Seas of Blood: Skull & Shackles

Game Master Darth Maximus

XP Tracker: 18000

Party Loot Sheet

Maps: Sunset Challenger | Roll20 | Google | Tidewater Rock


1,051 to 1,100 of 2,155 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

Once Sandara and Jack are freed, they both swim back to the tunnel and get behind Madiya.

Sven's hammer lands a heavy blow, but doesn't bring the creature down. Madiya charges her weapon with electricity.

Mid round update.


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.

Baolus curses as his attacks fall short and soon moves closer to the monster, trying to avoid any attack before stabbing it.

Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13
Attack (boarding pike): 1d20 + 5 ⇒ (11) + 5 = 16
Damage (boarding pike): 1d8 + 5 ⇒ (2) + 5 = 7


Baolus is slightly less graceful than he would possibly like, but the giant grindylow is focused on Sven, and doesn't take advantage of it. This is to his detriment, as Baolus's attack is enough to fell him, and he collapses alongside the priestess.

Just Tamesis, then. Can she repeat her earlier magic and bring low the last target?


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

With the leader and the big bastard down, Tamesis turns her attention to the final threat. And now that Sandara and Jack, she takes a deep breath and decides to play it safe. She invests in her accuracy, over damage, and fires two arrows. The second one carries a freezing spell, in addition to the corrosive effect.

Attacking with Arcane Accuracy and Spell Combat.

Bow Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Bow Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Acid Damage: 1d6 ⇒ 2

Bow Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Bow Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Acid Damage: 1d6 ⇒ 3
Snowball Damage: 3d6 ⇒ (6, 6, 6) = 18

Snowball:
In addition to the damage, target must make a DC 15 Fort save or be Staggered for 1 round.


Fort Save: 1d20 + 3 ⇒ (16) + 3 = 19

Tamesis's first shot goes wide, but her second connects. The grindylow shakes off the spell's effects, but bares his teeth and barks out an insult in Aquan. Still, he eyes Sven cautiously and moves around the outside of the cavern to avoid him, pulling up behind Buhayra. As he swims up, the air around him seems to darken, and vile energy surrounds his spear as he thrusts it at Buhayra.

Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d6 + 6 ⇒ (5) + 6 = 11


| 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 spear rams directly into her gut, red blood spilling into the churning waters.

"Son of a B, that hurts!"

Swimming back a few feet (5' step/swim) to get out of the Grindylow's range, Buhayra retaliates with a blast of her own cold energy.

Ranged Touch: 1d20 + 7 ⇒ (18) + 7 = 25
Cold damage on hit: 2d6 + 4 ⇒ (2, 4) + 4 = 10


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

"No, you don't!"

Tamesis cries out as the beast hits Blue, firing off another arrows in rage.

Attacking with Arcane Accuracy and Risky Strike.

Bow Attack: 1d20 + 10 ⇒ (11) + 10 = 21
Bow Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Acid Damage: 1d6 ⇒ 3
Jolt Damage: 1d3 ⇒ 1


Male Human Druid (Desert) 3 l AC 10 T 12 FF 10 l HP 27/27 l F +5 R +2 W +7 l Init +2 l Perc +11

kehlysch unleashes a gout of acid at the remaining grindylow.

Ranged Attack: 1d20 + 3 ⇒ (3) + 3 = 6

(Seriously...that 4 times, now...)


Between Buhara and Tamesis, the last grindylow collapses and starts floating away in the currents of the cavern. The only sound that remains is the constant sloshing of the water.

Congratulations! You have officially finished Book 1 of Skull & Shackles! Technically there is one optional encounter left, but there's no point. From here, it's just an RP transition to Book 2.


Searching the cave returns a plethora of loot.

