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GM Klothar's Skull & Shackles SOLO Game

Game Master bsongy

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


151 to 200 of 562 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Human Cleric 4

Septa continues with his plan to contact Conchobhar Turlach Shortstone.

I rolled a 23 earlier, can I keep it, and I will have a couple of my friends help me to raise my number, since most people are drunk.

I will also use CLW to heal Cursewell back to full.

1st CLW 1d8 + 1 ⇒ (5) + 1 = 6
2nd CLW 1d8 + 1 ⇒ (1) + 1 = 2

And use Healing surges until she is cured,

Surge 1 1d6 ⇒ 6
Surge 2 1d6 ⇒ 5
Surge 3 1d6 ⇒ 5
Thats should be enough

I will tell Ms. Quinn of my haul from the Bilges.

My spells for tommorow are Cultural Adaption, Murdous Command and Obscuring Mist.

Lantern Lodge

Septa works his prayers and magic over Rosie Cursewell's wounds, closing them up and leaving only minor scars.

Embarrassed about her lashes, Rosie excuses herself, quickly drinks her rum then excuses herself to get some sleep; the job of being Cook's Mate seems to be a tiring one.

Dinner tonight is ......well....you aren't quite sure. Fish head and chicken bone stock...maybe...with a slices of onion and raw ginger. The crew curses and blames the Cook's Mate.

++++
Conchobhar speaks with you, dropping his previously unfriendly tone.

"My heart aches for those of the fairer sex. Particularly for our magnificent Cook's Mate. Who would not be stricken but such a lovely creature? ....but alas, tales of my dashing and adventurous ways seem to have put the lovely lady off...a road block to further propositions. If you ever manage to find a way that I could given a second chance with Senorita Cursewell, I would forever be in you debt."

++++
Quinn smiles at hearing about what Septa found in the bilge. "Yo' first booty? Besmara smile on you! If ya' got excess, Grok will buy it from you at a good price."

As the night closes around you, Quinn says her prayers with you and you both head off to your hammocks.

Lantern Lodge

Day 5 opens with everyone hustling up to the deck to get their work assignments.

1d6 ⇒ 4

Lantern Lodge

Septa is set to hauling lines, untying old knots, splicing and resplicing the ropes.

make a Profession(sailor) or strength check, your choice

...it's tiring work. Septa strains under the weight of dozens of ropes under the hot tropical sun.

make a constitution check

Action for the day?
* work diligantly
* influence a NPC
* sneak off and explore a new area of the ship
* visit the purser to sell something or make a purchase
* shirk your duties and rest


Male Human Cleric 4

Rope work - Profession Sailor: 1d20 + 6 ⇒ (12) + 6 = 18

Constitution Check 1d20 ⇒ 13

Influence a NPC:
Cast Cultural Adaptation and attempt to influence Rosie Cursewell, tell her about always getting healing and that we have to stick together. While I am at it, bring in the mention of Mr. Shortstone and shed him in a positive light.

Diplomacy 1d20 + 7 ⇒ (19) + 7 = 26


Male Human Cleric 4

Whoops forgot to add in Cultural Adaptation so the result should have 9 added to it for a 28

Lantern Lodge

"@#%&* good show Septa! You sabed my @#%&* @#&#@ ! If it wasnt for ypur @#&&#@ prayers, that @#%&## Scourge would have @#%%# my @%# with a @#%## @%##. That @#&#@ @### @#&%@ @#%@ %&@%& goat!" replies Ms Cursewell as she hacks up and fries a side of green bacon.

"As far as Shortstone, I think hes a @#%&&# @%%*% who would @%%& a @#%&, even if she @#%&&# @%&* a @%&*&."

"Now Septa, there is one @%& thing you could do for me. That #%&%# Scourge took my @#%&% fiddle. Is there anything you can @#%& do to get the @#%& instrument back from Grok?

