
Dwunderbran Vulgarbeard |

I had hoped to have time to get in my post today, but it may have to wait until tonight. Back from my mini-vacation, but now I'm confronted with more trips and errand running (and all before my weekly tabletop game). Tiredededed.

Dakún Rabbúhamash |

Thank you. I wanted to put something up that could at least keep up with the other excellent players posts (I didn't even try to compete with your post). It was easy working off of what you supplied.
I usually don't tend to do internal monlogue posts with my characters, so I needed to do a post that could give a feel for my character and provide some information on his experiences that other players could draw off of. Given that everyone likely interacted at least a little with each other on the fifty something week voyage, I figured leaking some of my characters background details to the other players would be fine.
Should we assume that at this point all the characters have at least made formal introductions to one another?

Angrin Thronebearer |

Good to know, good to know. Just so everyone knows, Angrin probably would not have made too close connections with anyone. He'd have drifted between the group who are on his ship, chatting and such when he wasn't busy throwing up.
I will add something to this effect at some point to one of my posts. Angrin's not exactly a socialite, but he also is somewhat... distant right now. Busy thinking of his stomach and his past, I wager. He's also still in mourning, in theory, so there's that, too.

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And the action begins!
Amidst the storm, a terror of the depths has arisen in the path of the three vessels; a kraken! While this beast is beyond any individual dwarf to confront, you are not individuals, you are an entire ship of skilled warriors, arcanists and explorers. As such, you will not be combatting this encounter as mere individuals, but as a collective.
SKILL CHANNELGE
Skill challenges came from 4th Edition Dungeons & Dragons and I was introduced to them playing the Zeitgeist 3rd party Pathfinder Adventure Path. Skill challenges are special encounters that do not happen on a 6-second timer, but are rather events spread out across a more fluidic span of time representing many actions all at once.
Each skill challenge typically comes in phases, and each phase requires a certain number of successes to be made over a certain number of rounds. Meeting this number of successful checks means a positive outcome, but partial completions are also possible with varying returns.
However, this skill challenge is a race against time and will be handled differently. There is an undisclosed timer on this encounter, a number of rounds before the ship sinks with all remaining souls aboard. You will need to determine how long you wish to stay aboard fighting off the kraken, rescuing crewmembers, and tending to the injured. Leave too soon, and you doom dwarves to death that could have been saved. Stay too long, and perhaps you will be drawn to the bottom of the ocean!
In a skill challenge, you will make one check per round that will contribute towards a united goal. You may not take a 10 on these checks, though you may aid another if you so desire. Remember that aiding another does not count towards a success on its own, but does contribute to the aided individual making a success. It is a strategic to employ the use of aid-another.
During this skill challenge, King of the Deep, each turn in a round will represent several minutes of time. As such you will not need to keep track of spells cast, movement, or other round-to-round information. You may, however, include whatever descriptive actions you desire that represent the actions taken during your check.
This skill challenge is an opportunity at largely free-form narrative in a chaotic and cinematic battle with a colossal kraken attacking your ship (and the other ships.) Each goal in a skill challenge is listed with a name, followed by the check necessary and the DC needed to be met for a success.
The following goals are present in this skill challenge:
MIND THE KRAKEN (Combat Maneuver Check DC 18)
Vigar Skuldafn may be a great warrior, but he alone cannot hope to fend off the terrible kraken on his own. Join Vigar in battle and fend off the kraken's lashing tentacles to buy the evacuation team time!
Effect: Each success on mind the kraken grants dwarves participating in abandon ship a cumulative +2 bonus to their skill check when tallies of successes are made at the round's end.
Special: Each round you spend aiding Vigar, you will suffer 1d6 points of damage.
ABANDON SHIP! (Profession [Sailor] or Perception Check DC 15)
Torag's Anvil cannot survive this assault, but hundreds of dwarves are present both above-decks and below. You must help these dwarves evacuate the ship onto a life-boat along with whatever essential supplies they can carry.
Effect: Every success on this goal saves 1d4 crew members.
Special: If you have followers, hirelings, animal companions, eidolons, familiars, or cohorts you may automatically include them in any Abandon Ship check you make as a whole group to get them off of the ship. If that check is successful, they have been evacuated. You may also automatically declare yourself as evacuated on any turn you perform this check, whether it was successful or not. After you evacuate, you are successfully out of the encounter.
TREAT INJURIES (Heal, Use Magic Device or Spellcraft Check DC 18)
Those battling the kraken are being whittled down, but the ship has a full stock of healing potions, wands, scrolls and other magical and mundane means to tend to wounds. Take up arms and aid your brothers by ensuring that they can endure this battle.
Special: Each success on treat injuries heals all dwarves who participated in mind the kraken on this round 1d4+1 points of damage.
NOTE: COMPANIONS/FOLLOWERS/FAMILIARS/ETC
Intelligent cohorts, companions, hirelings and the like may make a check for any of the skill challenges on your turn. Please declare what NPC is making this check when performing their rolls. Remember that you must make an evacuation check to get any companions off of the ship, but all NPCs loyal to you may be moved off the ship with a single check as a group (along with 1d4 additional crew members.)
Formatting
Please use the below formatting for skill challenges:
Vigar continues his battle with the kraken! Other descriptions happen here!
_______________
Skill Challenge: Mind the Kraken
Combat Maneuver Check: 1d20 + 14 ⇒ (6) + 14 = 20

