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
Prasi Marin: HP 74/74; AC 23/15/19; F+7/R+14/W+10; Init +4; Perception +14 (low-light vision); Sense Motive +0

Plunder: 0
Infamy: 20
Disrepute: 15


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Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Chumtooth searches the bodies of the flayers, recalling that they fired poisoned darts at the party. Assuming he finds usable darts, he adds them to the darts in his poison sheath.

He then uses his kukri to remove any remaining intact heads, assuming he himself did not completely cave-in their skulls with his morningstar.

He eyes the masks suspiciously.

"Check them for bad magic," he says. "If no magic, or no bad magic, we keep for ship deck-oar-aye-shun," he suggests with a rumbling chuckle.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Each flayer has two darts remaining, the poison is a simple, plant-based concoction (DC 15, 1d4 Dex per round for 6 rounds, one save negates). You are able to collect two flayer heads that are relatively intact. Looking more closely at them, they have the appearance of shrunken heads already.


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 will cast Detect Magic on the masks, and try to evaluate if they may have some financial value for the group. Appraise 1d20 + 10 ⇒ (10) + 10 = 20

Dark Archive

Maps: Car. Crown || Skull & Shackles

They are not magical, but you feel that they might bring 10 gp each as curios.


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|

"Bah, not worth much. We'll take them though; their price will help restock bolts on the ship."


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Chumtooth moves to the door in the north side of the room. Assuming it's not locked, he forces it open.

Strength Check: 1d20 + 3 ⇒ (18) + 3 = 21

Dark Archive

Maps: Car. Crown || Skull & Shackles

Chumtooth easily kicks the door open, revealing a passage going right and left. To the right, it goes back into the room you first entered. To the left, it opens into a great webbed chamber. The webs are so thick as to make it impossible to see how deep the room is.


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

"Kohanga o pungawerewere," Chumtooth says, scanning the room to the left.

Kuru:

"A large spider nest."

"Many, many little spiders or a few big ones, I do not know."

He looks back to the others to see if anyone offers suggestions.


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 might be able to burn them away, but that may destroy anything valuable amongst them."

Dantes will cast detect magic and carefully scan the shadowed room, hoping to detect a lost relic concealed 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

"An' suck out all the air," Vic muses. "Just lemme know on that fire thing."


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Chumtooth decides to risk it, entering the room with his morning star and kukri in hand.

"Use fire if you need, I do not fear fire."


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

"Alright. Back up!" Victoria yells out, and rolls a Flaming Sphere down the hallway.


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Chumtooth is caught off-guard by the sudden appearance of the rolling fireball, he moves back to avoid getting caught in the flames and burning webs.

The problem with the savage speaking in choppy sentences. What Chumtooth meant is: don't hesitate to use fire if a giant spider traps me in a web and is about to eat me (chuckle)


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

Whoops. Too late now!

Dark Archive

Maps: Car. Crown || Skull & Shackles

The flaming sphere burns away the webs (and a few desiccated husks) and illuminates the corridor. No treasures are revealed, but also no dangers. In the light cast by the sphere, you can see a side passage that enters the hall from the west


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

"There is a door," Chumtooth says pointing towards the West passage.


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Getting no reaction from the crew, Chumtooth shrugs and turns to the door, he pauses a moment to listen for noises beyond it.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


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 moves up behind Chumtooth, ready to imbue him with arcane advantage should it be needed.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Nothing can be heard from beyond the portal. Chumtooth tries the door to find that it is unlocked.


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Keeping his morningstar in hand, Chumtooth forces open the door.

Strength Check, if needed: 1d20 + 3 ⇒ (12) + 3 = 15

Dark Archive

Maps: Car. Crown || Skull & Shackles

As the group enters the room beyond, Victoriana rolls the flaming sphere into the room ahead of them. The light from the flaming ball illuminates a barren and empty chamber containing what appears to be a well.


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Chumtooth enters the room and approaches the well, keeping an eye out for anything dangerous.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

Dark Archive

Maps: Car. Crown || Skull & Shackles

All is quiet as Chumtooth approaches the well and peers inside. The well drops some thirty feet to water, though it is impossible to tell how deep the water is. It looks like there is a tunnel going south at the bottom, the opening of the tunnel being just above the waterline.


