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

It's shake & bake, and I helped!
Selling:
Heavy Mace (new):12 gp
Heavy Mace (new):12 gp
MW Handaxe (new): 307 gp
Buckler (new): 5 gp
Holy water (new): 25 gp
Tindertwig (new): 1gp
Tindertwig (new): 1gp

Shipping list:
Hide shirt (new): 15 gp
Leather armor (new):10 gp
Lemellar armor (new): 60 gp (or leather if necessary)
Rapier (new): 20 gp (mw if we can afford it)
Navigational charts & notes: ??? gp
CLW pot lv 1: 50 gp

I put everything at the new pricing since I don't know how buying or trading at the QM works. I assume selling I only get half of new cause that is standard, but is that also on single use items?

For buying is there any discount since but definition this is all used gear, or do we pay the full crb price? Is that a diplomacy kind of roll thingy?


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 ]

Madiya's rapier is MW.


| 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

Wow. Okay. Hmm.

If she wants to charge full price for that I don't think we will be able to afford it. Might need to get it from her some other way, like how Sven got his hammer or Tamesis her bow.

Updated to show us buying the mw rapier if we could afford it.


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 ]

Don't worry, I have a plan for it.


All items can be sold/bartered for half price. And all things being bought are full price. So you've got 181.5 worth of trade. Without the rapier, your buying total comes to 135, plus the charts, which you can actually get back for free (I probably should have had Sandara grab those for you with Tamesis's spellbook). For a total of 46.5 remaining.

Madiya can also try to convince Grok to give her back the rapier, now that she's Helpful.


| 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

135 is with 1 clw right? If so I think I will sell the third mace to bump or selling above 185 and get a second clw.

Is the total with leather or lamellar for Sven?


That's with the lamellar and the CLW potion, yes.

Edit: Also, Grok only has one CLW potion available. Eh, screw it. You can have a second one.


| 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 sold. I throw in the last mace to make it 2 clws.

Pleasure doing fake business with you.


So you get 2.5gp back to add to the party loot.

I'll get the update up here as soon as I can.


Yay! Now when we fight we won’t get stabbed to death!


| 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

At least not as easily.


That post was actually a lot of fun to write. :-D


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

If anyone is made uncomfortable with any of the mildly suggestive stuff Tammy is doing, please let me know. I try to keep it pretty PG-13, but I don't want to offend anyone.


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 ]

nosebleed, hah!


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 care as long as the NC-17 stuff happens "off camera". Implying something happened or evening acknowledging something happened is fine, too. I just don't need a play by play.


Keh speaks truth


| 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

I concur.


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

Seems well within line of what I was going for. Awesome.


@Baolus: Kroop is too insensibly drunk to be influenced. You can choose a different target for that roll, though.

Also, something that's been hinted at but never actually stated: Kroop barely spends any time on deck after delivering the meal. He goes straight to his quarters and drinks himself to sleep, so he's not going to be able to be influenced with a nighttime action.


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.
Darth Maximus wrote:

@Baolus: Kroop is too insensibly drunk to be influenced. You can choose a different target for that roll, though.

Also, something that's been hinted at but never actually stated: Kroop barely spends any time on deck after delivering the meal. He goes straight to his quarters and drinks himself to sleep, so he's not going to be able to be influenced with a nighttime action.

Ok. So I'll try to influence him on the following day. To not make my post 'weird', can we keep that roll on Kroop and play it that on the following day the crew would come to him and congratulate him for the food? If not, I guess I'll use that roll on another 'indifferent' NPC to make it fair since I already know the result, probably Jaundiced Jape.

EDIT: Crossposted with you. I'll take Jaundiced Jape.


At this point, the only people you can influence are Indifferent, so the generic ones made the most sense.


Here's the rules for the sweatbox:

Confined in the Sweatbox: A cramped metal box left on deck and exposed to the sun, a sweatbox is terribly confining and replicates unbearably hot conditions. Each hour a character spends in the box, she must succeed at a DC 15 Fortitude saving throw or take 1d4 points of nonlethal damage. The DC of this save increases by +1 for each consecutive hour the character spends in the box. Any creature with fire resistance is immune to the effects of the sweatbox. Victims typically spend 8, 12 or even 24 hours locked up in the sweatbox.


