Afool
2013-01-16, 07:27 PM
In my IRL game we're taking a break from the regular campaign to help one of the players create messes for the PCs in the game that he's DMing to clean up (plus all the other stuff a party of semi-loyal Evil PCs get into :smallwink:). We're ECL 5 with WBL and the party consists of 2 Raptorians (A swashbuckler prestiging into Dread Pirate and an abjurer/Master Abjurer (Complete Mage) (Me)), a Half-Dragon Elf Druid, a Goliath Monk, and a sometimes playing Human Barbarian.
Our DM for this has graciously allowed us a Dromond with half filled armament (2 Light Slots filled and a Heavy, 2 Ballista and a heavy bombard) without spending any gold and has also allowed us to have slave rowers as a connection to the other party (their cleric's town was raided by Pirates). I've figured out how to man the ship for 351 gp a month which includes enough sailors to man the ship three times over, dedicated cooks, Professional Siege Engineers for the ship's weapons (lvl 2), a set of strong men for helping with Siege Weapons, and a set of misc. level 2 Specialists for various ship positions.
We're all set up, but I've hit a snag for motivation. My Abjurer is Lawful Evil, and is keeping his eye brother (the swashbuckler) while he's on his pirate stint. He's picked up the Focused Specialist ACF so his banned schools are Illusion, Enchantment, and Necromancy. That means Lichdom is out and Pirating for Profit seems a bit mundane, so I'm looking for suggestions for a larger motivation for adventuring (everyone's on board for the pirate gig so we're not going to be leaving the ship any time soon).
Our DM for this has graciously allowed us a Dromond with half filled armament (2 Light Slots filled and a Heavy, 2 Ballista and a heavy bombard) without spending any gold and has also allowed us to have slave rowers as a connection to the other party (their cleric's town was raided by Pirates). I've figured out how to man the ship for 351 gp a month which includes enough sailors to man the ship three times over, dedicated cooks, Professional Siege Engineers for the ship's weapons (lvl 2), a set of strong men for helping with Siege Weapons, and a set of misc. level 2 Specialists for various ship positions.
We're all set up, but I've hit a snag for motivation. My Abjurer is Lawful Evil, and is keeping his eye brother (the swashbuckler) while he's on his pirate stint. He's picked up the Focused Specialist ACF so his banned schools are Illusion, Enchantment, and Necromancy. That means Lichdom is out and Pirating for Profit seems a bit mundane, so I'm looking for suggestions for a larger motivation for adventuring (everyone's on board for the pirate gig so we're not going to be leaving the ship any time soon).