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GM Wulfson's page

691 posts. Alias of Vanulf Wulfson.


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with you drunk off the rum Sandara eyes you warily, wondering if this is some kind of joke.
Sense motive: 1d20 + 2 ⇒ (18) + 2 = 20
Sensing your sincerity despite your goofy grin and soon the two of you are, along with Neela and Percival, are cavorting around the deck as the crew who you have befriended keep time by clapping their hands along with the rhythm. Sandara, unaccustomed to dancing, tries her best to keep up.
Perform (dance): 1d20 + 2 ⇒ (5) + 2 = 7
The other crew members look on, broodingly especially Scourge who seethes in anger at the pair of you.

Samms laughs at your comment before leaning in to whisper "Oh, I wouldn't trust too many on this crew. Most of them would sell their mother for a silver piece...well, maybe a gold piece"

As you watch the two pairs of dancers reel around the deck Crimson comes over to where you are sitting, carrying two mugs of rum. He offers you one as he takes a seat next to you but says nothing.

Tap, tap tap Is this thing on? tap,tap,tap

Action: Work diligently
Rhialla keeps her head down concentrating on the task at hand, trying to avoid drawing the attention of either Scourge or Plugg.
Strength check: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10
At the end of her shift her back and shoulder's ache, but not as much as she expected.

After you haul your load of fish down to the galley you and ambrose begin the task of gutting and cleaning your catch. When you bring up the change of mood of the crew Fishguts sighs "Aye, it's Scourge and Plugg. Scourge has got the Mate thinking that you and yours are nothing but trouble and the two of them have been poisoning the crew against you" he wipes a bloody hand across his brow before continuing "Those of us who know you aren't buying it, but those who had something against you lot in the first place, like Fipps, are downright eager to believe anything those two say if it'll keep them in their good graces. The others who didn't care one way or the other tend to follow whatever lead Scourge gives them if for no other reason than to avoid getting on his bad side."

The rest of you make it through your shift relatively unscathed. After Neela and Kroop pass out the evening meal of fresh fish, Grok comes around doling out the evening's rum ration.

Can I get everyone's evening action.

Addicted Friend:

The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +2 bonus on Knowledge (local) checks or on Diplomacy checks to gather information (choose one when selecting this trait).

Missing Sibling:

The missing child is a brother or sister. Although everyone else has given up hope, you believe your sibling still lives out there. Your constant search for the missing sibling has developed into great skill at rumor mongering and finding information from others. Diplomacy and Sense Motive are always class skills for you.

you can try to foreshadow the growing unrest in the city before the party enters the fishery. The death of the king is the spark the ignites the powderkeg but the fuse has been sizzling for a long time.

Crimson stands up and follows Jaina below decks where the spend the rest of the night "comparing scars".

Day 17

As you come up on deck for your days assignments Scourge calls out your names and gives each of you your duties for the day "Asploric, bilges. Blackwater, deck. McNally, ropes. Swift, lines" smirking as he does so.
From this point on everyone, except Neela, will no longer need to roll for the daily tasks. Scourge will assign you to whatever task he deems to be the worst or whichever one you hate most.

As you do your tasks you seem to notice a definite shift in some of the other sailor's attitudes toward you. Those who never seemed to care about you one way or the other now openly avoid you and those who were originally more aggressive toward you now seem downright hostile, while the few that hated your presence aboard the ship now glare daggers at you as you pass by.
I've updated the NPC helper list to take into account this attitude shift.

Hey all,
I've been going over the characters and I'm wondering if anyone would like to reskin their characters using the Advanced Class Guide classes?
I would allow a one time change for anyone who wants to provided the hybrid class you are changing over to combines the base class you are already playing.
For most of us that would make the selection simple (Jaina-Brawler, Neela-Shaman, Randall-Skald, Rhialla-Warpriest) The only one who would have a choice of more than one would be Percival (Brawler, Swashbuckler, Warpriest (although this one, as a spellcaster, would be hard to justify)).
If you wish to switch I will allow you to rebuild your character (stats, skills, feats, ect...) to better fit with the new class. You can also choose any archetype appropriate to the new class.
Let me know what you decide.
As for me I'm going to keep Randall as a Bard, as the Skald just doesn't seem to fit him thematically.

No, not unique. They just operate under a different name. Here in the states they're referred to as Harlequin romance stories.

I had to Google it as well. It's the British publisher of Harlequin romance novels.

wicked cool wrote:
Best episode of the young season. I think i missed the explanation in the end on why the moon was still there? I was glad she told him off and i did like references to older doctors (yo-yo).


