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We will break away Together... I'll be the Shadow, You'll be the Light. Nothing ever lasts Forever... We will go softly into the Night.
Rolls:LINK Move: Move in range of Kenku 2. About 20-25 feet Action: Rapier attack; damage to hit to hit. Bonus Action: Duel wield- Reaction: AoO if Applicable Interaction: Current Effects: Bless Notes:
Feats:Increase your INT or WIS score by 1. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Perception and passive Investigation scores.Observant Background Feature:In this feature, your knowledge is about how your bureaucracies functions let you to gain full access to the inner workings of any other noble court or else the government you do encounter. Actually, you always know those who are the movers and also the shakers and also you have knowledge on with whom to go to for the most of the favors that you seek and also what the current intrigues of interest in that group actually are.Court Functionary Arcane Archer Abilities:Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Fighting Style | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.Action Surge | Once per short rest, you can use a bonus action to regain 1d10 + 4 HP. Second Wind: 1 Bonus ActionSecond Wind | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it againAction Surge | At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. Calligrapher's SuppliesStudent of War | Maneuvers:When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct an ally that can see and hear you to strike using its reaction, adding the superiority die to the damage roll. 1 Bonus ActionCommander's Strike | As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll. 1 Bonus ActionQuick Toss | When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 14). On failure, it is frightened of you until the end of your next turn. (No Action)Menacing Attack Racial Traits:You can see in darkness (shades of gray) up to 60 ftDarkvision | When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.Feline Agility | You have a climbing speed of 20 ft. and your claws are natural weapons that deal 1d4 +1 slashing damage, instead of the normal bludgeoning damage for an unarmed strike.Claws | You have proficiency in the Perception and Stealth skills.Cat's Talent
Now what kinda Black-Pearl-Hector-Barbossa-bullsh*t is this? Benny wonders dispiritedly. I need zombie pirates like a goddamn hole in the head.
The last of the Crew to be hustled into their briny quarters, Benny finds himself clinging desperately to the little window in the door, watching as Kirk “Mad Eye” Burton mounts the steep stairs that lead abovedecks. I’m dehydrated—hallucinating, he thinks. Then again, we are on a mission to fetch an uber-powerful magic relic for a minotaur crime lord, so… He snorts. It’s a sound as close to a laugh as he’s mustered aboard the Grief. I guess zombie pirates kinda track. The ship’s—now decomposing—first mate closes the hatch, and the last sliver of silvery moonlight disappears. Still gripping the hatch with one hand, Benny uses the other to knuckle his watery eyes—grinding out the vision of Burton’s putrescent claw. He focuses on the music in his earbuds, humming, then muttering along, willing his stomach to quiet: “We'd never stab you in the back, we'd never lie or cheat”—BURP—“We're just about the nicest guys you'd ever want to meet.”Yeah, right.
Just then, Syd joins him near the door, proffering an assortment of colorful, chalky-looking tablets. Benny pops out his headphones and tentatively accepts the meds, not at all confident that he’ll be able to keep them down. He closes his eyes, takes a few quick breaths to psych himself up, and gulps the whole fist-full. Cringing, eyes still shut tight, Benny waits. Nothing happens. Somehow—praise Poseidon!—the Pepto and Dramamine stay put. Sure, the barbarian’s stomach is still doing cartwheels, but he doesn’t barf—and that’s got to count for something. Benny is grumbling his thanks to Sydney when Anaya toes a sloshing bucket toward him. “Brought you a bucket,” she says. The smell hits him a second later, sending his stomach into a series of violent backflips. A fly the size of a raisin pings off his forehead. Benny gags. “NOPE!” he roars, releasing his death-grip on the window. He barrels past Anaya, staggering away from the chamber pot as fast as he can on legs that feel like wet noodles.
Benny stumble-walks across the cabin, groping for walls, piles of gear—whatever he can use to stabilize himself. “I’ve puked in a lot of gnarly toilets in my time, but I’d rather be f*ckin’ keelhauled than stick my face in that bucket.” He retches again. “Gracias por todo, though, seriously.” He reaches the other end of the room and flops down near the bouzouki-toting bard. “And yes, Cade, I am most definitely still hurting.” Benny settles against one of his gear bags, then angrily winds his headphones around the iPod before jamming the whole bundle into his vest pocket. He groans, leans back, and pulls his sweat-stained bandana down over his eyes. “I am over this.” Benny sits sullenly, arms crossed over his chest, softly belching while Cade plays his not-a-guitar. Minutes pass. It almost looks like Benny might be asleep, but then he peels the bandana back from one eye and says, “I don’t wanna toss one more thing on our heap of woes, but did anyone else notice that our esteemed mate Mad Eye looked particularly skeleton-y this evening?”
HP 23/23 (1d12+2) | AC 14 | SENSES Passive Perception 10, You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision
STR 18 (+4) DEX 14 (+2) CON 15 (+2) INT 10 (+0) WIS 6 (-2) CHA 12 (+1)
While raging, you gain the following benefits if you aren't wearing heavy armor:
* You have advantage on Strength Checks and Strength Saving Throws.
