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!

The Sunset Challenger departs the harbor at full sail and charges after it's quarry. The clouds hang low in the sky and threaten rain. Though none actually falls on you, great sheets of it can be seen in the distance.
1d20 ⇒ 14
The Chelish vessel, riding the winds from the storm, makes very good time. Khel is the better pilot on average, however, and you manage to gain on them slowly. You cover many miles in stalking your prey and finally catch up near a singular, lonely island shaped like a nearly closed crescent forming a nice walled bay not dissimilar to Rickety's. The ship finally spots you and you see all her sails fall into place as she cuts close to the land in an attempt to scare you off the hunt in the rocky waters!
Time to shine, sailcrew!


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 does his best to adjust and slow the ship before it runs aground on a shoal.

Sail Check: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17


Aid: 1d20 + 10 ⇒ (6) + 10 = 16

Seeing the peril, Sven kicked the crew into action, shouting orders before disaster could strike.


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 ]

Without much to do the past few days, Madiya has been starting to go a bit crazy, but the sighting of a prize sets her mind straight. She works as hard as she can to get the ship's weapons straight and ready, then takes up position near the front catapult to await the coming fight.


The Man. The Myth. The Mask!

1d20 ⇒ 3
Khel, with the crew's help via Sven, manages to not dash himself against the rocks. The other pilot isn't so lucky. Their hull scrapes against a hidden shoal and the ship shudders, but doesn't seem to be cripplingly injured. It exits the rocks intact, but very much slowed by the scrape!

A streak of fire ascends from her stern upward hundreds of feet into the air and bursts with a POP and a cloud of red smoke!

You're now just beginning to enter catapult range. You're up!


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 ]

"Distress sign! We need attack fast!", Madiya shouts out as she sees the flare. Signalling to the crew helping her out, she makes sure the preparations for the catapult are right, letting loose at the enemy ship's sails with chain shot.

once again, I'll take 2 crew with me on the catapult, for a total of 3. I believe this is the third chain shot we've used, I'll go back and check later.

targeting dc15: 1d20 + 3 + 10 ⇒ (18) + 3 + 10 = 31
damage: 4d6 ⇒ (2, 6, 4, 1) = 13 x2 for 26 to sails


Oratory: 1d20 + 9 ⇒ (19) + 9 = 28

Sven made his way around the ship, his blood up. He chanted the prose of his people, whipping himself and any near him into a killing mood.

”Within the sea | ere a man shall go,
(Full warily let him watch,)
Full long let him look about him;
For little he knows | where a foe may lurk,
As sails on the waves within.

Hail to the givers! | a guest has come;
Where shall the stranger go?
Swift shall he be who, | with swords shall try
The proof of his might to make.

Of men thou shalt be | on sea the mightiest,
And higher famed | than all the heroes;
Free of gold-giving, | slow to flee,
Noble to see, | and sage in speech

Rich shall We be | if battles win
With such as these, | as now thou see;
Forward look, | and further tell:
What the life | that we shall lead?

On the rocks there scrapes | the cowering daughters,
Fair in armor, | since never used;
Thou shalt cut | with keen-edged sword,
And cleave the byrnie | with no remorse!”


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

Urgan moves topside to help the crew. "Cap'n where do you need 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

"Bring her in! I want to feast on Chelish soul tonight!"

Profession (Sailor) to assist: 1d20 + 9 ⇒ (9) + 9 = 18

She turns to Urgan as he approaches, "Unless you have some magic that can slow them down, then work with the rest of the crew."

If we're in catapult range, are we also within bow range?


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 ]
Tamesis Kieran wrote:
If we're in catapult range, are we also within bow range?

150ft increment, so 1500 ft. speaking of which, I forgot the range increment in the shot.


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 takes advantage of the other ship's loss of speed by trying to coax more speed out of the Challenger.

Sailing Check: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23


The Man. The Myth. The Mask!

The Challenger swoops in on her prey. Madia hits some of the rigging on the ship with her shot and Khel manages the rough, churning currents near the rocks well enough to maintain his speed.

2d20 ⇒ (18, 8) = 26
4d6 ⇒ (1, 6, 6, 1) = 14
The chelish crews return fire with their own catapults! One splashes off of starboard, but the other shot rips through some of your fore rigging!
1d20 ⇒ 1
It doen't look like it's going to matter though. The other pilot is having a devil of a time getting his ship back under control and she flounders!
You are now at the 800 foot mark. Not quite bow range, but you'll be there in seconds at this rate!


