Seas of Blood: Skull & Shackles

Game Master Darth Maximus

XP Tracker: 18000

Party Loot Sheet

Maps: Sunset Challenger | Roll20 | Google | Tidewater Rock


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Male Chelish Human Investigator (Ruthless Agent) 1 l AC 16 T 13 FF 16 l HP 12/12 l F +1 R +5 W +2/+4* l Init +3 l Perc +4

Tamesis can have the bracers.

Buhayra can have the cloak.

I don't need the cummerbund.

I can't use the amulet (it doesn't stack).

Another potion of cure moderate wounds, as well as the potion of blur would go a long way to keeping Kehl alive, though!


Buhayra Sarraf wrote:

Guys, with us picking up more and more loot I finally got around to digging up the old party inventory spreadsheet that I had. I have entered the party loot for our last two hauls as well as the party treasure I still had on my character sheet on here.

Happy to be the treasurer and keep on top of this, but if anyone else wants to be able to edit the sheet PM me your email address an I will give you edit rights. Anyone with this link can view the page.

The sheet also has pages to track your personal inventory...We don't have to use that unless you think you would find it useful. If you are looking through and see anything that I missed please let me know. I can do a thorough audit tomorrow and make sure nothing has slipped through the cracks. I will also plug in the missing values at that time.

Thank you for this! I have added it to the top links, for easy reference.


If we do dice roll offs for loot, could we have Darth Maximus roll them? Seems fastest and fairest way of doing it.


I'd prefer if you found a different way to settle loot distribution, but if you want, I can roll for you.

Or, really, another player can roll if I'm not around.


F Human (Bonuwat) [ HP: 33/33 | AC: 20 (13 TAC, 17 FFAC) | CMB: +3, CMD: 16, FFCMD: 13 | Fort: +5, Ref: +4, Will: +7 | Init: +3 | Perception +3 ] Warpriest 4 [ Speed 30 ft | Spells: 1st 5/5 2nd: 3/3 | Blessings: 5/5 | Fervor 2d6: 5/5 | Sacred Weapon: 2/5 | Rapier +8/1d8+3 P; Dagger +7/1d8+3 P or 1d8 S; ULXbow +8/1d8 P | Active conditions: none ]

Sorry, I've been considerably less available than I expected to be this weekend. Sven probably needs the amulet more IMO.


Thank you. Though what types of items are you specifically looking for? I’d hate for anyone to get short changed because they give all of the loot away


Male Chelish Human Investigator (Ruthless Agent) 1 l AC 16 T 13 FF 16 l HP 12/12 l F +1 R +5 W +2/+4* l Init +3 l Perc +4

A few questions for the group:

1.) Is everyone okay with who gets what from the loot? If not, what needs to be distributed to whom?

2.) Is everyone in agreement that Plugg and Scourge are to be fatally keelhauled?

3.) Is there anything else that needs to be resolved before we present ourselves to the crew at dawn?


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Seems like the Cummerbund would be best on Madiya based on my brief glance at everyone's character sheets.

So building off of Kehlysch's previous recommendation for loot I would say:

Kehlysch wrote:

Tamesis can have the bracers.

Buhayra can have the cloak.

I don't need the cummerbund.

I can't use the amulet (it doesn't stack).

Another potion of cure moderate wounds, as well as the potion of blur would go a long way to keeping Kehl alive, though!

Tamesis gets bracers

Buhayra gets cloak & the 3 screaming bolts (+2)
Sven gets amulet of Nat Armor
Madiya gets cummerbund
Kehlysch gets the potions of CMW and Blur
Baolus gets ... ??? Nothing? Don't really see anything he would be interested in that hasn't already been asked for by someone else (namely the cloak, which pretty much anyone could use).

If we are splitting the coin everyone gets 118 and the remaining 3 end up in party funds...

Alternatively we could start splitting the gold a little differently so that there is actual money in the party funds for future party purchases (things that everyone gets use out of, like a wand of CLW or a bag of holding). I would actually recommend that we split the gold by 7 with 1/7 going to party funds. If we did that everyone would get 101 and 105 would go into the party's treasury. That would be my vote for the money as well as the indivisible precious items we get (like gemstones, and teeth apparently).


