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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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

Fortitude, DC 18: 1d20 + 9 ⇒ (14) + 9 = 23

As the room darkens, Carmelia's vision shifts from full color to black and white. She feels the magic more than she sees it in that instant, threatening to lull her towards sleep. She glares at the ghost. "Not even going to talk now? Damn you!"

Dantes' jaw still looked slack. Carmelia knows that he could see in the dark, but the kuru and the shark? Doubtful.

Carmelia's spiritual weapon swivels and swings twice with its forceful work. Through its silent ethereal cutting, the witch begins chanting. It was simple but necessary. She'd do more soon, but her captain and crew had to see to be able to fight. With a touch, her shield begins to glow.

"Just stand behind me, Dantes," she says, hoping he could still understand her. "Gotta be a strong female, I guess."

Spiritual Weapon: 1d20 + 13 ⇒ (14) + 13 = 27
Force Dmg: 1d8 + 3 ⇒ (2) + 3 = 5

Spiritual Weapon Iterative: 1d20 + 13 - 5 ⇒ (6) + 13 - 5 = 14
Force Dmg: 1d8 + 3 ⇒ (2) + 3 = 5

Standard: Casting Light on my Shield. Move Action: Studied Target. I don't know whether it'll apply given Focused Killer, but maybe? Ghosts usually form from humanoids, so GM's call.

Focused Killer wrote:
At 1st level, a Sczarni executioner’s studied target bonuses and the DCs of his slayer abilities increase by 1 against humanoid opponents, but decrease by 1 against non-humanoid targets. This ability alters studied target.

If it does apply, I'm even less certain about whether it increases the damage of a spell attack. I'm not wielding the spiritual weapon, and it strikes as a spell rather than a weapon, but if so then maybe +2 attack and damage?


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth continues his assault on the spirit, hoping to banish it to the afterlife for good.

Flanking Power Attack with Harpoon: 1d20 + 13 + 2 - 2 ⇒ (13) + 13 + 2 - 2 = 26

Damage: 1d8 + 12 ⇒ (3) + 12 = 15 plus Sneak Attack: 4d6 ⇒ (1, 3, 4, 4) = 12, if applicable.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Faengrim? Also, you and Chumtooth don't forget your Fortitude saves. Dantes, you can save if you plan to get involved in the action.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Fortitude Save: 1d20 + 9 ⇒ (7) + 9 = 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


Change Shape: Land
Con +2 (+10 hp, +1 fort); Ferocity; Swim 30'; Bite +12 1d6+3

Fort: 1d20 + 11 ⇒ (12) + 11 = 23

Zul (Trident): human bane, power attack, vital strike
To Hit: 1d20 + 13 + 1 - 3 ⇒ (18) + 13 + 1 - 3 = 29 To Hurt: 2d8 + 3 + 1 + 9 ⇒ (2, 7) + 3 + 1 + 9 = 22
[spoiler=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|

Fort save 1d20 + 6 ⇒ (20) + 6 = 26

I might try to get in on the action. Never can tell when a flanking or aid another might tip the balance.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Chumtooth, you are fatigued.

The ghost weathers the assault on its person and looks irritated. Faengrim, you notice that Zul is having no calcifying effect. Carmelia's shield lights the area, but the tiny black particles stubbornly cling to everything in the room. The ghost reaches out to brush Carmelia with incorporeal fingers, its hand passing right through her armor. Carmelia is wracked with pain! Carmelia, you can make a DC 20 Fort save for half damage (26 points) and I need a Will save (DC 20).

Success:
You feel strange for a moment as if your soul were fighting for control of your body. Fortunately, it passes quickly.

Failure:
You feel disoriented as possession of your body is wrested from your control. You are a passenger in your own body. There is nothing you can do as the ghost wrests control from you.

The party is up!

STATUS
Dantes: Feebleminded
Ghost: -57 hp
Chumtooth: Fatigued

Ghost vs. Carmelia: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 11d6 ⇒ (5, 4, 4, 5, 6, 3, 6, 4, 4, 6, 6) = 53 (Fort DC 20 halves)


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 plunges Zul into the intangible ghostly form.

