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 |
Ace than casts detect magic to see what the surroundings is like.
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 |
"If only some sort of device that could shoot a metal projectile at a high velocity via an explosion which could kill enemies at range could be invented...."
If we are going to the cove, I think we should rest up first
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 guess we should get a move on to that cave, allons-y"
"Since the cave is guarded , I suppose that would be where the master/king ginderlwhatchucallems lives"
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Honestly it's easier if I just assume you Take 10 unless there's a scenario where that wouldn't be feasible. Most things can't see you eve on a 20 so it doesn't matter a whole lot. If you prefer rolling, just roll when you declare you're attempting Stealth and I'll remember (or you'll remind me of) the roll.
Oh, and I found a picture of what you were fighting in the trees that kicked y'all's asses.
Also, did anyone ever actually check out what was inside the lodge? Like the actual cabin/house/building thing. I don't remember anyone saying they did.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
AND THEN A SKELETON POPPED OUT. JK.
Inside is a sinle large chamber, crowded with furniture, most likely looted from a ship. A nice bed, a writing desk, cooking gear, etc., along with several barrels of food...by the smell of which are quite rotten.
Flies swarm all over the room, but especially around the center, where a hooded man hangs from the ceiling by a length of chain, gently swaying in the breeze from the outside.
On the writing desk lies what appears to be a journal, and various treasures littler the area, draped over furniture and such.
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 pops his head up behind the goblin.
"Seriously now, what the hell is with all the bodies and flies, its like a plague"
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 climbs back down, saying "If you want to catch some horrendous disease by going in that putrid dump, that's your problem."
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 |
No way, son, I aint goin back to that dump, but detect magic has a range of 60 feet, so there
Once at a far enough distance, Ace tries to identify if there is anything magical in the shack.
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 calls up "Im detecting something magical in a coat pocket or something, over one of the chairs, could be dangerous, or not, I can see if someone brings it down."
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
...Well, maybe third time's the charm.
Jrahk marches into the room, ignoring the gathering swarm to go after the coat.
Make me a Fort save please.
He snatches it up and starts back when the corpse in the middle of the room begins to move!
With lightning quickness it wraps its legs around Jrahk's neck.
But rather than choking him, it uses Jrahk's body as leverage to reach up off the ground and grab the chain, freeing itself from the collar that holds the creature to the ceiling.
It drops to the ground, landing with catlike grace and grins at the group.
"Hello, people. Welcome to my humble abode." it says with a thick Chelish accent.
"It's been SO LONG SINCE I'VE EATEN!" it screams, and adopts a ready stance next to Jrahk as the swarm of flies begins to buzz ominously.
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 warned you about the flies bro!!! I told you dog!" shouts Ace as he climbs back up.
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 |
fort:1d20 + 5 ⇒ (15) + 5 = 20
Ace lets loose with billowing flames to cleanse them.
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 |
is it too late to retcon it into a PK flash or color flash or whatever it is?
if not, ace whistles at the creature and flies to get their attention, than casts color flash
Im just worried about burning mr orc, but if the rolls arnt for burning just carry on with burning hands
Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED
You'll be fine.
Yelling at the creature, Slickjaw says "Wait! You can talk, you can damn well think!"
"I have a proposition for you. Y'see, I work on a pirate ship. If you kill us, well, you're stranded here. If you join us, you'll have a sustainable food supply - our enemies. In edition, I'm a scientist - I'd love to study you, potentially enhance you. Wouldn't mithril bones be sweet?"
Male Goblin Alchemist (Vivisectionist) 4 [dexed] | PERMANENTLY DECEASED
Oh snap.
1d20 - 2 ⇒ (1) - 2 = -1
Well, it doesn't like me, but if it's a logical idea, wouldn't it at least hear me out? I mean, if it's rational enough to even allow a diplomacy check...
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Basically you need to convince him that you're not stranded here for one thing. But this particular breed of undead has a potentially compatible alignment, and he's smarter than everyone in this party so...cease of hostilities for a moment may be able to be arranged.
"So damned hungry...haven't eaten in weeks..." he says, licking his lips again.
"I'll tell you what," he manages to say with supreme force of will "Bring me some fresh meat and maybe we can talk.".
He tries to adopt a non-threatening posture but begins shaking. He has to visibly hold himself back from attacking you again, repeatedly half-lunging forward and then stopping himself.
"I doubt you'll be able to convince my 'friends' though...I suppose I win either way." he says with a nasty grin.