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|

Profession (sailor) to aid another 1d20 + 6 ⇒ (13) + 6 = 19.


Female Kitsune Bard (Buccaneer) 9 | HP 48/48 | AC 23 TO 15 FF 19 | F +5 R +12 W +8 (+4 bardic, language, sonic) | CMD 20 | Init +4 | Perc +12 LLV | BP 30/33
Spells:
1st 7/7 | 2nd 5/6 | 3rd 2/5

Through the ado, an exotically beautiful woman seems somehow to gain relevance. Prasi is a dangerous but welcome visage; a young Varisian with long black hair and captivating green eyes. The crew mate doesn't look minimally skilled for the job - she's very much dressed as a buccaneer and showing an hypnotic tattoo with images depicting the seas and Besmara on her upper back and shoulders, yet her actual talent with the rigs looks abysmal.

Profession (Sailor): 1d20 + 0 ⇒ (16) + 0 = 16 Assisting; non-trained, so maximum DC is 10, hoping to help with an extra +2

She does, however, moves with intensity; almost aggressive intensity. Even from afar her perfume can be smelled, and her delicate hands pull cords with pure rhythm. The symphony of the seas around and the salty smelling air just witness as she dances through the rigs - sensually, some would say - and seems to hum songs of incentive to the other, fairly drenched and staring crew mates. It's almost as if her lack of skills on the job is trumped by all the competence she inspires on the ones around her.

She's currently in her Human form, and trying to inspire competence with her dancing and singing; it adds a +5 on skill checks to whoever is the person making the main rolls.


Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

Were Faengrim, Dantes, and Prasi's Profession (sailor) checks (and Inspire Competence) aiding Carmelia with navigation or Chumtooth with rigging? If it's all for the sailing check, then that boosts our navigation check to 32 + 2 + 2 + 2 + 5 - 1 = 42 (removing Carmelia's competence bonus from guidance).

As Carmelia holds fast to the wheel, she notices one of the other women on the ship. What was her name...Prasi? How long had she been with them again? Had she joined before her, or was she one of the newer recruits? Carmelia can't spare too many moments of thought for that as she spins the wheel to handle another oncoming wave, but she does wonder. It was curious that she was wearing that strong perfume at a time like this. But why not?

She begins to hum along absentmindedly to whatever tune Prasi has struck up.


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 helps with the rigging.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Hazard: 1d100 + 60 - 40 ⇒ (32) + 60 - 40 = 52

Climbing into the rigging, Chumtooth cuts loose the damaged sails, letting the sheets fly into the wind. A particularly large wave tosses the Kiss of Vengenace about, threatening to throw everyone to the deck.

Everyone except Chumtooth needs to make a DC 15 Reflex check or be thrown prone.


Female Kitsune Bard (Buccaneer) 9 | HP 48/48 | AC 23 TO 15 FF 19 | F +5 R +12 W +8 (+4 bardic, language, sonic) | CMD 20 | Init +4 | Perc +12 LLV | BP 30/33
Spells:
1st 7/7 | 2nd 5/6 | 3rd 2/5

Reflex: 1d20 + 12 ⇒ (18) + 12 = 30

The bard graciously stumbles during her dance, almost incorporating the momentum of the wave onto her steps. She laughs openly yet again, giggling towards the other crew mates as her black hair, all wet, moves wildly on the wind.


Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

Carmelia Reflex: 1d20 + 10 ⇒ (14) + 10 = 24
Hap Reflex: 1d20 + 10 ⇒ (12) + 10 = 22

Although not quite as graceful as Prasi, both Carmelia and her little octopus manage to hang on tight as another wave batters the ship. "All right, Gozreh, I know I told you to go @#$% yourself, but you can lay off, you fickle sod!" she screams into the wind, gripping the wheel and driving it around to crest with the wave as much as possible.


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

Reflex: 1d20 + 9 ⇒ (10) + 9 = 19
Faengrim grabs hold of some line to keep from being tossed around.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Dantes Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Sailing check for Carmelia: 1d20 + 14 + 1 + 5 ⇒ (16) + 14 + 1 + 5 = 36

As the wave passes, only Dantes has gone to the deck but is otherwise unharmed and the Kiss breaks free of the driving wind and spray, ready for the next task.