The "new" moon was another egg laid by the creature that hatched out of the old moon.

After watching the punishment being doled out Rhialla takes her rum ration without comment and makes her way towards the railing staring deep into the liquid. Once at the side of the ship she tips her mug over the side while looking around to make sure she is unobserved.
Stealth: 1d20 + 3 ⇒ (13) + 3 = 16
After dumping he rum, Rhialla walks around the deck aimlessly until she spots Samm Toppin sitting by herself drinking her rum slowly. Sitting next to the rigger Rhialla continues her conversation from the other night and soon the two women are laughing and talking like old friends.
Diplomacy: 1d20 + 2 ⇒ (15) + 2 = 17

Crimson Cogward looks at you incredulously before his neck and face turn it's trademark color "Um, sure. What did you have in mind?" he asks somewhat uncertainly as he fidgets and looks around to see who might be within earshot.

a look of fear crosses Scourge's face at your veiled threat and he quicksteps across the deck and into the Captain's quarters closing the door between the two of you in a hurry.
Sandara runs her fingers through her red hair a she looks up at you "She'll be fine, in fact she's completely healed now. The only scars that'll remain will be in her memories. I've advised her to stay below decks and out of Plugg and Scourge's way." She smiles at your thanks, but demurs "No need to thank me. I was just doing as I was told, as I've been told to do too many times since coming aboard this abomination called a ship."

Sandara places a hand on your shoulder before saying "The Captain ain't so bad. He's been staying out of everyone's way in his cabin. Plugg on the other hand, this is the first time since I've been onboard that he's taken an interest in the disciplining of the crew. Usually he leaves that to Scourge. Scourge is a sadist, but he's also a coward. If you stand up to him he'll go running to hide behind Plugg's coattails. But like all bullies, standing up to him will just make him hate you all the more and cause him to make further reprisals. So mind your tongue around him and his toadies, okay?"

Okay, Neela. Thanks for the heads up. I would also like to apologize for the slow posting this week. Finally over the head cold, I'm back to working on my "Honey-Do" list (This week I was busy staining my deck and fence. Doing so a couple of hours each day after work). Now that the major parts are done I should be back to regular postings soon.

With the unpleasant punishments out of the way Grok and "Fishguts" appear on deck with the rum ration and the evening meal. As Ambrose is dishing out the evening meal he approaches Randall and asks "Where is Neela?"
As Randall tells the ship's cook the unfortunate punishment, glossing over the details, the cook's face turns to stone. Placing a hand on his arm Randall whispers "Now don't do anything rash, you're no good to her dead. There's a time and a place for everything and this is neither."

Can I get everyone's evening actions, please.

As everyone gathers on deck for the doling out of the rum ration and evening meal Mister Plugg and Master Scourge step out of the officer's cabin onto the main deck. Looking over the assembled crew Mr. Plugg calls out "It has come to my attention that some of you are not taking your duties seriously enough. Communication between stations on this ship is of vital importance and when messages between officers are not delivered, or not delivered in a timely fashion, especially in times of battle this ship could be lost and I cannot allow that to happen. So it must be impressed upon all of you the seriousness of the offense." Turning to Scourge he continues "Master Scourge, see that they get the point, will you?' With a nod to Scourge Mr. Plugg crosses the deck to the Captain's quarters and after pausing to knock, enters.
Scourge walks over to where Rhialla is sitting on the deck and says "Stand up, Blackwater." As Rhialla begins to rise Scourge slams the pommel of his whip into her abdomen, catching her unawares and causing her to lose her breath and double over.
Take 1 point non-lethal damage.
Placing the coiled whip under her chin he forces her head up until the two are face to face inches apart "Let that be a reminder to you that when I give you a message to deliver you will deliver it and return to me post haste. At least your messages were delivered, unlike another." he turns to look at Percival and nods to the two sailors that have moved into position behind him. Percival is surprised as Fipps Chumlett and Syl Lonegan grab his arms and haul him to his feet.
Scourge smiles, showing his cracked and yellow teeth "Dandy, you just won't learn. This isn't the first time I've had to reprimand you and I'm sure it won't be the last, either. Several of the messages you were given to deliver never made it to their respective officers. What happened? Did you get lost?" this last elicits a chuckle from the crew "Tie him to the mast" Scourge barks at his two toadies. As Fipps and Syl strip off your armor and lash your hands to the mast Syl begins saying to you in her singsong voice "I told you you would get yours."
Uncoiling his whip Scourge addresses you and the crew "Since this is the second time you've been before the mast the punishment is double and if, when, there is a third time it will be tripled and so on and so forth until you learn your lesson."
Quick as lightning Scourge lashes out with his whip striking Percival across the back.
Lash #1: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20
Damage: 1d3 + 2 ⇒ (1) + 2 = 3
As the Fighter arches in pain Scourge strikes again,
Lash #2: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Damage: 1d3 + 2 ⇒ (2) + 2 = 4
and again,
Lash #3: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
and again.
Lash #4: 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