The priestess herself carries:
Potion of cure moderate wounds
Wand of summon nature’s ally II (12 charges)
Talisman of Beast Training
Vindictive harpoon
2 asterwork daggers
Masterwork silver dagger
Rusting masterwork cold iron sickle
Scrimshaw blade of great workmanship depicting an octopus worth 125gp

Dozens of scrimshaw objects litter the chamber in various nooks and crannies carved into the walls. Although many of these items are merely curious, repulsive, or both, among them are:
Jawbone of a shark carved with scrimshaw images of a vast octopus eating whales and containing a dozen silver and gold rings hammered into it worth 250gp
A huge hooked tooth from some colossal sea creature with a seaweedplugged cavity containing six pearls worth 75gp each
A whale skull weighing 25 pounds whose scrimshaw carvings function as arcane scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, symbol of revelation, tiny hut, touch of idiocy, vampiric touch, and wall of blindness/deafnes.
Perilous Gloves
4 +1 heavy crossbow bolts
Silver spearhead
2 pairs of Masterwork Manacles
446gp
271 sp

In addition, a total of eight 4-pound silver ingots were attached to Sandara Quinn and Jack, each worth 20gp

In addition, there is another iron bracelet, identical to the one found in the previous cavern. Together, they radiate magic, and are revealed to be a Lesser Bracers of Archery.


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

Once the final threat falls, Tamesis swims back to the tunnel and embraces Sandara. "I'm glad you're ok."

She gives Sandara back her holy symbol and assists with the looting process. Once everything is gathered, she gives the others a tired look, "I don't know about all of you, but I am DONE with this island. What do you say to getting the hells out of here?"


Sandara accepts the embrace, and the holy symbol, gratefully. She offers up healing to everyone, now that she can use her divine focus. She channels positive energy for the group, as many times as she can.

Channel Energy: 10d6 ⇒ (3, 4, 2, 6, 1, 1, 4, 1, 4, 1) = 27

Jack's wounds seem to fade, though he now carries many new scars.

To Tamesis's question, both pirates enthusiastically agree.


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 adds to the agreeing. "Better bring water back on ship...and clean first. No drink ghoul water."


Sven let out a roar of victory. Throwing his arms back he yelled ”Ha! Hahaha! That’s how it is done! Νίκη! Οι ψυχές σας να βυθίζονται στο βάθος!“

Aquan:
Victory! May your souls sink into the deep!

He as said this, his skin shimmered, turned blue, and then into water. Within seconds Sven was there no longer, but rather a water elemental.

The elemental looked at it’s hands in confusion.

”Παράξενος! Αυτό συμβαίνει μόνο στα όνειρα. Αναρωτιέμαι-what is...oh.”

As it spoke the elemental returned to his form of Sven.


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

Tamesis stares at Sven, "That was weird. Everyone saw that, and that was weird, 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

Use Veil of Mists to Disguise self as Tamesis

Disguise Self: 1d20 + 9 ⇒ (4) + 9 = 13

A fair to middling imitation of the Tiefling captain emerges from the pool, speaking in Buhayra's voice.

"No more weird than any other day since we joined this crew."

She winks and giggles before allowing the disguise to drop. She seems far to pleased with herself and her new found ability.


Sven shook his hand while staring it. Not noticed that it was blue who said that, he said ”Thanks c’pn. Only happened in dreams before. Gonna practice this. ‘Ain’t no different from your Spells I reckon.” Despite his outward appearance of calmness he was trying to reassure himself. ”Let’s get the loot back to the ship.”


Male Human Druid (Desert) 3 l AC 10 T 12 FF 10 l HP 27/27 l F +5 R +2 W +7 l Init +2 l Perc +11

"Yes, back to the ship, and with any luck I didn't catch the sickness from the biting flies that will turn me into a zombie-cannibal," Kehlysch says.

You are sick. I will help you fight the sickness, but we may still die. replies the Bulge.


The group is able to move back through the cave system, and out into open water. With some help from the natural born swimmers, all 8 pirates make it back on shore, and trek back to the abandoned fishing village, and the ship's boat, after a quick detour to gather fresh water.

By the time they return to the ship, repairs have been completed (though part of the deck has been dismantled for parts), and they need only to wait for high tide to sail away from the accursed island.

As they settle in, Sandara approaches the group. She offers up her thanks, for saving her, and states that the act of saving her and Jack, rather than leaving them to die, has calmed any lingering ill will among the crew. She also offers her hat, which is actually a Besmara's Tricorne, as further thanks.

Once high tide comes, the ship is freed from the reef, and puts sail away from the island, and back on course towards Rickety's Squibs.

