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788 posts. Alias of Vanulf Wulfson.


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I've included a link to the Man's Promise on the Campaign Info tab.

For the sake of expediency I'm going to condense your first few days aboard down to a single post as soon as I can gather my thoughts.

You go down tot he galley to find it in an even more disorganized state than usual. Ambrose is chasing one of the goats, which seems to have escaped it's pen again, around the room as startled chickens flutter to and fro. Spotting you Fishguts gives you a pleading look "Give me a hand, will ya'. We need to get these critters aboard the new ship before it leaves. I don't think Mister Plugg will be too happy if we hold up his departure."
Finally caging the loose animals you help Fishguts carry them over to the galley on the Man's promise and getting them settled in there. Back on the Wormwood Kroop takes one last look around the galley and, mopping his brow, sighs "Well looks like the Cap'n is done wit me. Finally got tired of having me around. Harrigan weren't a bad old sod, but this Plugg is a mean prick who wont be as forgiving as the Captain was."
With that you follow Fishguts across the gangplank to get settled in to the galley of the new ship.

At dawn of the second day the ship's bell sounds calling all hands on deck. As you assemble on deck the captured crew of the Man's Promise are brought up on deck to stand before the Captain. Harrigan addresses the prisoners, offering any who want it a spot on his crew. Several of the captives step forward at this and, with a nod from the Captain, Scourge cuts their bonds and they, rubbing their wrists, join the Wormwood's crew accompanied by the glares of their former crew.
Satisfied, the Captain turns to his crew "All right, you scurvy tars! You've done a right good job by me - we've got a second ship now, and she's quite a prize from the looks of her. But, unfortunately, I still only have one crew. So here's the plan - The Wormwood and I will sail on to our planned destination with our new shipmates here, while Mister Plugg will pick a skeleton crew to sail the Man's Promise to Port Peril, where she'll be worth a pretty penny as salvage."
"As for these fine fellows here" he gestures to the remaining prisoners "Some of them will no doubt be worth a hefty ransom from their families back in Azir. As for the rest, if the pirate’s life is not for them, they can spend the rest of their lives at sea." So saying he grabs the officer you captured and, in one fluid movement, tosses her, still bound and screaming, over the rail to disappear beneath the waves below.
For several heartbeats all is still and then many of the remaining captives drop to their knees swearing fealty to Captain Harrigan while the remaining hostages look on with disdain. After the remaining captives are led below deck the crew disperses to their daily tasks.
As they do Mr. Plugg and Master Scourge begin picking crew for the new ship. Plugg approaches you and tells you "You've got ten minutes to get your gear and get aboard or we're leaving you behind." as he says this you can't help but notice Scourge grinning evilly behind him.
Rushing below deck you hurry to gather up your belongings. As you are doing so Cut-throat Grok comes down into the hold with a sail cloth wrapped bundle which she gives to Randall. Unwrapping it he discovers a masterwork buckler inside. With a tear in her eye she says to him "Keep yourself safe, pretty boy, and I'll see you again when we reach Port Peril. The rest of you now's your last chance to purchase anything from the stores before you leave." With that she wipes the tear away and returns to the Quartermaster's store.


You identify the hammock as a Hospitality Hammock. A single night's rest in this hammock removes any signs of seasickness. Additionally, the hammock is so comfortable that those who sleep in it for a full 8 hours regain hit points as if they had an entire day of bed rest. The hammock is so luxurious that climbing into or out of it requires a full-round action although a successful DC:5 Dexterity check reduces this to a move action.

Wracking your brain for any further information on the Motley only draws a blank.


I tried to PM you this but apparently the dice roll feature doesn't work in Private Messages.

During the partying you go off searching the Man's Promise. Much of the ship has already been thoroughly ransacked by the crew of the Wormwood and taken aboard. However, carefully wandering the ship you find that the hammock in the Captain's quarters radiates a faint aura of Conjuration magic.
Spellcraft (DC:20): 1d20 + 9 ⇒ (10) + 9 = 19
Running your hands over the hammock you can determine nothing further.
Further exploration of the ship reveals nothing else out of the ordinary, except for the ship's nameplate which seems to be nailed over another, previous plate. Investigating further you manage to pry the nameplate up enough to reveal the name on the plate underneath, The Motley.

Yes, Percival still has the pike. I even went so far as to identify it for you. Regarding identifying magic items, a post from Jason Buhlman has stated that since Detect Magic requires concentration to use you cannot "Take 10" on your Spellcraft rolls to identify magic items. just a heads up for future reference.

