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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| 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

Buhayra's back and they're gonna be in trouble...hey now, hey now, Buhayra's back.


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 ]

Hrm I don't have a way of breathing underwater...this is underwater right?


| 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

The cavern is half full of water...the grindylow are under the surface, but there is air above, so it is a hold your breath or take more combat penalities sort of situation...like with the reef claws.


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 ]

Oh. I must have missed that. We're good then.


I've revealed a section on the lower right of the map in Roll20 that shows the water depth. The high water shows high tide, the dotted line low tide. We're in between right now, so I added the red line to show it.


Well, looks like the dice generator has finally gotten it's act together!


| 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

Dang...that's 23 damage in the first round to Sven...these buggers aren't playing.


It’ll take more than one round to kill Sven!

Probably two...


| 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

Depending on how the grindylow respond to unconcious combatants...If they dogpile you to make you dead dead then 2. They might also drag you away to eat you later or focus on the others that are still dangerous leaving you to drown.

1)Dogpile - you have 1 - 2 rounds left
2)Drag you away - Who knows...you have a decent fort save...I say you probably stabilize on your own and wait for us to rescue you or be TPKed
3)Leave you to your own devices to drown - you have 2 - 3 rounds left. Unconcious while underwater is bad.

I am betting on them picking options 2 or 3...in which case Buhayra can lay down some damage now and then pick you back up. If that bet bites me in the tookus then I will apologize now for now healing your character this round.


I will note that you guys can keep your heads above water. I will make a note if your enemies dive to avoid you.


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

I really don't get the ruling that submerged enemies get total cover, and thus can not be attacked, against attacks from above the water. Especially considering that bowfishing is a thing...


The Man. The Myth. The Mask!

You can't?
*rules check*
Huh. I never noticed that. Then again, that only counts if you're firing from above the water. You can just sink down and remove the cover (from the water at least). That stacking -2/5' thing is rough though.


| 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

Yeah, I like how DnD 5.0 handles underwater combat a little better....

The whole idea of advantage and disadvantage on rolls have made a lot of things more simple.


I might look at houseruling that. It does seem odd.


So, Choon and I discussed it, and we are going to make a houserule for attacking submerged creatures from above the water.

Creatures that are submerged will have partial concealment (20% miss chance) for clear water and total concealment (50% miss chance) for water in which visibility is low. In addition, melee attacks will still take their normal penalty (-2 for using a bludgeoning or slashing weapon), and ranged attacks will still take the -2/5' from the point where the projectile enters the water. If you have a downward angle on the attack, this will be reduced to -2/10'.

Sound good? Questions, thoughts, concerns?


| 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

So just so I am in the same page, that miss chance will apply if w attack from a non submerged position (standing on a cliff shooting into the water) but not if we are submerged too correct?


That is correct.

And a slight correction to what I posted above: The miss chance always applies, but the range penalty will only apply for enemies more than 5' below the surface.

For example, with these grindylows, they're in the first square below the surface, so only the miss chance applies. If they dive down to be in the next square/cube down, then you would have a -2 penalty and a 20% miss chance.

Pathfinder was SO not made with 3d combat in mind.


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

Miss chance and attack penalty is rough, but it's definitely better than not being able to attack at all. I'll take it.


The Man. The Myth. The Mask!

For this next section you have been transferred into the loving, supple hands of yours truly! Aren't you just so lucky!


I've updated the exploration map to make it more clear what is a wall and what is just out of your line of sight.


I dropped the ball, here. I haven't modified the loot list for 6 people. Bear with me while I get that done...


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

Sooooooo....


| 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

Waiting for bal I think. I will get our loot added to the sheet tonight.


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 to move on. Since I'm not one of the scouts, I'll just be moving with the group.


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 ]

Same here.


Poke


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

Doot.


The Man. The Myth. The Mask!

Working on it. :)


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.

Sorry for the delay, these last days were a beast...

Looks like Baolus was hit by a trap. Just to make sure, was his Trap Spotter ability taken in consideration?


| 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

Loot has been added to the spreadsheet. I did not add to potion of darkvision because I am assuming that Balous followed the captains orders and drank it when we snuck ahead to scout...

Tamesis...I added the wand of mirror image to the party sheet...it did sound like you were adding that to your personal inventory though. Should this go on the party sheet or on your character sheet? Good either way, just don't want to accidentally double it.

Khel, did that potion of cure mod come from your personal stores or the party sheet? Just making sure so I can keep our inventory up to date.

Thanks!


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
Buhayra Sarraf wrote:


Khel, did that potion of cure mod come from your personal stores or the party sheet? Just making sure so I can keep our inventory up to date.

Thanks!

I agreed to carry two potions of Cure Mod for such occasions, which I put in my personal inventory.


| 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

Cool beans.


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

Unless Kel wants to dispute it, yeah, I'll add it to my inventory.

I'll need to post tomorrow morning. New workout routine has be borked.


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 fine with you having it.

