Pirates of the Caribbean: The Curse of the Black Pearl . It was directed by Gore Verbinski and produced by Jerry Bruckheimer. The story follows blacksmith Will Turner (Orlando Bloom) and pirate Captain Jack Sparrow (Johnny Depp) as they rescue the kidnapped Elizabeth Swann (Keira Knightley) from the cursed crew of the Black Pearl, captained by Hector Barbossa (Geoffrey Rush). Around that time, producer Jerry Bruckheimer became involved in the project; he had Ted Elliott and Terry Rossio work on the script, adding the supernatural curse to the storyline. Filming took place from October 2. March 2. 00. 3 in Saint Vincent and the Grenadines and on sets constructed around Los Angeles, California.
Information such as cast, crew, reviews, plot summary, comments, trivia, and discussion forum. This Dark Souls 2 Gameplay Walkthrough will include all Bosses, a Review. The following rules are standard and are referenced (but not repeated) in monster stat blocks. Each rule includes a format guide for how it appears in a monster’s.
- Sellback: 2 Gold 0 AC Type: Item Description: A small amount of Undead Energy flows within your grasp. If you collect enough Undead Energy, you can merge them into a.
- The Killing Curse (Avada Kedavra) is a tool of the Dark Arts and one of the three Unforgivable Curses. It is one of the most powerful and sinister spells known to.
- Directed by Edward Dein. With Eric Fleming, Michael Pate, Kathleen Crowley, John Hoyt. B-grade western with a twist: mysterious gunslinger-for-hire Drake Robey is.
The Curse of the Black Pearl was an unexpected success, with positive reviews and grossing over $6. The film became the first in a series, with two back- to- back sequels, Dead Man's Chest and At World's End, released in 2.
The latest in the series, On Stranger Tides, was released in 2. The original film was nominated for five Academy Awards, including Best Actor for Depp. The roguish yet charming Captain Jack Sparrow's (Johnny Depp) idyllic pirate life capsizes after his nemesis, the wily Captain Barbossa (Geoffrey Rush), steals his ship, the Black Pearl, and later attacks the town of Port Royal—kidnapping the Governor's beautiful daughter, Elizabeth (Keira Knightley). In a gallant attempt to rescue her and recapture the Black Pearl, Elizabeth's childhood friend Will Turner joins forces with Jack.
What Will doesn't know is that a cursed treasure has doomed Barbossa and his crew to live forever as the undead. The HMS Dauntless, the pride of the British Royal Navy, sailing on a voyage from England to the British settlement of Port Royal. While the Dauntless sailed through the Caribbean Sea, young Elizabeth Swann (Lucinda Dryzek) stands at the bow rail, gazing at the sea while singing a pirate shanty. One of the sailors, Joshamee Gibbs (Kevin Mc. Nally), warned her about .
Although Elizabeth expressed her fascination for the subject of piracy, both Norrington and her father, Governor Swann (Jonathan Pryce), showed their concern, with Norrington stating that he intended to see all pirates get . Prior to this, Elizabeth spotted a lone survivor: young Will Turner (Dylan Smith), lying unconscious on a piece of driftwood. After being brought aboard the Dauntless, Will roused in time for he and Elizabeth to introduce themselves before he lapsed back into unconsciousness. Elizabeth then noticed a gold medallion about his neck, which, after seeing a skull, gave her the thought that Will was a pirate.
Fearing that Norrington would have Will hanged, Elizabeth takes the medallion from Will before he was taken below decks. As Elizabeth stood on the bow of the Dauntless, looking at the medallion, she caught movement out of the corner of her eye. Looking up, she saw a tall ship with black sails moving silently through the thick fog. At the top of the highest mast flew a flag—a flag that had the same skull as on the medallion. As the ship slipped quickly into the fog, Elizabeth widen her gaze upon realizing it was a pirate ship. Fearing the black- and- white flag billowing in the wind, Elizabeth shuts her eyes. She still has the medallion, kept in a hidden compartment in a chest of drawers, and puts it on.
Her father, Governor Swann, knocks on the door, startling her. He then enters with a gift for her: a dress from London he hopes Elizabeth will wear to Captain Norrington's promotion ceremony.
She agrees to wear it, though finds the corset highly restricting and uncomfortable. The Governor receives a visitor, in the form of Will Turner (Orlando Bloom), who has forged a sword for the soon- to- be Commodore. It is clear he has developed romantic feelings for Elizabeth, but they part on less- than friendly terms, owing to her station as the Governor's Daughter and his, a lowly blacksmith's .
