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


251 to 300 of 4,265 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

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, is it possible for Satinder to move around in the crowd, to the back of Owlbear? I am envisioning Satinder standing in the crowd, but whisper-shouting certain things into the ears of Owlbear, to distract him.
If possible, maybe make a bluff check to give Alwen a flanking bonus? Kinda like improved feint?
==> And it would make it a logical choice for my Xmas feat :D

Dark Archive

Maps: Car. Crown || Skull & Shackles

I'll allow it.


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

HUZZAH!!
Here you go Alwen!

Bluff: 1d20 + 6 ⇒ (20) + 6 = 26

Dark Archive

Maps: Car. Crown || Skull & Shackles

Alwen, I'll give you the AoO or you can pick up the clun that Chumtooth tossed to you and not suffer an AoO yourself. Don't forget Ayaki's bonus and the flanking bonus provided by Satinder.


Male Elf Ranger (Freebooter)/4

Alwen figures that so long as the Owlbear was picking up a weapon, he ought to do the same, grabbing the offered belaying pin. "Well, fairer fight, but I'd really prefer no weapons," He comments, ducking and weaving in his blind zone before striking out with the club - and what a hit it was!

Acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16
Club Strike: 1d20 + 3 + 2 + 1 ⇒ (20) + 3 + 2 + 1 = 26
Crit Confirm: 1d20 + 3 + 2 + 1 ⇒ (13) + 3 + 2 + 1 = 19
Damage plus Crit: 1d4 + 2 + 1d4 ⇒ (2) + 2 + (2) = 6


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

Bayani, your +2 str also gets doubled, so 2d4 plus 2 times 2.. :-)
Bluff: 1d20 + 6 ⇒ (1) + 6 = 7

Satinder starts talking too loud to fully distract the big man.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The Owlbear reels with the powerful blow and drops his belaying pin, whimpering and trying to back away. Hot tears streaming down his cheeks, he tries to flee, but Plugg and several other pirates force him back into the circle. Instead of fighting, however, the Owlbear simply stands and cries, an odd wailing sound.


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*)

"Alwen must drop the club! This is a game of skill, not a battle!" Chumtooth shouts to the pointy-eared Other.


Male Elf Ranger (Freebooter)/4

"I know that," Alwen says, looking back at Owlbear. Despite his hulking appearance, it seemed that the man wasn't exactly that bright - the fact was that he didn't want to fight anymore either. He tossed the belaying pin to the side, putting his guard down. "Hey now, we're done here - he's not fighting any longer," He calls out to Plugg. "I'm certainly not going to keep beating on a man crying. It's shameful."

Dark Archive

Maps: Car. Crown || Skull & Shackles

The giant man's whimpers and sobs slow when he realizes that Alwen has no intent of continuing. Plugg is enraged and moves to whip both combatants, but stays his hand when he looks around at the crew, many of whom seem to be eying Alwen with a new respect.

When the Owlbear realizes that the fight is over, he approaches Alwen and clasps the elf in a giant bear hug, threatening to crush the breath from him. "Friend?" he says, more a question than a statement.


Male Elf Ranger (Freebooter)/4

"Ooof!" Alwen gasps a little bit as he's suddenly hugged by the man. He grins despite himself as he looks at the Owlbear. "Sure, friends. I suppose its not the first time I've gained friendship by defeating a man - first time with just fisticuffs," he tells him, wriggling a little in his grasp.

"But for now, I should probably collect my winnings, yes? I did earn them," He adds, glancing at Plugg.

Dark Archive

Maps: Car. Crown || Skull & Shackles

You collect the purse that Plugg threw onto the deck as a wager, under his scowling eye. Opening it, you find that it contains 100 pieces of gold.

So, ship actions for the evening?


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 approaches the redheaded female Other called Sandara.

"This one can use healing magic, yes? Chumtooth took many bites from the large rats down below. Will this one use magic to heal the bites?"

