DMing: Fey Ghosts of Saltmarsh DMed: Battle of the Bards, Banshee Bride, NPSG, Clockwork Sienna, The Witch is Dead Playing: Ozbox Souptoot Played: Fioravanti-Anya-Ripper-Malyth, Ingetrude Frostblossom, Myrrh the Burned, Primble Thorne, Ozbox, Ferrar, Burnapolia Bronkus
Last edited by Fillyjonk; Oct 5th, 2023 at 10:11 PM.
__________________
Rime of the Frostmaiden | What Can Good Girls Do for the Devil?
Nothing Ever Happens in the North | Coppernight Hold | Gates of Paradise
Anya | Mercy | Jane | Bingle | Josie | Strip-the-Willow | The Bwbach
The Amazing RPG Race | Exquisite Corpse
Last edited by lostcheerio; Oct 6th, 2023 at 07:23 PM.
Falco. Time is weird and hard. What would be enough? Garrick’s time was cut short, and you thought you’d never see him again in this world for even a second. Then, you hoped to find him alive and dreamed of having years. Now, you have the gift of time with him, but such a small, stingy gift!
This is what you have, though, and you make use of it, even as you run up the deck to throw healing magic at the Siren. Garrick is already beginning to fade, releasing his blood tie to the Duskmaiden, but he makes use of this small window, too, by infesting that ettin and strolling that body with his own familiar, insouciant, rolling gait, right to the edge.
Both heads, in agreement for once, turn to hear your final words. One head says, It was our joy. You are our joy, with warm and loving eyes just as the other head says, fierce and proud, Aye, lad, send ‘em to the hells! The Ettin salutes you with a meaty paw, steps off, and then with a massive splash, he is gone. Blub blub.
**** ** *** ********,says Jiven in blistering elvish, clearly shaken, but not too shaken to act against the captain in tandem with Squiggles. You finish what they could not, sending the cloaker a ball of fire like a blown and blazing kiss, fueled by spicy hellsmoke. Lights out, buddy. Dead, he looks like a heap of smoking laundry.
Past that first painful blast, you could get used to this cigarillo. Quite nice to smoke it with your feet planted firm on your own deck.
Tempest, you get to your feet, dizzy. Falco’s magic smells mossy and verdant, with a sharp edge of cut grass. You are up fast enough to see most of the infested Deurgar go splooping into the drink and sinking.
The ship seems quite cleared out now, but you hold your life by a thread, so you call your god’s energy into your blood and steady yourself. Ah, nothing is more bracing than the smell of drowning arse-heads in the morning... does it make you homesick?
Listening downward in that Siren-way, attuned to what is under the water always, you think Loog-Loog has indeed flippered off to fight another day. That was well done of you. You are not sure what is happening, but this is Falco’s ship, and so you step to Bingle, who is still bent over the paladin, her back to you, in yet another disguise --- this particular disguise cannot take the water. It is melting.
You ask who needs what, fronting like you are tough and ready for another round. Jiven and Squiggles stare at you, on guard, anxious, all their onboard enemies and allies drowning together like perfect comrades in harmony. You feel balanced on the precarious edge of a fight unfinished. This could go either way…
You ready your shield.
Fela, when you come to, a cute little old lady with wild eyes and a furious, scared face is bending over you. You do not know her, but she is dumping healing potion down your throat, so she must be an ally in spite of her evil robes — her very familiar evil robes — Bingle’s evil robes— Oh! By then, you see Bingle in the bone structure. It’s almost like Bingle is emerging in the bone structure, pushing her own face out of this old lady face.
Okay, well, you have seen weirder things since you took up with this group, and Bingle has already been a tall (for her) dignified gray and orange acolyte. This is just another disguise, and you don’t let it distract you. Not right now, when most of your blood is on the deck and you feel dizzy and damp and chilled. You throw back a potion like a shot of good whiskey—wishing perhaps it was – and do your best paladin authoritative saunter over to the monsters remaining.
Bingle, When it stops, that's a relief. But it doesn’t stop. The aging up is like the kind of up you get on a rollercoaster. Time grinds into your second century in a way that feels like grinding up a hill, against all reason, against gravity, against the solid logic of the Prime. You are dragged up—and up and up and up — with it. You find relief in it, because – this ends your unbelonging. You can go home, and sit by Bongle, and knit and be good and quiet as you were always meant to be. So Bongle said. So they all told you. Here, in the village, we are Good. And Quiet.
— but gravity is bigger than belonging, and you crest and tip. Then, a weightless pause, your stomach dropping, and at the peak the air is so cold and sharp in your nose you cannot breathe it. As Fela walks away from you, you begin to shoot back downward, and every year you got is peeled back and away by a roaring wind of Weave.
Do you mind it? Do you have enough time as Elder Bingle to mind it? You lost one thing, and that thing is either time or belonging. In the course of six seconds, you lose one, regain the other, then reverse. You can’t have neither, but it is possible to mourn them both.
As the years fall away, Wizard, your hard-earned and cerebral understanding of the Weave notes with clinical, smart interest: These years you are losing—Are. Not. Yours. They can’t be.
