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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Dark Archive

Maps: Car. Crown || Skull & Shackles

Swimming into the main cavity, the trio swims into a room full of the remains of a formidable array of siege engines (ballistae) amid piles of moldering rope and rusting chain. At the forward end of the deck, a spiral stairway exits out to the main deck and two sets of steps (one to either side) lead into the bow cargo hold. There are several small fish here, but nothing that presents a danger.


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 swims up the stairs into the hold, keeping his harpoon at the ready.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Chumtooth swims down the staircase into the forward hold, followed closely by Dantes and Faengrim. Rows of shelves follow the hull’s curving slope in this large storage area, but the crates they once held now lie in a large, jumbled heap at the bottom of the hold. Rotting remnants of food and other ship’s stores float near the top of the chamber, and tiny fish dart through the water, feeding on the decay. Also here is a gigantic box jellyfish that moves eagerly towards you, sensing new prey.

Chumtooth is up!

INITIATIVE
Chumtooth
Jellyfish
Faengrim
Dantes

Dice Rolls:
Chumtooth Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Dantes Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Faengrim Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Jellyfish Initiative: 1d20 + 2 ⇒ (10) + 2 = 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*)

Chumtooth hurls his harpoon at the jellyfish.

Attack, target flat-footed: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32

Damage: 1d8 + 8 + 3d6 ⇒ (3) + 8 + (5, 2, 6) = 24

Dark Archive

Maps: Car. Crown || Skull & Shackles

The harpoon slides easily through the giant jelly, leaving a gaping hole in the bell. Tentacles move towards the group, two grasping at Chumtooth and one each at Faengrim and Dantes. Chumtooth is hit twice for 15 points of damage, Faengrim takes 8 and Dantes takes 10. Each of you needs to make a Fortitude save (DC 17) against poison or lose 1d4 Constitution.

Dice Rolls:
Jellyfish vs. Chumtooth: 1d20 + 9 ⇒ (10) + 9 = 19 Damage: 1d6 + 4 ⇒ (6) + 4 = 10 plus poison
Jellyfish vs. Chumtooth: 1d20 + 9 ⇒ (14) + 9 = 23 Damage: 1d6 + 4 ⇒ (1) + 4 = 5 plus poison
Jellyfish vs. Faegrim: 1d20 + 9 ⇒ (12) + 9 = 21 Damage: 1d6 + 4 ⇒ (4) + 4 = 8 plus poison
Jellyfish vs. Dantes: 1d20 + 9 ⇒ (15) + 9 = 24 Damage: 1d6 + 4 ⇒ (6) + 4 = 10 plus poison


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 ⇒ (7) + 8 = 15

Con Damage: 1d4 ⇒ 3

Chumtooth grasps the magical harpoon as it returns to his hands and lunges at the jelly fish again.

Attack with harpoon: 1d20 + 13 ⇒ (9) + 13 = 22

Damage: 1d8 + 8 ⇒ (5) + 8 = 13

Under the effect of the haste spell, he strikes again.

Attack with harpoon: 1d20 + 13 ⇒ (18) + 13 = 31

Damage: 1d8 + 8 ⇒ (2) + 8 = 10

Finally, he strikes a third time.

Attack with harpoon: 1d20 + 6 ⇒ (16) + 6 = 22

Damage: 1d8 + 8 ⇒ (5) + 8 = 13


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 ⇒ (16) + 6 = 22


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

Fort: 1d20 + 9 ⇒ (18) + 9 = 27

Faengrim swims up to the jellyfish and tries to impale it on his trident.
Zul (Trident): human bane, pwr atk
To Hit: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11 To Hurt: 1d8 + 3 + 6 ⇒ (7) + 3 + 6 = 16

Dark Archive

Maps: Car. Crown || Skull & Shackles

The jellyfish is definitely being hurt and is showing its wounds in multiple holes in the bell, but it stubbornly keeps attacking. Dantes, did you want to take an action this round?


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 cast mage armor on himself this round.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Once more, the tentacles snake out towards the party. Chumtooth is hit twice again for 13 points and Dantes once for 5 points! Both need to make DC 17 Fortitude saves or lose 1d4 Constitution.

