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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The Man. The Myth. The Mask!

As the officers go about their business, so does the crew. Some spend their pay to buy a personal item or two. Some don't.
After all is said and done the time come to determine what comes next for ship and crew. The sun is rising clear and golden and the tide is as high as your loot-bare ship rides on the harbor waves.


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 makes a few stops at the dockside taverns, spending a few coins and recounting in ominous tones the tale of how they took two prize ships, and then did battle with the Deathknell making sure to describe the experience in vivid, haunting detail.

"We stood in a line across the prow of the phantom whaler as rank upon rank of dead men, still waterlogged from their watery graves lunged forward upon us. Captain Pilk and his First Mate stood at the helm, as the ominous chime of the cursed ship's bell rang out over the hell-spawned gale..."

"...then Captain Tamesis took aim with her bow, loosing an arrow infused with the power of the Nine Hells itself, and blasted Old Captain Pilk's Shade from the deck of the ship! The moment he vanished, the sea rose up in a whirlpool to reclaim the Deathknell and the dead men who crewed her. We were sucked down into the maelstrom, but we managed to make the swim back to our ship. We made port with not just one, but two prize ships in tow. Who else can boast such a feat? Is Whalebone Pilk and his accursed whaler gone for good, who knows? But his Shade will think twice before again hunting the likes of Captain Tamesis, and the crew of the Sunset Challenger."

Intimidate: 1d20 + 11 ⇒ (14) + 11 = 25


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

That night, while Kel tells their tale, Tamesis stalks from bar to bar, making good use of their fearsome new reputation to strongarm able bodies sailors into joining their crew.

Intimidate: 1d20 + 13 ⇒ (9) + 13 = 22
Enlistment: 1d4 + 2 ⇒ (4) + 2 = 6

The next day, Tamesis follows Kel's directions to the temple of Pharasma to pore over their books in search of anything that might have been missed in regards to the legend of Whalebone Pilk.

Knowledge (Local): 1d20 + 11 ⇒ (11) + 11 = 22


Kehlysch: Judging by your post's structure, I'm assuming you're trying to build Infamy and Disrepute. In which case, increase both by 1.

Tamesis is able to find some additional information that Kel missed.

Bolded sections are new wrote:

Captain Jeremiah Pilk took the whaler Belle Dame to sea from the port of Magnimar in 4631 ar. The Belle Dame could take a whale in far waters, skin it, render its blubber in the tryworks, and store its meat, all without seeing land for weeks at a time. Such was Captain Pilk’s success that he became known as “Whalebone” among Magnimarian seafarers after the rumor that all he left of his prey were the picked-clean bones, and his ship became known simply as the Bell for Pilk’s habit of sounding the ship’s bell with a furor every time he caught sight of a whale’s spout.

The story goes that Pilk drove his men to exhaustion on their ill-fated final voyage, hunting down a pod of whales after a long dry spell, and nearly beat his knuckles bloody ringing the ship's bell during the pursuit. There are only scattered reports of the final days of the Belle Dame, but it is rumored that Pilk was forced to savagely and cruelly put down a mutiny, having the leader skinned and rendered in a try pot, and nailing his cleaned skull to the mast. After that, it seems that the ship was damaged by the very whales it was hunting, and sank. With his dying breath, Pilk cursed the whales and his own crew for their failure, and continued ringing the ship's bell as it sunk beneath the waves.

Whalebone Pilk is now the captain of a ghost ship that haunts the Fever Sea. Occasionally rising from the bottom of the deeps, Pilk continues his hunts in the renamed Deathknell, stalking his prey for 3 nights, all the while ringing the bell, until he brings them down. Pilk always waits until the third night to strike, as the group already knew.


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, I was intending to build our Infamy and Disrepute. Cool. BTW, could you include a listing of our current Infamy and Disrepute under the Campaign tab?)


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 repeats the tale at several other establishments, each time maintaining his air of inhuman intensity. He focuses part of the tale on each of the officers and their prowess in battle, although he emphasizes Captain Tamesis' name and that of the Sunset Challenger as often as possible.

First Check, Intimidate, Infamy-Disrepute: 1d20 + 11 ⇒ (1) + 11 = 12

Second Check, Intimidate, Infamy-Disrepute: 1d20 + 11 ⇒ (4) + 11 = 15

Third Check, Intimidate, Infamy-Disrepute: 1d20 + 11 ⇒ (17) + 11 = 28 Success!

