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


901 to 950 of 1,319 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Dark Archive

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

We are finishing up tomorrow, and I should have us moving along by Thursday, at the latest. I thank you all for your patience in this.


Fem Human. Shaman (Life) 6. AC 18, t 13, f-f 16. hp 45. Fort +4, Ref +5, Will +9. Init +2. Perception + 15 Shaman 6

It's not a problem, I'm away from home myself looking after my father for a few weeks. So my posting has been erratic and often I have no time at all to post.


Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3

Take the time you need sir, we wait.


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*)

I'm so looking forward to this fight. Curse the dice-roller for putting me last in the line-up!


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*)

Perhaps there is some confusion about the initiative order. Are the other PCs waiting for the first sahuagin to make its attack?

Dark Archive

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

I think that they are. Will have the attack up today sometime. Just got busy is all.


M half-elf

Apologies, I was waiting on the enemy's turn, should I not have been?

Dark Archive

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

A belated Merry Christmas to everyone! I've healed up everybody and given an extra 5 hit points that will be removed first as a one-time bonus!


Fem Human. Shaman (Life) 6. AC 18, t 13, f-f 16. hp 45. Fort +4, Ref +5, Will +9. Init +2. Perception + 15 Shaman 6

2019 has come down on me like a hammer, and I don't have the free time I had in the past. So sadly I'm dropping most of the games I"m playing in to concentrate on those I'm running.

Thanks for accepting me into your game and I hope it continues to be fun for those still playing.

Dark Archive

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

Thanks for the heads up. Good luck and you are welcome to lurk if you desire.

Dark Archive

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

All, I am in the midst of con season and I have two cons in the span of a month, one of which I am working as staff. If I am slowing things down, please feel free to bot me. If you are in my group, please be patient and I will check in as often as time allows. Things should be back to normal after the first weekend in March.


M half-elf

Hey All, some things came up this past weekend that will likely keep a large portion of my attention for awhile. I will try to keep up a posting rate, but if I am away for a day please feel free to bot me in combats, I hopefully will find time to at least make a check-in post during RP spot but I cannot promise that. I apologize for any inconvenience in advance.


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*)

WhtKnt, should we go ahead and bot Alexander, since he said his personal life has him tied-up at the moment?

Dark Archive

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

I will, just been tied up myself. Look for something later today. At a con, but should have a few minutes this afternoon.

Dark Archive

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

Sorry, guys. Con is in three days and I'm in panic mode. Will get back to normal after this weekend.


M half-elf

Here, for a laugh haha.


M half-elf

Also, Chumtooth, the big guys is blinded, so you would get sneak attack damage IIRC. Being blinded means they lose their Dex bonus to AC, and Sneak attack states-
"The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC..."

that is, if your archetype keeps sneak attack.


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*)

Dang, you're right. I missed that. I'll go ahead and post a sneak attack roll.


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*)

I'm fine with Faengrim having the trident, since it is his preferred weapon.


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*)

Drum roll.

Will there be a Kaboom??

Me. Seat. Edge.


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*)

GM: Did we all need to make the Save, or just Alexander?

Dark Archive

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

Just Alexander, since he was the only one in the room. Given a few moments time, the cloud will dissipate and the rest of you can enter safely.


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*)

Hit Points: 1d8 ⇒ 7

Grand Lodge

Hit Points: 1d10 ⇒ 8


Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3

1d8 ⇒ 3


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|

1d6 ⇒ 3

This treasure split might be a good time to evaluate our relative wealth levels. Except for Svingli’s Eye, I still only have starting gear.


M half-elf

hp: 1d8 ⇒ 5

note, not that I am saying you shouldn't get any or the like, just on the plus side, wizard folk don't really need much in the way of magical gear :P but it seems a good spot to do so yes.


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 totally get that. It is especially true since we have some strong front liners. And I'm not necessarily even looking for parity; enough for some scroll scribing or wands would be great to expand my adventuring day. :D


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*)

Question for GM: would it be possible for us to reclaim the magic items that we given to the players that have since quit the game and either redistribute them or sell them?


Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3

Whatever anyone needs to do magic wise, Janus does not require much. Just a ship and a crew and a few victims to work on.


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*)

Hey! WhtKnt is going to allow us to reclaim the magic items doled out to
PCs who have since left the game. We can sell or redistribute them, as needed.

I think this will help a great deal in balancing things for everyone, especially Dantes.


Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3

Sounds good. I don't actually know what the list of magic items currently owned is, but I am currently well set up unless we come a cross something specific for an alchemist or for making the undead. Also, I have identify if we have any items that have stubbornly refused to have their properties known.

Dark Archive

1 person marked this as a favorite.
Maps: Car. Crown || Forge of Heroes || Skull & Shackles

I'll try to get a list of magic items that have been gleaned thus far by the party up tomorrow.


M half-elf

cool.

Dark Archive

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

Ugh. Time got away from me today, but I will get the list up tomorrow. My apologies.

