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GM Wulfson's page

636 posts. Alias of Vanulf Wulfson.


1 to 50 of 636 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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

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.

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.

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."

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.


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

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.

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."

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.

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.

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).

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.

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.

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.

Jaina, it's been 5 days since the reefclaw attack, so any damage should be healed by now. Otherwise Randall or Sandara would have cured you by now.

Percival, if you want to use the Aid another to help someone complete their task the you can go ahead and do that, but you will suffer a -2 penalty to your own task. Same as if you had shirked your own responsibilities.

Yes please. Everybody please roll your tasks for day 13. I was just telling the new player's which set of tasks to use but it looks like one of them managed to score the late, lamented, Xiakon's job as Cook's Mate.

Sense Motive: 1d20 + 6 ⇒ (20) + 6 = 26

Scourge looks at Neela askance and let's out a hearty laugh "Nice try, dearie. But you can't do any worse then Ol' Fishguts. Get down to the galley and get to work, and tonight's meal better be good or else I'll stripe your hide for lying to me."

Day 13:
Heat wave: Save DC's against Fatigue increased by +2

Shortly after sunrise the cool tradewinds begin to die down and as the sun climbs higher into the sky it begins to beat down upon the sea like a hammer on an anvil. The sun and heat combine to make already arduous tasks even more difficult.
You blink as you emerge from the relatively coolness of below deck. Lining up for today's tasks Master Scourge stops in front of Neela and Rhialla and grins "You two will be working for me. Now grab a bucket and mop and get to work," he pats the whip at his belt "or else." he adds.
Rhialla and Neela roll 1d6 on the Swab Tasks list on the Campaign tab.

No problem, missy. I was glad to get rid of it." Grok tells you earnestly "When your friend, Randall, told me it may be haunted I didn't want it around me anymore. I don't truck with ghosts and things like that. No way, no how." she smiles a crooked smile at Jaina and gives her a half cocked look "Now what else can I do for you?" she asks.

On second thought (and checking other threads) I think I'll allow it. Doing so would reduce it to sugar water but you would draw attention to yourself doing it.

I don't think that would work. While alcohol is a drug, it's not a toxin or poison per se.

Regarding the rum ration. Imbibing the rum requires a DC:5 Fortitude save to avoid addiction to it. Once addicted you must avoid taking the rum for at least two days and make two consecutive saves to kick the habit. Dumping the rum requires a DC:10 Stealth or Sleight of Hand check (you can do a 'Take 10' as long as you do not have a negative Dex modifier or someone can use an 'aid another' action) to avoid notice. Getting caught avoiding the rum ration will result in a punishment of six lashes for the first offense or six lashes with the cat o' nine tails for the second offense.

Regarding influencing NPCs. Using the link at the top of the thread takes you to a spreadsheet with the current attitudes of all the NPCs aboard the Wormwood.
Take the current DC based on it's current attitude and add or subtract their DC modifier to come up with your target DC. If you meet or exceed this number you can shift that character's attitude by one step. For every 5 points you you exceed your target number you can shift that character's attitude by one additional step (you can only shift a character's attitude by 2 steps this way).
If an NPC doesn't have a influence score (i.e. the captain and most of the officers) they are considered uninfluenceable.

Percival and Randall return topside letting Neela and Rhialla settle in and get some rest. It seems like the pair have just closed their eyes when they are shaken awake by a pair of sailors, not the ones who escorted them down. One, a swarthy Vudrani, gives them a gapped tooth grin and says "Wakey, Wakey. Time for dinner." while the other, a silent half orc, stands nearby,
As your served the evening meal of what you assume is fish stew a tall lanky female half orc begins making the rounds on deck handing out mugs of rum to the crew. As she hands out the drinks to Neela and Rhialla she tells them "Drink up, ladies. You don't want to entertain the wrath of Master Scourge now, do ya'"
After the rum ration has been handed out Cutthroat Grok returns on deck with a sailcloth wrapped bundle in her arms. She searches out Percival and drops the bundle at his feet "You gear, sweetie. Just as the Cap'n ordered."
As if summoned by the mention of his name, Captain Harrigan emerges from his cabin and proceeds to mount the stairs to the stern deck followed by Mister Plugg. As the noise of the sailors quiets Captain Harrigan's voice booms out "I understand we have two new crew members aboard. Welcome aboard, ladies this is the first and last time I'll be addressing you. I don't care about your grievances, any problems you may have you can take them up with Mister Plugg here, got it! The Wormwood is no pleasure yacht, she's a working ship and if you don't intend to work for your passage let Mr, Plugg know and he can send you back overboard on your raft to be on your way. The sea can be almost as harsh as I can so work hard and you'll be left in peace, don't and you'll feel the lash."
With that the captain retreats down the stairs and back into his cabin, leaving Plugg to glare out over the crew.