Loot list

at this point I (as both a player and as GM) would like to know how are we going to handle loot?
Currently things are being doled out on an as needed/best fit basis. I would like to know if we intend to keep this system or go for something else?

My RL group currently uses a system we like to call "Adventure Bucks". In the AB system we total up the resale value of all the items found and divide that number by the number of players (in this case 5). Each player then has this amount of Bucks to spend on any given item(s).
Example: Randall wants to keep one of the Masterwork short swords. His share of the loot would be 652 GP, 8 SP (3264/5). Once the party reaches civilization and sells the remaining items he would only receive 497 GP, 8 SP (652.8-155) whereas everyone else would receive the full 652.8.
Now let's say Randall wishes to purchase the Necklace of Natural Armor. It's resale value is 1,000 gp. In order to purchase it Randall would have to spend 347 gp, 2 sp of his own money in order to make up the difference. thereby guaranteeing that everyone else still receives their full share.
This way no one really falls behind the wealth by level guideline while another blows way past it.

Let me know which way you would like to go or if someone has another system they would like to consider.

That is correct. Also don't forget to add in the 29 gold pieces everyone gets from looting the fallen sailors (145/5=29) for a total of 374 GP's/each.

Soon afterwards the fog lifts and you see the crew of the Wormwood parade a line of bruised and battered prisoners across the boarding planks between the two ships. You watch as the bound prisoners are taken below deck, presumably to the bilges to await their fate.
You morose thoughts are soon interrupted as several crew members begin hauling casks of alcohol and crates of foodstuffs from the Man's Promise's hold. As the celebration begins Plugg, Scourge, and the other Wormwood officers disappear into the Captain's quarter and are gone for several hours before returning to the main deck.
Soon thereafter a table and chair is set up on the the aft deck and a couple of sailors haul an iron chest from the Captain's quarters to the aft deck as well. Harrigan, flanked by Plugg and Scourge, begin calling out the roll. Each sailor in turn receives a pouch of coins as well as other items. When your name is called and you approach the table the Captain looks you over as he withdraws several pouches from the chest.
You each receive a pouch with 150 GP's in it.
Before you leave the Captain says to you "In recognition of your efforts in securing the sterncastle in such a timely manner each of you receives an extra share of 100 Gold. You are also rewarded with these four potions, three of which will heal your wounds and one which will make you invisible to your enemies, to be divided amongst your boarding party."
Three potions of Cure Moderate Wounds and one potion of Invisibility.
"In addition, for the killing or capture of 11 of the enemy sailors, your party also receives an additional 275 gold pieces along with an extra 200 gold for the capture of the ship's officer to be divvied up as you see fit ."
With the official business out of the way the Captain looks up up you from his chair and smiles a rare smile as he, much to the the shock of Mister Plugg, removes a necklace from his neck "On a personal note, I would like to thank those of you who shouted a warning to me as that no good sneak thief tried to skewer me from behind. Take this amulet as a token of my gratitude, it'll toughen up your skin."
Amulet of Natural Armor +1
Dismissed with a glare from Plugg you go to join the other crew as the Captain calls out the next name on his list.

The bacchanal lasts all night and all the next day as the crew celebrates their victory.
You can each take up to five ship's actions during the festivities or you can do nothing but get get drunk and eat, like the rest of the crew.

Sorry, it's been a crazy couple of days. I'll get a post up later today.

Yes, for now.

Appraise check DC:20:

Chain shirt, masterwork - 250gp
2 Short swords, masterwork - 310gp/each
Boarding pike, masterwork* - 308gp
Pearl necklace - 75gp

Appraise check DC:25:

The boarding pike is magical

"You wouldn't dare!" she splutters, but you see a modicum of fear behind her eyes.

As Jaian returns with some rope Randall begins tying up her hands and feet. Once she is securely bound Randall stands up and looking down at her with a smile says "Usually you have to pay extra for this at the Calistiran temple"

With the defeat and humiliation of their remaining officer the fight seems to go out of the crew of the Man's Promise and they begin surrendering.

A quick search of your fallen foes turns up 145 gold coins, 11 suits of Studded leather armor, 11 Heavy crossbows, 121 bolts, and 11 short swords. A quick pat down of the officer reveals a high quality Chain shirt, a pair of finely crafted short swords, a heavy crossbow w/20 bolts, an exquisitely crafted boarding pike, and an ornate pearl necklace.
You may take as much, or as little, of this as you want.

Yes. With the officer pinned we can drop out of initiative order.