The boisterous ulfen readied his hammer as he gathered up their boarding party, a look of joyful anticipation on his face. Resplendent in his drake skin armor, he looked every inch a predator, ready to leap upon his prey. Even as he did this he kept an eye on the sailors, looking out for any potential issues which might impede them.

Aid: 1d20 + 9 ⇒ (9) + 9 = 18


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

Urgan's skin hardens as he casts a protective spell on himself before moving to assist the crew in preparing for boarding.


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 could technically hit something within that range. At a -14 penalty. No, thanks.

Seeing the prey ship starting to flounder, Tamesis casts Cat's Grace on herself in preparation for boarding action.

"We're almost on them, boys and girls! Don't let them slip away, 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

Kehlysch keeps the Sunset Challenger on an intercept course, trying to pull alongside so that his crew mates can board the Chelish warship.

Sailing Check: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16


The Man. The Myth. The Mask!

The Challenger is rapidly gaining, but Kehl still has to be careful around the many hidden shoals and rocks this close to land. You close to 400 feet and the crew of the Dowager Queed starts sending bolts your way in addition to another pair of catapult shots!
2d20 ⇒ (6, 11) = 17
Khel manages to dodge the more on-target shot!
Arrows start to fall all around the ship. None hit anything important. You look for the enemy officers, but they seem to be keeping their heads down.
1d20 ⇒ 2
The pilot is clearly failing to get anything done on his end. The Dowager Queen is practically drifting to a stop at this point.


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 ]

Just to be safe, Madiya helps reload the catapult again, getting it ready to fire if the Chelish ship manages to regain speed.


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 moves to the forecastle, charging her bow with a little extra power to account for the range. She draws back, targeting the poor failure of a pilot controlling the ship, hopefully putting him out of his misery (and hers).

Arcane Point spend to add +1 and Distance to bow. Attacking with Risky Strike, Arcane Strike, and range penalty.

Bow attack: 1d20 + 10 ⇒ (20) + 10 = 30
Bow Damage: 1d8 + 11 ⇒ (8) + 11 = 19

Critical Confirmation: 1d20 + 10 ⇒ (1) + 10 = 11
Critical Damage: 2d8 + 22 ⇒ (1, 4) + 22 = 27
Womp womp. At least I got a max damage hit!


The Man. The Myth. The Mask!

The arrow takes the pilot in the neck and rips him from the wheel! Another tiny ball of fire shoots off from the aft into the sky as you approach. It bursts into colored smoke with a BANG! as Khel brings the Challenger alongside!
She's basically stopped, so I won't make you roll for that.
The Crew of the Queen is firing bolts and arrows at you the whole time, but only manages minor injuries among the crew and rigging.
As you grapple the ship you see a row of heavily armed and armored marines waiting for you with pike and blade, but no officer in sight. Arrows and bolts are raining much more accurately from the rigging, fore, and aft castles. It seem like they've been ready for you, which makes perfect sense given the utter failure of their pilot.


The Man. The Myth. The Mask!

perception DC 15 or Madiya:
Those catapults are manned and look ready to fire at your deck...


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

Perception: 1d20 + 7 ⇒ (5) + 7 = 12<-Tamesis sees nothing!

Completely missing the fact that she is about to be bombarded by catapults, Tamesis focuses on the marines before her. She pulses the magic in her bow, changing the enhancement on it before quickly firing two shots at different targets.

Spending another arcane pool point to change from +1 Distance to +1 Shocking. Attacking with Spell Combat, Risky Strike, and Arcane Strike.

Bow Attack: 1d20 + 10 ⇒ (16) + 10 = 26
Bow Damage: 1d8 + 11 ⇒ (5) + 11 = 16
Electricity Damage: 1d6 ⇒ 4

Spellstrike Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Bow Damage: 1d8 + 11 ⇒ (7) + 11 = 18
Electricity Damage: 1d6 ⇒ 2
Snowball Damage: 5d6 ⇒ (3, 1, 1, 3, 4) = 12

Critical Confirmation: 1d20 + 10 ⇒ (3) + 10 = 13
Critical Damage: 2d8 + 22 ⇒ (3, 5) + 22 = 30<-Total of 48
Critical Snowball Damage: 5d6 ⇒ (4, 1, 2, 4, 6) = 17<-Total of 29

Grand total damage on that crit (if it confirms) is 79. Damn shame it probably won't. :(


Does snowball crit? I know for my Magus Shocking Grasp doesn’t


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 takes a moment to call upon the power of his stormlure necklace to create a shield of wind around him.