Jack is accosted by two marines, Mullroy (Angus Barnett) and Murtogg (Giles New), but distracts them with mention of the legendary Black Pearl. Elizabeth faints—though less through shock at James' words, and more because of the tightness of her corset—and plummets into the sea far below. Jack, having engaged the marines in idle conversation, dives in and rescues her from the seabed, from where her medallion sends out a mysterious pulse, a signal sent across the waters.
Back on the harbor, Jack's interest is piqued by the medallion, but his questions are forestalled by Norrington, who arrives with marines to arrest the pirate, having recognized a brand on his forearm as the mark used by the East India Trading Company to identify pirates. Jack, however, holds Elizabeth hostage long enough to have his effects returned before making his swashbuckling escape into the port. Eventually, Jack is knocked unconscious by Will's employer (who had slept through the entire sword fight) and arrested by the Royal Navy officers who have just broken into the blacksmith shop. The mysterious pulse which emanated from Elizabeth's medallion seems to have . Crew members from the Pearl find Elizabeth (who hides her true identity as the governor's daughter by using Turner as a last name) in possession of the medallion, and take her back to their ship. She invokes the rule of parley (.
Barbossa agrees but, employing a loophole in their agreements, abducts Elizabeth. Later, Elizabeth is asked to dine with Barbossa and to wear a red dress. When she refuses, she is told that the captain said she'd say that, in which case she'd be dining with the crew and she'd be naked, Elizabeth decides to wear the dress and dine with the captain. The next day, Will (having seen Elizabeth taken by the Pearl's crew) fails in his passionate efforts to convince Commodore James Norrington and the Royal Navy to pursue the culprits immediately (despite the Commodore's own feelings towards Elizabeth).
While the Commodore puts his faith in strategy, Will takes up an offer by Jack Sparrow to rescue Elizabeth in exchange for breaking him out of jail. Too long I've been starving to death and haven't died. Not the wind on my face nor the spray of the sea, nor the warmth of a woman's flesh. You best start believing in ghost stories, Miss Turner. The ship and its crew were once under the command of Jack Sparrow until they mutinied a decade ago, stealing the bearings for Isla de Muerta from him, and then marooning him with a pistol containing only one shot. The island contained a cursed Aztec treasure that the crew of the Black Pearl discovered — but believing the curse to be a myth, they took the Aztec treasure for themselves. Shocked by this action, Will's father, .
In retaliation, Barbossa ordered Bootstrap to be tied to a cannonball and thrown overboard. Too late, the crew discovered that the curse was indeed real; in order to break it, they were required to return all the pieces of the treasure to its chest and give a blood sacrifice from everyone who removed them. As part of the curse, the crew's gluttony, greed, and lust for worldly possessions can never be satisfied, and they became undead, forced to never die or rest in their covetousness (moonlight reveals this fact, showing the pirates in its glare to be living, rotting skeletons). After a decade, they have succeeded in fulfilling almost all of the requirements to end the curse — save for obtaining the blood of Bootstrap Bill and the gold piece he stole. With the medallion (in reality, the last piece of the treasure) and Elizabeth .
I am not obsessed with treasure. When the crew questions if the curse was lifted, Barbossa shoots Pintel, which has no effect on him— the curse remains unbroken. Confused, Barbossa asks Elizabeth if her father was William Turner, to which Elizabeth says no. Barbossa then asks if she knows where his child is that sailed from England, eight years ago, and Elizabeth does not answer. Enraged, Barbossa knocks out Elizabeth. Reaching the island, Will suspects Sparrow may betray him and knocks him out. He rescues Elizabeth, who takes the medallion, and they escape to the Interceptor.
Barbossa is shocked by seeing Jack alive and well and orders the crew to kill their old captain. Jack then asked if Elizabeth's blood didn't work, which caused questioning if Jack himself knew whose blood would work.
Angry and despairing, Will drove Elizabeth away, yet again forestalling the chance of romance between them. At the same time aboard the Black Pearl, Jack barters with Barbossa—he will reveal Bootstrap Bill's child in exchange for the Pearl.
Jack's negotiations come to naught when the Pearl pursues the Interceptor. As the Pearl draws near, the crew of the Interceptor prepares for battle. Soon, both ships fired at one another, causing damage to each vessel. It didn't take long for the crew of the Pearlto win, and retrieve the medallion. Will then reveals that he is Bootstrap Bill's son and demands that Elizabeth and the crew be freed, and not to be harmed, or he will shoot himself and fall overboard. Barbossa agrees, but applies another loophole: marooning Elizabeth and Jack on an island. Will is then taken to Isla de Muerta, where Barbossa plans to kill him to break the curse.
Elizabeth asks Jack about how he escaped the island last time, to which he answered that with the help of the rum runners, he bartered passage off the island. But seeing that the rum runners are long out of business, Jack has no plan of escaping.
