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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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|

"Curses!" Dantes surges closer to his captain, sending waves of magic ahead of him.

Dantes moves forward and casts haste on the group.

Dark Archive

Maps: Car. Crown || Skull & Shackles

As Dantes casts his spell, he notices that the enemy seems to be hasted as well. Faengrim's foe rushes to the attack, his mouth foaming and his eyes wide! He manages a hit on the pirate! Faengrim takes 11 points of damage. The remaining two target Chumtooth and Faengrim with crossbows, each scoring a hit! Chumtooth takes 6 points of damage, and Faengrim takes 3 points of damage!

Chumtooth:
You see a massive tentacle reach out of the water and grasp the ship! An eye as big as you peers out from the depths! Make a Fortitude save, please.

Dice Rolls:
2 vs. Faengrim: 1d20 + 8 ⇒ (15) + 8 = 23 Damage: 2d4 + 7 ⇒ (3, 1) + 7 = 11
2 vs. Faengrim: 1d20 + 8 ⇒ (5) + 8 = 13 Damage: 2d4 + 7 ⇒ (1, 3) + 7 = 11
3 vs. Chumtooth: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d8 ⇒ 6
4 vs. Faengrim: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d8 ⇒ 3
3 Crit vs. Chumtooth?: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d8 ⇒ 7


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*)

Fortitude Save: 1d20 + 8 ⇒ (18) + 8 = 26

Dark Archive

Maps: Car. Crown || Skull & Shackles

Actually, I did this backward, but it will all come out in the wash. You should have had the Will save first, but since it failed, then you would have had to make the Fort save.

Chumtooth Will: 1d20 + 2 ⇒ (7) + 2 = 9
Chummy Damage: 3d6 ⇒ (5, 4, 4) = 13

Chumtooth:
The great beast rears another tentacle in your direction and slaps you with it. Chumtooth takes 13 points of damage. Then the creature fades away into the mists as quickly as it had appeared.

Chumtooth and Faengrim 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*)

Chumtooth hurls his seeking harpoon, then lunges forward to bite.

Harpoon of Seeking: 1d20 + 13 ⇒ (7) + 13 = 20

Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Bite Attack: 1d20 + 10 ⇒ (15) + 10 = 25

Damage: 1d8 + 4 ⇒ (8) + 4 = 12


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 75 (85)/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: Land
Con +2 (+13 hp, +1 fort); Ferocity; Bite +9 1d6+2

Faengrim retaliates with relish attacking 2 until he falls, then switching to 4.

Mwk Greatsword: fav enemy, pwr attack, haste
To Hit: 1d20 + 10 + 4 - 2 + 1 ⇒ (19) + 10 + 4 - 2 + 1 = 32 To Hurt: 2d6 + 3 + 4 + 6 ⇒ (6, 1) + 3 + 4 + 6 = 20

Mwk Greatsword: fav enemy, pwr attack, haste
To Hit: 1d20 + 10 + 4 - 2 + 1 ⇒ (5) + 10 + 4 - 2 + 1 = 18 To Hurt: 2d6 + 3 + 4 + 6 ⇒ (5, 3) + 3 + 4 + 6 = 21

Mwk Greatsword: fav enemy, pwr attack, haste
To Hit: 1d20 + 10 + 4 - 2 + 1 - 5 ⇒ (10) + 10 + 4 - 2 + 1 - 5 = 18 To Hurt: 2d6 + 3 + 4 + 6 ⇒ (4, 3) + 3 + 4 + 6 = 20

Confirm Crit Mwk Greatsword: fav enemy, pwr attack, haste
To Hit: 1d20 + 10 + 4 - 2 + 1 ⇒ (12) + 10 + 4 - 2 + 1 = 25 To Hurt: 2d6 + 3 + 4 + 6 ⇒ (4, 2) + 3 + 4 + 6 = 19


Male Human Wizard (Universalist) 1 l AC 16 T 12 FF 14 CMB 0 CMD 12 l HP 10/10 l F +1 R +2 W +4 l Init +2 l Perc +6 I Hero Points: 1/1

Zomeraand unleashes another icy blast at the nearest standing goblin.

(Casts ray of frost)

Ranged Touch Attack: 1d20 + 4 ⇒ (7) + 4 = 11

Cold Damage: 1d3 ⇒ 3

Dark Archive

Maps: Car. Crown || Skull & Shackles

Faengrim and Chumtooth rip into their foes. Chumtooth hurts his foe, while Faengrim brings his opponent low with a series of blows. Chumtooth's opponent returns the attack, managing two hits on the captain! Chumtooth takes 24 points of damage!