(50% miss chance for ranged attacks for next 10 rounds)

He takes a moment to scan the horizon, looking to see if their aerial bursts are signaling another ship.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20

"I've got a bad feeling about this," he says to no one in particular.


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 ]

"Watch catapults!" Madiya shouts out as the boarding begins. Grabbing her crossbow, she charges up and fires at the nearest enemy catapult crew while her helpers aim their own catapult at the one on the opposite side of the Chelish ship.

assuming there was enough time to unload the chain shot and switch to regular shot, which would probably take up the buffing rounds

swift action sacred weapon for +1 enhancement bonus to crossbow
attack (light xbow): 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
damage: 1d8 + 1 ⇒ (4) + 1 = 5


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

Perception 15: 1d20 + 13 ⇒ (8) + 13 = 21

Urgan drops ball of water on the catapult crew. It sounds like we are within 150' of the ship. Attempting to center the orb on the catapult release mechanism. DC 17.

Aqueous Orb:
School conjuration (creation) [water];
Casting
Casting Time 1 standard action
Components V, S, M (a drop of water and a glass bead)
Effect
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance no
Description
You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Large or less.


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.

Having nothing to do, Baolus awaits patiently for the ships to align...


The Man. The Myth. The Mask!

3d20 ⇒ (3, 20, 3) = 26
As the ships slide together the aft catapult crew gets attacked by a ball of water. Two are caught completely unawares and are swallowed up. The third manages to react in time to not get caught and dives for the release! Both catapults go off!
2d20 ⇒ (3, 11) = 14
The one that is currently in a ball of water misses badly. The other only barely misses the deck to the relief of several of your crew who saw death flying their way.
The defending crew doesn't attempt to board you, they stand their ground, marines arrayed like a phalanx with pikes and swords at the ready!
I'll get a map up asap, but if your action doesn't depend on specific placement then go for it.


The Man. The Myth. The Mask!

Two of the marines are taken out by the captain and one of the catapult crew is wounded!


Minor form before boarding for +1 AC and +1 Ref

Prof sailor as needed to safely board the enemy ship: 1d20 + 10 ⇒ (11) + 10 = 21

Hit the nearest enemy: 1d20 + 11 ⇒ (16) + 11 = 27
Damage with electricity: 2d6 + 2d6 + 13 ⇒ (3, 6) + (4, 3) + 13 = 29

As the two ships came together, Sven was the first to leap aboard the enemy ship. Screaming a savage and wordless battlecry, he ran into the fray. His hammer crackled with electricity, and it hit with the force of a storm. He didn’t care that he stood out as an officer. Rather, he exulted in the thrill and hoped that he would attract a worthy foe. For how could one be worthy of a saga if they were not willing to both dance, and laugh, with death?


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

Still scanning for an officer or other target of opportunity, Tamesis keeps firing into the line of marines.

Attacking two targets with Spell Combat, Risky Strike, and Arcane Strike.

Bow Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Bow Damage: 1d8 + 11 ⇒ (6) + 11 = 17
Electricity Damage: 1d6 ⇒ 5

Spellstrike Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Bow Damage: 1d8 + 11 ⇒ (8) + 11 = 19
Electricity Damage: 1d6 ⇒ 1
Jolt Damage: 1d3 ⇒ 3


The Man. The Myth. The Mask!

5 down, 12 to go
9d20 ⇒ (13, 12, 1, 20, 13, 2, 4, 10, 3) = 78
damage to Sven: 1d8 + 2 ⇒ (5) + 2 = 7
Sven takes readied attacks from several pikes and a couple swords as he closes, but only one does any real damage. Tamesis takes out two more of the Marines. The crew follows Sven over with a cry and engages the enemy crew! They are funneled around the phalanx toward the fore and aft where they are pretty easily bottlenecked! The enemy crew is clearly playing for time.


