Arrrrrrr, walk the plank, scallywag and all that. This be pirates and so do ye be.
Impositions:
Disgraceful Impositions:
Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items. Costs 2 Disrepute.
Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level. Costs 5 Disrepute.
Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day. Costs 5 Disrepute.
Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week. Costs 10 Disrepute.
Despicable Impositions:
5: Lashings!: Your ship's speed doubles for 1 day.
5: Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.
10: Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.
10: Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
Jrahk would have rather watched you swim up on your own, covered in bits of Charda. But let's get back to business.
Jrahk addresses the crew, pacing the deck with his signature *CLUNK*.
"We found many treasures down there, including the ship's magical wheel. We think it is the source of the Brine Banshee's power."
"We will rest for now. Tomorrow morning, Sandra will dispel Ace's domination, and then Jrahk wants a group ready to carry treasure back to the ship. We've cleared out most of the rooms, but there may be some monsters remaining. Jrahk, Lucy, Ixrul, Odan, and Ace will scout ahead and clear them out. Aaron and Sandra will stay with the treasure gatherers, and alert us telepathically if anything goes wrong."
Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes
I'm back! 10 hours in a car with two kids under 2 makes a long drive even longer. Regarding game, I think we're done for the night, so we can fast forward to tomorrow.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
You sail back to port and drop off your guest then (presumably) begin the long journey back to the Temple of Norgorber, which will take you a few days.
In the morning, Sandra attempts to dispel Ace's Domination.
4d20 ⇒ (2, 9, 18, 6) = 35
As none of those are 20's, she fails to Dispel.
The Domination effect on Ace is...persistent. The Aboleth is obviously a VERY powerful caster.
M Elf(Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.
And that one box is nigh-impossible to pick... Hmm.
Ixrul will shrug, and have one of the beefier folks cut through the box's hinges, Mending their tools as necessary. He will stand well back when the box is being opened.
Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes
All the stuff I have to help requires him to be willing. I'm not sure a dominated person can be willing to spells that will end the domination. Can anyone cast any spell to increase his saves? Increasing his will save will give him an extra roll.
Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes
Cheap way of doing it: remove the cloak, his bonus goes away. Then cast resistance for a boost. combined with prot from evil, this gives him three chances per day to make the save.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Odan Shan wrote:
Cheap way of doing it: remove the cloak, his bonus goes away. Then cast resistance for a boost. combined with prot from evil, this gives him three chances per day to make the save.
...So take away his +2 resistance bonus and replace it with a +1 resistance bonus? 2-2+1 is less than what you started with.
Dwarf | Barbarian 2 | Rage 2/2 | HD 2/2 | HP 6/25 | AC 15 | S6, D2, C5, I-1, W3, C1 | PP 15 | Status: Normal | Insp: Yes
Im going to ask the forums, but I thought that increasing your save gave you a new roll. Might be not for specific things. So my plan may not work. Additionally, he may not even get a new save every day so long as the caster focuses on the spell for one round. Prot from evil prevents the caster from doing this, eg oh gives him his save. Additionally, dispel magic could get rid of it. So we need to cast those two spells every day. I have nether, but could probably use the retraining rules to pick up dispel magic and give it a go
Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Ah, right.
Ixrul thinks he has a way to replicate the effects of the wheel, though it would days to construct one. And he would have to go to port to get supplies if he wanted it to look fancy.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
You went to the Calistrians to get some info on spies but first you need to get back a wasp on a ship destroyed by wreckers but to find the wreckers you need the Norgorbers' help but they won't help you without the wheel.
So you need the wheel to get the wreckers to get the Vespal to get the location of spies.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Just some suggestions (if you need some):
-Ixrul can get to work on crafting something.
-Jrahk or Ixrul (or Odan?) can try to recruit some more crewmen, or add to your Infamy and Disrepute (this is an untapped port, so you still have a max of 5 points you can get here).
-Purchase some minor supplies (potions and scrolls, cheap magic items, etc.) and/or sell off your less expensive goods (like the non-magical supplies).
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
"Nothing to do until we know where to find the wreckers who stole some gold bug statue from a Calistrian temple. And we won't know that until the halfling decides he is satisfied with the knowledge of the Brine Banshee's wheel."
"If he is not satisfied, Jrahk can persuade him to reconsider." Jrahk cracks his knuckles.
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
The Rynja strikes again.
"Right now, Jrahk has some business to take care of while we're in port."
First he heads to the nearest tavern and spins yarns of how he became a Free Captain by being big and scary.
Intimidate (infamy):1d20 + 18 ⇒ (12) + 18 = 30
Then he searches the crowd for potential crew members, telling them about how much safer they would be as members of his crew, rather than targets of one of his many raids.
Intimidate (recruit):1d20 + 18 ⇒ (8) + 18 = 26
Finally, he gets to work selling some of the less valuable loot. As usual, he negotiates a better price by threatening the merchants.
Intimidate (sell):1d20 + 18 ⇒ (19) + 18 = 37