Next, you must sail through the two concentric rings of Sharkskin Reef and around the towering spire of rock called Pinnacle Atoll. Steering the ship through both rings of the razor-sharp reefs requires four DC 30 sailing checks. Failing any of these checks results in the vessel being smashed against the reefs. You can pass through only the outer ring of reefs, which requires only two checks, but the extra distance subtracts 2 from your Race score. Sailing wide around the outer ring to avoid all of the reefs eliminates the need for any sailing checks, but subtracts 6 from your Race score.

You may also attempt two DC 25 Sailing checks (separate from those above) to improve your Race score during this leg of the race.


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

Can we tell how well we're doing so far? How far are we in or out of the lead?

Faengrim is able to automatically Aid in the sailing. "Tighten up that line you slimey goblin farts!"


Female Kitsune Bard (Buccaneer) 9 | HP 48/48 | AC 23 TO 15 FF 19 | F +5 R +12 W +8 (+4 bardic, language, sonic) | CMD 20 | Init +4 | Perc +12 LLV | BP 30/33
Spells:
1st 7/7 | 2nd 5/6 | 3rd 2/5

GM: Prasi will inspire competence, if possible, focusing on the person doing the sailing checks to avoid the reef. I don't know exactly how to go about it, since her bardic performance thing work as rounds - with lingering performance roughly 3 rounds at a time, but still. She can also aid another on profession sailor, but she isn't trained to do the rolls by herself. Just let me know how to proceed and the girl will click her heels and start dancing again :)

Dark Archive

Maps: Car. Crown || Skull & Shackles

Right now, you are very much near or in the lead (hard to say, exactly). Thus far, you have made all of your rolls to improve your score, if that helps.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth takes an assessment of the situation. The Kiss of Vengeance is damaged, if slightly, and one officer has already been lost. How much should he push? Should he risk the quicker, more dangerous route, or exercise a bit of caution, and try to make up the time later in the course?

He decides to split the difference, hoping to avoid the most dangerous part of the course without giving up all advantage.

"Sail through the outer ring only! Steer clear of the inner ring and atoll!" he shouts down from the rigging.

He then proceeds to move along the mainmast, adjusting the sails himself.

Sailing Check: 1d20 + 14 ⇒ (6) + 14 = 20 +5, if Tears of Wine is still active.


Female Kitsune Bard (Buccaneer) 9 | HP 48/48 | AC 23 TO 15 FF 19 | F +5 R +12 W +8 (+4 bardic, language, sonic) | CMD 20 | Init +4 | Perc +12 LLV | BP 30/33
Spells:
1st 7/7 | 2nd 5/6 | 3rd 2/5

Chumtooth, add also the inspire competence bonus - I’m assuming I can do it, and still waiting on the GM’s take on it :) i guess that’s where a bard can be truly useful to the party!

Dark Archive

Maps: Car. Crown || Skull & Shackles

Yes, you can definitely inspire confidence in this situation!


Female Kitsune Bard (Buccaneer) 9 | HP 48/48 | AC 23 TO 15 FF 19 | F +5 R +12 W +8 (+4 bardic, language, sonic) | CMD 20 | Init +4 | Perc +12 LLV | BP 30/33
Spells:
1st 7/7 | 2nd 5/6 | 3rd 2/5

Prasi dances her heart out through the ship, moving around from rig to rig without much of a true mariner experience - but definitely a lot of flair! The kitsune kith sways like there's no tomorrow, seeking to inspire the other sailors to push for their best.

Her main focus in on whoever is steering the ship, giving a +5 competence to the roll.

In her way, she still tries to at least provide some sort of assistance - helping pull cords, carrying buckets, or just smiling with the whitest ships no pirate ever had.

Profession (Sailor): 1d20 + 0 ⇒ (3) + 0 = 3 Aid another to the person steering, if still needed another +2, otherwise to the folks trying to get us some bonus race score. She isn't trained, so she can't really do much beyond the aid another thing...

... Which she failed miserably anyways, but oh well, at least the inspire competence helps :)


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth moves to a higher beam, just below the Crow’s Nest, and leans into the list of the ship, trying to give just enough shift in the keel to clear the reef.

Sailing Check: 1d20 + 14 ⇒ (18) + 14 = 32

Dark Archive

Maps: Car. Crown || Skull & Shackles

I'll give Carmelia one more day before I bot her rolls since she is still at the helm.