Dantes is up!

Dice Rolls:
1 vs. Chumtooth: 1d20 + 8 ⇒ (16) + 8 = 24 Damage: 2d4 + 7 ⇒ (2, 3) + 7 = 12
1 vs. Chumtooth: 1d20 + 8 ⇒ (17) + 8 = 25 Damage: 2d4 + 7 ⇒ (3, 2) + 7 = 12

Dark Archive

Maps: Car. Crown || Skull & Shackles

Dantes? If he doesn't post in a day or so, I'll bot him.


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|

Sorry! I thought I had posted it!

Dantes, glad that the others have the melee in hand, stays back. Instead, he draws a wand and sends two arcane missiles at one of Chumtooth's foes.

Ready wand of magic missiles, cast at boarder #1, damage 2d4 + 2 ⇒ (2, 3) + 2 = 7.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The boarder takes the damage and barely flinches, so lost is he in the battle rage. Boarder 2 leaps the railing of the vessel, dropping down right in front of Chumtooth and taking a swing at the captain. Though he lands poorly, the pain doesn't seem to slow him. It does, however, spoil his attack. Faengrim's opponent manages a solid hit on the ranger, leaving Faengrim hurting! (Faengrim takes 13 points of damage!)

From out of the fog come five glowing arrows of force that slam into Dantes! Dantes takes 5d4 + 5 ⇒ (3, 1, 1, 4, 1) + 5 = 15 points of damage from magic missiles unless he has some means of avoiding them!

2 vs. Chumtooth: 1d20 + 8 ⇒ (3) + 8 = 11 Damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9
4 vs. Faengrim: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 2d4 + 7 ⇒ (2, 4) + 7 = 13


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 75 (85)/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: Land
Con +2 (+13 hp, +1 fort); Ferocity; Bite +9 1d6+2

Faengrim growls at the wound and retaliates with fury.

Mwk Greatsword: fav enemy, pwr attack, haste
To Hit: 1d20 + 10 + 4 - 2 + 1 ⇒ (19) + 10 + 4 - 2 + 1 = 32 To Hurt: 2d6 + 3 + 4 + 6 ⇒ (3, 2) + 3 + 4 + 6 = 18

Mwk Greatsword: fav enemy, pwr attack, haste
To Hit: 1d20 + 10 + 4 - 2 + 1 ⇒ (8) + 10 + 4 - 2 + 1 = 21 To Hurt: 2d6 + 3 + 4 + 6 ⇒ (1, 5) + 3 + 4 + 6 = 19

Mwk Greatsword: fav enemy, pwr attack, haste
To Hit: 1d20 + 10 + 4 - 2 + 1 - 5 ⇒ (10) + 10 + 4 - 2 + 1 - 5 = 18 To Hurt: 2d6 + 3 + 4 + 6 ⇒ (6, 1) + 3 + 4 + 6 = 20

confirm crit Mwk Greatsword: fav enemy, pwr attack, haste
To Hit: 1d20 + 10 + 4 - 2 + 1 ⇒ (17) + 10 + 4 - 2 + 1 = 30 To Hurt: 2d6 + 3 + 4 + 6 ⇒ (3, 2) + 3 + 4 + 6 = 18


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 lays into the boarding pirate with his morning star and his teeth.

Attack, Morning star, Hasted: 1d20 + 11 ⇒ (15) + 11 = 26

Damage: 1d8 + 5 ⇒ (5) + 5 = 10

Attack, Morning Star, Hasted: 1d20 + 11 ⇒ (17) + 11 = 28

Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Attack, Bite, Hasted: 1d20 + 10 ⇒ (6) + 10 = 16

Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Attack, Bite, Hasted: 1d20 + 10 ⇒ (8) + 10 = 18

Damage: 1d8 + 6 ⇒ (2) + 6 = 8


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 recoils when the missiles strike him, gasping for breath after the violent impacts. He scans the mist for where they came from. Not being able to see the offending mage, he casts a spell to flood the general area with magic.

Casting stinking cloud in the area he thinks the missiles came from.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Chumtooth slams his morningstar twice into one of the boarders, sending him over the side! The other he savagely bites twice, snatching great mouthfuls of flesh each time. The man barely seems to notice.

Faengrim snaps off three attacks with his greatsword, bringing his opponent down. With the man bleeding on the deck, Faengrim steps over to help his captain and strikes the remaining boarder hard, but the man persists!