* When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
* You have Resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast Spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a Bonus Action.
Once you have raged the maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.Rage | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.Unarmored Defense | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.Relentless Endurance | When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks | Starting at 2nd Level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack Rolls using Strength during this turn, but Attack Rolls against you have advantage until your next turn.Reckless Attack | At 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.Danger Sense | You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.By Popular Demand
CURRENT iPOD SELECTION/NOTESA Professional Pirate by Muppet Treasure Island OST | Cell Phone DC (DEAD)
Anaya takes the phone from Sydney, who left it open and unlocked. The two had a brief exchange of instructions, where Sydney directed the woman she simply had to touch the screen. Anaya couldn’t believe that she didn’t have to push any actual buttons. Cell phones had changed a lot in 10 years, it had seemed.
Anaya navigates to the folder of notes first, and skimmed. She couldn’t bring herself to read them word for word, not when there could be photos of June… now. How old was she? A silly question, of course she knew. She was, her mother. June would be exactly 12 years, 2 months, and 17 days old now.
Practically a teenager, she thought.
Shakily, her index finger pushes the icon for photos. Anaya scrolls through them, and stops at one of herself. At least they used the good one of me. Jacob must have provided it. The turquoise hair and few tattoos, skinny arms and smile… who even was that woman? That was Susanna Lemonstrap, certainly not Anaya.
There were endless selfies of the crew. In the Jeep, Benny in the back with his headphones in. On the streets in outskirts. There was an image of Electra from the crystal shop, and Lisa. The caves. And then…
Anaya could feel the breath get sucked from her lungs. Everything froze as the face came up on the screen. It was June. Her daughter. Her beautiful, beautiful child. The one she never intended to leave, just get enough space from to heal, so she could be the mother that June deserved. And there she was, just as she looked the day Susanna had left for New Mexico.
Just a few months. She and Brian had agreed on it. And now, it had been a decade.
With the next photo, Anaya raises her hand to her mouth to keep an audible gasp from escaping, but it doesn’t work. June, now, at 12 years old, stands next to her father. She smiles for the camera, brown eyes peeking out from behind sandy colored hair. Anaya sits, silently, studying the image, trying to burn it into her memory.
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In the corner, Sydney removes her kit from her bag, combining potions and salves, in a flurry of activity. The scientist in her is grateful for the opportunity to use her brain in this way again. Sydney recalls the story of how the island fell into abandonment… a plague. She tries to think of anything that could be helpful for where they’re headed. But without knowing what exactly the illness was, or if it’s still there, she finds it hard to create anything of much use. In the end, she concocts a pot of ointment for minor cuts/bruises, etc. Replaces 1 hit point upon use. Container holds 5 uses.a basic healing balm.
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Selena spreads the map out across the ship’s rough and unsettlingly damp floor. Using her newfound talent for magic, she swirls her hands and recites a few lines from her spell book. Where the hand movements came from, she couldn’t be sure, as the book made no suggestion of them. They seemed to come from somewhere within. It simply felt like the right thing to do.
The wizard kneels above the square tapestry with fingers outstretched and palms facing down. With her final word, the lines in the map all took on a bright green aura. It seemed unnatural for this world, like the neon of the main streets in Tilla.
Does this mean magic? Selena wonders to herself. Having never used this spell before, it was hard to know the outcome. But if anything was going to signal magic, a glowing light directly after a spell seemed to be a safe bet.
She lays out stretches of cord, tracing the possible routes again and again. After a quarter hour, the redhead huffs, and sits back on her heels. Selena stretches her neck, rocking her head forwards and back, side to side. Her chin lowered to her chest, she placed at open palm on the back of her head, giving it an extra stretch. In that moment, Selena could have sworn the map’s image changed.
She raises her eyes and then bends low again. She tried her hardest to not blink, to not miss it again.
And there it was. At once all about a third of the lines shifted direction, changing some of the pathways. Selena couldn’t believe what she was seeing. She sat there for a few moments, waiting for another shift, but her concentration was broken by Benny’s booming voice across the room.
“I don’t wanna toss one more thing on our heap of woes, but did anyone else notice that our esteemed mate Mad Eye looked particularly skeleton-y this evening?”
Cade looks up. His instrument strumming comes to an abrupt halt and his head cocks to the left in confusion. He raises his right hand, index finger pointed at the hole in the door. “Uh, no, can’t say I did. But the hallway is green.”
Anaya’s trance from her scrolling breaks and she looks up. The map was green, and the same glowing light came from the hall, too. She looked down the ox tattoo on her left arm, and it too, had a new luminescence.
"That's just GREAT..." Selena moaned, moving her hand from the back of her neck to rub at her tired eyes. "The map moves. I'm guessing that means that the actual walls slide back and forth, and then whatever magic has tied the dungeon to this map shows the changes a few minutes later. After the thing has finished reconfiguring itself..." Selena took a few seconds to let the words sink in before breaking her silence for the last time "What kind of person makes a Labyrinth that MOVES? You'd think they don't want it to be solved!" Her voice had begun to take on a whiney tone. One that Syd would recognize from the late night study sessions, when the redhead had begun to get overwhelmed by her course load. She would need some form of chocolate, stat! or she would be inconsolable for hours.