[ooc] rosie is now friendly [\ooc]

Lantern Lodge

After the bloody hour, where two riggers each get one lash, and rum ration, where Septa
and friends all manage to dump their rum, Mr Scourge calls all of the crew together for special entertainment.

"A hundred pieces of gold for anyone who can beat Owlbear in a fair fist fight. No weapons. No magic. No killing. Only fists. Whose brave enough?"

Mr Scourge's bully boys hustle a giant Mwangi man from the officers cabin. The man has chains around his neck. His face is decorated with scars in the shape of stars and spirals. He is dtessed in a loincloth made from some unidentified animal. His arms and back is covered in burns and remnents of tar and feathers. The bullies move him forward using whips and hawser ends. The man shouts back in some unitelligoble language.

The mwangi man crouchez in the center of the deck, eating a live crab from a pouch.

"Lets see what the savage can do" comments Master Scpurge to Mr Pugg.


Male Human Cleric 4

Linguistics as requested off line: 1d20 + 2 ⇒ (1) + 2 = 3

*This poor B*****d*

I have not met this man?

*If hes been living below, no wonder they brought him out at night.*

Septa looks at Owlbear, attempting to get his demeanour and if he favors a foot from being tied up or something.

Perception: 1d20 + 2 ⇒ (12) + 2 = 14

*Hes going to pick someone.*

Lantern Lodge

At the top of the staircase, in the officer's wardroom, there was a chain and a pallet of old burlap bags. Apparently the officers chain 'Owlbear' there at night, to serve as a 'watch dog' for any crew members that may try to sneak on deck at night. Perhaps, during the day they keep him elsewhere.

Septa watches closely, but does not see any obvious weakness in Owlbear's stance or fighting technique.

"Any taker's?" asks Mr. Scourge, tossing a full leather purse onto the deck.


Male Human Cleric 4

*I would hate for one of the Gnomes or halflings have to do this.*

He turns and smiles at Quinn, makes a sign of Besmara.

"Hands only for both of use, right, Master Scrouge?"

Septa walks forward getting a closer look at Owlbear:

Perception (if you let me roll again): 1d20 + 2 ⇒ (18) + 2 = 20

I wondered why you would not let me gain a level :)

Lantern Lodge

"Ay, hands only" replies Master Scourge.

Looking him over closely, Septa can see that 'Owlbear' is the largest human he has ever seen. He appears to be a barbaric sort; a member of some tribe from the Mwangi jungles.

Owlbear seems unaware of the discussions concerning him; he sits calmly eating another raw crab.

Lantern Lodge

it's not me holding back your level; you're getting ALL of the
XP's vice 1/4 as in a normal party


Male Human Cleric 4

*Well I hope he is slow.*

"I'll provide you the entertainment, assuming Owlbear knows whats going on."

Turning attention to Owlbear.

"Do you big guy, you want to do this?"

Standing at a distance where Owlbear could grab me if he wanted.

Lantern Lodge

The Mwangi stands slowly, wiping bits of crab from his mouth, looking a bit puzzled, as if he isn't sure what he is supposed to do.

Now that he is closer to Owlbear, Septa can see that his opponents left eye is blind; with suitable tactics Septa will be able to keep to his blind side.

roll acrobatics or bluff check, your choice, each time Owlbear attacks you; on success, you evade him

"Fight! Fight you bloody savage! FIGHT" screams Master Scourge, gesturing with clenched fists.

Owlbear clenches his fists, still confused, looking around for an opponent, smiling when he sees Septa, raising his clenched fists toward Septa, saying "Grada! 'Ktharu grada!"

Owlbear takes a fighting stance facing Septa.

roll initiative
1d20 - 1 ⇒ (16) - 1 = 15 initiative


Male Human Cleric 4

Septa sends a quick prayer to Besmara and prepares himself.

Sees that Owlbear is ready, he slips to his right and jabs low
under Owlbears elbows into the ribs.

Init: 1d20 + 2 ⇒ (17) + 2 = 19

Acrobatics:1d20 + 2 ⇒ (8) + 2 = 10 Do I know my target number?

