Seas of Blood: Skull & Shackles

Game Master Darth Maximus

XP Tracker: 18000

Party Loot Sheet

Maps: Sunset Challenger | Roll20 | Google | Tidewater Rock


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| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

"Plenty to go around. "

Buhayra will provide kinetic healing to anyone that asks, accepting the burn herself to try to prove her worth. If you accept healing roll 1d6+2. I will note how many take it and record the nonlethal damage. She can hand out up to 7 healings before she is literally burned out.

Once she finishes healing those that request, it is clear that the activity is physically draining for her.

"Phew, okay. I think I may need a nap. Should we head back I guess?"


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 legitimately thought Sven and Baolus took more damage than Tammy. Whoops.

"Am I?" Looking down at herself, Tamesis looks surprised. "Huh, I suppose I am. Yeah, I'll take a patch-up. No sense in letting Scourge know that I can, in fact, bleed."

I'm down 6hp. Guess I'll start rolling.

Heal 1: 1d6 + 2 ⇒ (1) + 2 = 3
Heal 2: 1d6 + 2 ⇒ (5) + 2 = 7

Really, dicegen? Really?

Tammy will eat the nonlethal. She should be fine.


Once the group decides to, they depart the beauty of the reef and head back to the Wormwood. When they arrive, with 6 full crab buckets and three reefclaws in tow, even Plugg can't help but admit that they did well. He may have found a way to avoid it, but Captain Harrigan makes an appearance as the group displays their haul, and orders Plugg to reward them.

Madiya regains all of her starting gear, except for her coins.

With Baolus' help, Fishguts works with unexpected grace to prepare a nearly-gourmet reefclaw meal for the officers. Harrigan is so happy with the reefclaws, in fact, that he allows Kroop to cook up the crabs for the rest of the crew (who otherwise would be eating fish stew. Again.)

With morale boosted to the highest point in the current voyage, the ship sails on, finally leaving the shallows and continuing on.

The next two days, the heat becomes sweltering, and the hard jobs become even harder to recover from.

All Con checks vs Fatigue have their DCs increased by 2. I'm not actually going to roll for jobs anymore, though. There's no point. Most of you aren't going to fail by enough to be punished and even if you do, you can just sleep it off.

Buhayra is assigned to the bilges both days, and Tamesis is assigned to hard rigging jobs that leave her tired and sore at the end of the day. Plugg and Scourge also seem to start cherry picking jobs that the rest haven't shown proficiency for, as if testing to see where they fail.

On night 13, Riaris Krine,the ship's master gunner, approaches the group during the evening meal, "You six! Get yer f*cking sleep tonight, y'hear? Cap'n wants you trained in boarding, so yer gonna get trained, bright and early."

She brooks no further discussion, but leaves the group to their nightly activities.

Post day/night actions for night 11-night 13 if you want to. I'll make another update in the morning.


| 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

Still feeling the sting of having not been as effective to the group, Buhayra sets her mind to earning enough gold to buy the Masterwork light crossbow and a bundle of bolts she saw in Grok's inventory. She knows she has a long way to go, but hopes to make some headway through betting on Heave games.

Day 11:

Day 11 Daytime - Check to see if fatigued
Strength Check to Man the Bilges: 1d20 - 1 ⇒ (2) - 1 = 1
Con Check w/ Diligence to not get tired: 1d20 + 8 ⇒ (10) + 8 = 18

Trying to conserve her energy, she really slacks off on the bilge work during the first day, earning her 3 lashes and a heaping of pleasure from Scourge.

12 NL damage from average punishment, she will heal it before heading in for the night.

Kinetic Healing 1: 1d6 + 2 ⇒ (5) + 2 = 7
Kinetic Healing 2: 1d6 + 2 ⇒ (2) + 2 = 4
NL Damage 4 from burn, 1 from punishment - Total 5.

Day 11 Nighttime - Purify and water down basic rum ration, and then play Heave! straight

Don't get sick from watered down sugar water: 1d20 + 7 ⇒ (18) + 7 = 25

After eating a meal with her friends she heads over to the area where the swabs are playing Heave.

I don't know how good at this I will be, don't have much of a stomach for the stuff, but I am willing to try. What do you say to a 5 gold wager?

Tonight she is going to play Heave! straight for small stakes. She is hoping she loses so she can rope a dope for a bigger stake on nights 12 and 13. I will roll until it would knock Buhayra unconcious, and then we can see if anyone else would have survived to that point.

Starting NL 5

Round 1
Basic Rum Resist: 1d20 + 7 ⇒ (5) + 7 = 12 - Not addicted
Rum NL: 2d4 ⇒ (2, 1) = 3 NL 8
Extra Heave Damage Resist DC 15: 1d20 + 7 ⇒ (4) + 7 = 11
Extra Heave Damage: 1d4 ⇒ 4 NL 12

Round 2
Basic Rum Resist: 1d20 + 7 ⇒ (13) + 7 = 20 - Not addicted
Rum NL: 2d4 ⇒ (3, 4) = 7 NL 19
Extra Heave Damage Resist DC 18: 1d20 + 7 ⇒ (17) + 7 = 24
No extra heave damage - NL 19

Round 3
Basic Rum Resist: 1d20 + 7 ⇒ (13) + 7 = 20 - Not addicted
Rum NL: 2d4 ⇒ (4, 2) = 6 NL 24 - Unconcious!

Will leave the flavor text to GM as it will depend on if others make it out of round 2.

