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.
Since you're spending several days in port I'll assume you go 5 days ina row to hit the max 5 Infamy. Note: Beating the DC by higher amounts yields higher rewards per check, if you're ever in a hurry.
Congratulations! You have reached a new Infamy tier!
You are now: Despicable!
Despicable tier ability:
Once per week, the PCs can sacrifice a prisoner or crew member to immediately gain 1d3 points of Disrepute. This sacrifice is always fatal, and returning the victim to life results in the loss of 1d6 points of Disrepute.
In addition, you gain access to Despicable Impositions:
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 |
I thought Nine-Tailed Inheritor racial trait makes it so imagical tail a bonus feat at every level? or is it just worded badly?
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
The Devil's Pallor sails into the harbor of a small port town in the Shackles at night, goat skull figurehead gleaming in the moonlight as its crew of skeletons silently rows it to shore.
The villagers hear nothing, fast asleep in their beds.
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 might be a pirate, but even slavery is below my standards."
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 |
Oh right, giant orc with rage issues, no morality at all Ace thoughts
"Eh, that or we just rob more people, quantity over quality, you know?.
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.
"Ugh. Very well, we'll do this quickly and efficiently. As soon as we land, I'm going to caste haste on the lot of you. I'll take my undead servants and we'll hit the houses in a wave outwards. If anyone seems to be in combat with a citizen who appears to be a legitimate threat, immediately retreat and retrieve reinforcements."
"Jrahk, Ace, Lucy, if we find a church or the like, I'll split off with my undead and let you deal with it so as to avoid unnecessary risks."
As soon as they begin nearing port, Ixrul will use his metamagic rod to cast extended fly and mirror image (1d4 + 2 ⇒ (4) + 2 = 6) on himself. He will also cast mage armor and false life (1d10 + 7 ⇒ (2) + 7 = 9) on himself.
He then calls his undead on deck, so they are ready to charge off the with a rattle of them bones as soon as they land.
Resources expended: 2 charges of L extend rod, Fly, Mirror Image, Mage Armor, False Life, Haste.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Surprisingly, a large group of warriors are waiting for you on shore, weapons drawn. It seems your reputation precedes you. No mercy, no quarter breeds larger opposition.
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.
Everyone, you have six rounds of haste. Use them wisely.
Ixrul commands his Sahuagin - save for the concubines and Krelloort - to leap overboard to attack the warriors. He will command them to attack in packs and dropping one soldier before moving on to the next.
I'm going to make the statblock for them in a sec.
Init:1d20 + 12 ⇒ (14) + 12 = 26
Ixrul casts Stinking Cloud (DC 20) wherever he can catch the most soldiers. And my undead are immune to the nausea.
I'm assuming the soldiers are somewhat densely packed, so I can at least get a few. If not, I'll probably do something else.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Ixrul's undead easily slaughter the warriors.
Just looked at their stats again. They drop to about 12 damage. If you go after villages, we can simply assume you succeed, but you'll get successively less Plunder as time goes on. Do you want to attack any HARDER targets? Other pirate ships, larger towns further inland?
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.
BTW, I noticed that zombies gain more hit dice. This means the shark prevents Ixrul from controlling the last 4 HD worth of skeletons, so he only has 7 sahuagin instead of 9.
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.
So, we'll head back to That Woman, but maybe pick a fight if we see a ship on the way. Unless ya'll wanna take an inland town while we're here? Also, plunder from this town?
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
You gain 1 Plunder from this town.
1d100 ⇒ 86
Your trip back to The Rock is uneventful.
It has been fortified further since your last visit, and has even expanded a bit. A full set of docks are available for you to pull in at, and a sort of "floating city" made of barges is loosely attached to the island proper, where traveling merchants ply their wares to the inhabitants of the castle.
Treat the Rock as a small town for the purpose of purchasing items now. Essentially you can buy cheap scrolls and potions and such but not much else.
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.
Looking visibly unwell, Ixrul sets foot on the island - and instantly modulates his face into a smooth and thoroughly unruffled expression.
Remember, I have +21 bluff.
Ixrul briefly browses the markets, looking for an investigative spells he forgot to purchase at the last port. Scrying, which I forgot was 4th for Wizards.
Then, fixing his mouth into a half-smile, he goes to face Smythee. How long is left in the year?
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
4th level spells are beyond this group. You MIGHT be able to find 3rds, but a limited selection of more common spells (Fireball, Haste, Fly, taht sort of thing).
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 |
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.
"His name was Ace. Still is, supposedly."
Answering Smythee's question, Ixrul calmly says, "My travels went well enough, I suppose. Full of danger and excitement."
Ixrul will take her by the arm and begin guiding her to the fort.
"By the way, while I'm here - do you have a study, or an old laboratory? Some place where I will not be disturbed, and relatively secure. We may be here for a while, and I will need to be able to work undisturbed."
BTW, if silence was available, Ixrul bought it. I imagine it'd be pretty handy against casters when forced into smaller areas like the deck of a ship.
"You can make use of my former husband's old study, if you wish."
"It is conveniently close to the bedroom. Come see me when you get stiff...from your work. I'm sure I can do something to help you with that."she purrs.
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.
Rynjin - just to be clear. In the event Ixrul does murder Smythee and makes it look like an unhappy accident/someone else's fault, does the island go to him as her husband?
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.
Fair enough.
Regardless of how he may decide on the murder Smythee issue, Ixrul will be friendly and polite to all the servants, doing his best to get on their good sides. Read: I'm a wizard who adds my INT instead of my CHA on bluff and diplomacy.