
Bronwenir |

According to the Skulls and Shackles players guide, the area of winds created by Control Winds does not move with a ship. This doesn't directly address Alter Winds, but it seems logical that that effect wouldn't either.

Krila |

How about Read Weather in place of Alter Winds? It gives 48 hours notice about the natural weather in your area. Seems like it would be useful on a semi-regular basis, especially after the last storm.

Bronwenir |

If this was built as a whole area to explore, with treasure and encounters and secrets and stuff, I could see spending the time to explore all of it. I assume we'd have to come back to the ship at night to defend it against the plant zombies?

Krila |

Debated casting 'Sickening Entangle' centered on the boat, but wasn't sure if the plant zombies would be affected by it. And didn't want it slithering up on the boat to entangle us if it could, so figured safer to not use it this time.

Krila |

Unless this is weird magical fog, there's no miss chance in melee, unless you're using reach.
FogWhether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).
Adjacent characters are not 5 feet away, they are adjacent. Creatures with a box between them are 5 feet away from each other. So, in other words, without using reach, there's no miss chance in melee.

Krila |

I believe Justified made a regular melee attack against the thing on Krila.

Krila |

Krila's pretty much trapped until someone can get her out, about all she can do is channel at this point, and is holding to do so.

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Let me explain my call for help. I did not want to "waste" any more attacks on the animated vines as they can be replaced by vine horrors each round. Justified can do a reasonable amount of damage two handed but cannot use a two handed weapon when grappled. Now that we can reach/attack the horrors directly its much better to try to end them. Heck, the vines my stop being animated if we take out their controllers.

Krila |

I undestood it, no big deal on my end.
Krila just isn't set up to do any damage, she's majorly heal spec'd, and you were relatively wounded.

Krila |

I get wandering hex at 6th level.
Considering bonding a water spirit daily for Water Sight for now :
Water Sight (Su): The shaman sees through fog and mist without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, she can use can use scrying, using any calm pool of water that's at least 1 foot in diameter as the sole focus. At 15th level, this functions as greater scrying. She can use these abilities for a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
Or, alternately, a Heaven's spirit for Lure of the Heavens.
Lure of the Heavens (Su): The shaman's connection to the skies above is so strong that her feet barely touch the ground. At 1st level, she no longer leaves tracks. At 5th level, she can hover up to 6 inches above the ground or liquid surfaces. At 10th level, the shaman gains the ability to fly (as the spell) for a number of minutes per day equal to her shaman level—the duration does not need to be consecutive, but it must be used in 1-minute increments.
I think Lure of the Heaven's might be good while we are exploring, as she can float over water or ground, not set off traps, and not fall through the grass. The Water Sight might be useful once we stop for the night, when the fog comes back out?

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Leveling up.
Justified gains 6 hp plus one for con and one for favored class bonus for a total of8.
He gains another BAB for a total of 6 and so gets his first iterative attack.
And he gets a higher feat and takes Felling Smash. This lets him try to trip when he attacks as a standard action. I am so gonna run out of AOOs a lot. :)
He gains 6 skill points and spends them on:
Perception
Acrobatics (2)
Spell craft (2)
Survival

Bronwenir |

Bron gains:
6 HP (5+con)
+1 BAB (+4 total)
+1 level 2 spell slot, +1 level 0 spell slot
New Magus Arcana: Empowered Magic (1/day, cast a spell as if enhanced by the Empowered Spell feat without altering the casting time or level of the spell)
+1 to all saves
2 spells added to spellbook (Cat's Grace, Blur)
6 skill ranks (2+Int+FCB)
-1 into Perception
-2 into Acrobatics
-2 into spellcraft
-1 into Knowledge (nature)

Krila |

THis is for Wandering Hex, I can change it each day.
I don't get a permanent hex for awhile, being a witch doctor.
The only one that helps with plants just makes it easy to get through difficult terrain. We've not encountered any so far, and if we do, I can switch it out the next day.

Graythan Fist |

Level 6!
HP: 1d8 + 1 ⇒ (7) + 1 = 8
+1 BAB
+1 Fort
+1 Ref
+1 Will
+1 level 2 spell slot
+1 level 2 spell known (resist energy)
gain Inner Strength (Su) (1/day heal self as a swift action for 1d6/2lvls. Also remove one of the following conditions from yourself at same time: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.)
+6 Skill Points
+1 Intimidate
+1 Perception
+1 Survival
+3 Swim

Krila |

Are we supposed to roll for HP? I've been taking average (5) per level plus 8 (max) for 1st.