In the village, 100 years have passed since you were turned to stone. FACT! So you are 119. MATH! The spell the ring released is trying to account for this, peeling nine off the total of the years between your birth and now. CORRECT! But here is your un-knarled, cute, regular hand. Here is your young body, ready to leap and snooch and bend.
This body will not stay 119 minus 9. Age simply cannot hold you, and your good brain says only one thing can explain this: You never were 119. Which is not possible. At all. The stone in the ring cracks and smokes. It doesn’t think so either.
Fela, paladins don’t lie. Unless they really, really, really need to. For example, to monsters who want to kill you and all your friends when you are two steps from death already. You need a moment. A breath. That Teetering Tempest feels? You feel it too.
You are so calm, so authoritative. As the allies of the drow gunslinger and the mind flayer blub out their last blubs, ghostheld and gone, you calmly say you need another minute. They do not scuttle or scramble or flee, but this is because the Mind Flayer is very old and Jiven is very conscious of the drow on the ship opposite, watching all this unfold with various cries of glee and fury, depending on how they bet. So they retreat slowly. But they do retreat.
Party, from the water, on the farside, you hear the buzz of that weird engine and a CLUNK as the little motorboat Halran saw rams into the side. The bird flitters up not the deck and goes to Bingle and hides under her hat.
WHOTHE****DOINEEDTOSETONFIREOREXPLODEORBLOWUPORMAK EVERYCOLDORBANGINTHEFACEWITHAHAMMERWHOPOINTPOINTPO INTMEIHAVEMAGICLEFT, Banx calls up at you. He seems...not himself.
As they go off the gangplank, the drow woman in the leathers comes stalking to the top of hers, leading from the hip. She calls down to Jivens – and you – What about our cargo?
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DMing: Fey Ghosts of Saltmarsh DMed: Battle of the Bards, Banshee Bride, NPSG, Clockwork Sienna, The Witch is Dead Playing: Ozbox Souptoot Played: Fioravanti-Anya-Ripper-Malyth, Ingetrude Frostblossom, Myrrh the Burned, Primble Thorne, Ozbox, Ferrar, Burnapolia Bronkus
Last edited by Fillyjonk; Oct 10th, 2023 at 08:46 AM.
It's me, Bingle. Fine and normal, a mere six seconds later. She is ashamed of her body and the things that happened. Nothing happened though. So she is ashamed of overreacting to nothing. Ashamed of the blooming and swelling. That did not occur. And all the terror and hand-wringing that did. Inappropriate. Wild. All those feelings. Thankfully, in all the confusion of ettins making proclamations and people who were shot dead getting up and walking around, nobody even saw. Nobody saw anything at all, and she is herself now, nineteen years old. Before and after the statue, same. Before and after what did not happen while hidden under the shield, same. And she never thought any other. She never knew any other. Magic ring comes off and gets whipped away from her, across the deck, bounding across the cracks and into a pile of ropes.
She disguises herself as the acolyte again, this time with the evil, evil Mask of Many Faces that she got from her devil lord, and stands up as an acolyte of Saliber to help Fela's pitch to do the ritual. She's shorter than before but a foot taller than her actual (gross) body (fine), and this time even more smoky grey and bloody orange. Skittering close to old age and death she is reminded she must do something significant for Glasya, of the boosb and whisp, so she doesn't end up a lemure in a pit. Maybe she can get one of these mushroom-draining drow to sign their soul away. They are pretty desperate. Desperation makes contract-signing. Doesn't she just know. And what's the alternative. Lolth.
She pokes her orange and grey head over the side to see Banx. "What is wrong with you?" she demands. He seems weird and possibly permanently ruined. She takes his measure. Probably whatever it is is irrevocable.
She is out of breath, but not injured. She nods briefly to Tempest, glad to see her living. She lifts a hand to wave to Falco, still not sure how much show they are putting on, or what her part in it now is. She accompanies Fela who is barvely trying to stick to the story that they're here to do a ritual, and get rid of the ghost. Well isn't it true. Isn't it all true. Nothing even happened, between the time before and the time now. The only residue is this shame, and that drow, and this horror, and that mindflayer, and this scrawny intolerable shape under the glorious illusory robes of Saliber.
OOC: Someone else can have the Ring of Fey Wild Power! It's an item in D&D Beyond. Once a day, you can use the ring to cast a leveled spell that requires an action as a bonus action, freeing up your action to grapple, dash, disengage, dodge, hide, make a weapon attack, help (to give an ally advantage), use a magic item, or cast a cantrip. When you expend the charge, you must also roll a d100 on the Wild Magic Surge table PHB pg 109 with the following two edits: If you roll a 7 or an 8, you cast DAYLIGHT centered on yourself. If you roll a 99 or a 100, you regain 1 already expended spell slot, level 3 or lower. The charge resets at dawn.Here's the description. Bingle will not want to ride that crazy train again. Initiative: Saving Throw: Move: Action: Disguise Self with Mask of Many Faces.