Chumtooth does his best to speak in the manner the Others refer to as poe-leye-tt.


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

Bangkha wanders over to some of the less hostile crew and investigates the entertainments available.

Don't have anything to gamble with, as yet, but maybe there's one that could front me, on the assumption that eventually we'll do what pirates do?


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, still struggling to recover from his wounds, will try to rest through the night to properly recoup.


Male Elf Ranger (Freebooter)/4

Nighttime Action: Sleep!

Stealth: 1d20 + 7 ⇒ (14) + 7 = 21

After checking to make sure that his winnings are all there, Alwen tucks the purse into his belt before picking up his rum ration - feeling a bit sore after his tumble with the Owlbear, he figures he might as well take to bed early, getting rid of the alcohol quietly and bidding the crew good night.

Tomorrow he'd be better rested and more likely be able to make use of his newly gotten fame.


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

Satinderr drops the rum without minding if anyone can see her dropping it. Nobody says anything, so she'll asume she was inconspicuous enough.

She congratulates the elf, and walks with him to the hammocks.
-------
nighttime sleep!
Stealth: 1d20 + 6 - 3 ⇒ (8) + 6 - 3 = 11
Fort vs DC11 Filth Fever: 1d20 + 2 - 1 ⇒ (18) + 2 - 1 = 19

Second succesful save!
Currently -0 dex, -2 con.

The Exchange

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

Stealth Check: 1d20 + 3 ⇒ (9) + 3 = 12
Perform (wind instruments)Check: 1d20 + 10 ⇒ (17) + 10 = 27
Diplomacy Check: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
----
After the fight's over I go and summon up my Bagpipes and start to sing a song and play along. About half-way thru the song, I grab Ambrose "Fishguts" Kroop and bring him up with me and start dancing and singing with him and make sure that he's the star of the show

GM
using this to get Ambrose "Fishguts" Kroop on our side

Dark Archive

Maps: Car. Crown || Skull & Shackles

Bangkha
The men are happy to have you gamble with them. The game is knucklebones. Rosie Cusswell agrees to front you a pot of 50 gp.

One bone, different from the rest, is the "jack." The jack is tossed into the air and the other bones collected from the ground one by one. On the first toss, one bone is collected and the jack caught. On the second toss, two jacks are picked up, etc. There are eight bones besides the jack.

The first toss is a Dexterity check (DC 10). For each toss made thereafter, the DC increases by 2. So the second toss is DC 12, the third toss is DC 14, the fourth toss is DC 16, the fifth toss is DC 18, the sixth toss is DC 20, the seventh is DC 22, and the eighth is DC 24. Bets are placed on whether or not the individual tossing the jack will collect all the required bones.

Chumtooth
Sandra smiles at the larger man, a charming, disarming smile that puts even the mighty Chumtooth at ease. "Of course," she says. She lays hands on Chumtooth and intones a few gentle syllables.

CLW: 1d8 + 4 ⇒ (6) + 4 = 10

Ayaki
Ambrose is hesitant at first, but enjoys being the center of attention. You have successfully befriended him.

Ambrose Kroop is now helpful!


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 at his freshly healed wounds.

"This one has earned a boon from Chumtooth," he says to the flame-haired female Other.


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

Bangkha looks at the jacks and shakes his head, sliding the money back to Rosie. "Thanks, but if I'm going to throw money away, I don't want to have to pay it back."

Dark Archive

Maps: Car. Crown || Skull & Shackles

Okay, from here there are a few days with nothing special going on. Not to ruin some of the fun, but until day 8 (three days from now), nothing interesting is going to happen. In order to keep you from getting bored and to keep the game moving, just let me know your ship actions and nighttime actions for the next two days. Unless someone fails a vital roll, well just carry on from there.

Satinder, remember that you still owe me a Fortitude save. And on that note, starting on day 7, Dantes and Ayaki will need to make Fort saves as the effects of the disease kick in on them.