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

For Kehl's questions two and three, Bastards should be Keelhauled and I move that this meeting be adjourned until the morning and the discussion/confrontation with the rest of the crew.


Male Chelish Human Investigator (Ruthless Agent) 1 l AC 16 T 13 FF 16 l HP 12/12 l F +1 R +5 W +2/+4* l Init +3 l Perc +4

I don't want to speak for Baolus, but there is the Tidewater Cutlass, the Shackles of Compliance as well as the various poisons that were being carried. All of those might be of interest to him.


F Human (Bonuwat) [ HP: 33/33 | AC: 20 (13 TAC, 17 FFAC) | CMB: +3, CMD: 16, FFCMD: 13 | Fort: +5, Ref: +4, Will: +7 | Init: +3 | Perception +3 ] Warpriest 4 [ Speed 30 ft | Spells: 1st 5/5 2nd: 3/3 | Blessings: 5/5 | Fervor 2d6: 5/5 | Sacred Weapon: 2/5 | Rapier +8/1d8+3 P; Dagger +7/1d8+3 P or 1d8 S; ULXbow +8/1d8 P | Active conditions: none ]

What kind of items would I want? AC items would be nice, but consider them low priority. (If we find a third Amulet of Natural Armor, that one's mine, but I could probably live without.) Items that boost crafting, ranged/siege combat, healing ability, and/or aquatic mobility would be priority for me, and we haven't found many of those yet. The Aquatic Cummerbund seems good, considering how almost everyone else has a swim speed.

I don't really care what happens with the officers, as long as they aren't able to threaten us anymore.


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

1. I'm fine with that loot distribution.

2. Yes, I'm fine with keelhauling.

3. I don't think so?


Male N human (bonuwat) uc rogue (makeshift scrapper) 5 | HP: 43/43 | AC: 22 (14 Tch, 19 Fl) | CMB: +6*, CMD: 20* | F: +4, R: +8, W: +4 | Init: +3 | Perc: +10, SM +9 | Speed 30ft | Active conditions: none.
Kehlysch wrote:
I don't want to speak for Baolus, but there is the Tidewater Cutlass, the Shackles of Compliance as well as the various poisons that were being carried. All of those might be of interest to him.

Due to his archetype, Baolus is proficient only to simple weapons and he already has the magical boarding pike, so he has no use for the cutlass. The shackles and the poisons are more party loot I guess... I don't really like poison, specially when you don't have an ability to safely apply poison to your weapon.

I'm ok with getting nothing this time. I also vote for splitting the gold in 7 as Buhayra suggested.


Shall I assume that it is safe to move on?

I added the Plunder and Infamy & Disrepute rules to the Campaign Info tab, even though they won't be used until the next book. I removed the Ship Actions sections, since that's no longer needed. Same with Job Tasks and Rum Ration. Do you guys want me to remove the Pirate Entertainment and NPCs sections? Or just leave them for now?


Male Chelish Human Investigator (Ruthless Agent) 1 l AC 16 T 13 FF 16 l HP 12/12 l F +1 R +5 W +2/+4* l Init +3 l Perc +4

I'm good with moving on, if everyone else is.

I'm fine with leaving the entertainment, as some of our party are gamblers.

We should definitely keep a record of surviving crew members. I think it adds to RP if we know the names of the crew.


The thing is, aside from those who are already named, the AP assumes the rest of the crew you get is made up of nameless mooks. And unless I do something special with them, even the named NPCs just fade into the background. The notable exception is Kroop, who can serve as a knowledge base for the party for a while, yet.


Ready to move on. I see no reason to name anyone who doesn’t need to be named, especially as our mook list grows.

Liberty's Edge

Male I don't like to run and I'm not overly competitive Procrastinator 10/Daydreamer 15/Trivia Buff 5
Darth Maximus wrote:
The thing is, aside from those who are already named, the AP assumes the rest of the crew you get is made up of nameless mooks. And unless I do something special with them, even the named NPCs just fade into the background. The notable exception is Kroop, who can serve as a knowledge base for the party for a while, yet.