Official End of Book 1


| 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

As they travel across the island back towards the ship, Buhayra manages to bring Kehlysch to walk with her next to Tamesis.

”Captain, you might recall Kehl mentioning that he was bit last night by one of those insects while we were sleeping. He’s not showing any symptoms yet, but it’s hard to know how the disease runs. We just know from that Arron Ivy’s journal that it took more than a few days to turn.

I will keep an eye on Kehl when we get back to the ship, and do what I can if he does come down sick. I know it is a hardship to ask, but if we can find a way to quarantine him when we get back to, just as a precaution, that might be wise. “

I am thinking maybe he stays in the captains quarters with that nice hammock for a few days, but Buhayra is not one to recommend someone giving up their room like that, so it is yours to bring up if Tamesis would be one to offer it

Just so this is here, I am going to time skip to that night, Buhayra checks on Kehl and administers a heal check using supplies from her healers kit which means a +12 on a dc 13 roll

Heal check Kehlysch to keep Evil Twin Kehlysch at bay: 1d20 + 12 ⇒ (15) + 12 = 27

Kehl, that success gives you +4 on your fort save to fight the disease.


Sven took the hat, and looked at it closely. After a long moment the first mate handed it back. ”You’re one of us. We went looking for you just as I’d hope you’d come look for us.”

Diplomacy for that to be taken the right way: 1d20 + 6 ⇒ (13) + 6 = 19


Male Human Druid (Desert) 3 l AC 10 T 12 FF 10 l HP 27/27 l F +5 R +2 W +7 l Init +2 l Perc +11

Call upon the power that bolsters your resolve. the Bulge suggests to Kehlysch.

Alright, if you say so. Kehlysch replies before intoning: "ya uln nnn'bthnk ng-lloig uaaah."

(Casts resistance, for a +1 to save)

Fort Save: 1d20 + 2 + 1 + 4 ⇒ (3) + 2 + 1 + 4 = 10

(For anyone who's counting, consecutive single digit roll #5 for me.)


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

Tamesis smiles and nods at Sven's assessment, "I agree. Keep it with you. You're one of us."

To Buhayra, she responds, "I think I'd rather keep him in the officers quarters where you all can keep an eye on him. If he turns, Sven can take care of it easily. I'll lend him my hammock, though. Should help make sure he gets enough rest."


Con Damage: 1d3 ⇒ 2
Dex Damage: 1d3 ⇒ 3

Sandara takes the hat back, blushing.

The next morning, Kehlysch is definitely feeling the effects of the disease wracking his body, with at least a day's travel to Rickety's Squibs remaining.


Knowing his orders, Sven kept his hammer close by. It wasn’t a pleasant task, but he knew that what had to be done had to be done. He wondered which god to pray to for the sorcerer’s health? He wondered which one would best care for the strange sailor.


Male Human Druid (Desert) 3 l AC 10 T 12 FF 10 l HP 27/27 l F +5 R +2 W +7 l Init +2 l Perc +11

Kehlysch's body is racked with fever, aching joints, and cold sweats as the disease progresses.

(Current Con 10, Current Dex 11)

His sleep is plagued with nightmares of rising from the hammock with an insatiable hunger for mortal flesh. In his dreams, he keeps himself in check, but just barely. Some part of him is aware that the hunger will continue to grow and will eventually overcome his willpower.

With the coming of the dawn, Kehlysch once again calls on his power to resist the illness.

"Ya uln nnn'bthnk ng-lloig uaaah," he whispers faintly as he calls upon his magic again.

(Casting resistance)

Fort Save: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17 (plus whatever additional bonus Buhaya's care provides)


Kehlysch awakens feeling no less sick, but no worse, either.

Ghoul Fever takes 2 consecutive saves to fully cure. You heal 1 point of ability score damage, your choice of Con or Dex.


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.

Baolus kept to himself and mostly silent during the trip back to the boat. Aside from Madiya, it appeared that all of his companions had something weird to hide... even Sven, that he thought was just human like him. He still wasn't sure how he felt about everything.