Carmelia, I need two DC 30 Sailing checks, with a +2 bonus for Chumtooth's actions. I also need two other Sailing DC 25 checks to improve your race score.


Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

Sorry for the delay. I think I must have had this thread open in another tab, because whenever I refreshed my main feed I didn't see any updates.

Profession (sailor) Sail the Reef #1, Inspire Competence, Broad Rudder, Chumtooth's Aid, Tears to Wine: 1d20 + 14 + 5 + 1 + 2 + 5 ⇒ (17) + 14 + 5 + 1 + 2 + 5 = 44
Profession (sailor) Sail the Reef #2, Inspire Competence, Broad Rudder, Chumtooth's Aid, Tears to Wine: 1d20 + 14 + 5 + 1 + 2 + 5 ⇒ (1) + 14 + 5 + 1 + 2 + 5 = 28

Profession (sailor) Improve Race Score #1, Inspire Competence, Broad Rudder, Chumtooth's Aid, Tears to Wine: 1d20 + 14 + 5 + 1 + 2 + 5 ⇒ (15) + 14 + 5 + 1 + 2 + 5 = 42
Profession (sailor) Improve Race Score #2, Inspire Competence, Broad Rudder, Chumtooth's Aid, Tears to Wine: 1d20 + 14 + 5 + 1 + 2 + 5 ⇒ (4) + 14 + 5 + 1 + 2 + 5 = 31

With her Captain's instructions ringing clear and watching the dance of the crew's actions, Carmelia does her best to guide the ship through the outer ring. The first pass seems to go well, but navigation becomes more and more challenging as she rounds Pinnacle Atoll.
"Hold on to something!" she cries, loosing one hand from the wheel as her familiar holds it steady. She makes some fast motions, calling on the Spirit of the Waves to save her and her crew from certain disaster.

Last ditch effort to cast Contorl Water and maybe save the situation!

Dark Archive

Maps: Car. Crown || Skull & Shackles

As the Kiss glides through the reefs, Carmelia realizes that she isn't going to make it! Reacting quickly, she casts a spell that raises the level of the water enough to allow the beam to clear the reefs! The Kiss clears the reef with inches to spare!

As you are coming out of the Eye of Abendego, an unnatural electrical squall strikes and a corona of baleful green lightning limns the ship’s mainmast.

Knowledge (planes) (DC 19):
This glowing nimbus signals the coming of a lightning elemental! You have about three rounds to prepare.


Female Kitsune Bard (Buccaneer) 9 | HP 48/48 | AC 23 TO 15 FF 19 | F +5 R +12 W +8 (+4 bardic, language, sonic) | CMD 20 | Init +4 | Perc +12 LLV | BP 30/33
Spells:
1st 7/7 | 2nd 5/6 | 3rd 2/5

Knowledge (Planes): 1d20 + 6 ⇒ (8) + 6 = 14

Prasi sees the electrical squall and instinctively steps back, but she doesn't really know what's that about. Her dance is interrupted, and she steps sideways to give space to the officers, while looking to the mainmast, a bit scared the storm could break it.


Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

Carmelia practically cackles with glee as the Kiss clears the reefs. She wasn't about to praise Gozreh or anything like that, but she dances a bit along with Prasi.

Knowledge (planes), Tears to Wine: 1d20 + 11 + 5 ⇒ (14) + 11 + 5 = 30

That squall, though...a lightning elemental!

Can we learn information about the elemental's special abilities/attacks, special defenses, and damage reduction? That will help us prepare, though I have a sense of what to do initially.

"The Eye brings an enemy to our mast!" she cries. "A lightning elemental, coming fast! Come to the wheel and I'll prepare us for the attack!"

Carmelia has both Resist Energy (20) and Protection from Energy (108) prepared, single target only rather than communal. She also has Barkskin (+4 natural armor). In case we're worried about going overboard, she also has Ride the Waves (single target 9 hours of water breathing and a 30 ft swim speed), water breathing (2 hours/level of water breathing, communal), and fly (if anyone is keen on getting up in its grill).

