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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I'll make this part of the info page, but here's how punishments work. Or how they SHOULD work:

Fail by 0-4: 3 rope bashes (each one does 1 nonlethal)
Fail by 5+: 3 lashes
Each day in a row that you fail by 5+, an additional 3 rope bashes/lashes are added.

Scourge does 1d3+2 nonlethal damage with the whip. So, an average of 4 damage per lash. Go ahead and just take the average for any punishments that we would be skimming past.

I will have an update up in the morning. I've been up too late already.


So, no immediate punishment for Buhayra, unless she decides to be belligerent. But now she faces the prospect of doing the jobs she is worst at from now on.

This is something that is written into the book. This is a little accelerated, since you brought it up, but it works. ;-)


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's trying to make peace after being a b*%+@...


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 ]

Ugh. If I ever run S&S, I'm banning anyone with swim speed before at least 3rd level... :P

spoilers for later today:
Since I know what's coming...how do you want to deal with electrical damage underwater? Specifically looking at the minor Weather blessing, if it comes to that.


Yeah, the book was not written for people with swim speeds.

Spoiler answer:
It's not fire, so it works just fine.


Minor note: It was Plugg who sent you guys out crabbing, not Scourge.

But I do love how much you all hate Scourge already. I think I'm playing him right, based on that...


Certainly are! Really want to knife him.

Also in retrospect I should have made Sven’s weapon of choice a spear. Hammers are really bad underwater weapons.


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 yeah, do the rules for casting underwater apply while on the surface too?


1 person marked this as a favorite.

Thank you for always posting those obscure rules, Sven. It helps more than. You know.

And no, Madiya. That's only for casting while submerged.


| 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

Having trouble figuring out how my cold blast works in water. There are no specific rules, pretty much says it is up to the dm.

Can I shoot these things at range? What if I use my extended range power? Buhayra is not a switch hitter, she will be a lot less effective if she is forced into melee.


Yeah, you can use it in water. You might have a bunch of really long ice cubes floating around afterwards, but it works just fine.


| 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. Literally.


Had to take my sister to the hospital. Nothing serious, just time consuming. Post will be up later today.


| 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 some on 3d gameplay. I think map wise the easiest would be to annotate next to the token a depth/altitude. Just create monster tokens in roll20 that are small circles with numbers on them counting by 5. Or better yet we can use 2 or 3 tokens to represent the number...like the tokens (2)(5) means you are at a depth of 25 ft.

Sounds like this is a fairly simple combat, so we can probably just theater of the mind it... But if we need something more robust in the future for under water or flying combat, I'm sure we can figure it out.


| 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

Hope your sister gets to feeling better.


Yeah, I had thought of that, and it may come in handy for future underwater fights, you're right. For this one, though, it's not necessary.

She's fine. It's a fairly routine thing, really, I'm just not the one who usually takes her, so it was unexpected.


@Sven: It's one thing to pull up rules that might be pertinent to an encounter, it is another thing entirely to look up the actual monster being fought. Please refrain from doing so in the future.


Sorry about that. Just wanted to keep things moving along. I won’t look up anything like that in the future.


| 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

Why do the dice hate us so?


Because there had to be at least one combat encounter you people didn't crush in a single round.


It’s because I looked up the poison rules on reefclaws. If I waited I wouldn’t have rolled a 1. The dice gods punish


Also that. :-P

Things are exploding at work. Post will be significantly delayed. May not be up until I get home.


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.

Hi Guys, I'm back!

I'm not really sure about how to handle this conga line between Tamesis, the creature and Baolus. As far as I can see, all of them have the grappled condition, with the creature being both the grappler and the grappled.

I believe on its turn, the creature will have to choose between getting free of Baolus or keep grappling Tamesis, since these are both standard actions.


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 DM:

Could I use hydraulic push and target Tamesis to push her away from the reefclaw and therefore break the grapple?


Glad to have you back!

Currently, Baolus is in control of the grapple, meaning Tamesis is assisting. It also means she can free herself without penalty next turn, at which time the reefclaw can focus on Baolus. Right now, it can choose the target of its Constrict, which will be her.

And now that the post is up, I need to sleep. I swear to God, I'm starting to hate corporate clients.


Thank you for the update. I know how hard it can be when tired.