Zul (Trident): human bane, power attack, vital strike
To Hit: 1d20 + 13 + 1 - 3 ⇒ (20) + 13 + 1 - 3 = 31 To Hurt: 2d8 + 3 + 1 + 9 ⇒ (2, 7) + 3 + 1 + 9 = 22
Confirm Crit:
To Hit: 1d20 + 13 + 1 - 3 ⇒ (7) + 13 + 1 - 3 = 18 To Hurt: 2d8 + 3 + 1 + 9 ⇒ (5, 4) + 3 + 1 + 9 = 22


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Breathing heavily, Chumtooth continues to press his attack on the angry spirit.

Flanking Fatigued Power Attack: 1d20 + 13 + 2 - 2 - 1 ⇒ (9) + 13 + 2 - 2 - 1 = 21

Damage: 1d8 + 12 - 1 ⇒ (7) + 12 - 1 = 18, plus Sneak Attack: 4d6 ⇒ (3, 1, 4, 3) = 11, (if applicable.)


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

If the ghost moved to attack Carmelia, wouldn't it have provoked an AoO from both Faengrim and Chumtooth? Ah, looking at the map, it could have done a 5-ft diagonal step. But it's not there. Does it have reach?

Fort: 1d20 + 9 ⇒ (11) + 9 = 20
Will: 1d20 + 13 ⇒ (7) + 13 = 20

By the skin of her teeth!

Carmelia shrieks at the assault, feeling like her body and soul are being wrenched from each other. A litany of curses erupts from her as she steps back out of the way.

Spiritual Weapon: 1d20 + 13 ⇒ (16) + 13 = 29
Force Dmg: 1d8 + 3 ⇒ (7) + 3 = 10

Spiritual Weapon Iterative: 1d20 + 13 - 5 ⇒ (15) + 13 - 5 = 23
Force Dmg: 1d8 + 3 ⇒ (6) + 3 = 9

With +2 to attack and damage for both if Studied Target: Focused Killer applies to the ghost.

Heal, T2W, Healer's Hands, Incredible Healer: 1d20 + 25 + 5 ⇒ (11) + 25 + 5 = 41

Huffing and puffing, Carmelia opens a conduit to the positive energy plane and pumps healing energy into herself.

"You sonofab~*$&," she seethes. "I'm gonna kill you a second time."

It's a threat, but it's also--in its own way--an offer. Ghosts were stuck with unfinished business. All she had to go was figure out what that was and finish it. But the dumb dead person was too stubborn to talk, so threats it was.

Dark Archive

Maps: Car. Crown || Skull & Shackles

You're right, it would have provoked from both Chummy and Faengrim. You guys can take your AoOs, if you wish.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Fatigued, Flanking Power Attack of Opportunity: 1d20 + 13 + 2 - 2 - 1 ⇒ (15) + 13 + 2 - 2 - 1 = 27

Damage: 1d8 + 12 - 1 ⇒ (6) + 12 - 1 = 17, plus Sneak Attack Damage, if applicable: 4d6 ⇒ (3, 5, 1, 4) = 13


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 75 (85)/114 (124) | AC 23 Touch 15 FF 20| Fo +11 (12) Re +11 Wi +5; Evasion | Init +5 (+5 in urban; +9 in water)| Percep +18, Low-Light Vision

Sure, Faengrim takes a swipe.

Zul (Trident): human bane, power attack, vital strike
To Hit: 1d20 + 13 + 1 - 3 ⇒ (5) + 13 + 1 - 3 = 16 To Hurt: 2d8 + 3 + 1 + 9 ⇒ (8, 7) + 3 + 1 + 9 = 28

Dark Archive

Maps: Car. Crown || Skull & Shackles

The ghost is clearly weakening, but it fights on. "Where is it?" it asks. "Do you have it?. Angrily, it grabs for Chumtooth this time. The captain feels the icy chill of death creep up his spine. Chumtooth, I also need a DC 20 Will save.

Success:
You feel strange for a moment as if your soul were fighting for control of your body. Fortunately, it passes quickly.

Failure:
You feel disoriented as possession of your body is wrested from your control. You are a passenger in your own body. There is nothing you can do as the ghost wrests control from you.

