From the Crow’s Nest, Urixes *unleashes hell* upon the Deck of the Flying Dutchman, his missiles shooting brilliant streaks of color across the rain. Captain Carver is *blasted back*, and as he fights to bring his Greatsword up once again, Urixes’s fell tentacle claws at his sides, trying to drag him back towards the Shifter…
The unholy light in Carver’s eyes is slowly beginning to dim. Whatever dread spell holds the Captain together is coming undone, and the Captain along with it. For a moment, the bones seem to fall, and drift apart.
“No…,” Captain Carver groans in a final death rasp, sensing the end and attempting to cling with all his might to this world. “*NOOOO*!” The Fiendish Undead screams, gurgles, defiantly. The armored skeleton *wrenches* his sagging bones once more into place, and with a final *scream* attempts to once and for all murder the brutal Barbarian; this foul breathing creature which had ended his reign over these waters of the Twilight Expanse…
The firebolt *catches* between the rended bits of armor. The Greatsword *clatters* to the Deck at his feet. In front of Oak, Captain Carver comes alight from within. The twisted bones stand like an eerie candle in the rain fall for ten full seconds, crackling and spluttering as the marrow cooks within.
Even now, the creature refuses to fall, eye sockets looking up into the storm. The glow leaves the Skeleton’s eyes. One by one, each bone slowly begins to fall off from the others, and Carver becomes a collapsing suit of armor stuffed with aging and *snapping* bones. The undead leader of the Flying Dutchman topples to the Deck of his ship; an inert pile of matter which is even now becoming unrecognizable. Soon, all that remains of the Dutchman’s leader is a flaming pile of twisted metal and charred bone. The pile that was the Captain soon becomes soggy, and dark smoke billows from within, all that remains of the once mighty undead.
The magical Paling remains around the Naviation Room. Nothing seems to have happened…yet…
The Wild Bunch has *successfully* defeated the Flying Dutchman and its infernal crew! The Purple Paling around the Navigation Room will soon fall, as the power behind it has been destroyed: but it has not fallen *yet*. You may take the time until it does, and Arno ( @zekebeau ) and the rest of the Crew down in the Officer’s Quarters come to join you above-deck, to commit to one action. Do you assess the damage done by the Flying Dutchman’s crew, and see if you can address any of it immediately? Do you search the bodies of any of the colorful undead characters you’ve just defeated, to see if you can scavenge treasure or clues? Do you make a quick search of the Flying Dutchman itself, a ship which even now is coming apart under Oak’s feet? Do you take the opportunity to go taunt Governor Mitchum and his soldiers for their non-interference? Or do you have something else in mind in this brief window before the way to the mutineers is clear?
Michael is immediately rolling the bodies he encounters on the way to the galley. looking for magical artifacts, first question, where was hilda holding all the axes?
Also in the course of everything. He'll hand everyone a snack that gives them 3 temp hit points. If anyone requires healing Michael still has a couple before he's tapped on spells. Oak you should be getting a potion delivery about nowish, the thing doesn't actual expire for 8 hours so drink at your leisure or hand it off to someone that needs it.
If folks are headed over to the dutchman at all michael will help in the efforts just incase there are any arcane hazards.
From the mess that remains of Hilda along the Captain Deck, Michael is able to pull out a few odds and ends that survived the fire: 25gp, four fallen handaxes, and another item, the nature of which Michael is able to recognize almost *immediately*:
Bag of Holding- Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Oak grimaces as the Captain lands on last hit on him before being blasted from behind with fire. Bleeding and exhausted, the Barbarian is glad someone was able to finish that thing off, as much as he was giving, he was getting his fair share back in return.
Collapsing to his knee, he uses his axe to prop himself up. Suddenly a potion hovers in front of him, his eyes looking to find Hex delivering a sorely needed dose of healing. " 'Prreciate it Hex." Downing it quickly, he feels it mend his wounds. He's still beat up, but fees a little better. He looks to the Captain now, digging through the collapsed bones in search of something.
OOC:Need that potion now, not sure what might be coming.
Oak will search the Captain. Obviously looking for goodies but also hoping to find his skull (or what remains of it). He wants a trophy.