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 has Fire Resist 5, so she's just losing the opportunity to influence people. Lame, but whatever. She did mouth off, after all


Very fortunate to have defenses against pirate punishments. If Sven was in there he’d have a much worse time.


Yeah, it's a bit annoying, from a GM perspective, though.

Annoying isn't the right word. From the NPC perspective, it's maddening. As a GM, though, it makes it difficult to justify them not escalating on her. It does make for some fun RP, though, having Scourge slowly (or not so slowly) go mad.


Sven Olaffson wrote:
As Sven worked he thought miserably about the rum. It was strong enough that it was becoming sickening to drink it every night. But the alternative was to magically make it into swill unfit for orcs. If only someone could water it down somehow...

You can water it down, if you want. It doesn't change the statistics any, by RAW. I suppose I could come up with something...

@Everyone: You're coming up on 25% through part 1! Yay! After tonight, scripted events slow down pretty significantly. If you'd like, we can cut the big updates in half, meaning one post for each game day, including daytime and nighttime actions. Any RP between the group (or between you and NPCs) would need to be made in the interim, or truncated, if we did that.

Let me know what you think.


Not sure yet on how I feel about combining day and night.

But for watered down rum...how about a re-roll or lowered DC on Fort rolls? Or addiction being less severe? Just throwing ideas out.


By the way. A minor gripe with the AP. I envisioned Sven as being the kind of person who loves alcohol, especially strong alcohol. You know, the Viking vibe. But the fear of Con damage has me wanting him to stop drinking. That’s not good.

That and what alcohol makes you take Con damage? If anything hard alcohol should give you temporary Hp. It just doesn’t make any sense to me.

A suggestion

Rum Ration
Type Ingested; Addiction Minor, Fortitude DC 10
Price 2cp in port 5Sp out to sea
Passed DC 10 Effects 2d4 hours; +2 bonus on charisma-based skill checks, fatigued until sleep 8 hours
Failed DC 10: Fatigued, sickened. -2 penalty on charisma based checks. Next morning must pass DC10 (+2 per rum rations drunk) will save. If failed sleeps past morning roll call. Punished by Scourge.

——

Pass the test? Have a great time! Drink and be merry! But get tired and need to sleep. Midnight actions become harder (it’s why drinking is mandatory)

Fail? Puke, act like a fool and have a hangover. Pass out. Might sleep in too late.

Want to sneak at midnight? Don’t drink.

Rum is now hard alcohol, and we don’t have weak pirates.


| 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

I thought I would have to work diligently because I only had +1 in prof sailor. Turns out I will great on that and bomb my con check. I'm telling you, this dice roller hates me.


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 ]

Yeah, the rum doesn't make sense from either a gameplay perspective or a roleplay perspective. It's dumb...but oh well, whatever.

I'm fine with speeding things up a bit. Helps that we're pretty far along on the influencing and exploring.


| 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

Thanks Sven!

Repost:I say lets keep the same place until we have reached an end of possible influences (we are like 1 or two days away from that of kroop would stop being drunk.

After that I am not sure what else we can do until the next plot point arrives. I am certainly not a lock picking kind of gal. I guess I could try to freeze them off, but that will leave behind some serious evidence.


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'll second what Buhayra said. Once we finish off the influence, then shift to the higher gear.


I'm not going to change the rum ration rules any further than I already have. This stuff is less hard alcohol and more like old school rocket fuel. It is meant to make you think twice about it. It's supposed to topple even the heaviest of drinkers. Its sole purpose is to keep the roighest, most lawless splinter of society in line.

The con damage absolutely makes sense. Alcohol ravages your body. Shuts down your liver if you drink too much, which in turn reduces your ability to deal with any manner of other afflictions. That said, the new rules give you plenty of time to drink before taking any con damage, and the damage is relatively minor, at that. Even further, you're FAR more likely to just pass out before you get too rekt.