STATUS
Dantes: Feebleminded
Ghost: -95 hp
Chumtooth: Fatigued

Ghost vs. Chumtooth: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 11d6 ⇒ (1, 1, 2, 1, 2, 1, 6, 2, 3, 6, 3) = 28 (DC Fort save for half)


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Will Save: 1d20 + 4 ⇒ (12) + 4 = 16 (+2 more of versus Fear)

Fort Save: 1d20 + 9 ⇒ (15) + 9 = 24

(I can’t seem to catch a break on Saving Throws. Sheesh.)


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

We need to get you a better Cloak of Resistance! I feel like I should have a +3, and you're still on a +1! I forget if we're using fractional base bonuses. But if we are then you should have a +5 instead of a +4. But let's definitely get you a cloak upgrade!

Nearly to the point of growling, Carmelia snaps her fingers to beckon her spiritual weapon to keep pace with the ghost while she backs up to stay just of its reach. But then it looks like it tries the same trick on Chumtooth that it did on her.

I'm going to guess that the ghost disappears. I don't want to attack Chumtooth's body, so let's try something else fun.

"Where is what? Do we have what? If you stopped trying to @#$%ing kill my friends, you'd find us willing to talk!"

Carmelia balls up her fist and her eyes flash different colors. She extends one long nail and draws a series of swift geometric shapes in the air. As she completes the shapes, she opens her palm, showing a rivulet of blood from a puncture on her hand, thrusting it and the collected spiritual energy out towards the possessed Chumtooth.

"Leave!" she commands, casting dispel magic.

Caster Level Check: 1d20 + 10 ⇒ (12) + 10 = 22

The DC should be 11 + the spell's caster level. I hope that does it! If it does, then the spiritual weapon is going to SWING.

The spectral sawtooth sabre hacks viciously into the (hopefully) ejected ghost.

Spiritual Weapon: 1d20 + 13 ⇒ (19) + 13 = 32
Force Dmg: 1d8 + 3 ⇒ (1) + 3 = 4

Critical Confirmation: 1d20 + 13 ⇒ (12) + 13 = 25
Critical Force Dmg: 1d8 + 3 ⇒ (8) + 3 = 11

Spiritual Weapon, Iterative: 1d20 + 13 - 5 ⇒ (7) + 13 - 5 = 15
Force Dmg: 1d8 + 3 ⇒ (4) + 3 = 7

With +2 to attack and damage if Studied Target: Focused Killer applies to the ghost.

---

Last book, Carmelia was leaning much more into her Besmaran roots, sailing the salty brine. This book, she is leaning into her witchery. Bring on the spirits and let them cower before her!

Dark Archive

Maps: Car. Crown || Skull & Shackles

The spirit is forcibly ejected from Chumtooth's body with a frightful moan and the spiritual weapon swings, slashing into the incorporeal figure. The ghost shrieks and fades from existence.

Combat Over!


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

Under normal circumstances, the witch would have let out an ecstatic cry of victory, but as it stands she feels drained. Carmelia had used some of her most powerful spells just to survive so far, and her wizard friend was clearly worse for the wear. They were all beat to hell. So she slumps against a wall.
"Dumb ghost," she reiterates in frustration. She looks at the others and shrugs. "It's probably not gone for good either. Ghosts usually aren't."

She rises up and walks over to Dantes, going into medical mode. "But Dantes..." She snaps her fingers around both ears and does a rapid, nonverbal cognitive test. Given his reactions (and a 40 for taking 10 on Heal), she sighs. "His reflexes are intact but he's not all there. I think he'll follow us, though."

Carmelia frowns. "Dumb ghost made our wizard dumb. And just when I think he was starting to take a shine to me, too. But don't worry, Dantes, we'll fix you up."

With a shrug, Carmelia defers to the captain. "I've got some ideas about how to help out our quartermaster, but we should probably get out of her first. Your orders, Captain?"

How do people (especially the GM) feel about the plans outlined in the discussion to summon a Mercane and purchase a Scroll of Heal?

Dark Archive

Maps: Car. Crown || Skull & Shackles

I'm fine with summoning a Mercane if that is what you folks want to do.


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 agree, Captain. A break in the explorations now would be good."


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth nods. "Dantes is not well. If there is magic that will heal his mind, then we should use it. We all could use rest after these battles, as well."


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

"All right. Back to safety, perhaps. The ship?"

Before they leave the room, Carmelia rifles around in her bag and pulls out a scrap of parchment. On this she scribbles a note in a fluid hand.

