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 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.

I'm with Madiya in this. Mechanically, yes, Sven could take care of it with an adamantine weapon... but cinematically, siege weapons would be nicer.


HP: 14/33 | AC: 21 23; T: 21 23; FF: 10; CMD: 23 | Fort: +5; Ref: +5 +7; Will: +4 | Init: +4 +6 ; Perc: +7 | Effects: Cat's Grace, Arcane Pool (+1 Frost)
Daily Abilities:
Arcane Pool 6/7
Prepared Spells:
Lv.2 Cat's Grace 0/1 | Molten Orb 1/1 Lv.1 Snowball 3/4 | True Strike 0/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Soooo, where are we at, game wise?


RA T1 | WotR

I was just coming in here to update that. So, my life is taking/has taken a turn for the crazy. My daughters schedules have changed somewhat and it has really thrown my life for a loop, at least the pbp part of it. I'm still plugging along and will update this game tonight, but I know I owe you all an explanation for the slowdown. My apologies. Hopefully my ship rights itself soon. It just feels like Sven's little trick reached through the game world and stuck that feather token on my own life.


Nonlethal (0) Wounds (29) HP (49) AC24 (23/14/21) Saves (6/6->7/4) Minor Form (4/5 min) CMD24 (23) Initiative (+2) Swim and Move Speed (25ft/20ft) Wildshape (5 hours)

I take full responsibility. :p

All joking aside, take care of yourself and thanks for letting us know.


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 ]

I was going to make a reply with a bunch of ship puns, but that'd probably be bad taste. So, I'll just say, take care of yourself first, and hopefully things calm down soon. :)


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 ]

I wish I'd have done this math earlier:
The sailing ship in the S&S players' guide (different from other sourcebooks) has 1620 hp and hardness 5.

It can mount:
-up to 10 large direct-fire siege engines per side
-up to 3 huge direct-fire siege engines per side
-up to 2 large or 1 huge siege engine to fore and aft

Here are the basic siege engines:
-Light ballista (large) 3d8 (avg 13.5)
-Light catapult (large) 4d6 (avg 14)
-Heavy ballista (huge) 4d8 (avg 18)
-Standard catapult (huge) 6d6 (avg 21)

Let's use the simplified broadside rules, where you roll once and take average damage times the number of engines. That allows for 12 light ballista at once, or 5 heavy ballista. I'll ignore catapults because those are more complicated and can't be fired in broadsides, so they barely do any damage at all.

Light: 12*13.5 = 162 (the seemingly-random HP makes sense now), but it takes 11 broadsides (without a crit) to destroy an equal sailing ship, due to hardness.
Heavy: 5*18 = 90, which is worse than light in just about every way, needing more crew and reload/aim actions for far less damage.

Then, what about sails? On a standard sailing ship, those have 360 hp, so it'll take 3 full light-ballista broadsides, or 2 with chain shot (which doubles the damage to 324). It's possible that flaming bolts or alchemist's shot could burn the sails away, but that's firmly in the realm of houseruling, and we could just have Tammy do the same with an arrow anyways (which we've already done before).

So, what did we learn?
1) Stick with light ballista, they are far more efficient (which isn't saying much).
2) If we want to sink ships, stick with weird tricks like Passwall (5th level arcane) and Sven-smashing. Siege weapons just won't do mechanically, especially when considering cost.
3) Siege weapons are far more useful for anti-personnel use during boarding combat than anti-shipping, even against sails. This applies for both us as players and GM-run boats.

But, of course, they're cool and give me something to do during ship combat, so why not, eh?


HP: 14/33 | AC: 21 23; T: 21 23; FF: 10; CMD: 23 | Fort: +5; Ref: +5 +7; Will: +4 | Init: +4 +6 ; Perc: +7 | Effects: Cat's Grace, Arcane Pool (+1 Frost)
Daily Abilities:
Arcane Pool 6/7
Prepared Spells:
Lv.2 Cat's Grace 0/1 | Molten Orb 1/1 Lv.1 Snowball 3/4 | True Strike 0/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Sorry for going dark. Started my second playthrough of Three Houses. It's even more soul-devouring the second time.

And yeah, the siege engine rules aren't all that great. If we can get cannons, on the other hand....


