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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Male Elf Ranger (Freebooter)/4

Yeesh, eight rolls? Since Alwen isn't being rushed or threatened, can he take 10 on his climb checks instead (Total 16)?
Ship Action: Shop!
Sailor check: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9

The upper rigging wasn't the worst place on the ship to work - in fact, he kind of liked it up here. He'd have preferred the crow's nest personally - now that was his kind of job, just sitting staring at the horizon and feeling the salty wind on his face.

Well, considering his newfound relationship with the quartermaster, he figured he ought to go and pay her a visit and ask for all of his gear back. He had an itemized list in his head, after all. In fact, he might ask her to return the equipment of a few others to sow gratuity with him - nothing like having a few more people on his side here.

He slipped down to Grok's, grinning at his favorite female half-orc on the boat. "Well, there - I've come to ask as nicely as possible if I could perhaps have my things back? They are very precious to me - especially my bow. Strangled a Chelish marine for that."

Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10


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

Rat Catcher DC 10 Stealth check, Survival check, or Dexterity check: 1d20 + 6 + 4 - 3 ⇒ (5) + 6 + 4 - 3 = 12 << +6 stealth, +4 work diligently, -3 exhausted.

GM:
GM: Can I use my daily action to assist anyone about to fail a check? DOn't know if that's possible though, so other options is I roll for everyone, aiding them all but only having them use it if necessary? I'll roll to be sure, you decide.
Rolls:
Rat Catcher aid another Bangkha: 1d20 + 6 - 3 ⇒ (13) + 6 - 3 = 16
Rat Catcher aid another Ayaki: 1d20 + 6 - 3 ⇒ (9) + 6 - 3 = 12
Rat Catcher aid another Chumtooth: 1d20 + 6 - 3 ⇒ (1) + 6 - 3 = 4

Satinder tries to put her back into work, but her being up all night has left its mark. She does her best to keep at it, catching the rats and bugs and other vermin as required.
She tries to assist Bangkha, Ayaki and Chumtooth as much as she can, but is not always very helpful, especially around Chumtooth.

"Sorry mate, I'd best let you ... *yawn* ...work by yourself. I'll make it up to you tomorrow, I swear!"
She has trouble keeping her eyes open, and is looking forward to a decent night's rest in her hammock!


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*)

Stealth Check, untrained: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12

Chumtooth feels the pressure to fill his bucket with so many rat catchers working today. He bends himself diligently to hunting vermin.

"Chumtooth will not be lashed this day," he growls, feeling certain that the bloodthirsty officers assigned so many to the simple duty in the hopes that at least one would fail.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Catching rats below decks almost feels like cheating, but Bangkha does as he is instructed, thanking each of the little creatures as he quickly snaps their necks. It is the quickest, least cruel fate he can give them.

As he works, he takes his time to scour the area for anything that might prove useful, or valuable.

Sneak, as per daytime activities, looking in whichever area(s) we're working in belowdecks.[/b]

Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Survival: 1d20 + 8 ⇒ (11) + 8 = 19

To pass the time as they work, he makes small talk with Ayaki.

"You're the piper," he says. "You play beautifully. We're fortunate to have such talent on board." [ooc]Because he has no idea you don't roll a 32 every time you play.


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|

Despite having resolved to start looking for ways to break away from the Wormwood, with the captain's scrutiny on the evening's meal, Dantes works diligently in its preparation.

DC 10 profession to slaughter pig 1d20 + 2 + 4 ⇒ (1) + 2 + 4 = 7
DC 15 profession to dress and cook pig 1d20 + 2 + 4 ⇒ (3) + 2 + 4 = 9

Despite his attention and best efforts, it would seem Dantes' efforts fall short. Also, and intoxicated Kroop couldn't have helped enough to make up the difference.

Uh oh. Bloody hour, here I come!

Dark Archive

Maps: Car. Crown || Skull & Shackles

Sorry for the delay. Thanksgiving here in the US and my house is being renovated.

