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


2,301 to 2,350 of 4,005 << first < prev | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | next > last >>

Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 102 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision

Change Shape: Land
Con +2 (+12 hp, +1 fort); Ferocity; Bite +8 1d6+2

Faengrim roars in glee as he crosses to the other ship and moves over to the other ship and fights his way to it's captain. "You should have surrendered you fool."

Greatsword: mwk
To Hit: 1d20 + 4 ⇒ (20) + 4 = 24 To Hurt: 2d6 + 3 ⇒ (2, 5) + 3 = 10

Confirm Greatsword: mwk
To Hit: 1d20 + 4 ⇒ (7) + 4 = 11 To Hurt: 2d6 + 3 ⇒ (5, 3) + 3 = 11

Dark Archive

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

The enemy captain takes the blow in stride, returning the attack with his spiked gauntlets. He throws three blow in rapid succession with his spiked gauntlets, each one landing hard. (Faengrim takes 42 points of damage and must make a Fortitude save (DC 12)!)

Fort Save Fail:
If you fail the Fortitude save, you take 1 Con and 1 Wis damage. The effect will be repeated each round until you successfully save or for 4 rounds.

Chumtooth, Satinder, and Dantes are up!

Dice Rolls:
Captain Attack: 1d20 + 13 ⇒ (17) + 13 = 30 Damage: 1d4 + 11 ⇒ (3) + 11 = 14
Captain Attack: 1d20 + 13 ⇒ (17) + 13 = 30 Damage: 1d4 + 9 ⇒ (4) + 9 = 13
Captain Attack: 1d20 + 8 ⇒ (19) + 8 = 27 Damage: 1d4 + 11 ⇒ (4) + 11 = 15


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 draws out his blowgun and loads it with a dart coated in Flayer venom.

He aims for the ship's captain and forces a powerful breath into the end of the tube.

Ranged Attack, Point-blank shot, into melee: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18

Damage: 1d2 + 1 ⇒ (2) + 1 = 3 (Poison-injury; Fort Save DC 15; 1/round for 6 rounds; effect 1d4 Dexterity damage; cure 1 save.)


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 102 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision

Change Shape: Land
Con +2 (+12 hp, +1 fort); Ferocity; Bite +8 1d6+2

Fort: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21

The enemy captain response gave Faengrim reason to regret his hasty charge. However, he was here now and committed to the fight.

Is the captain human? If so, then I should have added Favorite Enemy. I'll assume so and add it to these attacks. I also used the wrong attack bonus in my previous post. Oh yes, and Haste.

Greatsword: mwk, fav enemy, haste
To Hit: 1d20 + 9 + 4 + 1 ⇒ (7) + 9 + 4 + 1 = 21 To Hurt: 2d6 + 3 + 4 ⇒ (4, 6) + 3 + 4 = 17

Greatsword: mwk, fav enemy, haste
To Hit: 1d20 + 9 + 4 + 1 ⇒ (11) + 9 + 4 + 1 = 25 To Hurt: 2d6 + 3 + 4 ⇒ (2, 3) + 3 + 4 = 12

Greatsword: mwk, fav enemy, haste
To Hit: 1d20 + 4 + 4 ⇒ (10) + 4 + 4 = 18 To Hurt: 2d6 + 3 + 4 ⇒ (4, 5) + 3 + 4 = 16


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|

When Chumtooth attacks the enemy captain, Dantes knows that will make him a target. With a touch, he infuses his captain with arcane energy that turns his scarred skin into a tough hide.

Augment: +2 enhancement bonus to Natural Armor, 3 round duration.


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

HP -2
I switch on my focus on the captain, seems like he is hitting quite above average.

--
Satinder steps in, walking carefully across the boards, but finding herself having to stand on them while fighting. She tries to keep it more on the defensive, as she would not like to get hit while on the boards.

This would be so much easier with him on the ground...