@Kehlysch You're still attacking the one that Baolus is grappling with, right? Just want to make sure I'm applying damage correctly.


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

Yes. I have just been shooting at the same one, and missing a lot!


| 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 icy cold doesn't seem to be bothering it very much."

So do reefclaws have cold resistance? That sucks for me.

Does Buhayra know they have cold resist now?


You can make a Knowledge (Dungeoneering) check to know for sure. What I will say is that it did not react at all to your first attack. Second one missed, and it did take damage from your most recent attack.

Infer from that what you will.


| 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

Knowledge checks cannot be made unskilled I think... Right?


Up to DC10 I think


Sven is correct. And since the DC is 10+CR, it's not going to do you much good.


| 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 this is not a good fight for Buhayra. Right now she isn't the best combatant anyways...gets better at next level when her damage dice double.

Between cold resistance and her being terrible at close combat, she will not really be pulling her weight here. If there is something more strategic I could be doing please let me know...otherwise I will just try to chip away.


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

Well, look at what was said. GM said your first hit did nothing, but the last hit did something. Assuming cold resistance, that means resist 5. Energy resistances are always in multiples of 5. Dealing 0 damage with your dagger means 1 nonlethal damage, while your blast does straight 0.

So, are you better off with your dagger (75% chance to deal at least 1 damage , max damage 3, lower chance to hit normal AC) or with your blast (62.5% chance to deal at least 1 point of damage, max damage 5, higher chance to hit touch AC)?

Personally, I'd take the higher chance to hit, and higher max damage, but I tend to like to gamble...


| 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

Max damage on the blast of 3. Since I am throwing energy it is 1d6+2 (half my con modifier).

To be clear, I am not complaining, just observing. Not every combat will work for every build. Building this character I knew that cold resistance would be a problem until expanded element (lv7). That is the trade off kineticist makes when choosing energy or physical blast.


“In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.”


| 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 hadn't considered taking the aid another action. Thanks Sven, that is worth thinking about.


Post will be up soon. Mobile Firefox keeps messing up and delteing my post, so I'll just wait until my laptop finishes it's updates.


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

For some reason I thought your blast did d8's. My bad. Sven's idea is better.


| 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

"Tammy will absorb the NL"

nope, sorry. I get to decide which of the two take the nl. Buhayra is taking it the nl right now because she feels like she needs to prove herself.


| 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

Well doesn't she look pleasant.

GM - did xp get added for the battle with the reef claws? I thought it was at 2200 when we went to get the crabs...

Just checking since it is visible. :D


| 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 could have taken Heave much farther if I had gotten average or better KH rolls.

Now Buhayra is the one addicted to rum...Yay! Well it was bound to happen playing Heave I guess.

GM, let me know what you need for undercover Kinetic Healing rolls...not sure what it looks like when I heal since I don't elemental overflow yet.

I will post Day/Night 13 once we fully resolve night 12.


| 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

Reading over my post from last night I realized that copy paste failed me at one point. My day 12 daytime action says that the con check has diligence, it doesn't. I applied the diligence bonus to the strength check on day 12 instead.

Please excuse the mistake.


XP did not get added last night, it has been added now.

You will need to make a Sleight of Hand check for each use of Kinetic Healer. I like to think of it as looking like the water bender healing from Avatar, so there is some visual component.

I'll start running numbers here in a minute, see how well you actually did. I will note, though, that the -2 Con for addiction only applies while you aren't under the effects of the rum. So, so long as you're playing, you should still have your full Con.


Also, Buhayra, Day 11 was the crabs/reefclaws. I'll use the rolls you made for Days 12 & 13. Still working on your Heave opponents, though.


Sven Olaffson wrote:
How much does Sven lose?

How much did he bet?


gold bet out of his current 25: 1d25 ⇒ 3


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
Buhayra Sarraf wrote:

"Tammy will absorb the NL"

nope, sorry. I get to decide which of the two take the nl. Buhayra is taking it the nl right now because she feels like she needs to prove herself.

Well fine! Be a martyr, then! :P


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 just realized that I neglected to add an extra spell to Kehlysch's known spell list for his Favored Class reward when he reached 2nd level.

Per the description it has to be of one level lower than the highest level spell he can cast, which at this point means level 0.

Anyway, since it would already fit the existing internal monologue he had with the Bulge that night, I chose resistance.

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