Day 12:

The next morning both her brain and her tongue are fuzzy from rum, but she feels like she is on the right track for earning at least some of the gold she needs.

Day 12 Daytime - Check to see if fatigued
Strength Check to Man the Bilges w/ diligence DC 14: 1d20 - 1 + 4 ⇒ (5) - 1 + 4 = 8
Con Check w/ Diligence to not get tired DC 12: 1d20 + 4 ⇒ (18) + 4 = 22

While Buhayra improves, she still is not able to bring the strength to the job that is needed to successfully work the bilges, and Scourge is all to happy to provide her with some rope bashes to encourage her to do better going forward.

NL 3

Day 12 Nighttime - Again purify and water down basic rum ration, and then play Heave! with a twist

Don't get sick from watered down sugar water: 1d20 + 7 ⇒ (15) + 7 = 22

After eating a meal with her friends she heads over to the area where the swabs are playing Heave again, with an idea in mind.

Last night was fun. Care to try again? Maybe with a bigger wager this time? I have 15 gold that says I can wipe the floor with all of you tonight.

Tonight Buhayra is going to try something sneaky that we had not previously discussed. As such, my post will end with this game so you can tell me what else I need to roll. She is going to apply Kinetic Healing to herself between rounds to trade in the Rum NL for Burn damage. Since a kineticist is an Occult class I don't know if there are outward signs when she uses her abilities...as such I don't know what if anything I need to roll to do it surreptitiously. Let me know what you need. In addition to the below gameplay.

Starting NL 3

Round 1
Basic Rum Resist DC 10: 1d20 + 7 ⇒ (4) + 7 = 11 - Not addicted
Rum NL: 2d4 ⇒ (2, 3) = 5 NL 8
Extra Heave Damage Resist DC 15: 1d20 + 7 ⇒ (14) + 7 = 21
No extra heave damage - NL 8

Kinetic Heal: 1d6 + 2 ⇒ (2) + 2 = 4 - NL 6 (2 from burn)

Round 2
Basic Rum Resist DC10: 1d20 + 7 ⇒ (1) + 7 = 8 - ADDICTION! -2 to con
Rum NL: 2d4 ⇒ (3, 1) = 4 NL 10 (2 from burn)
Extra Heave Damage Resist DC 18: 1d20 + 7 ⇒ (8) + 7 = 15
Extra Heave Damage: 1d4 ⇒ 1 NL 11 (2 from burn)

Kinetic Heal: 1d6 + 1 ⇒ (3) + 1 = 4 NL 9 (4 from burn)

Round 3
Basic Rum Resist DC12: 1d20 + 6 ⇒ (12) + 6 = 18
Rum NL: 2d4 ⇒ (2, 1) = 3 NL 12 (4 from burn)
Extra Heave Damage Resist DC 21: 1d20 + 6 ⇒ (5) + 6 = 11
Extra Heave Damage: 1d4 ⇒ 2 NL 14 (4 from burn)

Kinetic Heal: 1d6 + 1 ⇒ (1) + 1 = 2 NL 14 (6 from burn)

Round 4
Basic Rum Resist DC12: 1d20 + 6 ⇒ (20) + 6 = 26
Rum NL: 2d4 ⇒ (2, 1) = 3 NL 17 (6 from burn)
Extra Heave Damage Resist DC 23: 1d20 + 6 ⇒ (17) + 6 = 23
No extra heave damage - NL 17 (6 from burn)

Kinetic Heal: 1d6 + 1 ⇒ (1) + 1 = 2 NL 17 (8 from burn)

Round 5
Basic Rum Resist DC12: 1d20 + 6 ⇒ (8) + 6 = 14
Rum NL: 2d4 ⇒ (2, 2) = 4 NL 21 (8 from burn)
Extra Heave Damage Resist DC 25: 1d20 + 6 ⇒ (15) + 6 = 21
Extra Heave Damage: 1d4 ⇒ 4 NL 25 (8 from burn) Unconcious!

So I am addicted if any of my opponents made it out of Round 1 tonight. I win if I am the only one standing any time before the end of round 5.


Male Sorcerer (Aberrant) l AC 10 T 12 FF 10 l HP 6/6 l F +0 R +0 W +0 l Init +0 l Perc +0

Day 12 Con Check: 1d20 + 1 ⇒ (15) + 1 = 16

Nighttime Action:

Kehlysch takes his share of coin to the Quartermaster and buys back the remainder of his gear.

Day 13 Con Check: 1d20 + 1 ⇒ (18) + 1 = 19

Nightime Action:

Kehlysch does nothing out of the ordinary, unless asked to do so by another one of his teammates. If nothing happens, he turns in early.


Night 11 Buhayra:
All three of Buhayra's opponents collapse on the second drink, and she walks away with the pot.

Night 12 Buhayra:
This time, one of her opponents actually lasts to the third drink before collapsing, and she again walks away with the pot, assuming she isn't caught cheating.

Make 2 Sleight of Hand checks, the DCs are below.
Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Perception: 1d20 + 1 ⇒ (17) + 1 = 18


Day 12 Con Check: 1d20 + 2 ⇒ (3) + 2 = 5
Night 12 Grog Check: 1d20 + 5 ⇒ (5) + 5 = 10

Sven worked hard through the day, and by the end he was huffing and puffing. Feeling incredibly fatigued, he drank grog instead of rum. He just didn't have it in him to drink anything harder. Which was too bad, as rum made his story telling all the better.