Ayaki Stealth: 1d20 + 3 ⇒ (6) + 3 = 9

The day drags on, the weather oppressively hot. Even below decks offers no relief, the stink of sweat and other savory odors seem amplified by the heat. In the kitchen, Dantes finds that Kroop is insensible today and that leaves him to make the preparations for dinner himself. Worse still, Captain Harrigan has called for a special meal this day.

The others, all assigned to rat-catching duty, are going about their tasks when Mr. Plugg rounds all of you up (including Dantes).

"Scrimshaw says that there be somethin' in the bilges. Get yer arses down there and take care of it," he says, handing you some belaying pins (treat as a club; 1d4). "Don' come back up 'til whatever it is be dead! And don't take all day, ye still have duties ta perform!"


Male Elf Ranger (Freebooter)/4

Is this before or after Alwen's trip to the Quartermaster, then?

"Right then, Mr. Plugg!" Alwen gives a salute, holding ont his club before heading down to the bilges, looking at the others. "So, the rest of you blokes coming? Should be great fun - well, unless whatever's down there tries to eat our faces."

He's the first down into the bilges, swinging his billy club around and checking around the nasty muck.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

Dark Archive

Maps: Car. Crown || Skull & Shackles

Before.


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 takes the pin in his hand, and tests the heft.

"What did Jack see? What is Chumtooth going to kill?" he asks the first mate.


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

"Probably a kraken," Satinder jokingly says, while grabbing a belaying pin and checking the weight.

When out of hearing: "I'll stick with my knife, I reckon. Not used to this much weight, really slow down the blow doesn't it?"

Dark Archive

Maps: Car. Crown || Skull & Shackles

"He said there was somethin' in the bilge water. Now get in there an' find out what it is!"

The bilges are dark, dank, and oppressively hot. The water is about knee-deep and smells strongly of human waste. At first glance, you notice nothing out of the ordinary.


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's eyes, comfortable in the dim light, scan the waters for movement.

Perception: 1d20 + 1 ⇒ (11) + 1 = 12


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Darkvision

Bangkha gives the club an experimental swing and drops down into the bilges.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26


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 accepts the club awkwardly, and follows the others below. He too shares darkvision, though under the best of circumstances it isn't the keenest. He'll use the pin to feel about in the water near his feet.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Bangkha spots a ripple in the water. "There!" he shouts, pointing out the movement to the others. Where he has pointed, a dire rat surfaces for air, then dives again.

The water provides the rats with concealment (50% miss chance).

Dantes: 1d20 + 1 ⇒ (17) + 1 = 18
Bangkha: 1d20 + 1 ⇒ (14) + 1 = 15
Chumtooth: 1d20 + 3 ⇒ (18) + 3 = 21
Satinder: 1d20 + 2 ⇒ (12) + 2 = 14
Ayaki: 1d20 + 3 ⇒ (17) + 3 = 20
Alwen: 1d20 + 3 ⇒ (13) + 3 = 16
Rats: 1d20 + 3 ⇒ (20) + 3 = 23

From beneath the murky waters, the rats make brutal attacks at your legs and feet.

1=Dantes
2=Bangkha
3=Chumtooth
4=Satinder
5=Ayaki
6=Alwen

Rat Opponent: 1d6 ⇒ 4
Rat Opponent: 1d6 ⇒ 5
Rat Opponent: 1d6 ⇒ 4
Rat Opponent: 1d6 ⇒ 5
Rat Opponent: 1d6 ⇒ 4
Rat Opponent: 1d6 ⇒ 1
Rat Opponent: 1d6 ⇒ 3
Rat Opponent: 1d6 ⇒ 5
Rat Opponent: 1d6 ⇒ 6