Oops, too late to change it now but Randall's CMB is only +2, not +4. Even with the +2 bonus, a 17 (instead of 19) is still enough for him to execute the Pinned maneuver. So no blood, no foul.

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I hope you don't mind if I speed things up a little.

"Ooh, that looks like fun!" Rhialla squeals as she runs up to the grappled officers and put a boot in for good measure.
Attack roll: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Attack roll (Fortune re-roll): 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
20% miss chance: 1d100 ⇒ 69
Damage: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5

The wounded officer and Randall roll around the deck, each trying to gain the upper hand. at one point the officer manages to get on top of Randall and seems about to break free but Randall manages to flip her back quickly to the deck.
CMB (DC:14): 1d20 + 5 ⇒ (19) + 5 = 24
CMB (DC:14) (Misfortune re-roll): 1d20 + 5 ⇒ (8) + 5 = 13

Randall and the officer continue their struggle across the deck until Randall manages to straddle himself across her chest, his knees pinning her shoulders.
CMB (DC:17): 1d20 + 4 + 5 + 1 ⇒ (2) + 4 + 5 + 1 = 12
CMB (DC:17) (Fortune re-roll): 1d20 + 4 + 5 + 1 ⇒ (9) + 4 + 5 + 1 = 19
Unable to move, her tense, bruised body slumps in defeat as she calls for mercy.

1d20 + 1 ⇒ (16) + 1 = 17

Sense Motive DC:17:

Although her body seems to indicate surrender her eyes still blaze defiance. You feel if you were to let her up she would, more than likely, continue the fight.

20% miss chance (Percival): 1d100 ⇒ 31

Although the rules don't come out and state it you can, if you wish, use the Aid Another action (CMB DC:10) to assist Randall in either:

a) Maintain the grapple (add +2 to his CMB to keep the officer grappled and perhaps, later, pinned).
b) keep the officer from escaping (add +2 to Randall's CMD making it harder for her to break free of his grapple).

Or you could just stomp her into submission which would be a longer, if more satisfying, process.

Hope everyone survived their New Year's revelry.

Round #14

Shaking her head to clear it the remaining officer gets her bearings before taking a step backwards and bringing her pike up to face Percival. With the look of a cornered animal she lunges toward the big Chelaxian.
Attack roll: 1d20 + 6 ⇒ (16) + 6 = 22
Attack roll (Misfortune re-roll): 1d20 + 6 ⇒ (12) + 6 = 18
50 % miss chance: 1d100 ⇒ 98
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
She smiles gleefully as her pike solidly strikes Percival in the chest.

With all the regular sailors dead, dying, or otherwise incapacitated everyone is free to act now.

Rhialla steps back out of reach of the officers wicked looking pike before releasing another bolt of ice.
Attack roll: 1d20 + 4 + 1 - 4 ⇒ (7) + 4 + 1 - 4 = 8
Attack roll (Fortune re-roll): 1d20 + 4 + 1 - 4 ⇒ (2) + 4 + 1 - 4 = 3
Her icicle buries itself in the ship's rail by Percival before evaporating.

The Old Tar spits out some loose teeth and grins a bloody grin at Jaina "Not bad, Girlie" he tells her. Looking at Randall's drawn blade his smile widens and he shakes his head "Never send a boy to do a man's job, Sonny." and he quickly dismisses the Bard by turning his attention back to Jaina. Let me show you how it's done" he says as he lunges at Jaina, but his thrust misses the angry Monk.
Attack roll (Sailor #10): 1d20 + 2 ⇒ (7) + 2 = 9

Unfortunately Percival, if her CMD wasn't 17 you would've hit. The miss chance from 5 feet or less is 20%, from 10 feet or greater it increases to 50%.

With the Rahadoumi Officer Dazed and unable to attack, Jaina and Percival can take their Round 13 actions.

Don't forget the 50% miss chance

Will save: 1d20 + 1 ⇒ (11) + 1 = 12

The sailor in front of Jaina laughs at her attempts to hit him "You got to do better than that, Missy" he says as he sticks his sword into her side for emphasis.
Attack roll: 1d20 + 2 ⇒ (14) + 2 = 16
20% Miss chance: 1d100 ⇒ 75
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

The remaining sailor looks at the spreading red stain on his shirt and at Rhialla in front of him and the pike of the officer at his back. A look of determination crosses his face before he decides to throw himself over the rail and into the sea below, taking his chances in the shark infested waters. As he stands on the rail steeling his nerves for the jump Rhialla's rapier pierces his thigh and his graceful dive turns into a spinning cartwheel as he disappears into the water. A quick glance over the side reveals several fins changing directions, drawn by the splash.

