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, after seeing that the acid ball was somewhat ineffective, takes aim and fires a bolt at the 2nd boar.
He does not appear unduly inconvenienced by the spider's venom.
When Slick drops down by the second boar, the beast moves surprisingly quick, attacking Slick in mid-air as he drops, though he misses the nimble goblin in both cases.
Attack of opportunity, plus Readied action to attack anything that comes in range.
1d20 + 6 ⇒ (16) + 6 = 22 1d20 + 6 ⇒ (2) + 6 = 8
1d8 + 4 ⇒ (3) + 4 = 7
Slick, you take 7 damage. Remember though, it's a Standard action to direct your swarm to another target. So you can't attack after dropping down. I'll let you decide whether you wanted them to keep attacking the other or not.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Slick's spiders swarm all over the boar Jrahk is grappling with, nibbling at it and sending poison through its bloodstream.
It staggers, and appears to be flagging, but does not fall.
It is at -1 HP and Staggered currently, buts till up and still raring to go. Boars are the Orcs of the Animal Kingdom.
Slick, meanwhile, drops in on the second boar, grievously wounding it with his animal slaying dagger. It grunts in pain but tenaciously stays on its feet, and promises death to the little goblin if it can get its tusks on him.
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 casts acid orb at the boar that just escaped Jrahk's grasp
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 think he wants us to follow him, I bet that little fella is Lyle's little companion"
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
A ways down the trail, you finally come to the watchtower. The parrot perches on the railing at the top of the short staircase leading up.
Inside (after kicking aside an impressive number of empty rum bottles), you find an old man...or his corpse anyway. Already covered in flies in this humidity, and the side of his neck is blackened and swollen, with foam coating his mouth and mustache.
He looks like he put up a good fight, by the broken hammock and weird ichor (recognizable as from the wasps).
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 |
"Rassa-frassa-frick-frackin wasps." mutters Ace as he hands Nute's winnings.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
You do so.
"Damn." Hake says.
"I was hoping it wouldn't come to this, but that's life I s'pose. You can keep Bessie if you like, he won't be having any need of her any longer."
Bessie being the Morningstar.
The next few days pass without event. Hake is true to his word, and your ship is completed in the next 4 days, under 10 as promised.
He gathers you all around your new ship, along with Captain Pegworthy.
Before the ship is allowed to slide into the Estuary, Pegworthy breaks open a bottle of Sargavan wine on the hull, and offers this piece of wisdom.
“Good fortune and sure sail await what one can crack the Tidewater Rock.” he says solemnly.
DC 15 Kn. Local or asking one of your crew, or even Hake himself:
This refers to a small castle called Tidewater Rock that commands a small, protected harbor on a remote island south of Motaku Isle. It is said that anyone who can claim Tidewater Rock as her own will have good luck, as the castle makes a strategic watch point from which one can strike the nearby shipping lanes. Most Free Captains have better things to do than pursue old wives’ tales, but a new pirate captain would surely find a boost to her reputation were she able to claim that she had “cracked the Rock.”
"So, there's only one thing left to do," says Hake "But it's a big 'un."
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 Kroop, asking him what is a Tidewater Rock.
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
"Butharog? That sounds like goblin for party, so no. Never heard of Chicago, don't want some other moron's name in the title. Howzabout the Fat Dragon? And note that I'm drafting a way to make it fly."
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 |
"Name it the Soaring Dragon and we're good"
" Is there a way to mount a flame cannon onto it?"
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
"It's, uh, not exactly going to strike fear into the hearts of men, but I think it fits 'er well enough." he says.
"Well, that's our business concluded then." he says as his men remove the chocks keeping the boat from sliding into the estuary. It slides into the water with a splash to punctuate his words.
"Good fortune to ye all. Come back if you need some minor repairs done, though Bloodcove or Senghor are your only real options for large modifications. I promise it's not always this...eventful." he says.
I'ma put your ships stats in the Party Fund in a little bit under a "Fat Dragon" spoiler. The world is your oyster at this point, basically. Tell me what direction you want to sail in and there's any number of events. So talk amongst yourselves, decide where you wanna go, etc. I'll put up the map later.
Ghast (Appears as a pale skinned Elf) Alchemist 5 (Beastmorph Vivisectionist) HP: 60/60| AC: 27 FF 23 Touch: 14| Fort +8 Ref +8 Will +5 (CN +4)| Init +4 (+9 AP)
Arron re-appears from the jungle once everyone else has gone, having slipped back there to avoid notice.
"I took the liberty of stocking up on some food." he says, smiling and showing blood stained teeth, then hefting a large bag.
"Your companion, the maenad, should be getting ripe right about now as well..." he says.
You know from your days of sailing with him that ghouls prefer rotted meat to fresh. There's plenty of Cyrdic left to go around, hence why I said not to worry about it. But if you want to bring him back, I suggest interjecting at this point and saying you'll need his body back to Reincarnate.
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 |
"Yo Arron, you want to go with us to go conquer some secret harbor with 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 does last some last minute shopping for any weapons or potions.