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


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Dark Archive

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

Retconn: Alexander, I forgot to roll the female's miss chance, so I have done so below. Unfortunately, both attacks do hit.

Female claw miss (high misses): 1d100 ⇒ 35
Female bite miss (high misses): 1d100 ⇒ 24


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

Janus, for the moment safe from targeting, fires once again at the female.

1d20 + 2 ⇒ (16) + 2 = 18
1d10 + 3 + 3d6 + 5 ⇒ (10) + 3 + (2, 1, 5) + 5 = 26No save on the direct bomb damage. 10' radius 6 dmg Dc 18 reflex save for half. Ignores friendlies.

Dark Archive

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

Alexander blasts the sahuagin with glitterdust, leaving both blinded (the female was already blinded by Dantes' efforts)! Janus fires, catching the female right in the midsection. A second later, the bolt explodes, creating a small vacuum and leaving the water blue with blood and viscera. Chumtooth stabs and bites, and manages to hit with the first attack, while the second is turned by the male's thick scales. The fishman roars in anger and stabs and swipes at the pirate captain, trying to rend his foe. Both stabs with the trident get through Chumtooth's defenses, though the other attacks miss. (Chumtooth takes 30 points of damage, 4 points of Dex damage, and must make two DC 16 Fort saves or be slowed for one round!)

Faengrim, please make a stabilization check at -3

Party is up!

Dice Rolls:

Sahuagin female Will save: 1d20 + 4 ⇒ (16) + 4 = 20
Sahuagin male Will save: 1d20 + 4 ⇒ (9) + 4 = 13
Sahuagin male vs. Chumtooth w/trident: 1d20 + 13 ⇒ (11) + 13 = 24 Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Dex damage: 1d4 ⇒ 3 (save vs. Fortitude (DC 16 or be slowed one round)
Miss chance (high misses): 1d100 ⇒ 37
Sahuagin male vs. Chumtooth w/trident: 1d20 + 8 ⇒ (15) + 8 = 23 Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Dex damage: 1d4 ⇒ 1 (save vs. Fortitude (DC 16 or be slowed one round)
Miss chance (high misses): 1d100 ⇒ 23
Male vs. Chumtooth w/bite: 1d20 + 9 ⇒ (5) + 9 = 14 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Miss chance (high misses): 1d100 ⇒ 11
Male vs. Chumtooth w/claw: 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Miss chance (high misses): 1d100 ⇒ 54
Male vs. Chumtooth w/claw: 1d20 + 4 ⇒ (8) + 4 = 12 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Miss chance (high misses): 1d100 ⇒ 75

Dark Archive

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

Forgot the big guy's Ref save against the bomb.

Male Ref save: 1d20 + 6 ⇒ (19) + 6 = 25

He takes 3 more points of damage (and at this point, everything counts!).


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*)

First for Save: 1d20 + 7 ⇒ (9) + 7 = 16

Second Fort Save: 1d20 + 7 ⇒ (1) + 7 = 8

Gritting his pointed teeth through the excruciating pain, Chumtooth wills himself to continue attacking the sahaugin king. His calcified muscles and bleeding wounds make it possible to only make one valiant thrust at the monster with his harpoon.

Attack with Harpoon: 1d20 + 10 ⇒ (17) + 10 = 27

Damage: 1d8 + 6 ⇒ (2) + 6 = 8


M half-elf

Alexander watches as his spell seemingly has little to no effect on the warriors and rolls his eyes. but nonetheless moves back to support his fellows, hoping that at the very least hoping the blindness from the spell would let his blade slip into a softer area of scales. He darted in and thrust the blade towards the male's chest.

attack: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
damage: 1d6 + 5 + 2 + 2 ⇒ (1) + 5 + 2 + 2 = 10

Why don't ye try ye luck on someone with a bit more finesse at swordplay? Or afraid I'll gut ye like the fish ye are?

Also, I completely forgot about the parry and riposte ability, I will ask whether or not you want me to roll them before you post the attacks, or after you post them (on the round after).

Parry and Riposte:

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.


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|

Seeing Faengrim fall, Dantes prepares to intervene more directly. He casts true strike and readies his axe.


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

Con: 1d20 + 2 - 3 ⇒ (2) + 2 - 3 = 1


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*)

Extra Sneak Attack Damage on Blind Beastie: 1d6 ⇒ 6


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

Janus sighs in the watery corridor and fires yet another shot.

1d20 + 2 ⇒ (20) + 2 = 22
1d10 + 3 + 3d6 + 5 ⇒ (5) + 3 + (1, 5, 3) + 5 = 22

Rolling for confirmation.