Trip/focus/haste: 1d20 + 9 + 2 + 1 ⇒ (9) + 9 + 2 + 1 = 21

Dark Archive

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

A small dart flies true, but the enemy captain turns at the last moment, and the dart finds only empty space where the target had been standing. Satinder moves to trip the captain, but he proves deft-footed and sidesteps her attempt. Dantes empowers Chumtooth by granting his bark-like skin.

The enemy crew closes ranks, trying to get to the invaders. One manages to get close to Faengrim, while the other fire short bows at Satinder and Faengrim, but none manage to find their targets.

Faengrim growls and launches another fierce round of attacks against the enemy captain. He connects twice, but his third blow slams against the captain's breastplate. Again, the captain weathers the damage like a veteran. He returns the attack by throwing one punch at Faengrim and two at Satinder! Each blow hits like the kick of a mule! Faengrim takes 12 points of damage, and Satinder takes 25 points of damage!

The party is up!

Dice Rolls:
Crew vs. Faengrim: 1d20 + 5 ⇒ (3) + 5 = 8 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Crew vs. Faengrim: 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d6 ⇒ 6
Crew vs. Satinder: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d6 ⇒ 1
Captain vs. Faengrim: 1d20 + 13 ⇒ (9) + 13 = 22 Damage: 1d4 + 11 ⇒ (1) + 11 = 12
Captain vs. Satinder: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 1d4 + 11 ⇒ (2) + 11 = 13
Captain vs. Satinder: 1d20 + 13 ⇒ (10) + 13 = 23 Damage: 1d4 + 9 ⇒ (3) + 9 = 12


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*)

Rather than try to push past Faengrim, Chumtooth climbs the other set of stairs (drawing his morningstar as he goes) and moves to engage the enemy captain and his officers from the other side.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 102 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision

Change Shape: Land
Con +2 (+12 hp, +1 fort); Ferocity; Bite +8 1d6+2

Faengrim continues to become more and more concerned for his life as the enemy captain's fists hammers into him. However, with Chumtooth's arrival, he has renewed hope.
At work and can't access map. If not flanking, reduce to hits by 2.
Greatsword: mwk, fav enemy, haste, flank
To Hit: 1d20 + 9 + 4 + 1 + 2 ⇒ (5) + 9 + 4 + 1 + 2 = 21 To Hurt: 2d6 + 3 + 4 ⇒ (6, 3) + 3 + 4 = 16

Greatsword: mwk, fav enemy, haste, flank
To Hit: 1d20 + 9 + 4 + 1 + 2 ⇒ (18) + 9 + 4 + 1 + 2 = 34 To Hurt: 2d6 + 3 + 4 ⇒ (2, 3) + 3 + 4 = 12

Greatsword: mwk, fav enemy, haste, flank
To Hit: 1d20 + 4 + 4 + 1 + 2 ⇒ (2) + 4 + 4 + 1 + 2 = 13 To Hurt: 2d6 + 3 + 4 ⇒ (6, 2) + 3 + 4 = 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 follows after Chumtooth, but his stumpy legs are too short to keep up. But that doesn't deter the dwarf. As he passes Faengrim, he imbues him with arcane strength. Augment Faegrim for +2 enhancement to Strength, 3 round duration.


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

HP -27.. Frikking hell!

Satinder growls as the kick impacts her torso, knocking the wind out of her. She settles herself, and decides that it is time to slice and dice this annoying captain.

Attack base/focus/flank/haste/defe: 1d20 + 8 + 2 + 0 + 1 - 2 ⇒ (13) + 8 + 2 + 0 + 1 - 2 = 22
Attack base/focus/flank/haste/defe: 1d20 + 8 + 2 + 0 + 1 - 2 ⇒ (6) + 8 + 2 + 0 + 1 - 2 = 15
Dmg: 1d6 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12

Oh crap, Faengrim, we're not having flank, bro. Our captain has denied us!


