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 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 flies up to whichever Sahuagin looks healthier and attacks. If there's a way for him to get in a position where he can reach both Sahuagin but they can't reach him, he does that.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
I'm actually waiting to see if anyone responds for sure on whether or not they'll be joining. You don't want to do this next part with 2 people, I'd imagine.
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 |
Cool. You'll need a 3rd/4th for this mission. In case you haven't figured it out by now, this is the end-game for Book 2. I'm going to bench Ixrul and bring along your choice: Sandra, for buffy Cleric action, Conchobar for buffy Bardic action, Rosie for bang-bang Gunslinger action, Riza for semi-ranged slashy Slayer (I thought it fit her better than Ranger) action, or Arron for RIP AND TEAR Ghoul Achemist action.
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 |
Those two, both are fine with me, or maybe the new guy for punchy action.
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 |
Well, Im free all day till jan 12th or something.
I guess we should rest up for the night from the fight with the creeper, then dungeon crawl tomorrow.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Cool!
Oh, erm, as an aside, what did you guys eventually do with Gortus? Near as I know, he's still languishing in chains. If he's still alive, he can also be part of the crew.
You remember from Ixrul's translation that you need to wait until morning to find the right place, so everyone rests and recovers, healed up by Sandra's magic.
As the first light of dawn peeks into the darkened cove from the east, the jungle cliffs come alive with patterns of shadow and light in a thousand fanciful, ever-shifting shapes. When the sun is fully up, the cliffs will return to their normal appearance, but for these few moments they are almost magical with this display of shadow art. In the shadowy half light, a group of caves and crevices on the cliff face takes on the appearance of a grinning skull. As the morning sun illuminates the shadow that resembles the skull’s mouth, a previously unseen glint of gold sparkles brightly in the sunlight, as if the skull has a gold tooth.
In the shape of the skull, two caves lie, taking the place of the eye sockets.
Assuming you ascend the cliff, you notice that there are indeed two different caves, both of which stretch back farther than any of you can see before turning a corner.
Which cave do you enter? Recall that Captain Wolfe was said to be missing his right eye.
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
Eh, I don't really want to go in without Sandra as our healy/supporty type. Unless you mean Gortus will be the 5th member of our team, he can just sit tight a little longer.
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 |
"I guess that wasn't the "right" way to start off the day, eh?"
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
And with that, the matter is settled. (?)
The intrepid adventurers then embark into the rightleftright correct eye.
Everyone needs to squeeze to get into the passage beyond, but it soon widens, and steepens considerably, those weaker members of the crew having a hard time getting up it.
It was a DC 5 Climb, you took 10, we're over it, you're welcome.
The tunnel climbs to a point just below the island’s surface. Sunlight filters faintly through a rent in the earth above, where a gargantuan tree grows down into the rocky soil, its prodigious root system blocking any further progress ahead. The fissures and crevices in the bark of the tree’s trunk, just visible at the roof of the tunnel, vaguely resemble a wrinkled human visage with a craggy crown upon its brow, while the spread of roots below seems like the hoary growth of an ancient beard.
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 |
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Jrahk Lacertus wrote:
Jrahk starts digging
I'm really glad I didn't need to give you any more obvious hints than I did. =p
Jrahk unfortunately soon finds out to his dismay that the soil is very rocky and hard to move. You'll need picks to break up the rocks, and spades to dig it up. It will be hard work.
Unless somebody has some on them, or Ixrul knows a spell akin to Move Earth.
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 |