a whirl." he growls with menace. Suddenly, with shouts of "Fight, fight, fight" a circle opens up around the two of you.

Initiative:

Fipps: 1d20 + 2 ⇒ (1) + 2 = 3
Percival: 1d20 + 3 ⇒ (14) + 3 = 17

Jaina
I hope Jaina survived her birthday celebration.


Neela, you may wish to reconsider the second rum ration. You are already suffering from fatigue from the first go-round. Adding a second dose of fatigue on top would make you Exhausted for the duration of the first effect (1 hour). If you wish to partake, please roll 1d8 to determine the duration of the fatigue effect for the second round of drinking.


Rhialla
During your shift on deck a red headed woman approaches you and offers to help you with your task. She introduces herself as Sandara "Welcome aboard" she says as she offer you her hand "I see Scourge eyeballing you and just want to warn you about him. The man's a complete bastard. After I was shanghaied he made advances toward me and I had to tell him no, well...I told him he disgusts me and I wanted nothing to do with him. Unfortunately I told him off in front of the entire crew, needless to say he didn't take the rejection, or the humiliation, well. I think he's too afraid of my connection with the Pirate Queen to do anything more than just glare at me and curse under his breath though." She tucks a stray lock of hair back up underneath her bicorne hat and smiles "But enough about me, what about you. How did you and the other woman end up clinging to a ship's hatch in the middle of the ocean."

Neela
As you and Fishguts finish off a bottle of rum together ( Fatigue: 1d8 ⇒ 1) you watch him prepare the evening meal, more fish stew Profession (cook): 1d20 + 8 ⇒ (15) + 8 = 23 (You may assist him by making a DC:10 Intelligence check (w/+1 for using the cookbook). As you are spooning the stew into bowls a young woman with an eyepatch over one eye enters the galley. She takes a tray of bowls and samples each one. Raising the eyebrow over her good eye she nods to Fishguts, before taking the tray and disappearing back out of the galley. Ambrose looks at the unspoken question in your eyes before saying "That's Caulky, the Captain's cabin girl. Poor thing..." He seems about to say more before shaking his head and thinking better of it. Instead he says to you "Let's get this slop to the others on deck before it gets cold and gives Scourge a reason to punish you, not that he really needs a reason that one."

As everyone settles on deck for the evening meal Cutthroat Grok makes her usual rounds with the rum ration as Fishguts and Neela appear from below decks. With Neela carrying the cauldron, Fishguts begins spooning out the stew to the waiting crew. As you dig in you notice that the stew is actually quite good this evening. Several crewmembers look quite surprised as they slurp their meals. Perhaps this new cook's assistant is just what the ship needed.

Can everyone give me their evening actions, please.


I'll get a GM post up later this evening but right now my head hurts from my last post.


Rhialla
With the exception of Master Scourge who occasionally glances your way to make sure your doing your job, no one else seems to be paying particularly close attention to you.


Neela
Searching the galley you come across a huge cookbook filled with recipes. You think that by following these recipes you might be able to cobble together a decent meal.
The book provides a +1 circumstance bonus on Profession (cook) checks. Although it doesn't come out and say it I'll allow it to add to an Intelligence check to prepare a meal as well. The entire galley functions as a set of masterwork tools for Profession (cook) checks (unfortunately I'm going to say that this bonus won't translate to any Intelligence checks. Unless you already know how to use the tools they won't be of much use to you).


The hex itself only lasts for one round, so it would have to be cast in the round before it was used. So unless you know something is coming up it would be wasted.


May I remind everyone that they do have some loot that they can use to regain their gear. The gear and coins you found in the bilges and with the reefclaws can be used to repurchase your gear.
If I create a loot list can someone else keep it updated?

Skull & Shackles loot list


Neela, I'm wondering about your use of the Guidance spell. The spell lasts for one minute or until discharged. Are you constantly recharging the spell or are you casting it before you use it? Many of the checks represent hours of, or a days, worth of work, so Guidance wouldn't work with them (the exception being the rum rations saving throw).


Jaina
Grok smiles at you and says "Aren't you sweet. "Your" gear now belongs to the Captain and as far as I know there was no pouch of coins with any of your gear. If'n there's something of yours you would like back I'm sure we could come to some sort of arrangement" She rubs her fingers together to indicate some sort of payment might be in order.
Back up on deck Jaina sees Conchobar struggling in the heat and begins to lend a hand. The bedraggled Gnome looks up at you suspiciously before nodding at you in greeting "Thank you kindly, mistress. I have no desire to wind up Scourge's whipping boy today. I'll leave that to your friend, Randall. Word is Scourge has it in for him because of that red-haired priestess." he says softly, accepting your help.

Neela
You arrive in the ship's galley to find it a total mess. A dozen chickens freely flap around the room while a couple of goats mingle in the corner. A pot-bellied man with a blood stained apron stands by an oaken table preparing the evening meal as you enter, a bottle of rum stands nearby. "Welcome, Neela. The names Ambrose, but you can call me Fishguts like most of the crew does if'n you like. Makes no difference to me, I've been called worse." He stirs a boiling pot of stew on the stove before removing the wooden spoon, taking a sip, and returning the spoon to the boiling cauldron "That wouldn't do at all, having Scourge lash you for my mistakes. Your job is to help me prepare the crew's meals and sometimes catch something for dinner. Plugg doesn't think I can do it on my own anymore. I've been at sea for over forty years now and I think I know my way around a galley by now."He hands you the bottle of rum to drink, then looks around before leaning in and whispering conspiratorially "I'll tell you this just so's you knows, This ship is poison, you see, but don’t let anyone hear you say it aloud. The hull listens, and the cap’n hears it all. Poison the Wormwood is, though, rotten to the core. You’ll not meet a more nasty, sour piece of work than Cap’n Harrigan in all your days at sea, and his crew’s the same, ’specially the first mate, Mr. Plugg. Vicious little sod, he is. He’d take his own mother’s liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can’t ’arm ’em.”
Spending the day with the drunken cook you learn a few details about his life before the Wormwood like he used to be a proper chef at a fancy place in Port Peril before succumbing to the rum. Shortly before joining the Wormwood Ambrose was so drunk he bet his life in game against Captain Harrigan and lost and is now little more than the Captain's slave. He also tells you that the last cook's mate, a Tengu named Xiakon just upped and disappeared one night like he just flew away.

Percival
You walk into the ship's galley to see the newcomer, Neela, and Fishguts talking away. As you approach the Quartermaster's store Grok pokes her head out from the half door "What can I do for you, Handsome,"she asks. As you ask about the various headdress she says "Sure, I can get you a bandanna, but it's going to cost you a copper. If'n you want a fancy hat that'll cost you more...say five silver." She looks at you expectantly.

1 to 50 of 674 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.