To hit:1d20 + 2 ⇒ (14) + 2 = 16

Damage: 1d3 - 1 ⇒ (2) - 1 = 1

If I don't make my target for Acrobatics, can I fight defensively on that round, or is that to munchkin?

Lantern Lodge

your efforts to keep to his blind side do not conflict with fighting defensively; you can do both

Does Septa have IUS or some other means of attack? I think not, but I want to be sure.


Male Human Cleric 4

No I only punch for subdue damage

[ooc]I want to fight defensive only if I miss my acrobatics roll, my AC will go up only two and my chance to hit loses 4.

I will post four rounds of combat for you, cut it off where it needs to:

Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
To Hit: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d3 - 1 ⇒ (2) - 1 = 1

Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
To Hit: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d3 - 1 ⇒ (2) - 1 = 1

Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11
To Hit: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d3 - 1 ⇒ (3) - 1 = 2

Acrobatics: 1d20 + 2 ⇒ (18) + 2 = 20
To Hit: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d3 - 1 ⇒ (1) - 1 = 0


Male Human Cleric 4

Confirm last attack Crit, if hits I do two points of damage

To Confirm: 1d20 + 2 ⇒ (1) + 2 = 3

Lantern Lodge

Seeing that Owlbear is ready, Septa exploits an opening, slipping to the right he avoids a defensive blow, jabbing low under Owlbears elbows into the ribs, scoring the first hit.

Septa provokes an AoO when he attacks unarmed, but his acrobatics roll was sufficient to avoid Owlbears AoO

Owlbear swings completely around, coming with a two fisted swing aimed at Septa's kidney.

Owlbera provokes an AoO; please make a to hit roll (if you wish) for your AoO; then an Acrobatics roll to move to Owlbear's blind side and nullify his attack. Once done. I will complete Owlbear's attack.

Lantern Lodge

Septa said wrote:


Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
To Hit: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d3 - 1 ⇒ (2) - 1 = 1

Owlbear swings completely around, coming with a two fisted swing aimed at Septa's kidney. Septa dodges forward, back to Owlbear's right side, kicking a foot out at Owlbear's shin, but missing.

start of round 2

Septa's attack wrote:


Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
To Hit: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d3 - 1 ⇒ (2) - 1 = 1

Owlbear's AoO:

To Hit:1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Owlbear's Attack:
To Hit:1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d3 + 3 ⇒ (1) + 3 = 4

Septa's AoO wrote:


Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11
To Hit: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d3 - 1 ⇒ (3) - 1 = 2

Lantern Lodge

Second Round Action:

Septa fakes left, dodges right under Owlbear's otherwise well placed high punch, then comes back with right hook to Owlbear's jaw, scoring another hit. Owlbear lunges forward with a crippling hammerfist aimed at the bridge of Septa's nose, but Septa spins away to the right, passing under Owlbears left arm, placing an ineffectual hit to his lower ribs.

Septa:zero damage Owlbear: 2 pts damage

Lantern Lodge

Third Round Starts

Septa's attack wrote:


Acrobatics: 1d20 + 2 ⇒ (18) + 2 = 20
To Hit: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d3 - 1 ⇒ (1) - 1 = 0

Owlbear's AoO

To Hit:1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Owlbear's Attack
To Hit:1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Septa's AoO - GM rolling for Player
Acrobatics:1d20 + 2 ⇒ (19) + 2 = 21
To Hit:1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d3 - 1 ⇒ (3) - 1 = 2

Lantern Lodge

Third Round actions

Septa lunges, slapping away Owlbear's defensive grapple to the throat, shoving the point of his right elbow into Owlbear's solar plexus. Owlbear "oofs" in pain, responding with a two arm grab to Septa's head, planning to smash your head into his knee, but Septa stuns Owlbear with a ridgehand across his nose and again manages to twist away to the right.

Septa and Owlbear slowly circle each other as the other crewmebers cheer on, placing wagers on who will win.