Arcana check on Banx wondering what effect he is under that's making him seem off.
Dice Roll:
d20+4
(6)+4
Total = 10
Bonus Action: Reaction: Free Action: Remove the ring and unattune. Conditions: Concentrating: Harlan's Action:
Bingle Wildwander
Forest Gnome
Wizard 5, School of Transmutation. Warlock 1, Pact of the Fiend.
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Rime of the Frostmaiden | What Can Good Girls Do for the Devil?
Nothing Ever Happens in the North | Coppernight Hold | Gates of Paradise
Anya | Mercy | Jane | Bingle | Josie | Strip-the-Willow | The Bwbach
The Amazing RPG Race | Exquisite Corpse
Falco was still full o' bright starlight an' powerful emotions as he blew hell smoke across th' deck o' his ship while Mind Flayer an' Drow walked away. Everyone he sailed with aboard th' Dusk Maiden were dead an' gone now but, not before makin' sure he'd live through it. Well, there were one o' th' original crew left. They may be able t' use him t' get t' Cinderrabbit. Still, it felt good. It felt like a victory down here even if'n it weren't over jus' yet.
Banx had caught up, an' he were all fired up. Maybe some concoction or potion from that goblin? Maybe somethin' he smoked? Falco smiled an' chuckled at th' thought sendin' 'imself into a mini fit o' coughin'. Finally, he called over t' Banx, "Th' pipe suits ye! We're good here, fer now, but those two ain't t' be trusted." He nodded t' th' former first mate and deck wizard. They'd still need t' be dealt with but, hopefully, not before he and his friends could do some healing.
It looked like the Drow buyers were starting to get nervous, they asked about their cargo. Falco strolled over t' th' gangplank an' answered back, "Since these fools," he motioned at where th' crew had drowned, then to Squiggles and Jivens, "decided on the hard way th' Lady Springer an' meself will need t' be goin' over ever'thing t' make sure there be no lingerin' spirits. Besides, they'll be needin' t' find help movin' it. We've no interest in yer cargo, come an' observe if'n ye like." He ended in a bow an' backed away t' take a closer look at 'is ship. What've they done t' her?
Saving Throws: Free Action: Move: Action: Reaction: Bonus Action: Condition: Cosmic Omen: Woex2, Freedom of Movement from Oil of Slipperiness Concentrating:
Halfling︱Druid Falco Goldenbairn HP: 21/45 AC: 12 Spells: DC: 15 Level 1: [ ][ ][ ][ ] Level 2: [ ][ ][ ] Level 3: [X][ ][ ] Wild Shape: [X][X] Attuned: House's Whistle, Moon Sickle DM Inspiration: None Potions: 1 2d4+2 HPPotion of Healing, 4 Potions of Alter Self (8 hours) Carrying for party: A simple wooden band that appears to be entwined by evergreen ivy vines. The top is decorated with a small rose petal, which remains bloomed and perfect until the ring's effect is used. The petal may be expended to heal a target the wearer can touch by 2d4+2 hit points. Once used, the rose petal wilts and falls off the ring, but each day at dawn the petal blooms and can be used again. It doesn’t require attunement.Band of the Dryad ; One letter stamped with a stargazing rabbit; one paper with signal notes; 1,223 gold, 30 silver, and 6 copper; a Hag's purse, a red velvet rat-pouch; 1 chairfart; Pipe of Rememberence, House's Whistle, 1 green diamond worth about 300 gold, 1 red feather pendant, 1 temporary red feather tattoo (3 days), 1 Dragon Gas Bomb, Kreb's keyring, a small wooden box with a portable hole, a letter, a pair of Dimensional Shackles, 1 Good for use intown or swamp, single use on a monster or NPC targeted creature will follow the Distractimal away in the direction you specify for d6 rounds. This effect is broken if the creature is harmed by the party. Multiple creatures in a room may be targeted and will spend 1 round gathered around it questioning, allowing you to sneak past a doorway or cavern entrance with no stealth roll.Beetle Distractimal
Recipes known (Herbalism):
Potion
Ingredient
When you expend hit dice to recover hit points while using this salve, you recover an additional 3 hit points for each hit die expended. This effect lasts for 1 hour after applied.Soothing Salve
Sourgrass
You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.Potion of Healing
Red Amanita Mushroom
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.Antitoxin
Rowan Berries
Ingredients carried: 2 Red Amanita Mushrooms
Herbalist advantage on the following checks:
* Your knowledge of nature and uses of herbs can add insight to your magical studies that deal with plant creatures and your attempts to identify potions.Arcana
* When you inspect an area overgrown with plants, your proficiency bonus can help you pick out details and clues that others might miss.Investigation
* Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.Medicine
* You can identify most plants with a quick inspection of their appearance, smell, and their surrounding environment.Nature and Survival
The Siren showed restraint. Maybe it was due to her just returning from the brink of death and seeing-not-really her sunlit father who she dearly missed just as much as her graceful destroyer of a mother. It was the quiet of being under the ocean, or above the ocean with only prayers and reading, with light chit-chat between her parents to listen to. Sometimes there were bees, and birds, dolphins leaping in the distance and flying fish chasing the setting sun. If the wind were just right, she could hear mermaids warbling where the sun rose - a lovely call for her to chase them or eavesdrop on their strange social lives. Now she is in a world that the books spoke of, and the sung poems her father would hum to himself when mother was away and he gazed out longingly to the sea for her to return. Songs of love and waiting, ships and sailors, with sometimes a barmaiden thrown in for good measure with cheers for ale, and a ho ho hey! la diddy la.