My current plan is to gather everyone around and cast the energy spells on the most likely targets, unless someone else (i.e., Dantes) has better (i.e., communal) versions prepared. In all likelihood, she would have cast Ride the Waves on herself at the beginning of the race, and divided the 18 hours of Water Breathing up evenly amongst the officers, though I didn't declare it previously.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth descends from the rigging, jumping and sliding down the lines.

Acrobatics: 1d20 + 16 ⇒ (7) + 16 = 23

Once he lands on the deck, he sprints back towards the ship's wheel.


Female Kitsune Bard (Buccaneer) 9 | HP 48/48 | AC 23 TO 15 FF 19 | F +5 R +12 W +8 (+4 bardic, language, sonic) | CMD 20 | Init +4 | Perc +12 LLV | BP 30/33
Spells:
1st 7/7 | 2nd 5/6 | 3rd 2/5

With the warning of Carmelia, Prasi approaches the officers and casts a spell - hoping to instill some more inspiration on them. Despite the storm and the danger, her voice is comforting, swift and caring like a breeze on the sun, and they should feel invigorated by it.

Once everybody is within 30 ft. of each other, Good Hope - it's +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls, and it lasts for 9 minutes. She can target up to 9 people, which should get everybody.

If there's still time, she casts yet another spell on herself. This time, the bard becomes even more impressive, as multiple images of herself appear around her - making hard to distinct who's she.

Mirror Image: 1d4 + 3 ⇒ (3) + 3 = 6 6 images

Finally, she starts performing a new song - this time, escalating on the hope she originally gave people, and trying to stimulate even more courage on them. As she does it, she lets out a last spell to the group, making sure to stand behind them as the creature forms to attack.

Last spell is Haste, again it should get everybody, but this one is just rounds per level.

Her Inspire Courage gives +5 morale on saving throws against charm and fear effects (this bonus doesn't stack with good hope, so for charm and fear it's +5, all other saves is +2), and +5 competence bonus on attack and weapon damage rolls.


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 (+8 hp, +1 fort); Ferocity; Bite +11 1d6+3

"Finally! Something interesting to do." Faengrim gathers with the others, his greatsword in hand and a feral grin on his face.

He casts Resist Energy (Electric) then Barkskin and, finally, Lead Bladess.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Lightning elementals move like, well, lightning. They are very fast and capable of flyby attacks. They are, naturally, immune to lightning and excel against opponents wearing metal armor or wielding metal weapons. They are immune to bleed, paralysis, poison, sleep effects, and stunning.
They are not subject to critical hits or flanking and do not take additional damage from precision-based attacks, such as sneak attacks. Finally, they do not eat, sleep, or breathe.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

"We have fought the storm, and now it has come to fight us," Chumtooth remarks. "If you have magic to keep the lightning from my skin, it will help me in my fight against it."

He hefts his harpoon, ready to hurl it at the creature as soon as it coalesces.


Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

Carmelia shares what she knows about lightning elementals, knowing how ineffective she will be against the creature. Perhaps she ought to focus on steering the ship, though.

The shaman of the deep reaches out to her Captain and casts Resist Energy (electricity) on him. She turns to Faengrim and smirks. "How would you like to be a flying shark?" She holds her last spell for herself, further protecting herself from electricity.

Subject to retcon based on Dantes' decisions, but I think this'll 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 lunges forward and imbues his captain with extra toughness to resist the elemental's shocking power.Gives Chumtooth a +2 enhancement to constitution for three rounds.

Amazingly enough, I don't have any energy defense spells. Not just memorized, but not in his spellbook at all.


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 (+8 hp, +1 fort); Ferocity; Bite +11 1d6+3

Resist Energy (Electricity) 20
Lead Blades

"Flying? I could get on with that." He then casts Lead Blades on his greatsword.

Faengrim will try to place himself in position to intercept the elemental.

Dark Archive

Maps: Car. Crown || Skull & Shackles

The lightning begins to coalesce into a humanoid form, flying above the ship. Seeing what opposes it, it dives towards Faengrim, intent on attacking the shapeshifter. It slams into him, battering him with its fists.

Faengrim takes a total of 29 points of bludgeoning damage, and no electrical damage.

The party is up!