Oak searches the *smoking* heap of Captain Carver...
Oak has found the following items during his search:
-The Charred Skull of Captain Carver: Oak finds the skull, blackened but *somehow* whole. The awful thing grins up at your against his will. [This is a Key Item: Oak may find uses for such a trophy, aesthetic or otherwise...]
-Zweihander: Despite Oak's immense strength, he finds himself just *barely* able to heft the Ultra Greatsword (DC-Strength 18). It is ornate, but seems otherwise unremarkable. You could attempt to train with it and learn its capabilities; you could hold onto it to sell it; or surely someone would love this as a gift? An antiques collector, or perhaps a sword enthusiast?
-Golden Telescope: Seems unremarkable, as far as Oak's eyes can see. The tool is in working order, anyway. Maybe just good for trade? Maybe someone else may know better? *Hell*, maybe Oak just wants to keep a pretty (if slightly ostentatious) telescope among his trophies, or on his belt
I think wakeman shade is the next michael could possibly loot on the way to the galley, but if urixies is already moving on it's position from the crows nest michael will head straight to evaluating the galley to at least see what's wrecked and then potentially head to the accursed boat to see if it contains any other notable treasures or artifacts.
Oak notes the immense sword, and plans on bringing it back to store in their meeting area. He has a weapon, and his weapon beat the thing that was wielding this one, so there is even less reason to try and use it.
He rips a strip of cloth from his pants and lips it through the skull, securing it to his belt. This was his trophy to keep and his thoughts already had drifted to a use for it soon.
The telescope meant nothing to the Barbarian, but perhaps Arno or Urixes would want it, so he grabs it as well.
Done with his search, content with his trophy, he returns to the Curse.
OOC: If possible, Oak wants to push his way to be in front when the barrier drops. He has his sights on being the first to kick that door down.
"Well done," Urixes nods to Ril, then descends from the crow's nest. He doesn't bother to loot the fallen, but stands with arms crossed as he waits for his companions. He was angry, but not stupid. He wouldn't take on the traitors by himself.
"Huh, the groups you send to work the pumps and gears will need to be pretty tough. They're way too far away to get any backup from the Curse, and considering the place has a worm infestation (and who knows what else) you'll need a pretty eclectic skill set to make sure each water lock fills up correctly. But where on earth will you find two groups of adventures just crazy enough to undertake a daring but dangerous mission with the fate of the ship and likely some other yet to be discovered faction hanging in the balance?." This question seems to be asked without a hint of irony or self awareness.
"Wait, do you hear that?"
Rax replies "Yesss, ze undead, ze have ssstopped."
Arno is a bit miffed Rax didn't reply with 'I don't hear anything' to tee Arno up for the rejoinder, but Rax is correct. "Woo! Wild Bunch for the win! Now, don't need these.." Concentration breaks, and the walls of solid ice *poof* into soft and chilly powder. I lovely bit of snow in a small room. "And if you will please excuse me, I have some business with a few mutineers. Please, don't trouble yourself my captain, the Wild Bunch is happy to close this chapter for you while you get this lot ready to bring the Curse back to shipshape. "
As Arno meets the rest at the navigation deck. "Wow, you guys look like the underside of a shipwreck? I can get a heal or two off before this shield drops, I think."
OOC once you all get here, I'd bonus action Unicorn spirit, and cast cure wounds on the most hurt. It would give normal cure wounds amount and also give +5 hit points to everyone else in the group at the same time. Just let me know if you want level 1 or level 2 spell. Oak, think you need the most, but Jack may be needing it as well.
Even dying, the handaxe zombie keeps screaming as she falls, making Jack's hair stand on end. He feels relief when she finally (gruesomely) stops moving and shrieking. That was way creepier than the flesh golem.
He checks up on Oak, just in time to see the shifter finish off the captain, "Heeeey, nice one!" Clambering back to the main deck he walks around the carnage, using his foot to explore the remains for anything interesting and rubbing a hand over his many cuts, "Navigation room next, yea? Arno should be waiting for us there. I hope there's not something even nastier there, I'm feeling pretty beat up."
