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GM Klothar's Skull & Shackles SOLO Game

Game Master bsongy

**** Closed Game for One PC ****


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Lantern Lodge

A foolish cleric of Besmara thinks himself safe, traveling alone, frequenting the bars of the shackles, making his living telling tales of piratry. What will happen when it's no longer a story?

**** Closed Game for One PC ****


Male Human Cleric 4

Septa walks slowly up to the maid and monitors the goings on for five minutes, attempting to discern what type of tavern the 'Formidably Maid' might be. After making up his mind he walks in and sits where the majority of people might be able to hear him and places a few coppers on the bar and points at one of the barrels of tapped ales.

He takes off his hat and puts it on the seat next to him, placing one of the coppers in it.

He begins a story with a voice that about a quarter of the people could hear him, planning on scaling his voice depending on those listining:

"The Palatine gleamed in the sunlight as she set out with a full crew, a long list of passengers, and a hull full of merchandise for the port of . . . ."


Male Human Cleric 4

Septa is wearing his best tunic of white linen with red facing on the keyhole. sleeves and hem made by an old lover. Brown cotton pants and low leather boots with a hard bottom for walking. A natural brown leather belt with a brass tonged buckle, and a small ringed gold chain around his neck and two silver rings on each middle finger.

His gear is in a canvas bag at his feet. the sword on top easily grabbed.

Lantern Lodge

Septa does well with his storytelling at the Formidably Maid tavern, in Port Peril.

In fact, he manages to make ....

1d4 ⇒ 1 silver pieces and a large glass of cheap spiced rum,

... as tips.

As Septa continues the performance, he notices an unusual, comfortable drowsiness settle over him.

When he begins to forget where he was in the tale and his has taken on an involuntary slur, his clouded mind comes to a realization that something is wrong.

Septa manages to take two steps,before he collapses.

A fuzzy, warm darkness surrounds Septa.

Lantern Lodge

Regaining some amount of consciousness, Septa is greeted with a pounding headache, the sickly taste of cheap spiced rum still lingering in his mouth, a rhythmic creaking noise,and a hard wooden floor pressing against his cheek, a floor that sways as if he is still drunk.

He looks around to find himself, along with four others, sprawled on the floor of a large, windowless room.


Male Human Cleric 4

*Where am I* Septa looks around for some form of light and attempt to discern where he is.

Lantern Lodge

Before Septa finds a lamp, he hears a storm of booted feet throwing open a hatch and running down a staircase at the far end of the room.

From the bottom of the staircase, seven men walk towards you. Six of the men wield saps while the man in front wields a whip.

The man in front wears a long pirate jacket, a scruffy beard and mustache accenting his scowl, a hand ax stuck through his belt.

"Still abed with the sun over the yardarm? On your feet, ye filthy swabs! Get up on deck and report for duty before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" screams the man with the whip.

"Good sir! There has..."begins a male gnome, dressed in flamboyant purple silks, before the whip sparks a cry of pain from the gnome.

Two of the man with saps grab the gnome and shove him towards the staircase.


Male Human Cleric 4

Septa "Groan" 's a bit pushing himself up push up style with knees bent. *Okay I am on a ship, I been grabbed, what am I wearing. What do I have with me?* Septa makes slow but steady progress to standing up.

Septa will put dodge if attacked with the whip for moving to slow and then move just a bit faster

Lantern Lodge

Septa looks around, trying to find his bag, but finds no sign of it. In fact he finds his purse empty and turned inside out, and his silver Besmaran skull & crossed bone holy symbol is missing. He does have his armor, clothes and boots, however -- whatever

"Give him a bit of encouragement" says the man with the whip, who is currently busy 'encouraging' a tall lanky man, with a blue bandana on his head.

"Ay, Master Scourge" replies one of the other men,swinging a sap at Septa.

Spoiler:
1d20 + 3 ⇒ (9) + 3 = 12 vs AC17

Lantern Lodge

The man misses Septa, but gestures towards the staircase. Based upon the angle of the walls and the three large masts that extend through this deck, Septa surmises that he is on a Orlop Deck -- that is, a deck below the waterline -- of a large ship, with the staircase in the bow.

