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 starts casting Summon Monster 5. Though it would not be abundantly obvious, he is more than a little bit peeved that suffocation did not work, as he had been excited to try it.
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 |
The pitter-pattering of little feet gets louder as an enormous rat swarm surges up from below decks, spreading across the deck like a black tide!
This is simultaneously one swarm, and four swarms. I added their HD together to make one big swarm, but as it is damaged it will get smaller and weaker. I figured this made sense and required less bookkeeping than four separate overlapping areas of damage. Instead of a 10 ft. radius of 4d6 damage + nausea per turn, it's a 40 ft. radius of 3d6 damage per turn.
The tide rolls over the hapless Orc bodyguards and strips them to the bone in seconds, their screams cut short by the rapid gnawing of the rats.
Daliya does not go unscathed, as they crawl around her and eat at her as well.
4d6 ⇒ (2, 6, 5, 6) = 19
Your own crew members, and those of Fargo's still lingering meet the same horrible fate as his former bodyguards. Understandably, the ones that have yet to board balk at this and panickedly remove the gangplank so the swarm can't come over to the Pallor.
Daliya, you take 19 damage and need to make two Fort saves, both DC 19. If youf ail the first, you are Nauseated for a round.
Shit, I knew I forgot something. Do we have a map? If there's someway to get out of the blast range without going overboard, Gremory does that.
Gremory uses her intuition to note that fire bad. But she still really wants to kill Fargo, so as a compromise, she fires once with bane active, and tries to use her hasted speed to gtfo.
Fire:1d20 + 16 ⇒ (19) + 16 = 35
Damage:1d12 + 15 + 2d6 ⇒ (8) + 15 + (2, 5) = 30
Gremples are like dimples, but Gremory just happens to have them. Edit: That was almost amazing.
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.
hay das me
Ixrul finishes summoning. He creates a large air elemental, which lands in an area of the swarm with no allies (failing that, in an area with the toughest allies). It then Whirlwinds.
He will fly and Shift (if necessary) to Daliya, then Dimensionally Step her to the crow's nest.
Sorry, I was planning to roll when it was my turn to post.
Fort 1:1d20 + 10 ⇒ (4) + 10 = 14 Fort 2:1d20 + 10 ⇒ (15) + 10 = 25 Fort 3:1d20 + 10 ⇒ (9) + 10 = 19
Grunting as the rats swarmed her, Daliya was relieved to find herself in the Crow's Nest. "Thank you, Captain." She didn't have an easy way to deal with such swarms.
After a moment she started murmuring a spell of her own, summoning an elemental of her own to fight the swarm.
Might be a stretch, but do our cannons have any kind of splash radius options? Either way I think I'm gonna spend Gremorys next turn going over there and giving them a stern talking to for pussing out on us.
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 will still have to spend a round or two to fly back to the battle (while being sickened), since he got frightened off by the magics.
Might be a stretch, but do our cannons have any kind of splash radius options? Either way I think I'm gonna spend Gremorys next turn going over there and giving them a stern talking to for pussing out on us.
Blast shot is a thing, yes.
Remember, cannons require a crew of 2 people 3 rounds to load.
Didn't know that. Cool I guess. Well, if the super swarm takes 3-4 more rounds to deal with, I'll try to fire a blast shot. Til then I'll just be over in the corner metaphorically filing my nails or something.
Luckily, Gurram finds no enemies. If she had, and had followed Krom's orders, she would have ignited barrels of black powder belowdecks and destroyed the ship and the rum you came to get off of it.
As-is, she finds 5 Plunder worth of rum, each stamped with Arronax Endymion's seal.
He was an Arcane Trickster. Didn't live long enough to do anything with it.
The captain's cabin holds no special loot, but looking around the Jester's Grin itself might make a fin prize if you wanted to begin building a fleet. It is full of many hideyholes and smuggling compartments, and the have been fashioned so they can be deployed with extraordinary speed, so it can go from a standstill to a (considerable) top speed in a fraction of the time. Offensively and in raw size it is dwarfed by the Pallor, but not every ship needs to be a flagship, eh?
"How much will refitting her to look like another ship cost? The last thing we want is a blood feud. The Grin needs to vanish into the seas." Daliya shrugged, heading off to check for the expensive, fancy booze they'd been planning to loot.
"How much will refitting her to look like another ship cost? The last thing we want is a blood feud. The Grin needs to vanish into the seas." Daliya shrugged, heading off to check for the expensive, fancy booze they'd been planning to loot.
Squibbing the ship would take 1d4 + 4 ⇒ (3) + 4 = 7 days and cost 2000 gp!
Your old friend Rickety Hake (well, Ace's old friend...none of the rest of you were in the crew at the time to meet him) could handle it.
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 casts a brief, calculating glance at Gremory. Were it possible to see past his ever-present mask, one would see his eyes flicker from the half-orc to the half-elf.
"That would be agreeable. I will draw the money for the squibbing from the general use fund."
"Krom, join her on the ship. We will communicate via semaphore signal if necessary."
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 looks confused, but not at all unhappy.
"As you wish, Captain. We'll need to borrow some of the crew, of course. I guess this gives you a chance to get acquainted with your new skeleton sailors."
Gremory gives the ship a thorough look-over, appraising it for potential upgrades.
"Of course. We should find evidence of Endymion's continued involvement in Chelaxian affairs. Such a shame he turned out to be a liar." The Chelaxian herself suggests a course of action.
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
"Right. Gurram, you're better at searching than I am. See if you can find any evidence of Endymion's treachery. There might be something incriminating in the captain's desk, or in one of the smuggling compartments."
Gurram looks at Gremory, then at her master, and makes an odd huffing noise.
"What're you laughing at, furball?"
Gurram makes no reply, but begins searching with Krom's help.
The ship keeps meticulous records (a good habit for a smuggling ship) though the perfect accuracy of them is suspect. The only reference you find to Cheliax is within Fargo's private log, where he admits to having been a Chelaxian spy years ago.