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 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 |
"So you are saying you cant go spook opposing pirates?"
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
Jrahk rolls his eyes.
"Whatever. She can blast you with positive energy, at least. That'll hurt a lot, and make you go away eventually. So don't piss Jrahk off."
He turns to the crew, smiling. "Now...who wants to see our new private island? Jrahk hears there's something living there, just waiting for us to kill it!"
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.
BTW, Rynjin - whenever we're in a new port with a bit of downtime, assume Ixrul goes to an out-of-the-way location and commits it thoroughly to memory, just in case he ever needs to teleport there.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The journey to the island takes several weeks, and roughly halfway through the journey a giant squid surges up from the deep. Water slaps your decks...and then it dives again and leaves.
A scroll case lay where the water washed up on the boat. Inside is a letter bearing the Master of Gales' seal.
You left Port Peril before I could tell you this. I had planned to do so at your inaugural party. I mentioned that claiming the island was your final test. In truth, this test has a time limit. Three months. In three months the other members of the Pirate Council will come calling at your residence on the island. if you have tamed it, and can throw a fete worthy of your new stature as a Pirate Lord, they'll take your oath of loyalty, and the seat will be officially yours. If not. .. well, you wouldn't be the first winner of the Regatta who failed to live up to expectations."
The rest of your trip passes uneventfully, and you arrived at the island.
A high plateau forms the north and central portions of the island, surrounded by 500-foot-high cliffs. Two long peninsulas jut from the plateau to the southeast and southwest. Two sheltered bays offer the best anchorages, a large one to the south (area A) and a smaller bay to the east (see area K). In addition, a number of beaches where boats can land line the island's shores. Scattered across the island, but especially along the beaches and cliffs of the central plateau, are large, weathered statues of giant cyclopes. The statues are all clearly of great age, but their single eyes, which once contained large and valuable gemstones, are now just empty holes-the reason for the island's mysterious epithet.
To reach the island, you will need to navigate the shoals and reefs surrounding it. This would be easier in the shore boats, but you would need to weigh anchor over a half-mile from the island for the Devil's Pallor to be safe from the reefs.
Three consecutive DC 20 Sailor checks or DC 30 Kn. Nature checks. +5 bonus with the jolly boats, +1 bonus for everyone that makes a DC 20 Perception check to help.
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 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 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 |
Ace sighs, and flies into the water, transforming into a manta ray/fox man mutant with arms.
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 |
Ace lets loose a lighting bolt in the squids direction.
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 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 |
After he fires off the lighting, he mumbles a "sorry" at his captain before activating his damage shield. (Immediate action, 4 DR)