He also notes a smattering of hammocks and trunks in the darkness beyond the light of the lanterns.


Male Human Cleric 4

Septa takes the sap on his back below where the shoulder and arm intersect, the hanging mail takes the blow, Septa stands and nods to the man with the sap and starts towards the stairs.

He attempts to take in the others that have woken with him.
The Gnome and man with the Blue bandanna and any others.

"Besmara awaits you and I" just a bit louder than under his breath. Mostly to sap man, but not specifically as he takes the first step.

Lantern Lodge

The flamboyantly dressed gnome is already up the staircase. A dwarf in brown robes is following him.

Behind you, the tall thin man with the blue bandanna is staggering towards the staircase under as series of lashes from Master Scourge.

A female halfling in leather armor, who responded to the orders with some chosen foul language, received the attention of four men with saps, falling to the deck unconscious, and is now being dragged towards the staircase by her heels.

At the top of the staircase, Septa sees the gun Deck, a large open space, closed hatches lining the starboard and port sides,almost every square foot covered by cannons unlimbered for transport and at the very aft, several doors.

Two men with saps stand on the Gun Deck gesturing for Septa to continue up the stairs.

Lantern Lodge

[spoiler=need some rolls]

Need a ...

Perception check
Intelligence scheck

[/spoler]


Male Human Cleric 4

As Septa reaches the top of the stairs he shades his eyes at the light, taking a short time to attempt to conclude which direction they are heading and the speed over land by the sun and direction of waves and wind.

Prof: Sailor:1d20 + 8 ⇒ (18) + 8 = 26
Perception:1d20 + 4 ⇒ (15) + 4 = 19
Int:1d20 + 2 ⇒ (10) + 2 = 12

Septa rubs his necks where the black and red tattoo for Besmara is, making sure a couple of the crew can see it.

Seeing that there are five that have been pressed, Septa looks at the rest of the crew and tries to get an idea of how short they are.

Septa stands where he is told.

Lantern Lodge

Coming to the top of the second set of stairs, Septa finds himself in a small cabin, a cabin under the foredeck, the cabin apparently set for five very slovenly officers.

Septa is directed out through two doors and finds himself on the main deck, between the fore and poop decks.

The five new crew members, including the unconscious halfling, along with an additional attractive human female in a leather bustier and tricorne hat, are all corralled near the main mast.

Fourteen crew members are spread about on the main deck and in the rigging above.

A cluster of people stand on the poop deck, keeping to the aft portion where they are difficult to see.

Septa sees a brown smudge on the horizon to the south, astern and port. From this, the position of the sun and the direction of the wind, Septa can surmise that the ship is headed North-North-West, he has been asleep for more than a day and that this ship is probably twelve to fifteen miles from shore. He knows that Port Peril lays on the south coast of a Jeopardy Bay.

The man with the whip, Master Scourge, walks up the stairs to the poop deck, says something and then returns back to the main deck.

Two men walk up to the railing of the poop deck.. One is a broad muscular Garundi man with a shaven head, long beard bound with gold rings and an eye patch. The other is a younger, balding man with a long ponytail, wearing a long coat and carrying a well used cat-o-nine-tails.

The Garundi man speaks:

"Glad you could join us at last! Welcome to the Wormwood! My thanks for 'volunteering' to join my crew. I'm Barnabas Harrigan. That's Captain Barnabas Harrigan to you, not that you'll ever need to address me. I have only one rule -- don't speak to me. I like talk, but I don't like your talk. Follow that rule and we'll get along fine."

"Oh, and one more thing. Even with you new recruits, we're still short-handed, and I aim to keep what crew I have. There'll be a keehaulin' for anyone caught killin' anyone. Mr Plugg! If you you'd be so kind as to make pirates out of these landlubbers, it'll save me having to put them in the sweat box for a year and a day before I make pies out of 'em."

"Aye, sir" says the younger balding man, Mr Plugg.

Captain Harrigan walks aftward on the poop deck, out of sight. Mr Plugg comes down the stairs to the main deck, walks up to each of the six clustered around the main mast, staring each on in the eye in turn.