Night 12 Perform Check: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26

With his belly full of crap and grog, and having fought a battle, no matter who slight it was, Sven was in a good mood. Something rare since his whipping. With drink in hand, he began to wax poetic, reciting ancient sagas for the crew.

Quote:

"Othin spake!
Ocean is the field | where in fight shall meet
The thane fights | his brother on prize-ship stolen
A hundred miles | each way does it measure.
And so are its boundaries set."

"Brothers shall fight
and fell each other,
and bondsmen all,
their blood shall stain.
Hard is it on sea,
with loyalty lost;
Axe-time, sword-time,
shields are splintered.
Wind-time, wolf-time,
ere the world falls.
Nor ever shall men
each other spare."

"Othin spake!
From dark waters in the dim of morning
sailed Thane's son: his father sought;
to ocean's edge, his father' tomb
of the unburied dead mist-enshrouded;
golden timbers were in waves held.
Farewell he bade to his mother,
farewell hearth and high-seat,
where long he had feasted ere the light faded."

"Forth sailed the son, fear behind him,
fate before him. Fealty kept he;
oaths he had taken, his father sought.
Forth he sailed; Five nights and days
east and onward through gale and storm."

"His father found, drifting on wood,
a hundred spears floated with him,
Foe-beleaguered, fire-encircled.
Doom found him, darkness took him.
Shining sword, sank into silence,
so the songs tell us.

Cattle die, kin die,
Every man is mortal.
But I know one thing that never dies,
The glory of the great dead."

When the saga of treachery, battle, death and honor was finished, Sven likewise finished his grog and retired for the night.

Day 13 Con: 1d20 + 2 ⇒ (9) + 2 = 11
Night 13 Grog: 1d20 + 5 ⇒ (3) + 5 = 8

The next night Sven was barely able to keep his drink down. Rather than make a scene, he instead watched as Buhayra drank. Enjoying the contest he gambled...

Gambling: 1d20 ⇒ 1

...and did very poorly.

How much does Sven lose?


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

Con Day 12: 1d20 + 1 ⇒ (20) + 1 = 21
Con Day 13: 1d20 + 1 ⇒ (20) + 1 = 21

Are. You. F~$~ing. Kidding. Me.

Tamesis enjoys the meal of crabs that night, and gets to work the next couple of days without even feeling the additional heat. She focuses her nightly activities on "romance" and relaxation. During the day, though, she does return to Grok to try to talk her into giving back Tammy's scrolls and dagger.

Intimidate: 1d20 + 10 ⇒ (10) + 10 = 20


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 is glad to get the rest of her gear back. Remembering Harrigan's introduction, she doesn't say anything, but nods to the man. No such sign of thanks is given to Plugg, though.

She keeps her head down over the next few days, as Scourge seems to have it out for them a bit more than usual.

con d11: 1d20 + 1 ⇒ (12) + 1 = 13
con d12: 1d20 + 1 ⇒ (13) + 1 = 14
con d13: 1d20 + 1 ⇒ (11) + 1 = 12

At night, she takes in the entertainment with the group, cheering on Sven and Buhayra as they do their respective things, then going to sleep early on the last day before "board training".


Sven flashed Madiya a toothy grin, much like his smile after their battle with oversized lobsters. As much as he loved the sound of his own voice, it was good for the heart to know that it brought joy to others as 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

sleight of hand: 1d20 + 3 ⇒ (15) + 3 = 18
sleight of hand: 1d20 + 3 ⇒ (11) + 3 = 14


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.

Kinetic Heal: 1d6 + 2 ⇒ (2) + 2 = 4

Baolus accepts the healing before coming back from the reef, taking care to offer Buhayra his arm since he noticed the healing was toiling her.

Night 11

Knowing that he would not be able to win some gold from playing hog lob, he prepared himself for one last big score, taking advantage of the good mood provided by the crabs.

Hog Lob: 1d20 + 6 ⇒ (19) + 6 = 25 All in! (30 gp)

Night 12-13

The next two following nights, Baolus spends his time talking to the crew and relaxing. He also tries to get closer to Madiya...


Buhayra:
Buhayra is caught using her healing on the second drink, by the lone remaining competitor, Ratline. He is upset, and none-too-politely tells Buhayra she's just forfeited her bet.

Please make a DC 9 influence roll to prevent Ratline decreasing to Friendly. You can try for DC 14, instead, if you'd like to try to recover your bet, as well. I'll also allow the others to step in on Buhayra's behalf, if you ask them to.

Baolus:
You will win at Hog Lob, but no one is going to bet against you again, after that.


Kehlysch and Tamesis are both able to recover the remainder of their gear (minus coins).

When the morning comes, sure enough, Riaris is waiting for the group just after morning meal. She has the ship's jolly boat lowered and takes the group, 2 at a time, out to instruct and practice. She has also enlisted the assistance of 4 of their friends to "help simulate actual boarding conditions."

Riaris, as it turns out, has an extensive vocabulary, made up entirely of foul, if inventive, insults. All in all, she makes Rosie Cusswell sound like a nun.

Boarding training consists of three steps. First, one must throw a grappling hook and secure it on the Wormwood's rail. Then, they must tie off the line, and finally, climb the rope onto the deck. All the while, the other pirates will be throwing random assorted objects as a distraction.