Dice Rolls:
Extra tentacle: 1d3 ⇒ 1 Chumtooth
Jelly vs. Chumtooth: 1d20 + 9 ⇒ (14) + 9 = 23 Damage: 1d6 + 4 ⇒ (1) + 4 = 5 plus poison
Jelly vs. Chumtooth: 1d20 + 9 ⇒ (17) + 9 = 26 Damage: 1d6 + 4 ⇒ (4) + 4 = 8 plus poison
Jelly vs. Dantes: 1d20 + 9 ⇒ (19) + 9 = 28 Damage: 1d6 + 4 ⇒ (1) + 4 = 5 plus poison
Jelly vs. Faengrim: 1d20 + 9 ⇒ (4) + 9 = 13 Damage: 1d6 + 4 ⇒ (1) + 4 = 5 plus poison


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 ⇒ (5) + 8 = 13

Con Damage: 1d4 ⇒ 4

The jellyfish poison overwhelms Chumtooth's senses causing everything to go black as he passes out.

(Chumtooth at -2 due to Con damage)

Stabilize: 1d20 - 1 ⇒ (17) - 1 = 16


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

Kill kill kill

Zul (Trident): human bane, power attack
To Hit: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25 To Hurt: 1d8 + 3 + 6 ⇒ (5) + 3 + 6 = 14
Zul (Trident): human bane, power attack
To Hit: 1d20 + 10 - 2 - 5 ⇒ (17) + 10 - 2 - 5 = 20 To Hurt: 1d8 + 3 + 6 ⇒ (7) + 3 + 6 = 16


Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

Fort save 1d20 + 6 ⇒ (16) + 6 = 22

Dantes swims down and to the side, trying to get out of the reach of the jellyfish tentacles.

Withdraw action.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Faengrim stabs again at the jellyfish and finally, it ceases to struggle and sinks to the bottom of the hull. The seawater has ruined the ship’s cargo of furs and cloth, but several small, sturdy metal drums have survived. In addition, a number of carefully padded packing cases have also survived intact.

I don't know if I mentioned this before, but I am placing an NPC cleric among the crew, just to help you guys between forays.


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

Let's get this booty up to our ship and get some light while we're up there.


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 floats listlessly in the water, the magic of the water breathing potion the only thing keeping him from drowning at this point.


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 cast enlarge person on himself and swim over to the captain. He'll use the advantage of his size to grab him and pull him up to the surface. Once there, he calls out to the crew, passing Chumtooth up for medical attention. "Lower the longboat!" Dantes orders.

Then he plunges back below. He works with Faengrim to bring the treasure up to the longboat. When the enlarge person wears off, he'll use bulls strength. When the items of apparent value are brought up and he and Faengrim are on the surface, he'll say "We don't know how dangerous this find is. We should open it away from the main vessel as a precaution."

Dantes will cast detect magic and detect poison on all of it before they start to open it.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The detection spells reveal no magic and no poison. The ship's surgeon sees to Chumtooth. He casts a restoration, a cure serious wounds, and two cure moderate wounds. Chumtooth regains 47 hit points and all lost Constitution.

CMW: 4d8 + 14 ⇒ (3, 3, 3, 5) + 14 = 28
CSW: 3d8 + 7 ⇒ (6, 4, 2) + 7 = 19

Dark Archive

Maps: Car. Crown || Skull & Shackles

The drums contain fine oils, worth 2 points of plunder. The packing cases contain fine liquor worth 1 point of plunder.


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*)

Assuming there's time left in the waterbreathing potions...

Chumtooth gets to his feet and nods his thanks to the priest.

"Shall we search the rest of the upper half, and make sure we have missed nothing? I do not think we can claim anything from the deep rift without stronger magic."

Dark Archive

Maps: Car. Crown || Skull & Shackles

A search of the remaining wreck (at least, this half) turns up only a small box, a battered case, and an iron-banded sea chest with a lock on either side.

Dice Rolls:
Chumtooth Perception: 1d20 + 9 ⇒ (16) + 9 = 25 (+8 in bright sunlight) (low-light vision)
Dantes Perception: 1d20 + 0 ⇒ (16) + 0 = 16 (+2 w/familiar) (darkvision)
Faengrim Perception: 1d20 + 12 ⇒ (9) + 12 = 21 (low-light vision)


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

OK. Assuming there are sunrods or some such we'll gather a few of those, rest up for the night and go back down for the second part.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Sure, we can assume that you guys have some sunrods.


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 asks the ship's healer, "Does your god have any magic that will help us resist cold or the crushing of deep water? If so, could you use that magic upon us in the morning before we dive again?"

Dark Archive

Maps: Car. Crown || Skull & Shackles

"Aye, Captain. I can provide protection from the elements that will last for 8 hours. For the pressure, I have a spell that can negate the effects for 7 hours. I will prepare them this 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 nods in acknowledgement, then heads to his cabin to rest and recuperate before they resume diving in the morning.