Lantern Lodge

Septa's tongue runs his tongue along his teeth and realizes where he tasted the oily nutmeg taste before -- the spiced rum that was bought for him in the Formidibly Maid. He also recalls the face of the man who bought it -- Master Scourge!

While Mr Plugg sizes up the new recruits,Master Scourge glares at the human female in the tricorne hat. A crew member whispers something to Master Scourge and he responds "She'd be a sweet treat, willing or un willing."

The woman hears this and reddens, but says nothing, turning her back to Mr Scourge. In turning, she faces Septa, and seeing his tattoo, she makes eye contact and raise an eyebrow.

Before Septa can react to her, Mr Plugg comes up and stares him in the eye.

Taking a step back, Mr Plugg yells "Who would like to play a little game?"


Male Human Cleric 4

As Mr. Plugg passes Septa, he will meet his eyes and strech his neck so he can see his obvious decoration of Besmara.

He will watch the other 'pressed' as best he can with out moving his face to access who they are.


Male Human Cleric 4

Septa stands waiting for the charade to finish. *Game indeed*

Lantern Lodge

The Captain comes down and enters his cabin under the poop deck.

Mr Plugg shouts "I have a need for one and only one rigger. The other officers, human men and women, a female gnome and a female half-orc, lounge on the poop deck watching the happenings on the main deck.

Mr Plugg repeats "Who would like to play a game? Eh?"

No one else answers, but the crew members chuckle.

"Wake 'er up" Master Scourge says, gesturing towards the unconscious halfling. After the rough ministrations by several crew members, and a bucket of sea water poured over her head, she rouses and stands.

Seeing her on her feet, Mr Plugg continues "I need one -- and only one -- rigger. Whoever get's to the crows nest first get's the job."

He looks around at the new crewmembers.

"What are you waiting for?"

Before new crew can do anything, several thugs begin beating them with saps. Master Scourge, aims his whip for Septa.

Spoiler:

1d20 + 6 ⇒ (18) + 6 = 24 vs AC17

Lantern Lodge

Master Scourge's whip digs into Septas left forearm.

Spoiler:

1d3 + 2 ⇒ (2) + 2 = 4 nonlethal damage


Male Human Cleric 4

Septa twists in a attempt to soften the blow, but it lands soundly on his shoulder and arm.

Thwack. . .

Knowing what they want, Septa turns and begins climbing up the rigging, attempting to hide his skill as a seaman, and just climb hand over hand with 3 points of contact on the ropes instead of two.

He tries to climb next to the woozy hobbit, in case she needs a hand.

Climb:1d20 - 4 ⇒ (19) - 4 = 15

Lantern Lodge

The climb...

Spoiler:

Your action?

It is a DC10 climb check for Septa to move 10' up the mast

please make one check at a time

After receiving their sap and whip blows, the female halfling falls unconscious again, the dwarf fails at his attempt to climb the mast and receives several more sap blows,
the foppish gnome moves 5' up the mast, the woman with the tricorne hat and the man with the blue bandanna move 10' up the mast.


Male Human Cleric 4

My first roll was a 15

Seeing he is staying even with the two humans, he does his best again to not show his skill and let the two of them gain on him:

Climb:1d20 - 4 ⇒ (8) - 4 = 4

Lantern Lodge

Spoiler:

please use the dice function

Septa scrambles up the first 10' feet, but he is unable to wrap his hand around a rope on the first spar, and falls back to the deck.

Spoiler:

1d6 ⇒ 6 lethal damage

Make a bluff check

Your action?

The dwarf struggles in a futile manner but does not budge. A sap blow to the back of his head renders him unconscious, and he falls next to the halfling. The lady in the tricorne falls, blooding her nose when she hits the deck, but immediatleyt springs back to climbing the mast. The foppish gnome makes further progress to 10' above the deck and the man in the blue bandanna rise to 20' above the deck.

Lantern Lodge

Septa passes out when his head hits a cleat as he falls from the main mast.

A few minutes of blissful peace is suddenly interrupted when a warm bucket of sea water is dumped over his head.