Dakún Rabbúhamash |

Question regarding the Combat Maneuver Check for the Mind the Kraken action, if we have a feat that increases our bonus to a specific combat maneuver, do we add that bonus or is it only our base CMB? For example, I have the feat Improved Trip, which provides a +2 to Trip combat Manuevers.
Additionally, is the Kraken a aberration type, because I get a +2 to combat maneuvers to grapple it due to Deep Warrior. Would these add in?
EDIT: Would I be right in assuming no "children" (Dwarves under 40) are on the voyage? What about non-PC women? Are many on board, a few, or none?

Angrin Thronebearer |

Oh... I didn't even think of that. Honestly, Angrin would grab the children first, if he knew of any, but the women? You think they would be the lovely damsels in distress? They're dwarves, you know... You'd be as likely to get an axe to the head as to have a grateful woman for your rescue. >_>
EDIT: Also, any game where I can write "Bolka's Bouncing Bosom!" as a curse is an awesome game. Just saying.

Dr. Logem, Ph.Dwarf |

Ah I'm sorry I didn't get my post up as I said I would yesterday.. s%@# came up.
Also, Rob, in that Azlanti campaign I was telling you about in messages a while back, I was totally going to be doing something like this with a Kraken. :P
Anyways, I'll see if I can get my introduction post up along with my action.

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Question regarding the Combat Maneuver Check for the Mind the Kraken action, if we have a feat that increases our bonus to a specific combat maneuver, do we add that bonus or is it only our base CMB? For example, I have the feat Improved Trip, which provides a +2 to Trip combat Manuevers.
Additionally, is the Kraken a aberration type, because I get a +2 to combat maneuvers to grapple it due to Deep Warrior. Would these add in?
EDIT: Would I be right in assuming no "children" (Dwarves under 40) are on the voyage? What about non-PC women? Are many on board, a few, or none?
... if we have a feat that increases our bonus to a specific combat maneuver, do we add that bonus or is it only our base CMB? For example, I have the feat Improved Trip, which provides a +2 to Trip combat Manuevers.
Yes, you may apply that bonus to the check.
Additionally, is the Kraken a aberration type
A kraken is a magical beast.
Would I be right in assuming no "children" (Dwarves under 40) are on the voyage? What about non-PC women? Are many on board, a few, or none?
Correct, there are no children aboard. There is a 1/3rd split of women aboard (roughly 80) but they may balk at being "saved" first, gender lines regarding female dwarves aren't quite the same as with humans during times of crisis.

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Also, please give me any feedback you may have on this section once it is complete. Adding and modifying the skill challenge rules for this encounter was a fit of inspiration, but I can only really tell how it is working on my side of the GM screen. Input here will help with any choices for future use of the mechanic/etc.

Dr. Logem, Ph.Dwarf |

Also, can my Familiar help out with helping people off the ship? He can't speak, but he's intelligent enough.. though if not, he'll try to heal people, as he has my ranks in Heal.
If not to either, can he assist me in performing my own tasks by using the Aid Another action?

Dakún Rabbúhamash |

Damn board kept swallowing huge chunks of my post. I lost some things a couple times, but through constant saves and re-edits I was able to finally get something up somewhat decent.
I hope the low rolls aren't a sign of things to come. This dwarf follows the Dwarven gods! Have mercy dice roller!

Dakún Rabbúhamash |

Regarding the system, I like it, though it seems that wisdom is in high demand for the skill checks. I personally do not mind this, but I can see the high dex / charisma characters suffering for something to do.
The DC's also seem high for our level, though given the epic nature of this encounter and the challenge you wish to present, I guess it is understandable!

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The DCs are definitely higher than average, each success here is going to be a struggle, but is basically netting you additional "resources" to start with once we're out of this encounter.
As for the checks being Wis heavy, that's something I'll have to take int consideration for future scenarios to balance it out more.