Can I get everyone's evening actions, please.

After being hauled aboard the ship Neela and Rhialla are greeted by a crowd of sailors and some catcalls from within the crowd. Suddenly a voice booms across the deck "Make room, make room. Damn you lot let me through." Habbly Quarne, the ship's surgeon and carpenter, shoulders his way through the men.
Examining the women, Habbly turns to Mister Plugg and tells him "They seem fit enough, quite well in fact for having been adrift for so long, although they seem to be suffering from exposure. Give them a days rest and they should be right as rain." with that he heads back below decks.
Plugg tells Master Scourge to detail a couple of people to take the ladies below and get them settled in "After all, we could use the extra hands." he tells him before resuming his duties on the foredeck. Scourge points to Percival and Randall "Oy, Your Lordship and Romeo, takes these two below deck and let them get some rest. They can use your bunks, you won't be needing them for a while." he smiles a nasty, crooked smile.

Looking over your equipment, here is what you're carrying with you.

Neela- Hot Weather Outfit , Anchor Feather Token, Dull Gray Ioun Stone, Dagger, Spell Component Pouch, Belt pouch, any remaining coinage.

Rhialla- Leather armor, Rapier, Belt pouch, Spell component pouch, Holy symbol, any left over coins.

The new recruits are up!

Day 12:

Neela and Rhialla:

It's been four days since the Windchaser sank in that terrible storm. Out of the entire crews complement you are the only two, that you know of, to survive. Clinging to what was once a hatch` the two of you have drifted far from the wreck surviving on Rhialla's ability to call upon Besmara to deliver fresh water and the occasional fish that approached to closely out of curiosity.
Four hellish days drifting under the hot sun has taken it's toll on you (You are both Exhausted and will be until you get some rest). Staring across the water you spot what you think are sails against the horizon. "No it can't be, it must be the reflection of the sun off the water". You focus your gaze. "It IS", it's a ship sailing far outside the sea lanes. "What's it doing here?" You don't care. Summoning up your last ounce of strength you stand precariously on the wooden door and begin waving your arms to draw attention all the while praying that they see you.
You realize they have as the ship alters course and begins heading in your direction. Interminable minutes pass until the ship draws next to you and a rope is lowered.

As the sun begins to rise Jaina, Percival, and Randall make their way on deck to begin another day of drudgery and toil.
Everyone roll your ship's tasks
Shortly into your shift, however, you are distracted by shouts from the crowsnest as the lookout points off into the distance. Roused by the shouts Mr Plugg mounts the steps to the foredeck and removes a looking glass from his belt. Placing the spyglass to his eye he mutters "By Besmara's britches, there are two people out there." Ordering the helmsman to change course the ship slowly approaches the hapless souls.
Minutes pass, 10, 20, 30, until finally the ship pulls alongside the makeshift raft and with a shout of "Ahoy, there!" Master Scourge tosses a rope over the side.

Yes, please, both of you purchase all your starting gear now.

As long as you can purchase them with your starting cash.

Purchase your starting gear as if nothing untoward was going to happen (i.e as if you intended to use it all). Then pick two items to have on your person when your ship went down.

Welcome, all.
I'm going to be rather busy this afternoon so I probably won't be able to get a proper introduction for the new players until tomorrow afternoon or evening.

I've modified the rum ration a little bit to make it a little less deadly. it now deals 1d3-1 Con damage as opposed to 1d2, so there's a chance you won't take any damage.