INITIATIVE
Elemental
Dantes
Faengrim
Carmelia
Chumtooth
Prasi

Faengrim Init: 1d20 + 2 ⇒ (12) + 2 = 14
Dantes Init: 1d20 + 5 ⇒ (15) + 5 = 20
Carmelia Init: 1d20 + 5 ⇒ (8) + 5 = 13
Chumtooth Init: 1d20 + 3 ⇒ (10) + 3 = 13
Prasi Init: 1d20 + 4 ⇒ (6) + 4 = 10
Lightning Elemental Init: 1d20 + 13 ⇒ (20) + 13 = 33

Elemental vs. Faengrim (slam): 1d20 + 20 + 3 ⇒ (19) + 20 + 3 = 42 Damage: 2d8 + 6 ⇒ (7, 4) + 6 = 17 plus 2d6 ⇒ (2, 4) = 6 electricity
Elemental vs. Faengrim (slam): 1d20 + 20 + 3 ⇒ (7) + 20 + 3 = 30 Damage: 2d8 + 6 ⇒ (5, 1) + 6 = 12 plus 2d6 ⇒ (2, 2) = 4 electricity


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Returning Harpoon At Elemental: 1d20 + 13 + 5 ⇒ (8) + 13 + 5 = 26

Damage: 1d8 + 8 + 5 ⇒ (1) + 8 + 5 = 14

Second Throw: 1d20 + 8 + 5 ⇒ (15) + 8 + 5 = 28

Damage: 1d8 + 8 + 5 ⇒ (5) + 8 + 5 = 18


Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

Carmelia looks up at the Elemental, a wicked thought racing across her mind. She fixes her eye above, and then lifts her eyepatch. The eye beneath, cast in a different color than its sibling, flashes like a minuscule, far off bolt in the storm.

Evil Eye, DC 18 Will or AC -2 for 8 rounds. Save reduces to 1 rd.


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|

Having bolstered his captain, Dantes steps back, draws a wand, and triggers it at the elemental.

5' step back, ready wand of magic missiles, and shoot two missiles at the elemental. Damage 2d4 + 2 ⇒ (4, 3) + 2 = 9

49 charges remaining


Female Kitsune Bard (Buccaneer) 9 | HP 48/48 | AC 23 TO 15 FF 19 | F +5 R +12 W +8 (+4 bardic, language, sonic) | CMD 20 | Init +4 | Perc +12 LLV | BP 30/33
Spells:
1st 7/7 | 2nd 5/6 | 3rd 2/5

Effects currently running on the party: Haste, Good Hope, Inspire Courage +5

Prasi makes sure her tattoo is visible to the elemental; she keeps dancing, but not really extending on the same performance as before. The performance seems to linger after she does so, however, inspired by the magic of music itself.

She is dancing simply because she likes dancing, but stopped the performance and the feat Linger Performance will keep effects going for a couple more rounds. The tattoo thing is her Hypnotic Tattoo; it shouldn't influence much the combat, but it's for free so why not.

Hypnotic Tattoo:
If the tattoo is visible, the bearer gains a +2 circumstance bonus on Perform (dance) checks. When the bearer uses a Perform skill or bardic performance, she can choose a creature within 90 feet that she can see and that can see her hypnotic tattoo. That creature takes a –2 penalty on Perception and Sense Motive checks while the bearer performs. This is a mind-affecting effect. The bearer can change the target of this effect as a free action on her turn.

Finally, she pronounces arcane words and a spell seems to dance its way to the enemy, seeking to affect it.

The spell is Slow and the DC is 20 Will.

Spell Resistance: 1d20 + 9 ⇒ (15) + 9 = 24 Elementals usually don't have it, but just in case


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 (+8 hp, +1 fort); Ferocity; Bite +11 1d6+3

Faengrim goes after the elemental with blade and bite.

Mwk Greatsword:
To Hit: 1d20 + 13 ⇒ (7) + 13 = 20 To Hurt: 3d6 + 4 ⇒ (2, 3, 4) + 4 = 13

Mwk Greatsword:
To Hit: 1d20 + 13 - 5 ⇒ (7) + 13 - 5 = 15 To Hurt: 3d6 + 4 ⇒ (3, 6, 5) + 4 = 18

Bite: magic, silver
To Hit: 1d20 + 10 ⇒ (15) + 10 = 25 To Hurt: 1d6 + 1 ⇒ (2) + 1 = 3


Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

Faengrim: don't forget the running effects from Prasi. All of your attacks should have an additional +8 to attack and +7 to damage. You also have an additional attack at your highest BaB. You most likely need to make DC 15 Fly check. You have a +4 maneuverability bonus and a +4 untyped bonus to that check. For most likely a +10 to the check.