Fourth Check, Intimidate, Infamy-Disrepute: 1d20 + 11 ⇒ (7) + 11 = 18

Fifth Check, Intimidate, Infamy-Disrepute: 1d20 + 11 ⇒ (11) + 11 = 22 One successful assist will get this one for us.

Sixth Check, Intimidate, Infamy-Disrepute: 1d20 + 11 ⇒ (17) + 11 = 28 Success!

Seventh Check, Intimidate, Infamy-Disrepute: 1d20 + 11 ⇒ (4) + 11 = 15

Eighth Check, Intimidate, Infamy-Disrepute: 1d20 + 11 ⇒ (7) + 11 = 18


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'm rolling these with a +2 for an assist, assuming that Sven is working with me to get this done.

Intimidate 1: 1d20 + 15 ⇒ (7) + 15 = 22
Intimidate 2: 1d20 + 15 ⇒ (3) + 15 = 18
Intimidate 3: 1d20 + 15 ⇒ (13) + 15 = 28
Intimidate 4: 1d20 + 15 ⇒ (1) + 15 = 16
Intimidate 5: 1d20 + 15 ⇒ (18) + 15 = 33

Looks like, between the two of us, we hit our threshold as of day 3, with each of us getting +2 on that day.

For the next three days, Tamesis takes Sven around to different taverns, taking care to avoid Kel in the process, to drink and tell stories (and tall tales) about their exploits so far. Once it seems clear that the locals have heard enough, though, she gathers the officers together for a quick meeting, "Is there anything else we need to accomplish in this port? Or shall we move on to the Rock?"


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

“Ready to sail, Captain,” Kehlysch replies.


| 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 am as ready as I can be. Unless anyone knows what kind of threats we might encounter at the Rock? If we had more intelligence then more specific last minute preparations might be able to be made."


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

Knowledge (Local): 1d20 + 9 ⇒ (2) + 9 = 11 Any information that can be learned about the Rock.

Edit: Or not.


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

Knowledge, local, smellin’ what The Rock is cookin’: 1d20 + 1 ⇒ (12) + 1 = 13


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

Screw it! We go in blind!

Tamesis racks her brain, but can't seem to think up any information. With all that settled, she orders the ship to set off the next morning, with their heading pointed towards the Rock.


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 don't have knowledge local at all, heh.

Madiya has vaguely heard of this Rock thing before, but has no knowledge whatsoever of it. Not being of much help in the research efforts, she spends her time tending to the ship's weapons and her own training with her crossbow, though she's fast growing rusty with some of her mentor's more elaborate moves with the rapier.


The Man. The Myth. The Mask!

With some old navigational charts inherited from the previous captain of your ship and a couple nuggets from the crew, you're able to pin the location of Tidewater Rock as Windward Isle, the westernmost island in a small archipelago south of Motaku Isle about 100 miles west of Rickety Squib's. You are a few days out of port when, as the sun sets, a familiar outline of a low-railed whaler appears against the setting sun before vanishing...


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 knew it."

Tamesis calls the officers together once the specter passes and the crew is otherwise occupied, "Looks like our friend is back for a second round. According to my research, he has a pattern. On the third night, he'll attack again. This time, though, we'll be prepared. Kel was right, when I went back to do some more reading, I found out that Pilk had some kind of obsession with his ship's bell. That, plus the naming convention, seems to point at that bell as the lynchpin. When we battle again, I think we need to focus on it. Destroy it, if possible. Sven, your hammer is best suited for that task, if you think you can get close enough to hit it?"


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

"Good to know Pilk's approach is so predictable. We have a couple days to prepare for his assault," Kehlysch replies.


| 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

"What can we do to prepare though? Did anyone think to buy more holy water while we were in town? I meant to but totally forgot. Without that we don't have the consecrated circle that Sandara made for us last time. I don't know how much it helped though."

Buhayra thinks over their options for a few minutes.

"Sven, the main thing is to get you to the bell as quickly as possible. What if you did your water thingy like you did when we took the Winter's Bite? You become water before the ship arrives that way you can sneak up and board the ship while we deal with the soggy zombies. Maybe you can get to the bell and destroy it before they know you are there?"