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

"I'll be sure to file my teeth to prepare for tomorrow."

Dark Archive

Maps: Car. Crown || Skull & Shackles

That night, the ship's surgeon casts healing spells and channels positive energy sufficient to restore everyone to full health. In the morning, he casts communal endure elements on the three of you, giving you each 8 hours of protection from the cold. He also casts pressure adaptation on Chumtooth and Dantes (Faengrim should be immune in his shark-man form), granting 7 hours apiece of protection from the great pressure. "I can do nothing about the vision issue," he admits.

I don't know if Dantes bothered to acquire the darkvision spell (as he doesn't need it) or whether he prepared it for the day. If so, we can retcon the casting of such on Faengrim and/or Chumtooth. Otherwise, you have glowsticks sunrods.

You descend into the abyss, 180 feet to the bottom. The water temperature drops as you venture deeper, light from the surface far above fades away into darkness, and the weight of the water above crushes against your bodies—the lightless depths are a hostile and alien environment. At the bottom of the chasm, the rift’s walls narrow and slope inwards, forming a ravine of pitch-black freezing water. The floor drops away at the northwest end into a vast sinkhole that continues even deeper underwater.

The Brine Banshee’s stern rests upright at the bottom of the rift, wedged against a shelf of dark rock. As you approach the wreck, a dark shape arises from behind it. The creature has four arms and is 16 feet tall, completely armored in dense, overlapping, bony plates! It drolls incessantly; pitch-black bile.


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*)

(Do we have surprise, or do we need to roll for Initiative?)

Dark Archive

Maps: Car. Crown || Skull & Shackles

Sorry, I should have done initiative rolls. You guys can go ahead and roll, or I will do it tomorrow.


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|

I am sorry. I did not gear Dantes towards some of the basic challenges of a partially aquatic campaign. I did not get darkvision in my spellbook. When we are in a spot to do some shopping again, I will try to be more thoughtful about such things. I will memorize light in place of acid splash for now to supplement our sunrods.

Dark Archive

Maps: Car. Crown || Skull & Shackles

INITIATIVE
Dantes
Chumtooth
Faengrim
Creature

The party is up!

Dice Rolls:
Chumtooth Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Dantes Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Faengrim Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Creature Initiative: 1d20 + 2 ⇒ (1) + 2 = 3


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 casts haste on the three of them. He doesn't move any closer until he sees what Faengrim and Chumtooth have in mind for tactics.


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 harpoon at the four-armed creature.

Ranged Attack, Harpoon: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24

Damage: 1d8 + 8 + 3d6 ⇒ (7) + 8 + (4, 6, 4) = 29


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's the roll to determine what it is?
Knowledge (nature): 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Faengrim appreciates the haste as he charges at the creature at the creature and stabs at it with Zul, activating Zul if it hits

Zul (Trident): human bane
To Hit: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18 To Hurt: 1d8 + 3 ⇒ (8) + 3 = 11 +2 to hit and damage if an aquatic humanoid.

Transmuting Strike:
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.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Dantes casts haste on his companions and both of them feel a sudden surge of energy filling their limbs. Chumtooth hurls his harpoon, with it catching the creature between the bony plates! Faengrim considers what this might be for a moment, but draws a blank. Undeterred, he swims towards the creature and strikes with Zul. Unfortunately, the bony armor turns the blow.

The creature, angered by the wound caused by the harpoon, snaps and slashes at Faengrim. Faengrim is hit three times with claws and once with a bite. (Faengrim takes 7 piercing, 16 slashing, and 4 cold damage!)

Party is up!

STATUS
Faengrim -27
Creature -29

Dice Rolls:
Creature bite vs. Faengrim: 1d20 + 13 ⇒ (17) + 13 = 30 Damage: 1d6 + 3 ⇒ (4) + 3 = 7 plus 1d6 ⇒ 4 cold
Creature claw vs. Faengrim: 1d20 + 14 ⇒ (15) + 14 = 29 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Creature claw vs. Faengrim: 1d20 + 14 ⇒ (3) + 14 = 17 Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Creature claw vs. Faengrim: 1d20 + 14 ⇒ (18) + 14 = 32 Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Creature claw vs. Faengrim: 1d20 + 14 ⇒ (15) + 14 = 29 Damage: 1d4 + 3 ⇒ (4) + 3 = 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*)

Chumtooth recalls his harpoon and swims into a flanking position behind the creature. He lunges at it again.