Krila |

Moving over here, no need to hash out of character conversations in the game play thread. :)
My character sheet is in my post block, where it says 'Aasimar HP (28)', it's a link to a PDF.
For the question about Lesser Restoration... And I'm already linked to a life spirit, however, I have no spells left and therefore can't cast Lesser Restoration.
As to how fatigue and exaustion work
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.
An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
We are already fatigued, what causes more fatigue? Moving...
In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.
So, we are fatigued because we haven't slept in 24 hours. We've also already marched 8 hours (all that movement yesterday, then fighting all night, with no rest). That means we start walking and we have to make a DC 10+16 (8 hour since we were supposed to sleep) = DC 26 CON check. If we fail, we become exhausted. Plus we take damage. Even if the GM rules we start at the DC 12 (10 + 1 hour x 2), it's a con check, not a fort check, so.. yeah... we start going exhausted the first hour or so, and drop like flies before the end of the day.
We really are in a nasty catch 22. It wouldn't be if we had the right classes, or if we had the right equipment (some wands of lesser restoration for example), but for now, we either sleep and fight again tonight, or push ourselves out and drop like flies.

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I disagree. We have not marched 8 hours in addition to being up all night. We were on the boat and rested some before the fight at night. So we can march 8 hours before we have to worry about exhaustion.
In the end even if I am right it might not matter that much as I do not think we will reach our goal in 8 hours.

Krila |

You may be right about not marching, but I'd argue that fighting 12 hours (dusk till dawn) is much more tiring, even in spurts, than marching 8 hours. If I remember, the fog came up as soon as the sun was completely down, and didn't go away until the sun came out, that's actually longer than 8 hours (unless we're way far north).

Krila |

So, that means no spells, and we'll drop if we go exploring. If we don't, another night of fighting. But we'll have spells tomorrow, so if we survive tonight, Krila can do less resto tomorrow.

Krila |

Graythan, we have no spells now. If we go out now, we have no spells, and we are all exhausted.
If we sleep today, fight tonight, I'll have spells in the morning, and can get rid of the fatigue.
Which means, no, we won't have the same decision tomorrow.

Graythan Fist |

That presumes you won't cast any spells during the night-time siege. Even though that scene was mostly handwaved, it doesn't seem like a realistic expectation to me given the first wave we dealt with. I think we have a better shot at setting out now and hoping to avoid notice on the sargasso. We'll be fatigued today, sure, but we can deal with that.

Krila |

Graythan... how do I cast spells that I don't have?
Here's how today will go :
First hour of exploring :
Everyone roll Con Check, DC 12.
Con: 1d20 + 2 ⇒ (10) + 2 = 12
Con: 1d20 + 2 ⇒ (13) + 2 = 15
Con: 1d20 + 2 ⇒ (19) + 2 = 21
Con: 1d20 + 2 ⇒ (8) + 2 = 10
Con: 1d20 + 2 ⇒ (12) + 2 = 14
One of us becomes exhausted, takes 1d6 ⇒ 2 points of temporary damage, and takes a -6 Str/Dex (-3 BAB, -3 Damage, -3 AC).
Hour two, everyone roll a con check, DC 14
Con: 1d20 + 2 ⇒ (17) + 2 = 19
Con: 1d20 + 2 ⇒ (20) + 2 = 22
Con: 1d20 + 2 ⇒ (20) + 2 = 22
Con: 1d20 + 2 ⇒ (5) + 2 = 7
Con: 1d20 + 2 ⇒ (19) + 2 = 21
Perso 4 takes 1d6 ⇒ 1 more points of temporary damage.
Hour two, everyone roll a con check, DC 16
Con: 1d20 + 2 ⇒ (18) + 2 = 20
Con: 1d20 + 2 ⇒ (8) + 2 = 10
Con: 1d20 + 2 ⇒ (13) + 2 = 15
Con: 1d20 + 2 ⇒ (3) + 2 = 5
Con: 1d20 + 2 ⇒ (15) + 2 = 17
Two more of us becomes exhausted, takes 1d6 ⇒ 6 and 1d6 ⇒ 6 points of temporary damage, and takes a -6 Str/Dex (-3 BAB, -3 Damage, -3 AC). Our poor already exhausted person takes 1d6 ⇒ 1 more temporary damage.
If we assume whatever it is is within 3 hours walk, we are in the following situation :
3 members exhausted and down 6 HP, with -3 BAB, -3 AC, -3 Damage, and -3 Init, no spells, and no healing. The two who are not exhausted are Fatigued, -1 BAB, -1 AC, -1 Damage, and -1 Init.
And those were some really good saving rolls...
If it's another hour to find it, then it's DC 18, then 20, then 22...

Krila |

Only at dawn.
And I'm done arguing. We've been up 30 hours, spent yesterday exploring 8 hours to that other ship (or at least a good part of the day), and then spent the entire night fighting, so trying to claim that 30 hours of activity isn't 'forced marching' seems rules lawyering of the most obnoxious caliber.
But whatever, the GM said we are fatigued, and we have no healing, and no spells. So if everyone wants to go out with no healing, no rest, no spells, and everyone fatigued, and potentially exhausted later, I'm fine with a TPK. I won't make any more posts on this.