Selena Rodgers | Rock Gnome Wizard | Level 2 HP:18/18 AC:12 Speed:25 Ft. HD:2d6
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We will break away Together... I'll be the Shadow, You'll be the Light. Nothing ever lasts Forever... We will go softly into the Night.
"I left my home in Georgia
headed for the Frisco Bay
'cause I've had nothin' to live for
looks like nothin's gonna come my way..."
Jeeeee-BUS. Cade had thought he'd turned up a chill-out retro boat jam and it turned out to be dismal AF. But no one really paid attention to the words, right? That wasn't what lyrics were for. He glanced up from the tab. Anaya had Syd's phone and was looking really intense, scrolling like mad. One guess what she was looking at, not shopping Amazon with no bars in Wonderland...
"Looks like nothin's gonna change
Everything still remains the same..."
He kept strumming through because you couldn't just quit a tune even if the chill had gone out of it. Benny was still green, looking about two seconds away from blowing chunks. Selena was still communing with her placemat, not that he ever got anything Selena did anyway, but it was lighting up greener than Benny, and so was Anaya, and so was the little peephole in the door. "...did anyone else notice that our esteemed mate Mad Eye looked particularly skeleton-y this evening?"Wonderland. Wonderland had walking skeletons and killer birds.
Cade chopped a couple chords too loudly to try to cover what Benny had said before cutting off between verses. "No, but, psst, heads up, the hall." He pressed the bouzouki back into its case, stood, and while still feeling a bit insane for doing it, put a hand on the sword's hilt as he tiptoed toward the door to Perception 22listen.
Ranged weapon: light crossbow, +4 to hit, 1d8+2 piercing damage, range 80'/320' Melee: rapier, +4 to hit, 1d8+2 piercing damage, range 5' Alternate melee: dagger, +4 to hit, 1d4+2 piercing damage, range 5' (20'/60' if thrown)
Spellcasting: Cantrips: 2 - Minor Illusion, Vicious Mockery Known Spells: 5 - Faerie Fire, Healing Word, Heroism, Sleep, Thunderwave Spell Slots: level - available/slots
lv 1 - 2/3 slots
Bardic Inspiration: CHA mod 1d6 bonus action inspirations per long rest
3/3 Song of Rest: on short rests, give all friendly creatures present 1d6 healing by performing Jack of All Trades: add 1/2 proficiency bonus rounded down to all non-proficient ability checks
Magic Item: Eyes of Charming - 3 castings of Charm Person DC13 per long rest
3/3
Syd watched Anaya for a peaceful moment as the rapier-wielding former artist and musician made her way through the phone's colorful photographic memories. "Did you find the picture of Benny with the boom mike, Cade and Selena - with her notebook - chasing after a confused armadillo outside of the Diner pretending to interview it? It was so funny. It was just a perfect morning." The blonde laughed with warmth of such recent events, remembering the breakfast burritos smothered in New Mexico born and bred red chilis, dried and used in a sauce like no other. Benny spoke with the fry cook in Spanish, and convinced him to serve us a real plate of crispy and creamy chilaquiles rojos with refried beans and half a dozen huevos rancheros in a rich tomato sauce. This would not be something to bring up right now, but he made a good impression at their morning Diner as Cade questioned the unfamiliar spices, and Selena feigned interest as a waffle smothered in extra fruit somehow made it in front of her. As she thought happy thoughts, tinkering away with her mini-laboratory of medieval and mystical herbal-based alchemy to make a pasty, smearable dull orange goo-ointment, she heard Selena's tone as well as the echo of the skeletal qualities of Mad Eye the Pirate.
As the Med student packed up her worn wood box ever so neatly, she slipped the small metallic goo-container into a pouch and slipped the herbal kit into the duffle. "If anyone's hungry or needs a little boost, I have banana chips and blueberry granola bars, and Cade has Slim Jims and Earth-Whisky. No one has any…chocolate do they? I have one last latte…" Standing up with a stretch from her kneeling position on the moist wood of the ship's floor, Syd straightened out the hard-leather armor that protects her knee. Moving over to Selena's side, she plunked herself down with her posture stuck in a perfect position due to the leather cuirass. Her empathetic gaze drifted over the glowing map that looked absolutely confusing, glowy, and just outright beyond her before turning to the red-head with a genuine, lopsided smile. "Our Minotaur friend was probably trapped in there for a long time. The Greek labyrinth was just a feeding ground for sacrifices made to the Minotaur. Hopefully there is a way out, but perhaps the way out is further in. We could hope for a Gate. I have a bad feeling that if we succeed and leave through a normal exit, someone will be waiting to relieve us of our treasure. This place demands that we change how we see everything, everyone, including ourselves. We're the best there is at this sort of puzzle. Between the five of us, we'll unravel the mysteries and Scooby Doo our way through. I have faith in this map, and your magic that I …" The cheerleader shook her head lightly, concentrating on Selena as though she could just grasp a thread of a magical clue out of pure desire to know. "..just don't understand how you are accessing magic and these complex spells written in symbols and languages I cannot decipher - yet. I don't think or believe we are pulling water from the same well. Certainly we can analyze such later. Right now, I know chocolate would cheer you up but I only have..MmmMM banana chips, which are very close to chocolate."
