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 (low-light vision) (+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 (darkvision) (+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 (low-light vision) (+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)
Riori Stargazer: HP 87/87; AC 25/13/19; F+7 R+8 W+11; Init +3; Perception +10 (low-light vision), Sense Motive +10
Rogar "Doc" Ironsail: HP 93/93; AC 25/14/22; F+14/+18 R+14/+18 W+9/+13; Init +3; Perception +15 (darkvision); Sense Motive +2

Plunder: 0
Infamy: 20
Disrepute: 15


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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

No worries, we all get busy; just, y'know, good to know that people are still here.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

So, we're still waiting on Satinder and Alwen, correct?

Dark Archive

Maps: Car. Crown || Skull & Shackles

Yup. I'll bot them if I don't hear from them by tomorrow. Today is my 27th wedding anniversary!


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Congratulations! Hope you and yours have a great day!


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|

Congratulations!


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

Friendly reminder: Satinder, Alwen and Ayaki are up now.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Apologies around. Been a busy week. Will try to get a post up today and will see about replacing Alwen if he doesn't check in soon.


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

Since a ship is an object and not a creature, I wouldn't break invisibility by attacking one, right? I'm thinking if we wind up in trouble, Dantes hits me with his second Invisibility, I climb up next to the ship and drop three flaming spheres on it, which might compel the angry dudes with swords to get out of here.

Alternately... how many of their crew are swarming about? Because if we could capture a Chelish Galleon... that's a nice big trophy for sale or personal use.

Dark Archive

Maps: Car. Crown || Skull & Shackles

There are eight men and the one you presume to be the captain, by his dress and manner; nine, in total.

Keep in mind, their ship is still docked in the cove. They came ashore during the confusion in a longboat.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

As a heads-up, I will be on a camping trip with my family this weekend, so I most likely won't be able to post. Please bot me as needed. I should be back posting no later than Tuesday.

Dark Archive

Maps: Car. Crown || Skull & Shackles

I am at a con all weekend, so enjoy. I will catch things up on Monday.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

I'm back. Ready to roll if everyone else is.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Someone else may want to chime-in. I really don't think you want Chummy making the Diplomacy roll. ;-)


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 might eventually, but waiting to see what any of my bosses have to say before negotiating with these random strangers.


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

Back. I'll fix this ;)


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

Damn, remind me again what the name of the ship was? :Ds


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

Kiss of Vengeance.


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

Oh, right! I missed that we got downtime—did anyone want naga hide armor (for the pun, or elsewise)?

Also, new shark, WhtKnt?

Dark Archive

Maps: Car. Crown || Skull & Shackles

Yep. I upgraded. You like?


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

It's not bad, but the other shark felt more knightly.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Ayaki has asked to be removed from the game, citing a lack of time to devote to online pleasure, which I fully understand. I also need to look at replacing Alwen. My question to the group however, is, do you want to replace them, or continue with just the four of you, as the adventure path was originally intended? I have been upgrading encounters to account for the extra players, and I don't mind continuing to do so, but the AP was scaled for four players.

Whatever the remaining four decide is how I will handle it.


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 can find merit in either one. What say the rest of you?


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

We've got a reasonably balanced party to keep going; but it looks like there have been a few replacement drives in the history of this game, which means that it might also be easy to call in another few from there.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

I'm fine with moving forward with our remaining four.

Fewer players means less delay waiting for everyone to post.


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|

I'm also good moving forward with four, unless you see a major skill set we are missing out on.


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

Then let's continue with the four of us.

Oh great white shark in the sky, take us from here and into fame, booty and fornications!

(Though Alwen will be sorely missed, kinda makes my feat "Gang" nearly ridiculous no? :p -


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

Victoriana is also okay with fortifications, though probably not fortifications.

By Besmara's Blessed Booty!

Dark Archive

Maps: Car. Crown || Skull & Shackles

I have a convention this weekend and will likely not have a chance to post Friday through Sunday. Please remain patient and I will catch up when I return.


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

Okidoki, great white in the sky. We will be here when you return :D


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Is everyone okay with me claiming the +1 morningstar?


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

Think you're the only one who can use it, yeah.


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|

By all means, claim away! I look forward to casting Enlarge Person on you while you wield 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

Well... I don't think our characters can solve this mystery any more than they have. Do we just call it, head back, and wait for the ship to finish?


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

Yep, just waiting to see if anyone else was going to do anything.

Chumtooth will drag/carry the corpse, I suppose?


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|

Santinder and Chumtooth, do you think your characters would be open to teaching Kuru to Dantes and Victoriana? It would be quite useful to have a language for us to speak in front of foes to coordinate efforts that our foes are unlikely to understand. Of course, I would understand if you wanted to keep it between the two characters if it suits their backstory.