Mineko Yamauchi |

Honestly, the Eidolon would be best put to sacrificing itself in fighting the Kraken imo.. I mean Celeador can always resummon 'em tomorrow :D (In no way am I trying to get his character alone, I swear.)
Right.. =p

Dakún Rabbúhamash |

Effect: Each success on mind the kraken grants dwarves participating in abandon ship a cumulative +2 bonus to their skill check when tallies of successes are made at the round's end.
What exactly does that mean? Does it grant a success to those who totalled a 14 or 13 on Abandon Ship checks? (or even 12's or 11's depending on how many successes?) Or does it instead increase the number of dwarves rescued?
Also, fellow dwarves, any suggestions on my next action? D.R. can do all of them with some degree of skill (+5, +7, and +7)

Dakún Rabbúhamash |

My character only has 12 days worth of rations, along with some assorted ingrediants. Though I suppose if need be we can eat the Donkeys.
We don't have any Rangers or druids in our group do we? Fortunately I do have trained surival, plus a survival kit. (though I skimped for the basic kit and so receive no bonus to said rolls)

Angrin Thronebearer |

Dakún, I would recommend doing the healing action, honestly. Not sure, though. Depends on how many do the kraken attack action. Otherwise, do the rescue again.
Also, I have a week's worth of dwarven rations. Angrin's prepared, partially. >_>

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Mind the Kraken wrote:Effect: Each success on mind the kraken grants dwarves participating in abandon ship a cumulative +2 bonus to their skill check when tallies of successes are made at the round's end.
What exactly does that mean? Does it grant a success to those who totalled a 14 or 13 on Abandon Ship checks? (or even 12's or 11's depending on how many successes?) Or does it instead increase the number of dwarves rescued?
Also, fellow dwarves, any suggestions on my next action? D.R. can do all of them with some degree of skill (+5, +7, and +7)
What this breaks down to, is at the end of every turn I calculate how many PCs are aiding Vigar in battle. For each PC who successfully made their skill challenge, I add a +2 bonus to every Abandon Ship check made in that round. So people who would have failed on their own may wind up having a greater chance of success if people are keeping the lashing tentacles off of them.

Quint Bonechisel |

Also I'm regretting not buying food for Dr. Logem.. I figured we'd have lots of it onboard the ship, we should be fine! >.>
Heh, no kidding same boat (pun intended) here :P
Well, Quint should actually be pretty good at this. He has Perception, Spellcraft and UMD at +8 each :p
So how many are looking at helping Vigar? Dwunder obviously, is anyone else intending to fight in the coming rounds? Want to know if I should heal or help evacuate.

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So, basically, helping Vigar means taking damage to "aid another" on saving the others. I think we can make this work well.
Basically, yep. Wile a normal aid another cation only affects one person making the check, helping Vigar fight helps everyone making the abandon ship check.

Dwunderbran Vulgarbeard |

In regards to CMB checks, there are a few that count different bonuses in their final tally (like disarm); not sure how/if that should factor, but seeing that Logem's trip bonus can come into play, it got me to head scratching.
As to the situation on the deck: As a player I acknowledge that Dwunderbran would be better served making Sailor checks to help clear the boat. However, given who I'm talking about, I can't fathom him not trying to hack a kraken into pieces.

Rogath Silvertarn |

Just got home after a ridiculously late game night that ran 90 minutes past the usual stop time. I'm going to try and get a post in before bed, but I need to catch up first, so it might need to wait for morning.
Edit: I'm going to heal the fighter(s), once I get a post written tomorrow morning.
@Rob: I have lots of uses of a few abilities to give short-term bonuses to people as I heal them (specifically: Bit of Luck and Luck Variant Channeling). Can I burn some amount of them to combine a "Mind the Kraken" aid-another with a "Treat Injuries" check? None of them last long enough on their own to affect the minute-long checks, but I'm willing to spend several uses to provide a boost.

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Just got home after a ridiculously late game night that ran 90 minutes past the usual stop time. I'm going to try and get a post in before bed, but I need to catch up first, so it might need to wait for morning.
Edit: I'm going to heal the fighter(s), once I get a post written tomorrow morning.
@Rob: I have lots of uses of a few abilities to give short-term bonuses to people as I heal them (specifically: Bit of Luck and Luck Variant Channeling). Can I burn some amount of them to combine a "Mind the Kraken" aid-another with a "Treat Injuries" check? None of them last long enough on their own to affect the minute-long checks, but I'm willing to spend several uses to provide a boost.
I think to keep the skill challenge simplified you should hold off on using those abilities of row. Given that the checks are spread out over five or six minutes each it wouldn't wind up giving that much of a boon. Though given the somewhat free form nature of the checks, feel free to incorporate the narrative of those abilities in with the checks as flavor.

Rogath Silvertarn |

I think to keep the skill challenge simplified you should hold off on using those abilities of row. Given that the checks are spread out over five or six minutes each it wouldn't wind up giving that much of a boon. Though given the somewhat free form nature of the checks, feel free to incorporate the narrative of those abilities in with the checks as flavor.
Fair enough. Unfortunately, I'm having a run of bad timing - a server at work went down this morning, and I had to try and fix it remotely, so no time to work on a post before leaving. Sorry about the unexpected delays. :(

Dakún Rabbúhamash |

Should I have rolled for my donkey as well? I didn't stat my donkey because I couldn't find it in the bestiary or animal companions.
For some reason that post makes me think of the Dilu Horse (Hex Mark) that Liu Bei had and the line "Even a horse can change it's destiny"
Not sure if that was attributed to Hex Mark or Red Hare, but I think it was Hex Mark. It's been awhile since I read RTK.