Fair enough. Mooks they shall be, then.


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Yeah, let's move on.

I don't care much about the NPc list, but the pics are cool to have around. I love Paizo's art.


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Sven and I cross-posted, but I like his better, so I deleted mine. I'm typing a new one out now.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Party Inventory sheet has been updated in line with what was described above. If there is anything currently in the Party Stores that you would like on your personal inventory please let me know and I will move it. Or shoot me a PM with your email address and I will give you permissions to edit the sheet.

Everything currently in Party Stores I am assuming is in the Haversack or in our officer lockers.


Kehlysch: So, just to confirm; the original plan was for the Bulge to eat Scourge's guts while he was being keelhauled. Instead, though, you're going to have the Bulge Coup de Grace Scourge while Plugg is being keelhauled? Is that what I'm getting from all this?


Male Chelish Human Investigator (Ruthless Agent) 1 l AC 16 T 13 FF 16 l HP 12/12 l F +1 R +5 W +2/+4* l Init +3 l Perc +4

The Bulge can't do a lot of damage. Its bite basically gnaws away about a HP per round. Scourge should still be alive when it's his turn.


That's....disturbing.

Ok. I can work with that.


Kehlysch: Actually, looking at the Bulge's stats, it's actually not capable of dealing damage to Scourge. It's damage is 1d3-3, meaning it can't deal lethal damage to Scourge. It does a single point of nonlethal damage per round, which means it's not going to be able to break through to eat his guts. All it's gonna do is knock him out before he can be keelhauled.

I'll let you modify your action, if you'd like. Or you can leave it at the Bulge bashing it's face against Scourge's stomach in a vain attempt to eat him.


Male Chelish Human Investigator (Ruthless Agent) 1 l AC 16 T 13 FF 16 l HP 12/12 l F +1 R +5 W +2/+4* l Init +3 l Perc +4

Ok. I thought it was 1 point of lethal. I'll post an update.

Creepy becomes creepy-comical, I guess!


And firmly in the realm of creepy!


I'll open it up to any RP you guys want to do.

So, the book kinda assumes you don't mutiny until Part 3 (we're just into Part 2 right now), so it's still calling for skill checks and such. I won't ask for those, for now. When it comes to an encounter or event, though, I'll let you know how the book indicates Plugg handled it, so you have some insight. You are, after all, almost as experienced of sailors as he was.


Wow we really jumped the gun, didn’t we?

—-

Also I love Owlbear...though I might be biased! When we have enough gold can we get him a headband to increase his intelligence? The poor guy really needs it.


He's a Barbarian....he doesn't need any Int....

Edit: Not sure a headband would do him much good, anyways. His Int is 4...


Male Chelish Human Investigator (Ruthless Agent) 1 l AC 16 T 13 FF 16 l HP 12/12 l F +1 R +5 W +2/+4* l Init +3 l Perc +4
Darth Maximus wrote:

He's a Barbarian....he doesn't need any Int....

Edit: Not sure a headband would do him much good, anyways. His Int is 4...

"Mongo just pawn in game of life..."


Int 4: “Can speak but is apt to react instinctively and impulsively, sometimes resorts to charades to express thoughts”

Int6 “Dull-witted or slow, often misuses and mispronounces words”

Man Int4 is very, very bad. Int6 leaves him in dump stat territory, at least. :p


Here's his stat blocks.

His Wis is 6...


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

At some point, we have GOT to figure out a way for the Bulge to speak with Tammy directly. Primal instinct vs nihilism, should be a fun conversation.


Male Chelish Human Investigator (Ruthless Agent) 1 l AC 16 T 13 FF 16 l HP 12/12 l F +1 R +5 W +2/+4* l Init +3 l Perc +4
Tamesis Kieran wrote:
At some point, we have GOT to figure out a way for the Bulge to speak with Tammy directly. Primal instinct vs nihilism, should be a fun conversation.

When I reach 5th level, it can talk, but only to me. Others can only understand it by magical means - speak with animals, I would guess.

It will be a little smarter by then, too.


