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


2,451 to 2,500 of 4,189 << first < prev | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | next > last >>

Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 96/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

”A missing eye is truly wayward. That sounds More like the song’s true meaning. If we are wrong, we will simply climb over to the other eye.”

Chumtooth shrugs as if the matter is of little consequence.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 114/114 (124) | AC 23 Touch 15 FF 20| Fo +11 (12) Re +11 Wi +5; Evasion | Init +5 (+5 in urban; +9 in water)| Percep +18, Low-Light Vision

"Just tell me which one to go into."


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

"Good thinking master dwarf.. Let's go!" Satinder replies, before leading the way towards the right eye.

Dark Archive

Maps: Car. Crown || Skull & Shackles

A narrow earthen opening ascends into the cliff above. The cave mouth is a tight fit behind the screening vines and roots, but it looks accessible with a little effort. Some grunting and squeezing later, the tunnel climbs to a point just below the island’s surface. Sunlight filters faintly through a rent in the earth above, where a gargantuan tree grows down into the rocky soil, its prodigious root system blocking any further progress ahead. The fissures and crevices in the bark of the tree’s trunk, just visible at the roof of the tunnel, vaguely resemble a wrinkled human visage with a craggy crown upon its brow, while the spread of roots below seems like the hoary growth of an ancient beard.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 114/114 (124) | AC 23 Touch 15 FF 20| Fo +11 (12) Re +11 Wi +5; Evasion | Init +5 (+5 in urban; +9 in water)| Percep +18, Low-Light Vision

Faengrim scrambles into the tunnel. He comes upon the visage of the 'old king'. "I guess this is where we start digging." Once he gets the ok, he does.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 96/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth nods to Faengrim, acknowledging his desire to begin digging.


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 grabs another shovel or pick, and helps Faengrim.


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 watches on, with avarice in his eyes. He'll look for ways to help shore up the hole, if it gets to that point.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The group eagerly digs, anticipating what treasures may lie beneath the rocky soil. The digging is difficult work, but eventually, you have excavated a 10-foot deep pit. That's when you strike wood! Excitedly, you uncover the wooden object to reveal a floor of wooden planks. With considerable effort, you manage to break through the planks.

The removal of the wooden planks reveals a sinkhole descending into the rock. It drops thirty feet to the still, dark surface of water below. The broken remnants of a wooden platform and stair cling to the wall, but the structures themselves have long since rotted away and dropped into the inscrutable depths.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 114/114 (124) | AC 23 Touch 15 FF 20| Fo +11 (12) Re +11 Wi +5; Evasion | Init +5 (+5 in urban; +9 in water)| Percep +18, Low-Light Vision

"Give me some rope and lower me down. I'll be able to see and have a look around."


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 96/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth nods. "More rope, and light if he needs it," he says to the others.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Faengrim is lowered into the hole below, finding himself in a small chamber the floor of which is covered with a layer of water of indeterminate depth.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 96/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

”What do you see?” Chumtooth calls down to Faengrim.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 114/114 (124) | AC 23 Touch 15 FF 20| Fo +11 (12) Re +11 Wi +5; Evasion | Init +5 (+5 in urban; +9 in water)| Percep +18, Low-Light Vision

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

Faengrim stands there a moment allowing his vision to adjust better to the minimal light he has.

Perception: 1d20 + 12 ⇒ (12) + 12 = 24

Dark Archive

Maps: Car. Crown || Skull & Shackles

The cave is flooded; the water appears to be about 15 feet deep.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 114/114 (124) | AC 23 Touch 15 FF 20| Fo +11 (12) Re +11 Wi +5; Evasion | Init +5 (+5 in urban; +9 in water)| Percep +18, Low-Light Vision

Faengrim will look all around the chamber and even go to the bottom and search. Digging if he has to.