Blood flows down his forehead from the wound.

Spoiler:

he knows has 6 pts of lethal damage and 1 pt of non-lethal damage.

Mr Pugg shouts "We have a winner!" pointing to the man in the blue bandanna, standing in the crow's nest. Around the bottom of th emast, all of the other new crew members are nursing various wounds.

A obese, dirty man in dirtioer apron is talkning to Mr Pugg.


Male Human Cleric 4

Septa smiles at the woman taking the chance to make eye contact with the woman and if he has a chance says to her under his breath.
"Besmara will take you and I, we should watch each others backs, if thats alright."

Lantern Lodge

Spoiler:

still need a bluff check

The woman nods and turns her, left shoulder to you, where there is a tatoo of a galleon with skull figurehead, a common depiction of the Seawraith the supernatural ship & servant of Besmara. After making sure you had a good look at it, the woman turns and gives you a quick wink.

Across the deck, Master Scourge glares at you.

Meanwhile, finished talking, Mr Pugg yells towarsd the new crewmembers "Fishguts is needin' a new cook's mate. Which of ye' nows their way around a kitchen?"

Action?


Male Human Cleric 4

Septa knows the cooks mate gets no sleep, serving everymeal to every shift and serving the fancy meal to the officer and on call all day, he would rather swab the decks.

He stands there, a blank look on his face.

Sorry I missed the bluff check

1d20 + 2 ⇒ (5) + 2 = 7

Lantern Lodge

Mr Pugg asks again "Who knows how to cook? Eh."

With no answers, Mr Pugg suddenly turns and addresses the female Halfling "You look to have a fair amount of flesh on dem' bones. You're cook's mate now. Follow Fishguits there and he'll show you your duties."

The bruised and dejected halfling follows Fishguts below deck.

"For the rest of ya', ye be swabs. Master Scourge take control of these lots and get 'em to work!"

"Ay, Mr Pugg!" responds Master Scourge.

Mr Pugg turns and heads towards the foredeck, but stops, turns and jabs a finger at Septa. "Master Scourge, that one gave half effort at the mast climb. It'll be three lashes of the cat at the bloody hour!"

Mr Pugg walks on, while Master Scourge turns to face Septa. With a smnile he says "Aye, Mr Pugg. It'll be my pleasure."

Spoiler:

the three lashes is a result of not trying to keep up with the leaders and failing a bluff check to hide the fact

actions before duties?

Septa's head wound continues to bleed while Master Scourge hands out duties.

Throwing Septa a sandstone holy stone he says "And you will be swabbing the deck, where I can keep my eye on ya'."

The lady in the tricorne hat, the foppish gnome and three other crew members are assigned with Septa to swab the deck.

Spoiler:

actions?

You can work diligently, try to meet and make friends with someone working on the main deck with you, sneak to a different part of the ship when Master Scourge isn't looking, during a break go down to the pursers office on the gun deck or shirk your duties and do something else.

You are kept busy enough that you can only find time to do one.

Also note that Septa is still severely injured.


Male Human Cleric 4

"I was never a rigger Mr. Pugg, don't have the shouders or calves for it. I was always a crewman, under Capn' Marris."

[ooc] Diplomacy check to attempt to lighten Mr's Puggs mood toward me.

Diplo: 1d20 + 8 ⇒ (16) + 8 = 24

Septa will take the stone and smile and get down to business, taking a moment to cast a cure light on himself when he thinks he can get away with it.

CLW 1d8 + 1 ⇒ (2) + 1 = 3

Septa will move around the deck, making friends with the other 'pressed' crewmen through winks and nods. When he has a moment with a break he will chat with the lady in the tricorn and introduce himself.

Septa wants to work hard enough to show Mr. Pugg he does work, but not heard enough to wear him out, its going to be a long trip.

Lantern Lodge

Mr Pugg looks back, then turns away without saying anything.

Master Scourge raises his whip "Mr Pugg doesn't talk with the likes of you! Get to work and work smart or it'll be six lashes at the bloody hour!"

He swings at you with the butt end of a hawser

Spoiler:

Your effort with Mr Pugg seemed to be an excellent attempt, but he seemed immune to your diplomatic overtures.