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 ]

Is everything going okay, Choon? No rush, just wondering.


RA T1 | WotR

Thanks for asking. Things are going... hectically. My mother in law went into the hospital for a week (she's doing better now, marginally), my job might be changing here soon and interviews for a new position start sometime next week (I still haven't been told when), and now my younger daughter is sick.

So things aren't ideal. Sorry that it has impacted my posting so much.


Nonlethal (0) Wounds (29) HP (49) AC24 (23/14/21) Saves (6/6->7/4) Minor Form (4/5 min) CMD24 (23) Initiative (+2) Swim and Move Speed (25ft/20ft) Wildshape (5 hours)

Completely understandable. Wishing the best for you


HP: 14/33 | AC: 21 23; T: 21 23; FF: 10; CMD: 23 | Fort: +5; Ref: +5 +7; Will: +4 | Init: +4 +6 ; Perc: +7 | Effects: Cat's Grace, Arcane Pool (+1 Frost)
Daily Abilities:
Arcane Pool 6/7
Prepared Spells:
Lv.2 Cat's Grace 0/1 | Molten Orb 1/1 Lv.1 Snowball 3/4 | True Strike 0/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Yikes. I'm sorry to hear that. Take your time, man. I don't think anyone here will mind, so long as you don't just up and disappear on us.


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 ]

Good to hear you're still alive and, well, surviving, I guess. Hopefully it starts getting better sometime soon :)


HP: 14/33 | AC: 21 23; T: 21 23; FF: 10; CMD: 23 | Fort: +5; Ref: +5 +7; Will: +4 | Init: +4 +6 ; Perc: +7 | Effects: Cat's Grace, Arcane Pool (+1 Frost)
Daily Abilities:
Arcane Pool 6/7
Prepared Spells:
Lv.2 Cat's Grace 0/1 | Molten Orb 1/1 Lv.1 Snowball 3/4 | True Strike 0/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Man, what the hell are up with my dice?


Nonlethal (0) Wounds (29) HP (49) AC24 (23/14/21) Saves (6/6->7/4) Minor Form (4/5 min) CMD24 (23) Initiative (+2) Swim and Move Speed (25ft/20ft) Wildshape (5 hours)

Well with True Strike you can afford to have bad dice.

True strike, many shot, deadly aim = win regardless of BaB or dice rolls


male Half-Orc
Spells:
DM; CW; Mending; PF&D; Cure Light Wounds; Faerie Fire; Hydraulic Push; Touch of the Sea; Barkskin; Frigid Touch; Gust of Wind; Aqueous Orb; Water breathing;
Druid (Kraken Caller) 5|HP 38/38| AC 18, F 17, T 11, CMD 17 | Fort +7 Reflex +3 Will +9 | init +1 | Wild Shape 1/1 | 1st 4/4, 2nd 3/3, 3rd 2/2 |Perception +13, darkvis 60', spd 20

Sorry life got a bit crazy.


Male Gillman Aberrant-bloodline Sorcerer/5 l AC 15 T 12 FF 11/15* l HP 27/27 l F +2 R +3 W +8/+10*/+5* l Init +2 l Perc +3

Happy Halloween! Everyone still okay?


RA T1 | WotR

I am... mostly. Life is really being needy right now and all my GM games are suffering, not just you guys. I'm interviewing for a manager position which has taken up most of my attention recently. The initial interview is done now, so we'll see how that turns out!


male Half-Orc
Spells:
DM; CW; Mending; PF&D; Cure Light Wounds; Faerie Fire; Hydraulic Push; Touch of the Sea; Barkskin; Frigid Touch; Gust of Wind; Aqueous Orb; Water breathing;
Druid (Kraken Caller) 5|HP 38/38| AC 18, F 17, T 11, CMD 17 | Fort +7 Reflex +3 Will +9 | init +1 | Wild Shape 1/1 | 1st 4/4, 2nd 3/3, 3rd 2/2 |Perception +13, darkvis 60', spd 20

I'm doing good. I get to run You Only Die Twice tonight for my local group. Hopefully it will be fun.


Blessings of Samhain to all.

Hope everyone is doing well.

@Choon: It's all good, man. I hope it goes well for you.

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