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

"And if we create a patch of Holy Ground, like before, the dead men will keep their attention on us, but also their distance. We can hit them at range while Sven sneaks aboard. This could really work," Kehlysch adds.


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

Could the NPC cleric have bought supplies for Consecrate? *cough*

I had meant to, as well, and forgot.


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 listens to the others in silence, each time more sure they were indeed cursed.


The Man. The Myth. The Mask!

Did Sandra think of it, or was she just a tad drunk at the time?: 1d2 ⇒ 1

Sandra pipes up, I can create a couple circles. I got the supplies back at port.


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 gives Sandara a smile and a nod of thanks, "Perfect. We have another opportunity, too. Last time, we had three ships to try to defend, this time, it's just the Challenger. We don't have to just sit there and let them define the battlefield. The ship's bell is near the stern, right? When the time comes, we'll try to swing around them, grapple near the bell, give Sven a shorter path to get to it."


Sven nodded. ”Cast your mind Protection spells on me before we do this. Last time they got in my end.”


The Man. The Myth. The Mask!

The news is spread throughout the ship in a matter of minutes. As the hours wear on and the crew prepares, or tries to, for what's to come, the officers notice something. A common refrain among the newer crew and the fresh recruits is that they have been brought out here "just to die." Morale is dropping. Hard and fast. The more seasoned crew who have been with you since the squibbing seem to be less vulnerable, but you can still see the worry in their eyes.


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

Hearing the muttering of the crew, Kehlysch makes a point of replying anytime he sees the sailors congregating. ”Whalebone Pilk’s already marked our ship. Unless you had forsaken your calling as pirates, and spent the rest of your days on land, this fight was inevitable. The Captain, the other officers, and myself are going to be in the vanguard. What you need to do is your jobs. If we fall, the best thing you can do is fight; the ghost ship doesn’t need the wind to move it. If you run, he’ll catch you!”

He fixes them with a steely glare.

”Whatever happens. Hold fast. All our feet are nailed to the deck on this one.”

Intimidate: 1d20 + 11 ⇒ (12) + 11 = 23


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 ]

As usual, Madiya spends most of the day tinkering with the ship and its weapons, but that doesn't mean that the Deathknell's return - and the crew's worries - escape her attention.

As the officers formulate a plan, Madiya adds that she has a spell to make them invisible to undead - this way Sven and possibly others could try to destroy the bell without being attacked.

After the officers' conference, Madiya seeks out her feathery friends onboard and anyone else who will listen, reminding them that they signed up for danger and possible death when they decided to join a pirate ship, while pointing out that they'd survived just fine the first time around.

I'm a bit too tired to figure out and type out the "accent" right now, so just a little summary. Anyways, I was going to suggest some holy water shot for the catapult, but forgot as well :(


The Man. The Myth. The Mask!

The night passes. As does the day. Kehl's stern admonitions keep the men's spirits from collapsing, though nerves were naturally frayed.
That knight another mystical bank of fog rolls in along with the ominous ringing of the Deathknell. Once again the ghost ship appears out of the mist for a faction of a second before disappearing again.
The next day is clear and bright. A mocking juxtaposition of the night to come.
Dusk falls and the stars are bright. A bulging belly moon like a old drunkard hangs in the sky and the wind is lethargic and drunken, coming in unpredictable gusts generally from the east.
The port watch is the first to spot your haunter. Sails Ho! One of the new guys, Max, shouts. You spot it, bearing down on you with it's tattered sails whipping with invisible wind that is clearly not the wind driving you.
The Deathknell rings supernaturally clear and strong across the rapidly shrinking distance between you.

Madiay, you estimate that, at this rate, you'll be able to get off two, maybe three shots with your weapons before the Deathknell is upon you.


| 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

Light balista have a range of 120', How many of those two to three shots are within my extended range where I can start taking potshots at the undead on deck? Going to post assuming that I can, please adjust or ignore as necessary

"Here they come Madiya! Cast your spell to hide Sven and a few others and then let's blast them while we can!"

Heading over to the aft-port side of the ship, Buhayra pulls energy from the cold air surrounding her and blasts at one of the figures on deck of the oncoming ghost ship.