Foot kicks the fleshy remnants of CC-88, but he's not even sure what he's looking at here, it's all so... meaty. Oooh, snack! His troubles are forgotten and he scoffs down Michael's snack, looking very happy.
((OOC: If I two-hand that Zweihander, does it add 50% towards my STR requirement for wielding it? ))
Michael searches the sodden, burnt-out corpse of Wakeman Shayde:
Michael has found the following items during his search:
-Ruined Jacket: Burnt down to a sticky, melted mess. A shame; even in this charred state, Michael can tell this was once a quality piece of workmanship. It’s worthless now.
-45gp
-Liquor Bottle, unremarkable. Is that rum in there? Does Michael take/inspect the bottle? Sip it? Leave it?
-Strange Pistol, (damaged): Wakeman’s Pistola. A rare piece, with a rather odd design. It seems to be damaged somehow; pulling the trigger produces a satisfying *pop*, but nothing else
Michael, make an Intelligence Check to see what you can learn about the pistol. High enough DC lets you open the appropriate spoiler
(DC 10)
This isn’t built like a typical pistol. The barrel is thin and narrows out, looking more equipped to spit out poker chips than round shot. If you take a look down the barrel *just* right, you make out the familiar glint of a…gold coin? in there at the back…
(DC 14)
The pistol is overall clean and in good working order. The main issue seems to have been a misfire within the gun itself. The misfire somehow set off an explosive charge within the gun at the same second Wakeman was reloading, fusing the gold coin within the barrel in a freak accident. Wakeman must’ve been trying a trick shot with the strange weapon at the same moment he (and the gun) started on fire and took a tumble
(DC 18)
…The barrel is *literally* all that is wrong with this pistol. Despite its strange design and ammunition, the weapon isn’t much different from any other pistol Michael has ever seen. He’s *even* pretty sure (with time and the right set of tools), he could take this thing apart and put it back together again. Now, if you could just find someone with the right know how and tools to somehow cast a new barrel for the thing…
…
Jack kicks the hideous patchwork of corpses that used to be Clavicle Crusher-88:
Jack has found the following items during his search:
-Assorted Gemstones: x2 Coral, x2 Jet, x1 Pearl. You hadn’t noticed them in all the action, and if you had you might not have recognized them for what they were. The Gemstones had been embedded inside Clavicle Crusher’s many skins; a form of decoration and “body art”. There’s probably about 500gp worth in gemstones here, for trade or barter (You will find places to change money in major economic centers within the Expanse. Certain individuals may be *more interested* in gems than gold!)
-Assorted “Leftovers”: An abundance of rancid meat, massive bones, and browning blood, if that’s what you’re in the market for. Some other items sit atop the pile: the creature’s eyepatch, intricately sewn and steel-reinforced; the ball and chain, rusted but serviceable; the hook, snapped off from the end of the chain as the creature fell (on closer inspection, it’s as much a shovel as a hook, really…)
Jack, Perception Check (DC 14) to Common Sense what’s good in this pile, an Arcana Check (DC 13) if you try to get a Sixth Sense for *everything* in this gross heap
(DC 14-Perception)
You know where all those gemstones came from? The Giant dug them out of the ground himself! You know what he dug them all out with? *This* shovel. Jack has a *good feeling* about this shovel!
(DC 13-Arcana)
This shovel broke off from other end of the ball and chain because *it* is bound together with something more than just iron. You should take it! But this eyepatch...even *touching it* makes Jack feel sick to his stomach. This thing is *super* cursed: cast it into the ocean, *immediately*
…
WILD BUNCH: The Paling over the Navigation Room is about to fall. Choose your position aboard Ship (make a general/specific location request). I’ll update the Map with your tokens, and once you all *confirm* your starting locations, we’ll open up the doors…
Also running back to the main deck from the dutchman to catch up to the party breaking open the navigation Room seems about right given all Michael's current looting.
Ooh, shiny gems! Jack "plucks" at the embedded gems with distaste, the stones coming free with a wet pop. Well. He has them now. Handling them like something disgusting he carefully drops them into an inner pocket, then wipe-wipe-wipes his hand free on his trousers
His inner wolf has opinions on the meaty mess, but there's something about the _smell_ of it that's keeping even that part in check. There's old meat and then there' this.