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*)

(Didn't have enough movement to get there this round. I'll be there on my next turn)

Dark Archive

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

Chumtooth dashes for the other stair, heading up as he fights his way through the crowd. Satinder slashes madly at the enemy captain, and through the man falters, he does not go down! Dantes enchants Faengrim with extra strength even as the enemy sailors move to engage Chumtooth. A cutlass finds their marks on both Chumtooth and Faengrim. (Chumtooth and Faengrim are each hit for 7 points of damage!)

Ignoring the pain, Faengrim desperately slashes at the enemy captain, finally sending him to the bloodied deck with a triumphant roar! The remaining enemy crew is easily overcome and surrenders.

Combat over!

The enemy captain wears a +1 breastplate, two +1 spiked gauntlets, and a belt of giant strength +2. He also has three doses of bloodroot poison. The hold of the enemy vessel yields one point of plunder.

I believe that the hit point totals above reflect an accurate accounting.

Dice Rolls:
Crew vs. Chumtooth: 1d20 + 5 ⇒ (14) + 5 = 19Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Crew vs. Chumtooth: 1d20 + 6 ⇒ (1) + 6 = 7 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Crew vs. Faengrim: 1d20 + 6 ⇒ (19) + 6 = 25 Damage: 1d6 + 2 ⇒ (5) + 2 = 7


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 sees the man go down, and chooses not to step between the hunter and the prey. There is something very bestial about Faengrim, and she does not completely feel at ease around him, especially in combat.

Handy to have around, but what if his other side takes over?

She then climbers up the stairs, cutting everyone down that's in her way if they resist. Once up there, she nods at the captain, and stands on the railing to the lower deck.

"YOUR CAPTAIN IS DEFEATED AND LIES DEAD AT OUR FEET!!" she hollers at the top of her voice, making sure everyone heard her.

She continues; "This ship now belongs to captain Chumtooth of the Kiss of Vengeance! Stand down and listen to our offer, or be slaughtered like cattle and thrown overboard!!"

Shen then nods to Faengrim and Chum, indicating them to do their part in intimidating the crowd.

Loot, how are we? Let's discuss in the other thread?


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 seizes the sailor who cut him, and drags him before the assembled prisoners.

"This fool drew my blood, and lived. You will all see what comes to those who strike Chumtooth in battle, but fail to slay him!"

Chumtooth grabs the man's right hand by the wrist and pulls it forward. He places the man's smallest two fingers in his mouth and bites down hard, tearing them off at their bases. He does the same with his left hand. Finally, he pulls the sailor's head back, raising his chin and forcing his mouth open. Chumtooth places his mouth over the man's and bites his tongue, tearing it out at the root. Chumtooth chews and swallows the bloody chunk of meat as blood drips down his chin.

"This man will never hold a weapon, and he will never speak with pride at how his struck Chumtooth in battle! Do any of you dare challenge me?!"

Intimidate: 1d20 + 12 ⇒ (10) + 12 = 22


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 away discreetly, making sure he is out of view before his invisibility wears off. It wouldn't do to have the infamy of Chumtooth lessened by rumors of an invisible mage bolstering him.

Dark Archive

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

No one moves forward to take up Chumtooth's challenge.


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*)

"This ship is our prize!" the kuru continues. "The tattooed woman who attacked the Rock is dead. She will not come to free you. She is here!" He holds aloft the shrunken head of the sorceress for the captured crewman to see. "You will be held in chains until we decide if you live or die. If you try to escape you will die. Slowly."

He watches the rows of crewman for signs of comprehension.

He then turns to his officers. He lowers his voice so that only they can hear. "I would hear your words. Do we keep the ship as prize to sell, or make it one of our own? Or do we burn and sink it? The map on the woman's skin shows treasure, do we seek it now, or return to the rock with the ship, and come back to hunt it?"


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 102 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision

"Its already a ship full of freebooters, Captain. We mix up the crews, give this ship a new set of officers from our current ranks and you go from being a captain to being a commodore. They'll follow out of fear at first, then out of greed, then out of respect."