Septa: zero damage Owlbear: five points of damage


Male Human Cleric 4

Septa taking a moment to look at Owlbear to get a idea of how he is and all:

Perception: 1d20 + 2 ⇒ (1) + 2 = 3

Round 4
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13
To Hit: 1d20 + 2 ⇒ (16) + 2 = 18
Dice: 1d3 - 1 ⇒ (3) - 1 = 2
AOO: 1d20 ⇒ 14 Damage: 1d3 - 1 ⇒ (2) - 1 = 1

Round 5
Acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19
To Hit: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d3 - 1 ⇒ (2) - 1 = 1
AOO: 1d20 + 2 ⇒ (17) + 2 = 19 Damage: 1d3 - 1 ⇒ (2) - 1 = 1

Round 6
Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11
To Hit: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d3 - 1 ⇒ (3) - 1 = 2
AOO: 1d20 + 2 ⇒ (14) + 2 = 16 Damage: 1d3 - 1 ⇒ (1) - 1 = 0


Male Human Cleric 4

With the acrobatics rolls staying so high I count 6 more points of damage (total 11) and none for me. (I rolled my assumed AOO's) I am assuming also that you are counting a result of zero damage as 1 point?

Lantern Lodge

Septa manages to get the hang of fighting this giant.

Owlbear fails to land a single, while Septa has landed a series of hits. - each hit lacking any knockdown power, but still palpable hits. The sum total of these hits being more than any normal man could take. Though bruised, obviously winded and bleeding fron a cut eyebrow, Owlbear remains on his feet. The fight hasn't gone out of this one yet

Master Scourge scowls. "Ya' stupid savage. Here. Use dis." throwing Owlbear an oaken cudgel.

Owlbear looks at the club, at Septa, then at Master Scourge, but does not pick up the cudgel.

"Pick it up, ay say!" screams Scourge, striking Owlbear with the lash.

1d3 ⇒ 1 non-lethal damage to Owlbear.

With a unhappy expression, Owlbear picks up the cudgel and turns to face Septa.

Action? if attack, make 4 runds of rolls.


Male Human Cleric 4

"Not your fault big guy."

Talking to Master Scourge loud enough so all hear me: "I guess that means I win 100 Gold."

Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14
To hit: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d3 - 1 ⇒ (3) - 1 = 2
AOO: 1d20 + 2 ⇒ (7) + 2 = 9 Damage: 1d3 - 1 ⇒ (2) - 1 = 1

Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
To hit: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d3 - 1 ⇒ (1) - 1 = 0
AOO: 1d20 + 2 ⇒ (1) + 2 = 3 Damage: 1d3 - 1 ⇒ (3) - 1 = 2

Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
To hit: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d3 - 1 ⇒ (2) - 1 = 1
AOO: 1d20 + 2 ⇒ (15) + 2 = 17 Damage: 1d3 - 1 ⇒ (3) - 1 = 2

Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22
To hit: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d3 - 1 ⇒ (1) - 1 = 0
AOO: 1d20 + 2 ⇒ (8) + 2 = 10 Damage: 1d3 - 1 ⇒ (3) - 1 = 2


Male Human Cleric 4

Perhaps I should take up street acrobatics :) Made every acrobatics roll!! And I critted the last roll :) I was not sure if I have any AOOs, if not, ignore them. I count 4 more damage without AOO and 8 total with AOOs. That's 16 points at least counting the 1 point from Scourge ... Could you open the discussion forum so I can write there?

Lantern Lodge

Your on fire with these acrobatic rolls!
No more AoO's against Owlbear, since heis now armed.
I will open the discussion board.

With Septa keeping to his blind side, Owlbear is unable to connect with the cudgel. When Septa dances in, Owlbear tries to fend him off with the club, but Septa evades the blows and lands a solid fist strike each time.


Septa zero damage Owlbear 15 lethal + 1 non lethal

Actions? If combat, fopur more rounds. No AoO. two Acrobatics per round please.