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

(Concealment (50% miss chance) from ranged attacks, 9/10 rounds remaining)

Choosing to remain at the helm, Kehlysch unleashes a volley of magic missiles at the marines threatening his crew mates.

"Ya uln kadishtu uaaah!"

Magic Missiles: 3d4 + 3 ⇒ (3, 1, 1) + 3 = 8


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 ]

targeting dc15 vs catapult: 1d20 + 3 + 10 ⇒ (9) + 3 + 10 = 22
damage (minus hardness): 4d6 - 5 ⇒ (1, 2, 2, 6) - 5 = 6

Madiya launches the ready catapult at the opposing side's, though it doesn't seem to do much damage, then readies her crossbow again.


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 follows Sven and boards the enemy vessel, landing besides him. He then attacks with his grappling hook, intending to trip one of the sailors.

Trip (grappling hook), defensively: 1d20 + 10 - 1 ⇒ (17) + 10 - 1 = 26
AC 24 until next round!


The Man. The Myth. The Mask!

The catapult shot causes minor damage, but not enough to hinder operations. Baolus puts his target on his back!

vs sven: 4d20 ⇒ (16, 7, 18, 19) = 60
damage: 3d8 + 6 ⇒ (1, 3, 6) + 6 = 16
vs Baolus: 3d20 ⇒ (12, 17, 6) = 35
damage: 1d8 + 2 ⇒ (1) + 2 = 3
The marines choke up on their pikes as the two officers board and meet them head on. Four of the marines engage Sven simultaneously and several land hits. Three engage Baolus, but only one finds an opening on him.

The crews on either castle do their best to reload, but the aft crew is still struggling against the sphere of water. Sandara seems to be in some kind of mage battle with a caster on the forecastle, and other members of your crew can be seen singling off against enemy sailors. Several of said sailors disappear below decks.

Party up!


Hit mr. 19: 1d20 + 11 ⇒ (13) + 11 = 24
Damage with electricity: 2d6 + 2d6 + 13 ⇒ (5, 5) + (3, 6) + 13 = 32

Now bleeding, Sven shifted his stance and swung his hammer at the most skilled of the marines. The weapon danced with electricity, knowing aside anything in it’s way before it obliterated the man.

Don’t think I killed any last time. But the enemy has +6 to hit and +2 damage, meaning Str14 and BaB4. With d10 per level, and I’m assuming Con14, they’d have 13+9+9+9=40ish hp each. So 29 on first hit and 32 on the second, should, take one of them down.


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

Silently wishing she could put more arrows downrange, faster, Tamesis keeps up the barrage as best she can.

Bow Attack: 1d20 + 10 ⇒ (8) + 10 = 18
Bow Damage: 1d8 + 11 ⇒ (3) + 11 = 14
Electricity Damage: 1d3 ⇒ 3

Spellstrike Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Bow Damage: 1d8 + 11 ⇒ (1) + 11 = 12
Electricity Damage: 1d3 ⇒ 3
Jolt Damage: 1d3 ⇒ 1


The Man. The Myth. The Mask!

Way to meta my mooks, man. :)


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

(Concealment (50% miss chance) from ranged attacks, 8/10 rounds remaining)

Seeing Sandara engaged with a spellcaster, Kehlysch turns his power upon the enemy mage. He unleashes another volley of energy bolts.

"Ya uln kadishtu uaaah!"

Magic Missiles at enemy caster: 3d4 + 3 ⇒ (3, 2, 3) + 3 = 11


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

The druid directs the orb towards the rest of the marines dragging two marines in it. Urgan then moves towards the center of the boat.

Aqueous Orb:
Non-Lethal Damage: 2d6 ⇒ (5, 1) = 6 You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Large or less.

Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell’s range.


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 directs her helpers to keep the catapult loaded with round shot (2 turns) while she charges up her weapon to continue taking shots at the opposing catapult crew.

storm strike, +1d4 electricity damage on weapon for 10 rounds


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.

@GM Choon: Baolus and Sven weren't supposed to get an AOO from the marine that Baolus downed and then got up to attack us? The whole point of making enemies prone is to net us more attacks... I'll roll the AOO just in case prior to my main action.