Now, if we come across a wand of black tentacles or excruciating deformation, then I'll fight you for it.


Kehlysch wrote:

Kehlysch retrieves one of the potions he is carrying, pulls the stopper, then covers the mouth of the vial with his thumb.

He dives down to his comrade and administers the potion.

[dice=Cure Moderate Wounds]2d8+4

He remains below the water, monitoring Baolus' condition, and watching for approaching threats below the water.

[dice=Perception]1d20+2

It's not possible to administer a potion underwater without the use of a potion sponge.


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

Ah well, so it goes.

The only reference I could find to potion use was that incorporeal creatures could not drink them or apply oils. I didn't see a reference to underwater use mentioned, so I thought I was good to go.

Looks like he's going to need a healing spell.


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

QUESTION FOR GMs:

Could I use hydraulic push to bull rush Baolus out from under the cage bars?


The Man. The Myth. The Mask!

The rules of the trap specifically call for a Str or an Escape artist to get out. Probably because of the surrounding seaweed.


I'm gonna say yes, but only if you want to kill him.

The bottom of the grate is spiked, so by getting dragged along the bottom, he would take some more damage, and probably drown.

You could always get underneath it and try to bull rush the grate upwards, I'd say that would give a bonus on Baolus's escape artist 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
choon wrote:

With that perception you barely manage to catch a ripple in the water rushing toward you! I won't count you as flat footed for this.

attack vs Buhayra: 1d20 ⇒ 16
damage: 3d6 + 4 ⇒ (4, 3, 2) + 4 = 13
grab: 1d20 ⇒ 13
Something unseen in the suddenly black water lashes out with hook-lined tentacles and latches onto Buhayra's legs! The hooks rip and tear flesh as they dig in and hold tight!
You can't actually see the thing, but you know where about it is. You may attack it's square with a 50% miss chance on your hit. High is bad.

If I am not flat footed then it misses my 18 ac, yes?

Should I ignore the text that indicates that it hit and latched?


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

Another Question:

Would casting enlarge person shift the weight of the cage due to Baolus' increase in mass, or would it effectively saw him in half?


Kehlysch wrote:

Another Question:

Would casting enlarge person shift the weight of the cage due to Baolus' increase in mass, or would it effectively saw him in half?

d20pfsrd.com wrote:
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size.

Free Str check to lift the grate.


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

Great!

Follow-up Question: Since it was ruled that I could not administer a potion underwater, can it be assumed that I cast enlarge person on Baolus instead, before the tentacle monster appears?


Enlarge Person takes 1 round, so it will finish at the start of next round, and you may need to make a Concentration check (still working out the details on the cloud, bear with us).


Looks like Sven just lifted it, right? So now just drag Baolus to safety and he’s good


Sven needs to make the Fort save.

Choon and I have calibrated. Everyone EXCEPT Buhayra needs to make the save. Buhayra is not affected.


Also, Kehlysch: Whether or not you pass the Fort save will determine if you can cast that spell or not. If you fail, the spell is lost.

Likewise, for Sven: If you fail the fort save, you won't be able to act to lift the grate.


Combat map is updated.


Sorry! Totally missed that. Here you go

Fort: 1d20 + 5 ⇒ (17) + 5 = 22


| 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
Choon wrote:

Point of clarification: Buhayra, you are currently grappled, so you can't move, but you'll still get your attack

So did it hit me during that first round? You said that I wasn't flatfooted, which means my AC would have been 18. I thought it hit a 16 on the dice?

Sorry, since no one responded to my question but other questions that had been posted later had been responded to I thought that meant the assumption I was running under above was accurate...

Buhayra wrote:


Choon wrote:


choon wrote:
With that perception you barely manage to catch a ripple in the water rushing toward you! I won't count you as flat footed for this.

attack vs Buhayra: 1d20 ⇒ 16
damage: 3d6 + 4 ⇒ (4, 3, 2) + 4 = 13
grab: 1d20 ⇒ 13
Something unseen in the suddenly black water lashes out with hook-lined tentacles and latches onto Buhayra's legs! The hooks rip and tear flesh as they dig in and hold tight!
You can't actually see the thing, but you know where about it is. You may attack it's square with a 50% miss chance on your hit. High is bad.

If I am not flat footed then it misses my 18 ac, yes?

Should I ignore the text that indicates that it hit and latched?

At this point I have gotten a little lost...

You know what...looking over the posts again, I think I may have found my point of confusion...when you post the monster rolls you are not showing the bonuses are you? Maximus had been, so that is what threw me off.

So round 1 he rolled a 16+something and exceeded my AC of 18, and then rolled a 13+something and exceeded my CMD of 14 to grapple me.

Then this round he has rolled an 8+something and exceeded my CMD of 14 again to do the bite damage?

Is this all accurate? If so, at this point I have taken 27 damage, which puts me at 6 with 6 NL damage, so I am officially staggered and in big trouble...yes?

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