Carmelia wrote:

To the Unknown Stupid Ghost,

If you're reading this, it means you're back. Congratulations. But if you attack us again, I won't rest until I tear the fabric of your existence into millions of painful pieces. Let's try talking next time, savvy?

~The Witch that Destroyed You

She smiles, satisfied with herself, and stabs the note into some cracked mortar with a dagger lifted from the supplies upstairs.

"C'mon, Dantes. We've got a mind to fix."

---

Assuming that we are unharassed if we take the same route out and return to the ship. If the case is otherwise, the just delay the following scene until we're back.

Once back aboard the Kiss, Carmelia sequesters herself in her quarters with Hap and begins meditating with the spirits. There were so many on this island: friendly and unfriendly, useful, bloodthirsty, wary, skeptical, helpful...

The witch lights some incense in her room, letting that be the only glow in the darkness. (Hap also holds some sticks of incense in his tentacles, waving them this way and that.) Carmelia speaks an incantation in a tongue she does not understand, but has only memorized, full of hisses and harsh whispers. She pours out a small offering of gold coins into a dish, next to which she lays a vial of perfume and a ceremonial blade. After ten minutes of chanting, the offered items disappear into the ether and Carmelia knows that her gift has been accepted she can ask a question.

"What is the name of a mercane willing to sell a scroll of Heal to some pirates in need?"

Divination Chance 80%: 1d100 ⇒ 54

She hears the name whispered in the back of her mind and smiles. A true name was a valuable thing indeed.

Known Mercanes:
Besendi of the First and Final Bond, in Axis
Chief Postal Inspector Omaln of Sayashto in Axis
United Scales Party leader Goambu of Yulgamot
Bertrus, a mercane managing the front of Emporium Isitalba in the Hellish city of Dis
The Tradecross Peddler, who roams Molthune alone
Ahrli, who manages the shop in Kintargo's Temple of Asmodeus
Zilvazaraat, trapped inside a ruby by a human wizard
"Honest" Jawb, seeking to buy souls in the Ethereal Plane's Veiled Bazaar
Big Blue, captain of the Curio

From the wiki.

---

With the identity of a loyal mercane in mind, Carmelia blows out the incense and returns to her crew leaders. "Okay, we need some gold. Maybe some magic items we're not planning to use. Like the crap that the body was wearing. Mercanes are interplanar merchants--big blue fellows. We'll need an initial offering to ensure that the mercane sees us as willing to negotiate in good faith, and then we can haggle from there."

When the appropriate offerings are gathered, Carmelia begins another ritual, thus one on the deck of the ship, a much more ululating chant punctuated regularly with the name of the chosen mercane.

After dancing around for another ten minutes, invoking the spirits of commerce, Carmelia throws herself to the deck of the ship, kneeling down prostrate. "Answer me please, traveling merchant, that we may trade. I call you in the name of The Pirate Queen. I call you in the name of He Who Walks in Blood. I call you in the name of She Who Guides the Wind and the Waves. Come and be known to us, ᛗᛖᚱᚲᚺᚨᚾᛏ!"


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

Before leaving, Faengrim has a look around the room.

Perception: 1d20 + 18 ⇒ (14) + 18 = 32

Dark Archive

Maps: Car. Crown || Skull & Shackles

Faengrim will find a number of items in the room, including a suit of elven chain mail that looks to be masterwork, a leather bag, a pair of leather gloves, a pot helm that looks to be masterwork, two vials of liquid, two scroll cases, a ruby-studded scepter, a silver tea set, a leather pouch containing a gold ring, two diamonds, three sapphires, eight fire opals, and 12 aquamarines, and a leather sack holding a large amount of mixed coinage. The body also wore a silk cloak with embedded threads of silver, a silver diadem, a small journal, and a hefty tome.

You have already determined that the silver diadem and the silk cloak are magical (the cloak bears abjuration magic). Subsequent examination reveals that the elven chain, leather bag, leather gloves, pot helm, vials of liquid, and scrolls are also magical.

Almost as soon as Carmelia finishes her spell, there is a crack of thunder and a great ship appears alongside the Kiss of Vengeance. According to the name on the bow, this is the Curio. Along her forecastle are a number of glaring faces, all well-armed and armored. A boarding plank is quickly extended and the captain of the ship, a ten-foot tall humanoid with multiple eyes and three-fingered hands steps across the gangway onto the deck of the Kiss, followed by two large red-skinned, horned humanoids armed with falchions.

