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754 posts. Alias of Vanulf Wulfson.


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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.

The startled sailor flinches as Percival's axe passes just inches from his head. Turning to face this new threat he takes a step backwards, placing his back to the stern rail and stabs at the Chelaxian.

Attack roll: 1d20 + 2 ⇒ (4) + 2 = 6

Unfortunately his thrust goes wide and misses Percival by a good country mile.

No problem, that happens. Usually around the holidays I find myself distracted by everything going on.

Jaina's one/two punch lays the smirking sailor out cold on the deck. With a satisfied grin she steps over the unconscious man and sees another body lying on the wooden deck in front of her.

Neela, I'll give you the option of either continuing across the rope or Making a DC:10 Acrobatics check to jump into the Man's Promise's jollyboat, or making a DC:5 Acrobatics check to cross the boarding plank between the two ships.

Round 5

The battle rages on around the ship when suddenly the Man's Promise is rocked by an explosion. There is a momentary lull in combat as everyone seems perplexed until Kipper, Riaris Krine's Gunnery Mate, emerges from below deck his hair and clothing badly singed. With a huge grin he gives everyone around him a thumbs up before dashing off again.

Rhialla fires a bolt of ice at the fleeing sailor, missing him by inches as the icicle lodges itself in the stairways rail where it quickly evaporates in the tropical sun.

Randall casts a magical healing spell on Jania causing some of her wounds to knit themselves closed.

Neela begins to cross between the two ships but is unable to make her way across leaving her dangling precariously over the shark infested waters.

Percival's axe bites deep into the side of the sailor in front of him, causing the wounded man to withdraw to the safety of the sterncastle.
Full round action to Withdraw.

The man on the steps sneers at Jaina before responding in heavily accented Common "The same could be said of you, b!##$." as he takes advantage of the height of the steps to press his attack.
Attack roll: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Miss chance: 1d100 ⇒ 81
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

The Captain, hearing your warnings, spins around to confront the would be assassin cutting him down with one swing. He raises his sword in salute to Jaina and Percival before following his other officers into the Captain's quarters.

Round 4

The breeze begins to tatter the clouds of fog covering the deck allowing you a glimpse of the ongoing action elsewhere on the ship. Knots of sailors move back and forth in pitched battles as others lie wounded or dead. You notice Captain Harrigan and two other of the Wormwood's officers rush across the deck towards the Captain's quarters located below the aft deck.

Perception DC:10:

Unseen by Harrigan and his men a Rahadoumi sailor manages to sneak up on the Captain's unprotected back with his sword drawn.

Neela continues weaving her magics as she steps along the rail steeling her nerves to make the crossing.

Randall lunges forward with his sword but the sailor in front od him deftly sidesteps the Bard's clumsy swing.

Rhialla calls upon her Goddess' power to heal Percival so the fighter can continue his devastation of the opposing crew.

Rhialla murmurs a small prayer to her Goddess as she reaches out and touches Percival's forearm. A rush of healing energy radiates outward from that spot closing some of the wounds that the Fighter has suffered as it passes.
Cure Light Wounds: 1d8 + 2 ⇒ (5) + 2 = 7

Swapping Air Bubble for Cure Light Wounds.

The hapless sailor, his hands clenched over the wound in his abdomen, can only look at Percival as the big man's axe strikes him and he falls at Percival's feet, bleeding out from his wounds.

Jaina's one two combination overwhelms the sailor fighting her as his eyes roll up into his head and he drops to the deck unconscious.

One enemy sailor steps over the body of his fallen comrade in an effort to repel the boarders. His sword drawn he attacks.
Jania 1-3; Randall 4-6): 1d6 ⇒ 4
Attack roll: 1d20 + 2 ⇒ (15) + 2 = 17
Miss chance: 1d100 ⇒ 4
Unfortunately his vision is blocked as a wisp of fog rolls between himself and Randall causing his thrust to go wide, missing the bard by inches.

The remaining sailor thrusts out at Jaina at the bottom of the steps.
Attack roll: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Although the lithe Ifriti manages to avoid the clumsy strike.

Please everyone, don't forget the 20% miss chance on your rolls.


Wanting to wish all our American players a Happy Thanksgiving. Hoping you enjoy the day with your families and friends.

Randall finishes his spell and is disappointed to hear only one muffled thump, as if a body had dropped to the deck somewhere in the mist. Crossing hand over hand he manages to make it across the gap between the two ships without becoming shark food. climbing over the rail he draws his sword and turns to face one the sailors attacking Jaina.

As the sailor facing Percival dodges his swing from the Chelaxian he steps into Rhialla's blade which pierces his abdomen which, from the telltale bile leaking with the blood, must have pierced an intestine as well.