The Exchange

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

Day 6 rolls
Day work: 1d20 + 3 ⇒ (3) + 3 = 6
Day Action Influence: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
"Badger" Medlar
night Stealth: 1d20 + 3 ⇒ (13) + 3 = 16
Night Action Influence: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Perform with bagpipes infulence
Shivikah
Day 7 rolls
Day work: 1d20 + 3 ⇒ (18) + 3 = 21
Day Action Influence: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Giffer Tibbs
night Stealth: 1d20 + 3 ⇒ (5) + 3 = 8
Night Action Influence: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Fort Save: 1d20 + 1 ⇒ (1) + 1 = 2
Conchobhar Turlach Shortstone


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 begins each day the same, by approaching the one called Sandara and reminding her that she has a boon she may ask of him. He will continue to do so until she requests a favor he deems reciprocal to the healing she provided.

During the workday, he does the work assigned to him without speaking to anyone unless they speak to him first. He does however, watch out for Sandara. Specifically, he watches to see if any other members of the crew attempt to harass, harm, or bully her. If he witnesses such behavior, he confronts the culprit immediately. It bothers him to owe a boon, and he wishes to repay it as soon as possible.

Please let me know if you would like any specific rolls for this scenario.

If a Constitution check (if required on a given day) is failed, Chumtooth will attempt to toss out his rum ration.

If he is not fatigued, he will drink his ration.

Chumtooth will stay awake and on deck as long as Sandara does, making sure no one harms or harasses her.


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 had to make two succesful checks no DM? Coz I made my second one at "Tue, Dec 31, 2013, 09:38 AM", a few posts above yours.
I do remain at -2 CON, but I'll sleep that off.

In general Satinder will do her job, keep an eye on the elf with the mean left hook and the barbarian with the strange language. She will try to be around him to teach him a bit of the common tongue, and in turn tries to pick up his language.
She will no doubt have dropped some hints about Chumtooth being in love with the redhead, but knowing him he will quickly be a buzzkill and not allow her to make any more remarks like these.

DAY 6: Influence
Day job (str): 1d20 + 3 ⇒ (7) + 3 = 10
[dice=Influence Crimson "Cog" (unfriendly)]1d20 +2[/dice]
Night time sing: 1d20 + 6 ⇒ (18) + 6 = 24
Fort save for drinks: 1d20 + 2 ⇒ (5) + 2 = 7
Influence Tilly Brackett (indiff): 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11

On the sixth day, Satinder is beginning to feel a bit better. Th fever seems to have largely broken down, and her head is starting to clear out.
She does the jobs as best as she can, trying to help the other new guys if she fins a decent opportunity. The dwarf in the kitchen just might have come to find her company useful, as she knows a lot about the kitchen.

-----
DAY 7: Influence

Day job (str): 1d20 + 3 ⇒ (16) + 3 = 19
[dice=Influence Crimson "Cog" (unfriendly)]1d20 +2 +1[/dice]
Night time sing: 1d20 + 6 ⇒ (10) + 6 = 16
Fort save for drinks: 1d20 + 2 ⇒ (15) + 2 = 17
Influence Tilly Brackett (indiff): 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7

On the seventh day, Satinder feels as fit as a fiddle. She is itching for a fight, seeing the whip on the captain's first mate.
She however keeps her calm, and does her job.
Talking to many of the ship's residents, she is starting to make new friends.


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*)

Day 6 Rolls, as needed:

+4 for diligence to whatever task roll is required.