Dantes looks for the hidden mage. Seeing nothing, he conjures a cloud of swirling vapors in the area he believes that the missiles originated. He is rewarded with the sound of coughing from within the cloud. However, it lasts but a few seconds.

The remaining boarder slashes Chumtooth and sends the captain to the deck! (Chumtooth takes 15 points of damage and is bleeding out at -3!) He turns and swings at Faengrim, but misses.

Suddenly, a cloud of toxic vapors appears around the heroes! I need DC 17 Fort saves from both Faengrim and Dantes. If you fail, you are nauseated.

Faengrim and Dantes are up! Chumtooth, I need a stabilization roll at -3, please.

Dice Rolls:
Vakarla Fort save: 1d20 + 9 ⇒ (14) + 9 = 23
3 vs. Chumtooth: 1d20 + 8 ⇒ (10) + 8 = 18 Damage: 2d4 + 7 ⇒ (4, 4) + 7 = 15
3 vs. faengrim: 1d20 + 8 ⇒ (10) + 8 = 18 Damage: 2d4 + 7 ⇒ (2, 3) + 7 = 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*)

(If both bites hit, then I should be at -1: Cannibalistic Vitality (ex): When Chumtooth hits a living creature with his bite attack, he gains one temporary hit point by ingesting the target's blood. This ability does not work on creatures that do not have blood.)

Stabilization Roll, DC 11: 1d20 + 3 ⇒ (16) + 3 = 19 (Stabilized)

The world goes suddenly dark as Chumtooth's consciousness fails. He collapses hard to the deck.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 75 (85)/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: Land
Con +2 (+13 hp, +1 fort); Ferocity; Bite +9 1d6+2

Fort: 1d20 + 9 ⇒ (6) + 9 = 15

Faengrim wants to continue his assault against the attackers, but the noxious cloud prevents him from doing so.


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 + 6 + 2 ⇒ (9) + 6 + 2 = 17 The +2 assumes it is a spell or poison.

Dantes opens his mouth to start another spell, but instead takes inhales the noxious fumes. Only his dwarven grit allows him to keep functioning. He darts back a few yards to get clear of the cloud, and then retaliates by sending a dot of flame at the unseen foe, which blossoms into a massive fireball.

Casting fireball, trying to get the caster and maybe boarder 3 at the edge of it. DC 17 reflex save for half damage, 7d6 ⇒ (1, 6, 3, 5, 5, 4, 2) = 26 full damage.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Dantes trusts to luck and aims the fireball so that the boarder will be caught and hopes to also catch the caster. The boarder dies instantly, his body horribly burned. As for the caster, it is impossible to know whether they were affected or not, but in any case, no retaliation is forthcoming, it would seem. Several seconds pass with no response to Dantes' fireball.

Combat over, for the moment, anyway.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 75 (85)/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 feeds Chumtooth a potion of Cure Light Wounds

CLW: 1d8 + 1 ⇒ (2) + 1 = 3


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 feels a small surge of warmth suffuse his injured body, as he returns to consciousness.

”So, it was not my day to die,” he says, rising slowly to his feet. ”Though if we must fight again soon, it will be.”

He looks around to assess the status of his officers and crew.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Aside from considerable bumps and bruises, the crew seems none the worse for wear. The ship's chaplain is already working to cure what he can.

Channel Positive Energy: 3d6 + 3d6 + 3d6 ⇒ (6, 3, 1) + (2, 5, 5) + (1, 6, 2) = 31

Everyone gets back 31 hit points!


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 feels his strength return as the magic washes over him.

"These must be the wreckers. We must see how much damage the hull has taken."


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 75 (85)/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 relishes the opportunity to search and ransack the ship.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Just for clarification, you hit a reef, not another vessel. Looking about, the other vessel is nowhere to be seen. It has faded into the mists (which are dissipating).


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*)

”Go below and check the hull for breaking, then report to me,” Chumtooth orders some of the deckhands. Chumtooth bends down over the nearest attacker’s body and searches it for any valuables as well as anything that might identify them.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Each raider wears studded leather, carries a falchion, a light crossbow with 30 bolts, and 15 gp. They have no identification.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 75 (85)/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

What we want will be in logs. Faengrim goes to the captain's cabin.


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*)

(We are still on the Kiss. The other ship disappeared when the fog rose, and our ship hit and became stuck on the reef. The raiders attacked by boarding our ship from somewhere (not another ship, it seems).