Crunch:
First, ranged attacks. AC is 5, and you suffer a range penalty of -6.
Second, tying the rope, is not an action.
Third, Climb checks. DC is 15, and you're trying to make it 40 feet.
For every 3 climb checks you make, roll a DC 10 Reflex save, as you are hit by flying debris. Failure means you fall into the water.

You can make up to 3 attempts.

Good luck.


| 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

Sorry friend. I really thought it was just part of the game, like being able to hold your liquor. Tell you what, you keep my 15 and we will call it even. No harm, no foul. You win this round.

I look trustworthy: 1d20 - 1 ⇒ (13) - 1 = 12


Hit: 1d20 + 4 - 6 ⇒ (12) + 4 - 6 = 10

Sven walked up, deciding to go first. He threw the grappling hook, easily hitting his mark. He tied it off.

Climb: 1d20 + 7 ⇒ (16) + 7 = 23
Climb: 1d20 + 7 ⇒ (10) + 7 = 17
Climb: 1d20 + 7 ⇒ (16) + 7 = 23

Ref: 1d20 + 5 ⇒ (11) + 5 = 16

Sven nimbly climbed and climbed. He had gotten a lot of practice doing so since being forced onto the ship, and he had the physique that made such a task relatively easy. He avoided the projectiles, and yelled good natured taunts at those who came close to hitting him. Finally, at the top, he let out a whoop of triumph.


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

The morning of the boarding, Tamesis alters her spell preparations. She prepares a spell to help her recover should she fall, as well as True Strike.

Attack: 1d20 + 4 - 6 + 20 ⇒ (4) + 4 - 6 + 20 = 22

Accelerated Climb: 1d20 + 5 - 5 ⇒ (20) + 5 - 5 = 20
Accelerated Climb: 1d20 + 5 - 5 ⇒ (20) + 5 - 5 = 20
Accelerated Climb: 1d20 + 5 - 5 ⇒ (16) + 5 - 5 = 16

Reflex: 1d20 + 3 ⇒ (2) + 3 = 5

Grasp: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20

As she stands alongside Sven, she nudges the larger man playfully, teasing, "I'll race you."

She casts True Strike when the call is made to begin, and takes full advantage of the magic accuracy as she lets the grappling hook fly. She quickly ties off the rope and starts hauling herself up the rope. She throws caution to the wind, figuring she can try again if she falls.

At some point, she is struck by something and slips off the rope. By instinct, she casts again, and quickly recovers. Once her hand is again on the rope, she continues her climb and makes it to the rail in good time.

Casting Grasp. If it doesn't work in this situation, let me know and I'll re-do my post.

When Sven makes it to the top of the rope, she offers him her hand as an assist for the last leg. "Well done! Impressive, as always."


Tamesis is given a verbal lashing for relying on magic to finish the test, but is congratulated (in a way) for successfully completing it in good time. Sven is similarly congratulated for finishing successfully.

Then, the next two are sent out in the jolly boat to try.

Just figured I'd post since we had 2. Please don't hesitate to post if I'm not able to get up another one on between the next 2.


Sven ignored the hand, giving her a large smile instead. ”And to you as well! You are as swift of foot as you are of wit. I’m afraid that the only race I have ever won has been against a dwarf!”


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Male Sorcerer (Aberrant) l AC 10 T 12 FF 10 l HP 6/6 l F +0 R +0 W +0 l Init +0 l Perc +0

Kehlysch picks up the grappling hook, and throws it towards the target.

Ranged Touch: 1d20 + 2 - 6 ⇒ (3) + 2 - 6 = -1

Missing badly, he reels in the hook and throws it again.

Ranged Touch, 2nd attempt: 1d20 + 2 - 6 ⇒ (14) + 2 - 6 = 10

Connecting with the second throw, he ties off the rope and begins the process of climbing across.

First Climb Check: 1d20 ⇒ 2

He loses his grip and falls into the water mere moments after getting himself out on the rope. He resurfaces quickly and clambers back up onto the deck and attempts to cross again.

Second Climb Check: 1d20 ⇒ 20

Continued Climb Check: 1d20 ⇒ 10

Kehlysch makes it a bit farther out of the rope this time, but falls again nevertheless.

He crawls out of the water again to make a final attempt to cross the rope.

Third Climb Check: 1d20 ⇒ 10

The third attempt goes as badly as the first.

Once he climbs back aboard, he resumes his place with the others, quite certain he did not measure up to the Riaris-woman's expectations.

Did it ever occur to these imbeciles that I could swim under the ship and disable the rudder, or even scuttle it below the waterline? No, of course not. Make the fish-man climb a bloody rope!

Fools, agrees the Bulge. Kill them soon.


| 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

Heading down into the water a strange feeling gnaws at Buhayra's guts. The games of Heave over the past few nights have been fun. It was unfortunate about the misunderstanding on that larger wager game, but those kinds of things happen.

She wanted to play again, or maybe just get some more rum. Grok still had her flask. Maybe she could get that from her and fill it with the stuff. It burned going down, but she was starting to get a taste for the stuff. Being without it made the morning feel a little too sharp.

Throw the grapple: 1d20 + 4 - 5 ⇒ (20) + 4 - 5 = 19

Climbing Attempt 1:

Climb - Climb carefully DC 15: 1d20 - 1 ⇒ (14) - 1 = 13 - No progress
Climb - Climb carefully DC 15: 1d20 - 1 ⇒ (16) - 1 = 15 - 7.5'
Climb - Climb carefully DC 15: 1d20 - 1 ⇒ (3) - 1 = 2 - Sploosh!

