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.
Dear, I have no personal grudge against you nor anyone here. In fact, I'm still speaking strictly from a professional perspective. My sister simply stands in my way too often.
Side note: Is Ixrul picking up Tongues soon? I'll go halvsies.
Area G, and roughly half a mile per "square. Also for the third time TURN OFF YOUR VIDEO on Roll20 because I CANNOT VIEW THE F#!&ING MAP since it loads so slow.
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.
Huh, must have reenabled it at some point.
False Life:1d10 + 9 ⇒ (8) + 9 = 17
At slightly past midnight, Ixrul will set his plan in motion.
Ixrul has Sandra and Aaron come guard his body, warning Aaron that he may return to his body and abruptly begin dying, in which case they are to heal him.
He will affix the tiny bag and candle foci to one of his Isitoq as well as one of his wooden symbols, which will stay nearer to him. The other will fly above and beyond, periodically looking back to make sure Ixrul and the other Isitoq are still following.
After roughly 30 minutes of flight, his menagerie will reach the point where they can see the ruins.
The Isitoq without the components will circle 60 ft above the ruins, relying on the dark of the night to conceal it. It will see if it can locate the sleeping cyclops.
If they have lights, it can circle much higher. If it's dark, it can circle at 60 feet and rely on the darkness and its +18 stealth mod.
How are you figuring out the layout? "Sensing objects" gets you a random assortment of rocks, trees, walls, furniture, and anything else above you. You know "There's something here" but nothing more detailed than that. There's stuff there in almost every place on the island. Pick a random direction and I'll tell you if there's any living creatures there. Or any you may sense in that direction, since it's only adjacent squares.
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
"No big deal if you can't. Jrahk just wanted to save us a trip back to Port Peril. And we can pay for the materials you need, so don't worry about that."
"Cards, dice and tales, mostly." Daliya shrugged, having been one of the normal crew until recently. "Small jobs, maintenance. Path up the sails or hull a little. You know, the basic stuff."
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 |
"Its been a while, but when I used to live my non-pirate life, I liked to go to libraries and read nonfiction books for hours on end..." Ace trails off, seemly lost in his memories.
Aboard this ship I mostly spent my time idly tinkering the artillery, making sure the cannons were set properly, admiring Gortus, keeping the ship afloat like Daliya. I imagine landside work will be much more exciting.
I must say, you have quite the serene appearance today.
Ah, my bad. I'm just going to assume you pop up straight in the middle of the compound.
Ixrul pokes his head up. Behind him is a fountain, and around him are a multitude of different buildings. All with doors. A number of statues dot the area. And some trees!
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
Gremory Ainsworth wrote:
I must say, you have quite the serene appearance today.
"Hm?"
Jrahk shrugs. "Well, right about now Jrahk would usually be getting pumped up about killing some cyclopes. But if Ixrul turns out to be as good at assassinating as he says, Jrahk might not end up fighting at all."
"Most of the time, Jrahk is either killing something, looking for something to kill, or piloting the ship. But now, Jrahk can't do any of those things. So Jrahk's been thinking...about other ways to keep himself busy."
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 |
"Well, what did you like to do before being entangled in this adventure?"
Ace directs at the surprisingly calm orc.
"I used to craft wooden models of ships when I was younger, I should try getting back to that..."
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
"Before...?"
Jrahk chuckles. "What do you think Jrahk liked to do? Jrahk never ran out of things to fight when he was still part of an orc tribe. We were set up near some ancient ruins, apparently full of treasure. It attracted adventurers, like flies to honey, year after year. The more we killed, the more wanted to find out what sort of riches we were sitting on. And when there weren't any adventurers to fight, we fought each other! Kept us in shape, and weeded out the weak ones."
He sighs. "Then one day...we met our match. This group used spells and techniques we'd never seen before, dodged and hit better than any fighters we'd met. They wiped out every last one of us...except Jrahk."
"After that, Jrahk didn't know what to do with himself. So...just wandered south for a while. Still had plenty of fights, with anything stupid enough to get in Jrahk's way. But never the grand, massive battles he had with his tribe. Eventually, Jrahk reached the sea, and could wander no further. Frustrated, Jrahk stormed into a nearby tavern and tried to start a brawl. But before it could really get exciting, Jrahk got knocked out from behind."
"Woke up on a ship, "recruited" by some mangy old captain. He needed muscle, and thought Jrahk would be easy to control. He thought differently after Jrahk nearly killed him in his sleep. He dumped Jrahk on a deserted island, hoping Jrahk would starve..." he nods toward Ace. "...and that's when Jrahk met you."
Six columns carved to resemble h uge cyclopes in decorative armor support the cei ling of this immense chamber. Fallen rubble blocks passageways to the north and southeast, but double doors still stand in the north wall and another set of double doors leads farther south. In the northeast corner, a giant animal hide is stretched across the floor beside a pile of bones stri pped of meat. Several dinosaur skulls hang from the western wall.
Lying on the animal hide is an ENORMOUS, though gaunt looking cyclops.
Still, even in what is apparently a weakened state, this creature's arm muscles are roughly as large around as Ixrul's entire body. And then some.
Also, roll Stealth. Only +20 since you moved this turn.