Kehlysch's disease also put him on edge. He wanted to trust him, but that thing on his back was just to creepy. Baolus was a survivor and that thing made all his senses to put him in alarm mode. That thing was evil... he was sure of it. He wanted to get rid of it, but wasn't sure how to do it, or even if the others would be against or in favor of this action. Because of that, he kept once more to himself, watching from a distance... and plotting.


Kehlysch: I was wrong, actually. Go ahead and make 1 more save.

In the morning of the second day of sailing, after leaving Bonewrack Isle, the lookout calls out, "Land, ho!" The Slithering Coast looms into view.

Rounding the tall headland reveals a hidden cove at the mouth of a wide jungle river, its sluggish brown waters staining the waters of the blue sea like an ugly bruise. A series of docks has been built upon this estuary, with buildings concealed beneath the overhanging limbs of the jungle beyond. A wooden watchtower stands upon the promontory of the headland, carefully concealed among the trees to provide a clandestine view of the seas.

As the ship sails past the headland, a checkered flag of yellow and red is raised above the tower on the promontory, and an answering flag of blue is hoisted upon a yardarm at the docks ahead. A number of humanoid figures emerge from the shaded buildings and gather on a pier. A small, single-masted longboat soon sets out from the boathouse on the estuary to meet the group, and its crew hails the pirates, asking them to drop anchor to discuss terms.

Assuming the group complies, the longboat pulls up alongside, and a short, stoop-backed old man hails them, requesting permission to come aboard.

The man introduces himself as Rickety Hake, proprietor and Chief Shipwright of Rickety's Squibs, and immediately begins inspecting the ship to determine the cost of squibbing it.

1d4 + 4 ⇒ (2) + 4 = 6

Once his inspection is complete, he approaches Tamesis and Sven (the commanding officers), "Alright. I can squib 'er, no problem. It's gonna take about week to do, prob'ly 6 days, and it's gonna cost you 2 thousan'. Payment's due upon completion, 'f course, but I need ta verify you can pay b'fore we begin. If'n yeh don't have the funds on hand, I can accept trade, or I offer financin'. So what say yeh?'

I'll include the statblock for Rickety's Squibs below. Loot can be sold as normal, for 50% value. You can also sell your small amount of Plunder (see the Plunder section of Campaign Info) for standard percentages.

Map and statblock of Rickerty's Squibs


| 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 is below decks when the cry of land sighted is made. She is busy performing her daily requirements in tending to Kehlysch.

Heal Check w/ Healer's Kit - DC 13: 1d20 + 12 ⇒ (1) + 12 = 13 Wow, thank goodness for the healer's kit. GM, how do you feel about crit fails on skill checks?...I know there is nothing in the RAW about it, but some DMs like a 1 on a skill to be an autofail always and others don't. I am fine either way. Kehl, the GM will let you know if you are getting +4 from me on this upcoming fort save.

Pressing a cold compress against his head, she does what she can to ease his discomfort.

"I know you aren't feeling better, but the fact that you aren't feeling any worse yet is probably a good sign. I bet in another day or two you can have this thing licked. And if not, there is probably a healer in the next port of better skill than I that can help us."


Male Human Druid (Desert) 3 l AC 10 T 12 FF 10 l HP 27/27 l F +5 R +2 W +7 l Init +2 l Perc +11

Fort Save: 1d20 + 2 + 1 + 4 ⇒ (20) + 2 + 1 + 4 = 27

Whether it was due to Buhayra’s care, the Bulge’s efforts, or the comfort of the Captain’s enchanted hammock, Kehlysch finds himself hale and healthy with the light of morning.


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

Tamesis is more than relieved when Kel comes out of the officers quarters feeling healthy and well. She is also relieved to get her comfy hammock back.

She orders the crew to heave to when requested, and gladly accepts the man's request to come aboard. Once the price comes up, she looks over the ship's current take, and pulls the other officers aside, "We don't have the coin. We might trade some of these magic items, though. Is anyone going to miss this?" She pulls out the Talisman of Beast Training.

It's worth exactly 2000 if sold.

"Or Sven, you're the best at negotiation. Want to try to talk him down?"


Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26

Sven walked up to the man, a smile on his face. ”Eh there! Name’s Sven. You must be Rickety. Heard about you.” The large man threw his arm around the shipwright’s shoulder. ”Good things! Swear it’s true. Wouldn’t have come to you if we didn’t. You thirsty? Got rum. And plenty of fresh water. Just took on more that enough of that. Now, where was I? Oh yes. We heard good things about you. The problem is that among pirates, you’re name just isn’t well known around here. What I think you need is someone to put out the word for you.”

Before the stunned man could react, he had a mug of rum in his hands and Sven had launched into a saga about a famed reaver and his ship. The saga focused on the prowess of the vessel, and of the fame it won it’s captain.

”...more gold that you can count, if you get the right business. Imagine your name and craft sung in every tavern in the shackles. Pirate captains vying for your business, and you only needing to take in the richest. All you need is the right song and the right person to spread it. ‘Course, my talent is in my voice, and it’s not getting you business if it isn’t sailing away, right? So what say we work out a deal here, to get us on our way and to get more ships coming in to you.”


Rickety chuckles and shakes his head, "Sorry, lad, but I think yer a bit confused. Rickety's Squibs already is well known, in the circles it needs to be. Ev'ry Cap'n in th' Shackles worth the title knows who, and where, we are. I don't need no storyteller talkin' in the wrong tavern an' bringin' the wrong kinda attention, y'understand? Now, I price my work fair. It'll be 2 thousan', no matter how'n yeh try t' sweet talk me."


Kalem shrugged and grinned. ”Can’t blame an old sea-wolf for trying! Find, two thousand it is.”

Least it wasn’t a 1...


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

Tamesis steps past Sven with a smirk, "You'll have to excuse my First Mate. He gets excitable. Here."

She holds out the amulet, "Talisman of Beast Training. Should be enough to cover the cost."


Rickety looks over the talisman for a long moment before nodding, "Aye, that'll do. Sail into the estuary, I'll have the cutters come an' tow yeh the rest of the way in."

Rickety departs back to his longship. True to his word, as the ship nears the dock, two smaller ships meet them, and the ship is towed into dry dock. Once the crew disembarks, they are again met by Rickety Hake.

"You an' yer crew are free t' stay at the Commons. Food an' drink are on you, though."

Once the ship is empty, the dry dock workers descend on it like a swarm. As Rickety steps away to handle his crew, the group and theirs is free to do as they please.

Anything you want to do, shop, recruit, try to build infamy, whatever, you can do now.


Male Human Druid (Desert) 3 l AC 10 T 12 FF 10 l HP 27/27 l F +5 R +2 W +7 l Init +2 l Perc +11

”Thank you for your care and skill,” Kehlysch says to Buhayra. ”You have saved my life”

Not her alone. mutters the Bulge.

I know, and I am grateful to you, also. Kehlysch thinks in reply.

”And thank you,” he says to Sven, giving him a respectful nod. ”I’m well aware as to why you’ve been by my side, and I understand and appreciate your willingness to do the job that may very well have been necessary if I had not pulled through. Thank you for being there to end it.”

He heads out onto the deck with the others, breathing the fresh sea air.

”Thank you fornthe use of your cabin, Captain. The comfortable accommodations certainly sped up my recovery. What can I do for you today?”


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 claps Kel on the back (possibly the Bulge) and looks out at the ship being worked on, "Well, for today, looks like we're free. We've got some loot to clear out. And something tells me, some shopping to do. After that, Kel, see what you can do about finding us some new crew. We need to fill out our ranks."


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

Rolling availability on a masterwork darkwood composite longbow (430gp). 1-25 fail, 26-100 success.

Availability: 1d100 ⇒ 64

Once the loot is liquidated and distributed, Tamesis goes out window shopping, and finds herself a beauty of a bow. Made of laminated darkwood, and with nearly the perfect draw length and weight. She can't help herself but to buy it. On the way back, she gathers up reagents, as well, in preparation...

As soon as she returns to their lodgings, she throws her current longbow into the fire, watching as it burns away and feels the connection to it sever, and winces as the backlash buzzes and burns in her mind.

Seven days. Just need to endure for seven days. Then I can reconnect...