Str Check: 1d20 + 3 ⇒ (4) + 3 = 7

Dex Check: 1d20 + 3 ⇒ (19) + 3 = 22

Profession- sailor: 1d20 + 5 ⇒ (19) + 5 = 24

Con Check: 1d20 + 3 ⇒ (19) + 3 = 22

Perception: 1d20 + 1 ⇒ (2) + 1 = 3

Day 7 Rolls, as needed:

[Ooc]+4 for diligence to task roll required.[/dice]

Str Check: 1d20 + 3 ⇒ (17) + 3 = 20

Dex Check: 1d20 + 3 ⇒ (5) + 3 = 8

Profession - sailor: 1d20 + 5 ⇒ (9) + 5 = 14

Con Check: 1d20 + 3 ⇒ (17) + 3 = 20

Perception: 1d20 + 1 ⇒ (3) + 1 = 4


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

Bangkha spends his days working, and scouring the ship for anything that might resemble weapons and/or armor. Nights, he drinks his rum, saves a little food for Cat, and continues his recon.

Work str?: 1d20 + 4 ⇒ (9) + 4 = 13
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Stealth: 1d20 + 1 ⇒ (17) + 1 = 18

Work str?: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Stealth: 1d20 + 1 ⇒ (4) + 1 = 5

Work str?: 1d20 + 4 ⇒ (1) + 4 = 5
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Stealth: 1d20 + 1 ⇒ (11) + 1 = 12


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|

Day 5

Though still recovering from his wounds, Dantes will take a break during the day to go to the quartermaster’s store. Profession (cook) 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4. In the stores, Dantes is trying to find what they did with his spell book, and perhaps his spell components or things he can use for spell components.

Rum check 1d20 + 4 ⇒ (13) + 4 = 17
That night, he’ll sleep through to try and recover from the wounds incurred in the bilge. Hit points now 5/9.

Day 6
The next day, Dantes will break from his chores to Sneak and look for a lockbox or similar place where his spell book may be. Profession (cook) 1d20 + 2 ⇒ (13) + 2 = 15

Rum check 1d20 + 4 ⇒ (3) + 4 = 7
That night, he’ll sleep through the night to recover wounds and avoid fatigue. Hit points now 6/9.

Day 7
Dantes will again Sneak around, looking for places on the ship that may be worth revisiting later to equip himself. Profession (cook) 1d20 + 2 ⇒ (9) + 2 = 11

Rum check 1d20 + 4 ⇒ (10) + 4 = 14
That night, he’ll again sleep through. Hit points, 7/9.

Fort check vs. disease 1d20 + 4 ⇒ (11) + 4 = 15


Male Elf Ranger (Freebooter)/4

Day 6 Rolls
Sailor Check: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
Daytime action: Shop (Diplomacy check for gear): 1d20 + 6 ⇒ (3) + 6 = 9

Once again, the elf attempts to persuade the half-orc quartermaster to give back his confiscated belongings - of course he has money now to pay for other interesting things as well, should he spot anything useful, like a elven curve blade.

Night Action: Sleep!

Day 7 Rolls
Daytime Action: Work Diligently
Sailor Check: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18

Depending on whether or not he's gained most or all of his gear back now, Alwen will work diligently during the day, whistling a sea shanty while running the rigging lines.

Night Action: Influence (Sandra Quinn): 1d20 + 6 ⇒ (11) + 6 = 17

Looking for another pick me up from the very lovely lass, Alwen asks again for a healing hand to recover fully from the rest of his wounds.

Dark Archive

Maps: Car. Crown || Skull & Shackles

In the interest of moving the story along, I'm going to handwave the task checks and say that everyone passed successfully.

Alwen
Grok begrudgingly returns your gear to you, admonishing that if anyone should ask, you paid to have it returned. No elven curved blades, but there are thieves' tools, a selection of potions, daggers, cutlasses, arrows, crossbow bolts, a few armors, and a small selection of magical items. Sandra heals your remaining wounds.

Ayaki
Badger is now helpful, and Conchobhar is now indifferent. By the way, I should point out that while you are influencing people, Scourge and Plugg are doing so as well. So don't be surprised if you find that someone you thought you had brought around has turned again. By "stealth," do you mean that you are sneaking about and exploring, or that you are actively trying to steal something? Also, your failed Fortitude check indicates the onset of filth fever. You suffer the following damages:

Dex damage: 1d3 ⇒ 1
Con damage: 1d3 ⇒ 1

Satinder
Crimson Cog is now friendly and Tilly Brackett is now helpful.