"I am Big Blue," he says in a booming voice."You have called me to trade?"


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 previously rolled a 28 to ID the cloak. She failed to ID the diadem, which Dantes got a 31 to ID, but we were interrupted before he could figure that out. I'll throw out some other spellcraft checks to see else she could figure out, especially in case we can use any of it to trade.

Spellcraft Items:
Spellcraft, elven chain: 1d20 + 14 ⇒ (19) + 14 = 33
Spellcraft, leather bag: 1d20 + 14 ⇒ (8) + 14 = 22
Spellcraft, leather gloves: 1d20 + 14 ⇒ (2) + 14 = 16
Spellcraft, pot helm: 1d20 + 14 ⇒ (12) + 14 = 26
Spellcraft, vials of liquid: 1d20 + 14 ⇒ (4) + 14 = 18
Spellcraft, scrolls: 1d20 + 14 ⇒ (18) + 14 = 32

If the vials or scrolls need separate checks, then here we go.

Spellcraft, vial 2: 1d20 + 14 ⇒ (20) + 14 = 34
Spellcraft, scroll 2: 1d20 + 14 ⇒ (20) + 14 = 34

And while we're here, I'll make some untrained Appraise checks since I have Tears to Wine and Wisdom of the Ages running. If I can take 10 on everything, then I can meet the DC 20 between the +5 from Tears to Wine and the base 5 from Wisdom of the Ages. If I need to roll, then...

Appraise, ruby-studded scepter: 1d20 + 10 ⇒ (10) + 10 = 20
Appraise, silver tea set: 1d20 + 10 ⇒ (9) + 10 = 19
Appraise, gold ring: 1d20 + 10 ⇒ (12) + 10 = 22
Appraise, diamonds: 1d20 + 10 ⇒ (20) + 10 = 30
Appraise, sapphires: 1d20 + 10 ⇒ (19) + 10 = 29
Appraise, fire opals: 1d20 + 10 ⇒ (5) + 10 = 15
Appraise, aquamarines: 1d20 + 10 ⇒ (9) + 10 = 19
Appraise, how much coinage: 1d20 + 10 ⇒ (9) + 10 = 19

An entire ship! Well, this was a surprise. She tries to think of whether she knew more about this particular mercane and the Curio. She stands and looks up at the mercane, confident but respectful.

Knowledge (local), WotA, T2W: 1d20 + 14 ⇒ (9) + 14 = 23 +8 if planes instead

"I have, Big Blue. Thank you for answering the call. Our quartermaster wizard has been feebleminded. The magic to Heal his mind is currently beyond my ken, and so I seek a scroll of the spell. We have gold. We have gems. We have magical items. If you have or can acquire such a scroll, then we would like to purchase it from you."

A more permanent trading relationship would also be desired, especially if they were weeks out at any given time from a port of call with reasonable stores, but that sort of thing could be hammered out after the initial deal.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Before summoning Big Blue, you are able to determine that the cloak is a +2 cloak of resistance, the chain is elven chain +1, the helm is a helm of comprehend languages and read magic, the vials are an oil of magic weapon and a potion of lesser restoration and the scrolls are control water and displacement. You are unable to identify the leather bag or the gloves.

You expect that the scepter would bring 400 gp on the open market, the silver tea set 75 gp, and the gold ring (which is not magical) 50 gp. The diamonds are worth 500 gp each, the sapphires are 250 gp each, the fire opals are worth 100 gp each, the aquamarines are worth 50 gp each, and a count of the coinage yields 1,754 gp, 2,319 sp, and 6,438 cp.

You have heard that Big Blue, in particular, is a shrewd but fair trader and true to his word. He cares little for gems or coinage but is very interested in collecting magical items that can enhance his vessel.

Bug Blue considers for a moment, then strokes his chin. "Yes, I believe that I have such a scroll in my possession. I would be willing to trade it for something of equal value."

Dark Archive

Maps: Car. Crown || Skull & Shackles

Big Blue adds, "I feel particularly generous today. I will also offer to identify anything you have that is not known to you for one-half my usual fee of 100 gp value per item."

