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GM Klothar's Skull & Shackles SOLO Game

Game Master bsongy

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

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Male Human Cleric 4

Septa will head west around the maize plants, then north and start heading towards the trial, looking to find a way up there.

Lantern Lodge

Septa finds that the maize field is about 2000 feet east to west and, as he reaches the western edge he can see that the field extends about 3000 feet north to south. On the west edge there is a band of jungle at the base of the mountain, but a strip of knee high grass runs between the maize field and the jungle.

Septa can now see the bottom of the footpath leads to a fork, with one branch leading to the north end of the maize field and the other branch leading towards the North end of the island.

To the west north west, on top the mountain, at the high end of the footpath, nearly two miles away, Septa can see a building of some kind.

Male Human Cleric 4

Septa will walk along the maize north to the edge and head for the foot path that will take him up the mountain. How log ago does it look walked on? Any sign of habitation anywhere else?

Lantern Lodge

It is about two miles up the footpath, but it is a gain in altitude of about 800 ft. Septa reaches the top, out of breath and sweaty after a four hour hike, at one pm.

In the heat of the sun Septa sees a well built timber stockade surrounding ding a small Lodge in a clearing of the jungle growth on this mountain top. The stockade walls are made of sharpened wooden stakes 7 feet tall. Septa is able to see inside through gaps between the stakes. Vines wrap and strangle a great the that rises next to the lodge blocking light from above. Besides it is a bubbling spring.

Male Human Cleric 4

*Fresh water at least.*

After watching the stockade for 2 minutes (i.e. take 20) Perception = 24, Septa cools off in the spring by rinsing his hands and face and walks around the stockade, looking for a way in, or the door.

Lantern Lodge

Septa sees no activity hole watching.

When trying to enter, hediscovers that the stockade gate is closed and barred. The only way in, apparently, is to climb over.

Male Human Cleric 4

Septa drinks some of the water.

He pulls on the vine and uses them if possible to climb over, near the grate but not directly over it.

Climb: 1d20 - 1 ⇒ (12) - 1 = 11

Lantern Lodge

The water is fresh and cold. As Septa rises to stand, he places his hand upon a vine on the tree. The vine suddenly transforms into a humanoid shape as it falls A second humanoid shape forms from Vines in the tree and jumps down to flank Septa.

no attacks in the surprise round
round. Roll initiative

vine choker 1 initiative: 1d20 + 6 ⇒ (3) + 6 = 9

vine choker 2 initiative: 1d20 + 6 ⇒ (11) + 6 = 17

Male Human Cleric 4

Initiative: 1d20 + 2 ⇒ (9) + 2 = 11

Lantern Lodge

The vine choker that dropped behind Septa tswings an "arm" made of twisted vines towards Septa 's head, followed by a swing with the other arm.

left tentacle: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
right tentacle: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
left damage: 1d4 + 3 ⇒ (1) + 3 = 4
right damage with critical: 2d4 + 6 ⇒ (1, 2) + 6 = 9
left grab: 1d20 + 8 ⇒ (18) + 8 = 26
right grab: 1d20 + 8 ⇒ (7) + 8 = 15

Two gashes are opened oo Septa ' s cheek and forehead, but he is more concerned about the left "arm" of the creature wrap around his neck. Septa is unable to speak. He knows that he can hold his breath for a while but he is unable to speak, unable to form even the simplest magical syllable.

Septa can see however. It is apparent to him that the creatures, with their ten foot long "arma", intend for both to gain a strangling hold, then back up so that Septa is held between them,unable to reach the main body of either creature, and hold him there until he dies from damage or aphicsiation. The fact that there are two of them, each of them a tracking with two limbs, limbs with a 10 foot reach and they have an incredible natural skill with grappling, far better than Septa, he realizes that he is in dire danger!

The other creature looks ready to attack.

Male Human Cleric 4

Storm Burst at the non-grappling Choker (#2)

Ranged Touch attack: 1d20 + 5 ⇒ (7) + 5 = 12

non lethal damage: 1d6 + 2 ⇒ (3) + 2 = 5

Move as he can away from the non grappling Choker
attempting to gain as much cover as possible as he moves spirally:

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

#2 Choker is at -2 to hit because of the effect of the Storm Burst

Lantern Lodge

Septa's storm burst strikes the choker rattling it's nerves.

The non-grappling choker moves five feet to one side, moving towards the side of his companion but is unable to clear enough distance to avoid reaching over his companion. The second choker, still realing from the storm burts, attacks...

right tentacle: 1d20 - 2 - 2 ⇒ (2) - 2 - 2 = -2

left tentacle: 1d20 - 2 - 2 ⇒ (7) - 2 - 2 = 3

...but misses badly with both tentacles.

round 2

The first choker chooses to tighten it's grip on Septa's neck, trying to break the very bones in his neck...

first choker's damage: 1d4 + 3 ⇒ (3) + 3 = 6

the snaping sensation serving as a painful warning to Septa that he needs to act quickly.

Male Human Cleric 4

Cure Moderate Potion from bandolier: 4d8 + 4 ⇒ (8, 6, 7, 3) + 4 = 28

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