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

"There is a tun-nel inside the...the...paitewai, near the water," Chumtooth says to the group, gesturing to the well shaft.


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|

"Hmm. Yes. That's quite a drop. How do we get down there? I haven't a rope, and I don't have a spell at the moment that would do the trick."


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Chumtooth looks down the walls of the well shaft, trying to determine how difficult it would be to climb; taking into consideration the roughness of the shaft wall, how slick the wall is, and how possible it would be to brace against the opposite side of the shaft.

(Not sure if I need to roll anything for this.)


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Chumtooth looks at the others expectantly.

"Climb down with no rope, or move on?"

Dark Archive

Maps: Car. Crown || Skull & Shackles

Chummy, it looks like you could work your way down sans rope easily enough.


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'm not climbing, so someone would have to carry me," Vic points out.


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Climb Check: 1d20 + 10 ⇒ (19) + 10 = 29

Chumtooth holsters his morningstar and climbs over the edge of the well. Bracing his feet against the insides, he carefully makes his way down to the opening.


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 shakes his head at the prospect of climbing down. "If you find multiple passages there we need to explore, maybe we can knot up the rope well, and lower Victoriana down."

Dantes watches as Chumtooth goes down. He holds a flask of alchemists fire in hand in case something appears below Chumtooth.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Chumtooth reaches the opening and finds that he can stand on the bottom here. The top of the opening is just above the waterline. You will have to crawl through, which will put you underwater (though you can breathe easily enough by turning your head upward).


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

"The water is shallow. There is a small tunnel. We must crawl in the water to get inside," he calls up to his companions.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Peering down the tunnel, Chumtooth sees no sign of movement in or under the water (though admittedly seeing under the water is difficult, given the level of lighting down here).


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

"I will look inside," Chumtooth says as he moves cautiously into the tunnel. He peers into the dark, allowing his light-sensitive eyes to take in as much of the dim surroundings as possible.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Dark Archive

Maps: Car. Crown || Skull & Shackles

Chumtooth peers down the passage, seeing nothing.


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Chumtooth continues to move into the passage at slow, cautious pace. If it becomes too narrow to move forward or too dark to see, he stops and moves back towards the well shaft.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Chumtooth follows the passage about 80 feet before it becomes too dark for even his eyes. The passage continues further and seems to maintain an even width (about 5 feet).


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Not wanting to find himself in pitch darkness and half-submerged, Chumtooth makes his way back to the well shaft.

Once he makes it back to the well, he calls up to his companions. "The tunnel goes far into the rock, but there is no light. My eyes cannot see the path without some light that water will not..." He pauses as he searches for the word. ...make dead."


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

"Yep, got you," Vic replies, and pats Chumtooth on the back, adding a Light spell to his armor.


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

I'm still at the bottom of the well. Maybe casting it on a coin or pebble or something and then dropping it down to me would work.


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 instead casts light on a copper piece, and tosses it down to Chumtooth.


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Armed with a light source, Chumtooth makes his way cautiously back into the tunnel.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The tunnel goes about 200 or so feet before it opens into another well. The water here is about five feet deep and the room above is dark. In the magical light, Chumtooth spots something in the water at the bottom of the well. Closer inspection reveals it to be a humanoid skeleton!


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Chumtooth approaches the skeleton cautiously. He draws his morningstar, if there is room in the well, and prods the skeleton with the spiked head.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The skeleton does not move or respond.


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Reasonably assured the skeleton is not going to attack, Chumtooth moves closer to examine the remains. He looks to see if it carries any salvageable gear.


Human druid (shark shaman) 7| HP | AC Touch FF | Fo + Re + Wi +| Init +| Percep +

Dot.


Male Kuru Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 111/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Did I find anything on or around the skeleton?

Dark Archive

Maps: Car. Crown || Skull & Shackles

The skeleton is heavily calcified, but you search it and the area thoroughly, finding only a dagger, which you break away from the remains. The scabbard of the weapon is also heavily calcified, but the blade seems to be in good condition and razor sharp.

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