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GM Klothar's Skull & Shackles SOLO Game

Game Master bsongy

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

201 to 250 of 613 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Human Cleric 4

I rolled one already; but here are two:
1d20 + 8 ⇒ (19) + 8 = 27
1d20 + 8 ⇒ (5) + 8 = 13

If either are these are for Rosie or Shortstone, please add 2 for Cultural Adapatation

Lantern Lodge

rolls are for secret GM stuff. shhh. don't tell the player

"Many thanks, my good man" says Conchobhar, with a deep bow. He takes the fiddle downstairs. A few minutes later, a squeel can be heard from the galley "Why you wonderful $%@#%@%@%!!! My %$#@#@ violin! You got %@#^%# my &*%$&*%$^&%$ violin back!"

A few minutes later Rosie Cursewell runs onto deck. She runs up to Grok and dances around her playing a jaunty tune on the violin. Then racing over to Septa, she plants a big kiss on Septa's cheek. "You %@%$@ dearheart! Thanks for %$##$%$ helping getting my ^#^%# violin back."

Rosie runs off, hopping ontop the main hatch and begins playing for the assembled crowd.

Conchobar comes back up from the galley, his clothes in disarray.

Conchobar smiles and nods towrads Septa, then moves to listen to Rosie play.

Rosie Cursewell is now helpful.
2140XP = 400XP = 2540XP

Conchobar Shortstone is now friendly.

Any actions before bed time?

Male Human Cleric 4

Septa Smiles.

After talking to Ms. Quinn about my Rat Bite Fever, if she has any suggestions, I drink plenty of water and chew my betel gum, and go to bed.

Lantern Lodge

Sanadara Quin replies "Besmara hasn' yet blessed me with the ability to remove diseases. Sorry."


Day 7 breaks with Septa finding a rancid taste in his mouth and his teeth a deep red, from the effects of the Betel gum.

please make a FORT check

Work assignment 1d6 ⇒ 4

Lantern Lodge

"Septa, haul lines and splice the mainsail!" assigns Master Scourge

I need two rolls from you. First, either a Profession(sailor) or strength check, your choice. Then a Constitution check.

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

Male Human Cleric 4

Profession Sailor: 1d20 + 9 ⇒ (3) + 9 = 12
Con Check: 1d20 - 1 ⇒ (20) - 1 = 19

Attempt to influence Grok up to helpful; "Thanks for yesterdays deal, it worked out well did it not. Enjoy the music last night?"

With Cultural Adaptation

Diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27

Lantern Lodge

...AND the FORT check?

"Nasty fever yas' gots der. Anyting Is can do tuh help? Methinks not, but yas' right. Cursewell can play up summtin' fierce!! That she can! I tell you sumtin' yas' a nice boy! A reel nice boy! If yas' needin' sumptin', yas' chust come Grok. Anytime, it's okay, yas' chust come see I's. An iffun needin' a loan, we can wurk sumtin' out. So do yas' needin' buy sumptin' today?"

Lantern Lodge

Grok is now helpful!!! 2540XP+400XP==>2640XP

Male Human Cleric 4

Fort save: 1d20 + 2 ⇒ (19) + 2 = 21

"Grok I could use the rest of my equipment, say 20 Gold cover it?"

Lantern Lodge

Septa's fever is dropping, but he continues to have the shakes and is exhausted.

Septa made first of two saves to throw off the disease

DEX Damage: 1d3 ⇒ 2 plus three from previous
CON damage: 1d3 ⇒ 2 plus one from previous


"Captain's booty all mixed up in these. I dun' know what is yas'." she says gesturing to the wooden and iron trunks behind her counter.

"What equipment yas' had?"

Male Human Cleric 4

I tell him honestly; but be on the lookout for a healing kit that I will make an offer for.

Lantern Lodge

Septa's DEX is now -5; CON is -3

Despite how awful he feels, Septa manages to do well enough at splicing the mainsail, that Master Scourge ignores him.

Later after finishing his exchange with Grok....