For Sydney Martindale to admit she doesn't understand something that another person does off the cuff, especially her best friend who she feels a bit competitive with academically from time to time, well - it must mean she's frustrated or finally being more openly honest. The blonde tossed her braided hair back over her shoulder and crinkled her nose at Selena before her concern was directed at Cade and the door, especially his hand moving towards his blade. She whispered loud-enough. "They said not to leave the room. Ignore it, Cade, especially if they are skeleton pirates. We are safe in here…….right?" Then Syd turned to look at how Benny was doing, and then Anaya, knowing they knew everything was fine and just while they stayed in their room, nothing would bother them or hurt them. Pirates are sure to keep their word when they are being paid to deliver people to an island by a nasty crime-lord minotaur.
Right?
For this occasion of mild concern, the cheerleader removed her watermelon sparkle lip balm from being tucked under a leather bracer and ensured her lips were coated lightly. Then, out of the blue, she booped Selena's shoulder and smiled, shoving back illogical worry. "Cade, let's all play some poker. I have a deck.."
Sydney Martindale
Level 2 | Halfling, Lightfoot | Cleric (Life) | HP: 15/15 | AC: 15 in her armor and 17 with Shield
Initiative: +3 | Speed: 25ft | Passive Perception: 15 Abilities: Str 11 (0), Dex 16 (+3), Con 15 (+2), Int 16 (+3), Wis 17 (+3), Cha 14 (+2) Saves: Str 0, Dex +3, Con +2, Int +3, Wis +5, Charisma +4
Spellcasting: Ability: +3 | Save DC: 13 | Attack Bonus: +5 Cantrips: Spare the Dying, Guidance, Sacred Flame Level 1 Spells:(Slots Available: 3/3): Cure Light Wounds, Bless, Healing Word, Create Water, Shield of Faith, Guiding Bolt, Command Disciple of Life: At 1st level, healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Channel Divinity:As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.Preserve Life Channel Divinity: Turn Undead
Weapons: Dagger: (Thrown: 20/60ft): To Hit (+5) | Damage (1d4+3) Crossbow, Light: To Hit (+5) | Damage (1d8+3) | Range: 80/320 | Bolts in Stock: 10/10 Pepper spray: 2 sprays used.
Lucky - When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave - You have advantage on saving throws against being frightened. Naturally Stealthy - You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Halfling Nimbleness - You can move through the space of any creature that is of a size larger than you.Halfling Traits (Lucky, Brave, Naturally Stealthy, Halfling Nimbleness)
“Huh?” Benny pulls his bandana the rest of the way off, uncovering his other eye. He sits up straight, his curiosity temporarily surpassing his seasickness. “Qué chingados—What do you see, man?” With a groan, Benny heaves himself to his feet, waterlogged floorboards squelching beneath his boots. He sways in place for a moment, taking deep breaths to steady his churning guts. Once he’s reasonably sure that he’s not going to vomit, Benny starts slowly shuffling forward. He crosses the cabin to the door and peers out the little window. An eerie green glow emanates from the hatch leading above, but the mate Burton and his men are out of sight. “Huh,” he grunts, disappointed. Benny frowns out the window for a while, lost in thought. Suddenly, the barbarian brightens. He rushes—as quickly as he can, given his tentative, lurching gait—back to the center of the room. Rising up on his toes and squinting against the gloom, Benny begins scrutinizing the cabin’s ceiling, hunting for something. He grumbles aloud as he searches, “Crack, loose nail… C’mon, gotta be something…”Nothing. No defects in the ceiling’s construction reveal themselves, and after a few minutes Benny abandons the search and instead staggers over to his gear pile. “Fine,” he grates, hastily shoving bags and camera equipment aside. “How about this, huh?” Benny produces Ozzy’s Cry from beneath the heap with a flourish. To his surprise, the massive greataxe is lit up like a glow-stick, suffused with the same spectral light as Selena’s map and the hallway beyond their cabin door. “Sh*t,” he curses. He considers the weapon for a moment, his expression somehow extra-surly for the green glow. Too bright. Too loud. On second thought… He replaces the axe, taking up the boom pole instead. Hmm, mejor. Benny returns to the center of the cabin and readies the boom—vertical, but upside-down, so that he grips it near the foam-covered mic.
"They said not to leave the room. Ignore it, Cade, especially if they are skeleton pirates. We are safe in here…….right?"