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|

"That seems sound. We appear to need a name for the fleet you are now beginning to amass. We can set them on their way, but I am convinced we must go on and seek out this treasure. I sense our destiny is tied to it!"

The dwarf seems to have a gleam of obsession, perhaps nearing madness, in his eyes at the talk of the legendary treasure.


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

When they are more alone, so none of the regular crew can here it:
"It would seem it is wise to have more than one ship sailing these seas under our flag, captain. However, we must be sure they are commited to our cause. Not too long ago, we ourselves took the opportunity to take over a ship with a skeleton crew..."

Satinder cleans her new blade and notices it does not become dull.

--
When there is word of a name for the fleet, Satinder thinks briefly, before uttering: "The Vengeful ..."
Shen then snaps out of it, and explains a bit more...
"We could have every ship that sails under our idea, under our flag, have it's name start with Vengeful. This way we do not lose some of its grandeur and fame from before, but everyone will immediately know where its allegiance lies..
And our own name clearly marks us as the flag ship!"

Dark Archive

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

There is no dissension among the ranks of the new sailors. You can split your crew to assign a few loyal officers to the new ship and replace losses the next time you are in port.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 102 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision

"Allright, then, Commodore, let's go get some treasure!"


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 in acknowledgment that the ship and its crew are now in hand.

"Yes. We have the skin map. We have found the island. It is time to find the treasure!"

He turns to the current helmsman and commands: "Find a cove or bring us as close as the sand will allow. I will take the small boat to land with my officahs."

Dark Archive

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

Mancatcher Cove forms an almost perfectly round bowl in the side of this jungle-cloaked island. The water in this circular bowl is an almost indigo hue compared to the turquoise of the waters surrounding the island, hinting at the extreme depth of the cove. Cliffs surround the bowl on all sides except the entrance, and a few small beaches have formed where the water meets the rock face. The jungle grows thickly atop these cliffs, the massive trees spreading their branches out and over the cove. From these trees a series of interlaced vines have grown like a loose net canopy 100 feet above the water, giving the cove a cave-like quality in the shadows of predawn or twilight. More vines, creepers, and roots extend down the cliffs, creating a dense maze of twisting tendrils that shroud numerous dark hollows in the rock. It is currently early evening and the canopy makes it seem darker than it actually is. Your sounding line records a depth at least 20 fathoms (120 feet), with no bottom in sight.

Dark Archive

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

Bump


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 examines the map, looking for indications of where they are relative to the location of the treasure.

When notified of the depth of the cove, he replies. "We may not have enough line to drop the anchor in the cove. Perhaps we leave the ship off the coast and take small boats?" He looks to his officers for confirmation or suggestions.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 102 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision

"Do we want to wait until morning before going in?" In either case, Faengrim will make sure that the boat is supplied with rope, digging tools, and empty sacks.


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 helps Faengrim with supplying the small boat. He makes sure to include plenty of fresh water and rations. If questioned on this, he says "The treasure may take us some time to locate. If the ship needs to move off because of weather or predators, I want us to be ready."

Dark Archive

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

As you ready the boat, both Chumtooth and Satinder catch a glimpse of movement from the canopy above. Something is moving about in the vines! At the same time, Faengrim hears something disconcerting from beneath the ship, the sound of ropes being pulled.

GM Screen:
Dantes Perc 1: 1d20 + 2 ⇒ (9) + 2 = 11
Dantes Perc 2: 1d20 + 2 ⇒ (11) + 2 = 13
Chumtooth Perc 1: 1d20 + 9 ⇒ (3) + 9 = 12
Chumtooth Perc 2: 1d20 + 9 ⇒ (17) + 9 = 26
Faengrim Perc 1: 1d20 + 12 ⇒ (20) + 12 = 32
Faengrim Perc 2: 1d20 + 12 ⇒ (5) + 12 = 17
Satinder Perc 1: 1d20 + 11 ⇒ (7) + 11 = 18
Satinder Perc 2: 1d20 + 11 ⇒ (12) + 11 = 23


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 102 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision

So we haven't had time to heal up have we?