Climbing Attempt 2:

Climb - Climb carefully DC 15: 1d20 - 1 ⇒ (2) - 1 = 1 - Fall back into the boat.
Climb - Climb carefully DC 15: 1d20 - 1 ⇒ (13) - 1 = 12 - No progress
Climb - Climb carefully DC 15: 1d20 - 1 ⇒ (3) - 1 = 2 - Fall back into the boat.

Dex Save v trash DC 10: 1d20 + 6 ⇒ (18) + 6 = 24

Climb - Climb carefully DC 15: 1d20 - 1 ⇒ (9) - 1 = 8 - Fall back into the boat.
Climb - Climb carefully DC 15: 1d20 - 1 ⇒ (17) - 1 = 16 - 7.5'
Climb - Climb carefully DC 15: 1d20 - 1 ⇒ (8) - 1 = 7 - Sploosh!

Climbing Attempt 3:

Climb - Climb carefully DC 15: 1d20 - 1 ⇒ (5) - 1 = 4 - Fall back into the boat.
Climb - Climb carefully DC 15: 1d20 - 1 ⇒ (7) - 1 = 6 - Fall back into the boat.
Climb - Climb carefully DC 15: 1d20 - 1 ⇒ (17) - 1 = 16 - 7.5'

Dex Save v trash DC 10: 1d20 + 6 ⇒ (11) + 6 = 17

Climb - Climb carefully DC 15: 1d20 - 1 ⇒ (8) - 1 = 7 - Sploosh!

After falling from the rope into the water 3 separate times Buhayra finally admits to herself that being a member of a boarding party is just not the best application of her talents.

It is almost like she is built to fail this challenge.


Riaris has some very choice words for Kehlysch and Buhayra as they continue to fall back into the water. After the third time they fall, though, she calls them back, muttering something about assuming that they at least have some idea of what they're supposed to be doing and hoping they don't fail so hard in an actual boarding situation.

Finally, she turns to Baolus and Madiyas, "Alright, the two normal-looking ones. Your turn!"


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 gives a quick prayer to her god, infusing her grappling hook with the power of air. Zephyr's Gift: no range penalties :) She then throws it near-perfectly, ties it down, and starts to climb rapidly, only to fall about halfway through.

try 1:

hook: 1d20 + 3 ⇒ (18) + 3 = 21
acc climb 15: 1d20 + 5 - 5 ⇒ (19) + 5 - 5 = 19
acc climb 30: 1d20 + 5 - 5 ⇒ (2) + 5 - 5 = 2

Undeterred, she tries again, more slowly this time, but that doesn't seem to work either.

try 2:

climb 7.5: 1d20 + 5 ⇒ (14) + 5 = 19
climb 15: 1d20 + 5 ⇒ (18) + 5 = 23
climb 22.5: 1d20 + 5 ⇒ (5) + 5 = 10

Frustrated, she gives it one last shot, but can't seem to manage it.

try 3:

climb 7.5: 1d20 + 5 ⇒ (15) + 5 = 20
climb 15: 1d20 + 5 ⇒ (5) + 5 = 10

f these 5 rolls, seriously?

Dispirited, she heads back to await her likely lashing.


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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 throws the hook flawlessly and soon ties the rope, getting ready to climb.

Attack (rope): 1d20 + 5 - 6 ⇒ (20) + 5 - 6 = 19

He then spits on his hands before grabbing the rope. He doesn't try to do it too fast, instead going for the slow and steady plan. It seems to be working just fine... at least until he is hit by a bottle and soon falls into the water.

Climb: 1d20 + 7 ⇒ (20) + 7 = 27 7.5 feet
Climb: 1d20 + 7 ⇒ (9) + 7 = 16 15 feet
Climb: 1d20 + 7 ⇒ (15) + 7 = 22 22.5 feet

Reflex: 1d20 + 5 ⇒ (3) + 5 = 8 Falls

Back on the boat, even if a bit frustrated, he tries once more... just to be hit once more, this time by an old boot.

Climb: 1d20 + 7 ⇒ (20) + 7 = 27 7.5 feet
Climb: 1d20 + 7 ⇒ (12) + 7 = 19 15 feet
Climb: 1d20 + 7 ⇒ (19) + 7 = 26 22.5 feet

Reflex: 1d20 + 5 ⇒ (1) + 5 = 6 Falls

Openly cursing the rest of the crew, he tries once more, soaked and angry, his hands sliding through the rope. He just moves a couple feet before he is hit again, falling once more. "Fine, I get it... no more hog lob for me!"

Climb: 1d20 + 7 ⇒ (7) + 7 = 14 no movement
Climb: 1d20 + 7 ⇒ (6) + 7 = 13 no movement
Climb: 1d20 + 7 ⇒ (14) + 7 = 21 7.5 feet

Reflex: 1d20 + 5 ⇒ (2) + 5 = 7 Falls


Riaris is visibly (and audibly....very audibly) disappointed by the fact that only a third of the group is able to complete the test. She verbally berates the four that failed, stating in no uncertain terms that when the time comes to raid another craft, this will be how it is done, and that if they fall overboard, no one will have the time to spare to fish them back out, and so they will be abandoned to the sharks.

Once the tirade is finished, she releases them back to their work assignments.