Dark Archive

Maps: Car. Crown || Skull & Shackles

Blue takes the objects and looks each over with a careful eye. "This bag is enchanted to hold a fair amount of weight, yet remain as though nearly empty (bag of holding, type II). These gloves will aid one in swimming and climbing (gloves of swimming and climbing). The journal is written in a language that I do not recognize, though based on the Cyclops tongue." He peruses the larger tome thoughtfully for a moment.

"This is a spellbook," he says at last. Taking up the diadem, he considers it carefully. "Ah, a true treasure. This little gem will enhance the intellect and personality of those who wear it (headband of mental prowess +2 (Charisma, Intelligence, and Bluff)). No charge for the journal or the spellbook." He returns the items to the party.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth accepts the items from Blue and nods to Dantes, as ship's treasurer, to pay him the agreed upon price.

"A fair trade," he says, nodding to the otherworldly being. He then turns to the rest of the crew and asks, "Does anyone else have any other business before Blue goes on his way?"


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 grins as the wheeling and dealing continues. As things appear to be moving to a close, she steps forward once more. Assassins were often apt negotiators, and the Red Mantis had trained her to always seek good deals.

"Thank you, Big Blue, for your wares and knowledge both. With your help, we'll surely be able to get our wizard back in casting shape." She genuflects and then comes back up. Always butter them up first.

"I would never dream of asking for anything foolish like exclusivity, but I wonder if we might have permission to contact you going forward if we find another cache of useful items to trade. The ritual I used it not inexpensive. So if I have your dispensation to contact you directly, say through a Sending spell, to coordinate future transactions, that would be greatly appreciated. I have a feeling that we're going to find...near-incalculable treasures in our work."

Dark Archive

Maps: Car. Crown || Skull & Shackles

Blue thinks for a moment, then nods. "I agree. This could be very profitable for both of us."


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|
Chumtooth wrote:

"A fair trade," he says, nodding to the otherworldly being. He then turns to the rest of the crew and asks, "Does anyone else have any other business before Blue goes on his way?"

In response to his leader's question, Dantes takes the shiny rock he's been examining and clutches it close to his chest, not wanting to give it up. He does lift a hand to wipe a bit of drool away from his beard.


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

Activate the Spell:
Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.

To have any chance of activating a scroll spell, the scroll user must meet the following requirements.

  • The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.) Check
  • The user must have the spell on her class list. Check
  • The user must have the requisite ability score. Check

    If the user meets all the requirements noted above, and her caster level is at least equal to the spell's caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell's caster level, then she has to make a caster level check (DC = scroll's caster level + 1) (14)) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps). A natural roll of 1 always fails, whatever the modifiers. Activating a scroll is a standard action (or the spell's casting time, whichever is longer) and it provokes attacks of opportunity exactly as casting a spell does.

  • "I look forward to a productive business relationship," the sea witch says. She unfurls the scroll and looks it over, invoking her magic reading orison to give her rapid understanding. "If you don't mind, I'll use this now. Our resident wizard might have some questions."

    With little aplomb, Carmelia lets the magic contained within the scroll serve. She wasn't used to this sort of stuff, but she didn't have to read off several feet of velum like an auctioneer at market. There were just a few choice phrases and motions to activate what someone else had already done, and...

    Caster Level check DC 14: 1d20 + 10 ⇒ (3) + 10 = 13

    A pulse of positive energy arcs from the scroll, singeing a nearby sail and threatening to slice the crow's nest off of the Kiss altogether. Carmelia's eyes widen and she clears her throat. "One moment..."

    Never let them see you sweat.

    Wisdom Check DC 5: 1d20 + 5 ⇒ (12) + 5 = 17

    The changeling's hand glows with her own bundle of positive energy and she reaches up gently to wrench the wayward beam from spilling out ineffectually.

    Good news: I can retry!

    There are altogether too many eyes watching her after her initial failure. She checks the scroll again, making sure that she has the pronunciation and hand motions correct.

    Caster Level check DC 14: 1d20 + 10 ⇒ (5) + 10 = 15

    Oh. That was what she had done wrong. With a shake of her head, Carmelia reiterates the spell, subtly changing her inflection. Her hand blossoms with golden light, which she immediately places on Dantes' chest.

    Heal wrote:
    Heal...It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

    Carmelia's lungs loosen for the first time in a couple of hours and she sighs out through a clenched jaw. "Well, quartermaster: how do you feel?"