After the fourth lash Percival sags to the deck unconscious only the ropes around his wrist painfully keep him from total collapse. Scourge walk up and inspects his handiwork before nodding to Sandara "Bring him around. We have unfinished business." Sandara hesitantly steps up to Percival and takes her holy symbol in her hand and casts a spell.
Cure light wounds: 1d8 + 3 ⇒ (7) + 3 = 10
As she walks away Sandara, with her holy symbol still in her hands, whispers a small prayer to Besmara and everyone around her can feel a wave of energy pass over them.
Channel energy: 2d6 ⇒ (3, 4) = 7

Bolstered by the Cleric's healing energy Percival lifts his head and regains his feet only to have Fipps and Syl painfully yank his ropes tight with Syl taunting Percival saying "Wakey, wakey." as she smiles a deranged smile.

Once Percival is on his feet Scourge says "Let's finish this." and once again uncoils his whip and strikes twice more in rapid succession.
Lash #5: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Lash #6: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

"Let's hope there won't be a third time." Scourge says as Fipps and Syl release their grip on the ropes.

Scourge begins to walk towards the Captain's quarters to join the other officers for dinner when he pauses almost as an after thought. "Oh, I almost forgot." he turns to stare at Neela "The bilges are an important part of this ship. Without them and the people who man the pumps this ship would eventually sink under the amount of water that it inevitably takes on, and we wouldn't want that now would we?" he asks the Witch as if addressing a slow child. "Since this is the first time you've worked under me I want to make this point very clear, I DON'T WANT TO DROWN!" Grabbing Neela by the wrist he drags her over to the mast where Fipps and Syl are still standing. The pair of sailors take the struggling Witch's hands and tie them tightly to the mast with Fipps saying "Don't resist, you'll only make it worse."
Scourge cracks the whip once in the air to draw everyone's attention before saying "Since this is your first offense I'm going to go easy on you and just give you three lashes instead of the six I gave the Fop earlier."

Lash #1: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Lash #2: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Lash #3: 1d20 + 6 + 4 ⇒ (12) + 6 + 4 = 22
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

At the third stroke Neela falls unconscious, bloody welts crisscrossing her exposed back. Scourge stows his whip back in his belt and nods at Sandara "You know what to do." he tells her before entering the Captain's quarters for dinner.

Sandara pulls her holy symbol from beneath her blouse and raises it to her lips murmuring another prayer before approaching Neela.
Channel energy: 2d6 ⇒ (4, 5) = 9
Taking the now conscious girl by the hand she leads her down below deck to her hammock where she cleans her wounds before calling on the power of Besmara to heal her.
Cure light wounds: 1d8 + 3 ⇒ (6) + 3 = 9
As the wounds heal up and the welts disappear Sandara gives Neela a wistful smile "Like I told Percival last time, you should probably stay down here and out of Scourge's way until morning." and with that she heads back up on deck leaving Neela alone with her thoughts.

Unfortunately, no. The roll represents an entire days worth of work, not any specific event or time frame.

I've updated the Pathfinder - Skull & Shackles - The Wormwood Mutiny - NPC Helper.
You guys have done pretty well. There are very few who view you indifferently (either they like you or they don't).

Sorry for the delay, been battling a major league head cold.

Day 16:
As you emerge for your daily routine Master Scourge and Mr. Plugg are waiting to hand out the days work assignments. As Neela begins to make her way towards the galley she is stopped short by Master Scourge who grins at her, showing yellowed teeth "Thought I had forgotten about your fishing fiasco the other day, didn't you? Well, I haven't. "Fishguts" will have to make the meals by himself today as I have a special assignment for you. You are going to help out in the bilges and maybe next time you'll try a little harder to catch some fish, eh"

Can I get everyone's, except Neela's, rolls for their daily task.

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.

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."

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.


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.

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."

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.

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.

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."

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.

"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.

"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 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

"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."

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.

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.


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

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.


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

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

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 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


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.


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.

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 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'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.

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."

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."

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."

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.

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.

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