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.
"If the madness prevents whoever carries it to open it again, we would be trapped." Daliya had no desire to spend the last few moments of her life trapped in a small storage universe with a bunch of men.
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 interjects "Well, as first mate, I would think it would be better for me to stay back, so if anything does happen while you guys are in there, I can still command the ship, and the crew, to lead them onwards in dark times, at least."
You transfer safely into the room, and collect yon booty.
You find:
-A potion of Heroism
-A Ring of Sustenance
-An anchor, made of bone and skulls. It detects as magical.
-A wand (made of bone) of False Life (23 charges)
-A bigass diamond (1000 gp)
-A jeweled headdress(800 gp)
-A jade necklace (350 gp)
-A darkwood mask, carved to look like the face of a Skum (100 gp)
-A lot of alcohol, ivory, whale oil, and other loot adding up to 10 Plunder.
Ixrul dispels the Symbol of Insanity while the loot is searched, so everything can be moved through the door...though the long swim may still make retrieving this treasure problematic.
Well, that was disappointing. Perhaps something exciting will happen next time then. Gremory shovels some of das booty into her bag of holding, and out of the cave.
10 Plunder is a lot of stuff to transport. As a reminder each single point of Plunder is TEN TONS of goods. Your ship can't even carry that much (you have a 50 ton capacity, increased to 75 tons by your Captain's Chest).
That's probably adjusted down a bit sine some of that is in gems, so that shaves off a ton or two. The bigger issue is getting it all up top.
Daliya looked at the pile 'o plunder. "Would it be easier to give the crew Waterbreathing and have them haul this up, or would it be simpler to just raise this wreck long enough to get the stuff off it?" Daliya had no great interest in hauling this all herself, even if her ability to grow in size meant she could probably lug half of it herself.
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, I guess if there is any furniture that is usable, we can use it to decorate that fort, and we can use it as a temporary storage, and to show off to the pirate console that we are, in fact, competent pirates! perfect!"
All of this alcohol could potentially be useful. When we host our fellow captains, aged spirits have this way of enhancing the experience. Add an air of legitimacy to our crew in the eyes of the others. At least for the sake of consumption. Whale oil doesn't do much to add to the atmosphere of a party.
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 |
And for every five of them, we get a full set of teeth! Also positive. Now that I think of it having a clean crew might actually be beneficial. Dress to impress includes deodorant, right?
Oiled up burly men in tiny loin clothes grappling with each other? That's why I watch pro-wrestling! And with a little skill, and something scented, it could be made into cosmetics.
Oh, the Anchor is something Ixrul will like by the way. I'll post the full stats later, but the gist of it is it's an anchor that summons skeletons from the deep ocean to man your ship for you. They last for a week (the anchor can conveniently be used once a week), actually have ranks in Profession: Sailor, and follow your every order (as long as those orders have to do with manning the ship; They won't fight or do anything else besides steer and keep the boat in working order).
This ship's anchor is crafted offused bones and skulls, but it has the strength and hardness of iron. When attached to a ship by a
rope or chain and dropped into the water, the anchor increases its weight to properly anchor the ship it is attached to.
Once per day, the skeleton anchor can hold the ship it is attached to immobile for up to 1 day, or until commanded to release.
The greatest property of a skeleton anchor, however, is to summon undead skeletons from the corpses of drowned mariners, who rise from the depths ofthe sea and clamber up the sides of the ship to serve as its crew. The undead created by the anchor are 1 Hit Die skeletons (Pathfinder RPG Bestiary 250) that possess Profession (sailor) scores of +7. Each skeleton can perform the duties of one crew member but has no other abilities. The skeletons cannot speak, attack, or even defend themselves. They are not proficient with any weapons or armor. The skeletons obey the commands of the ship's captain or pilot, but they only obey orders pertaining to the operation of a ship.
A skeleton anchor can be used just once every 7 days to create up to 28 skeletal crew members. The skeletons do not count against the maximum total Hit Dice worth of undead creatures that the user can control. The skeletons act as crew for 1 week or until dismissed by the ship's captain or pilot. At the end of the week, the skeletons abandon the ship.
CONSTRUCTION Requirements Craft Wondrous Item, desecrate, levitate, skeleton crew (Pathfinder Player Companion: Pirates of the Inner Sea 29); Cost 7,250 gp
In short, yes. You need at least 30 people to man your ship, so Captain Ixrul needs to keep at least one of you guys alive to man the boat with the skelemen.
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
"Well, we could always do with more deckhands. Especially if they follow the pilot's orders without question, and don't need a share of the plunder!"
Krom seems to realize something.
"...And what a pilot you have, Captain! I've spent my whole life on or near the sea, much of it at the helm of a ship, and I have a flying Eidolon as my spotter. Yes, it would be a huge mistake to replace me with a mindless skeleton!"
Everywhere except the shipwreck. To save some time(since there are no encounters here and you can make that Percepton DC on a 1), let's skip to the treasure:
+I keen cutlass
-a watertight scroll tube
-A scroll of transmute rock to mud
-two scrolls of water breathin.
-a jeweled scepter worth 300 gp
-a coral statuette worth 125 gp
-nine diamonds worth 100 gp each
-450 gp
Meanwhile, the restoration of the fort is coming along nicely. With Bikendi laid to rest, the pirate ghosts that appeared at night are no longer an issue, so the stone masons are able to work in shifts from dawn to dusk repairing the walls and towers. The only remaining snarl is Ederleigh, still holed up in his room, threatening and warning those who come near the door to stay away.
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 got the keen cutlass as his backup/secondary weapon, or I might spec him a level or two into 2 handed fighter
2-Handed Fighter does jack and all for you. You can't Spell Combat or Dervish Dance while two-handing a weapon, and it increases your Str and Power Attack bonuses and not much else anyway.
Edit: Also, why do you need a backup cutlass? You have an unbreakable, level scaling sword that you can teleport back into your own hand. It can't be lost, stolen, sundered, or properly disarmed. Save yourself some cash and buy a few weapon cords instead.
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 |
that or as an extra hand via dancing blade using magus arcana, would that work?
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
"Listen, buddy, if these guys wanted to hurt you, they would have done it ages ago. Whatever they might have said back when they first met you, I'm sure it was just them showing off how tough they are. But now the time for showboating has passed. Your supplies must be starting to run low, so why not let us share some of our food with you?"
Ederleigh gives Krom a crazed smile and waggles his ring finger at him.
1d20 ⇒ 2
He looks as though he's about to go into another insane freakout, but in the nick of time Gremory's words soothe him.
"Tea? Yes...I'd love some tea. Why don't you all come in and we can drink?"
As a note, the room seems even more insanely trapped than usual. But it doesn't seem like Ederleigh is trying to trick you into your own death. He may just be that nuts.