Bangkha
You discover that most anything of value is either held in individual lockers or in the quartermaster's store (which is kept secured when Grok is not present).

Dantes
You find much the same thing as Bangkha; anything of real value is in individual's lockers or else in the quartermaster's store. I would also like to point out that stealing on board ship is punishable by keelhauling. You have passed your first disease check; one to go.

Chumtooth
You have a relatively uneventful two days.

Day 7 is thoroughly wet. The rain seems relentless, but it is a welcome change of pace from the oppressive heat earlier in the week.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Day 8
The ship is tossing madly like a toy in a tub of water as you awaken. Scourge wakens you with the cracking of his whip, and Plugg is waiting for you on deck. The wind is howling madly and lightning splits the skies. The sails are full with the wind.

"Ye'll all be working the rigging today. We need all hands! Get yer arses into the rigging and get ta work!"

Alwen, Chumtooth, and Dantes - Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring four DC 12 Climb checks to reach the rigging 30 feet up, followed by a DC 12 Profession (sailor) or Dexterity check.
Satinder and Bangkha - Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring seven DC 12 Climb checks, followed by a DC 12 Profession (sailor) or Dexterity check.
Ayaki - Line Work: Hard work hoisting and lowering sails, requiring a DC 12 Profession (sailor) or Dexterity check. The PC must also make a DC 12 Constitution check to avoid being fatigued at the end of the shift.

Alwen: 1d6 ⇒ 1
Ayaki: 1d6 ⇒ 2
Satinder: 1d6 ⇒ 3
Chumtooth: 1d6 ⇒ 1
Bangkha: 1d6 ⇒ 3
Dantes: 1d6 ⇒ 1

You are free to do something other than work diligently, if you desire.


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*)

"Sandara has a boon to ask of Chumtooth," he reminds the flame-haired other, after the morning duties are announced.

With barely a pause, he turns and moves to the rigging lines, and begins climbing.

Climb Check 1: 1d20 + 3 ⇒ (7) + 3 = 10

Climb Check 2: 1d20 + 3 ⇒ (13) + 3 = 16

Climb Check 3: 1d20 + 3 ⇒ (10) + 3 = 13

Climb Check 4: 1d20 + 3 ⇒ (10) + 3 = 13

Climb Check 5: 1d20 + 3 ⇒ (20) + 3 = 23

Chumtooth finds it difficult to find his footing, initially, on the wet rigging, but he perseveres and makes it up.

Profession (sailor): 1d20 + 5 ⇒ (11) + 5 = 16

Once up in the rigging, he does his part to find and repair damaged lines.

Daytime Action:

Chumtooth continues to watch Sandara's back, whenever she is visible on deck. He also watches to see if anyone looks at her with a malicious intent.

Perception: 1d20 + 1 ⇒ (8) + 1 = 9

Sense Motive: 1d20 ⇒ 8


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

climb 1: 1d20 + 4 ⇒ (1) + 4 = 5
climb 2: 1d20 + 4 ⇒ (11) + 4 = 15
climb 3: 1d20 + 4 ⇒ (17) + 4 = 21
climb 4: 1d20 + 4 ⇒ (15) + 4 = 19
climb 5: 1d20 + 4 ⇒ (20) + 4 = 24
climb 6: 1d20 + 4 ⇒ (10) + 4 = 14
climb 7: 1d20 + 4 ⇒ (13) + 4 = 17
climb 8: 1d20 + 4 ⇒ (15) + 4 = 19

Profession: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13 Taking that work diligently bonus.