Neela, unwilling to cross the strait between the two ships steps closer to the Wormwood's rail and continues her arcane weaving of fate's strands to aid her friends in their battle.

Me, unfortunately. Been a busy week at work before the holiday weekend.

So what you're saying is that in a large town there is a caster that can only cast 2nd thru 5th level spell( i.e. he's forgotten how to cast 1st level spells)? It stands to reason that if you can cast 2nd level spells you can also cast 1st. Your Wizard doesn't forget how to cast 1st level spells once he reaches 3rd level does he?

I don't see the error. The core rulebook is stating the minimum spell level available, while the GMG is stating the maximum. So in a small town you could reasonably expect to find someone capable of casting 1st-4th level spells but if you wanted a 5th level spell cast then you should go to large city or bigger.

Percival pulls his handaxe from his belt while sidestepping the sailor in front of him to allow his remaining shipmates to board. The Rahadoumi sailor manages to backpedal away from the gleaming blade as it cuts an arc where he was standing moments before.

Jaina lands a solid blow to the other sailor's jaw resulting in a satisfying crunch of bone as she pulverizes the man's jaw. Her follow up punch unfortunately goes wide as a wisp of cloud obscures her vision at the last second.

His jaw a mangled mess, the sailor turns to flee into the fog as his comrades from the sterncastle drop their crossbows and come to join the fray.
Jaina's AoO: 1d20 + 3 ⇒ (3) + 3 = 6

Stepping forward after Percival's clumsy swing the sailor extends his short sword in a lunge that penetrates the burly Chelaxian's armor and leaves a long gash along Percival's ribs..
Attack roll (Sailor #2): 1d20 + 2 ⇒ (17) + 2 = 19
20% miss chance: 1d100 ⇒ 75
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

No sooner does one sailor leave but two more take his place alongside Jaina.
Attack roll (Sailor #3): 1d20 + 2 ⇒ (7) + 2 = 9
Attack roll (Sailor #6): 1d20 + 2 ⇒ (11) + 2 = 13
Although both sailors fail to connect with the Monk.

Jaina, due to the Fog Cloud there's still a 20% miss chance to creatures within 5'.

Round #2:

Although the ship is blanketed in fog, the cover is not complete as the slight wind that brought the two ships together also causes the magical mist to swirl and flow around the combatants offering glimpses of the action elsewhere on the ships. The muffled shouts and screams of the battle echo eerily through the fog causing you to wonder where they are coming from and how the others are fairing.
Percival and Jaina are up.

Jaina's quick reflexes manage to to deflect one of the bolts headed for her while simultaneously twisting herself out of the path of the other so that it only grazes her arm, leaving a slight gash on her bicep.

Meanwhile Neela steps up to the railing and begins moving her hands back and forth, as if weaving invisible strands of yarn in a complex pattern that only she can see.

Randall begins making wild gestures with his arms and chanting arcane phrases as his attention focuses somewhere in the fog where the mizzenmast meets the sterncastle.

Rhialla climbs across the rope linking the two ships like a Spider Monkey and lands on the Man's Promise's deck next to Percival. Once there she takes up a defensive posture like the big fighter's, prepared to be attacked from out of the mist.
She'll go Total Defense like the others until I hear differently.

Rhialla climb check #1: 1d20 ⇒ 19

Rhialla shimmies across the rope between the two ships.


Sorry guys, busy weekend gutting the master bath for remodeling.

As Jaina and Percival step foot on the ship's deck they hear footsteps coming at them from out of the mist. Suddenly two Rahadoumi sailors appear in front of them with swords drawn. Seemingly as shocked as you are at their appearance, they react swiftly enough and swing their weapons at you.

Sailor #1: 1d20 + 2 ⇒ (7) + 2 = 9

Sailor #2: 1d20 + 2 ⇒ (20) + 2 = 22
20% miss chance: 1d100 ⇒ 73
Sailor #2 (confirm critical): 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Despite the swirling fog one of the sailors manages to score Percival across the chest narrowly missing piercing the big fighter's lung.

Their shouts in Osirani bring a hail of crossbow bolts down on our boarders.

Sailor #3: 1d20 + 2 ⇒ (17) + 2 = 19
50% miss chance: 1d100 ⇒ 79
Damage: 1d10 ⇒ 9

Sailor #4: 1d20 + 2 ⇒ (18) + 2 = 20
50% miss chance: 1d100 ⇒ 97
Damage: 1d10 ⇒ 1

Sailor #5: 1d20 + 2 ⇒ (10) + 2 = 12

Sailor #6: 1d20 + 2 ⇒ (5) + 2 = 7

Miraculously two of the bolts manage to find their mark as Jaina is struck twice.

