GM WhtKnt's Open Water - A Skull & Shackles Adventure Path

Game Master WhtKnt

Do you have what it takes to rise from the ranks of a lowly deck-swab to become a captain of your own vessel and sail the seas of Golarion with intent to commit acts of piracy? Find out in this adventure path!

Current Map
Loot Sheet

Chumtooth: HP 91/91; AC 18/13/14; F+8 R+8 W+3/+5; Init +3; Perception +13 (+12 in bright sunlight); Sense Motive +1
Dantes Goldforge: HP 50/50; AC 15/15/14; F+6 R+5 W+7; Init +5; Perception +0 (+2 w/familiar); Sense Motive +0
Faengrim: HP 84 (92)/84 (92); AC 19/12/17; F+9 R+9 W+4; Init +2 (+4 in water); Perception +14 (+2 in urban terrain; +2 vs aquatic humanoids; +4 in water terrain; +4 vs humans); Sense Motive +1 (+2 vs aquatic humanoids; +4 vs humans)
Carmelia Torvé: HP 61/61; AC 25/14/22; F+8 R+9 W+11; Init +3; Perception +14 (+1 vs traps); Sense Motive +15
Navasi: HP 75/75; AC 12/11/12; F+5 R+3 W+8; Init +1; Perception +8; Sense Motive +6

Plunder: 0
Infamy: 20
Disrepute: 15


1,351 to 1,400 of 4,005 << first < prev | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | next > last >>

Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth finishes the trophies for himself and Victoriana.

Take 10 on the crafting, unless rolling is absolutely necessary.

Craft Rolls, if needed:

Roll Victoriana: 1d20 + 4 ⇒ (9) + 4 = 13

Roll Chumtooth: 1d20 + 4 ⇒ (10) + 4 = 14

For the gnome, he creates a simple necklace of woven leather with the tip of a giant wasp stinger as a centerpiece.

For himself, he adds the shrunken head of the naga as the centerpiece of his own necklace; flanking it with the rows of devilfish and giant grindylow teeth.

After putting it on, he holds it up for a moment to admire it.

He then heads to the tavern to present the gnome with her trophy.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Satinder and Victoriana trade insults, bringing another three crewmen into the fold as Chumtooth works on his trophies (no rolls needed). At the end of the day, he presents it to his shipmate.

Recruiting: 1d4 + 2 ⇒ (1) + 2 = 3


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Sounds like the bard will also get a turn trying to find people to join the crew.
I'm curious how the story will go :)


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth hands the necklace to Victoriana.

"You have fought and killed the great fl...wasp. Its...sting-ger is your trophy. Wear it so that others can see how strong and fierce you are."


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

"Eh... 'kay. Thankee."

Diplomacy Aid, day 3: 1d20 + 10 ⇒ (13) + 10 = 23


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Aid, diplo, day three: 1d20 + 10 ⇒ (10) + 10 = 20


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth stands with the other officers of the Kiss of Vengeance arms folded across his chest, and teeth slightly bared; giving his best impression of ferocity and strength. To his mind, only weak and timid sailors would not wish to join their crew.

Aid Diplomacy: 1d20 - 1 ⇒ (20) - 1 = 19

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Boy, is my face red. Rosie, it turns out, is NOT a bard, but a fighter with ranks in Perform. Still, she'll give it the old college try.

Rosie talks up the exploits of the heroes, taking a little liberty, and telling how they rescued herself and Sandara from the clutches of the grindylows. She particularly embellishes Chumtooth's role, with the occasional glance in his direction. With a little help from the others, Rosie manages to recruit three new face to join the crew.

You feel at this point that you've pretty much tapped out Rickety's as a place for getting recruits, at least for now.

Diplomacy (untrained): 1d20 + 0 ⇒ (19) + 0 = 19
Recruits: 1d4 + 2 ⇒ (1) + 2 = 3


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

That's exactly the right number for minimum crew! Yaaaay. (Although we also need a pilot? Where do we find one of those?) I bet our characters just learned the hard way that she's not a bard as well..


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth nods with satisfaction as Rosie recounts his exploits.

in Kuru:

"All on the sea will know. All who see our ship approach will fill the air with wails of terror!"

He speaks in a strong, intense tone that builds in volume.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

At last the time comes for you to take your leave of Rickety's Squibs, though it is possible that you will meet him again with another vessel for squibbing. As he offered, Captain Pegsworthy is more than honored to smash a bottle of Sargavan red across the keel. "I do christen you, the Kiss of Vengeance!"