AOO (grappling hook), defensively, prone target: 1d20 + 8 - 1 + 4 ⇒ (2) + 8 - 1 + 4 = 13
Damage (grappling hook): 1d6 + 4 ⇒ (5) + 4 = 9

Baolus continues to try to trip the marines, making the fight easier for them.

Trip (grappling hook), defensively, twf: 1d20 + 10 - 1 - 2 ⇒ (11) + 10 - 1 - 2 = 18
Trip (unarmed strike), defensively, twf: 1d20 + 8 - 1 - 2 ⇒ (17) + 8 - 1 - 2 = 22

AC 24 until next round. Trying to trip two enemies this time, both of them in melee reach of Sven so he can get an AOO.


The Man. The Myth. The Mask!

You both do get an AoO, yes.

Sven creames one of the marines and sends his lifeless corpse flying as Baolus goes into overdrive and sends two more marines to their backs! (marked in green)

Tamesis strikes true and wounds another marine.

Khel and Urgan do their magic thing. Khel kills the enemy caster and the blob of water moves forward on the deck, slurping up random sailors as it does so! Only one of the marines avoids getting swallowed!
saves: 3d20 ⇒ (18, 1, 8) = 27

atttacks vs baolus: 2d20 ⇒ (15, 4) = 19
attacks vs sven: 3d20 ⇒ (1, 4, 14) = 19
(you both get an AoO on the green ones)
sven damage: 1d8 + 2 ⇒ (8) + 2 = 10
Only one of the marines gets in a good hit!
They all seem to be setting back into a defensive posture, buying time, perhaps?

Party up!


A 14 hits me? Just making sure as current AC is 24.

AOO: 1d20 + 11 ⇒ (15) + 11 = 26
With Electricity: 4d6 + 13 ⇒ (2, 4, 4, 4) + 13 = 27

Hit: 1d20 + 11 ⇒ (16) + 11 = 27
With Electricity: 4d6 + 13 ⇒ (6, 5, 2, 5) + 13 = 31

Sven staggered under the most recent blow. He couldn’t take too many more hits like that. Fortunately, the marines couldn’t stand up to his attacks either.


The Man. The Myth. The Mask!

Forgot about that AC boost. Ignore that hit. Looks like it wasn't that bad after all!


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 looks over at the opposing ship, clearly not very comfortable with the Chelish marines' delaying tactics. However, there's not much she can do at this point other than keep an eye out for reinforcements. She once again charges up and fires at the catauplt crew that she'd hit with her first shot, her bolt crackling with electricity this time.

swift action sacred weapon for +1 enhancement bonus to crossbow
attack (light xbow): 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
crit confirm (light xbow): 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 yeah no
damage: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (1) = 3 wow
what. the. heck.

perception to see if any other ships are coming: 1d20 + 3 ⇒ (8) + 3 = 11


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.

AOO (grappling hook), defensively, prone target: 1d20 + 8 - 1 + 4 ⇒ (12) + 8 - 1 + 4 = 23
Damage (grappling hook): 1d6 + 4 ⇒ (1) + 4 = 5

Knowing that Sven as a beast in combat, Baolus continues to trip the marines around him.

Trip (grappling hook), defensively, twf: 1d20 + 10 - 1 - 2 ⇒ (14) + 10 - 1 - 2 = 21
Trip (unarmed strike), defensively, twf: 1d20 + 8 - 1 - 2 ⇒ (19) + 8 - 1 - 2 = 24
AC 24 until next turn.

Tripping those in reach of Sven preferably, if they are still alive.


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

Spellstrike Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Bow Damage: 1d8 + 11 ⇒ (7) + 11 = 18
Electricity Damage: 1d6 ⇒ 1
Jolt Damage: 1d3 ⇒ 2

Bow Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Bow Damage: 1d8 + 11 ⇒ (2) + 11 = 13
Electricity Damage: 1d6 ⇒ 2

Some spellslingers throw fireballs. Tamesis thinks to herself as she keeps her pace, Some can lay waste to large swaths of their enemies at a time. And some can only attack a single foe with each attack. One would be far more useful in this particular situation, wouldn't it? But noooo. This has to drag out, because of what we have.

Baring her teeth in frustration, she continues to support her men on the enemy ship in the only way she can. For 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

Kehlysch sends another barrage of energy blasts at the nearest standing marine.

Magic Missile: 3d4 + 3 ⇒ (3, 3, 2) + 3 = 11

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