During the day, Master Scourge approaches Sandara Quinn. Standing over her, it is apparent to everyone around that he is choosing a spot in order to look down her blouse. It's a few moments for Sandara to notice, but when she does she closes her blouse, glares at Master Scourge, but refrains from saying anything.

Master Scourge whispers, a little too loudly, "One day soon, you'll either choose to show them to me willingly, or I'll cut off your !@#$% head!" before wandering to a different portion of the ship.

Shortly later, it's bloody hour. One of the riggers receives three lashes of the cat. Afterwards, when dinner is being served, and rum rations are being distributed, Septa notices something....

Perception roll

Male Human Cleric 4

Do make my deal for my gear and perhaps a Healing kit?

During the beginning of dinner to my friends, but loud enough that Scourge can hear. "Oh I hate mainsail work, its so hard."

Its my best roll of any job, trying to stay out of trouble.

Perception: 1d20 + 4 ⇒ (3) + 4 = 7

Lantern Lodge

Grok offers to sell each of your gear items back to you for fairly standard prices.

buy back the gear for the original selling price

"No healing kit." but Septa could see that she had a number of potions --, cure light wounds, hasste and barkskin -- everysork of small mundane gear,suits of masterwork armor, fine weapons --- melee and ranged -- acid, alchemist fire, scrolls, wands and even a few magic weapons.

"Interested in anyting'?"

Male Human Cleric 4

"May I see the scrolls, I will give them back. I would like to know what they are so I can offer you something for them."

Lantern Lodge

During dinner and rum rations, which despite your shaking hands is dumped without incident, Septa notices that Fishguts the cook, Rosie the cook's mate and Grok the Purser are all on deck at the same time. Counting heads of everyone on deck, and accounting for those in the bilge or orlop, Septa realizes that no one is currently on the gun deck. The cannons -- an oddity rarely seen on a ship -- the galley, the pursers office and the stairway to the Captain's Cabin are all unguarded when rum rations are being portioned out.

Lantern Lodge

Septa is able to discern that the scrolls are
Cleric scrolls of
cure moderate wounds
Bardic scroll of
summon swarm
Arcane scrolls of
mage armor
magic missile
scorching ray

Male Human Cleric 4

Any useful scrolls from Grok?

I will point this out to my 'crew', "Not telling anyone to do anything, just curious if anyone knows why?"

With Cultural Adaptation I will attempt to bring Shortstone up to helpful; "Well I got you an in with Rosie, its up to you now."

Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22

Ask my friends if they have any ideas on how I help myself in breaking this fever.

Heal: 1d20 + 4 ⇒ (6) + 4 = 10 Add any assist bonus thats appropriate

Go to the Rigger and do a heal check to see how bad he is: Heal: 1d20 + 4 ⇒ (2) + 4 = 6

No matter the result, I will use my last spell as a Cure Light Wounds: 1d8 + 2 ⇒ (6) + 2 = 8

Lantern Lodge

3d3 + 6 ⇒ (1, 1, 1) + 6 = 9 damage to the rigger

Lantern Lodge

The rigger was unconscious, but is brought back around by your (and Quinn's) healing prayers.

During the evening entertainment, you make your comment to Shortstone.

"I am eternally in your debt, sir. Do not hesitae to inform me if I can ever be helpful towards you." he responds watching Rosie, who is again playing her violin to entertain the crowd.

When Rosie begins to play a mournful shanty, Shortstone gives you a friendly nod, steps up onto the hatch next to Rosie and begins singing.

Shortstone's song

Shortstone is now helpful 2640XP+400XP ==> 3040XP

Lantern Lodge

Anything before bed?

Male Human Cleric 4

Attempt to get some more betel gum and chew it after drinking my fill of water.

Before you ask; :) Fort save for the morning 1d20 + 1 ⇒ (15) + 1 = 16

Lantern Lodge

On day 8, Septa's mouth tastes like someone threw up into it and his teeth are stained red again, but the fever has broken.

Septa's still suffers from ability damage; DEX is -5; CON is -3.

It had begun raining late yesterday night(Day 7), but this morning the wind has increased, the rain is pouring down harder and worse weather can be seen on the horizon.