Mr Scourges hit
1d20 - 4171 ⇒ (13) - 4171 = -4158

Septa quietly whispers the memorized prayer for healing from Besmara, and the wound on his forehead closes just a bit.

From the side, a feminine voice repeats the very same prayer.

CLW 1d8 + 1 ⇒ (4) + 1 = 5

"Sandara Quinn. I too serve the Pirate Queen." says the Lady in the Tricorne.

Both of you sweat and struggle while continuing to scrub the deck with the limestone blocks. You are unsure if you are going to make it to the end of the day.

Spoiler:

I need a strength or constitution check (your choice) vs Dc10 for the effects of the hard work


Male Human Cleric 4

As I said before I want to shirk my duties a bit just enough to make sure I won't get worn out. I will plus a +2 to the roll

Septa will tell Sandra where he is from and what he does. Ask her if she knows where we are going and what the intentions are.

Septa also wants to make friends as much as possible with the other swabs, introducing himself under his breath and asking for their names and what they do.

Diplomacy1d20 + 8 ⇒ (18) + 8 = 26

Hard work save 1d20 + 2 ⇒ (16) + 2 = 18


Male Human Cleric 4

Sometime during the day when Master Scourge is close and watching me I will attempt to chat with him. "How long did it take him to get this position on a ship, how long has he been with the Captain . . . " If he is opne I will start a story about someone that has his same or similar position on a ship.
Et cetera.

Diplo:1d20 + 7 ⇒ (18) + 7 = 25

Lantern Lodge

Septa learns the names of the other swabs:

First their is the foppish gnome: "I am Conchobhar Turlach Shortstone, entertainer, professional gambler, bravo and renown man about town, you lazy ragamuffin! For what reason does a addled ruffian such as yourself address such a noble personage as myself? Begone!"

A female gnome, "Oh, I'm Giffer Tibbs. You better get back to work before Master Scourge sees you slacking."

Tilly Brackett is a human female. "I just trying to get by until it's Rum Ration time. Me love my rum!"

An older femael half-elf, with her grey hair cut into menacing stripes scowls towards Septa "What good ya' ga' doin' me, noob?"

Along with Sandara Quinn and Septa, these are the swabs assigned to swabbing the deck.

The other swabs, assigned to hauling lines and making repairs, are:

A tall Mwangi woman, Shivikah respond "I don' wan' no trouble swab. leave me be."

Arretta Bansion, a woman dressed as a whore "Master Scourge is goin' to crush you! HA hahaedha !"

"Yaeh! You and that stuck up Quinn woman are both goin' to be his b***h!" laughs the bald headed and fat Fipps Chumlet.

Jaundice Jape, a yellow eyed male Half-Orc, says nothing but smiles in agreement to Fipps' comment.

The last swab, you are told by Quinn is Jakes Magpie. "He chained up in the bilge, for taking a swing at Master Scourge yesterday."

+++++++++

When Septa approaches Master Scourge, he listens with a sneer on his face, saying nothing. His only response is to beat Septa across the shoulders with his whip. "Back to work!"

1d20 + 6 ⇒ (12) + 6 = 18 vs AC17 for 1d3 + 2 ⇒ (3) + 2 = 5 points of damage

Spoiler:

For the purposes of the crew, once a person is the 'hostile' status, diplomacy can no longer affect them.

Similarly, once someone is 'helpful', they will stay Helpful no matter the effort of others.

+++++++++

Septa completes the days task and he is in relatively good shaped compared to his co-workers, compared to the other swabs, except for his wounds.

Just as the sun touches the horizon Mr P{ugg comes down to the main deck and orders "Bloody Hour!". Master Scourge pulls out a boatswain's whistle and pipes the tune Assemble the Crew.

The crew gathers on and above the main deck, while the officers gather on the poop deck.

Fipps and Jaundice Jape approach Septa, while Master Scourge gestures towards the main mast. "Take your position, swab, and take your lashes!"

Actions?


Male Human Cleric 4

Septa smiles widely and walks towards the main mast and reachs up and grips the ring.

