Updated 9/28/15

Gold: ######
Plunder: 14
Disrepute: 31
Infamy Threshold: 31

Home Port: Faengar (+2 Infamy rolls)

Community Table


There’s a difference between plunder and the gold pieces in a pirate’s pocket. While gold doubloons and fabulous jewelry can be plunder, pirates are rarely lucky enough to encounter a ship with a hold full of such treasures. Typically, there are trade goods, foodstuffs, spices, and valuables of a more mundane sort.

Plunder is valuable for two reasons: It can be sold for gold pieces (1 point of plunder is worth approximately 1000 gp) and it can be used to increase infamy.

It takes around a day to sell 1 point of plunder and selling it at a bigger port earns more bang for your buck. If you don’t like the amount that you are offered for your plunder you don’t have to accept but you do waste the day that you spent.

Remember that the stocking of the ship and the crew’s payment is also taken out of plunder costing 1 point when heading into port.

Infamy tracks how many points of Infamy the crew has gained over its career. Infamy rarely, if ever, decreases, and reaching a certain Infamy thresholds provides useful benefits and allows others to be purchased using points of Disrepute. _A group’s Infamy score can never be more than 4 x the PC’s average party level.

Disrepute is a spendable resource—a group’s actual ability to cash in on its reputation. This currency is used to purchase impositions, deeds others might not want to do for the group, but that they perform either to curry the group’s favor or to avoid its disfavor. This score will likely fluctuate over the course of a pirate crew’s career and can go as high as the group’s Infamy (but never higher), and at times might even drop to zero.

To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted.

No matter how impressionable (or drunk) the crowd, no one wants to hear the same tales and boasts over and over again. Thus, a group can only gain a maximum of 5 points of Infamy and Disrepute from any particular port. However, this amount resets every time a group reaches a new Infamy threshold.

Before making an infamy check for the day, the party can choose to spend plunder to influence the result. Every point of plunder expended adds a +2 bonus to the character’s skill check to earn Infamy. Additionally, if a PC fails an Infamy check, the party can choose to spend 3 points of plunder to immediately reroll the check.


Infamy Threshold
The following benefits are available to groups that achieve the listed amount of Infamy.

Disgraceful (10+ Infamy) Characters may purchase disgraceful impositions.
The PCs may choose one favored port. They gain a +2 bonus on all Infamy checks made at that port.

Despicable (20+ Infamy) Characters may purchase despicable impositions.
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.

Notorious (30+ Infamy)Characters may purchase notorious impositions.
Disgraceful impositions can be purchased for half price (rounded down). The PCs may choose a second favored port. They gain a +2 bonus on all Infamy checks made at this new favored port and a +4 bonus on Infamy checks made at their first favored port.

Loathsome (40+ Infamy) Characters may purchase loathsome impositions.
Despicable impositions can be purchased for half price (rounded down). PCs gain a +5 bonus on skill checks made to sell plunder.

Vile (55+ Infamy) Characters may purchase vile impositions.
Notorious impositions can be purchased for half price (rounded down). Disgraceful impositions are free. The PCs may choose a third favored port. They gain a +2 bonus on all Infamy checks made at the new favored port, a +4 bonus on Infamy checks made at their second favored port, and a +6 bonus on Infamy checks made at their first favored port.


Skull and Shackles: Pathfinder Adventure Path DeKutch