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    Watching Carmelia cast the mind-healing spell on Dantes, Chumtooth realizes that he had grown so accustomed to having the wizard handle all the financial transactions for the crew, that he defaulted to that habit, despite the fact that the entire reason Carmelia summoned Blue in the first place was to purchase magic to heal Dantes' mind.

    The Kuru didn't really have a notion of realizing one's own stupid statement after the fact. If you said something stupid, and no one called you on it, it was not a stupid statement. If someone did call you on it, depending on the level of insult used, it could result in a fight to the death. Thus, it was more commonly the stronger calling out the weaker, and only rarely the opposite.

    Nevertheless, Chumtooth had spent enough of his life among the outsiders to develop a rudimentary sense of introspection. If his dark complexion could have revealed the blush generated by his own obliviousness, he would have resembled a freshly boiled lobster.


    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 jerks upright when the spell restores him.

    "By the gods! That was the worst torture I could imagine! To be addled like that... Trapped in that veil of witlessness." He clasps Carmelia's hands. "Thank you! Thank you a thousand times!"


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    "Carmelia's magic proved stronger than that of the spirit. Her mind was not clouded by it," Chumtooth says, giving the Shaman a nod of respect. "While she was able to resist it. The rest of us will need to strengthen our minds, or it may happen again."


    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 lavishes in the praise, too proud to pretend to be humble. She's also keenly aware that the Captain is all too correct. They'd need to take precautions to avoid something like that happening again. Carmelia was strong, and so were the others, but this wasn't a ship race or the infiltration of an assassination ring.

    And based on Dantes' reaction, she certainly didn't want to go through something like that herself.

    "We will," she says. "But I think a bit of rest will be a good idea before we head back into the fort. I've used most of my best spells. And I think we have a better sense of what we're dealing with now to prepare for what's next."

    ---

    I've got my usual bag of tricks, which I'll highlight in the Discussion.


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    Chumtooth stands patiently as Carmelia and Dantes work their incantations and rituals upon him, Faengrim and themselves.

    When it appears they have finished, he asks, "What will your magic do against the spirit?"


    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 grins as Chumtooth asks his question. "Well," she begins, her voice gleaming with an air of self-importance, "First we should probably ask Dantes what he knows about those sorts of things, since his mind was fractured before he could tell us. Specters are not my particular area of expertise so much as extraplanar types." She shrugs before drawing attention back to herself. "But you remember that mantis I summoned yesterday? I can do a whole lot more of that to tear things apart. Whether it has a body or not, everything is susceptible to pure spiritual force. But as for you lot..."

    Carmelia clicks her long, sharp fingernails together. "I'll try to protect everyone's minds from their wicked tricks, but it's much more fun to help you cut into them. There are a few tricks that try to stop spirits, but they don't always work. No, my captain: I have a tremendous spell today that harnesses raw emotion and weaves it into a shroud of hardened ectoplasm around a weapon. It will allow you to strike a spirit as if they were as flesh and blood as you or I. For you and Faengrim, I think...yes, I could infuse raw fear into your weapons so that you can menace our foes even more effectively. Give the ghosts something to fear." She pauses and swivels her wrist around. "It's versatile, though. Anger, despair, hatred, jealousy, zeal...almost any strong emotion can be cultivated from the ether."

    Daily Decisions:
  • Wandering Spirit: Tribe
  • Wandering Hex: Steadfast Example
  • Tribal Cooperation Feat: Shake It Off
  • Spirit Talker hex: Life Link

    Shaman Spells Prepared
    4th (4): spirit-bound blade (2), spiritual ally, wall of ice/spiritual ally
    3rd (5): bestow curse, dispel magic, stone shape, call lightning, water breathing/create food and water
    2nd (5): spiritual weapon (2), suppress charms and compulsions, visualization of the mind, slipstream/shield other
    1st (7): bless, protection from evil (2), remove fear, tears to wine, unbreakable heart, hydraulic push/bless
    0th (4): detect magic, guidance, light, read magic

  • Now that she knows there are many lurking dangers, Carmelia wants to blow through the fort hard and fast with all sorts of buffs active, leaving careful exploration for after we have gotten rid of enemies. Carmelia has Visualization of the Mind active for the day. Once we get to the fort proper, she will cast suppress charms and compulsions, bless, shield other (targeting Chumtooth), tears to wine, and remove fear. She'll hex Chumtooth with her Steadfast Example first, and then activate Life Link with all three allies. That will give 10 minutes of hyper-protection to storm the Fort and eff ish up.