That night, after a meal that even an inebriated Kroop couldn't mess up, Cutthroat Grok is passing out the evening rum ration when someone shouts "Attention on deck!" as the Captain himself, the first time you've seen him in over a week, walks among the crew with Plugg at his heels making his way over to where you are gathered. "I understand that we have you lot to thank for this fine meal, eh."
1d3 ⇒ 1
He grabs Percival by the shoulder with an iron grip "Perhaps we should send you out on all our fishing expeditions?" his laugh rumbles in his great barrel chest as Plugg's laugh seems more like a squeak than anything else, and there is definitely no humor in it. A fine hunter like you shouldn't have to use his bare hands. Cutthroat, see to it that this man has his gear returned to him in the morning." With that he turns and strides across the deck back to his cabin with Plugg trying to catch up only to be stopped short when the Captain slams the door, leaving the red faced first mate outside.

Can I get your evening actions?

Percival Strength damage: 1d2 ⇒ 2

As you climb back on deck Mister Plugg looks at your haul and especially at the two reefclaws stuffed into the pots and nods admirably at you "Looks like there's going to be some good eating tonight." he says as he has two other crewman take the pots down to the galley.

Master Scourge looks out over the ocean and asks "Where is the scrawny one? At Percival's explanation of events, Scourge guffaws "Good riddance to bad rubbish. Always giving me the creeps he was, the way he snuck around in the shadows." He looks at the three of you and smiles a nasty smile "Looks like we're a man down and someones gonna have to take up the slack, now ain't they?" with that he spits on the deck and turns to catch up with Mister Plugg, like some dog coming to heel.

I'm just going to sum up the battle here so that we can get moving as soon as the others join.

After a minutes of continued combat back and forth our intrepid heroes manage to defeat the reefclaws, despite some minor scrapes and bruises (everyone take an additional 3 points of damage and make another DC:13 Fortitude save).

Knowledge (nature): DC 12:

Reefclaw meat is considered a delicacy in many cities, although many more discerning people argue that consumption of reefclaw is immoral, as these creatures are far from unintelligent. These arguments typically fall on deaf ears-enough so that reefclaw fishing remains a profitable, if dangerous, career.

Your respite is short lived though, as a heretofore unseen reefclaw grabs Radval by the ankle and pulls him under. Before anyone can react he disappears beneath the waves never to be seen again. Despite frequent dives you are unable to find neither hide nor hair of the hapless Sorcerer, although you do find a partially coral encrusted skeleton buried under a reef ledge. A search of the corpse turns up water logged and ruined suit of leather armor, and a finely crafted dagger that has somehow resisted corrosion despite being submerged in salt water for years. Also scattered among the coral are several tarnished gold coins and after several dives you are able to recover 18 of them before realizing more dives would be fruitless.

The two reefclaws are enough two fill one crab pot each and the rest of you are able to fill your remaining pots in peace before returning to the ship.

As has been suggested earlier I would add at least 50% more of the unnamed monsters i.e. 4 becomes 6, etc...
With solo monsters add, at least, the Advanced template or consider giving them full hit points (or both).
For NPC's with class levels try adding another level or two.

You could treat them as cohorts and say that they are at least two levels below the PC's.

1 person marked this as a favorite.

Doh! How'd I miss that?

I'm a little confused as to the lift in the hospice. The lift from the ground floor to the second is a 5x5 square, which means it would take a couple of trips for the party to use it to get upstairs. Similarly when you take it down to the temple level it mysteriously becomes a 10x10 elevator.

I was waiting for everyone to check in here before continuing. It looks like everyone has at least visited the Rol20 site, at least.

Liz Courts wrote:
Zaister wrote:
I noticed a small glitch: on the "Pathfinder Adventures" page, the Pathfinder Adventure Path product line is represented by a Pathfinder Adventure Card Game expansion box.
Fixed! (Not really a glitch, but one of our bots was trying to be smart... >.> )

Aww, man. I was in the market for a new car and what could be better than an Adventure Car?

Yeah, I was afraid of that, That was the image I was getting on my Desktop. Funny how my laptop shows the complete images, though.

Sorry for the delay, everyone. Last week was incredibly busy at work and I barely had time for lunch let alone posting. I'm going to move this game over to a new thread for convenience sake.
If everybody who's still interested please move on over to
Skull and Shackles: Red Sky at Morning PbP Gameplay Thread
Skull and Shackles: Red Sky at Morning PbP Gameplay Thread
We can get re-started as soon as everyone checks in.

