GM Klothar's Skull & Shackles SOLO Game

Game Master bsongy

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


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Lantern Lodge

Septa feels woozy...in a good way.

Alchemical BONUS to Charisma: 1d4 ⇒ 1
Zero damage to CON
[dice=fatigued for 1d8 hours]1d8[/ooc]
Fatigued:A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. NOTE: rest begins after fatigued period

Lantern Lodge

fatigued for 1d8 hours: 1d8 ⇒ 6

Lantern Lodge

After talking with Ratline, master septa heads off to bed, still a bit woozy.

Waking the next day, Day 18, Septa is fatigued, still not having slept off the effects of the grog.

Septa is -2 STR & DEX; can not run or charge; any fatigued condition will make him exhausted

Septa is, again assigned to clean and pump the bilge..

Septa needs to make a DC12 strength check to complete the task to Master Scourge's satisfaction. Because of the heat and lack of ventilation in the bilge, Septa needs to make a DC10 constitution check to avoid being fatigued.

Septa has the option:
Work diligently: +4 on the strength check
Influence: try to influence someone, when you encounter them during his duties
Sneak: work on your duties, but when the opportunity presents itself, sneak off to another area of the ship; explore or steal while there
Shop: work minimally at your duties, then skip off to the Quartermasters shop
Shirk: take -2 on the Strength check, but automatically make the constitution check.

Choices and rolls?


Male Human Cleric 4

Work Diligently: 1d20 - 2 + 4 ⇒ (9) - 2 + 4 = 11

Constitution Check: 1d20 ⇒ 14

Lantern Lodge

The water in the bilge isn't as low as Master Scourge would like. He gives Septa no room to claim unfair treatment (not that such an argument would go far on a ship of pirates), by getting the second opinion of the sailing master, and when he confirms the opinion that Septa did not work hard enough Master Scourge sentences Master Septa to the minimum of one lash.

damage from receiving one lash: 1d4 ⇒ 1

"It'll be three next time, if ye' don' work harder Master Septa."

Septa notes that despite being given the title of Master, he is still bunking with the crew and is still under the same rules for duties as he was before, unlike the only other Master, Master Scourge.

While checking out his lash wounds by reaching around with his right hand and feeling the edges with his fingers, Septa contemplates what to do this evening.


Sleep: go to bed early to recover from fatigue or damage
Gamble:play a game of chance in effort to earn money
Entertain: attempt perform check to entertain the crew and build good will with them
Influence: try to make friends with a single NPC
Sneak: sneak into an area of the ship
Steal: attempt to open a locked door or locker and steal something
as always Septa may only do one of these actions


Septa can also use Diplomacy to try and convince NPCs to take actions on his behalf. It is a free action to asks a NPC to take an action

Lantern Lodge

Cursewell and Fishguts arrive with dinner and grog in buckets.


Male Human Cleric 4

Was there any hint of the Bosun or First mate cabin searched?

"Lets take a chance and let me drop the grog." Septa will keep a bit in his cup and make a show of sitting to be drinking it and let that bit run down his chin and cheek.

Bluff Drink: 1d20 + 2 ⇒ (17) + 2 = 19

Septa wants to convince Ratline to become Helpful. "Do you have any trouble with me trying to convert Badger, I think she might have useful skills. I had her listening to me once. You sure do, that's why I wanted to talk to you."

Convince Ratline: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27

Lantern Lodge

Septa checks around amoungst his friends and finds out that everyone's lockers have been searched.

Septa succeeds in dumping his frog without being seen.

Ratline thinks your idea is a good one and is flattered you asked his opinion.

ratline from friendly to helpful. Take xp


Male Human Cleric 4

Septa gets ready for another day in the bilge. Making sure he sleeps as well as he can.

Lantern Lodge

Day 19

Once again Master Septa is ordered to clean and pump the bilges, but today Shivikah and Jaundiced Jape are sent along.

On the way down to the bilges, Mr Plugg and Master Gunner Krine intercept the work party.

"There's been too much tension around here and we aint goin' to have any fights. You don't need your weaponry down in the bilge, so stow it before ya' gets to work." says Mr Plugg, gesturing towards the foot lockers.

Shivikah drops a short sword and two daggers into her footlocker. Jaundiced Jape deposits a club and six daggers.

Mr. Plugg walks over to Jaundiced Jape, kicking his boots so that the spring loaded blade hidden in them pops out. "Change them out with some rope sandles. Wouldnt want that nice blade to get rusty in that bilge water, huh?"

Walking back to the stairs, Mr. Plugg looks toward Master Septa to see what he will do.