Rat vs. Dantes: 1d20 + 1 ⇒ (4) + 1 = 5
Rat vs. Chumtooth: 1d20 + 1 ⇒ (13) + 1 = 14
Rat vs. Satinder: 1d20 + 1 ⇒ (1) + 1 = 2
Rat vs. Satinder: 1d20 + 1 ⇒ (7) + 1 = 8
Rat vs. Satinder: 1d20 + 1 ⇒ (7) + 1 = 8
Rat vs. Ayaki: 1d20 + 1 ⇒ (11) + 1 = 12
Rat vs. Ayaki: 1d20 + 1 ⇒ (10) + 1 = 11
Rat vs. Ayaki: 1d20 + 1 ⇒ (12) + 1 = 13
Rat vs. Alwen: 1d20 + 1 ⇒ (15) + 1 = 16

Damage vs. Chumtooth: 1d4 ⇒ 1
Damage vs. Ayaki: 1d4 ⇒ 4
Damage vs. Alwen: 1d4 ⇒ 2

I need Fortitude saves from each of you, please. PCs are up.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Miss: 1d100 ⇒ 87
Attack: 1d4 + 4 ⇒ (4) + 4 = 8

Bangkha slaps the water with his belaying pin.


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 curses to himself as he lashes out at the rat before him.

Miss chance 1d100 ⇒ 25

To hit 1d20 + 0 ⇒ (19) + 0 = 19
Damage 1d4 + 0 ⇒ (2) + 0 = 2


Male Elf Ranger (Freebooter)/4

Miss: 1d100 ⇒ 1
Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Fort Save: 1d20 + 2 ⇒ (18) + 2 = 20

The elf's attempt to hit a rat ends up hitting nothing but water, wincing a little as he feels the teeth bite into his leg. "Really could have used my armor and gear right about now..."


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*)

Fort Save: 1d20 + 5 ⇒ (12) + 5 = 17

Miss Chance: 1d100 ⇒ 12

Attack with Belaying Pin: 1d20 + 3 ⇒ (3) + 3 = 6

Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Chumtooth snarls and flails angrily at the swimming rodents.


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

Satinder moves her feet in rapid progression, trying to avoid the rats biting. So far she's had more luck than the others in the group.
The weariness of the long night is beginning to show though, as she strikes at nothing but water. She focusses on defense instead of offense.

"I picked the wrong night to be overly busy." she says, breathing hard.
"Can someone distract them fro, behind?"

Fortitude: 1d20 + 2 ⇒ (5) + 2 = 7
Attack (exhausted, fight defensively): 1d20 + 3 - 3 - 4 ⇒ (7) + 3 - 3 - 4 = 3
Odd misses: 1d20 ⇒ 19
>> AC 17 now.

The Exchange

Female Kitsune Bard 2/Rouge 2-- hp 27 (4d8+4)-- Init +3 -- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)-- Fort +1,-- Ref +5, --Will +2

Fort Save: 1d20 + 1 ⇒ (7) + 1 = 8

Standard Action = Bardic Performance

---------------------------------
after getting bit. I give my leg a swift kick to get it out of my system, and then begin to sing a song, that will lift and inspire my mates to be attack stronger and more accurate

Bardic Performance:

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


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

We suck! :D
And I just love being exhausted :D

Dark Archive

Maps: Car. Crown || Skull & Shackles

Unless otherwise declared, else I will assume that a 01-50 misses.

The group manages to splash about, making a lot of noise, but the rats remain unscathed.

Rat Opponent: 1d6 ⇒ 5
Rat Opponent: 1d6 ⇒ 5
Rat Opponent: 1d6 ⇒ 1
Rat Opponent: 1d6 ⇒ 1
Rat Opponent: 1d6 ⇒ 2
Rat Opponent: 1d6 ⇒ 5
Rat Opponent: 1d6 ⇒ 1
Rat Opponent: 1d6 ⇒ 3
Rat Opponent: 1d6 ⇒ 3