It is so very noisy here, a busy busy-ness like several spiders surviving on a web that continuously is woven with words and unspoken understandings between one another. Tempest decided that even though her expertise in surface people was amazing through all of her reading, that maybe…she was not as well practiced as she had originally believed. Obviously not all found her stunningly glorious, which is quite sad for them to not experience a Siren such as herself, but maybe she needed to observe a touch more; follow the (dare she say it) lead of others - now and again. From time to time since, afterall, they have lived this life, and she is merely a 'student' as her father would remind her, now and again, never truly bruising his daughter's ego and enthusiasm.
Tempest returned Bingle's nod with a smile, drying blood cracking along her cheekbone. "That is a lovely shade of orange." It most definitely was, even richer than before. She followed everyone, shaking her foot once at the gelatinous cube's acidic goo that had spread over the deck. That could help with getting blood stains lifted if everything wasn't properly oiled or waxed. Watching Jiven and Squiggles retreat as gracefully as they could in front of the intimidating Drow women of the other ship, as well as from Falco, Fela, and Bingle, the Siren stepped to the paladin's side just behind them.
"Steady now, Lady Springer." Tempest spoke quietly as she tried to place her healing hand on the paladin's shoulder as she whispered a strengthening Elven prayer.
The blue Elf-like woman stood there as the ship was bumped, causing her to raise a brow curiously. Tempest glanced over to the side to watch Bingle, hearing the command in her demanding voice with chaos being blurted out in a nearly incoherent ramble from Banx. "Falco Starbringer, if you do not mind, I am going to investigate." How absolutely splendidly polite she sounded. The Siren was certainly not going to curtsy, having a shield wielded and a trident on her back, but it was absolutely noble sounding in accent and tone. Shortly she was well on her way to see if she could assist Bingle, Priestess-in-training.
Tempest
Chaotic Good | Siren | Tempest Cleric of Aerdrie Faenya | Level 6
HP: 18/45 | AC (15) with Shield (17) Initiative: +1 | Darkvision | Acid Resistance
Weapons: +5 to Hit / Damage: 1d6+2 (1 handed or thrown) or 1d8+2 (2 handed)Trident +1 | +4 Attack / 1d4+1 DamageDagger | (3/3)+4 Attack / Damage: 1d6+1 Damage)Javelins
Spells: +3 Modifier | Spell Attack +6 | Save DC 14
Level 1 Left: 4/4 | Level 2 Left: 2/3 | Level 3 Left: 2/3 Cleric Spells Cast: Healing Word (Fela), Cure Wounds (self), Cure Wounds (Fela) Cantrips: Acid Splash, Mending, Spare the Dying, Toll the Dead, Word of Radiance
Divine Tempest Magic: When a creature within 5 ft. that you can see hits you with an attack, you can use your reaction to cause the creature to make a DEX saving throw (DC 14 or it takes 2d8 lightning or thunder damage (your choice), half damage on success).Wrath of the Storm: Remaining: 3/3 (per Long Rest) | Channel Divinity, twice per short rest, 2/2 - Destroy Undead or Destructive Wrath. Divine Domain Feature: Thunderbolt Strike - At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Siren Spells Once Per Long Rest: Create or Destroy Water (used), Water Walk |
Other Stuff/Notes:
Magic Items Prayer Beads: (1) Wind Walking, (1) Smiting, (0) Cure Wounds (2nd level) or Lesser Restoration, (0) Blessing. Cast Today:Cure Wounds, Bless, Cure Wounds Necklace of the Ithil’mírë (Locket): From Nithe Potions: Polymorph (1)
A lab jar of rat organs.
A glass container of mushrooms pickled in wine and spices.
Three smooth stones. A strange, fancy sling shot
Two small ornate bottles of potent mushroom wine.
A pewter hinged ring box lined in black velvet holding a selection of loose humanoid teeth
A vial of ointment with a handwritten label that says: Mushroom powder and saffron in lard.
Turn Summary Initiative: Move: To the gangplank where Fela, Falco and Bingle are Reaction: Action: Cast Cure Wounds on Fela (15 HP) Bonus Action: Conditions: Concentrating: Object Interaction: Other: If she can see Banx at all (as she can possibly hear his quickened ramble), Insight or Medicine check if appropriate.
Dice Roll:
d20+3
(4)+3
Total = 7
__________________
Posting: Better! "Speak your mind even if your voice shakes." RBG
She/Her
Last edited by PlaidPeregrine; Oct 10th, 2023 at 02:22 AM.