Male Human Cleric 4

While stowing his two swords (worn cause of rank not to fight with) Septa says loud enough for everyone to hear.
"I got nothing to hide, Jape and Shivikah can search me for weapons if I can search them. Anything happen down there its not my weapon, it will be because I took it away from them and they drew first. But I am wearing my chain shirt and emptying my bandolier of everything but the tanglefoot bag."

Looks at Jape and Shivikah for reaction.

Lantern Lodge

Jape's reaction: 1d20 - 1 ⇒ (4) - 1 = 3
Shivikah's reaction: 1d20 - 2 ⇒ (5) - 2 = 3
Mr Plugg's reaction: 1d20 + 6 ⇒ (10) + 6 = 16
Both Jape and Shivikah look to Mr. Plugg, but he does not react at all. "Fine, fine. Get below you three and get to work." Master Gunner Krine looks both annoyed and bored by the whole thing.

What does Septa do?

unknown roll Number One: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
unknown roll Number Two: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14

Roll Perception roll for Septa


Male Human Cleric 4

Perception roll: 1d20 + 2 ⇒ (13) + 2 = 15

Septa does as he said and goes down into the hole to work.

I want to see what if anything is going to happen before I decide how I will work today.

"Come on Shipmates."

Lantern Lodge

Working the bilge pump is much easier with three sets of hands, compared to when it was just Septa alone.

While working, Shivikah steps forward and braces a foot against the pump, trying to get leverage to unstick the handle. When she does this, her pants ride up and, just for a moment, Master Septa gets a glimpse of a dagger, tied to her left calf, with a strip of cloth.

They pair continue to work, in silence, giving each other occasional glances.

unknown roll: 1d20 + 4 ⇒ (19) + 4 = 23
Make a Sense motive for Septa


Male Human Cleric 4

Sense Motive: 1d20 + 8 ⇒ (16) + 8 = 24

Septa steps off like hes taking a quick break, sits on a crate, gets up, then gets behind the crates, getting in the best defense he can quickly.

"Alright, Why don't you two Bosun Butt Boys get it over with and attack me.

Lantern Lodge

Septa sees the look the Jape and Shivikah are giving each other: "Now?"

When Septa steps off 20', sits and makes his comments, the both of them draw daggers bound to there calves.

Shivikah says to Jape "But the Captin' said it was death by keelhauling for anyone who took a crews life?"

Jape responds "Welll...uh...we can just drop a crate on his head and tell them he triped and the crate fell on his head and killed them."

Shivikah responds "Yeah. That sounds good."

They begin to advance.

Septa is 20' away form Jape and Shivikah. There is a crate directly in front of him. The floor consist of 1' to 2' of water, with odd debris under it, and cobwebs on the overhead beams; the entire bilge is difficult terrain. The entire area is in dim light; 20% missed chances. Six sets of manacles are attached to beams in the far bow.

roll for initiative
Jape Init: 1d20 + 2 ⇒ (3) + 2 = 5
Shivikah Init: 1d20 + 2 ⇒ (1) + 2 = 3


Male Human Cleric 4

Once they confirm that they are talking that they are attacking me and coming after me can I get a surprise round before they start to advance??

If so I will slow Shivikah down with a storm burst.

Miss Chance 20% or less: 1d100 ⇒ 41

Ranged Touch attack: 1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 23

Damage non lethal: 1d6 + 1 ⇒ (5) + 1 = 6

If not It will happen during my Init Round which is:

Initiative: 1d20 + 2 ⇒ (9) + 2 = 11

If I got a 'free round', I will then move away 15' from them (diff Movement) and cast Murderous Command on Jape. DC 15


Male Human Cleric 4

Hey a Critical!

Confirm Critical: 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6

Damage: 1d6 + 1 ⇒ (3) + 1 = 4

If I knock Shivika out with a crit, I will cast Hold Person on Jape instead. DC16

Lantern Lodge

critical does not confirm

I do not have description of storm burst. Please post description to discussion list

The female slaver, Shivikah, grimices as the spell hits her. The two advance 15' towards the bow, but Shivikah moves 5' port while jape moves 5' starboard. They end their movement 10' away, shivikah on the port diagonal, Jape on the starboard diagonal. They spear to be trying to flank Septa next round.

Action?


Male Human Cleric 4

Move back another 15' (30') and cast Murderous Command on Jape. DC15

How far till I hit the wall at my back?