1d20 + 2 ⇒ (8) + 2 = 10

1d10 + 3 + 1d6 + 5 ⇒ (5) + 3 + (4) + 5 = 17

Dark Archive

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

Let's do the P&R before attacks, please.

Perhaps it is the luck of the gods, or perhaps it is borne of desperation, but everyone's attack hits the fishman! The combined assault is more than even he can weather. Chumtooth and Alexander's attacks set him staggering, and Janus finishes the job, blowing him into so much chum! The trident he was using sinks to the cavern floor, still grasped by one scaly hand.

By sheer luck or coincidence, the combined total of Chumtooth and Alexander's attacks brought him to 0 hit points exactly. Janus' blast finished him for good! Good job, guys! I admit that I was getting a little nervous.

Battle over!


M half-elf

Alexander pulls out one of his wands and rests the tip on himself.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Well. Alex says, throwing a smile to the others.

That was fun. Let us pause for a moment and catch our breath. Also, someone should get that trident for our cap'n here.

Feel free to use charges from the CLW/infernal healing wands as you wish. Just make sure to keep track of how many you use so I can make the proper edits to the charge number.


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 points to the fallen Faengrim. "Use the wand to close his wounds. He is close to death," he says to Alexander.

Meanwhile, Chumtooth takes a moment to swim into the bloody mess of the sahaugin king's remains. As he searches for its hopefully intact head, he grabs several gobbets of flesh and devours them.

Once he locates the head a determines its condition, keeping it if it is intact, he retrieves the trident from the floor of the cave.

"Once each of you has healed yourselves, look for hidden and hoarded treasure. We will take what we have bled for."

Dark Archive

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

The head is intact and will make a nice trophy. I need Perception checks from everyone searching the room, please.


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*)

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

Dark Archive

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

The remains of the sahuagin lord include a set of scale mail (damaged by the battle), the trident, an eel leather and coral war harness (hopelessly damaged), and a necklace of platinum struck through with blue-black whorls.


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|

Perception 1d20 + 2 ⇒ (9) + 2 = 11

In the aftermath, Dantes will cast detect magic on the remains of their foes. Perhaps it was a magic that made them so formidable.

Dark Archive

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

The trident glows brightly with both transmutation and enchantment magics.


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

"Sadly my potions do not work so well under the water. But, if we make it back to the ship I will be more than happy to minister to your wounds." The monotone way Janus pronounces every syllable belies the man's sadistic glee when applying his surgical arts.

Dark Archive

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

Is anyone else searching the room? If so, please make a Perception check and I will tell you what has been found. Faengrim, you can use as many charges as necessary from the wand of CLW.


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

I don't know how far under Faengrim is.
Wand of Cure Light Wounds: 15d8 + 15 ⇒ (7, 8, 2, 6, 2, 4, 2, 2, 3, 5, 1, 7, 2, 8, 5) + 15 = 79

When he's healed up, Faengrim will help search.
Perception: 1d20 + 12 ⇒ (6) + 12 = 18

Faengrim can make good use of that trident.


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 makes use of the cure light wounds wand to heal himself.

Wand of Cure Light Wounds: 12d8 + 12 ⇒ (4, 3, 6, 4, 5, 5, 8, 6, 8, 6, 1, 3) + 12 = 71


M half-elf

We also have a wand of infernal healing if we wish to take the time required at points. Wand charges: 28/50 used.

perception: 1d20 + 11 ⇒ (20) + 11 = 31 Alexander will help the others heal up and then looks around.

Dark Archive

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

Among the personal items in Krelloort’s bedchamber are a gold-plated conch shell engraved with images of sea elves and hippocampi that holds a selection of putrid fish and humanoid livers, a gilt tattooing kit and a burnished brass hand mirror. In the seaweed bed, there is also a gold Varisian music box (no longer functional) that holds the ivory image of a dancing harrower. Inscribed on the underside of the lid are the words “For my darling Isabella.”

Behind the massive throne (which also radiated magic, Dantes, my error, sorry) Alexander finds a secret door. The chamber hidden behind the great throne is empty save for two chests. One is a iron-banded chest decorated with skulls that seems to have held up remarkably well considering its immersion in seawater. The other is a stone box with the image of a fish-headed demon carved onto its lid, whose seams appear to have been sealed by lead.

Knowledge (History) DC 25:
The massive stone throne is an artifact of the ancient cyclops empire of Ghol-Gan.


M half-elf

know. History: 1d20 + 7 ⇒ (2) + 7 = 9

Well well well, what do we have here... Alexander almost purrs as he sees the chests.

He then casts detect magic, and inspects each for traps. If he detects no traps, he would attempt to see if he could open them.

perception for trapschest1: 1d20 + 11 ⇒ (17) + 11 = 28
perception for trapschest2: 1d20 + 11 ⇒ (19) + 11 = 30


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

Faengrim takes a few practice swings with the trident. "So. How do I make it turn people to corral?"