Dark Archive

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

Magic Items You Have Recovered Thus Far: (this list does not include potions of scrolls)

Ring of swimmming
Wand of mirror image (23 charges)
Wand of summon nature's ally (12 charges)
Vindictive harpoon*
Bracers of archery
Besmara's tricorne*
Tidewater cutlass*
Amulet of natural armor +1
Bracers of armor +1
Shackles of compliance*
+1 morningstar
+1 breastplate
+1 spiked gauntlets
Belt of giant strength +2
Zul*
Fan feather token (x2)
Slippers of spider-climbing
Bemara's Bones*
Brine's Sting*
Amulet of natural armor +2
Headband of alluring charisma +2
Svingli's Eye*
+1 seeking harpoon

Vindictive Harppon
This +1 returning harpoon (Pirates of the Inner Sea 18) is made from the jagged, scrimshaw-carved tusk of a narwhal attached to a 50-foot length of woven sinew. Unlike most thrown weapons, a vindictive harpoon functions as well underwater as on land, and its wielder takes no penalties on attack rolls underwater.

Besmara's tricorne
This black leather tricorne hat is weather-beaten and salt-stained. It grants its wearer a +2 competence bonus on Profession (sailor) and Swim checks.

If Besmara is your patron, once per day you can speak a command word to transform the hat into a small ship’s boat such as a cutter, jolly boat, or longboat (see the Skull & Shackles Player’s Guide). The boat is 20 feet long, has two pairs of oars and a single mast with a square sail, and can carry up to 12 passengers and crew. Upon command, or after 8 hours, the boat returns to hat form, dumping out any occupants.

Tidewater cutlass
The blade of this +1 cutlass (Pirates of the Inner Sea 18) is spotted with rust, and its basket hilt is cast in the likeness of a grinning skull. Once per day, a tidewater cutlass can be used to cast hydraulic push.

Shackles of compliance
These battered iron manacles magically adjust themselves to fit around the wrists or ankles of any creature from Small to Huge size and automatically lock. A creature wearing shackles of compliance becomes more susceptible to intimidation. Any creature attempting to intimidate or demoralize a target wearing shackles of compliance gains a +4 bonus on Intimidate checks. In addition, the holder of the manacles’ key can cast command (DC 25) on the wearer of the shackles three times per day.

Shackles of compliance have hardness 10 and 10 hit points, and a DC 30 Disable Device check is required to pick the shackles’ lock. A manacled creature can break free with a DC 28 Strength check or DC 35 Escape Artist check, or the lock can be opened with a DC 30 Disable Device check.

Zul
Zul is a +1 human bane trident that has been passed down from chieftain to chieftain in Krelloort’s tribe for generations. Zul’s three-pronged head is crafted of magically strengthened seashells, and its haft is composed of rough, twisted coral that deals 1 point of damage each time it is grasped unless the wielder has a natural armor bonus or is wearing gauntlets.

As an immediate action after a successful melee attack with the trident, Zul’s wielder can transmute the substance of the target creature into rigid coral. This attack deals 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round as its flesh calcifies. A DC 16 Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is permanently petrified, transformed into inert, mindless coral. Break enchantment or restoration reverses all of the effects of this calcification. This ability can be used up to 7 times per day.

Besmara's Bones
Named for the goddess of piracy, strife, and sea monsters, this figurehead must be mounted on the prow of a ship function. Once per day, a ship carrying Besmara’s Bones can inflict a curse on an enemy ship struck with a successful ramming attack. The target ship must succeed at a DC 14 Will save or its pilot takes a –4 penalty on Profession (sailor) checks to control the ship. In addition, the cursed ship can never gain the upper hand in ship-to-ship combat (Skull & Shackles Player’s Guide 9). The curse inflicted by the figurehead cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. In addition, once per day, Besmara’s Bones can be used to cast false life (CL 5th) on the captain of the ship carrying the figurehead. A ship may not have more than one figurehead, magical or otherwise, mounted on it at one time.

Brine's Sting
Brine’s Sting is a slim +1 rapier with a hilt guard in the shape of a writhing purple sea snake. On a successful hit that deals damage, the target must succeed at a DC 14 Fortitude save or take a –1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound. A new saving throw must be made each time the weapon deals damage. On a successful critical hit against a creature with the aquatic or water subtype, the target takes an additional 3d6 points of damage as its flesh cracks and withers from dehydration as salt crystals form around the wound.

Svingli's Eye
Unlike the heavy cast-brass mariner’s astrolabes normally used at sea, this astrolabe is of the more common type found on land (Pathfinder RPG Advanced Player’s Guide 185), made of flat discs of brass. The famed navigator-astrologer Svingli of Morm, a drowned settlement of old Lirgen, was said to have sacrificed her eye to the instrument to grant her knowledge of things beyond mortal sight, thus giving the astrolabe its name.

