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.
I don't have many options left...
Ixrul casts Stone Call so that the undead captain will have to cross as much of the difficult terrain as possible without impeding Jrahk's access to the bell.
2d6 ⇒ (1, 3) = 4Bludgeoning to Pilk. As well as any other baddies Ixrul can catch in the 40-ft radius area.
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 cheers the orc on, thinking that they might need the captain alive if they want the bell.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Ixrul drops a bunch of rocks right on top of Pilk's head, stunning him momentarily and allowing Jrahk to push past unimpeded to the bell.
Unfortunately, it doesn't quite stop him from pushing through the rocks. He ends up about 5 feet away from Jrahk, and his ghostly self comes out and reaches across the distance once again.
He only had to move through 15 feet of rock, sorry. Jrahk's pretty strong against this attack though.
Male Elan (Formerly Maenad) Soulknife (Soulbolt/Gifted Blade) 5 | HP 10/47 | AC 19, Touch 15, FF 14 (23/15/18 w/ Force Screen) | CMD 21 | Fort +4, Ref +9, Will 7 | Init +6 | Perc. +11 | Sense Motive +10
Yeah, but remember last time when we killed Pilk and the ship immediately sank? I don't think that'd be very wise, seeing as right now you're all on 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 |
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Jrahk unleashes a mighty chop at the bell!
He looks very proud of himself for a moment, but after opening his eyes, he realized he should have aimed first. He has managed to hit nothing but the deck of the ship. Really hard though. Good job.
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 twiddles his thumbs, as he is out of applicable spells. Shrugging, he decides he may as well put his cantrips to use, and hurls a fist-sized globule of acid at Pilk.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
So uh yeah I completely forgot about this. Computer troubles put a cramp on my GMing style a lot of the time.
TBH, this encounter isn't really important to run a second time. You'll mulch Pilk before he can try to Suffocate someone who isn't Jrahk (who's basically immune), and then you now know how to stop him from coming back. Anyone mind if I handwave this so you can make some actual progress, or would you prefer to play it all out?
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 |
Complete metagame knowledge: Only destroying the bell will get rid of him for good. It doesn't really tell me what would happen if you took the bell, but given that the bell controls the whole dealy, I'd probably rule that Deathknell reappears inside your ship and explodes it from the inside. =)
The crew handily defeats Pilk again, now knowing the trick to put the pirate to rest for good.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The crew sails back to Tidewater Rock for a well deserved rest. Lady Smythee has made some improvements to the place while you've been gone, improving the rooms you'll be staying in with more comfortable beds, increasing the quality of the food, and arming her guards a little better.
She's also purchased some interesting toys she can't wait to try out with Ixrul.
Cyrdic, would you mind rolling me a Profession: Sailor check?
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
"You are lucky man," Jrahk tells Ixrul, as he playfully slugs the elf on the shoulder hard enough to leave a bruise.
btw guys I'm thinking about retraining into Bloodrager. I already talked with Rynj about it and have a build in the works, just wanted to know what you guys think. Basically I'd be giving up a bit of raw hitting power for the ability to become The Hugest every time I rage.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Trying to figure out what raw hitting power you lose. You actually GAIN hitting power, since Enlarge Person adds to Str, and your Rage is the same. What you actually lose is DURABILITY, worse saves, no DR, lower hit-dice, but you gain whopping power, reach, and some useful spells (like Mirror Image, I believe).
Also, whoops, my bad. I meant Perception check. Still, 30 is really good. It's OPPOSED to a Prof. Sailor check.
Prof. Sailor:1d20 + 11 ⇒ (3) + 11 = 14
Cyrdic catches a glimpse of a dark ship with black sails coming through the mist. As the mist parts a moment later, the ship's pirate flag becomes visible.
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
Good point, I was focused on the 2 points taken out of base Str, but I guess I have plenty of ways to make up for that. The loss of tankiness is the real downside, but shouldn't be a problem if I can kill things dead before they can get close enough to hit me. =p
Mind if we retroactively say that I retrained on the journey here? I wanna do a cool thing.
Male Elan (Formerly Maenad) Soulknife (Soulbolt/Gifted Blade) 5 | HP 10/47 | AC 19, Touch 15, FF 14 (23/15/18 w/ Force Screen) | CMD 21 | Fort +4, Ref +9, Will 7 | Init +6 | Perc. +11 | Sense Motive +10
"Heads up everyone, we're about to get company. Lady Smythee, have you spent any of the money on extra defenses? I seem to recall the place lacking in them last time we were here."
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 |
"Hey, elf dude, mind flying ahead and seeing who they are?"
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
Jrahk stands up, eager to get acquainted with the visitors, but then immediately stumbles backward into his seat as he is assaulted with a splitting headache.
His vision blurs, and his mind becomes filled with strange visions: A twisted, shifting landscape scarred with bottomless caverns...huge, winged creatures that seem to radiate power and fear...
Jrahk comes back to his senses after a few seconds. He feels...different, somehow...like he is suddenly more capable of exerting himself in ways that...don't involve his muscles?
He decides that he must be suffering some nasty side effects of something he ate, and promptly gets up once again.
And now I have the highest Charisma of the party. I am a sexy, sexy orc.
0 Acid Splash, Detect Magic, Prestidigation, Read Magic
1 Alter Winds, Infernal Healing, X Mage Armor, Obscuring Mist, Snowball, Snowball
2 Stone Call, Summon Swarm, Hypnotic Pattern, X Invisibility,
3 Rain of Frogs, SM III, X Fly
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Ixrul flies out over the water. He catches a glimpse of two longboats being lowered into the water, each full of buccaneers, before the mist covers everything.
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 there an off chance they are seeking an alliance?"
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 |
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.
"Then let us prepare ourselves."
Ixrul flies back out, pulls out his lesser reach metamagic rod, and prepares to stone call the beach from the tower when the buccaneers land.
He also directs his skeletons to charge and attack as soon as he gives the word. Basically, just noting that I may talk as a free action to send them charging in.