Given our last encounter, if Buhayra can make out specific targets she will aim for the first mate guy. But if not she will pick a target randomly. Specifically she wants to avoid the captain for now if possible to prevent the same disappearing act as last time.

Extended Range Ranged Touch: 1d20 + 8 ⇒ (20) + 8 = 28
Cold Damage on hit: 2d6 + 4 ⇒ (2, 3) + 4 = 9

Confirm possible crit - ranged touch: 1d20 + 8 ⇒ (17) + 8 = 25
Crit Cold Damage on confirm: 2d6 + 4 ⇒ (3, 4) + 4 = 11


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 ]

Well...max range of ten increments (1200'). I'd assume that not all of those 2 1/2 shots are within the last range increment.

With a chant, Madiya casts her spell on Sven, letting the remaining energy dissipate. She warns that there's a possibility of the spell not having an effect on Pilk or his first mate, and also that he can't attack or touch any undead or else the effect will end altogether. With that, she heads over to the broadside ballista, taking a few crew to help out, and opens fire, hoping to thin out the enemy crew a little.

Hide from Undead: intelligent undead get a DC 14 (I think) will save to negate the effects of the spell; non-intelligent undead...don't.

targeting normal zombiethingies:

attack (light ballista): 1d20 + 6 ⇒ (13) + 6 = 19 not including range increment
damage: 3d8 ⇒ (3, 4, 1) = 8 P

attack (light ballista): 1d20 + 6 ⇒ (15) + 6 = 21 not including range increment
damage: 3d8 ⇒ (6, 4, 3) = 13 P


The Man. The Myth. The Mask!

If you start firing at max range then you'll get a couple more shots.


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

"Not today, you bastard! Bring us about! Move to grapple, don't let them ram us!"

Tamesis leaves Kel to handle the wheel, instead moving to direct the crew to make the process easier.

Have an assist, Kel: Profession (Sailor): 1d20 + 8 ⇒ (7) + 8 = 15


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

"Aye, Captain," Kehlysch responds, as he turns the ship.

Profession, Sailor: 1d20 + 9 ⇒ (4) + 9 = 13


The Man. The Myth. The Mask!

1d20 ⇒ 11
Kehl turns and the Deathknell counters quickly. Her Captain clearly knows what he's doing.

The ships are closing quickly. Starting at max engage of 1200. Both ships moving toward each other. Current range is now 1090 feet.


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

Not that I think it matters with those rolls, Kel should have had a +2 from my assist, and another +2 from the ship's upgraded sails.

Tammesis maintains her position amidships, barking orders and directing the preparations for the oncoming fight.

Should we keep rolling piloting checks? If we're just closing with each other each round, does it matter? I would think only the last one really matters, to see if they ram us or if we grapple them, first, right?

Assist: Profession (Sailor): 1d20 + 8 ⇒ (8) + 8 = 16


The Man. The Myth. The Mask!

If you want me to, sure, but that may mean some fancy boatwork if he manages to get in behind you or something.


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

Profession, Sailor: 1d20 + 9 ⇒ (14) + 9 = 23 Plus the aforementioned bonuses


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 ]

First round to cast (lasts 40 min, so no problems there), second/third round shooting, all in my last post. I'll be watching, so feel free to move 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

I think just rolling the final round would be preferable....


The Man. The Myth. The Mask!

By your word, captain. I'll get that typed up as soon as I can, but took be at kuat an hour, probably several.


The Man. The Myth. The Mask!

2d20 ⇒ (17, 4) = 21
The ships close quickly, ballista shots ripping the tattered sails even more. The Deathknell doesn't slow. Blue annihilates a zombie in the rigging at over 100 feet with a brilliant blast of winter.
At the critical moment the Deathknell starts to lean into a turn to ram. Kehl compensates as ordered, but the Deathknell suddenly surges and turns, kicking up a rush of water as it maneuvers. Kehl can't keep up.
The Deathknell impacts the challenger at a little less than a full ram due to its feint and the Challenger holds strong. Mostly. The fore crossmast of the Deathknell rips through the less armored walls of the sterncastle! Undead swarm from the rigging toward the breach! You're crew tosses grappling hooks, trying to bring the Deathknell into range of boarding planks!

party up. You can either defend the ship from area B7 or leap on from the poop deck. It's 20 feet down from that height.