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|

Knowledge (history) 1d20 + 11 ⇒ (20) + 11 = 31

Dantes examines the throne closely. "Astonishing! It is Cyclopian! From the empire of GHol-Gan if I am not mistaken."

Spellcraft 1d20 + 13 ⇒ (13) + 13 = 26


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

Janus continues to float watchfully, crossbow at the ready for anything that might try to sneak up upon them.

Dark Archive

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

The first chest is securely locked but appears to have no traps. However, Dantes notices that the chest itself radiates magic. The stone box seems harmless enough, but the fact that it is sealed with lead gives Alexander brief pause. Is the lead keeping people out, or keeping something in?

Dantes asks Faengrim if he can examine the trident. Looking the weapon over, he says, "Best I can figure, you simply will it to do so. It would seem, however, that it can only be so used seven times each 24 hour period. It is particularly dangerous to humans, however."

In game terms, Zul’s is a +1 human bane trident. Its 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.

Dantes (Spellcraft): 1d20 + 12 ⇒ (11) + 12 = 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

This is tailor made for Faengrim. Humans are his primary favored enemy.


M half-elf

Alexander sets aside the lead lined chest aside before looking to the others.

did anyone find any keys on our late enemies? Or do I need to try and jimmy this boy open? ;


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 it is best to bring the chests up out of these caves first," Chumtooth suggests. "If it is trapped and releases some foul magic inside this place, it could be worse than if we open it under the sky."

Dark Archive

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

The sea chest can be moved with some effort, but the lead-sealed box is firmly cemented to the cavern floor.


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*)

"The box holds something of great value or great danger. Why else make it part of the floor? If you wish to open it, you may do so, but the rest of the crew should move far back from it," Chumtooth says once he realizes the box cannot be moved.


M half-elf

Alexander nods.

Well then, stand back a ways, you know what they say right? Curiousity killed the cat...but satisfaction brought it back.

Is there even a way to open the lead sealed chest non-magically?

Dark Archive

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

Sure, you can chip away the lead seal with a tool or weapon.


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 with Alexander until he is ready to open it. When says he is ready, Dantes grants him +2 natural armor, then +2 dexterity, then the dwarf bolts away to a safe distance.


M half-elf

I'll go ahead and start working on that, any rolls I need to make? Or just gotta take the time to do it?

Dark Archive

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

Breaking open the box just takes time, and soon, Alexander has cleared away the lead seal. All that remains is to open the box.

The sea chest, by the way, weighs about 150 pounds.


M half-elf

I feel like I was given my final warning, however, I am the player that will randomly pull a card or three from a deck of many things given the chance, unless I'm playing a particularly "safe" character. so, onward! What is inside chest number one!

Dark Archive

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

As the box is opened, a blood-red cloud quickly spreads out from the inside, rapidly covering the entire room. I need a DC 16 fortitude save or you suffer 2d12 ⇒ (11, 2) = 13 damage and lose 1 Con, please.

Inside the box is a mound of silver and copper pieces!


M half-elf

fort: 1d20 + 4 ⇒ (16) + 4 = 20

Alexander pops open the chest and waves red cloud after covering his face with his scarf. As it disperses, he peeks in and cracks a wide grin.

Well well, I think we found some actual buried treasure haha!


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*)

”Fill bags and packs with what we can carry, then we make our way back out,” Chumtooth says. ”Take the chest with us, he says, pointing to the ornate one not fixed to the floor.


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

Faengrim will try to heft the one chest on his own.

Dark Archive

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

The sea chest weighs 150 lbs.

You have little trouble getting back out. The loss of their leader seems to have quelled the sahuagin and no one opposes you. Assume that your return to the ship is uneventful. The sea chest is securely locked and, I will remind you, radiates magic (the chest itself, not just the contents).


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 turns to the dwarf wizard. "Dantes, is the magic of this chest dangerous? Tell Alexander if it will kill him before he tries to open it."

Dark Archive

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

Dantes casts another detect magic, examining the chest more closely this time. "The magic is that of conjuration, but I can't tell what spell. Conjuration is the magic of summoning things. I can't see any physical traps on the chest, but I can't be certain how safe it is."

Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Spellcraft: 1d20 + 12 ⇒ (2) + 12 = 14


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

Sorry, holidays really messed up my time schedule.

"We get it back to the ship and I can take a look, chances are I can identify the items."


M half-elf

spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28

Alexander takes his own look at the magic over the chest, in hopes that this chest does not also contain a blood money trap.

Dark Archive

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

Alexander is convinced that the chest itself is a magical item, not merely magically trapped.

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