As you make preparations to leave, Captain Pegsworthy takes the four of you aside and says, "I don't know what your plans are next, but I'd spend some time getting the feel of your vessel and perhaps doing a little piracy yourselves. And remember, good fortune and sure sail await one what can crack the Tidewater Rock!"

Knowledge (local) (DC 15):
This legend refers to a small castle called Tidewater Rock that commands a small, protected harbor on a remote island south of Motaku Isle. It is said that anyone who can claim Tidewater Rock as her own will have good luck, as the castle makes a strategic watch point from which one can strike the nearby shipping lanes. Most Free Captains have better things to do than pursue old wives’ tales, but a new pirate captain would surely find a boost to her reputation were she able to claim that she had “cracked the Rock.”


Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

Knowledge (local) 1d20 + 10 ⇒ (3) + 10 = 13.

"The Tidewater Rock?" Dantes furrows his brow as he tries to place the reference. He looks questioningly at Victoriana, hoping she can help fill him in on it.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Vic's eyes go white, once again, as she taps into a hidden store of knowledge.

1d1d20 + 26 ⇒ (4) + 26 = 30


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

"What does this mean?" Chumtooth asks, clearly not understanding the man's final statement.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Victoriana can fill everyone in, so feel free to read the spoiler.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

"There's... a story about a place called Tidewater Rock. Sits at a hidden harbor south of Motaku Isle. Anyone who takes the place apparently gets good luck—and supposedly it's a legendary view of the shipping lanes. 'Crackin' the Rock' is what all the best pirates brag about in the right sort a' tavern."


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

"Is this rock large? Where is it taken? How does this bring luck?" Chumtooth asks, even more confused.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

"I'll send Chumtooth and a pickaxe, that rock can't be that hard to crack." Satinder jokingly says to the captain, trying to get some more information out of him.

She will wait till they are back on the ship to do the serious talk about finding a place to settle.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

"Beggin' the captain's pardon," Ambrose Kroop, the cook, says, "But I'm of a mind that Captain Harrigan will by now realize that his ship is missing and won't be any too happy about it. Now, we could go somewhere and lay low, but we'd be better served t'make a name fer ourselves and maybe gain the backing of the pirate council, si... er... ma'am."


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

"That sounds like a plan, mister Kroop. Now, pray tell, what would be a good plan to receive this backing? Would taking that tower prove to be sufficient?", she calmly asks assuming only her officers are present.

"Building a reputation sounds like a decent plan. Start attacking trading vessels?"


Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

"Huh. I hadn't heard of this Tidewater Rock castle before, but from Victoriana's description, it sounds like that might be a great place to start to cement our reputation. If we can take that castle from whoever, or whatever, holds it, it would be a quick and easy way to bolster our collective reputation."

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

"It'll take more'n cracking the Rock ta prove yerselves worthy of the Council's attention, but it's a good start. Best to get a start by building up experience, and the best way ta do that is, aye, picking out easy targets and attacking them."


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

"So it's an easy target?" Vic asks. "What kind of weapons do we have on our 'new ship' anyway?"

[ooc]As the ship's carpenter, I can craft a heavy catapult in two weeks at sea, given 267 gp of lumber... or build a ballista even quicker and cheaper.[ooc]


Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

"We could have the ship take us close. A few of us can get to shore and spy on it for a while. Perhaps we can see what, if anything, inhabits it. Depending on how approachable it is, we may not have to put the ship itself at risk for this."

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

"The Rock?" Kroop repeats. "Nah, the Rock ain't an easy target by any means. I meant tryin' yer luck wit' merchants an' th' like. The Rock is well-protected and well-defended, last I heered."


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

"Let us attack ships, take treasure, and become feared," Chumtooth says, nodding at the conviction in his own words.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

"Yeah, but... we got a ship. First 'sponsibility is to not lose that. We don't have a very large fighting crew—maybe some 'f our more hardened sailors, like that other short lass on board, have some advice on easy pickin's or work for hire we can take on."