Benny grins at Sydney. “What if we get a look without leaving the room, huh?” Not bothering to wait for a response, Benny begins prodding the ceiling with the handle of the boom pole. He pokes at a half-dozen boards before one finally gives a sad squeak and moves—just a little. “C’mon, you sonofa—” Benny leans into the pole, trying to gently rock the board loose. It doesn’t budge. He lowers the boom slightly, and casts an expectant look around the room. Hearing no objections to the implied request, he offers a cheeky, apologetic shrug, and slams the boom full-force into the ceiling. The loose plank sails out of sight, and the Crew now have a brand-new skylight. Benny tosses the boom and mic back onto the pile and shakes free his camera bag and tripod. He rips the bag’s zippered flap open, pulls out the camera, and attaches it to tripod in a series of deft, practiced motions. He’s moving more quickly now, his excitement enough to quiet the rolling of his stomach—for the time being. Beneath the opening, Benny powers on the camera, switches to video mode, and hits the shutter release. He extends the tripod’s telescoping legs and center post to their full lengths, locks them in place, and hoists the rig above his head. He slowly, cautiously raises the camera through the hole in the ceiling. The DSLR is bathed in green light. Promising.Very carefully, Benny begins rotating the tripod in his hands, sweeping the camera around in a circle. He winces, half-expecting a bony foot in a rotten boot to punt the camera lens at any moment. But the kick never comes, and Benny is able to capture 360 degrees of whatever is happening abovedeck. He retracts the camera and stops the recording.
“Well,” Benny asks, cheating the camera’s LCD toward his companions, “anyone else wanna see what Mad Eye and his band of merry, melty men are up to?” He thumbs the PLAY button and watches.
HP 23/23 (1d12+2) | AC 14 | SENSES Passive Perception 10, You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision
STR 18 (+4) DEX 14 (+2) CON 15 (+2) INT 10 (+0) WIS 6 (-2) CHA 12 (+1)
While raging, you gain the following benefits if you aren't wearing heavy armor:
* You have advantage on Strength Checks and Strength Saving Throws.
* When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
* You have Resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast Spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a Bonus Action.
Once you have raged the maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.Rage | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.Unarmored Defense | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.Relentless Endurance | When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks | Starting at 2nd Level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack Rolls using Strength during this turn, but Attack Rolls against you have advantage until your next turn.Reckless Attack | At 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.Danger Sense | You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.By Popular Demand
CURRENT iPOD SELECTION/NOTES OFF | Cell Phone DC (DEAD)
Movement:
Action:
Bonus action:
Reaction:
Dice rolls:
Investigation, Strength Check, Sleight of Hand (Results)
Anaya listened as Sydney cheerfully explained how to use her cell phone. Each photo she scrolled through showed three of the four friends in varying degrees of silliness. They seemed so happy. The twinkle in the blonde's face is a clear reflection of the warmth and affection the memories held for her. They were good friends. She couldn't help but smile along with the kids on the screen. Even as Syd walked away, she continued to scroll through the data. It was clear the girls were roommates as there were more photos of Selena in the same spaces over and over again: Living room, bedroom, kitchen, car. The videos were tempting, but felt too intrusive. Photo after photo showing a pinhole peek into the lives of these gung-ho people she had only met less than a week ago. Eventually she admitted that perhaps she was avoiding the one thing that had tempted her to accept Syd's kind offer.
Refusing to remain a coward, Anaya scrolled faster until she came upon the familiar visage she hadn't seen in far too long. "Junie." Her baby, as she had been. Bracing herself, she held her breath and scrolled again. Unwelcome tears pooled along the waterline of her eyes at the image before her. June had grown so much and become so, so beautiful.
Slowly, Anaya pulled down the treacherous hand that had whipped to her mouth. There was nothing she could do about the gasp, but was unbelievably grateful no one had noticed. There was no way she could reclaim her detached stoicism if anyone had caught her reaction. It was true that she believed Junie was better off without Anaya. Suzanna Lemonstrop was gone. The lost, naive, youthful woman she had died within a year of disappearing from that far away world she called "home". However, as much as Anaya would deny it out loud, it was also very true that she still loved her little girl. The one that was growing up just fine without her. The one whose little tinkling laughter had brightened her dark days. The daughter she missed with what was left of her toughened heart.
Selena's voice was a far away muffled murmur as the fighter's hand stroked the photo on the screen, accidentally setting off some feature of Sydney's Star Trek-like device. Mild panic set in rather quickly. Her eyes darted from Syd to the device nervously. She didn't want to break something in her attempt to "fix" the issue and was about to, reluctantly, ask the blonde for help when she noticed a green light echoing off of one of her tattoos. Pushing her sleeve up further revealed the culprit. The Ox had never done that before, but she recognized the telltale sign of magic. "F***."
Glancing up revealed several things at once:
Selena sitting before an equally green glowy map (yeah, she had no idea how to read it)
The boys were looking out the door window where more green light could be seen
And Benny-error- Shaggy, was getting ready to stir up some trouble
'That can't be good.'
Quickly, Anaya went over to Syd and with a simple "Thanks." turned just in time to hear Benny say, "“What if we get a look without leaving the room, huh?”". The face she pulled at that ludicrous question could have starred in its own sitcom if possible. But before she could react the green gilled giant reached into his duffle and pulled...a boom mike(???) and punched a hole into the ceiling. Sure, it was only a single board, but there was no way its absence could go unnoticed for long.
Well, there was nothing to be done about it now.