In addition to an astrolabe’s normal +2 circumstance bonus, Svingli’s Eye grants a further +2 competence bonus on Knowledge (geography), Profession (sailor), and Survival checks when used to navigate on land or sea. Once per day, the user can make a DC 20 Perception check while using Svingli’s Eye as a move action to catch a glimpse of how things really are for 1 round, as if with a true seeing spell. While using the astrolabe’s true seeing ability, the user can also see through concealment caused by smoke or fog and gains a +10 competence bonus on Perception checks to spot hidden or disguised creatures or objects.

Farglass
This telescoping brass spyglass functions as a normal spyglass and allows clear vision to the horizon 3 miles away at sea level. From atop a typical crow’s nest or 70-foot-tall tower like Tidewater Rock, this vision extends to over 10 miles. Once per day, the user of a farglass can activate a clairaudience/ clairvoyance effect upon any location seen through the farglass’s lens. As long as the location is kept in sight through the lens, the clairaudience/clairvoyance sensor can move with the location. This effect lasts for up to 5 minutes.


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*)

Of the items listed, I have:

+1 morning star
+1 seeking harpoon
Shackles of compliance
+2 belt of giant strength

I’m not sure what happened to the vindictive harpoon, but that would pretty useful for Chumtooth.

I am happy to let others pick items, though; especially Dantes, so he can balance out.

Grand Lodge

Faengrim has Zul and the Amulet of Natural Armor +2.

I'd like the Bracers of Archery and/or Slippers of Spider Climbing.


Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3

Yeah, I don't see anything I need. If I can take my portion in coin I will just save it.


M half-elf

I wouldn't mind the tidewater cutlass, also, if in town we could possibly have items "merged" (possibly by selling/repurchasing at a new cost) I'd love to have brines sting effect added on to the cutlass. As sadly I cannot use a peircing weapon with slashing grace /: I've always liked the idea of upgrading named weapons, rather than just selling them like nothing.

I'd also not mind the headband of charisma. I'll leave the ac boosters to our more full martial boys haha.

Couple other things seem nifty, but I wanna let dante take his pick of the rest.

Also, apologies for the scarcity, just finished finals week and now I am at home visiting my folks.

Dark Archive

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

Having played a LOT of Diablo, I'm of a mind to allow effects to be combined on weapons. I've never been a fan of the "disposable magic weapons" camp. I've always preferred that a character have a signature weapon that they build onto, rather than tossing it aside and getting a new one.


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*)

Hmmm, could I combine the seeking and vindictive harpoons into one, then, or would that be overdoing it?

Dark Archive

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

I'm open to it.


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*)

Nice.

Is there a thing that needs to happen in-game, or just update the weapon stats?


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'd take the wand of mirror images. Maybe if we can sell the unclaimed stuff and do some crafting?

I have craft wondrous, and I could take craft arms and armor if that would justify combining some of these weapon effects for the others.


M half-elf

I figure some expense would need to be paid to combine effects, likely, the easiest way would be to add 50% of the cost of the non-base weapon, 50%, because the only added effects you would be getting are the non static bonuses. However, if the added effect(s) is easily identified as a normal "+x" bonus from the magic item pricing list, then simply charging the cost for an added effect would the be simplest way.

the other way is simply add "all magical bonuses", which would then simply be adding the cost of the 2nd weapon to the first.

I wouldn't mind having someone that could craft magical arms and armor, especially given we likely will have a lot of down time during trips.

Dark Archive

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

Sounds logical, Alexander. Let's go with that. Yes, you may sell anything that you do not want and use it for crafting. That is what my group did when I ran this on tabletop.


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*)

Question: 1 point of plunder = 1,000 gp (if I recall correctly)

Is that correct?


M half-elf

Could alexander try to sweet talk the merchants and or make "deals" to get a bit of better sale prices hehe.

And how much would it be to Add brine stings effect to the tidewater cutlass,


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|

To summarize:
Dantes: wand of mirror images.
Chumtooth: vindictive harpoon, shackles of compliance, +1 morningstar, +2 belt of giant strength.
Alexander: tidewater cutlass, brine's sting, headband of alluring charisma +2.
Faengrim: bracers of archery (lesser), Zul, slippers of spider climbing, amulet of natural armor +2.
Janus: nil.

Not counting any costs to merge weapons, etc., selling the rest and taking out values for items kept, that leaves us with:
Chumtooth: 2543 gp, 5 sp.
Alexander: 3625 gp, 5 sp.
Janus: 12490 gp.
Faengrim: -5607 gp, 5 sp.
Dantes: 11455 gp.

Faengrim, if you'd like, we can assume that the slippers and amulet belong to Dantes, but are 'on loan' to Faengrim. When we get more treasure, you can return them or buy them from Dantes. That would leave Faengrim with 792 gp 5 sp to spend, and Dantes 5055 gp. That would be plenty for him to craft a small item or two and scribe some scrolls. And really, that was my main concern was getting some scrolls scribed so I could contribute to tough battles more.

Edit: To clarify, I did the math assuming that we kept the farglass, Besmara's Bones and the feather tokens as party treasure, to be used and left on the ship.

901 to 950 of 1,319 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Formidably Maid Tavern All Messageboards

Want to post a reply? Sign in.