Plugg and Scourge, by this point, seem determined to break the group down. Buhayra is assigned to the bilges every day. Kehlysch and Madiya take turns between swabbing the deck and doing rope hauling. Sven and Tamesis, meanwhile, are switched between line work and mainsail duties, seemingly at random, based on the whims of the two men.

GM Dice:
Kroop: 5d2 ⇒ (2, 2, 2, 2, 2) = 10
Baolus: 5d6 ⇒ (6, 4, 2, 3, 4) = 19

Baolus is the only one who escapes the onslaught. Kroop is sober every single day, so Baolus only needs to focus on his fishing, or hunting, or butchering.

As the next 5 days wear on, Plugg begins making more and more appearances during the group's assorted work days. He makes a point to verbally abuse and berate them at every opportunity, carefully noting any minor mistake for punishment.

Days and Nights 14-18 are open! No one is willing to play Heave with Buhayra or bet against Baolus in Hob Lob any more. On the plus side, we are very nearly to the end of Part 1!


Male Sorcerer (Aberrant) l AC 10 T 12 FF 10 l HP 6/6 l F +0 R +0 W +0 l Init +0 l Perc +0

Day 14: Swabbing the Deck
Constitution Check, Day 14: 1d20 + 1 + 4 ⇒ (11) + 1 + 4 = 16(working diligently)

Nighttime Action:

Drink Purified Sugar Water: 1d20 + 1 ⇒ (12) + 1 = 13

Day 15: Hauling Rope
Profession Sailor 6+4 working diligently = auto pass
Constitution Check, Day 15: 1d20 + 1 ⇒ (3) + 1 = 4

Nighttime Action:

Drink Purified Sugar Water: 1d20 + 1 ⇒ (5) + 1 = 6

Day 16: Swabbing the Deck
Constitution Check, Day 16: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10(working diligently)

Nighttime Action:

Drink Purified Sugar Water: 1d20 + 1 ⇒ (4) + 1 = 5

Unless specifically asked to participate in any nighttime shenanigans by another member of the group (which he will agree to), Kehlysch turns in each night without taking any extra actions.

Day 17: Hauling Rope
Profession Sailor 6+4 working dilgently = auto pass
Constitution Check: 1d20 + 1 ⇒ (3) + 1 = 4

Nighttime Action:

Drink Purified Sugar Water: 1d20 + 1 ⇒ (1) + 1 = 2

Day 18: Swabbing the Deck
Constitution Check, Day 18: 1d20 + 1 + 4 ⇒ (18) + 1 + 4 = 23(working diligently)

Nighttime Action:

Drink Purified Sugar Water: 1d20 + 1 ⇒ (20) + 1 = 21


Oh, no! You don't need to roll anything if you don't want to! I mean, feel free to roll of you want, but you don't have to! Mostly I just want to give you all a chance to RP anything you do those days. If you want to roll, go ahead, but you don't have to.


Male Sorcerer (Aberrant) l AC 10 T 12 FF 10 l HP 6/6 l F +0 R +0 W +0 l Init +0 l Perc +0
Darth Maximus wrote:
Oh, no! You don't need to roll anything if you don't want to! I mean, feel free to roll of you want, but you don't have to! Mostly I just want to give you all a chance to RP anything you do those days. If you want to roll, go ahead, but you don't have to.

Well, I failed swabbing one day, so I know that Kehlysch will get called out on at least one occasion this week. I'm okay with that. It will solidify Kehl's hatred for Scourge and the rest.


| 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 not particularly in danger from the tasks...but I want to know how she is doing...so gonna roll anyways.

day 14-18 dice rolls:
Day 14 Strength w/ shopping: 1d20 - 1 ⇒ (18) - 1 = 17
Day 14 Con for tired (-2 con): 1d20 + 3 ⇒ (5) + 3 = 8

rum fort DC 12: 1d20 + 7 ⇒ (5) + 7 = 12

Day 15 Strength w/ diligence: 1d20 + 3 ⇒ (17) + 3 = 20
Day 15 Con for tired (-2 con): 1d20 + 3 ⇒ (10) + 3 = 13

rum fort DC 12: 1d20 + 7 ⇒ (5) + 7 = 12

Day 16 Strength w/ diligence: 1d20 + 3 ⇒ (10) + 3 = 13
Day 16 Con for tired (-2 con): 1d20 + 3 ⇒ (8) + 3 = 11

rum fort DC 12: 1d20 + 7 ⇒ (10) + 7 = 17

Day 17 Strength w/ diligence: 1d20 + 3 ⇒ (4) + 3 = 7
Day 17 Con for tired (-2 con): 1d20 + 3 ⇒ (11) + 3 = 14

rum fort DC 12: 1d20 + 7 ⇒ (14) + 7 = 21

Day 18 Strength w/ diligence: 1d20 + 3 ⇒ (11) + 3 = 14
Day 18 Con for tired (-2 con): 1d20 + 3 ⇒ (16) + 3 = 19

rum fort DC 12: 1d20 + 7 ⇒ (6) + 7 = 13

As the days go on Buhayra seems to get into a groove with her tasks. She does not always do the best job, and is sometimes left tired at the end of a work shift, but overall she seems to be doing okay with the workload.

On the first day she makes a quick swing by the QM and buys back her flask.

Each night she looks forward to the rum, quickly drinking down her own before purifying the beverages of any that ask her. The fact that her rum isn't purified isn't readily apparent unless someone is paying close attention.