Welcome all.

Welcome, all.
Can someone please check the Roll 20 link above. When I log in with my laptop all the maps on the first page are there, but when I log in with my Desktop the first and third map don't show up. Can someone else let me know if all the maps are visible.

"Oh no you won't" the woman shouts at Percival before she taks a swing at his face.
Attack roll: 1d20 + 3 ⇒ (5) + 3 = 8
Her punch misses as the fighter continues to bob and weave, setting herself up for Percival counterpunch.
AoO: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d3 + 3 ⇒ (3) + 3 = 6
Knocking her to floor unconscious.

Japes, the half orc, with all traces of fighting gone begins to get up off the floor holding his hands out in front of him in surrender.

Here endeth the fight.

No, you hit. Just forgot to write it up in the end of round summary.

Boldwin, dazed by Fipps's pinch, swings at the fat man and misses. Fipps emboldened by the others watching the fight growls "That's right fellas. You stay right there and watch and learn. We don't like you none and the sooner you learn what your place is the better"
Intimidate: 1d20 + 4 ⇒ (12) + 4 = 16

As Juandiced Japes attempts to run down young Sh'torek he is blindsided by Dhugal who tackles him to the ground.
It will require another successful maneuver check to pin him.
As the two begin to roll across the deck Japes attempts to bring his knee up into Dhugal's groin but only manages to strike the outside of his thigh.
Attack roll: 1d20 + 3 ⇒ (1) + 3 = 4

Maheem shrieks in pain as Ambrose's spell strikes him square in the chest. Hissing in pain Maheem shouts to the woman behind him "Aretta, deal with the devil spawned Wizard while I take care of this one" indicating Boldwin in front of him.
Attack roll: 1d20 + 3 ⇒ (11) + 3 = 14
Who manages to duck underneath the Rhadoumi's wild haymakerand comes up under the swing to riposte the attack.
AoO: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d3 + 4 ⇒ (2) + 4 = 6
Landing a solid blow that seemed to come all the way from the deck to strike his attacker square on the jaw amid the sound of breaking bone, causing Maheem to see stars.
Maheem is currently staggered.

The woman, Aretta, heeding Maheem's advice begins to circle around the melee to approach Ambrose.
Double move to engage Ambrose.

Well, apparently that decides that. blackaeon won't be coming back. As Javell has stated I do not want to run the two campaigns permanently. I am willing to keep things going until both groups can find replacement GM's though.
I would prefer it if you could put out a call for a replacement GM for this campaign and I will do the same for the other, though.

Radval, firing into melee without Precise Shot will incur a -4 penalty to your attack roll. Not that that would make difference with that roll.

Round #3:

Jaundiced Japes, the half-orc, begins to get up from the floor until he hears Randall's whispered warning and seeing the wild look in Jaina's eyes thinks better about it and stays prone on the floor.

Jaina's punch catches Slippery Syl square on the jaw accompanied by the sound of breaking bone. Randall's attempt to trip the woman go unnoticed by the two battling women. Radval attempts to distract Jaina's opponent also go unheeded as the two women remained focused on each other. Wiggling her jaw to make sure it's not broken, Syl spits out a cracked tooth before hissing in fury "You're going to pay for that, b~%~@." as she strikes back at the Ifriti woman
Unarmed Strike: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Unfortunately her wild swing leaves her open to Jaina's counter punch
AoO: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
which sprawls her out on the deck unconscious.

As Percival steps over the unconscious body of the loudmouthed Fipps Chumlett to engage the woman fighting Xiakon, the Tengu attempts to land a punch in the woman's midsection just as she turns to face the approaching Chelaxian causing his strike to miss its target. Expressing his regrets Percival lands a solid blow to the woman's shoulder spinning her to face him.
Attack roll: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Aretta brings a knee up to connect with Percival's inner thigh, missing the family jewels by a hairsbreadth. All trace of regret vanishes as he responds by punching the woman in the solar plexus.
AoO: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d3 + 3 ⇒ (1) + 3 = 4
Causing the air to rush from from her lungs.

Oops, looks like I forgot to set the token permissions. Everybody should be able to move their own tokens now.

Roll 20 link

Map link is up. please check your token's location and move it wherever you would like.

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