As everyone assembles on deck, all of the officers can be seen on the poop deck. Mr Pugg addresses the crew.

"A squal is a'brewin', and we need to make the ship a'fast. Master Scourge take control of the crew and send them all aloft into the riggin' to fix the sails for storm watch."

"Aye, Mr. Pugg" replies Master Scourge.

The deck begins to heave, from the wind driven swells, as Master Scourge begins assigning crew to tasks aloft. Septa notes along with the riggers and swabs, that even Cursewell, Grok and Fishguts are being given rigging tasks, most aloft.

Work Assingment 1d6 ⇒ 2

"Septa, Line work. You'll be hoisting and lowering the sails." a task which precludes him from going aloft.

I need a Profession(sailor) or Dex check, your choice, for work quality.
I need a CON check to avoid becoming fatigued.
Both rolls above are at an additional -2 due to the tossing of the ship.
Remember to adjust for septa's ability damage in the rolls.

Male Human Cleric 4

Profession Sailor: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Con Check: 1d20 - 2 - 2 ⇒ (15) - 2 - 2 = 11

Having not done this before, Septa will introduce himself to all the safety gear, if any, in the area of his work station. Also he will take a short length of line and knot it on the ship and tie a bowline in the other end so he can grab it or jump in it and pull it around his waist, only about 8 feet long total.

I assume I don't get an extra chance to make friends.

Lantern Lodge

Septa doesn't have much chance to talk, but he does manage to meet and learn the names of most of the riggers.

details later

As far as safety gear, besides the jagged pieces of rusty metal sticking out of the gunwales and the assorted empty rum kegs, weapons and mugs that are rolling about the deck, things are as safe as they are going to be.

While he's never done this on a three masted ship before, Septa clearly understands how to handle a ship and performs admirably at handling the lines.

As the sun sets the storm continues to increase in intensity, Septa finds himself fatigued, mostly due the lingering effects of the fever.

Septa is fatigued: He can not run or charge;-2 DEX; -2 STR
Total effect now DEX -7; CON -3; STR -2

There is no bloody hour, recreation or even dinner. Starting after sunset, the officers send the crew down to the gun deck in three's and four's, where they are each given a fist full of hardtack, large mug of water and a few minutes to eat.

After this brief repast, Septa is sent back up onto the deck to continue working.

Work Assingment 1d6 ⇒ 3

"Septa, get up the fore mast and work the starboard top spar." yells Master Scourge as Mr Pugg consults with the Captain and Sailing Master Longfarthing on the poop deck.

Septa looks up to the spar, 50 feet above his head.

I need a Climb check, to avoid getting hurt in the storm.
I need either a Profession(sailor) or Dex check, your choice, for work quality.
Both of the checks above are at -2, due to the storm

Lantern Lodge

remmeber the effects of the ability damage and fatigue

Male Human Cleric 4

Climb: 1d20 - 2 - 2 ⇒ (10) - 2 - 2 = 6
Profession Sailor: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25

Again looking for safety gear, nearby line and such

Lantern Lodge

When the ship surges upward at the crest of a wave the suddenly settles, Septa's foot slips.

He was standing on a rope strung underneath the spar, the rope runnig the length underneath the spar, Septa leaning into the spar, his stomach pressing into the wood, with both hands working to bundle the top sheet and make it right.

When the ship surges, his left foot slips off the rope and under the spar. Septa slips forward and cracks his head against the spar, but he does not fall.

1d4 ⇒ 3

Septa currently has one foot on the rope, one foot dangling into space, and both arms wrapped around the spar.

Actions? To get back on the rope requires a successful climb check.

Male Human Cleric 4

I made sure that I knew where safety equipment was before this.

I look around for it and if it is available I will grab it to assist my climb
Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Climb back to a "safe" place.

Climb: 1d20 - 2 ⇒ (4) - 2 = 2

Lantern Lodge

Septa tries to swing his leg back onto the stand-rope. He manages to get his left foot back onto the stand-rope, but a gust catches him in the chest, his arms slip on the wet spar and he falls backwards off the stand-rope.