Percival AoO: 1d20 + 5 ⇒ (1) + 5 = 6

Rhialla AoO: 1d20 + 4 ⇒ (12) + 4 = 16
20% miss chance: 1d100 ⇒ 44
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Neela, Randall, and Rhialla are up.

Round 12:
Will save: 1d20 + 1 ⇒ (4) + 1 = 5

As a look of doubt crosses her face the Rahadoumi Officer lunges at Rhialla once again.

Attack roll: 1d20 + 6 ⇒ (15) + 6 = 21
Attack roll (Misfortune re-roll): 1d20 + 6 ⇒ (16) + 6 = 22
50% miss chance: 1d100 ⇒ 4

Fortunately for the Cleric her thrust misses as a wisp of fog comes between the two combatants.

Jaina and Percival are up.

The sailor in front of Jaina jabs at the monk with his sword, but his thrust goes a mile wide.
Attack roll (Sailor #10: 1d20 + 2 ⇒ (1) + 2 = 3

The remaining sailor, in desperation, stabs at Percival narrowly missing the towering fighter.
Attack Roll (Sailor #11): 1d20 + 2 ⇒ (13) + 2 = 15

Neela, Randall, and Rhialla are up.

"Coming through, Squeezebox." Jaina says as she moves by Randall to attack one of the new sailors who just appeared.
Attack roll: 1d20 + 4 ⇒ (1) + 4 = 5
Attack roll: 1d20 + 4 ⇒ (17) + 4 = 21
Miss chance: 1d100 ⇒ 8
Her fists miss their target as she loses sight of him in the fog.

Wanting to wish everyone Happy Holidays and a Joyous New Year.

Yes, it's accurate

Jaina's punch lays the sailor out cold. A relative calm returns to the main deck punctuated by the moans of the wounded and dying sailors around you.
Suddenly from up the stairs appears three more sailors making a break for one of the lifeboats. One of them appears to be a woman wearing a chain shirt and carrying a boarding pike in her hands. Once on deck they head for the port side boat only to draw up short at the sight of Rhialla and Neela

1d20 + 6 ⇒ (19) + 6 = 25

Rahadoumi Officer

Group A:

Rahadoumi Sailors

Group B:

The officer levels her pike and stabs at Rhialla "Get out of my way you pirate b%%*@!" she snarls.
Attack roll: 1d20 + 6 ⇒ (9) + 6 = 15
50% Miss chance: 1d100 ⇒ 26
Her thrust misses the Cleric as she gets lost in the mist.

Jaina and Percival are up

Round #10

As if in response to Neela's question the sounds of renewed fighting breaks out below decks causing several the the Wormwood's crew to rush down the stairs.

20% Miss chance: 1d100 ⇒ 44

Round #9

With the remaining sailor dazed and unable to act everyone can take their round 9 action at any time.

Rhialla, seeing the others taking on the remaining sailor, finds a coil of rope and after cutting a piece off secures the prisoner.

A look of shock crosses the remaining sailor's face as Percival snatches the crossbow from his hand only to be replaced by one of fury as he draws his sword "Die! pirate scum." he snarls as he stabs at Percival.
Attack roll: 1d20 + 2 ⇒ (11) + 2 = 13
Attack roll (Misfortune re-roll): 1d20 + 2 ⇒ (3) + 2 = 5
As he thrusts with his short sword a glint of light off of Percival's belt buckle temporarily blinds him and his attack misses the fighter.

As Neela magics take hold the sailor's face goes blank as he is unable to gather his wits about him.
Will save: 1d20 + 1 ⇒ (9) + 1 = 10
Will save (Misfortune re-roll): 1d20 + 1 ⇒ (14) + 1 = 15

Hey, it worked on one guy (of course he probably would've been clobbered the moment he stood up).

Normally, using Intimidate to influence someone's attitude takes a minute of conversation between the two parties. But given the poor slob's situation (wounded over half his hit points and surrounded while prone) I decided that circumstances warranted an quick decision on his part.
Also, from what I can tell from checking the boards, Intimidate works only on a single target so the remaining sailor would be unaffected.

The downed sailor looks up at Jaina and at the two people looming over him before dropping his sword and begging for mercy. The remaining sailor looks at his shipmate and says something in Osirani that, while you cannot understand the words, you are sure from the tone is some kind of curse before saying to Jaina in heavily accented Common "Bah, you are just going to kill us later anyways." as he continues spanning and loading his crossbow.