When the metal head asked "Well, anyone else wanna see what Mad Eye and his band of merry, melty men are up to"
Anaya finally found her words. "Alright, let's see what you caught. There's way too much glowing green magic up there not to wanna see. But you do realize they're probably gonna be pissed about the skylight, right?" One clawed hand on her rapier, she leaned in and peered around the giant, waiting to see just how much Benny had recorded…and the trouble, he no doubt, just invited.
Waiting for Benny to hit play.
Rolls: Move: Action: Bonus Action: Reaction: Interaction: Current Effects: Notes:
Feats:Increase your INT or WIS score by 1. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Perception and passive Investigation scores.Observant Background Feature:In this feature, your knowledge is about how your bureaucracies functions let you to gain full access to the inner workings of any other noble court or else the government you do encounter. Actually, you always know those who are the movers and also the shakers and also you have knowledge on with whom to go to for the most of the favors that you seek and also what the current intrigues of interest in that group actually are.Court Functionary Arcane Archer Abilities:Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Fighting Style | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.Action Surge | Once per short rest, you can use a bonus action to regain 1d10 + 4 HP. Second Wind: 1 Bonus ActionSecond Wind | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it againAction Surge | At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. Calligrapher's SuppliesStudent of War | Maneuvers:When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct an ally that can see and hear you to strike using its reaction, adding the superiority die to the damage roll. 1 Bonus ActionCommander's Strike | As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll. 1 Bonus ActionQuick Toes | When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 14). On failure, it is frightened of you until the end of your next turn. (No Action)Menacing Attack Racial Traits:You can see in darkness (shades of gray) up to 60 ftDarkvision | When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.Feline Agility | You have a climbing speed of 20 ft. and your claws are natural weapons that deal 1d4 +1 slashing damage, instead of the normal bludgeoning damage for an unarmed strike.Claws | You have proficiency in the Perception and Stealth skills.Cat's Talent
The camera’s LCD blinks to life, casting an eerie upward glow over Benny and Anaya’s expectant faces. Knowing that everyone won’t be able to see the tiny screen, Benny begins narrating: “Okay, here we go.” The video shows Benny’s face and hands for a brief moment before lurching upward, shooting through the improvised opening in the ceiling. “We’re up.” The screen is black. Benny curses softly. After a second or two, the camera’s auto-exposure adjusts and he can make out textures—wood and pitted metal banding. “It’s, uh, barrels, or crates—or something.” The camera begins rotating, panning across the wall of obstacles. Benny scowls. “Damn, guys. I might’ve picked the wrong board. I can’t see sh*t.” Then, suddenly, the shot opens onto the Grief’s moonlit deck. “Okay! Okay, we got something,” Benny pants, relieved. “It’s pirates. And they’re… pirate-ing?” He frowns.
The camera slowly sweeps across the ship. The crew are taking their ease, loitering in little clusters, each engaged in a variety of sea-roving diversions. “We got a few dudes playing dice. And, uh, another guy wailing on an accordion—or a concertina? Whatever the f*ck it is, he’s cranking on it like it owes him money.” Benny huffs. “Nothin’ all that exciting, really—unless you’re into sailors picking their asses.” The scene slides by as the camera continues its panoramic sweep. Thankfully, none of the crew are close enough to notice.
“Whoa!” Benny exclaims. His expression and the glow from the LCD brighten simultaneously as the full-bellied moon appears in frame. “That’s what I’m talking about!” While the pirates loafing in the blueish shadow of the Grief’s mainsail look like normal—if disreputable—humans, the ones caught in the moonlight have the aspect of walking corpses. Their flesh hangs in loose, rotten tatters, and their stringy hair clings to skulls knotted with thick varicose veins. The freebooters’ eyes flash unnervingly from within the lampblack pits of their sunken sockets. “Damn, dude! What did I say? They’re straight-up zombies!” Strangely, the pirates’ clothing and accoutrements are undisturbed; moreover, they seem entirely unbothered by their grim transformation. The carrion crewmen laugh, joke, and carry on, apparently without a care. Finally, the camera passes over a pair of sailors lounging (read: within 30’ of)nearer to the newly-fashioned skylight. These men radiate the same bright green glow as Selena’s map and Anaya’s tattoo. “Uh-oh,” Benny gulps and swipes at the DSLR’s volume control. The audio is thin and tinny, but clear enough for all to hear:
“Hoy! You’ve got green on’ye.” One of the men points nonchalantly at the other.
“Hmm?” The other’s face creases in a deep frown. “Damn your eyes, man! What witchery’s this, then?”
The first regards his own luminescence with a kind of dumb bemusement. “Blimey! There’s more’n a little green on me s’well. Me hands’re all glowin’ like.”
The other puts his neon fingers to his lips and whistles sharply. “Two-Toes!” he hollers. “Are’ye gone green up there, too?” Benny can’t make out the distant reply without his headphones. “Do us a kindness, Two-Toes, and set aside that squeezebox. Show a leg, mate. To me, and smartly now!”
Benny can hear some of the other pirates approaching, chattering excitedly. The video feed goes dark as the camera completes its rotation, pointing once more at the obscuring stack of supplies. The camera plunges back belowdecks and Benny’s face pops into view, his tongue stuck in the corner of his mouth. There’s a muffled crackling sound as on-screen Benny fumbles with the camera’s controls, and the video ends.