AC 16

Lantern Lodge

Septa moves 15' backwards, bringing his back against the bow bulkhead, the manacles to either side.

japes will save: 1d20 - 1 ⇒ (9) - 1 = 8

jJape looks little confused, before moving 15'
to starboard and attacking Shivikah in,a grapple
grapple vs cmd15: 1d20 + 3 ⇒ (13) + 3 = 16

Lantern Lodge

Jape has Shivikah in a grapple, both prone, Jape ontop in a corner position. Jape is holding Shivikahs head beneath the bilge water.

Shivikah retaliates with her dagger....
1d20 + 3 ⇒ (7) + 3 = 10
...but only flails about with it.

The pair are 5' to port of the centerline, about 25' from Septa.

Action?


Male Human Cleric 4

I know what I what to do, but I know Shivikah has a aoo due to the Grapple and a normal attack before my turn.

Lantern Lodge

Jape seems highly skilled at grappled and, unusually, Shivikah did not get a chance to respond before she was on her. Knowing that she had only a small chance to break the grapple, Shivikah attacked Jape with her dagger. She missed, but even if she attacked well, she would have to deal with being blinded.

Septas turn


Male Human Cleric 4

Septa knows they have to stand and wants to get closer to have a better chance to hit.

Advance 5 feet (to 20' away) and cast storm cloud on Jape

Miss chance 1-20% :1d100 ⇒ 92

Luckily Jape is prone because its a Touch Attack.

Storm Cloud: 1d20 + 4 - 1 ⇒ (8) + 4 - 1 = 11

Non lethal damage: 1d6 + 1 ⇒ (2) + 1 = 3

Lantern Lodge

Roll miss chance for touch attack

Lantern Lodge

player made percentage roll

Septa hits Jape, who is not as light
on his feet as other crewmembers.

He grunts as the spell hits him.

Both Jape and Shivikah struggle to their feet, Shivikah wiping the bilge water from her eyes, and both move forward, picking their way between the debris in the bilge, making it to 10' away from Septa.

Action?


Male Human Cleric 4

Shivika goes right back on attack, oh well...

Stand where I am, be defensive and cast Obscuring mist on them, allowing me to still see to my side. Center H4

As soon as it goes into effect I will bolt to starboard (where the most distance is between them and the hull and use the support as defensive) and move into the fog cloud touching the hull and moving Aft. There is plenty of sloshing, so hes not worried about noise.

I show me starting in C4, them starting in E4, my movement takes me via C5-D6 > H6

Lantern Lodge

Septa makes his move, only moving 15' towards his goal.

Both take a double move, ending adjacent to Septa, Jape to aft and Shivika to bow, both of the so intent on moving they make no attack. Action?


Male Human Cleric 4

Ah fudge, forgot I did a action them a move, not a double move, my bad.

AOO if they move adjacent?
Kick Jape: 1d20 + 4 ⇒ (7) + 4 = 11
Non lethal Damage: 1d3 ⇒ 1
Miss Chance: 1d100 ⇒ 48

Move Starboard and Withdraw, then aim aft, towards the hole.

F5-G4-H3 > K3

Lantern Lodge

Septa kicks at Jape as he approaches from sternward, but does not connect.

Septa withdraws, making it to the ladder. As he pushes upward on the hatch he finds that some heavy objects, several footlockers perhaps, have been placed on top of the hatch.

to try to open hatch standard action, dc20 strength check. While on the ladder you are at +2 to hit for higher ground, but flat footed due to climbing. Septa took a withdrawal action, so no attempt to open hatch this round.

Shivikah and Jape, concentrating on moving alone, make it to the base of the ladder, port and starboard.

Lantern Lodge

No attack from nova. Septas actions.


Male Human Cleric 4

They followed me with the fog cloud? They could not see me unless they get next to me.

I was not planning on trying the hold, but thanks for the info


Male Human Cleric 4

First a AOO on Jape as he moves around me, Shivika might have come at straight on, so that my reasoning.
Kick Jape: 1d20 + 4 ⇒ (4) + 4 = 8
Subdual Damage: 1d3 ⇒ 2

Taking a chance now.

Casting a Storm Cloud defensively at Shivika.

Defensive cast (need a 17 I think): 1d20 + 11 ⇒ (12) + 11 = 23

Touch attack on Shivika: 1d20 + 4 ⇒ (11) + 4 = 15

Subdual Damage on Shivika: 1d6 + 1 ⇒ (6) + 1 = 7

If Shivika is knocked out I plan to move: J5-K6-L6 Accepting a AOO from Jape

If not I will have to accept two AOO's and move I5-J6-K6.

Lantern Lodge

Septa kicks at Jape, turns on the ladder and casts towards Shivikah.

please roll 20% miss chance for Jape
please roll 20% miss chance for Shivikah


Male Human Cleric 4

1-20 % is a miss

Jape Miss: 1d100 ⇒ 20
Shivika Miss: 1d100 ⇒ 26

You need miss chance for adjacent hth attacks?

