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 Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Not good enough.
Jrahk, your Push/Drag may be 9200 lbs, but that's for unsecured items you have proper leverage against. You could pull a Hercules and push a statue over on someone, but not push an 8000 lb throne while floating in the water. Everyone could assist you, however.
Taking 20 would take you 1 minute, along with someone else assisting.
4d20 ⇒ (1, 4, 14, 20) = 39
Which Lucy and the Elemental are able to do.
The chamber hidden below the great throne isempty save for two chests. One is a iron-banded chest decorated with skulls that seems to have held up remarkably well considering its immersion in seawater. The other is a stone box with the image of a fish-headed demon carved onto its lid, whose seams appear to have been sealed by lead.
Opening the stone chest would require breaking the watertight seal;it is attached to the floor. Doing so would be reasonably simple for you guys though.
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
Aight I'ma level with you: I know what the thing DOES, but it has no detailed write-up as to what school it might be and so on. The History check was your only real clue and you guys blew that so all you know is it's magic and it weighs 4 tons.
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.
Also, how is 25 not good enough? Ixrul will always be the base of all knowledge checks, as he is far and away the best at them in (I believe) every category. Ace and the Familiar both successfully aided on Kn History, so he got 25, which is well above the highest Kn History DC of 20.
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
'Kay, 25 makes it (23 did not, which is what you had before).
The massive stone throne is an artifact of the ancient cyclops empire of Ghol-Gan. It is said to be cursed, associated in some way with dreams of conquest or power among those who seat themselves on it.
It might be worth up to 5000 gp to the right collector.
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 |
"How the hell can we move this, get the whole crew here and push it all the way to the ship?"
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.
"Well, for starters, let's retrieve corpses - I need to refill my collection of undead. I'll figure out a pulley system or something for the throne."
Took a rank or two in Kn Engineering, should suffice to move the throne.
Ixrul will dismiss all his existing skeletons, because they suck, but only when he starts to run out of room. He has like 4 or 5 left, AFAIK.
To-do list of things to do:
- mobilize throne
- open chests
- reanimate Krelloort as a Bloody Burning Skeleton
- create a bunch of bloody skeletons out of the Sahuagin
- maybe make a fast zombie shark out of that big shark
- get sandra to desecrate an area to do the undeading more efficiently
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Yeaaaah. So, when you guys are ready to move on, let me know. This was the end of book 2 so all that's left are those treasure chests, and any Raises/Reincarnates you might consider getting.
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
If you die permanently, sword blows up or something iunno. If you decide to Reincarnate or get raised, then it continues business as usual. Note: you guys still have one of those Reincarnate Salves.
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 can communicate with Master Ace from beyond the grave, he confirms he wants to be reincarnated."
.
.
.
"Okay, maybe not from beyond the grave, but he did tell me that if he goes down, he wants that to happen, so just open the damn chests, get back to the ship, and do it."
Forgot to mention, you guys' Perception checks uncovered a key that goes to the chest.
The chest itself is magic, and is an item known as a Captain's Chest.
It functions as a Type IV Bag of Holding, and is watertight even if opened underwater.
If placed in the hold of a ship it warps the dimensions of the hold and increases the cargo hold capacity by 50% for as long as it stays there. If it is removed while the hold is overfull, all ecess cargo is expelled out through the nearest point of egress (injring anyone in its way). It is worth 30k gp.
Inside are:
-A variety of silks, exotic spices, fine furs, raw gold and silver ore (worth a total of 10 points of Plunder)
-A figurehead called Besmara's Bones
-2 Fan Feather Tokens
-Slippers of Spider Cimbing (4800 gp)
-An ornate crown with an undersea motif, made of Deep Platinum (worth 5000 gp)
-A jeweled box (worth 500 gp), containg assorted jewelry worth a total of 4000 gp
Besmara's Bones:
Cost: 10, 800 gp
Named for the goddess of piracy, strife, and sea monsters, this
figurehead must be mounted on the prow of a ship function.