Dark Archive

Maps: Car. Crown || Skull & Shackles

There is no sign of the treasure anywhere in the chamber, only the rotting supports where a platform and stairs once hung. However, as he dives below the surface of the water, he spots a tunnel, about eight feet down, heading to the southwest and sloping down as it goes.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 114/114 (124) | AC 23 Touch 15 FF 20| Fo +11 (12) Re +11 Wi +5; Evasion | Init +5 (+5 in urban; +9 in water)| Percep +18, Low-Light Vision

Follow the tunnel until it opens up or ends. Faengrim will be cautious here especially if it ends in an air filled cavern.
Stealth: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 fav terrain
Perception: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 fav terrain

If he encounters sahaugin, he'll retreat to tell the crew.


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 grows restless, staring at the hole in the ground...

Dark Archive

Maps: Car. Crown || Skull & Shackles

Faengrim:
A short distance down the corridor, the passage opens into a small room (no air pocket) with exits to the south, and a sloping exit going up to the west.


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 paces with his hands clasped behind his back, waiting for the report back and wondering if it has been too long yet to declare that Faengrim has betrayed us and fled with the treasure, knowing full well how little sense that makes.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 96/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth waits another few heartbeats, then finally says, ”let us follow.”

He climbs down onto the lowered rope and prepares to descend. ”Dantes, can you give us light?”


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 114/114 (124) | AC 23 Touch 15 FF 20| Fo +11 (12) Re +11 Wi +5; Evasion | Init +5 (+5 in urban; +9 in water)| Percep +18, Low-Light Vision

WhtKnt:
Continue scouting until either of the prior conditions occur.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Faengrim:
You think for a moment before heading to the west, following the upslope. You follow the passage a short distance before emerging from the water into a dry chamber. The tunnel rises above sea level here, creating an air pocket in this series of chambers. The floor is sand and a few items of furniture are scattered about, including a table, a poorly repaired chair, a bed with a sagging frame, and a crude fence of driftwood in the rear of the chamber. The entire cavern is overgrown with vines bearing tiny violet flowers that fill the room with a cloying fragrance.

Remainder of the party: You descend into a chamber that is filled with seawater around 15 feet deep. There is no sign of Faengrim or any treasure.


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|
Chumtooth wrote:

Chumtooth waits another few heartbeats, then finally says, ”let us follow.”

He climbs down onto the lowered rope and prepares to descend. ”Dantes, can you give us light?”

Can we assume that a sunrod or two were part of the supplies from the ship?

Dark Archive

Maps: Car. Crown || Skull & Shackles

Yes.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 114/114 (124) | AC 23 Touch 15 FF 20| Fo +11 (12) Re +11 Wi +5; Evasion | Init +5 (+5 in urban; +9 in water)| Percep +18, Low-Light Vision

WhtKnt:
Return to the group to report. Do I think they could hold their breath to the dry chamber?

Dark Archive

Maps: Car. Crown || Skull & Shackles

Faengrim:
Possibly, if they did nothing but swim there.

As the rest of you are climbing down, Faengrim reappears.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 114/114 (124) | AC 23 Touch 15 FF 20| Fo +11 (12) Re +11 Wi +5; Evasion | Init +5 (+5 in urban; +9 in water)| Percep +18, Low-Light Vision

"There's an air filled cavern but it would take all your breath to get there. I didn't scout it, but saw some furniture like someone was living or being kept there."

Dark Archive

Maps: Car. Crown || Skull & Shackles

Waiting for someone to react to Faengrim's return.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 96/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

"Lead on," Chumtooth replies, holding his harpoon at the ready and preparing to take a deep breath and follow his boatswain.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Faengrim leads the crew a short distance down an underwater corridor, into a passage that opens into a small room (no air pocket) with exits to the south, and a sloping exit going up to the west. He heads west. By the time the passage comes back into air, your lungs are near bursting. You emerge into an air-filled chamber. The tunnel rises above sea level here, creating an air pocket in this series of chambers. The floor is sand and a few items of furniture are scattered about, including a table, a poorly repaired chair, a bed with a sagging frame, and a crude fence of driftwood in the rear of the chamber. The entire cavern is overgrown with vines bearing tiny violet flowers that fill the room with a cloying fragrance.

Map is updated. Sorry for the small size of the tokens, but the map is built where each square is 10 ft., so I had to reduce token size.


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

How does it smell here? Human waste?