Male Human Cleric 4

Float like a butterfly . . .

Acrobatics: 1d20 + 2 ⇒ (1) + 2 = 3
To Hit: 1d20 + 2 ⇒ (9) + 2 = 11
Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d3 - 1 ⇒ (2) - 1 = 1

Acrobatics: 1d20 + 2 ⇒ (2) + 2 = 4
To Hit: 1d20 + 2 ⇒ (6) + 2 = 8
Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d3 - 1 ⇒ (2) - 1 = 1

Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11
To Hit: 1d20 + 2 ⇒ (16) + 2 = 18
Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d3 - 1 ⇒ (3) - 1 = 2

Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9
To Hit: 1d20 + 2 ⇒ (20) + 2 = 22
Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d3 - 1 ⇒ (3) - 1 = 2


Male Human Cleric 4

On those acrobatics I fail I will change to fighting defensive AC 18 and -4 to my to hit.

Confirm Critical: 1d20 + 2 ⇒ (15) + 2 = 17 4 points of damage if I hit (if I am not knocked out.

Lantern Lodge

Round 11
Owlbear's AoO
To Hit:1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Owlbear's Attack
To Hit:1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Round 12
Owlbear's AoO
To Hit:1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Round 13
Owlbear's Attack
To Hit:1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Round 14
Owlbear's AoO
To Hit:1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d3 + 3 ⇒ (2) + 3 = 5

Owlbear's Attack
To Hit:1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Lantern Lodge

He may have been too cocky, for when Septa dodges in to strike, Owlbear dodges with him and catches him squarely in the solar plexus with the cudgel.


Owlbear succeeds on his AoO on round 11, for 7 pts of lethal damage.

With Septa still stunned from the blow, Owlbear steps with an aimed strike to the back of Septa's head. Septa crumples.


Owlbear succeeds with his attack on round 11, for 4 points of damage.

Septa: 11 points of damage. Owlbear: 16 points of non-lethal damage
(a correction from previous post).
Septa falls unconcious.

No need for stabilization rolls.

Septa awakens to the feeling of his cracked skull knitting itself back together under the power of the prayers of Sandara Quinn.


Sanadara heals 1d8 + 3 ⇒ (3) + 3 = 6 points of damage

Owlbear stands over Septa, grins and says 'Ntaga Gruda!'. He hands Septa a live crab, and begins eating a live crab himself while being lead away by Master Scourge.


Owlbear is now friendly.

1740XP +400Xp = 2140XP

Septa is now 2nd level.

Before Septa can ask, Quinn explains "No. You didn' win. Master Scourge kept the gold."

Lantern Lodge

Any actions before Septa heads to his hammock?


Male Human Cleric 4

Immediatly before Scourge takes him "Ntaga Gruda!" I reach out, take the live crab and bite into it and force myself to smile.

Cure Light Wounds on Owlbear: 1d8 + 1 ⇒ (3) + 1 = 4

Then Healing surges until both I and Owlbear are fully healed, if he is in range, if not at least till I am no longer in pain.

Lantern Lodge

As the healing takes effect on Owlbear, he exclaims "Maigaa!". He smiles at Septa and gives him a second live crab.

Lantern Lodge

After healing and praying his daily prayers to Besmara, Septa heads to his hammock...


Daily spell choice for the 6th day.
Please PM revised character sheet for 2nd level.


Male Human Cleric 4

Finishing off last night

"Maigaa!" Again takes the crab and bites it, casting another CLW.
1d8 + 1 ⇒ (4) + 1 = 5

Be sure to thank Ms. Quinn for the the healing.


Male Human Cleric 4

Before morning assignments Septa will make sure that he does not gloat and acts every bit the professional sailor.

During the day, Septa wants to visit Grok.

"Officer Grok, I have that song prepared, may I sing it for you?

I started on this 2-3 days ago when Grok asked me about it. Basically a based off a story and only a few short stanzas.

Including the Cultural Adaptation spell.