I'm going to look at reducing the effects of the ration if it is watered down, in a balanced manner. But the base rules will remain the same.


It's not letting me edit the campaign info right now. I'll update Narwhal once it let's me. And update the XP tracker.


Thought process while looking at this encounter:
Alright, unarmed combat time. It's gonna come down to Baolus and Sven, and it'll probably be Baolus, since he's actually built for unarmed combat...

What actually happens:
Sven jumps in without giving Baolus a chance!

My God, I love GMing. Players will always find a way to surprise you.


Sorry! Other characters would have done a reasoned and calculated group huddle. Sven is an over eager, saga shouting Viking who enjoys drinking and fighting. The chance for a fist fight is something he’d run forward for like a child on Christmas. Hope this didn’t offend anyone.


Haha! Nah, it's in character, and it hilarious. At least from a GM perspective, you're good. It may not be the most efficient way of handling the encounter, but it should be entertaining nonetheless.

I'll still hold off on a post for now, to let the other place bets (if they want to).


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

Awwwwwww. Tammy is gonna miss the Owlbear fight. That sucks.

Go Sven! Kick his butt!


Hey guys.

So apparently we are unable to edit campaigns due to a website bug. According to Paizo, this isn't going to be fixed until the next website update, which is in 2-4 weeks. Yikes.

So for now, consider the Campaign Info tab to be out of date until further notice. I'm still keeping track of your XP manually (currently 1500, closing in on lvl 2), as well as influence. The only difference, at the moment, is that Narwhal should be Helpful.

If anything changes, I'll make sure to keep you all informed. For the time being, though, when it comes to influence, please make sure to check previous update posts to make sure you're not trying to influence someone who's already Helful.


That’s less than ideal. Thanks for the heads up!


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.

Yea, I believe Baolus would have an easier time with owlbear, since he can easily avoid his attacks, feint and attack all rounds. I'd be looking for 2d6+3 damage each round!

But, nevertheless, I believe Sven will win this fight easily.


Well if Baolus feels left out then Sven would happily box him the next day. First person to 1/2 Hp loses. Followed by plenty of rum at night.

Because Sven says that the best way to show that that someone is your friend is to punch them and headbutt their fist.


Baolus Yeralzery wrote:
But, nevertheless, I believe Sven will win this fight easily.

You'd think, but Sven is facing a slightly rebuilt Owlbear. As written, he's a pathetic fight, even for a 1st level opponent. I buffed him up a bit, to make him more of a challenge.

Hopefully Sven can avoid enough attacks. >:-D


Win or lose, Sven is ready to punch people into friendship


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 ]

Charm Person, concussion style? :D


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

5o be fair, that's how me and my best friend in high school became friends in the first place.


Buhayra Sarraf wrote:

As the combatants are sizing themselves up Buhayra wanders over next to Rattsberger. "I've got 10 gold against your 5 that Sven takes Owlbear down."

Any chance I can get an influence in on this? I don't technically have a daytime action to use...maybe I can use my night time action now? If it is allowed I am going to make the roll now. Please disregard if the answer is no.

[DICE=Placing a Friendly Wager]1d20-1

You used your daytime action to work diligently. Nighttime actions are gonna be taken after the fight, but I'll make a note of it. Who are you trying to influence? And how much are you betting? 10gp?


| 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

"Ratline" Rattsberger

Yes, I am being 10 gp. I offered him 10 against his 5. So offering him 2 to 1 odds in his favor.


Buhayra Sarraf wrote:

"Ratline" Rattsberger

Yes, I am being 10 gp. I offered him 10 against his 5. So offering him 2 to 1 odds in his favor.

Bubayra bets 10 gold. Owlbear gets buffed into a lvl10 brawler. Sven’s head washes ashore several weeks later.


Haha! I'm not that cruel.

Post will be up late tonight. Sorry. Finishing up dinner with SO's family.

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