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 |
Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED
Can you at least describe them to me so I can tell if they look friendly or dangerous or whatever? Nvm saw the Roll20 pictures they're not friendly.
Still utterly silent, Slickjaw slips outside and informs Cyrdic and Ace of what he saw.
As he pulls out two flasks of alchemical fire to give to Cyrdic and Ace, Slickjaw says, "I can go in there and open with a flask of alchemical fire, then bolt out. When they follow, you and Ace put a flask in the doorway. Sound good?"
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 |
"Alright, but if those guys are resistant to fire, I guess we have to prepared for melee combat, than."
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 have a bad feeling about this, but what else can we do?"
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 |
init.:1d20 + 4 ⇒ (5) + 4 = 9
sorry for lateness
when its his turn, Ace goes up to the tent and pitches in a bottle.
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 |
oh right, undead, I can cast "disrupt undead" than
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The creature shrieks in pain, but seems mostly unharmed by the puny attack. It does, however, glare at Slickjaw, its gaze promising doom, recognizing him as the one that set ablaze its companion.
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 proceeds to take his scimitar and lunge at the creature.
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 group digs through the piles of refuse and looks around, before eventually entering a back room of sorts (really just another section of the tent partitioned off with cloth).
The back room contains a number of things, besides the copious amounts of revealing clothing scattered around.
-A leather hip flask (emblazoned with a crocodile) which contains a Potion of Cure Moderate Wounds.
-Three daggers (one of which is Masterwork).
-6 flasks of Alchemist's Fire in a chest.
-2 BARRELS of perfume (worth 25 gp each).
-A wedding dress inlaid with rubies and pearls (worth 400 gp).
-A whalebone corset with mother of pearl inlays (20 GP).
-12 silver hatpins, with obsidian gems (worth 5 gp)
-Assorted jewels worth a total of 307 gp.
-One Unconscious Orc.
Note: You don't technically have any of the gold to your inventory until you can get somewhere and sell this stuff.
However, since you won't be able to buy anything until that happens anyway, add 261 gp to your inventory (783 divided by 3).
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 pokes at/checks the Orc to see if it is alive.
I guess a perception check?
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 tries to wake him to see if the group can get a new minion/companion.
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 |
"Dont worry, my toothy friend, the bad people are taken care of, we wont harm you in any way, we would like to know why you are on this island, though."
Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0
"I am Jrahk. Was left here by captain, said he didn't need me anymore. Pale men find me, say they will eat me. I try to fight them, but they move too fast and capture me."
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The newly formed squad move onward, finally making their way out of the muck of the Mire.
After a bit of walking, they make it to another beach, the one visible from the boat that would have made a safe landing point.
Towering palm trees stretch along a white sand beach for a mile or so, each around 50 feet high and crowned with a wide canopy of palms brimming with coconuts. Shattered coconuts litter the beach beneath three of the trees.
Coconut crabs scuttle around the area, most too tiny to make much of a meal, much less pose a threat to formidable adventurers such as yourselves.
Move forward, explore, catch some crabs for food? None of the above, insert action here?