IRL Benny looks up at the others and shrugs. “Well, what’re we saying?”
HP 23/23 (1d12+2) | AC 14 | SENSES Passive Perception 10, You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision
STR 18 (+4) DEX 14 (+2) CON 15 (+2) INT 10 (+0) WIS 6 (-2) CHA 12 (+1)
While raging, you gain the following benefits if you aren't wearing heavy armor:
* You have advantage on Strength Checks and Strength Saving Throws.
* When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
* You have Resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast Spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a Bonus Action.
Once you have raged the maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.Rage | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.Unarmored Defense | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.Relentless Endurance | When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks | Starting at 2nd Level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack Rolls using Strength during this turn, but Attack Rolls against you have advantage until your next turn.Reckless Attack | At 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.Danger Sense | You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.By Popular Demand
CURRENT iPOD SELECTION/NOTES OFF | Cell Phone DC (DEAD)
In the dim lamplight of the room, the viridescent screen of the the camera punched Anaya's retina with an unforgiving stab of pain. The unexpected pain left her too distracted to register less than half of Benny's introductory(including a nice opportunity for a Crate & Barrel crack)narration. The spots in her vision finally began fading about the time the young barbarian mentioned something about pirate asses.
"Whoa! That’s what I’m talking about!"
The video panned passed a sailor walking out from the shadow of the ship's sails. As he stepped out under direct moonlight parts of his visage melted away revealing desiccated, decaying flesh.
"Holy crap. This is giving off some serious Pirates of the Caribbean vibe. Damn. I don't know what's going on with them, but I seriously hope that isn't contagious."
Anaya, genuinely nervous for the first time in years, stepped away from the hole that was created, one hand on her rapier.
"Maybe we should get away from that hole, yeah?"Definitely not ready to be a zombie.
Rolls: Move: Action: Bonus Action: Duel wield- Reaction: AoO if Applicable Interaction: Current Effects: Notes:
Feats:Increase your INT or WIS score by 1. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Perception and passive Investigation scores.Observant Background Feature:In this feature, your knowledge is about how your bureaucracies functions let you to gain full access to the inner workings of any other noble court or else the government you do encounter. Actually, you always know those who are the movers and also the shakers and also you have knowledge on with whom to go to for the most of the favors that you seek and also what the current intrigues of interest in that group actually are.Court Functionary Arcane Archer Abilities:Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Fighting Style | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.Action Surge | Once per short rest, you can use a bonus action to regain 1d10 + 4 HP. Second Wind: 1 Bonus ActionSecond Wind | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it againAction Surge | At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. Calligrapher's SuppliesStudent of War | Maneuvers:When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct an ally that can see and hear you to strike using its reaction, adding the superiority die to the damage roll. 1 Bonus ActionCommander's Strike | As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll. 1 Bonus ActionQuick Toes | When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 14). On failure, it is frightened of you until the end of your next turn. (No Action)Menacing Attack Racial Traits:You can see in darkness (shades of gray) up to 60 ftDarkvision | When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.Feline Agility | You have a climbing speed of 20 ft. and your claws are natural weapons that deal 1d4 +1 slashing damage, instead of the normal bludgeoning damage for an unarmed strike.Claws | You have proficiency in the Perception and Stealth skills.Cat's Talent
With the recent addition of a skylight to the Cold Case Crew’s quarters, the sounds of the deck were much more audible. Even without the camera they could clearly hear the happenings of above: creaking masts, flapping sails, orders between crew members, and a card game nearby.
Drip, drip.
Slowly, a puddle forms on the wooden floor at Benny's feet. It starts as a few spots of rain here and there, coming through the hole, but as the wind and rain pick up, more and more water comes through the hole in the ceiling.
Meanwhile, Cade presses his ear to the door. His listening proved better than his lyric selection this evening, and he could hear three, possibly four of The Grief’s crew discussing the glowing light.
“…it’s got to be one of those tourists we’re taking to the island. But did you see above? All the boys are lit up like it’s firefly mating season!”
A roaring, throaty set of chuckles travel down the corridor. “They’d better not get curious and come looking. You know how the captain feels about scaring the normals.”
“Oh, come on. I bet the big one, or the lass with the tattoos would make a fine addition to the crew!”
Their conversation trails off as the men head deckward. As they reach the top of the stairs, the moon is covered by thick, black clouds. In turn, all of the deadness and decay instantaneously disappears, and the crew members once again appear to be in good health.
Someone shouts from the crow’s nest, high above the ship. “Oi! Someone tell Cap we’re about to hit that storm! It’s gonna bet a wet one, boys! Prepare to wring out yer britches!”
The Ocean’s Grief gentle rocking turns to violent lurching. Outside waves as high as the deck. Each crest meeting the vessel’s bow is met with a steep plunge downward.
Drip. Drip, drip, drip.
