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 |
I get it now, rynjin was trying to do the "It's all greek to me" pun.
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 shoots out a bolt of lighting, and takes off in the air
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 |
"Well, my sword does not have eyes, technically, but can still see and sense stuff, so lets try him!"
Ace throws/mage hands the sword as hard as he can at the object.
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 |
on second thought, incsase it gets teleported into a strange plane
Ace instead gets close to the object, and while holding on tightly, he tries to press/poke the sword through.
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 |
Daliya? Ixrul? can either of you summon a creature without sight? Or would a simple blindfold handle this? Or walking into it. We could just walk into it. With a quick change of tone as the captain heads in on his own.
There is a spell on these walls so that the entrances only open if the supplicant has permanently blinded themselves, or at least given the serious magical impression that they have.
Keep in mind that stuff like Blindness/Deafness is easily removed. Dispel Magic will do it.
Of course logically speaking you noticed there were no blind cyclopes in this compound, so they must have had some way to temporarily blind themselves. Perhaps it lies in one of the areas you never looked around in? That is, all of them.
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 casts detect magic in the meantime, sweeping the area like a radar.
G5: In the pool with the big manta ray is a +2 Large Dagger (usable as a +2 Short sword).
G22: This is a storeroom that holds many boxes full of incense. Arron's alchemical skills identify it as Ishtaval incense, a mind altering drug that produces temporary blindness. It's also mildly addicting.
He also opens the arcane locked door on the opposite side of the room, leading into a vault.
G23: A number of magical items reside here, including a magical Net, a magical Rod, A Pearl of Power (level 3), a Wand of Summon Monster IV (23 charges), a potion of Neutralize Poison, and a Scroll of Divination.
There are also assorted treasures here totaling 5, 576 gp.
Finally, you figure out the magic of the well: A Marid is trapped here, and she greets you when you approach.
"Please! Save me from this prison and I'll reward you!"
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 |
"Ha ha, this rod is just my style!"
"mind if I keep it?"
Ace turns to the genie "Is there other ways to free you?"