Lantern Lodge

Due to the crazy hsadows from the lantern dancing across his face, Septa misjusgeds his kick and barely misses Japes nose with his foot.

Septa turns, deftly makes the mystical gestures for his spell while avoiding Shivikah's reach with a dagger. The spell goes off and the flurry of the summoned storm effect strikes Skhivikah in the temple.

*KUR-SPLUSH*

Shivikah crumples and falls face forward into the bilge water.

Jape attempts AoO: 1d20 + 3 ⇒ (14) + 3 = 17
Japes miss chance: 1d100 ⇒ 80
Japes damage with dagger: 1d4 + 3 ⇒ (4) + 3 = 7

Septa prepares to jump off the ladder, but when he turns his back to Jape, Jape quickly stabs Septa in right thigh.

Jumping off the ladder, Septa jumps off the ladder, landing on top the Shivikah's motionless body and then moving aftward.

Jape come around the starboard side of the bilge pump and reaching the aft end, reaches out with his dagger before him and strikes.

Jape attacks with dagger: 1d20 + 3 ⇒ (15) + 3 = 18
Japes miss chance: 1d100 ⇒ 3

CLANG!

Jape's dagger misses Septa completely, instead hitting a shadow on the bilge, skittering off the pumps brasswork.

"Damn! Can't see a t'ing in this dark!" Jape curses to no one in particular.

Septa is in L6
Jape is in M5
Septa's action


Male Human Cleric 4

*Damn that hurt, I need to heal. I wonder how dumb Jape really is?*

Withdraw and really make splashes in water along
from my start point in L6 and Go

K6 - J6 - I6

Than take a quick hop, attempting to bother the water as little as possible to J5 then continuing to K4 and hunker down a bit, using the shadow of the bilge to break up my shadow.

Hopefully the water splashing and noise of everything will cover my 'Cunning plan'...

Lantern Lodge

without hide in plain sight you can not deceive him, but IF you manage to block his perception, the dim light is sufficient to maintain stealth. In naval terms, you need to break lock before ew will do any good

Lantern Lodge

make a Stealth roll, to hide your splashing in the bilge water, and a Bluff check, to make the false trail convincing

Lantern Lodge

I also need a perception roll for Septa


Male Human Cleric 4

Stealth: 1d20 - 1 ⇒ (10) - 1 = 9
Bluff: 1d20 + 2 ⇒ (9) + 2 = 11
Perception: 1d20 + 4 ⇒ (14) + 4 = 18

Lantern Lodge

Inside the mystical fog cloud, Septa waits to see the effect of his deception. With the fog cloud blocking most of what feeble light is coming from the lantern, he strains his eyes to see what is going on.

Septa hears Jape splash around in the water, stop for a moment, like he is listening for something, then quickly move away from Septa, then stop again, and quickly move back towards Septa.

Septa actually sees him when he passes just five feet away, to starboard, passing bow to aft.

Jape is flat footed. Septa and Jape both are under the effects of the fog and low light. Jape does not perceive Septa


Male Human Cleric 4

Septa will wait and hold his breath and not move hoping Jape wont see him. Holding action.


Male Human Cleric 4

AOO just in case:

Miss Chance:1d100 ⇒ 70

Backhand to Knee: 1d20 + 4 ⇒ (9) + 4 = 13

Subdual damage: 1d3 - 1 ⇒ (1) - 1 = 0 Minimum one damage

Lantern Lodge

miss chance: 1d100 ⇒ 88
to hit: 1d20 + 6 ⇒ (2) + 6 = 8

When Septa swings with the backhans, Jape takes notice of Septa and slas at Septas ARM but misses.Septas backhand connects injuring Japes knee.

Septas action


Male Human Cleric 4

No matter how I think it, I have to withdraw, I cant let Jape get a chance to grab me cause I will lose, especially with his improved hth attack.

Withdraw away from Jape, diagonally towards the hull, then 20' along the hull away from the bilge pump, diagonally away from the hull and then 20 feet towards opposite hull.

Doing his best to skip and make little waves.


Male Human Cleric 4

Stealth: 1d20 - 1 ⇒ (7) - 1 = 6


Male Human Cleric 4

BAhh hit return by accident..

Bluff: 1d20 + 2 ⇒ (3) + 2 = 5

Lantern Lodge

please note the square you intend to be in

Jape sloshes after Septa....

...but loses track of him.

Septa hears Japes sloshing to boward of him.

Perception check at -4 range, would give Septa a fair idea where Jape is

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