Does the AP give any suggestions as where to go next, or are we just sort of in free reign mode?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

At this point, it's largely sandboxing while you prey on merchant vessels and gain reputation and infamy. There are a few planned encounters, but they will come up between kills.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Huh. As beginning pirates, how much ability to choose targets do we have — could we, for instance, pick on Chelaxian ships or merchants we know to be cruel, or are they either too powerful or too hard to pick out?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Okay, the only other things I need to know right now are:

  • What is your schedule like? Do you sail 24 hours a day, or anchor at night (or during the day)?
  • Do you set watches and what are they/how many men on each watch?
  • The standard "bells" system is rather complicated and is explained here


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Hmm. I'm terrible at perception, and none of us are amazing at it—we might want to double watches?


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Do we have enough crew to run 'round the clock, or will we need to stop and anchor at night?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

You currently have 24 crew in total (counting the PCs), so you will probably need to anchor at night.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Anchor it is, then.


Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

Agreed. Maybe when I am looking at the Improved Familiar feat at either 5th or 7th level, I should consider something with good perception!

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Right, then. I'll make the assumption that you anchor by night, with two men on guard, fore and aft, during the night. Does that work for everyone?


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

I think so.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Sounds good. Are we ready to sail, then?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

It is shortly after you have departed from Rickety's Squibbs and anchored for the night. At just after eight bells, when the morning watch has come on duty, an alarm is sounded. Rising, you discover that when the watch was changed, the oncoming watchmen were not met by anyone. Upon investigation, they found only a few bloodstains, and no trace of their fellows.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

"...VAMPIRES?" Victoriana blurts out at the news, before remembering they don't play nice with water. "No, that's maybe not right, but... something bad's on our ship. Captain, what're your thoughts?"


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth kneels and looks closely at the bloodstains and the surrounding deck, looking for anything that might be a clue.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

in Kuru:

"Chumtooth will take tonight's watch. Those who did this will not find Chumtooth easy prey."

His tone is intense, as if greatly offended and near to violence.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

"I c'n double that if ya like—it'll give me more time to work on the new catapault, anyhow. But we've gotta make sure the crew don't get too worried."

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Chumtooth:
You find a few wet prints in the shape of a webbed and clawed humanoid foot.

Knowledge (nature) (DC 15) (only if Chummy shares his find):
They are the tracks of sahuagin.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

"Here," Chumtooth says, pointing to a pattern in the blood. "A foot mark with huirapa between the toes..and claws on the toes."

He looks up at the others.

"I do not know what made this."


Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

Knowledge (nature) 1d20 + 10 ⇒ (17) + 10 = 27

Looking at what Chumtooth is pointing out, Dantes shakes his head. "I do not know how you were able to spot that! If I had to guess, I would say it is a sahuagin. We seemed to have anchored in waters they must claim, or at least include as part of their raiding territory."


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

"An' that's no good. Ya think the scalies might be tailing our boat? I'm guessing they'll eat the rest of the crew if we don't lay a trap like Chumtooth suggests."


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

"What do suh-wah-geen look like? How do they fight and kill?" Chumtooth asks; Victoriana's comment about them eating the crew piquing his interest.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Sahuagin take nature to identify, so the best I can do is spend one of my knowledge inspiration thingies towards a Knowledge (local) check to know general sailor stories; here's what I figure is reasonable for that (I'm also just reporting the sort of things she'd either hear guesses or elaborations of rather than any actually useful description of appearance or habits).

Knowledge (local): 1d20 + 26 ⇒ (13) + 26 = 39

Vic ponders for a while, then responds. "Fish people. Maybe shark people. They live underwater—legends say in deep, twisted, vast underwater cities—and eat people and merfolk alike. Drag ya underwater if yer an unlucky fisherman or sailor, that sorta thing. Either we've entered their territory—which I ain't sure I heard anything about—or they're followin' our ship and'll likely strike again tonight. Either way, yeah, an ambush's prob'ly our best option, long as we can fight 'em on the deck an' not in the sea."


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

In Kuru:

"They are like Kuru. Kuru beneath the water. The coming battle will them will be interesting."

He ends his remark with a deep, rumbling chuckle as he bears his teeth in a broad, wicked smile.


Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

Dantes slowly repeats what Chumtooth says in his native tongue, noting the repeated use of 'Kuru' in the sentence. His keen mind continues to work out the meaning based on the context as he continues to puzzle out the strange language.

"We would be doing everyone in this area a favor if we dealt with them. But most importantly, they have undermined our crew's faith in us; they must be dealt with harshly to restore that. I think perhaps the few of us in leadership should confront them and keep the majority of the crew just guarding access below deck. Though it may be foolhardy not to use every advantage that we can." With that, he looks to Satinder for a final decision.

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