Rat vs. Ayaki (bite): 1d20 + 1 ⇒ (16) + 1 = 17
Rat vs. Ayaki (bite): 1d20 + 1 ⇒ (20) + 1 = 21
Rat vs. Ayaki (bite): 1d20 + 1 ⇒ (2) + 1 = 3
Rat vs. Dantes (bite): 1d20 + 1 ⇒ (2) + 1 = 3
Rat vs. Dantes (bite): 1d20 + 1 ⇒ (12) + 1 = 13
Rat vs. Dantes (bite): 1d20 + 1 ⇒ (6) + 1 = 7
Rat vs. Bangkha (bite): 1d20 + 1 ⇒ (13) + 1 = 14
Rat vs. Chumtooth (bite): 1d20 + 1 ⇒ (6) + 1 = 7
Rat vs. Chumtooth (bite): 1d20 + 1 ⇒ (17) + 1 = 18

Damage (Ayaki): 1d4 ⇒ 4
Damage (Ayaki): 1d4 ⇒ 1
Damage (Dantes): 1d4 ⇒ 1
Damage (Bangkha): 1d4 ⇒ 2
Damage (Chumtooth): 1d4 ⇒ 4

Ayaki, Chumtooth, Bangkha, and Dantes; I need Fortitude saves from each of you, please. PCs are up.

The Exchange

Female Kitsune Bard 2/Rouge 2-- hp 27 (4d8+4)-- Init +3 -- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)-- Fort +1,-- Ref +5, --Will +2

Fort Save: 1d20 + 1 ⇒ (14) + 1 = 15
HP = 0
I slump to the floor and am unconscious

Dark Archive

Maps: Car. Crown || Skull & Shackles

Correction: You slump to the floor and are drowning. >:) Sorry.


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|

Fort save 1d20 + 2 ⇒ (11) + 2 = 13

Hissing in pain at the wound from the rat, Dantes presses his attack on the rodent.

Miss chance 1d100 ⇒ 31
To hit 1d20 + 0 ⇒ (11) + 0 = 11
Damage 1d4 ⇒ 4


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*)

Fort Save: 1d20 + 5 ⇒ (6) + 5 = 11

Chumtooth snarls as one of the filthy beasts bites him again. He lashes out with his makeshift club, and giving in to his more base nature, tries to bite one of the creatures as well (natural attack].

Attack, club: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21

Damage: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Miss Chance, club attack: 1d100 ⇒ 47

Bite Attack: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16

Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Miss Chance, Bite Attack: 1d100 ⇒ 72

(Assuming the bite hits, Chumtooth gains one temporary hit point for cannibalistic vitality )


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

"Chumtooth, aid me! Use the opening in the rats to attak them. I will try to keep them on my, please!"

Satinder will stand in the midst of all the rats, moving and trying to dodge the rats as much as possible.

Attack: 1d20 + 3 - 3 - 4 + 2 ⇒ (7) + 3 - 3 - 4 + 2 = 5
Base minus exhausted minus fight def plus flanking bonus
Odd misses: 1d20 ⇒ 4


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha snarls in pain as the rat bites him, and slams his makeshift club down at it.

Fort: 1d20 + 4 ⇒ (15) + 4 = 19
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Miss: 1d100 ⇒ 99


Male Elf Ranger (Freebooter)/4

@Ayaki: You're not unconscious at 0hp, you're disabled. You still can take a move action each turn without falling unconscious, so I suggest getting out of the bilge.

"I don't suppose anyone here is a spellcaster?" Alwen asks as he attempts to hit another rat - really, considering the water, they were in a bit of a pickle. "Right, everyone out unless you want to be eaten alive by rats!"

Alwen heads up the ladder - they're definitely not clearing the bilge this way, and some time to actually come up with a better plan would be preferable to dying down here.

Miss Chance: 1d100 ⇒ 46
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

The Exchange

Female Kitsune Bard 2/Rouge 2-- hp 27 (4d8+4)-- Init +3 -- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)-- Fort +1,-- Ref +5, --Will +2

your right there alwen... does keeping my bardic performance up as a free action still work or do I need to stop that? I am not on the floor. woot


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

You get to take a single move action (to avoid furhter bleeding) or a single standard action (but you will drop to -1 afterwards).
So no swift actions, but I believe there is no trouble with free actions.