On the third night she finally gets up the nerve to ask a question she has been meaning to ask. Are you sure you want me to purify this for you Kel? I can just pour it into this flask...you know, incase we need it later.

She looks a little anxious...intent on storing away some rum in the event that her supply dries up.


Male Sorcerer (Aberrant) l AC 10 T 12 FF 10 l HP 6/6 l F +0 R +0 W +0 l Init +0 l Perc +0

Sense Motive: 1d20 + 8 ⇒ (15) + 8 = 23

She actually wants more rum? Is she going mad, or just becoming a drunk? Kelhysch wonders at Buhayra's request.

Let her have it, replies the Bulge.

Kehlysch shrugs, and hands her his cup. "If you want it..."


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

Work Rolls:
Tamesis will work diligently each day, for an automatic pass.
Con: 1d20 + 1 ⇒ (19) + 1 = 20
Con: 1d20 + 1 ⇒ (9) + 1 = 10
Con: 1d20 + 1 ⇒ (3) + 1 = 4
Con: 1d20 + 1 ⇒ (8) + 1 = 9
Con: 1d20 + 1 ⇒ (16) + 1 = 17

Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Sense Motive: 1d20 ⇒ 12


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

Didn't get my edit done in time. Boo. The Perception is to notice that Buhayra isn't purifying her rum, the Sense Motive is to recognize the addiction. I don't know what the DC's would be, or if they'd be opposed, or what.

Tamesis does her best to ignore the abuse from Plugg, keeping her mind on her work, so as to leave the sadists in charge no reason to try to punish her. As much fun as it would be to humiliate Scourge some more, the Captain's warning still burns in her mind. So, even if it leaves her exhausted at the end of the day, she works hard.

At night, she relaxes, spends time with her new friends (and new lover), and generally makes the best of her new home, for now.

When she sees Buhayra starting to suffer the same needs, cravings that had afflicted her, though, she speaks up, loud enough for their small circle to hear, though away from the rest of the crew (especially Plugg and Scourge).

"You're not cleaning your rum anymore, Blue. It's not healthy to drink that poison, you know. You did that favor for me, when I needed it. Even when I didn't ask for it. Especially when I didn't ask for it. I know it's rough, resisting the cravings, but you're strong enough to do it. And we're going to need you in top form, if we're going to survive this voyage."


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, how much did Baolus made with his last bet of Hog Lob?

Baolus spends the days working with Kroop, making sure to show him his appreciation for him being sober.

Is it possible for Baolus to convince Kroop to stop drinking so much?

Nighttime - Day 14

Barred from playing Hog Lob, Baolus drinks with the others and, as soon as he believes all the others are distracted, he slips to the officer's quarters.

Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 20 + 7 = 27 Taking 20 per the Sneak action. Baolus has the Trap Spotter ability, which allows him to attempt a Perception check if he comes within 10 ft. of a trap. Since these are secret rolls, please let me know what I've found!

Perception: 1d20 + 7 ⇒ (6) + 7 = 13 To notice Buhayra's change of behavior

Nighttime - Day 15 to 18

On the following nights, Baolus repeats his investigations on the officer's quarters, trying to get the group something nice while giving a small payback for the way they are being treated.

What rolls are necessary to steal something if Baolus finds anything useful?


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 ]

Fishguts has been sober for 5 days straight, that's pretty amazing already! Don't push your luck! :P

Anyways, I won't bother rolling. I figure that she'll probably fail once or twice at swabbing again, but whatever.

Madiya does her best to keep her head down day and night, diluting her rum just enough so that it doesn't really have any ill effects. Create Water. +4 fort save means DC5 is auto-success. She misses her time in the workshop, tinkering with random siege devices - hauling rope just doesn't quite compare. It doesn't help that she passes the ballistae in the hold every day. It's a bit distracting, honestly, and she doesn't even notice what's going on around her most of the time, from Burahya's addiction to Baolus's attempts to get closer to her.


Random Rolls With No Particular Significance:
1d20 ⇒ 17
2d3 ⇒ (2, 1) = 3
3d100 ⇒ (63, 89, 74) = 226
1d2 ⇒ 1

Scourge's locker contains the following:
A set of thieves' tools
A bottle of wine
1 agate (worth 10gp)
17gp total in various coinage


If anyone wants to post anything else, go ahead. This next one only concerns one of you...

As Tamesis and Sandara grow closer, and display more affection openly, Scourge seems to become angrier and angrier. He even makes a point to appear alongside Plugg to try to break Tamesis's concentration while she works. Sandara mentions at one point that the day before the group was pressganged, Scourge made a pass at her. She slapped him in the face and made it clear how disgusting she finds him. She posits that he may harbor some grudge against Tamesis now, since she has succeeded where he failed.

On day 19, Buhayra is, oddly enough, assigned to Mainsail Duties, while Tamesis is assigned to the bilges, along with Aretta Bansion. No explanation is given as to the sudden shift in jobs, though Scourge seems delighted when he hands down the assignments.

Perception DC 12:
Aretta is carrying multiple daggers, hidden on her person.

On the way down to the bilges, Plugg and Scourge stop Tamesis, cornering her and forcefully searching her for any hidden weapons. They ensure she is not carrying her bow or arrows, and take her dagger and spell component pouch, as well.

Make a Perception check vs DC:: 1d20 + 7 ⇒ (18) + 7 = 25

After a few minutes working the bilges, Aretta palms out one of her daggers silently and hurls it at Tamesis's back!