As Jivens and Squiggles back away, Fela's body relaxes in relief, and then relaxes further into pure exhaustion as Bingle's magical speed leaves her. It's all she can do to stand upright instead of flopping straight onto the deck. Drool is involved. Tempest's touch helps -- if it doesn't quite bring back the speed she once had it gets the saliva back into her mouth.
But as one drow leaves the boat, other approach, and Falco...invites them on board?"Can't we just sail away?" she hisses quietly, but looking around at the size of this ship, the four of them beat up, the drow's ship ready to give chase. "Ugh. I'm gonna have to lie to them, too, aren't I? Fine. But entertain them while I take the time to do this prayer -- you can tell them it's some part of the exorcism, but it'll heal us up more. In case the lying doesn't go as well this time."
She shouldn't be so sure this prayer will heal them. She knows the words, yes. And that some followers, repeating it enough with enough conviction, could heal people. But she'd never done it herself, hadn't even tried, as until the last few weeks it would seem ridiculous to think she was that close to Saliber. But she'd done so much by her Grace, and had just felt Her presence so strongly, melting away The Drift and the kiss, that she's oddly certain it would work. If she's not interrupted.
Normally she'd pray kneeling, but Bingle is done being old-looking and is a dramatic acolyte again, and kneeling is not very dramatic or exorcist-like. She doesn't have to kneel. "You still old under that? What was that? Anyway, just imitate me, best you can." And proceeds to pace solemnly around the deck, murmuring the prayer over and over to herself quietly. Medallion held out for show and also just because it feels good. Pausing occasionally to sweep a foot in a lazy circle or somesuch on the deck, like that's where the magic was directed. She'd like to be keeping an eye on what's happening out there -- the boat full of drow, Jivens and Squiggles -- but she needs to devote herself to the prayer, and what little extra attention she has is taken up by the walking and the show. She's got that glass-eyed thousand yard stare, for the most part.
But it's working. She can feel Saliber close to her, in the medallion, in her words, all around.
Take ten minutes to cast Prayer of Healing, giving all four of us some HP bake:
Dice prayer of healing:
2d8+4
(1, 1)+4
Total = 6
CHARACTER SHEET HP: 30/52 AC:In Chain Mail, with/without Shield16 or 18 Spells: Fey-Touched: Charm: 1/Per Long Rest1 | Misty Step: 0/Per Long Rest1 Level 1: 1/4 Prepared: Alarm, Bless, Charm Person, Command, Compelled Duel, Detect Magic, Divine Favor Level 2: 0/2 Prepared: Locate Object, Misty Step, Moonbeam, Prayer of Healing, See Invisibility, Zone of Truth Lay on Hands: 2/Per Long Rest30 As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover.Divine Sense: 1/Per Long Rest5 Channel Divinity: 1/Per Short Rest1 You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.Watcher’s Will You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.Abjure the Extraplanar You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.Harness Divine Power Attuned: Shield of Missile Attraction DM Inspiration: Vorn is a horse-girlYES Heal Potions: None Carrying: Drunkard’s map, 1x Granny Peth's Beast Befriender's Fluid, Shield of Missile Attraction, +1 Springer Sword Pearl's calling card, Make a ranged attack against the target. On a hit, the target takes 3d8 poison damage and must make a DC14 Constitution saving throw.
On a failed save, it is also poisoned. It can repeat the save at the end of each of its turns.Dragon gas bomb, Turtle Distractimal Ricardt, the Retainer: HP: 12/12 AC: 10 Hide+10 Maude, the Marsh Tacky: HP: 13/13 DC 16 Animal Handling check, once per dayLoyalty checks (here)1/3
Last edited by ptwiddle; Oct 10th, 2023 at 06:55 PM.
Fela, you are not a ship person, per se, but even you can see the Dusk Maiden is wallowing very low in the water, heavy with the huge sick-stone geodes the monsters have dug up out of the deeps. The drow ship could catch you easily, if they wanted. If you sail off with this cargo---they will want. Fine. FINE. Lies it is.
Bingle you once raised a little black fox kit, an orphan. He would run in circles sometimes, in the late afternoons, when he clearly needed to be napping, and then whites would show all the way around his eyes and he'd make herf-herf carzy braking sounds and bite everything, just because he was so damn tired. The family called it Goblin Hour.
Banx is having goblin hour.
Tempest you are a cleric, so of course Banx also catches your attention. Is this an illness? You lean over the ship and look as Banx madly whirls a grappling hook on a rope around his head. You think he will knock himself out, maybe lose an eye or several teeth, but it arcs up perfectly and catches on the side of the ship. He scrambles up it, talking the whole way, the pipe still clamped in his teeth, acrid smoke pouring out of it.
GARBLEBARBLE POZZIK TO HELP CATCH YOUBLERGYBLAR MOTORBOAT BUT NOT IF I SLEPT SO BALHRDYBLAH, By then he has a leg hooked over the side and you can make out most of the words, even though he runs them hard together. ---HAD BRIONY AND THE SHIP, I WAS A SUBPAR HOSTAGE ANYWAY. SO HERE I AM.