Sneak Attack: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31

Damage: 1d8 + 8 + 3d6 ⇒ (6) + 8 + (4, 4, 2) = 24


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: Water
Con +2 (+13 hp, +1 fort); Amphibious; Swim 30'

"Ouch." Faengrim tries to bury Zul into the creature, activating it's ability with each hit.

Zul (Trident): human bane, haste, power attack
To Hit: 1d20 + 10 + 1 - 2 ⇒ (13) + 10 + 1 - 2 = 22 To Hurt: 1d8 + 3 + 6 ⇒ (6) + 3 + 6 = 15

Zul (Trident): human bane, haste, power attack
To Hit: 1d20 + 10 + 1 - 2 ⇒ (7) + 10 + 1 - 2 = 16 To Hurt: 1d8 + 3 + 6 ⇒ (3) + 3 + 6 = 12

Zul (Trident): human bane, haste, power attack
To Hit: 1d20 + 10 + 1 - 2 - 5 ⇒ (16) + 10 + 1 - 2 - 5 = 20 To Hurt: 1d8 + 3 + 6 ⇒ (3) + 3 + 6 = 12

Transmuting Strike:
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.


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 readies his favorite wand and triggers it, sending two shards of force through the water and into the creature. Magic missiles, damage 2d4 + 2 ⇒ (1, 1) + 2 = 4

Does Dantes know anything about this creature that would help them fight it?

Knowledge check 1d20 + 12 ⇒ (19) + 12 = 31. That's the roll if dungeoneering, planes or religion apply. Please subtract 1 if it is nature, and add 4 if it is arcana.

Dark Archive

Maps: Car. Crown || Skull & Shackles

This is a charda (a blackwater specimen), but it's far too big! Most are about four feet in size. The black bile is supernaturally cold and it can expel the bile as a breath weapon. They are also more vigorous and animated in cold environments (like this one). They are known to be immune to both cold and poison and are hard to kill, fighting on well-past the point that other creatures would succumb.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Sorry. Got confused as to whose turn it was.

The attacks come hard and fast, but the creature continues its assault, despite the massive amount of damage it has suffered. Bleeding from multiple wounds and slowed by the calcification effects. it still manages to connect with Chumtooth, biting for 5 points of damage plus 2 cold.

The party is up!

STATUS
Faengrim: -27
Chumtooth: -7
Creature: -84 (slowed, -5 Dex)

Dice Rolls:

Fortitude: 1d20 + 7 ⇒ (3) + 7 = 10
Fortitude: 1d20 + 7 ⇒ (9) + 7 = 16
Dex damage: 2d4 ⇒ (3, 2) = 5
Creature vs. Chumtooth: 1d20 + 13 - 1 ⇒ (11) + 13 - 1 = 23 Damage: 1d6 + 3 ⇒ (2) + 3 = 5 plus 1d6 ⇒ 2 cold


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 lunges again with his harpoon.

Attack: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35

Confirm Critical: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20

Damage: 1d8 + 8 + 3d6 ⇒ (4) + 8 + (5, 6, 4) = 27

Extra Crit Damage, if applicable: 1d8 + 8 + 3d6 ⇒ (5) + 8 + (3, 3, 1) = 20

Second Attack, from Haste: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16

Last Attack: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

Dark Archive

Maps: Car. Crown || Skull & Shackles

Chumtooth slams the harpoon home and pulls sharply upward, gutting the creature like a fish! It dies with a gurgle. As it dies, it rapidly reduces in size to about 4 feet tall.

Combat over!


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

"I'm glad that one's down. I really have to learn how to dodge better." Faengrim goes in to investigate the wreckage.


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 and dives down into the wreckage.

Dark Archive

Maps: Car. Crown || Skull & Shackles

As you approach the aft portion of the vessel, you note that the ship’s helm still stands atop the poop deck, a moldering corpse lashed to the wheel. Below this, the mizzenmast juts up forlornly at the center of the quarterdeck. Its moldering sails hang lifelessly in the chill, dark water. The main deck has been swept clean and the railing is smashed in several places. Only broken stays and snapped ropes remain to indicate that two longboats were stored next to the steps to the quarterdeck.

You can either enter the cabin beneath the poopdeck, the cabins beneath the quarterdeck, or through the gaping hole where the ship was torn in half, the gun deck, or the cargo hold.


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 swims down towards the corpse lashed to the wheel, keen to determine if this was the owner of the bone that the ring followed.


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 stays with his captain.


Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

Dantes follows along. As he goes, his eyes sweep the oceanscape for signs of treasure amongst the wreckage and silt.

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