If there is a pause he will turn and loudly say: "Well come on with it."

*I wish I could have drugged myself.*

Septa turns his face to the post and down to protect it and prays to Besmara to show that he is strong and tough.

Thanks for the names and descriptions

Taking in what is going on with the other officers are they all hostile with me?

Lantern Lodge

Spoiler:

Septa has not been anywhere close to any of the officers, other than Mr Pugg and Master Scourge, except for the Captain's Speech about not wanting any trouble from the new crew.

Master Scourge trades his whip for a Cat-o-nine-tales and takes up his position.

Fipps and Jaundice Jape wrap ropes around Septa's wrists and pull him close to the mainmast. Ex-whore Arretta roughly pulls off septa's armor and splits his shirt to expose his back, cackling manically the whole time.

Mr Pugg belows "Three lashes for not making a good effort on the tests."

"ONE..."
Master scourge lays on.

1d4 ⇒ 4 HP lethal damage

"TWO..."
1d4 ⇒ 3 HP lethal damge

"THREE."
1d4 ⇒ 1 HP lethal damage

Before Septa is released Master Scourge leans in and whispers "I don't like you! And trust me, you won't live through this cruise!"

Lantern Lodge

Spoiler:

If Septa wants to caste CLW during the lashes, he need to make a concentration check, else he falls unconsious."


Male Human Cleric 4

No I will keep the spell for later, even though I wanted to say something to Scourge afterwards. I am assuming the whip earlier was non lethal damage. By my count I go to zero.

Lantern Lodge

yes. and yes.

You can have your say to Scourge.


Male Human Cleric 4

"I guess that means it does not matter then, be careful, the Captain will keelhaul you for killing me. Besmara will take you and I."

Lantern Lodge

Septa regains consciousness as Quinn is saying a prayer over him to Besmara.

1d8 + 1 ⇒ (5) + 1 = 6 HP healed by CLW

It's night time, a clear sky is filled with a brilliant full moon. The ship rocks gently, with all sails furled, resting at anchor.

All around their are pirates singing, drinking and generally having a good time. Even Quinn seems rosy cheeked and in grinning.

"I saved you dinnah, such as it is" she says lifting a wooden bowl containing thin soup with visible chunks of turtle that appears to have been hacked into pieces -- shell and all -- and a few soaking hard tack biscuits. "I guess that halfling isn't such a great cook's mate after all." Quinn says with a giggle.

Above Septa's head a bloody shredded body swings from the lowest yardarm.

Quinn follows your gaze, then explains "Jakes Magpie. They keelhauled him."

Jakes cyonotic face hangs limply over his shredded body.

Spoiler:

It appears Jake drowned first, THEN recieve wounds totalling 24 pts of damage.

"Here!" says Arretta, shoving a ceramic mug into Septa's hand. "Cap'ns orders. Everyone must drink their rum ration." she says pouring Septa a large cupfull.

Spoiler:

After drinking your rum ration, you can choose one of the following actions for the evening period: go to bed early, join one of the gambling games, try to entertain the crew, try to influence one of the crew, sneak into an area on the ship or try to steal something.

Actions?


Male Human Cleric 4

*It being Captains orders, I am not up on drinking it.*

Is there a place where I can sit and carefull spill the rum down the scuppers or some such, I dont want to drink it. I will take 20 :)

I think I will attempt to entertian the crew, that might have a better overall effect:

Preform: 1d20 + 7 ⇒ (10) + 7 = 17

Lantern Lodge

SAepta smells the rum ration and is suprised it's full strength rum, rather than grog.

Septa stands around with the rum in hand, and when he thinks no one is looking, spills it into the scuppers.

Stealth check 1d20 - 1 ⇒ (11) - 1 = 10 vs DC10


Male Human Cleric 4

And to bed, no screwing around. :)

Lantern Lodge

Septa doesn't think that anyone seen him pour out the rum.

He does see Mr Scourge grabs the gnome lady Giffer Tibbs "Dumpin' yer rum?! Second time? That'll be six o' the cat at tomorrow's bloody hour."

He drops Tibbs, who runs below shaken. Master Scourge laughs.