Diplomacy check: 1d20 + 10 ⇒ (17) + 10 = 27

"Officer Grok, how much for a Violin?"

Lantern Lodge

As the morning bell is rung on Day 6, Septa awakens to find that he is running a high fever.

FORT check please

Duty assignment 1d6 ⇒ 3

Lantern Lodge

"Septa! Get to swabbin' de' deck!" orders Master Scourge, throwing a holy stone and bucket to Septa.

I need a strength or con roll, your choice

With what breaks you can manage, Septa heads down to speak with Grok.

make a Perform(sing)check for the quality of the song Septa
created. If unskilled, it's a CHA check

"Violin? Well let's see what i's have..." she replies as she rummages around her trunks. From a locked wooden trunk Grok produces a fiddle.

"I's sells this here fiddle to ya' fuh one hunnert gold. Not a clipped coppah less for a masterwork like this. What coin or trade duh yeh have?"


Male Human Cleric 4

Fort Save: 1d20 ⇒ 2
Con Check: 1d20 ⇒ 14

Perform(sing) Septa knows he is untrained in any singing, so he will go slow and take ten. for a total of 12.

"I have a Leather armor, 3 heavy maces, a silver cloak pin, a fine Buckler and 21 Gold for a trade. Hows that, do I need more?"

I still get my diplomacy roll right?

Lantern Lodge


from the fever
1d3 ⇒ 3 DEX damage
1d3 ⇒ 1 CON damage

"Less see. I's gib ya'....
Five gold for the suit o' leather.
Six gold for each o' those maces.
Let's see that pin. I think I could give you 12 pieces of silver for it.
Two gold and five silver is what I's give ye' for dat buckler.
So, all together that'll be 26 gold and seven silver. Ya' need to find another 73 gold and three silver for the fiddle, if that's what ya' want."

Septa notes that Grok has quite the head for numbers and a talent for quickly appraising things.

yes, you can keep your diplomacy roll.

Grok doesn't seem to be much impressed with Septa's song writing abilities. She is polite but puts the lyrics aside without much concern. Despite this she makes this offer "You seem like a friendly enough type. here's what I can do. If ya want this fiddle so bad, I can loan ya' 150 pieces of gold. That way you can buy it from me and still have a bit to wager with. Maybe you can gamble enough to pay back the loan that way. In any case, you'll have to pay back the hunnert and fifty, either out of winnings or your share of booty, before you leave the ship. Is such a nice lady, Is not even goin' charge you interest. Whatcha say?"


Grok is now friendly.
Correction: Owlbear is helpful.


Male Human Cleric 4

"Ah no I don't want a loan, I have a masterwork hand-ax I will trade you that and the 21 gold straight up."

Lantern Lodge

"Let me se dat ax. Hmmm. Sure is a beauty. I's not gunnin' cheat you, no. For the ax, Is give you da' fiddle AND fifty tree piece of gold. Sound good?"


Male Human Cleric 4

"Done, do you have anything for Rat bite disease?."

Lantern Lodge

"I's not got no medsin. If ya hurt, maybee Sawbones the ships carpenter can fix ya up. Maybee. Not likelee. Just maybe."

Despite your illness, you manage to do a fair enough

Master Scourge does not award any lashes to Septa, and the daily rum ration is dispatched without incident.

What does Septa do with his evening?


Male Human Cleric 4

Give the fiddle to Conchobhar Turlach Shortstone, and tell him to give it to give it to Rosie Cursewell. Try and find Sawbones and ask if he has anything for fever.

Diplomacy with Cultural Adaptation: 1d20 + 9 ⇒ (13) + 9 = 22

Lantern Lodge

"Here. Just chew on some betel gum and that fever will clear right up" says Sawbones, a short, stocky pirate-officer, wearing a leather apron and tools but no shirt.

Septa examines the betel gum; it is a bright red, bitter lump of tree sap.

Septa spends the evening tracking down Conchobar and offering him the fiddle.

two Diplomacy rolls please.

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