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 (+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 (+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 (+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)
Carmelia Torvé: HP 61/61; AC 25/14/22; F+8 R+9 W+11; Init +3; Perception +14 (+1 vs traps); Sense Motive +15
Navasi: HP 75/75; AC 12/11/12; F+5 R+3 W+8; Init +1; Perception +8; Sense Motive +6

Plunder: 0
Infamy: 20
Disrepute: 15


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Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Reaching out a mighty arm, Chumtooth grabs his first mate and swings him to the wall. Faengrim, you are at 60 feet up. You may continue your climb or try to climb back down or you can try something else.


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 102 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision

He keeps climbing.

The next two rolls are a failure without a fall and a success. So here are the other rolls.

Climb: 1d20 + 8 ⇒ (14) + 8 = 22
Climb: 1d20 + 8 ⇒ (13) + 8 = 21
Climb: 1d20 + 8 ⇒ (8) + 8 = 16

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Sorry, I was waiting to see if Dantes wanted to try the climb and time got away from me.

As they near the top, they begin to hear the strains of a beautiful song being sung by a heavenly voice.

Both Chumtooth and Faengrim need to make Will saves (DC 16). If they fail, they continue the climb to the top and stand entranced by the music. If they succeed, read the spoiler.

Will Save DC 16:
The music suddenly changes tone to that of a hideous squawking. At the summit are six winged, horned, one-eyed creatures with the upper bodies of women and the lower bodies of birds. They have vicious talons. You may roll initiative.


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*)

Will Save: 1d20 + 5 ⇒ (16) + 5 = 21

The music turns hideous in Chumtooth's ears. He looks up and sees six winged horrors on the summit.

"It seems we've found a fight," he remarks to Faengrim.

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

(A fight in which I am definitely going last.)


Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 102 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision

Change Shape: Land
Con +2 (+10 hp, +1 fort); Ferocity; Swim 30'; Bite +13 1d6+3

Will: 1d20 + 5 ⇒ (7) + 5 = 12

Oooh! Pretty.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Apologies. I was waiting for Dantes to weigh in but lost track of the time.

Faengrim finishes the climb, drawn to the sound of the music, but Chumtooth recognizes it for what it is and prepares for combat. Carmelia, seeing Chumtooth readying to fight, realizes that something is wrong and begins the perilous climb.

Dantes is up!

INITIATIVE
Carmelia (climbing, round 1)
Dantes
Harpies
Faengrim (charmed)
Chumtooth

Harpies Init: 1d20 + 1 ⇒ (13) + 1 = 14
Dantes Init: 1d20 + 5 ⇒ (11) + 5 = 16
Carmelia Init: 1d20 + 3 ⇒ (17) + 3 = 20
Faengrim Init: 1d20 + 4 ⇒ (6) + 4 = 10

Carmelia Climb: 1d20 + 6 ⇒ (14) + 6 = 20

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