Then, Elizabeth took matters in her own hands by burning all their supplies (Jack's hidden cache of rum), as well as some of the small island's palm trees, to create a signal fire to alert anyone from the Royal Navy of her location. Elizabeth and Jack are eventually rescued by Norrington, but Elizabeth is unable to convince him to go back and rescue Will until Elizabeth promises to marry him.
He convinces Barbossa to delay spilling Will's blood to break the curse until after they have killed the crew of the Royal Navy ship Dauntless and taken the ship.
Universal Monster Rules. The following rules are standard and are referenced (but not repeated) in monster stat blocks. Each rule includes a format guide for how it appears in a monster's listing and its location in the stat block. Some mythic abilities from Pathfinder Roleplaying Game: Mythic Adventures are presented here for your convenience, although they are not universal monster rules; these are indicated with a superscript . Ability damage can be healed naturally. Ability drain is permanent and can only be restored through magic. Format: 1d. 4 Str drain; Location: Special Attacks or individual attacks.
All- Around Vision (Ex) The creature sees in all directions at once. It cannot be flanked.
Format: all- around vision; Location: Defensive Abilities. Amazing Initiative. MA (Ex) The creature has a bonus on initiative checks equal to its mythic rank. As a free action on its turn, it can expend one use of mythic power to take an additional standard action during that turn.
This additional standard action can’t be used to cast a spell. It can’t gain an extra action in this way more than once per round. Format: amazing initiative; Location: Special Attacks.
Amorphous (Ex) The creature's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits. Format: amorphous; Location: Defensive Abilities. Amphibious (Ex) Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land. Format: amphibious; Location: SQ.
Attach (Ex) The creature automatically latches onto its target when it successfully makes the listed attack. The creature is considered grappling, but the target is not. The target can attack or grapple the creature as normal, or break the attach with a successful grapple or Escape Artist check. Most creatures with this ability have a racial bonus to maintain a grapple (listed in its CMB entry). Format: attach; Location: individual attacks.
Bleed (Ex) A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 1. Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.
Format: bleed (2d. Location: Special Attacks and individual attacks. Blindsense (Ex) Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment.
Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Format: blindsense 6. Location: Senses. Blindsight (Ex) This ability is similar to blindsense, but is far more discerning.
Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability.
Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn. Format: blindsight 6.
Location: Senses. Block Attacks (Ex) Once per round, when the creature is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus.
If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as if the attack had missed). Format: block attacks; Location: Defensive Abilities. Blood Drain (Ex) The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage. Format: blood drain (1d.
Constitution); Location: Special Attacks. Blood Rage (Ex) When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily. Format: blood rage; Location: Special Attacks. Breath Weapon (Su) Some creatures can exhale a cone, line, or cloud of energy or other magical effects.
A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 1. HD + breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save.
Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day. Format: breath weapon (6. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d.
DC 1. 0 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full- round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. Format: burn (2d. DC 1. 5); Location: Special Attacks and individual attacks.
Capsize (Ex) A creature with this special quality can attempt to capsize a boat or a ship by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 2. Profession (sailor) check, whichever is higher. For each size category the ship is larger than the creature attempting to capsize it, the creature attempting to capsize the ship takes a cumulative –1. Format: capsize; Location: special attacks. Change Shape (Su) A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities.
A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities.
These creatures do adjust their ability scores, as noted in their description. Format: change shape (wolf, beast form I); Location: SQ, and in special abilities for creatures with a unique listing. Channel Resistance (Ex) A creature with this special quality (usually an undead) is less easily affected by clerics or paladins. A creature with channel resistance adds the bonus listed for that creature to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).
Format: channel resistance +4; Location: Defensive Abilities. Compression (Ex) The creature can move through an area as small as one- quarter its space without squeezing or one- eighth its space when squeezing. Format: compression; Location: Special Qualities. Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack. Format: constrict (1d. Location: Special Attacks.
Construct Traits (Ex) Constructs are immune to death effects, disease, mind- affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage. Format: construct traits; Location: Immune.
Curse (Su) A creature with this ability bestows a curse upon its enemies. The effects of the curse, including its save, frequency, and cure, are included in the creature's description. If a curse allows a saving throw, it is usually a Will save (DC 1. HD + creature's Cha modifier; the exact DC is given in the creature's descriptive text). Curses can be removed through remove curse and similar effects. Format: Curse Name (Su) Slam—contact; save Will DC 1. Str drain; Location: Special Attacks and individual attacks.
Curse of Lycanthropy (Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 1. If the victim's size is not within one size category of the lycanthrope's size, this ability has no effect.
Format: curse of lycanthropy; Location: individual attacks.