Destroying my bonded item so that I can bond to a new one. This means that for the next week, I'm going to need to make a concentration check in order to cast any spell. Thankfully, it doesn't affect the rest of my abilities, so I should still be in solid shape.

Once that is done, she catches up with Sven to see about spreading their tale, earn some extra notoriety.

Intimidate: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33<- +2 is from Sven's assist, assuming he can roll a 10.


| 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

B does shopping:

Buhayra Searches for a MW Chain Shirt <=75: 1d100 ⇒ 21
Buhayra purchases a MW Chain Shirt for 250 gp

Buhayra sells her leather armor for 5 gp

Buhayra Searches for a Chirugeon's Kit <=75: 1d100 ⇒ 2
Buhayra purchases a Chirugeon's Kit for 400 gp

Buhayra Searches for Surgeon's Tools <=75: 1d100 ⇒ 5
Buhayra purchases Surgeon's Tools for 20 gp

Buhayra Searches for an Ioun Torch <=75: 1d100 ⇒ 61
Buhayra purchases an Ioun Torch for 75 gp

Buhayra Searches for an Anchor Feather Token <=75: 1d100 ⇒ 27
Buhayra Searches for a second Anchor Feather Token <=75: 1d100 ⇒ 89
Attempt to locate multiple stock failed, Buhayra purchases a single Anchor Feather Token for 50 gp

After a day and a half of wandering, gazing, and shopping Buhayra has spent 790 gp and is in a notably good mood.

That night she meets up with the rest of the crew for a night of carousing, hosting the whole crew of the Promise to a night of Ale 4cp/sv, Grog 2 cp/sv, and Mead 5 cp/sv.

Assuming everyone in the 25 person crew drinks an average of 5 drinks that puts me down 5 gp.

The rest of her time on the island she eats good meals (5 sp per night, 6 nights, 3 gold) and is generally friendly with the waiting staff helping her at the commons.

She leaves a small tip at the end of her stay, bringing her total out of pocket to 10 gp for the entire week of food and drink.


Assuming Sven can’t find armor?

Assist: 1d20 + 6 ⇒ (15) + 6 = 21

Sven made his way through the taverns with his captain, spreading word of their growing infamy.

Sorry no time for a longer post


Male Human Druid (Desert) 3 l AC 10 T 12 FF 10 l HP 27/27 l F +5 R +2 W +7 l Init +2 l Perc +11

Chance to find a scroll of Protection From Arrows, 26-100: 1d100 ⇒ 15

Chance to find a scroll of Flaming Sphere, 26-100: 1d100 ⇒ 24

Chance to find a scroll of Aboleth Lung, 26-100: 1d100 ⇒ 1

Chance of finding a potion of Cure Moderate Wounds, 26-100: 1d100 ⇒ 51

After an afternoon of shopping, Kehlysch joins the rest of his crew mates as they visit the local watering holes.

He introduces himself as the pilot of Captain Tamesis' ship, then fixes the on-lookers with a disturbingly, alien gaze.

"She rises to power on a tide of blood and glory, plunder and power. Those who join her will find their ships of fortune rising with her, those who do not will become minnows before her gaping maw."

Intimidate: 1d20 + 11 ⇒ (15) + 11 = 26

Her maw, or ours... whispers the Bulge.


New Crew: 1d4 + 2 ⇒ (4) + 2 = 6

Kehlysch's efforts are not in vain, as a half dozen able-bodied sailors sign on.


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

Availability 26-100: 1d100 ⇒ 70

The next day, Tamesis finds a someone able commission a new flag for her. A proper pirate captain needs a personal insignia, after all. She works with the flagmaker to create her design, based on her grandfather's, but more in line with her own identity.

When she returns to their lodgings, she shows off her purchase to her friends.

Flag Design


As they made their way through the town, Sven indeed drank. And he sang his sagas.

Now that I have time, this was for the infamy

"Wassail for all! Drink hail! Listen now to the story of Captain Tamesis, grand daughter of Captain Ciar himself. I am her First Mate, and I met her as a slave. Taken by guile, press ganged upon a wretched ship. Surrounded by cowed pirates, drinking poisoned rum and earning gold that could only be used to buy from our slave-master.