Round #8

The sounds of battle begin to diminish as the Wormwood's crew begins to break the resistance of the Rahadoumi sailors. Throughout the swirling fog you can see the last pockets of resistance being overwhelmed and other sailors begin to throw down their weapons and beg for mercy. Some receive it while others do not and are cut down on their knees. For a brief instant you see Captain Harrigan on deck with what you think is a human heart grasped in his hands.

Neela focuses her attention on the sailor furthest away from the group warping the fabric of reality around him. Seeming to sense the sudden shift a look of doubt and confusion crosses his face.
Will save: 1d20 + 1 ⇒ (5) + 1 = 6

Randall successfully wraps his whip around the legs of the seaman nearest himself and with a quick tug manages to trip the man, slamming him to the deck.

Rhialla moves from the aft deck to the downed man on the main deck opposite Percival. Reveling in the battle she stabs at the prone sailor as he tries to put up his hands to block the thrust.
Attack roll: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Attack roll: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
20% miss chance: 1d100 ⇒ 9
Fortunately for him Rhialla's stroke goes wide, missing him by inches.

Round #7 (a)
Before the sailor can strike his victim though he is struck by Jaina
Fortitude save: 1d20 + 3 ⇒ (10) + 3 = 13
And although the punch leaves him seeing stars he continues with his murderous intent until in a flying leap Percival lands a piledriver and drives the man to the deck, unconscious.

Each of the remaining sailors begin to try and stand up on the goop covered deck
Acrobatics check (Sailor #7): 1d20 + 5 ⇒ (9) + 5 = 14
Acrobatics check (Sailor #8): 1d20 + 5 ⇒ (20) + 5 = 25
both manage to regain their feet and step out of the spell's area of effect, drawing their weapons, but not before Percival manages to strike at the man nearest him as he rises to his feet.
Percival's AoO: 1d20 + 5 ⇒ (16) + 5 = 21
Miss chance: 1d100 ⇒ 67
Damage: 1d3 + 3 ⇒ (2) + 3 = 5

Round 6 (b)
Neela's attempt to bestow bad luck upon one of the fleeing sailors fails to find it's mark as he pauses briefly before continuing to untie the launch.

Randall casta spell and the deck underneath two of the sailors becomes coated in slippery grease, causing both of them to lose their footing and fall becoming coated with the slippery substance.

Rhialla focuses her baleful gaze upon the sailor remaining standing and with an imperious voice orders him to kill the fallen sailor nearest him and in a zombie like stupor he draws his sword and turns to strike.
Will save: 1d20 + 1 ⇒ (3) + 1 = 4

No worries. Got things handled.

Neela, since Jaina dropped your original target I changed it to affect another one.

Percival swings his massive fists at the sailor in front of him.
Attack roll #1: 1d20 + 5 ⇒ (11) + 5 = 16
Attack roll (Fortune re-roll): 1d20 + 5 ⇒ (18) + 5 = 23
Miss chance: 1d100 ⇒ 15
Unfortunately a wisp of fog causes him to momentarily lose sight of his opponent, causing him to miss when the Rahadoumi bobs and weaves.

Jaina meanwhile steps over the sleeping sailor and joins Percival in his attack. With the sailor otherwise preoccupied with the Chelaxian he doesn't see Jaina's approaching and is caught unaware when her punch catches him alongside the head, dropping him to the deck unconscious.
Attack roll: 1d20 + 4 ⇒ (11) + 4 = 15
Attack roll (Fortune re-roll): 1d20 + 4 ⇒ (5) + 4 = 9
Miss chance: 1d100 ⇒ 44
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

With the original target of her hex down, Neela turns her gaze to the three sailors across the deck from her. Fixing her gaze directly across from her she unravels the strands of fate and begins to wrap them around her target.
Will save (Sailor #9): 1d20 + 1 ⇒ (18) + 1 = 19
A look of doubt crosses the sailors face before he shakes it off and continues to loosen the ropes holding the launch in place.

There is a trait called Prehensile Whip (I think it's called, I'm on my phone and can't look it up) that allows you to use your whip to wrap around objects and then use it to swing from the rafters ala Indiana Jones.

Round #6

As the battle for the sterncastle begins to wind down three more sailors appear from out of the mist and, like rats deserting a sinking ship, begin to work the mooring lines holding one of ships boats in an effort to release the boat and escape.

As Neela move across to the other ship and rejoins her friends both Randall and Rhialla move to reinforce Jaina and Percival.
As he moves behind Percival Randall lashes out with his whip in an attempt to trip the remaining sailor but unfortunately he misses.

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