Septa falls fifty feet into the ocean!!

fifty feet is normally 5d6, minus 1d6 for falling into water, minus one more d6 if you can make a dc10 Acrobatics roll. Or you can claim your re-roll since this is a life threatening situation and try a dc15 climb to grab the stand rope as Septa falls.


Male Human Cleric 4

Reroll, darn it I wanted to save it for later tonite

Climb: 1d20 - 2 ⇒ (13) - 2 = 11

Lantern Lodge

1d4 ⇒ 3
Septa reaches forward, snagging the stand-line, before he falls past. He wrenches his shoulder, but after finishing securing the top sail he makes his way down the foremast.

"The storm is slacking. You swabs get below and get some rest; the riggers can finish for the night." instructs Mr Pugg.

Septa is DEX-7; CON-3; STR-2; with 6pts HP of damage

Any action before night?

If not, need spell selection and FORT roll vs Filth Fever.

Male Human Cleric 4

Going straight to bed. Attempt to get rid of fatigue. A nights sleep should do it.

Heal self: 1d8 + 2 ⇒ (8) + 2 = 10

Fort save: 1d20 - 2 ⇒ (20) - 2 = 18

Will heal anyone else that needs it, except the bully boys.

Lantern Lodge

And so ends Day 8

fatigue gone AND ability damage heals
current status DEX-4 and 6HP damage
600Xp for surviving the storm+3040XP ==> 3640XP

Day 9 finds the weather clear and fine, with standard shifts.

Work Assingment 1d6 ⇒ 1

Lantern Lodge

"Septa. Get down into the bilge and man the pump!"

Septa notes that he is being sent into the bilge by himself.

Need a STR check, to do a good job at the assigned task, and a CON check to avoid becoming exhausted from the heat and exertion

Action for the day?
* work diligantly (+4 to work check)
* influence a NPC
* sneak off and explore a new area of the ship
* visit Grok to buy or sell something or make a purchase
* something else

Male Human Cleric 4

"Oh the Bilge, Awesome, thank you Master Scourge."

I rolled a extra fort save earlier, can I keep that roll for my CON save?

Strength Roll 1d20 - 1 ⇒ (16) - 1 = 15

Influence an NPC, more than likely one of the people in the bilges with me. Using Cultural Adaptation.

Need to tell a story so I get my plus one again, oh well.

Diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18

Lantern Lodge

Down in the bilge Septa is not harassed by any rats. He does see a few bilge spiders, but none of them come very close to him.

While operating the bilge pump, through the hatch to the orlop deck, Septa talks to Crimson Cogward, the man with the blue bandanna that was impressed the same day as Septa. Cogwrad is a rigger and is spending his day delivering messages for the officers.

"Call me Cog" he answers tersely in response to Septa's overtures. Despite Septa's best efforts, he hurries by each time, olnly responding with an unfriendly grunt.

After a full day, Septa makes his way back onto deck to discover that he did a job sufficient to avoid Master Scourge's ire.

OOC: I need a CON roll to avoid exhaustion from working the bilge all day.

OOC: Actions for the evening?

Male Human Cleric 4

I asked earlier if I could use a earlier roll 1d20 - 1 ⇒ (11) - 1 = 10

If I did not succeed I will go to bed early to shake off the exhaustion.

Male Human Cleric 4

Attempt to tell a story to increase my diplomacy for another week. DC15

Story Telling: 1d20 + 7 ⇒ (8) + 7 = 15

Lantern Lodge

From his stage a top the main hatch, Septa captivates the crowd with his story.

During his performance, Septa notes that Mr Scourge and his bully boys are spending a lot of time with several of the swabs

After the story, several crewmembers clap Septa on the shoulder and congratulate him on his story.

ooc:any action before bed?

Male Human Cleric 4

Nope lots of sleep is the cure.

OOC: With a good sleep I show -2 dex remaining from rat bite.

Next day, Speta wants to watch the jobs handed out to see if there is a pattern, and by actions who is the favorites and part of the Scrouge gang, and who is not.

Diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12

After assignments, if possible, he plans to continue to work on 'Cog'.