Despite slipping on the wet ropes when he was only a few feet off the deck, Bangkha manages to get up into the rigging and do what needs to be done.... I think


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

climb 1: 1d20 + 7 ⇒ (13) + 7 = 20
climb 2: 1d20 + 7 ⇒ (1) + 7 = 8
climb 3: 1d20 + 7 ⇒ (1) + 7 = 8
climb 4: 1d20 + 7 ⇒ (12) + 7 = 19
climb 5: 1d20 + 7 ⇒ (9) + 7 = 16
climb 6: 1d20 + 7 ⇒ (11) + 7 = 18
climb 7: 1d20 + 7 ⇒ (4) + 7 = 11
climb 8: 1d20 + 7 ⇒ (3) + 7 = 10
climb 9: 1d20 + 7 ⇒ (14) + 7 = 21
climb 10: 1d20 + 7 ⇒ (13) + 7 = 20
climb 11: 1d20 + 7 ⇒ (3) + 7 = 10
climb 12: 1d20 + 7 ⇒ (12) + 7 = 19

Dex check (work diligently): 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20
Phew, thank god for that climb bonus!

The storm rages and howls as Satinder gets into the rigging. She ties her hair together, checks nothing czn be caught in the wind too much, and sets ber mind fully to it.

Despite the wind and the rain trying hard to bring her and Bangkha down, she never slips or falls. She tries to feel out when the wind will blow hardest, at which point she stays put and holds on tight.

"Is that all you got?" she shouts against the storm, even as she sees the half-orc climbing ahead.

She shakes her head.
Dangerous or lucky fool...


Male Elf Ranger (Freebooter)/4

Stormy seas and whipping winds cut through the elf as he attempts to get up the rigging as quickly as possible - in cases like this one, you didn't want to be the one to screw up and cause the ship to over turn.

Climb 1: 1d20 + 6 ⇒ (1) + 6 = 7
Climb 2: 1d20 + 6 ⇒ (12) + 6 = 18
Climb 3: 1d20 + 6 ⇒ (4) + 6 = 10
Climb 4: 1d20 + 6 ⇒ (4) + 6 = 10
Climb 5: 1d20 + 6 ⇒ (3) + 6 = 9
Climb 6: 1d20 + 6 ⇒ (17) + 6 = 23
Climb 7: 1d20 + 6 ⇒ (10) + 6 = 16
Climb 8: 1d20 + 6 ⇒ (10) + 6 = 16

Unfortunately, the whipping winds are a bit of a hassle to adjust to, Alwen taking twice as long as normal to get to his position. "Smiles, get that line over there! Freefall, the rigging behind you!" Alwen shouts at them, trying to organize things up here.

Profession (Sailor): 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28

The Exchange

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

GM the sealth that was on there was for getting rid of rum
---

Ayaki - Line Work: Hard work hoisting and lowering sails, requiring a DC 12 Profession (sailor) or Dexterity check. The PC must also make a DC 12 Constitution check to avoid being fatigued at the end of the shift.
----
Dexterity check: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16
Constitution check: 1d20 + 1 ⇒ (11) + 1 = 12
Fort save: 1d20 + 1 ⇒ (2) + 1 = 3

Working diligently


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|

Day 8

Dantes regards the rigging warily, before putting foot to rope and focusing on the day’s work.

Working Diligently!

Climb 1d20 + 0 ⇒ (10) + 0 = 10
Climb 1d20 + 0 ⇒ (14) + 0 = 14
Climb 1d20 + 0 ⇒ (9) + 0 = 9
Climb 1d20 + 0 ⇒ (12) + 0 = 12

Profession (sailor) 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17

Disease check Fort 1d20 + 4 ⇒ (10) + 4 = 14

Edit:
Additional climb checks since there were two misses above:
Climb 1d20 + 0 ⇒ (6) + 0 = 6
Climb 1d20 + 0 ⇒ (12) + 0 = 12

That looks like a fall from 30'. Damage 3d6 ⇒ (3, 3, 2) = 8

That puts him at -1 and unconscious.