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus
Sven Olaffson wrote:

Int 4: “Can speak but is apt to react instinctively and impulsively, sometimes resorts to charades to express thoughts”

Int6 “Dull-witted or slow, often misuses and mispronounces words”

Man Int4 is very, very bad. Int6 leaves him in dump stat territory, at least. :p

Get him a headband with Profession (Sailor) on it and he'd make a half rigger. He's already got a solid Climb check.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Hi guys. I have opened up recruiting for a Worlds Largest Dungeon game. If you are interested you're welcome to apply.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Quick question, are we flatfooted against these attacks? It does not end up mattering mechanically for Buhayra either way, but the question occured to me and then I realized it might matter for the other two.


Yes, you should be.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5
Madiya wrote:

I'd guess aberration (dungeoneering). Seems a bit too...weird to be magical beast or humanoid.

I actually recognize from the description what these guys are. I have used them before in my home game when the characters got on a boat.

Just trying to play nice in the sandbox. As such I have not looked anything up, but it would be nice to call them by their proper names instead of Octoblin or Goblipus or whatever.

++IIRC these critters speak Aquan, which Buhayra speaks as well. If she gets a roll to know/remember that then maybe she can try to parlay and find out why they are attacking us or intimidate them into stopping or something. Who knows, maybe if I roll well enough we could add an Octoblin to the crew. :D

Speaking of which...GM,

Darth Maximus wrote:


...Brandishing a spear, the apparent leader of the group Red cries out and points at the group, and the others reply in kind....

Was there any language here, or was it general Rwah! growl shouts?

If they are giving like a battle cry or instructions or something in Aquan then Buhayra should understand, in which case I will be responding in kind in the next post.


Dungeoneering is, in fact, the correct Knowledge skill, and yeah, I'll allow them to be identified with an untrained check.

There were no words, the shouts were just long the lines of "Yah!"


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Okay...was worth a try.

Gonna go ahead and roll that here Know (Dungeon): 1d20 - 1 ⇒ (18) - 1 = 17

Oo, if the DC is under 10 (allowing untrained rolls) then I think I do know this one.


Buhayra knows that these are known as Grindylows, vile little aberrations that, like the goblins they resemble, live to spread chaos and torment. Cruel and sadistic, they are unlikely to be reasonable...


Kehlysch wrote:

Kehlysch tries to recall if he has seen or heard of these creatures before.

In a precarious position, and too close to get off a spell without risking being stabbed again, Kehlysch does his best to keep his arms and knees between him and the thing.

(Full Defense. +4 to AC. No attack.)
[dice=Knowledge, Dungeoneering]1d20+6

In a precarious position, and too close to get off a spell without risking being stabbed again, Kehlysch does his best to keep his arms and knees between him and the thing.

(Full Defense. +4 to AC. No attack.)

You are no longer being threatened by any of them. There's only one left standing. The one that tripped you is dead, and the others are asleep.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Does anyone else in the party know Aquan? I thought Kehlysch might, but he knows Aklo and Aboleth...

If not I imagine there might be an interesting conversation after all this is over about what I was saying to them...ah la when Harry first spoke parselmouth in front of the other students at Hogwarts.


Sven does! I completely forgot that he did. :P


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Tammy does, as well.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5
Darth Maximus wrote:
Withdraw action, so no AoO's. I'm assuming you just Coup de Grace the two unconscious ones.

For Buhayra's part she will actually try to keep the rest of the group from CdGing both of the unconcious ones. She wants to tie one of them up and interrogate it. Where did they come from, why did they attack, where is their nest, etc. etc.

If it remains hostile she would let the others decide if it goes free or is slaughtered...but if we are able to persuade it away from being hostile she would be open to making a new friend...because she is always open to making a new friend.

A grindylow could make a good crew member afterall.

DM, would you be okay with winding back the clock to RP through that before we run aground and members of the crew are kidnapped?


The grindylows are almost emaciated, and are fiercely loyal to their clan, for reasons that are explained to the GM, but aren't spelled out for players. It's not going to negotiate or provide any answers. The end result would be the same.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Deleted and reposted because the first time it put my response above the GMs post. Silly BBS, trix are for kids

Okay...we can handwave it then...stupid railroad tracks...:P (j/k)

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