Attack: 1d20 + 4 ⇒ (12) + 4 = 16 vs Flat-Footed AC if you fail the above Perception check
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 DC 11 Fort vs Poison, 1d2 Con damage

Tamesis Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Aretta Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

Tamesis reacts first after the surprise round. Lets see how this goes!


Blissfully unaware, Sven hummed a tune to himself, off key, as he worked diligently.

Good luck! Does losing spell component pouch mean no casting?


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 + 5 ⇒ (20) + 5 = 25<-How does a tie work here?

That's a good question. Usually, yes, for any spell that requires components. However, I posted ages ago that Tammy had stashed away a few packets of the material component for Color Spray on her body. Did those get found?


Tie goes to the defender, which is Tamesis in this case, since Aretta initiated it. And no, they weren't looking for those, and probably wouldn't know what they were regardless.


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 ]
Sven Olaffson wrote:
Good luck! Does losing spell component pouch mean no casting?

Not necessarily - there are plenty of spells that don't use material components. In fact, Color Spray and True Strike are the only 1st level spells that she knows that need material components.


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

DC 12 Perception: 1d20 + 5 ⇒ (10) + 5 = 15

As soon as she notices Aretta drawing something, Tamesis mutters the command word for her choker, adding some extra defense. AC increased to 19.

As the dagger narrowly misses her, Tamesis swears profusely. She reaches inside her body wrap to pull one of her concealed packets of sand, and steps up to blast Aretta with a swirl of scintillating colors.

Casting color spray.

Color Spray:
Will Save DC 15
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 ⇒ (3, 2) = 5 rounds, then blinded and stunned for 1d4 ⇒ 1 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 ⇒ 1 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.


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

Actually, I made a mistake. Since I don't have my bow, I don't get the Canny Defense, so my AC is only 17. Still a miss. Also, I need to make a Concentration check to cast without my bow.

Concentration: 1d20 + 6 ⇒ (20) + 6 = 26


Will Save: 1d20 - 1 ⇒ (18) - 1 = 17

Aretta shakes off the spell without any issue, drawing another knife in a flash. She flicks her wrist, sending the dagger flying.

Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Fort Save DC 11 vs Poison
Poison: Con Damage: 1d2 ⇒ 2


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

Crap.

Fort Save: 1d20 + 4 ⇒ (4) + 4 = 8<-Double crap! I'm in trouble!

Tamesis grits her teeth as the dagger bites into her, and her eyes widen as she feels her strength drain away.

Poison?! She really means to kill me!

Glancing over at the first dagger thrown, Tammy takes a gamble that it was poisoned, as well. She dives for it, picking it up and throwing it back at Aretta in one smooth motion.

Eat poisoned dagger!: 1d20 + 4 ⇒ (14) + 4 = 18
Die die die!: 1d4 ⇒ 4


Fort: 1d20 + 3 ⇒ (8) + 3 = 11

Aretta takes the dagger to the shoulder with a grimace. She pulls it out and sneers at Tamesis, then throws it back once more.

Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Poison Damage: 1d2 ⇒ 2


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

Fort Save: 1d20 + 3 ⇒ (14) + 3 = 17

Ranged attack with Spell Combat and Risky Strike: 1d20 + 4 - 2 - 1 ⇒ (14) + 4 - 2 - 1 = 15
Dagger Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Concentration: 1d20 + 6 ⇒ (14) + 6 = 20<-Missed it by 1! Spell is lost.
Snowball: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
Snowball damage: 2d6 ⇒ (1, 1) = 2

Tamesis fights through the pain, grabbing the thrown dagger and returning fire. She does her best to cast along with the throw, but without her bound bow, the spell fizzles. She grits her teeth and prepares for the next assault.


Bloodied and obviously on her last legs, Aretta glances at the trapdoor leading up to the hold. She obviously can't make it out without allowing Tamesis another hit, though. Drawing one last dagger, she abandons her tactic of throwing, and instead rushes Tamesis.

Charge Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Critical Confirmation: 1d20 + 6 ⇒ (14) + 6 = 20
Critical Damage: 1d4 + 1 ⇒ (1) + 1 = 2


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

Um, ow.

Tammy's life flashes before her eyes. Gripping the last dagger she has tight, she makes one last desperate stab at Aretta...

Please hit: 1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 23
Please kill: 1d4 + 2 ⇒ (1) + 2 = 3
Confirm cri: 1d20 + 4 - 1 ⇒ (8) + 4 - 1 = 11
Die die die die die die: 1d4 + 2 ⇒ (3) + 2 = 5


Blood spurts from Aretta's neck as she falls, lifeless, into the brackish water of the bliges.

Tamesis is left, standing alone in the bilges with a dead body.


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 drops the dagger into the water next to Aretta's body, and stares at her for a long moment. Once she calms her breathing, she spits on the body, "This is what you get. You could have joined me, but no. You chose to be my enemy. And I hope your soul gets devoured."

Her curse stated, she climbs the ladder out of the bilges and marches up the stairs to the main deck. From there, she makes her way up to the Captain, ignoring his previous warning not to speak to him. Uncaring about her fate, she marches straight up to him with a scowl on her face, "Captain. Aretta Bansion is dead. She tried to jump me in the bilges, using poisoned blades. She was put up to it by Plugg and Scourge."

If questioned, she will note that she is supposed to be a rigger, but was assigned to the bilges, and that Plugg and Scourge made a point to take anything she could use to defend herself.

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