    Party Buff Summary:
    All
  • Attack +1 (morale)
  • Intelligence & Wisdom skill checks +5 (enhancement)

    Chumtooth, Dantes, & Faengrim

  • Will saves +4 (fear, charms, and compulsions)
  • Heal 5 hp per round (up to max, if below max)

    Chumtooth

  • AC +1 (deflection)
  • Saves +1 (resistance)
  • Half damage from all hit point damage
  • Use Carmelia's Will save (+13) on next Will save

    Carmelia

  • Will saves +1 (fear)
  • Wisdom skill checks +5 (untyped)
  • One-time Will save reroll with a +4 untyped bonus

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

    Knowledge (religion) 1d20 + 13 ⇒ (5) + 13 = 18

    "Spectre, eh? That makes sense."

    He shakes his head. "My thoughts are still a bit hazy."

    GM, that's not much of a roll, but do I know much about thenm?

    Dark Archive

    Maps: Car. Crown || Skull & Shackles

    You would be aware that this is not a specter but was in fact a full-fledged ghost. The one fact you can clearly recall is that ghosts are tricky to deal with. Unless put to rest properly (which usually involves finding out what they want or need), they have an annoying tendency to return.


    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

    "Well I kept asking him what he wanted and he plum refused to talk. How're we supposed to figure him out if he won't talk?"

    Carmelia looks terrifically frustrated by Dantes' revelations.


    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

    "Yes." Faengrim's sharky teeth all show. "I'd like to give them something to fear."


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    "Let us do what we can to destroy the spirit, or drive it away," Chumtooth says. "I am ready to fight it, if the rest of you are."

    (Can we assume rested and healed during spell prep?)

    Dark Archive

    Maps: Car. Crown || Skull & Shackles

    Yes, absolutely. You are all fully healed and rested.


    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

    You can always assume that Carmelia will hand out healing at the end of the day. Yesterday she used 4 of her 9 Healer's Hands: two on our crewmates grabbed by the Giant Octopus, and two on herself.

    If I recall correctly, we fully explored the first building in the southeastern corner of the fort. We then went into the next big building and went downstairs, exploring part of the basement until we got attacked by the ghost. I think it's worth exploring the rest of the underground, starting by retracing our steps to the most recent point of incursion.

    @GM: If possible, could we speed things along by taking 10 on Perception checks? With Visualization of the Mind and Tears to Wine active, Carmelia currently has a base +24 Perception check with a +1 to notice traps. Taking 10 gets her a 34 (35 vs traps) to facilitate a swift sweep. If something requires more notice, I'm happy to roll actively.

    With her senses fully attuned, Carmelia leads the way forward to where they had encountered the ghost the day before. There was no guarantee that they would face it again today, but they might as well try.

    Dark Archive

    Maps: Car. Crown || Skull & Shackles

    Sure, we can do that. I'll post an update when I get a chance (later today or tomorrow) that brings you back to the underground area.

    Dark Archive

    Maps: Car. Crown || Skull & Shackles

    The party treks back to the dungeon where they found the body and the ghost. The body remains, but there is no sign of the ghost. The door on the far side opens into a short corridor that twists to the west, ending at a dead end. After a quick search, the expected secret door is found and opened. Collapsed rubble fills this dusty cellar, spilling from the east and northwest walls. Dozens of pale quartz crystals lie scattered among the rocks, and several more decorate the perimeter of the room. A single carved column supports the twenty-foot-high ceiling overhead. A stairwell goes up on the south wall. To the east is a passage blocked by rubble. It looks as though it would take some time to clear. Dantes can plainly tell that excavation risks further collapse and that it would take a trained engineer to oversee the removal of the debris.

    As you enter the room, the ghost materializes from the central pillar and says,m "Do you have it?"


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    ”Do we have what, Spirit?” Chumtooth replies, steel in his voice.


    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 begins clicking her claws together as Chumtooth asks the same question that she has on her mind. "What he said," Carmelia reiterates, leaning against a different pillar. "Let's not have a repeat of yesterday's debacle."

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