Dark Archive

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

Unfortunately, no. I am going to add an NPC cleric to your crew roster, though.


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*)

"Watch the vines above! Watch the water! Something comes for us!" Chumtooth calls out to the crew as he hefts his harpoon, ready to throw it.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 102 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision

That's ok. Just making sure.
Faengrim quaffs a Potion of Cure Moderate Wounds when he first realizes they are under attack.

Potion of Cure Moderate Wounds: 3d8 + 3 ⇒ (7, 7, 3) + 3 = 20

He then changes into his sharkesque form as he leaps overboard and plunges into the water.


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|

Concerned that they may be about to lose their boat, Dantes casts touch of the sea on himself.


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

Something in the water.. Well, are you in for a surprise.

Satinder readies herself, and grabs her new favorite weapon. She checks to see if her potions are within arms' reach, and prepares to be either pulled under, or tossed into the air.

"Master Goldforge, perhaps something to aid the captain?" she smilingly says as she sees the wizard conjure runes onto his being.

Dark Archive

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

Underwater: Faengrim, you see two sahuagin attempting to disable the rudder while a third, riding on a hammerhead shark, circles nearby. There are two other hammerheads in the area. The sharks seem confused by the sudden appearance of the were-kin and stay their attacks for the first round, preferring to investigate him. They circle in close, giving cursory bumps with their snouts.

Topsides: The Canopy seems to be alive with activity, though no creatures as such can be seen. The vines reach down of their own accord, grasping at those on deck. Dantes, Chumtooth, and two crewmen are lifted into the canopy by the grasping vines. The men scream in pain as the tendrils burrow into their flesh (Dantes and Chumtooth feel it as well). Dantes and Chumtooth each take 1 point of damage and a point of Strength damage and both are grappled and pulled upward.

The crew is up!

INITIATIVE
Canopy Creeper
Sharks
Chumtooth
Satinder
Dantes
Faengrim
Sahuagin

Dice Rolls:
Chumtooth Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Dantes Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Satinder Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Faengrim Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Sahuagin Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Sharks Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Canopy Creeper Initiative: 1d20 + 7 ⇒ (18) + 7 = 25

Canopy Creeper vs. Crewman: 1d20 + 10 ⇒ (18) + 10 = 28
Canopy Creeper vs. Crewman: 1d20 + 10 ⇒ (9) + 10 = 19
Canopy Creeper vs. Chumtooth: 1d20 + 10 ⇒ (16) + 10 = 26 Damage: 1d8 ⇒ 1 plus 1 Strength
Canopy Creeper vs. Dantes: 1d20 + 10 ⇒ (12) + 10 = 22 Damage: 1d8 ⇒ 1 plus 1 Strength


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, being wrapped up in the vine, bites down on the vine with vicious intensity.

Power attack against grappling opponent: 1d20 + 9 + 2 - 2 ⇒ (20) + 9 + 2 - 2 = 29

Confirm critical: 1d20 + 9 + 2 - 2 ⇒ (1) + 9 + 2 - 2 = 10

Damage: 1d8 + 6 + 6 + 1d6 ⇒ (7) + 6 + 6 + (5) = 24 (bite+power attack+sneak attack)


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 102 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision

Change Shape: Water
Con +2 (+12 hp, +1 fort); Amphibious; Swim 30'

Note: Favored Terrain gives +2 on certain roles, namely initiative. So my init is 6 not 4. Just wanted to clear that up. ;-}

Faengrim has a particular hatred for sahaugin. He goes after the closest one, charging if he has to. If a shark is in position to get an aoo, he will instead attack it.

Trident: fav enemy (aquatic humanoid)
To Hit: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 To Hurt: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

in case he can get a second attack.
Trident: fav enemy (aquatic humanoid)
To Hit: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14 To Hurt: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10


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|

Does Dantes know anything about the vines? 1d20 + 11 ⇒ (2) + 11 = 13

Not seeing the heart of the vines immediately, Dantes launches an explosive ball of flame into the canopy, trying to avoid scorching any of the entangled crewmen.