While trying to climb to the rigging, Dantes almost reaches the top before falling back to the deck, hitting hard and not moving after.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Dantes - You awaken to see the attractive (by human standards) face of Sandara hovering over you. She has healed you. Also, you have overcome the filth fever!

CLW: 1d8 + 4 ⇒ (3) + 4 = 7

The storm rages all day and well into the night. The evening meal is a simple biscuit, and there is no rum ration or entertainment. Instead, everyone pulls a double shift in the rigging.

Alwen, Ayaki, Satinder, and Chumtooth - Line Work: Hard work hoisting and lowering sails, requiring a DC 12 Profession (sailor) or Dexterity check. You must make a DC 14 Constitution check to avoid becoming fatigued at the end of your second shift.
Bangkha - Lookout: A climb to the crow’s nest 60 feet up, requiring eight DC 12 Climb checks followed by a DC 12
Perception check. You must make a DC 14 Constitution check to avoid becoming fatigued at the end of your second shift.
Dantes - Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 12 Profession (sailor) or Dexterity check. You must make a DC 14 Constitution check to avoid becoming fatigued at the end of your second shift.

Alwen: 1d6 ⇒ 2
Ayaki: 1d6 ⇒ 2
Satinder: 1d6 ⇒ 2
Chumtooth: 1d6 ⇒ 2
Bangkha: 1d6 ⇒ 5
Dantes: 1d6 ⇒ 4

Ayaki, you suffer the following damages for today. Be sure to apply any penalties to your rolls.

Strength: 1d3 ⇒ 3
Dexterity: 1d3 ⇒ 1

About halfway through the shift, a fierce waves breaks over the deck, washing Rosie Cusswell overboard! The halfling calls for help, bobbing in the dark waters.


Male Elf Ranger (Freebooter)/4

Profession (Sailor): 1d20 + 6 ⇒ (13) + 6 = 19

"Bugger all," Alwen swears as a wave crashes over the ship. Not only that, but it appears to have taken his favorite foul-mouthed halfling along for the ride. That would not do at all.

"Smiles, hold onto the other end of this line and get ready to haul us in!" Alwen shouts to the Kuru. "Same for you lasses!"

Without further explanation, Alwen grabs onto the end of a rope line, and dives off after Rosie, as close as he can to grab onto her.

Swim check: 1d20 + 11 ⇒ (9) + 11 = 20


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*)

Profession (sailor): 1d20 + 5 ⇒ (12) + 5 = 17

Con Check: 1d20 + 3 ⇒ (8) + 3 = 11

Suddenly, the mad pointy-eared Other throws him a line, and Chumtooth watches as he leaps overboard.

Str Check: 1d20 + 3 ⇒ (13) + 3 = 16

Chumtooth wraps the line around his forearm, and braces his foot against the gunnal.

Remembering the call from his days on the whaler, "Man overboard!" he howls into the wind.


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

Is it possible to exchange jobs? I wouldn't mind switching with Bangkha.

Satinder approaches Bangkha, and whispers to him: "I am better at climbing, you are better at ties rope shizzle. How about we exchange jobs? I don't want you to fall to your death, and I prefer being up there to wrestling with wet rope. What do you say?"

I'll wait with the rolls.

---
After hearing someone go overboard, Satinder will jump into the water without hesitation.

Satinder feels at home in the water, even when the storm around her rages.

Take 10 for 17 in swim.
Alwen, how do you get +11 on swim? :-)

Dark Archive

Maps: Car. Crown || Skull & Shackles

Satinder, you cannot Take 10 in stormy waters... sorry.