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 (+8 hp, +1 fort); Ferocity; Bite +11 1d6+3

Active Effects
- Good Hope (Prasi): +2 morale to saves, attacks, ability checks, skill checks, and weapon damage
- Haste (Prasi): +1 to attacks and reflex saves; +1 dodge to AC; +30' all movement
- Inspire Courage (Prasi): +5 morale to saves v charm and fear; +5 competence to attacks and weapon damage
- Resist Energy (Electric) 20
- Lead Blades
- Fly (Dantes): 60'

I did forget.
Those attacks should be
28 to hit and 20 damage
23 to hit and 25 damage
33 to hit and 10 damage.

The haste attack is
Mwk Greatsword:
To Hit: 1d20 + 13 + 8 ⇒ (3) + 13 + 8 = 24 To Hurt: 3d6 + 4 + 7 ⇒ (3, 6, 1) + 4 + 7 = 21

Fly check 1d20 + 2 + 8 ⇒ (8) + 2 + 8 = 18

Dark Archive

Maps: Car. Crown || Skull & Shackles

Dantes blasts the elemental with magic missiles, to seemingly no effect as the missiles of force pass right through the elemental. Faengrim's attacks also seem to pass through, but they actually manage to disrupt its form slightly. Carmelia raises her eye patch and curses the elemental with her evil eye. Chumtooth throws his harpoon and it magically returns to his hand, allowing him to hurl it again. Both times it passes through the elemental, disrupting it slightly. Prasi continues her dance, casting a spell at the elemental, which seems to slow down. As Faengrim has closed with it, the elemental again swings a fist at him. It connects, hitting him for 12 points of damage (and no electrical damage).

The party is up!

Elemental -48 hp (DR 10/-) (slowed)
Faengrim -41 hp

Elemental save vs. evil eye: 1d20 + 6 ⇒ (8) + 6 = 14 [color=red]failed[/color]
Elemental save vs. slow: 1d20 + 6 ⇒ (12) + 6 = 18 [color=red]failed[/color]

Elemental vs. Faengrim: 1d20 + 20 + 3 - 1 ⇒ (19) + 20 + 3 - 1 = 41 Damage: 2d8 + 6 ⇒ (1, 5) + 6 = 12 plus 2d6 ⇒ (6, 4) = 10 electricity


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 102/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth hurls his harpoon at the elemental again.

First Throw of Returning Harpoon: 1d20 + 13 + 5 ⇒ (15) + 13 + 5 = 33

Damage: 1d8 + 8 + 5 ⇒ (8) + 8 + 5 = 21

Second Throw of Returning Harpoon: 1d20 + 8 + 5 ⇒ (14) + 8 + 5 = 27

Damage: 1d8 + 8 + 5 ⇒ (7) + 8 + 5 = 20


Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

Does DR apply to force effects like magic missile? I was under the impression that force was like fire, cold, etc. and was not subject to DR. As far as I know, the only sorts of effects that can block magic missile damage are the spell Shield and (if it exists) force resistance/immunity.

Witnessing the Elemental's brutality, but also seeing how it begins to dissipate amidst their barrage, Carmelia cackles and sends a flurry of arrows at the creature. They probably won't do much to it, but every bit would help. And hopefully Faengrim wouldn't become fried flying shark.

Longbow, Good Hope, Haste, Inspire Courage, in Melee: 1d20 + 10 + 2 + 1 + 5 - 4 ⇒ (14) + 10 + 2 + 1 + 5 - 4 = 28 Piercing Dmg: 1d8 + 2 + 5 ⇒ (7) + 2 + 5 = 14
Longbow Iterative, Good Hope, Haste, Inspire Courage, in Melee: 1d20 + 5 + 2 + 1 + 5 - 4 ⇒ (14) + 5 + 2 + 1 + 5 - 4 = 23 Piercing Dmg: 1d8 + 2 + 5 ⇒ (7) + 2 + 5 = 14
Hasted Attack Longbow, Good Hope, Haste, Inspire Courage, in Melee: 1d20 + 10 + 2 + 1 + 5 - 4 ⇒ (7) + 10 + 2 + 1 + 5 - 4 = 21 Piercing Dmg: 1d8 + 2 + 5 ⇒ (5) + 2 + 5 = 12