Dark Archive

Maps: Car. Crown || Skull & Shackles

No problem with free actions, Ayaki.

Most of the attacks miss the agile rats, hidden as they are by the water, but Chumtooth manages to grab one in his mighty jaws, snapping the vermin in half with a squeal. The crew finds that by kicking at the water, they are more easily able to locate their targets (miss chance drops to 20%).

At this point, I need to know who remains in the bilge, please.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Me. [/grumble]


Male Elf Ranger (Freebooter)/4

Eh, Alwen will stick in the bilge for now. 20% chance is better than 50%. Is kicking the water a free or swift action?

"Ladies should leave us to it - you both look dead on your feet!" Alwen tells them.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Kicking is a free action, as I assume that you are doing so while attacking.


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 staying, too. Just in case my comment in the other thread got overlooked.


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 stay too.


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

Satinder will *not* and *never* be the first to leave! :-D
Also: thank you DM for the 20%! :-)

Dark Archive

Maps: Car. Crown || Skull & Shackles

Assuming that Ayaki retreats to the safety of the ladder. Her singing is still in effect, but she is out of the combat.

1=Dantes
2=Bangkha
3=Chumtooth
4=Satinder
5=Alwen

Rat Opponent: 1d5 ⇒ 5
Rat Opponent: 1d5 ⇒ 4
Rat Opponent: 1d5 ⇒ 3
Rat Opponent: 1d5 ⇒ 3
Rat Opponent: 1d5 ⇒ 5
Rat Opponent: 1d5 ⇒ 1
Rat Opponent: 1d5 ⇒ 5
Rat Opponent: 1d5 ⇒ 3

Rat vs. Alwen (bite): 1d20 + 1 ⇒ (7) + 1 = 8
Rat vs. Alwen (bite): 1d20 + 1 ⇒ (13) + 1 = 14
Rat vs. Alwen (bite): 1d20 + 1 ⇒ (2) + 1 = 3
Rat vs. Satinder (bite): 1d20 + 1 ⇒ (18) + 1 = 19 Miss chance: 1d100 ⇒ 34 Odd misses
Rat vs. Chumtooth (bite): 1d20 + 1 ⇒ (16) + 1 = 17
Rat vs. Chumtooth (bite): 1d20 + 1 ⇒ (3) + 1 = 4
Rat vs. Chumtooth (bite): 1d20 + 1 ⇒ (16) + 1 = 17
Rat vs. Dantes (bite): 1d20 + 1 ⇒ (2) + 1 = 3

Damage (Alwen): 1d4 ⇒ 4
Damage (Satinder): 1d4 ⇒ 2
Damage (Chumtooth): 1d4 ⇒ 4
Damage (Chumtooth): 1d4 ⇒ 1

Those you who were hit (Alwen, Satinder, and Chumtooth) need to make Fort saves. PCs are up.

The miss chance for Satinder is the chance that they gnaw at her pegleg, instead of her flesh.


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|

Catching the clever half-elf's footwork to help expose the rats, Dantes mimicks her. When he sees movement under the water, he swings his foot nearby to lower the water level, following up with a quick club strike.

Miss chance 1d100 ⇒ 20
To hit 1d20 + 1 ⇒ (18) + 1 = 19
Damage 1d4 + 1 ⇒ (3) + 1 = 4

Unfortunately, he is not as nimble as Satinder and doesn't have much success with that foe.


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*)

Fort Save #1: 1d20 + 5 ⇒ (13) + 5 = 18

Fort Save #2: 1d20 + 5 ⇒ (19) + 5 = 24

Chumtooth snarls as the creatures swarm and bite at him.

He lashes at with club and teeth, trying to kill them.