Bingle, it's hard to see your own mortality roar toward you so damn fast. You didn't know if it would stop. Once it stopped, you didn't know if you were stuck lod. It wa sa lot. A whirlwind. Way too much, way too fast.
You hide inside your acolyte and demand Banx explain himself as he comes up. He recognizes your voice and reaches casually through acolyte's abdomen to touch your elbow and render the illusion transparent so he can see your real face. His eyes lock on yours. His are spinning with a thousand kinds of pure naked crazy. He knows not to yell, but he wants to yell, so he leans close and whispers in a scream-rasp of air:
WELL I DID DURGS, IS WHAT, EVIL ONES, I AM STILL DOING THEM AND IF I STOP THEN I WILL FALL OVER AND BE SO TIRED BUT IF I DON'T STOP BY DAY AFTER TOMORROW OR MAYBE TOMORROW THEY WILL MOST CERTAINLY KILL ME ITS A PICKLE BUT OH WELL WHO WERE YOU FIGHTING THE DURGS ARE A BURNING STONE IN THIS PIPE AND IF I STOP SMOKING IT GOES OUT AND IS DONE FOREVER AND I GO TO SLEEP AND THE DURGS WONT'T KILL ME TODAY IF I COUNTED DAYS RIGHT WITH NO SUN SO SHOULD I STOP OR NOT IF WE ARE IN A FIGHT I BETTER NOT ARE WE WHO WAS I SHOOTING HI DID YOU HAVE ANY FUN WITHOTU ME HI. Goblin hour? No Goblin WEEK.
You go to Fela to help. You have ONE (1) warlock contract, and negotiating power. She wants a tiefling of Luz particularly, OR something powerful and worthy. These drow are only just now poking out their scared noses. But. But. Worshippers are nice little coins for her purse, and is she worse than Lolth? NO. They have no temple here beyond a statue of a dragon. Not even Tiamat. Just some regular one like Cleiophane WHOM YOU KILLED. So.
Tempest, because the Mask of Many Faces Disguise is taller than Bingle, who is invisible to you inside it, it looks to you like Banx is whisper-shouting all of this directly into the acolyte's gray and sherbet bosoms.
Falco, Jivens and Squiggles have retreated to the "Inn" to have a "Drink." Perhaps they will think to hire new sailors. You are already thinking it. But there they go, first.
There were a few Duergar and Drow mercs hanging about looking for berths, you recall. Are they crewing a ship they cannot have back, poor fools. And---who is going to tell them? And if they hire the mercs, will those mercs fight?
The drow in black leathers barks a word or two in Elvish and is immediately flanked by two drow males in uniform, the house sigil on their shoulders, rapiers at their hips.
As she comes down her gangplank and crosses to yours, she says, I ain't 'fraid o' no ghosts. Her grin is feral. Her eyes are pink and crazy. Her skin is the deep soft gray of cold ashes, and her wind-snarled hair fails to be contained under a spectacular black leather hat. Your take away: The people of the Underdark love themselves some fancy headgear.
She introduces herself not by name, but as, An Aud of House Denpasar tapping the pistol on her hip.
Fela,Aud, in Sylvan (and presumably in Elvish), Aud means contrivance or machine. You understand that she is telling you her rank, and also referring to the weapon; there is no word in Sylvan for pistol. You have never seen one of these things, but you have studied weaponry and battle. You know what a pistol is, though they are extremely rare in Kivalia. Artificers make them, and they propel mundane or magical projectiles at great force. Jiven has one, too, and it poisoned the life out of you — almost literally.
You get your acolyte and begin do your prayer, and you are dragging from the haste-hangover, and the sun is so far, but it helps.
Falco, as the priests "cleanse the ship of ghosts," as Banx whisper-hollers to Tempest, LOOK HOW MANY PUSH UPS I CAN DO WANT TO BET IT IS INFINITE I BET IT IS INFINITE and drops to do some, the Contrivance of House Denpasar comes to stand by you and watch the "holy women."
I should have my men unload, eh? I already paid that drow in the stupid hat with the feather. It's rightfully mine. Or will ghosts just kill 'em? She looks at you pretty close, taking your measure.
You may, if you like, RP completing a short rest this turn, if everyone agrees to this.
Midjourney is convinced drow are white women with big hooters. This is as close as I could get to a drow without prehensile breasts grabbing the camera.
ALSO, I did not run Banx's words all together for the sake of your eyes, but pretend I did.
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DMing: Fey Ghosts of Saltmarsh DMed: Battle of the Bards, Banshee Bride, NPSG, Clockwork Sienna, The Witch is Dead Playing: Ozbox Souptoot Played: Fioravanti-Anya-Ripper-Malyth, Ingetrude Frostblossom, Myrrh the Burned, Primble Thorne, Ozbox, Ferrar, Burnapolia Bronkus
Last edited by Fillyjonk; Oct 12th, 2023 at 02:54 PM.