Concentration 1d20 + 6 + 4 ⇒ (12) + 6 + 4 = 22
Damage 6d6 + 0 ⇒ (5, 3, 1, 3, 4, 3) + 0 = 19, DC 17 reflex for half damage.


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 assume I cannot get to anything in the canopy? If so, I would go after the captain first.

Satinder curses as she sees the crewmen being dragged up, and stares at the vines as if goading them to drag her up to. The foolishness of this action becomes clear quite quickly, after which she takes a deep breath and jumps into the water at the closest apparent enemy.
She hears a fireball behind her, and grins at the dwarf's latest trick.

Attack: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Dmg (sneak if applicable): 1d6 + 4 + 1 + 3d6 ⇒ (1) + 4 + 1 + (5, 6, 3) = 20
((+1 dmg coz of my pegleg)(+3 bleed damage)(+2ac))

Dark Archive

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

Chumtooth bites down hard, severing the vine that holds him and sending him to land heavily on the deck, upright. Satinder hits the water, attacking the first foe that she sees, a large hammerhead shark! Her blade bites deeply, leaving a long line of blood across the shark's side. The shark, for its part, appears agitated.

Unable to determine anything about the vines, Dantes throws a fireball into the canopy above, eliciting an inhuman hiss. Several of the canopy's vines burn away, revealing a cluster of vines and leafy mass with a squid-like beak at its center. It quickly scampers to a more protected part of the canopy. The vines holding Dantes and the crew do not release.

Faengrim charges the nearest sahuagin, slamming into the creature and leaving a vicious wound. The sahuagin whirls, stabbing with its trident and snapping with its jaws. Neither attack connects. Of the other sahuagin, the one nearest the rudder draws a heavy crossbow and loads it. The other moves to attack Satinder with its trident. It also misses.

The vines snake down again but, wary of the captain, instead grab another crew member. (Dantes takes 7 points of damage and 1 Strength damage.) Beneath the water, the sharks circle in close, biting at Satinder and Faengrim, but none managing a hit.

The crew take up boarding pikes and stab ineffectually at the canopy and the water, trying to drive off the sharks.

The party is up!

Dice Rolls:
Canopy Creeper Reflex: 1d20 + 9 ⇒ (18) + 9 = 27
Sahuagin 2 vs. Faengrim (trident): 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Sahuagin 2 vs. Faengrim (bite): 1d20 + 0 ⇒ (3) + 0 = 3 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Sahuagin 1 vs. Satinder (trident): 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Canopy Creeper vs. Dantes: 1d8 ⇒ 7 plus 1 Strength damage
Shark 1 vs. Satinder: 1d20 + 7 ⇒ (5) + 7 = 12 Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Shark 2 vs. Faengrim: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Shark 3 vs. Satinder: 1d20 + 7 ⇒ (4) + 7 = 11 Damage: 1d8 + 7 ⇒ (5) + 7 = 12

GM Screen. No peeking!:
Canopy Creeper: 150
Shark 1: 7
Shark 2: 30
Shark 3: 30
Sahuagin 1: 15
Sahuagin 2: 7
Sahuagin 3: 15


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*)

Seeing Dantes and the other crew members still caught in the vines, Chumtooth makes his way to the the rigging and begins to quickly climb to the top of the mainmast.

Climb: 1d20 + 12 ⇒ (2) + 12 = 14

Once he gets to the top, he draws his Kukri and begins biting and slashing at any moving vines within his reach.


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 fears that his strength may be gone before the vines are stopped, he casts a spell to augment it.

Casting Bulls Strength on himself.

Concentration 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 102 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision

Change Shape: Water
Con +2 (+12 hp, +1 fort); Amphibious; Swim 30'

Faengrim litterally has a shark toothed grin as he continues to fight the sahaugin. If that one dies, then Faengrim will switch to attacking the shark (reducing to hit and to hurt by 2).