Attack, club: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15

Damage: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Miss Chance: 1d100 ⇒ 74

Attack, Bite: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19

Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Miss Chance: 1d100 ⇒ 93


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

Don't forget my flanking bonus Chumtooth!
Thanks for remembering the wooden leg DM! :D

Attack: 1d20 + 3 - 3 - 4 + 2 ⇒ (5) + 3 - 3 - 4 + 2 = 3
Base minus exhausted minus fight def plus flanking bonus
1-2 misses: 1d20 ⇒ 12

Sweat is forming on her face, as she is struggling to maintain a semblance of fighting ability. She is shouting things at the rats that, could tey understand her, would make them curse back and call a vendetta.

Fort: 1d20 + 2 ⇒ (1) + 2 = 3

Man, my dice are HAWT!!


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Watch out that your wooden leg doesn't catch fire.

Kicking and splashing bilgewater, Bangkha takes another swing.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Miss (above 20 hits): 1d100 ⇒ 81


Male Elf Ranger (Freebooter)/4

Attack: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Fort Save: 1d20 + 2 ⇒ (11) + 2 = 13

Alwen still isn't having much in the way of luck with hitting his targets - and now he's gotten his heels nipped again. This was turning out to be an annoyance, as he takes a cautious step towards the bilge pump.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Dantes slaps at the water, narrowly missing a rat, even as Chumtooth becomes a weapon of mass destruction, clubbing one of the vermin and tearing the guts out of another with his vicious teeth. Bangka kills another, and the tide of the battle seems to be turning.

Rat Opponent: 1d5 ⇒ 5
Rat Opponent: 1d5 ⇒ 1
Rat Opponent: 1d5 ⇒ 2
Rat Opponent: 1d5 ⇒ 2
Rat Opponent: 1d5 ⇒ 3

Rat vs. Alwen: 1d20 + 1 ⇒ (4) + 1 = 5
Rat vs. Dantes: 1d20 + 1 ⇒ (14) + 1 = 15
Rat vs. Bangkha: 1d20 + 1 ⇒ (13) + 1 = 14
Rat vs. Bangkha: 1d20 + 1 ⇒ (3) + 1 = 4
Rat vs. Chumtooth: 1d20 + 1 ⇒ (15) + 1 = 16

Dantes (bite): 1d4 ⇒ 1
Bangkha (bite): 1d4 ⇒ 3
Chumtooth (bite): 1d4 ⇒ 2

Fortitude saves for those who were hit, please. PCs are 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*)

Fort Save: 1d20 + 5 ⇒ (6) + 5 = 11

Chumtooth growls with pain, as yet another set of sharp rodent teeth tear at his flesh.

He swings out again with his club at the nearest rat.

Club Attack: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10 Plus flanking, if applicable.

Damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Miss Chance: 1d100 ⇒ 47

He gnashes his teeth at another.

Bite Attack: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 Plus flanking, if applicable.

Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Miss Chance: 1d100 ⇒ 59


Male Elf Ranger (Freebooter)/4

Attack: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12 Plus flanking if applicable with Chumtooth.
Miss: 1d100 ⇒ 69
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Alwen tries to club a rat as well, kicking the waters to reveal the waterborne vermin. How they managed to stay undiscovered for so long, he hadn't the foggiest, but at least they were taking care of them now.


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|

Fort Save 1d20 + 3 ⇒ (2) + 3 = 5

Seeing the effectiveness of some of the others, Dantes slides over to distract the rat nearest Bangkha, hoping it will help him land a blow.

Setting up a flank for Bangkha and attacking a rat.

Miss chance 1d100 ⇒ 7
To hit 1d20 + 1 ⇒ (20) + 1 = 21
Damage 1d4 + 1 ⇒ (3) + 1 = 4

Edit: Possible crit:
Confirm 1d20 + 1 ⇒ (8) + 1 = 9
Damage 1d4 + 1 ⇒ (1) + 1 = 2
Though with the miss chance roll, I guess a crit doesn't matter.


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

Attack: 1d20 + 3 - 3 - 4 + 2 ⇒ (13) + 3 - 3 - 4 + 2 = 11
Base minus exhausted minus fight def plus flanking bonus
1-20 misses: 1d100 ⇒ 82

Satinder continues to struggle, and tries to aid the others by distracting the little rats as much as possible.

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