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 checks the magical charts to see if there is any mention of reefs in the area.

"There was definitely a wizard or sorcerer working with them." he tells the other officers.

Faengrim, you might be best suited to take a look around. See if you can tell where they have fled to, and see what the layout of the reefs are.

If Faengrim agrees, Dantes will cast fly on him so that he can go up and scout for us.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Chumtooth is correct. The ship was an illusion.

As the mists dissipate and the illusion fades, a leaky tub of a boat stands revealed on the far side of the reef. It was probably from here that the sailors came. Also in the water below can be seen the hulks of two other vessels, previous victims, no doubt.

Dantes, the charts show nothing of the reefs in this area. The deckhands report that the hull has suffered superficial damage and will need repairs, but remains watertight. A DC 20 Profession (sailor) check is required from the ship's pilot to get the ship off the reef.


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*)

(Is taking 10 allowed on the Profession Sailor Check, or do we have to roll?)


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 75 (85)/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

Aid Prof (sailor) 1d20 + 7 ⇒ (8) + 7 = 15

Dark Archive

Maps: Car. Crown || Skull & Shackles

You can take 10.


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*)

(Take 10 +11 Profession Sailor, +2 Faengrim's Assist = 23)

Chumtooth takes the wheel and carefully coordinates its turning with the rise and fall of the swells, gently working the hull off of the reef.

"Come about," he calls out to the crew. "We need to keep searching."


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 stands at one side of the ship looking over, calling out what he sees to the captain as he maneuvers the ship.

Take 10 for a 16 to aid Chumtooth, giving him a +2 and taking his roll up to 25.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The crew scrambles to obey Chumtooth's orders and soon the ship is free of the reef and maneuverable. Where would you like to go from here?

GM Screen:
Dantes Perception: 1d20 + 2 ⇒ (5) + 2 = 7


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*)

"Prepare to come about!" Chumtooth calls, turning the ship to move away from the reef.

"Faengrim, can you search beneath the waters, see if you see any shipwrecks below?" he asks his bosun.

"Dantes, can you search for magics? Try to find the wizard who called the mists."


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 75 (85)/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 looks beneath the waves.

Perception: 1d20 + 13 ⇒ (19) + 13 = 32

Dark Archive

Maps: Car. Crown || Skull & Shackles

Sorry about the unintended break. Things just spiraled out of control there for a while.

Faengrim, you do indeed spot two shipwrecks below. Both are recent, from the look of things, and one of them bears a nameplate, the Lady's Sting. Dantes casts detect magic and scans the area and (GM fiat) picks up a very faint trail of rapidly fading magic that leads west.

I know that detect magic doesn't work that way, but you need some way to move the story along.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 75 (85)/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 about the captain's cabin of the Lady's Sting a bit for the relic.

Perception: 1d20 + 13 ⇒ (10) + 13 = 23

Dark Archive

Maps: Car. Crown || Skull & Shackles

Faengrim dives into the water and enters the shipwreck, but comes up empty-handed.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 75 (85)/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

Report back to the ship and inform the captain what I found.


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 Lady's Sting. That is the ship," Chumtooth replies. "Perhaps the raiders who attacked us took the Relic of Calistria. If it is not on the ship, we will need to find where they hoard their stolen treasures."


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 unfurls their animated map. Does it show enough detail of the area to take an educated guess as to where they might be operating from? Knowledge (geography) 1d20 + 14 ⇒ (9) + 14 = 23

Dark Archive

Maps: Car. Crown || Skull & Shackles

There are several small rocky islands to the west that could easily conceal hidden caves or such.


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*)

”We go West,” Chumtooth says, after listening to Dantes’ description of the rocky islands.

He moves to the ship’s wheel and brings the ship around to a Westward course.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Heading west, you sail around the rocky islands for about three hours, finding no evidence of a hidden base. Finally, more by luck than any divine providence, you catch sight of a small longboat heading north. A single individual is aboard.


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 the wheel to pursue the longboat.

"We pursue! Prepare to fire, and then board when we close!"

Dark Archive

Maps: Car. Crown || Skull & Shackles

The Kiss of Vengeance comes about as she brings her ballista to bear. The small boat is hit hard but remains afloat. The occupant immediately surrenders herself to your mercy.

Ballista bolt: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17 Damage: 3d8 ⇒ (6, 3, 4) = 13
Crit confirm: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8 Crit Damage: 3d8 ⇒ (8, 7, 2) = 17

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