Trident: fav enemy (aquatic humanoid)
To Hit: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 To Hurt: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Trident: fav enemy (aquatic humanoid)
To Hit: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 To Hurt: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 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

Attack: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
Dmg (sneak if applicable): 1d6 + 4 + 1 + 3d6 ⇒ (4) + 4 + 1 + (1, 1, 3) = 14
((+1 dmg coz of my pegleg)(+3 bleed damage)(+2ac))

Satinder tries to get into a position with the half-shark so she can abuse her fighting style and tear long gashes into the aquatic mongrels. It's tricky though, fighting a foe in their element, while being out of yours.

Dark Archive

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

Chumtooth dashes to the rigging and begins to climb. (It's going to take you four rounds to reach the top of the mast [four DC 10 Climb checks]. You can make the climb in two rounds, but the DC rises to 15.)

Satinder attempts to maneuver to where she can flank, but is unable to do and still keep herself protected. She stabs at the sahuagin nearest her, but the attack is ill-timed and misses her.

Dantes casts bull's strength on himself. Unfortunately, the pain is too much for him and he fumbles the words to the spell.

Faengrim makes a stab at the sahuagin twice, but only his second attack connects. However, he stabs it in the chest and the fishman begins to sink to the bottom, bleeding out.

The sahuagin engaging Satinder stabs and bites, hitting with the trident and inflicting a grievous wound. (Satinder takes 11 points of damage.) The one near the rudder fires at Faengrim, but misses.

All three sharks move in and attack, two taking on Satinder and one on Faengrim. All three make deep bites in their victims. (Satinder takes another 22 points of damage, and Faengrim takes 8.)

According to my notes, that puts Satinder at -10, though I could have miscounted.

The party is up!

Dice Rolls:
Sahuagin vs. Satinder (trident): 1d20 + 4 ⇒ (17) + 4 = 21 Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Sahuagin vs. Satinder (bite): 1d20 - 1 ⇒ (9) - 1 = 8 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Sahuagin vs. Faengrim (xbow): 1d20 + 3 ⇒ (2) + 3 = 5
Dantes damage: 1d8 ⇒ 6 plus 1 Strength damage
Shark 1 vs. Satinder: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 1d8 + 7 ⇒ (1) + 7 = 8
Shark 2 vs. Faengrim: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d8 + 7 ⇒ (1) + 7 = 8
Shark 3 vs. Satinder: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 1d8 + 7 ⇒ (7) + 7 = 14

GM Screen:
Canopy Creeper: 150
Shark 1: 7 vs. Satinder
Shark 2: 30 vs. Faengrim
Shark 3: 30 vs. Satinder
Sahuagin 1: 15 vs. Satinder
Sahuagin 2: deceased
Sahuagin 3: 15 crossbow


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 102 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision

Change Shape: Water
Con +2 (+12 hp, +1 fort); Amphibious; Swim 30'

Faengrim gives a growl of satisfaction with the death of his opponent. He would prefer to continue to plunge his weapon into another sahuagin, but must first contend with the shark harassing him.

If a sahaugin is close enough to full attack, he will (+2 to hit and damage), otherwise Faengrim goes after a shark.
Trident:
To Hit: 1d20 + 8 ⇒ (17) + 8 = 25 To Hurt: 1d8 + 2 ⇒ (5) + 2 = 7

Trident:
To Hit: 1d20 + 3 ⇒ (11) + 3 = 14 To Hurt: 1d8 + 2 ⇒ (5) + 2 = 7

are you applying underwater penalties? If you are, Faengrim is designed for the environment.


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 speeds up his climb, trying to reach the crow's nest as soon as possible.

Fast Climbing: 1d20 + 12 ⇒ (4) + 12 = 16


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

DM:
DM guy, this was the first damage that I took. We started fully rested and the 22 was the first hit, no? I mean, that's what I jumped in the water without doubt ^^
--
I'll hold my action till your response.

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