The two ships come alongside each other with a scraping and shattering of wood. Your crewmates, ready and waiting, launch grappling hooks onto the deck of the other ship and secure the lines to the Wormwood's railing lashing the two ships together. Others drop gangplanks across the railings of the two ships while others swarm across lines from the prow of the Wormwood to the prow of the Man's Promise.
1d20 + 3 ⇒ (19) + 3 = 22
Jaina whirls her hook around and around before releasing it in a near perfect arc across the gap between the two afterdecks where it sinks into the other ships railing.
It'a DC:15 Climb check to scurry across the rope to the other ship. You can, if you wish, take 10 on this roll as the deck of the Man's Promise is currently under the effect of a Fog Cloud spell.

Jaina: 1d20 + 2 ⇒ (16) + 2 = 18
Neela: 1d20 + 10 ⇒ (1) + 10 = 11
Percival: 1d20 + 3 ⇒ (18) + 3 = 21
Randall: 1d20 + 2 ⇒ (8) + 2 = 10
Rhialla: 1d20 + 3 ⇒ (1) + 3 = 4

Rahadoumi sailors: 1d20 + 1 ⇒ (11) + 1 = 12

Group A:

Group B:

As the distance between the two ship inexorably closes, Captain Harrigan pays a visit to the galley and orders Neela and Kroop to slaughter six of the pigs on board and dump their carcasses overboard. With blood in the water it isn't very long before you notice the fins of several sharks swimming around the ships.
Riaris Krine, the gunnery master, comes up to you as you gather on the stern deck "Swift, you're in charge of this lot. Your target is the ship's wheel on the aft deck, just below the sterncastle. You're going to grapple over, kill the guards on the sterncastle, take the wheel, and guard the ship's boats. Kill anyone who tries to get away on one of the boats. Don't move from the wheel until the fighting's done or you'll have to answer to me. Oh yeah, as we get close it's going to get foggy so just stick to what I told you to do."
As you approach the other ship you catch sight of it's sternplate with the name "Man's Promise" emblazoned upon it. Once within about 100' of the fleeing merchantman the crew's of the two ships begin exchanging crossbow fire occasionally interrupted by the heavier thwump from the pair of ballistas on the sterncastle.
Suddenly a bank of fog appears on the water, engulfing the other ship as you see Peppery Longfarthing, the ship's sailing master, standing amid ship gesturing wildly.

You have four rounds to cast any spells you wish to. Also anyone who wishes to can get issued a weapon from the ship's stores.

You recognize the ship as a Rahadoumi merchantman, far too slow to outrun the Wormwood.

You can find all manner of improvised weapons from a marlinspike to use as a dagger to a belaying pin as a club.

Percival, you also forgot your +1 skill point for being human

You have all night to get ready

Percival, the average for a d10 is 5.5 rounding up would make it a six. So give yourself an extra hit point.

Ding! level 2
Everyone please level up your character before we proceed and post the changes here so I can input them into Herolab.
Hit points: Roll for hit points (average rounded up minimum).

The night passes with either Fipps, Maheem, or Syl Lonegan keeping watch over the hotbox with Randall inside. Eventually you make your way below decks to sleep for the night.
After a fitful nights sleep you make your way on deck for your days assignments. You all find it hard to concentrate on the tasks at hand as your gaze keeps slipping over to the iron box baking in the sun.
Shortly after mid day everyone is startled by a shout from the lookout "Sail, ho!"
Shading your eyes from the sun you look out over the horizon but are unable to see anything against the glare. Plugg makes his way tot eh forecastle with a spyglass in hand. Captain Harrigan emerges from his cabin and makes his way to the prow. Taking the glass from Plugg's hand and looking out he smiles a feral grin "Hard to starboard and give chase!" he yells to the ship's pilot. Turning to Plugg he says "I want all hands on deck and prepared for action. ALL HANDS, do you understand me? I want that man out of the box and ready to go. We are going to catch that ship, board her, and take her and I need all available hands to do that." Mr. Plugg begins to stammer a protest but is cut off sharply by the Captain "That's an order, Mr.Plugg!"
Reluctantly Plugg nods his assent and orders Scourge to release the prisoner. A shaking and sweating Randall slumps to the deck after being released and Scourge orders you to get him some food and water and see that he is ready for action.
The rest of that day and evening is spent in pursuit of the fleeing vessel and as dawn breaks on the next day you can see that less than a half mile separates the two ships.

Ready for action!

Sandara hearing her name wanders over to the group. She catches Rhialla's statement and with a note of concern she says "What back? There's not going to be much to watch over once they get done keelhauling him"

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