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 96/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth moves a little farther into the room. He allows his light-sensitive eyes to adjust to the dark.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 114/114 (124) | AC 23 Touch 15 FF 20| Fo +11 (12) Re +11 Wi +5; Evasion | Init +5 (+5 in urban; +9 in water)| Percep +18, Low-Light Vision

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

Faengrim tries to get in front of Chumtooth. "Let me go first, Captain. It might be trapped."

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

Dark Archive

Maps: Car. Crown || Skull & Shackles

The smell here is cloyingly sweet. There is a slight tinge of human waste, however. The place seems deserted but is definitely furnished as living quarters.


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|

As soon as they emerge in the chamber, Dantes casts detect magic and scans the place. Assuming he doesn't find a vast arcane treasure hoard, he grimaces in disappointment. If he does detect any auras, he'll warn Faengrim, doing his best to describe what he senses.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 114/114 (124) | AC 23 Touch 15 FF 20| Fo +11 (12) Re +11 Wi +5; Evasion | Init +5 (+5 in urban; +9 in water)| Percep +18, Low-Light Vision

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

Faengrim looks all about the cave to try and figure out who or what was living or being held captive here.
He tries to figure out what the vine-flowers are.

Knowledge (nature): 1d20 + 6 ⇒ (18) + 6 = 24


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 96/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

"Search the furniture," Chumtooth says. "There may be writings or things that tell us who lived, or was held here."

Dark Archive

Maps: Car. Crown || Skull & Shackles

As you explore the chamber, Satinder and Faengrim begin to yawn heavily. Both of you are incredibly tired and cannot resist the urge to lie down and go to sleep. Both Satinder and Faengrim sink to the floor, snoring blissfully.

A scan with detect magic does indicate the presence of magical auras, specifically from the bed.

GM Screen:
Chumtooth Will: 1d20 + 1 ⇒ (18) + 1 = 19
Satinder Will: 1d20 + 1 ⇒ (9) + 1 = 10
Faengriom Will: 1d20 + 4 ⇒ (5) + 4 = 9
Dantes Will: 1d20 + 4 ⇒ (13) + 4 = 17


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 96/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth’s eyes go wide as his boatswain and first mate collapse to the cavern floor. ”Dantes, has something used magic against them?”

Chumtooth looks around the room for a bucket, bowl, cup or anything that might hold water. He then runs back to the flooded tunnel, collects some water, and splashes it on the faces of his sleeping officers.

Dark Archive

Maps: Car. Crown || Skull & Shackles

You can find a bowl to use, but splashing water onto their faces does not awaken them.


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

ZzzZZZZzZzZZZZZZZzzZZZZzzzz


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 approach them, and use detect magic to try and puzzle out what spell may be upon them.

Spellcraft 1d20 + 12 ⇒ (10) + 12 = 22


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 96/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Failing to wake them with water, Chumtooth attempts to shake them awake.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Dantes is convinced that this is not a spell that has been used.

Chumtooth attempts to shake them into wakefulness but is unsuccessful. Wait, did those flowers move closer to the sleepers? Surely not. It must be a trick of the breeze, but the cavern is still and no breeze blows through it.

GM Screen:
Chumtooth Perception: 1d20 + 9 ⇒ (8) + 9 = 17


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 frowns, finally letting his treasure lust subside enough to focus on the peril of his crew.

Vines, underground? And that smell, where did I read about that? He closes his eyes a moment as he tries to recall.

Knowledge check to identify the plants. 1d20 + 11 ⇒ (7) + 11 = 18.

That roll is good if it is dungeoneering, local or nature. Add +1 if it should be planes or religion, or add +4 if it should be arcana.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 96/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth reacts to the movement and draws his kukri. He stands ready to strike if the plant moves again.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The flowers are xtabays. They are carnivorous and use a powerful anesthetic in their scent to lull victims into a deep sleep and then feed upon them. The effect can be broken by a hard slap or by actual damage. The feeding is largely painless and does not wake the sleeper.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 96/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth stows his weapons, grabs Satinder by one arm and Faengrim by the other. He drags them as far away from the flowers as the room space will allow.

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