Falco were still comin' t' terms with everythin' that jus' happened. All th' loss, old but freshly stirred when he opened that door still stained th' deck along with th' blood o' new friends an' dead foes alike. He wouldn't be sayin' he felt complete exactly but, it certainly felt good t' have th' Dusk Maiden back. It were certainly a step in th' direction o' closure. Jus' a few more monsters t' dump in th' sea. But, for now, th' Drow were comin' aboard fer th' stones. If'n they played this right...
As they strode across the dock, Falco thought about all the songs and stories he'd heard about Drow women. So far, one had already gave 'im th' key t' his ship so he were still on th' fence. Th' thought had 'im smilin' when she introduced herself as an Aud. He tipped 'is hat an' replied, "Falco Goldenbairn o' th' Emerald Enclave. Welcome aboard me ship."
When she asked if her men should start unloadin' th' cargo, Falco looked back up at the Aud o' House Denpasar for a moment, Big Nat 1takin' her measure as she did th' same through wild pink eyes. Were she tellin' th' truth, she already paid? It were hard t' read someone so confident an' in their element, perhaps they have nothin' t' fear by payin' up front, after all, who would be foolish enough t' cross a Drow House? Finally, with a sigh he said, "Ah, ye already paid th' peacock? I won't lie, I were hopin' t' undercut 'em whilst they was lickin' their wounds. Go 'head an' have 'em unload, th' ghosts is moved on. Seems I'll need t' come t' some sort o' agreement with th' last two o' Cap'n Cloaker's knaves. We'll be needin' some sort o' restitution fer our troubles an' expended resources. This ship's a good start, how much d'ye reckon their sorry skins are worth?"
Falco grinned up at her like a fox with a mouthful o' chicken an' looked again upon his ship. It were good t' be back on her old planks after such a chase. While th' cargo is bein' moved he'll inspect th' ship jus' like th' ol' days an' spend a little quiet time in both th' Captain's quarters an' the Deck Wizard's.
Saving Throws: Free Action: Insight on Aud of Denpasar: 7(nat 1) Move: about the ship, into the formerly sealed quarters Action: Short rest, rolled 2 hit dice for 14 hp back Reaction: Bonus Action: Condition: Cosmic Omen: Woex2, Freedom of Movement from Oil of Slipperiness Concentrating:
Halfling︱Druid Falco Goldenbairn HP: 41/45 AC: 12 Spells: DC: 15 Level 1: [ ][ ][ ][ ] Level 2: [ ][ ][ ] Level 3: [X][ ][ ] Wild Shape: [X][X] Attuned: House's Whistle, Moon Sickle DM Inspiration: None Potions: 1 2d4+2 HPPotion of Healing, 4 Potions of Alter Self (8 hours) Carrying for party: A simple wooden band that appears to be entwined by evergreen ivy vines. The top is decorated with a small rose petal, which remains bloomed and perfect until the ring's effect is used. The petal may be expended to heal a target the wearer can touch by 2d4+2 hit points. Once used, the rose petal wilts and falls off the ring, but each day at dawn the petal blooms and can be used again. It doesn’t require attunement.Band of the Dryad ; One letter stamped with a stargazing rabbit; one paper with signal notes; 1,223 gold, 30 silver, and 6 copper; a Hag's purse, a red velvet rat-pouch; 1 chairfart; Pipe of Rememberence, House's Whistle, 1 green diamond worth about 300 gold, 1 red feather pendant, 1 temporary red feather tattoo (3 days), 1 Dragon Gas Bomb, Kreb's keyring, a small wooden box with a portable hole, a letter, a pair of Dimensional Shackles, 1 Good for use intown or swamp, single use on a monster or NPC targeted creature will follow the Distractimal away in the direction you specify for d6 rounds. This effect is broken if the creature is harmed by the party. Multiple creatures in a room may be targeted and will spend 1 round gathered around it questioning, allowing you to sneak past a doorway or cavern entrance with no stealth roll.Beetle Distractimal
Recipes known (Herbalism):
Potion
Ingredient
When you expend hit dice to recover hit points while using this salve, you recover an additional 3 hit points for each hit die expended. This effect lasts for 1 hour after applied.Soothing Salve
Sourgrass
You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.Potion of Healing
Red Amanita Mushroom
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.Antitoxin
Rowan Berries
Ingredients carried: 2 Red Amanita Mushrooms
Herbalist advantage on the following checks:
* Your knowledge of nature and uses of herbs can add insight to your magical studies that deal with plant creatures and your attempts to identify potions.Arcana
* When you inspect an area overgrown with plants, your proficiency bonus can help you pick out details and clues that others might miss.Investigation
* Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.Medicine
* You can identify most plants with a quick inspection of their appearance, smell, and their surrounding environment.Nature and Survival
Banx is absolutely fascinating. One would think he was unwell, but he threw the grappling hook with such skill! His energy level seemed through the roof, if there were a roof, but the crazed Gonme rattled on in a quickened version of the Common language and perhaps a dialect of Gonme that was certainly beyond her. After all, she only just learned some important words from Bingle, and YOUBLERGYBLAR was definitely for advanced students. Granted, the scent of his smoldering pipe did not carry the lingering old warm earthy scent of the one she had in her bag, nor was it familiar with bowl-packed-herbs being sweeter, or richly dry, and not so very acrid - or fluidly flowing like smoke possessed. This led her to wonder if Banx had gotten into something strange, especially now that he was speaking to Acolyte Bingle's bosom at a fairly close range. Strangely, the Siren snerked a laugh, swallowing it down her nose to her throat before it unfairly, and perhaps rudely, escaped. Her lips curled upwards in amusement, though she was lightly concerned. "Lord Wizard Banx, where it is wet there may be acid left. I am impressed with your infinite push-ups. You must attract many mates with your um…virility? Um. Ah! Vigor."