She spake to us!
Gifts he gave, | but gave not kindly,
Gave not with hearts that were whole;
Your lives ere this | should ye all stay here,
Trapped in this fate I have seen."

"Worse is this | that methinks I see,
For fear shall kinsmen clash;
Heroes gone | thereby shall be,
I deem, cowardice doomed."

She spake:
"The gold so red | shall I rule, methinks,
So long as I shall live;
Nought of fear | for his threats I feel,
So get ye to your arms."

Sven paused to take a long swig of mead.

"A daughter, woman | no, she wolf's heart, bear,
If thou seeks captain | with the hero brave;
If one will bleed for gold, | for the need is mighty,
Your sword for thy hurt | may glory seek."

He held his drained mug up. It became colder and colder in his grip, until ice began to form on it.

Hither the daughter | of Ciar is come,
The hero eager, | here to your hall;
Her courage is more | than an ancient man's,
And battle she does | as the hardy wolf.

"Here shall she foster | the fearless craft,
Now Ciar's heir | to us is come;
The fiercest woman | beneath the sun,
The threads of her fate | all waves enfold."

With that he slammed his mug on the table, causing it to shatter into shards of ice. The large ulfen let out a mighty laugh as he called for more drink.

And let see if this can double as a recruitment for anyone to come join us: 1d20 + 6 ⇒ (10) + 6 = 16


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 ]

MW chain shirt, 26-100: 1d100 ⇒ 56 -400 gp

Traveler's Any-Tool, 26-100: 1d100 ⇒ 3 :'(

Madiya spends most of her time trying to use up some of her newfound wealth, but nothing really catches her eye. She does manage to procure a nicer set of armor to replace her torn-up leathers after the crab debacle, but that's about it. As night falls, Madiya joins back up with the rest of the crew. She's not quite as eloquent as Sven or as disturbing as Kel, so she approaches some of the more feathered denizens of the town, making sure to display her holy symbol and weapon prominently. She offers them, in their strange cawing tongue, a place on the ship, should they want it - and reminds them that their safety wouldn't be guaranteed should they be on the other side of the fight.

intimidate, signature weapon: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24


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.

Before leaving the ship, Baolus talks to Kroop and Rickety about some ideas to improve the galley. If possible, he would like some way to smoke and some food.

Then, while looking around for a new armor, Baolus decides to make a tattoo about that bloated grindylow that they just fought on the damned island for it was a formidable and fearsome foe... and for sure did not wanted a tattoo of an undead whore so the choice was easy for him!


Over the first two days, the group hears no end of complaining from the locals about the drought that has stricken the Slithering Coast for the last month. Of course, they also get the chance to experience the oppressive heat firsthand.

On the third day, the sky is cloudless and the color of iron, promising another scorching day. The jungle wilts under the unrelenting sun, and the river is shallow, murky, and sluggish, with wide swaths of cracked mud exposed along it's banks.

To pass the time, some of Rickety's off-duty workers invite the group to join in a game of ninepins in the shade of the boathouse and share in a small cask of beer that's been cooling in the water of the estuary.

If anyone doesn't accept, they are assumed to be walking by when the event occurs.

As the group approaches, they find a half dozen locals setting up the game while another pair pulls on the rope attached to the keg in the water. However, the rope jerks suddenly and one man is pulled into the water with a scream, while the woman has her hands burned bloody where she was holding the line.

Based on the screams and thrashing in the water, it is clear the man is not alone...

PC Initiative: 6d20 + 15 ⇒ (16, 13, 8, 15, 10, 8) + 15 = 85/6≈14
Something's Initiative: 2d20 + 15 ⇒ (4, 11) + 15 = 30/2=15

The thrashing continues. Whatever is in the water either hasn't noticed or doesn't care about the group on the beach.

The water is muddy enough that with the thrashing, you can't get a clear shot. Target has total concealment.

Combat map and Roll20 have been updated. Have fun.

1,051 to 1,100 of 2,155 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Seas of Blood: Skull & Shackles Gameplay All Messageboards

Want to post a reply? Sign in.