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

climb: 1d20 + 4 ⇒ (12) + 4 = 161
climb: 1d20 + 4 ⇒ (13) + 4 = 172
climb: 1d20 + 4 ⇒ (5) + 4 = 92
climb: 1d20 + 4 ⇒ (11) + 4 = 153
climb: 1d20 + 4 ⇒ (6) + 4 = 103
climb: 1d20 + 4 ⇒ (17) + 4 = 214
climb: 1d20 + 4 ⇒ (5) + 4 = 94
climb: 1d20 + 4 ⇒ (18) + 4 = 225
climb: 1d20 + 4 ⇒ (6) + 4 = 105
climb: 1d20 + 4 ⇒ (8) + 4 = 126
climb: 1d20 + 4 ⇒ (7) + 4 = 116
climb: 1d20 + 4 ⇒ (9) + 4 = 137
climb: 1d20 + 4 ⇒ (12) + 4 = 168
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Constitution: 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 16 Working Dilgently bonus
After a nerve-wracking climb up to the Crow's Nest, Bangkha keeps a sharp lookout. Upon seeing Rosie swept over the side, he screams a warning....

Realistically, other than jumping down for 6d6 falling damage, I don't think there's any way I can get there to help. :(


Male Elf Ranger (Freebooter)/4

Spirit of the Waters racial trait gives him a +4 to Swim checks, and Alwen can always take 10 for Swim checks. Making him actually the best choice for diving overboard and saving Rosie. There's also the whole 'giving a rope line to Chumtooth and the girls' he said to them before jumping - sorry if that wasn't clear.


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

Water Child You may always take 10 on Swim checks.
Unless you rule otherwise, ofc.

Swim just in case: 1d20 + 7 ⇒ (9) + 7 = 16

Alwen:
I know you said that, but Satinder chos the archetype "Rake" for a reason :-)
She will always want to compete and prove she's better, and it's already bugging her she couldn't fight Owlbear because of her ilness.
Work checks:

Dex check: 1d20 + 2 ⇒ (11) + 2 = 13
I'll assume i don't work my entire 'shift' since the incident.

The Exchange

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

dex save: 1d20 + 1 + 4 ⇒ (9) + 1 + 4 = 14
fort check: 1d20 + 0 ⇒ (16) + 0 = 16
con check: 1d20 + 0 ⇒ (1) + 0 = 1
fatigued
bluff check: 1d20 + 7 ⇒ (7) + 7 = 14
--------

Seeing Rosie go overboard I yell man overboard and watch everyone that jumps over jump over and I just collapse on the floor and pertend to faint out.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Okay, maybe you CAN take 10 on Swim checks. :)

Alwen and Satinder both reach Rosie at about the same time. The three of them are 10 feet away from the ship. I need Swim checks (DC 20) from Alwen and Satinder (you may take 10) and the check is at +3 for Chumtooth anchoring the rope.

Rosie Swim check: 1d20 + 6 ⇒ (16) + 6 = 22


Male Elf Ranger (Freebooter)/4

Taking 10 on Swim for a total of 21, plus +3 for Chumtooth's contribution - did Satinder also jump in with a life line?

The elf grabs onto Rosie and hauls her to hold onto the line, shouting up at the kuru. "Pull us in!" Alwen swims back along the line, only to find to his surprise that someone else has jumped in. "Grab the line, quickly!" He yells at her over the crashing waves.


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 begins to haul them in: Str Check: 1d20 + 3 ⇒ (5) + 3 = 8

Fatigued from holding the line against the waves, and trying to haul in three people, he struggles to pull in the line.


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

Assuming the line is long enough for everyone to grab on, I will T10 +7 +3 for 20.
If not possible to share the rope: 1d20 + 7 ⇒ (1) + 7 = 8

Satinder tries to swim like she always did, but understands quickly she needs the rope.

Between waves, she shouts at Alwen:
"You're the...
smart one! Bringing ...
a rope and hav-
having Chumtoo-
Chumtooth help you."

1 to 50 of 4,265 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Open Water - A Skull & Shackles Adventure Gameplay Thread All Messageboards

Want to post a reply? Sign in.