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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

The next day, Septa is back working in the bilge.

dc12 strength to do a good enough job to avoid the lash. Dc 12 constitution check to avoid exhaustion

Coming up on deck to dump out a bucket of refuse that blocked the bulged inlet, Septa gazes up at the sun.

dc 15 profession sailor or survival


Male Human Cleric 4

Septa still talking about the workout and enjoyment he gets from working in the bilge:

Strength Check: 1d20 - 1 ⇒ (11) - 1 = 10
Con Check: 1d20 ⇒ 5

Profession Check: 1d20 + 11 ⇒ (10) + 11 = 21

Septa is worn out today.

Lantern Lodge

Along with Septa, Ambrose, Shortstone, Owlbear, Slippery and Badger all recieve one lash with the Cat O Nine Tails for not meeting Captain. Plugg's standards.

damage to Septa from the lash: 1d4 ⇒ 4

Most of the crew are exhausted from the days work.

There is no socializing in the evening, the crew unannimously choosing for extra rest.

As Septa heads below, he suddenly notices the setting sun. It's in the wrong place in the sky. If the Man's Promise was heading to Port Peril, to rondevous with the Wormwood, as Capt Harrigan announced, the ship would be heading Southerly.

Instead Man's Promise is heading roughly due East, toward the Mwangi Expanse.

Knowledge Local DC 17


Male Human Cleric 4

KN: Local is a trained skill only I believe, but I will roll if its a PF thing

Kn: Local: 1d20 ⇒ 14

Septa will use his healing surge to get rid of lash damage, he plans on getting a early rest also, but, will inform everyone else of his suspicions of a easterly progression.

Lantern Lodge

Upon hearing of the Easterly course, Fishgits Ambrose comments. That he knows the stormwracked islands. "I would think we are headed to Blood Cove,or nearbouts, a port on the Mwangi Expanse. I don't much to interest Plugg in Blood Cove, but on a island to west is Rickety Squibs, a secret dry dock that specializes in aSquibing, altering ships so they have a different appearance. Do you think he intends to squib Man's Promise? For what purpose?"

Later everyone gets to sleep early.

On waking Septa sees the sun rising in a blood red sky, and two Sea Terms nesting in the upper spar.

Survival DC 15


Male Human Cleric 4

"Purpose is to steal the ship I bet from under the Captain, take it for their own I bet."

Seeing the Terns, he turns to Sandra coming from female berthing. "Looks like we are close to land." Points at the birds.

Survival: 1d20 + 4 ⇒ (16) + 4 = 20

Lantern Lodge

Sandara replies "Mag. They are storm terms. My sunrise said they Chase storms and eat the lightning."

Septa thinks back to his grandfather and remembers being told red skies in morning brings storms.


Male Human Cleric 4

"Hhhmm, right, oh well, lets take this time and make sure our stuff is secure. Won't have time later."

Septa look around the ship and sighs.

"Not happy with this."

Lantern Lodge

With his wounds from the lash healed before goinung to bed, Septa manages a decent amount of rest and refreshed his prayer.

After the below deck conversation with his friends, Septa heads up to the dexck to great the third morning on Man's Promise.

Septa is assigned repairing knot work, splicing lines and cooling the lines after repair.

First Mate Scourge keeps a constant attentive eye on Septa.
For the first time since being Sganghaied, Septa finds himself working with Sandara and Cog.

Work diligantly, sneak of to another part of the boat or shirk your duties and get extra rest?

DC12 Profession(Sailor) or Strength to do job well; DC 12 CON to avoid exhaustion

Cog has profession(sailor) +4; strength +3; con +2

Sandara has profession(sailor) +8; strength +1; con +0


Male Human Cleric 4

"Ah I wanted to work in the bilge to work my muscles!"

I don't see an advantage to doing anything except looking for the weapons locker and how its guarded and protected. So they will cover for me during a extended potty break while I Will sneak to another part of the boat.

Septa: Prof (Sailor): 1d20 + 11 ⇒ (6) + 11 = 17
Con: 1d20 ⇒ 7

If Cog or Sandra are tired the others will cover for them so they can shirk to rest, otherwise:

Cog: Prof (sailor): 1d20 + 4 ⇒ (20) + 4 = 24
Con: 1d20 + 2 ⇒ (16) + 2 = 18

Sandra: Prof (sailor): 1d20 + 8 ⇒ (13) + 8 = 21
Con: 1d20 ⇒ 6

Lantern Lodge

Make a perception check for Septa.


Male Human Cleric 4

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Lantern Lodge

The storm rages, only increasing as night falls. Septa, along with almost all of the crew, is sent aloft into the rigging, moving along wet spars, furling and unfurling sails,following the captains shouted orders as he desperately tries to drive the ship out of the storm.

After sixteen hours, the storm has increaded to a gail,the fight continues against the storm, but crew are sent below to grab a meal of hardtack and catch two hours sleep. Around 2am, Septa and three others sre sent below.

Septa sleeps fitfully but awakens with a start at the sound of the ships bell being rung. A muffled cry, damped by the storm and two decks, "Action! Repel boarders!"

Septa sees two of the crew in their hammocks,oblivious to the alarm in sleep. The third lies as the base of the stairs, cutlasd in hand, but glassy eyed, rigid in magical paralysis.

Actions?


Male Human Cleric 4

"ACTION! REPEL BOARDERS!! Septa yells while jumping out of his bunk and grabbing his equipment. He will knock into each of them while heading to the base of stairs. Attempting to stay out of line of sight and come up along the edge of the hatch.

A quick look around the edge: Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Icicle at anything he sees that is not his crew and within 30' range: Ranged Touch Attack: 1d20 + 5 ⇒ (13) + 5 = 18, Damage: 1d6 + 2 ⇒ (2) + 2 = 4

He will look quickly behind him to see if the other two are awake and access for his next action.

Lantern Lodge

The two other crewmembers are up and out of the bunk. Septa, peering around tje hatchway sees a strange humanoid with scaly skin, like a fish, lying dead on the gun deck landing. From topside comes the sounds of fighting, swords clashing, a pistol shot, and a loud electrical CRACK that shakes the whole ship.


Male Human Cleric 4

Septa will push around the held crewman and head up the stairs, once getting to the top will just peek over like Killroy and do a quick 360.
Perception: 1d20 + 4 ⇒ (20) + 4 = 24

Generating a Ice missile at any foe that matches the one at my feet, if within range. Use last roll

Lantern Lodge

Peering topside, Septa sees two of the humanoids, armed with tridents, guarding the top of the hatch. Ten feet behind them another humanoid, armed with a staff of coral, is chanting in gesturing toward the aftdeck. On the far gun wall, six more humanoids, each carrying a large bundle over their shoulders, prepare to slip over the side. Without getting in range of the tridents, Septa can not see the rest of the deck, but he can hear the sounds of fighting, including a pistol shot.

The trident wielders see Septa but are not making any move down the stairs or to throw the tridents. Instead the stand there, ready to Repel any cjarge.

Actions?


Male Human Cleric 4

Assuming I am in range and not within AOO of the tridents I will fire the Ice Missile at the one with the staff.

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