"Or..vitality?" The Siren worked her way from Elven to Common and eyed the taller Bingle, glancing at her taller self's face. "Vatitly?" Her Gnomish was coming along swimmingly.
Tempest tried to turn a subtle glance at the feral Ann Aud with the fancy hat, who not too long ago the Siren instinctively snarled at, wanting her throat. She could feel the tug on her lips; a twitch in the left corner of her mouth started to rise but she stopped herself from feeling threatened without justification. This wasn't her world. Even on this ship the underworld was of the mysterious Drow, not Sea Elves and Sirens and Hin. As the confident, Siren-like Ann Aud spoke with Falco, or to Falco, Tempest had to temporarily turn her attention to Fela as she healed the ghosts and wounds-that-would-be-scars along with her Acolyte. Fela was confident as well, but was far from feral, even when in battle. This female Drow was a strange, curious and dangerous creature. Admirable. Tempest decided it would be best to observe socializations for the time being.
The Siren stood steadfast as she 'guarded', gaze drifting from friend to Drow to another friend, as she leaned against the main mast of the ship. The death-glare from Fela causing her to blink owlishly, puzzled. As soon as she was feeling more herself and rested, she would search the Cloaker for keys and any other needful or pretty baubles, using her trident to help flip him over. Falco will certainly want to unlock any of the doors or secrets that the ship may hold. With a few extra, enthusiastic stabs thrust into the Cloaker, Tempest felt slightly better though being 'bested' will stick with her for a while.
Tempest
Chaotic Good | Siren | Tempest Cleric of Aerdrie Faenya | Level 6
HP: 41/45 | AC (15) with Shield (17) Initiative: +1 | Darkvision | Acid Resistance
Weapons: +5 to Hit / Damage: 1d6+2 (1 handed or thrown) or 1d8+2 (2 handed)Trident +1 | +4 Attack / 1d4+1 DamageDagger | (3/3)+4 Attack / Damage: 1d6+1 Damage)Javelins
Spells: +3 Modifier | Spell Attack +6 | Save DC 14
Level 1 Left: 3/4 | Level 2 Left: 2/3 | Level 3 Left: 2/3 Cleric Spells Cast: Healing Word (Fela), Cure Wounds (self), Cure Wounds (Fela) Cantrips: Acid Splash, Mending, Spare the Dying, Toll the Dead, Word of Radiance
Divine Tempest Magic: When a creature within 5 ft. that you can see hits you with an attack, you can use your reaction to cause the creature to make a DEX saving throw (DC 14 or it takes 2d8 lightning or thunder damage (your choice), half damage on success).Wrath of the Storm: Remaining: 3/3 (per Long Rest) | Channel Divinity, twice per short rest, 2/2 - Destroy Undead or Destructive Wrath. Divine Domain Feature: Thunderbolt Strike - At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Siren Spells Once Per Long Rest: Create or Destroy Water (used), Water Walk |
Other Stuff/Notes:
Magic Items Prayer Beads: (1) Wind Walking, (1) Smiting, (0) Cure Wounds (2nd level) or Lesser Restoration, (0) Blessing. Cast Today:Cure Wounds, Bless, Cure Wounds Necklace of the Ithil’mírë (Locket): From Nithe Potions: Polymorph (1)
A lab jar of rat organs.
A glass container of mushrooms pickled in wine and spices.
Three smooth stones. A strange, fancy sling shot
Two small ornate bottles of potent mushroom wine.
A pewter hinged ring box lined in black velvet holding a selection of loose humanoid teeth
A vial of ointment with a handwritten label that says: Mushroom powder and saffron in lard.
Turn Summary Initiative: Move: To the central mast near to wherever others were gathered. Reaction: Action: Short Rest for 17 HP. Observe the Aud - Insight roll of 15. Bonus Action: Conditions: Concentrating: Object Interaction: Other: I do not want to get too ahead of myself so I'm leaving Tempest on deck, though she would like to go to the War Room to see what was being planned and discussed earlier. To look at any maps to see where the mining operations for the geodes are and anything else that could be of value.
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Posting: Better! "Speak your mind even if your voice shakes." RBG
She/Her
Last edited by PlaidPeregrine; Oct 14th, 2023 at 12:48 PM.