Septa takes his place amongst the crowd and begins his storytelling. He gathers a small crowd. He manages to entertain them, but not enthusiastically.

Spoiler:

If you make a perform DC20 check, you would've gotten +4 diplomacy for the people listening for 24 hours.

The crew, mostly drunk, begin to stumble down to the orlop deck and into their hammocks, with the officers watching over.

As Quinn decides whether to sleep or sneak about, Quinn hands him a key. "For your duffle. Its the one with two red strips. I left you something in there -- I was able to talk the purser out of it. I just wanted to be helpful." She heads below to sleep.

Actions

Lantern Lodge

Septa finds a foot locker with two read stripes, down on the orlop deck.

The key fits and inside he finds his silver Besmaran holy symbol.

There are piles of equipment strewn about the orlop deck, including lanterns and hammocks.

He does note that most of the crew has chosen to bunk in the aft of the ship, with Aretta Bansion, Fipps Chumlet, Jaundice Jape, Maheem (rigger), Slippery Syl Lonegan (rigger)and Tam 'Narwhale' Tate (rigger) the only ones sleeping in a cluster around the staircase.

Action?


Male Human Cleric 4

It seems you rolled my preform roll, is that correct?

Septa will cast Mending on his linen tunic to correct the rip from the lashing earlier. Then if anyone else is injured from any lashing or otherwise he will cast Cure light wounds on them; If not he will do it on himself to bring himself to full health.

Septa will take some time to search through the equipment on the deck looking for any of his equipment. or anything useful.

He will loop his holy around his belt and hide the loop as best he can and hang it inside his pants.

He will much thank Ms. Quinn and ask where she is bunking so he can be near her to help if needed. He would prefer to bunk aft as that is the more comfortable area, but will follow Ms. Quinn if possible.

Septa will pray for the spell 'Cultural Adaptation' and 'Murderous Command'. His other spell is of course 'Obscuring Mist'.

His zero level spells will be 'Mending', 'Purify Food and Drink', and 'Spark'.

Lantern Lodge

[spoiler = "about perform check"]

Septa wrote:
It seems you rolled my preform roll, is that correct?

I just used your roll in your Thu, May 10, 2012, 02:41 PM message

Septa wrote:


I think I will attempt to entertian the crew, that might have a better overall effect:

Preform: 1d20 + 7 ⇒ (10) + 7 = 17

[/spoiler]

With your jacket, and skin, looking much better you look around for someone else who is injured.

The foppish gnome says "My very great thanks for your prayers" as you cast Cure Light Wounds.

"I'm bunking here" says Quinn as she jumps into a hammock in the middle of the group. Septa is able to find an available hammock hooks near her.

Between the fatigue from the hard days work and the effects of the rum, the crew quickly falls to sleep. After a few minutes, Septa drifts off too.

Lantern Lodge

Septa wrote:
Septa will take some time to search through the equipment on the deck looking for any of his equipment. or anything useful.

Septa found eight 200' skeins of rope, ten hammocks, four lanterns, one pot of lantern oil, four sets of block and tackle, a broken chair, a large fishing net that needs repair (a large whole in the center needs to be mended), and six empty 5 gallon barrels. He also sights eight rats and a female tabby cat (nesting/hiding inside a barrel).

Lantern Lodge

*CLANG* *CLANG* *CLANG*

Septa wakes with a start, as the ship's bell is rung and several crewmembers enter the Orlop with lanterns in hand.

"Git up, ya' lazy worthless scum! Get up and get topside! Mornin' time! Another days work to be done!" shout the men.

Everyone jumps out of their hammocks, running as soon as their feet hit the deck, heading aftward for the staircase.

As Septa heads for the staircase, he sees four crewmembers waiting at the bottom: Aretta Bansion, Fipps Chumlett, Jaundiced Jape and Slippery Sy Lonegan. They all have lanterns, and are all unarmed, expcept for Fipps Chumlet who has a dagger hanging from his belt.

They hurry the other crewmembers up the stairs, but as Septa approaches Slipper Sy Lonegan pushes Septa in the chest, saying "In a hurry?"

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