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.
The journal details Bikendi's experiments, should anyone wish to create their own Dreamstone. Of note, is that it required the betrayal of a powerful Night Hag...and one he never vanquished before his death.
With Bikendi's knowledge in Krom's mind, you also produce the journal's Secret Page containing the map to the other treasure hoard.
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 |
"Seems like this is treasure island after all, but I think we really should hurry up exploring everything before the pirate consul arrives."
A giant-sized corral sits on the eastern shore of a large lake. Several of the corral's beams, each one the size of an entire tree, lie broken and smashed on the ground.
Several enormous triceratops graze by the lake, leaving massive footprints in their wake.
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 looks around for things
preception:1d20 + 9 ⇒ (16) + 9 = 25
"Maybe this can be the pasture/farmland if we can get some livestock here."
Daliya watched the creatures for a few moment. It made sense that the Cyclops would hunt the giants for food, but farming them seemed...risky. "If the former Captain was here he'd probably want one as a mount..."
E is a set of bigass stairs, going 500 feet up, and clearly carved for giant sized feet. They're also really tall and steep and boy are your legs tired.
DC 15 Fort or be Fatigued from long climb.
They lead up to a big watchtower, two giant cyclops statues standing guard over the western seaboard. Two double doors open onto it, and there are signs that it was recently occupied. Nothing of value is here, though fixing it up like the one at the fort and clearing the rubble from the collapsed sections might be useful.
Thankfully, the whole 'dead' business hadn't worn down Daliya's stamina too badly. Daliya nodded, breathing only slightly faster than normal. "If we can repair this place and work out a signalling system, it could be useful."
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 |
Lets see how posting actual rolls from my phone turns out.
steppin':1d20 + 12 ⇒ (15) + 12 = 27
I am quite alright, thank you. Times like these make me wish my own pet was still alive. That may be to our benefit, Daliya. Though, we do have the option of using those towers the insane mage from those few weeks ago as well.
Looks like Im going mobile. Still not fully updated, but the only notable change is the addition of Bane as an option. Gonna be slow going, but Ill level up what I can.
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, think about it. A single cow is barely enough to feed one Cyclops, they need about 4 times as much food as a Medium sized creature to survive. A Triceratops, on the other hand...
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.
That wasn't a fight. Think of it as locked box - only the rogue is going to pick the lock. In a fight/bigger puzzle, most or all of the party will and should participate. In a tiny thing like that, only one or two people will be needed to solve it, since it's such a small obstacle.