Graythan Fist |

I didn't think my read of the situation was 'rules lawyering of the most obnoxious caliber' but rather a take on the spirit and intent of the crisis which Fanguar shared directly from the AP. I had the impression it was supposed to feel dangerous and desperate without leaving us in unwinnably dire straits; namely, that we could press on with some handicaps (fatigue penalties and a day without spells), but that pressing on was an ok thing to do. Maybe I'm being too loosey-goosey with the rules and not understanding things correctly.
And I'm sorry if this seemed to you like a heated argument rather than a discussion, but is that really a reason to call me an obnoxious rules lawyer?

Krila |

We spent most of yesterday exploring the wrecked ship, we started off in the morning.
We got back just before dark, per the posts.
We then spent all night fighting.
We didn't sleep at all.
However, it's a new day, so we can go 8 hours today, despite not having rested, before we roll for forced marching, because the sun came up and therefore we haven't actually marched anywhere on this day.
That's what you're saying, Graythan and Justified. Just note that that would work if we started walking at midnight, the sun came up, and then we marched on for another 8 hours, 16 hours in a row, but the sun came up, so we get 8 more hours because it's a different day. I do consider that a rules lawyer response, because there's no specific line in the rules that say 'if you do not rest, your 'day' continues into the next day for purposes of forced march'. Even if the argument is 'We spent 8 hours doing stuff, then fought over night, but because we didn't leave the ship while fighting, we didn't march, so we get to march again for 8 hours because it's a new day and the rules don't say you can't.
Don't bother to respond to this, I won't further, I'm just letting you know what the argument put forth reads as to me.
For those who are tired of this (like me), let's go do whatever Graythan and Justified want to do.
I'm also, however, very very heavily slammed at work, and frustrated with the client I'm working with, so a lot of my mental annoyance may be as much work as it is anything else. So my apologies for offending in how I worded my objection to the logic proferred for why we shouldn't be exhausted.

Graythan Fist |

I don't know how many more there are besides you, me, and Justified in making this decision, Krila; Bron shared yesterday his computer is wonky and Moira hasn't been around in a week or even leveled to 6 yet =P
I do understand your point and how you've laid things out. And please don't think I'm saying you're wrong. I think your approach to our current scenario is more on the simulationist end of the spectrum and mine more on the game-y side. I don't think either approach is wrong, just different.
You seem to be more of the view, "If these people actually went through all this, they'd barely even be able to stand let alone discuss marching off at the break of day." Totally reasonable and very true.
I'm looking at it more as "It doesn't seem like the writers of the adventure intended for us to just hole up on the ship, and I think Fanguar gets as much enjoyment out of TPK'ing us as we do getting TPK'd (read as: none), so maybe it'll be ok and fun to press on."
---
In the end, I do think it'd be fun to push the envelope and head out onto the sargasso not at our best. But, I see the virtue in playing it safe and resting up.
I'm cool with hunkering down for a day, but we have to promise we get back to adventuring across the creepy, solid seaweed island tomorrow! =P

GM Fanguar |

Just for the sake of argument, let's say that days are 12 hours long, as you are pretty equatorial at the moment. You could rest up and still have some light left.
In the interest of just moving along, I'm going to ignore the fatigue aspect and we can just pretend that you have full hp. We are nearing the end of this adventure and I just want to get it done.
Also, as Shamans recover spells like clerics, Krila can get her spells back without sleep.

Krila |

Yes, but not until tomorrow, you can't get back spells you cast in the last 8 hours.

Bronwenir |

What penalties happen if a character stays up all night without sleep?
Last night, did it seem like the ship could handle being beat on by the plants? If the crew battened down the hatches and doors and waited out the night, could we travel where we need to go and not expect to necessarily lose the ship?

GM Fanguar |

What penalties happen if a character stays up all night without sleep?
Last night, did it seem like the ship could handle being beat on by the plants? If the crew battened down the hatches and doors and waited out the night, could we travel where we need to go and not expect to necessarily lose the ship?
The Sea Wyvern can last a couple of nights without you. Though I generally ignore them, most of your crew do have character class levels. If you do nothing, you will eventually be overwhelmed.
Thanks for the link Bron. So as per the FAQ, the PCs are fatigued. From my understanding, as long as you keep the adventuring down to 8 hours you wont get exhausted.
Anyways, I just realized that we have been on this adventure for more than a year, so in the interest of actually getting the island before December, I provide you with the following options:
a. Leave now: Find boss. Fight it fatigued and low magic, but in the daylight.
b. Rest now, leave later: Find boss. Fight it not fatigued and with magic in the dark and fog.
Vote. Majority decides.

Krila |

B is not an option, at least as far as Krila is concerned. She can't get magic before dawn tomorrow due to the 8 hours casting recovery rule.
I'm done arguing though, whatever everyone else says is what we do.