Evil Eye round 2/8, Elemental's AC -2


Female Kitsune Bard (Buccaneer) 9 | HP 48/48 | AC 23 TO 15 FF 19 | F +5 R +12 W +8 (+4 bardic, language, sonic) | CMD 20 | Init +4 | Perc +12 LLV | BP 30/33
Spells:
1st 7/7 | 2nd 5/6 | 3rd 2/5

Prasi needs to get a crossbow or sling or something!

The bard finally moves towards the enemy, rapier in hands, and tries to attack it.

Attack: 1d20 + 9 + 8 ⇒ (11) + 9 + 8 = 28
Damage: 1d6 - 1 + 7 ⇒ (3) - 1 + 7 = 9

Her performance still lingers for another round, and she hopes the slow enemy is easier to handle - or at least that she can keep him busy enough for the much more capable officers to deal with him.

She still has 6 images from mirror image around her.


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|

When Dantes' magic missiles pass through the elemental, Dantes frowns. His gaze pops up at the elemental, and he focuses.

I'd like to try and disbelieve the elemental. Is it an illusion? If not, can I maybe try a spellcraft or knowledge (planes) to know why the spell didn't work on it?

Dark Archive

Maps: Car. Crown || Skull & Shackles

Carmelia is correct, I think, in that the missiles should have worked on it, so the elemental is actually down by 58 hp. You may take an alternate action, Dantes. My mistake.


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 rubs his eyes, wondering if a rival wizard is playing tricks on him. But he has no time to investigate with the dangerous foe before them. He raises his wand again. Two shards of force magic emit from it, spiraling past Faengrim before hitting the elemental.

He'll use his wand of magic missiles again, damage 2d4 + 2 ⇒ (4, 2) + 2 = 8.

48 charges remaining

Dark Archive

Maps: Car. Crown || Skull & Shackles

Faengrim?


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 (+8 hp, +1 fort); Ferocity; Bite +11 1d6+3

Active Effects
- Good Hope (Prasi): +2 morale to saves, attacks, ability checks, skill checks, and weapon damage
- Haste (Prasi): +1 to attacks and reflex saves; +1 dodge to AC; +30' all movement
- Inspire Courage (Prasi): +5 morale to saves v charm and fear; +5 competence to attacks and weapon damage
- Resist Energy (Electric) 20
- Lead Blades
- Fly (Dantes): 60'

So sorry. Work has been crazy.

Faengrim doubles down and goes in on the creature.

Mwk Greatsword:
To Hit: 1d20 + 13 + 8 ⇒ (11) + 13 + 8 = 32 To Hurt: 3d6 + 4 + 7 ⇒ (4, 4, 2) + 4 + 7 = 21

Mwk Greatsword:
To Hit: 1d20 + 13 + 8 ⇒ (7) + 13 + 8 = 28 To Hurt: 3d6 + 4 + 7 ⇒ (4, 1, 1) + 4 + 7 = 17

Mwk Greatsword:
To Hit: 1d20 + 13 - 5 + 8 ⇒ (2) + 13 - 5 + 8 = 18 To Hurt: 3d6 + 4 + 7 ⇒ (6, 6, 1) + 4 + 7 = 24

Bite: magic, silver
To Hit: 1d20 + 12 - 2 + 8 ⇒ (14) + 12 - 2 + 8 = 32 To Hurt: 1d6 + 3 ⇒ (6) + 3 = 9

Claw: magic, silver
To Hit: 1d20 + 12 - 2 + 8 ⇒ (16) + 12 - 2 + 8 = 34 To Hurt: 1d6 + 3 ⇒ (1) + 3 = 4

Dark Archive

Maps: Car. Crown || Skull & Shackles

As the barrage of attacks hit, there is a sharp smell of ozone and the elemental dissipates into nothingness!

Combat Over!

As you emerge from the storm, you find that there is only one other vessel that has cleared the Eye to compete against you; the Wormwood! Harrigan's vessel is still a fair distance behind you as you approach the finish line. In the distance, you can see the Kraken with the Master of Gales on deck to observe the finish!