The pirate crew bolt to action, arranging sails and stowing away any loose items. From the hole in the ceiling, the Cold Case Crew below can hear inaudible shouting and giving of directions. As the crew members of The Ocean’s Grief scurry about, they occasionally pass by the hole in the deck, causing streams of green light to peek through.
“YAAAAGH! What in the fresh, bloody –“ A thud above the crew, followed by a single, tiny boot dangling through the hole make it clear that a crew member has caught a foot in Benny’s recent remodel strategy. The deckhand, a woman of not more than four feet in height, rises to her feet, and stands above the hole, one foot on either side. Her triangle hat collects water in the brim, which streams on the front corner while she looks down. Wind and water beat against her back, and the ship bucks and sways, but she is unphased.
The female pirate blocks the light from above - because what this freebooter lacks in height, she makes up for in width. Her wide frame stays still, hands on hips. Her dark hair falls in her face, which is smudged with soot. Her right eyebrow as she realizes what (or who, rather) she looms over.
She makes eye contact with Benny, who stands below, camera in hand. “Someone tell Mad Eye his keeps are taking an unwanted bath down there! The deck needs patchin’!”
Drip, drip, drip, drip.
Another great heave of the Grief sends the members of the Cold Case Crew rolling across the floor. By the time they regain their feet, Benny looks up to see the woman standing above him, detached plank in hand. “Doing a bit of redecorating, lad? The Captain won’t be liking that…”
The woman shoves her muscular arm through the hole, a stack of gold bangles on her wrist jangling. Benny narrows his eyes in confusion, bewildered by the arm coming towards him looking perfectly normal, with not a bit of rotting flesh in sight. The woman’s fingers outstretch and grab the barbarian by his neck. “Come on up, laddy, I’ll try not to hurt yeh!”
She cackles as she attempts to raise Benny to the deck. His feet kick and his hands claw at hers, eventually causing the pirate’s grasp to Benny wins the grapple!give way. The woman growls and lowers her whole body to the soggy deck, reaching in after him again. Her arm flails around, trying to get a good grip, but Benny manages to dodge her attempts. “Hold still, you slippery fish! Mad Eye wants a word with youse.”
Down the hall, footsteps approach. Heavy, booted footsteps of multiple pirates.
The puddle on the floor grows exponentially as the storm becomes stronger. Thunder crashes, and waves roll over the top of the deck. As they do, water begins to pour in the hole. …It’s only a matter of moments before the Cold Case Crew is either very wet, very hurt, or very much in trouble.
The attention of each member of the group shifts, from the wriggling arm coming through the ceiling, to the water pouring in behind it, to the door.
And then, Mad Eye calls from above. His voice cuts through the storm with a panic that commanded attention.
“ALL HANDS ON DECK!”
All at once they gasp and scream as a loud craaaaaaaaaaaack comes from above. At first it was easily mistaken for a tree falling, but it couldn’t be, not on a ship.
“Rolled a 2 on the storm eventsTHE MAST! GET OUT OF THE WAY! THE MAST!”
The Ocean’s Grief had seen many a storm without damage, but this one proved too strong for her. The shortest of the ship’s masts falls backwards, from bow to stern, piercing the deck when it lands. The pole slams through the ceiling of the Cold Case Crew’s quarters, causing an explosion of splinters across the room.
While the pirate’s original attempt to grapple Benny into submission failed, the sudden disappearance of the ground on which she knelt sends the dwarf careening into the room below. She lands on her back, face up at the black, storming sky. She coughs and sputters, then rolls to her side, eventually making her way to sitting. The dwarf spits some blood onto the floor, then wipes her mouth with the back of her hand, which is subsequently wiped on her vest front.
She laughs, staring Cade in the eye. "Well you could have just invited us down nicely."
Footing
Until the storm ends, please perform a dexterity check at the beginning of each turn - DC10. If you pass, you can go about any actions as normal without restriction and maintain footing. Anything less than a 10 means you have disadvantage on actions until you regain your footing by passing the DC on the next round.
Storm Events
While the storm is happening, I'll roll 1d8 at the beginning of each round of posts. That will determine the outcome for that round. The group will need to react to these events each round of posts.
1
Rigging/sails are damaged on either mast
2
One of the masts cracks and falls (given the roll this round 2/3 masts remain).
3
No extra events happen this round
4
Some of the tied down objects (barrels) roll loose, anyone in their path will need to do an additional dex save. If failed it will result in 1d4 bludgeoning damage.
5
A giant wave crashes on deck and sweeps 1 person overboard with it.
6
A gunpowder keg explodes. Anyone within 10 feet of the explosion takes fire damage.
7
Lightning strikes the deck and sets something on fire.
8
A big, nasty, slimy beastie comes out of the water and you'll need to deal with it.
In short… EVERYONE needs to roll the following:
1.) Dex save DC10. If you roll below a 10, any actions/rolls for the next round of posts are at disadvantage and you can’t get your footing.
2.) 1d4 slashing damage from the mast coming through the ceiling.
There is currently a giant hole in the ceiling, about 7 feet in diameter. Wood splinters are everywhere, and the lady pirate is now down there with you. The mast is diagonally going from ceiling to floor in the center of the room.
If you choose to go deck side, I’ll get you a map.