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 moves towards the starboard rail after the initial collision.

As he moves, he calls upon the power of the Stormlure necklace, wreathing his body in a shield of shifting winds.

(50% miss on all ranged attacks aimed at Kehlysch for next 10 rounds)


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

"All crew to the foredeck! Kill anything that makes it past our line, but otherwise do not engage! Officers, to the front line!"

Tamesis steps up to the starboard rail. She casts a spell on her bow, following that with a touch of her own magic, and fires an arrow at a zombie moving for the breach into her quarters. As annoyed as she is with that particular development, she'll deal with it later.

Casting Magic Weapon, using an Arcane Pool Point to add Frost, then attacking with Risky Strike and Spell Combat.

Bow Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Bow Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Cold Damage: 1d6 ⇒ 3

Confirm Crit: 1d20 + 7 ⇒ (6) + 7 = 13
Crit Damage: 2d8 + 6 ⇒ (5, 8) + 6 = 19

I am remarkably unprepared for this combat. Should have had Cat's Grace and Magic Weapon cast beforehand, but I forgot to do it. Oh well.


| 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

"Sven! We can fight the battle for today. We need you to destroy that bell. Hopefully it will prevent us from having to fight this battle again and again. Use that spell Madiya cast on you to go ring THEIR bell!"

Rushing up next to Kehlysch, Buhayra picks her target and sends another cold blast through the air.

Ranged Touch Kinetic Blast: 1d20 + 8 ⇒ (8) + 8 = 16
Cold Damage on hit: 2d6 + 4 ⇒ (6, 3) + 4 = 13

Are we getting another "gist of it" battle map? I would really like to harry the first mate if I can find him.


The Man. The Myth. The Mask!

As soon as I can.


| 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

Totally get it. If any of us can help let 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 ]

As the ships collide, Madiya opens with another Burst of Radiance - seeing as last time, she waited and the spell was wasted. She aims the burst to catch the majority of the enemy zombies in the collision zone (all but the bottom right one), sending a wave of holy light over the ghost ship. Once that's done, she draws her crossbow. She's not sure how much it'll do, but her shooting may at least keep the enemy occupied for Sven to sneak in behind.

damage vs evil creatures, independent of save: 4d4 ⇒ (2, 4, 2, 2) = 10
enemies in burst are blinded unless they make a DC 15 reflex save, in which case they are dazzled instead.
blinded/dazzled rounds: 1d4 ⇒ 1


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 rushes to the captain's quarters in order to intercept the zombies and keeping them from storming their ship. Once there, he readied himself to trip the zombies as they moved in, intending to once more send them to the see.

Fighting Defensively and readying an action to trip the first undead that tries to invade the ship. AC 25 until next round.
Readied Action (Trip), defensively: 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12

If I correctly understood the map and the other posts, Blue, Kehl and Red are on the poop deck. If that is the case, I positioned Baolus to be directly beneath Red, in area B7.


The Man. The Myth. The Mask!

5d20 ⇒ (1, 11, 3, 18, 17) = 50
The upper three start drinking about even more aimlessly. One is taken out by blue and another, the only one Madiya didn't hit, is put down by by the captain with an arrow to the head.
Sven attempts to jump into the other ship
acro: 1d20 ⇒ 3
bluff: 1d20 ⇒ 18
He trips over the railing, but the resulting swan dive into the sea is just so amazing that most people think he totally meant to do that.
Three more zombies move up the deck from further back and two who can still see attempt to cross. Baolus fails to stop them.
2d20 ⇒ (9, 19) = 28
Both make it across! Baolus now faces two zombies inside the captain's cabin!

You're up!


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 nearest zombie (Gray-Black icon).

Ranged Touch Attack: 1d20 + 4 ⇒ (18) + 4 = 22

Acid Damage: 1d6 + 2 ⇒ (5) + 2 = 7


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 ]

With her magic taking effect, Madiya fires off a bolt at one of the blinded zombies, hoping to destroy it before it can regain its senses - though she's a bit distracted by Sven's graceful dive. Meanwhile, the crew who had been helping with the ballistae head off to join the melee.

attack (light crossbow vs blinded zombie): 1d20 + 8 ⇒ (4) + 8 = 12
damage, just in case it hits: 1d8 ⇒ 4 (so none either way, probably)

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