Once per day, a ship carrying Besmara’s Bones can inflict a curse
on an enemy ship struck with a successful ramming attack. The
target ship must succeed at a DC 14 Will save or its pilot takes
a –4 penalty on Profession (sailor) checks to control the ship.
In addition, the cursed ship can never gain the upper hand in
ship-to-ship combat (Skull & Shackles Player’s Guide 9). The curse
inflicted by the figurehead cannot be dispelled, but it can be
removed with a break enchantment, limited wish, miracle, remove
curse, or wish spell. In addition, once per day, Besmara’s Bones
can be used to cast false life (CL 5th) on the captain of the ship
carrying the figurehead. A ship may not have more than one
figurehead, magical or otherwise, mounted on it at one time.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Assuming you start heading to the nearest port to sell your goods:
After a few days the full moon rises, and you slather Ace's naked body with Salve (or, more accurately, Sandra does so).
His body bucks and shakes and then EXPLODES, reforming itself a moment later into something resembling a man/shark hybrid, and then changing a moment later into something much...furrier. Ace now has a fine coat of red fur, with a small white patch at the throat, and muzzle reminiscent of a fox's.
So, choices: Are you guys okay with waiting a week to get Ace's negative levels removed, or do you want to move on before he can get the second off?
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.
Eh, we can wait. Probably. I gotta buy + transcribe spells as well as recover from blood moneying a bunch of skeletons.
Ixrul will also pick up 50 GP worth of silver and get Sandra to cast Desecrate (twice, as he can only cast 2 animate deads in a day) in the hold of the ship while he starts creating undead.
Up to 28 hit dice of undead in one casting.
Detailed Version:
First Casting of Animate Dead:
Fast Zombie Advanced Giant Hammerhead Shark (4 HD) x 2 = 8 HD
Bloody Burning Skeleton Krelloort (2 HD) x 6 = 12 HD
Bloody Skeleton Concubines (2 HD) x 2 x 2 = 8 HD
Second Casting:
7x Bloody Skeletal Sahuagin (2 HD) x 2 x 7 = 28 HD
1d4 damage + 2 str damage
14 + 8 HD controlled
-----------------
Third Casting
2x Bloody Skeletal Sahuagin (2 HD) x 2 x 2 = 8 HD
1d4 damage + 1 str damage
14 + 8 + 6 HD controlled, for a total of 28
Total (All Created In a Desecrated Area):
1x Bloody Burning Skeletal Krelloort (4-Armed Mutant Sahuagin)
1x Fast Zombie Advanced Giant Hammerhead Shark
2x Bloody Skeletal Concubines (Advanced Sahuagin)
9x Bloody Skeletal Sahuagin
Blood Money:3d4 ⇒ (1, 4, 3) = 8 + 5 Str (Healed ASAP, thanks to Sandra and lesser restoration not having a material component)
50 GP worth of silver dust for the desecrates.
Ixrul will also go shopping for spells after two days of being in port, once he finishes creating the undead. Basically, gimme a bit to pick spells.
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.
"It's 13 crew members that are extremely tough to kill, never mutiny, never need food, weigh significantly less than a normal human, and can swim at great speeds. As well as a shark fast and strong enough to sink smaller enemy boats - such as lifeboats or boarding ships - fairly easily."
Sighing with exasperation as he finishes raising the last skeleton, he says, "How, exactly, is that a waste of fifty gold pieces?"
What armor are the skeletons proficient in? If none, I'll probably shell out for haramakis or padded armor as they have no ACP and are dirt cheap.
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 got a fox head! and body, aaaaaaauuughhhhhh!"
Ace studies his new form for a second, and realizes that he is indeed a kitsune now.
"On second thought...."[b]
[b]"A kitsune, eh? I guess I can get all the ladies now, since I can be whoever they want....."