OOC: +8 skill, +2 Cultural Adaptation, +1 story.

Diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31

Lantern Lodge

Septa wrote:

Nope lots of sleep is the cure.

OOC: With a good sleep I show -2 dex remaining from rat #Yes#

Septa is assigned messenger duty today. He notes that Master Pugg seems the jobs haphazardly --- more of "who pissed me off" onr "who is the first one i see" rather than any reason. He evens assigns the worst jobs to some of his bully boys when they displeases him.

Septa doesnt note any change in the bully boy group, but he does note two of them trying to sway cooks mate cursewell.

In any event, Septa has a new friend in Cog.

Ooc: reflex roll vs dc10 to avoid botching the days message deliveries

ooc: actions for the evening?

Male Human Cleric 4

Reflex roll for messenger duties: 1d20 + 1 - 1 ⇒ (11) + 1 - 1 = 11

Knowing Cursewell is already in our 'camp' I will check on her while running around the ship. "Saw a couple Bully boys talking to you, funny isn't it."

During the evening I will attempt to sway Shivikah, asking those that are with me to help:
"Several of us are watching each others back, along with a few others, all the divine healing is with us. We would like to have you with us.

OOC: Adding +2 for assist

Diplomacy: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20

OOC: Do I get exp for Cog?

Lantern Lodge

Ooc: Cog is merely friendly; not yet helpful. no xp yet

Male Human Cleric 4

May I change my target of the days diplomacy to Cog then?

Lantern Lodge

During the evening Cog is helpful with covering while Septa dumps his rum, standing between him and Master Scourge.

OOC: Cog is now helpful. 3640xp + 400xp ==> 4060xp

The next day Septa comes on deck to a strange sight. The Wormwood is at anchor amoungst a reef, with all sails furled. "Swim day! All hands take your ease!" The crew whoops and the majority of the crew strips off their clothing amd dives into the clear blue water, while the remainder lounge about sleeping in whatever shade they can find. Cursewell is given a crossbow and ordered to stand "shark watch".

Septa notes that the Captain and most of the other officers are missing from the crowd on deck.

Before Septa can join in with the fun, Mr Pugg screams for Septa from the quarter deck.

With Septa standing before him, Mr Pugg points towards a reef lying some 200ft north of the ship. "Take another crew an swim out an fill these crab pots ." Two crab pots , made of wooden slats with lumps of cork tied on with cord, lie on the deck.


Male Human Cleric 4

"Aye Sir."

Septa runs off looking like he has a purpose.

Ending up at his bunk he takes off his armor and only takes his Rapier,
Buckler and Silver Besmara Holy Symbol.

He then goes and finds Ms. Quinn and asks that she accompany him to the yonder reef to fill the crab pots, "I am assuming to fill them with crab, Pugg did not say."

Septa looks around and waggles his finger at Ms. Quinn asking her to come to the forward Damage Control stores and Septa begins loosening a wooden spar. Shen down he gather the pots, and throws everything over the side and dives in and wraps the line of the pots around the spar and uses it as a float and begins kicking towards the reef with Ms. Quinn

Lantern Lodge

After man handling the 15' spar into the water, Quinn strips off her armor amd clothes, secures them in her footlocker and then returns to the deck wearing just het underweat,tricorne hat and a dagger in her mouth. She tosses the crab pots in then dives in herself.

OOC: Septas gear.

Its an easy swim. After two minutes the spar, crab pots, Quinn and Septa are all floating above the reef.

OOC actions?

Male Human Cleric 4

While securing the crab pots to the spar, look down to see if there are crabs crawling around below us.

How big is the reef and is there a spot where I can stand out of the water?

Lantern Lodge

The reef is completely awash; reef lies about 50 feet beneath the surface.

Septa can make out crabs scuttling on the ocean floor below.

Quinn floats, holding onto the spar with one hand, following Septa's lead to determine what to do.

OOC: Before going further I need a final determination of what clothes, armor, equipment and weapons Septa has with him. To clarify Quinn has a dagger, her holy symbol, a spell component pouch and her tricorn. She is dressed in her underwear

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