GM Sharky, a while back you'd asked about what sort of magic items our characters might like to find as loot. The encounter with the boars makes me think some bags of holding, handy haversacks and the like would be great for transporting loot. Also, Dantes could not possibly get enough of new spells to add to his repertoire. Just a couple of thoughts.


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, not a bad idea, since I've got nothing else I'll need to spend linguistics points on (with Tongues and all).

As for loot—Vic's a crafter anyway, so I'm not too worried about specific items (since she can start enchanting weapons and armor next level, and we'll have downtime on the ship). From an RP point of view, she's most interested in finding ancient treasures and mysterious gadgets/artifacts.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

I have no objection.

Chumtooth taught Satinder because she befriended him, and they came to an agreement; she helped him refine his common, and he taught her the Kuru tongue. If y'all wanna spend a point in linguistics once you level up, I'm all for it.

It would be kinda cool, all of us speaking the creepy cannibal language.


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

Yeah, no problem here.. We had this roleplay hook and went with it, but you can chime in, of course.

Just try to find some in-game thing to do it, not just "one point in linguistics" :D


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|

Absolutely. I just wanted to make sure it was a cool route to go before I did anything in character toward 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

So... I assume we want to recruit here before we leave? Satinder's Bluff is at +11, and both of us have Diplo at +10 (which means auto-assist)—can we split up and both recruit?

Also, @GM: What are the odds we can buy a scroll/look at a spellbook of Crafter's Fortune here (for Dantes to add to his spellbook)? That would really speed up magic item crafting. If people are interested, I can start a player-by-player crafting wishlist, although we can't do +1 weapons/armor until next level.

Meanwhile, I would also propose setting aside some portion of our earnings (maybe 20%, so we can split evenly in fifths) for ship customization and party gear (bags of holding, etc). Things I think could be both neat and cheap enough with our current level of wealth:

-Broad Rudder, +1 to sailing, 500gp (250 to craft)
-Ram, +2d8 and can ram without taking damage, 1000gp (500 to craft)

Dark Archive

Maps: Car. Crown || Skull & Shackles

We'll assume that any extras you wanted were worked out with Rickety ahead of time and incorporated into the shipbuilding, since I neglected to bring it up previously.

I also need to know what you want to name your ship and if you are going to let Captain Pegsworthy do the honors.


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 believe it was "Kiss of Vengeance." And the ram/rudder (and reinforced sails, which we'll want eventually) are probably things we can potentially craft ourselves if we're docked in port for a week or two somewhere later.

So... who's making recruiting rolls? Is it per day and/or per person?

Dark Archive

Maps: Car. Crown || Skull & Shackles

Recruitment rolls are per day and Rosie Cusswell can make them for you, if you wish. She IS a bard.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

I can use Intimidate, and press-gang people, but seeing as we were recruited that way, and how it turned out, I would say that's a last resort option.


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

If only one crewmember can recruit, the optimal choice is probably then NPC bard using Diplomacy with Satinder and I assisting (this might change to me leading Diplo once I've got more points in it). If that's the case, I think we can safely say we'll recruit thus until we have enough crew to sail without slowing.


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 vote we go for what makes the most sense, not the highest bonus. It'll all come down to dice rolls after all, and I like the story hook the most.

As such, I would let me or Rosie do them, since you yourself are new to the crew.
On the other hand, this is your chance to earn your chow...
...
I like my last idea best :D


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

Man, now I'm wishing I had taken the Student of Philosophy trait, and could apply my sweet +20 bonus to Diplomacy, because daaaang. (Maybe when we're on the boat I could retrain Rapid Reload into Extra Traits, or something wacky like that?)

So—you think Vic should spend a day rolling Diplo before everyone else cuts her off?

Dark Archive

Maps: Car. Crown || Skull & Shackles

I am going on a working vacation starting on the 30th until July 17 or so. I should be able to get on at least once a day to check in on things, but there may be a day or two without access here or there. (I'm going to Georgia to be with my family and give the grandparents a break from taking care of the niece and nephew.) If you are in my game, please bear with me and I will update as often as possible. If I am in your game and seem slow, you know why. Thanks.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

A few questions for GM WhtKnt:

1.) Was Vic able to successfully withdraw the venom from the naga and wasp corpses? If so, how many doses of each?

2.) Did we successfully prepare the naga hide for future use?

3.) Did we successfully shellack and mount the wasp body on the prow of the ship?

If you answered this in the text, I apologize for missing it.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

To Vic's in-character question:

I'm pretty sure the ship (Man's Promise) had at least one or two siege weapons on board when the Wormwood crew took her. I don't recall Harrigan ordering those weapons be removed, so they should still be in position.

GM WhtKnt, can you verify?

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