Secret GM Stuff (no peeking):
Secret roll: 1d20 + 8 ⇒ (19) + 8 = 27Secret roll (Chumtooth): 1d20 + 19 ⇒ (8) + 19 = 27
Secret roll (Dantes): 1d20 + 20 ⇒ (2) + 20 = 22
Secret roll (Faengrim): 1d20 + 7 ⇒ (8) + 7 = 15
Secret roll (Prasi): 1d20 + 17 ⇒ (7) + 17 = 24
secret roll (Carmelia): 1d20 + 21 ⇒ (16) + 21 = 37

You are approaching the finish as clear winners, but suddenly, Carmelia feels something unseen whip by her! In the same instant, Chumtooth is hit from behind by an unseen force, inflicting 35 points of damage!

Attack vs. Carmelia: 1d20 + 12 ⇒ (5) + 12 = 17 Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11
Attack vs. Carmelia: 1d20 + 12 ⇒ (7) + 12 = 19 Damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15
Attack vs. Chumtooth: 1d20 + 12 ⇒ (20) + 12 = 32 Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11
Attack vs. Chumtooth: 1d20 + 12 ⇒ (9) + 12 = 21 Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
Crit vs. Chumtooth: 1d20 + 12 ⇒ (14) + 12 = 26 Damage: 2d6 + 4 ⇒ (6, 6) + 4 = 16

INITIATIVE
Unseen 2
Carmelia
Chumtooth
Prasi
Faengrim
Unseen 1
Dantes

The haste is still in effect for 4 rounds!

Before Chumtooth can react, he is hit again by the unseen force for another 14 points of damage!

Everyone except Dantes is up!

Damage Track
Chumtooth -49 hp
Faengrim -41 hp

Attack vs. Chumtooth: 1d20 + 12 ⇒ (13) + 12 = 25 Damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14
Attack vs. Chumtooth: 1d20 + 12 ⇒ (1) + 12 = 13 Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15

Initiatives:
Chumtooth Init: 1d20 + 3 ⇒ (12) + 3 = 15
Dantes Init: 1d20 + 5 ⇒ (17) + 5 = 22
Faengrim Init: 1d20 + 2 ⇒ (10) + 2 = 12
Carmelia Init: 1d20 + 5 ⇒ (3) + 5 = 8
Prasi Init: 1d20 + 4 ⇒ (20) + 4 = 24
Unseen Init 1: 1d20 + 8 ⇒ (15) + 8 = 23
Unseen Init 2: 1d20 + 8 ⇒ (13) + 8 = 21


Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

"What in the razor walls of Blood Vale was that?" Carmelia shrieks as she spins the wheel and feels something brush against her armor. "I could use some help here! Something is attacking!" she cries out. Uncertain from which direction the unseen assault is coming from, Carmelia keeps her right hand on the wheel and begins gesticulating with her left hand and chanting something under her breath.

Casting Barkskin Defensively, +Good Hope, DC 19: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35

That will improve Carmelia's AC by 3 rather than 4, since it overrides her amulet of natural armor.

Responding to his master's call, Hap rides up on the wheel as Carmelia spins it around to keep pace on the final leg of the race, climbs on top of her head, and sprays ink everywhere around him.

So officially, Hap's Ink Cloud ability reads as follows...

Ink Cloud (Ex) wrote:
While within water, an octopus can emit a 5-foot-radius sphere of ink once per minute as a swift action. This ink provides total concealment and persists for 1 minute.

So can I use it this way out of water, like a poor man's glitterdust?


Female Kitsune Bard (Buccaneer) 9 | HP 48/48 | AC 23 TO 15 FF 19 | F +5 R +12 W +8 (+4 bardic, language, sonic) | CMD 20 | Init +4 | Perc +12 LLV | BP 30/33
Spells:
1st 7/7 | 2nd 5/6 | 3rd 2/5

If haste is up, assuming good hope & mirror image are still up as well.

Prasi moves towards Carmelia and Chumtooth, trying to help them find whatever is able to attack them and still stay invisible. She starts to dance again right before moving, trying to imprint her performance effects on allies that can hear her.

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

Standard to start inspire courage again, move to approach the two people that had been attacked.

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