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.
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.
Ixrul hesitates for a moment.
"I find it odd that only the arcane casters would see 'through' the illusion of a wizard's tower - an illusion that stands up to a fair degree of inspection. Those of druidic or clerical persuasions -" he says, as he gestures towards Daliya and Gremory, respectively "- tend to also be adept at seeing through illusions. Very peculiar."
"Krom, fly - slowly - towards the area I threw the coin."
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 draws his sword, and asks it if it can sense/"see" anything peculiar?
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 |
"Don't temp fate" Ace said, pointing a finger at Krom "It usually ends up with someone bleeding."
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.
"He's referring to your statement about 'doesn't seem like there's anything but kelp here'... Such statements, classically, precede disaster."
"I'm sure you've heard stories where the protagonist has sad something like 'this can't get any worse' or 'finally safe', only to be immediately proven wrong."
Gremory has kee eyes...but unfortunately not sharp enough to pick out much detail through 40 feet of water and a bit of distance besides. He does note that the ship's name is Sea Sparrow.
The boat was named the Sea Sparrow. We'll have to get closer. There are no details available up here. Keep your eyes open. I doubt two bodies of water are going to be this safe. On the way down she recasts Divine Favor.
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 dives in as well, but with the exception of turning into a manta ray upon hitting the water
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 suddenly realizes something "Maybe we should go back later and check out what's in the kelp? I don't think having a pirate console member getting eaten would make a good impression with the others."
In the ship is a locked chest. presumably you bring it to the surface, and have someone unlock it or bust it open.
Inside is:
-A +1 Keen Cutlass
-1 scroll of Transmute Rock to Mud
-2 scrolls of Water Breathing
-A scepter (300 gp)
-Coral statuette (125 gp)
-9 diamonds (900 gp)
-500 gp
Updated the Booty profile by the way, tell me what's in there that has been claimed already.
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 takes the cutlass "This might come in handy with my dancing weapons ability.."
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 nudges Ixrul, "Hey capt, I think you should summon something and use it as bait first, then we go in and finish it off."
You follow the map out into the ocean, and when you get to here it leads...you see nothing. You deduce that the treasure must be underwater somewhere, but it must be DEEEP, as nothing is visible even in these clear waters before the light is swallowed in the depths.
"So, if we come back tomorrow, I can prepare Water Breathing for us all." Daliya looked at the water. "We also might wish to buy a wand of it, at some point - or am I missing seeing that in the pile of loot we haul around?"
Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision
Krom proves to be adept at piloting, but for such an easy voyage it's hard to gauge his true skill level.
"Either way, I get the feeling that this will be more complicated than just swimming down and grabbing a few chests. And I've used up most of my spells for the day. I also think we should take care of this tomorrow."