On the other hand, that eyepatch is stylin'! Yoink. He gives the rest a quick once-over.
Geth, roll 1d20+4 for Perception
Geth, roll 1d20 for Arcana
Hm. On second glance, let's take the "hook", too...!
((OOC: Assuming that the ranged penalties are still at play Jack will be by Oak's side, ready to charge in with him! ))
OOC: hey if im running through the galley, to the pile that was dr bones on the Dutchman, then back around past the cc-88 pile to land on the main deck can I take a swing on that arcana there or is the dutchman breaking up too much for me by the time im trying to get back on the curse?
OOC:Jack: Ranged Shots while you're on the other side of the door, busting in, ready to shoot into a not-raining room, *won't* carry the ranged penalty. Shots inside the enclosed room the same. If something leaves this room to go back out in the rain and you're shooting out *towards* it, the ranged penalty would apply again, *if* whatever you were shooting at was more than five feet from the door
Michael: The Flying Dutchman is falling apart: by the time Jack and Oak have gotten their goods and gotten clear of the magical ghost ship, it wouldn't be safe to walk on, and would *likely* be turning back to unnaturally decayed scrap wood and rusty half-nails falling *swiftly* back into the ocean. Just enough time to search Hilda and Shayde. You *can* try that Arcana Check for the found items possibly, but
Jack will have to be wearing/mention/show you the eyepatch or shovel/hook he found, *or* you would have to otherwise find out about the items
CURRENT MAP-
Does this look accurate to the fighters of the Wild Bunch? Arno, ( @zekebeau ) do you have time to rejoin the fray full-time for this battle, or will you still be watching these guys from a support role for now?
Michael watches the crumbling ship from the hole in the galley wall, "Alas what wonders to the briney depths we've lost". He lets out a sigh and returns to the rest of the wild bunch.
Rejoining them on the navigation deck he'll withdraw two vials from his quickly emptying bandolier, "As we go now to fight the living", he holds them up and offers to poison both oak and jack's swords moments before we break down the door
Oak holds the door handle in one hand and his Greataxe over his shoulder. He's ready to end this. Silently, he locks eyes with Jack at the door nearby. The two (old war buddies, by now) *nod* to each other, their battle-bond innate and unspoken at this point. Fighter and the Barbarian press their shoulders against the door, and prepare to push inside…
Urixes stands just behind Oak’s shoulder, his chilly indifference (and refusal to wipe away the rain which gathers upon his brow) masking a *cold rage*. Energy courses through the Warlock’s hands…he prepares to lay waste to *anyone* who has endangered his people, this ship, his *best chance*…
Michael runs up from his research of the intruders all-along the Decks, *stuffing* armfuls of goods into one of his satchels. The Cook, a fleet and *fierce* champion throughout the fight with the Dutchman’s crew, takes a place near the Starboard stairs, well within sight of the doors, and waits with a giddy anticipation for them to come open…
…
NAVIGATION ROOM
Meanwhile; sounds from nearby and inside. A *scuffle* between two men is ending fatally...(you've come *too late* to do anything...) Voices argue to the last breath: one voice very familiar, another *fleetingly* so...
You *all* recognize the voices, (eventually): Fenel’zir the Githyanki is pleading for his life with something that *sounds* like Conrad the first mate, but *isn’t* (quite). Fenel’zir begs, a wet and gasping sound; Conrad is... seemingly chanting a prayer, something that sounds like a funeral rite. Something in Conrad’s voice is dead and inhuman, just like the crew of the Flying Dutchman. *It makes your skin crawl*. A picture springs unbidden, inside all your minds….
From the other side of the doors, the Githyanki goes silent
... As we give the Heart of the Wild Bunch (Arno) time to check-in, please roll Initiative!
NOTE: Wild Bunch will get the jump on this boss simply from being ready to break in here, guns *a blazing*. But Jack and Oak will each need an action to open the door this turn, and Michael and Urixes may decide to approach things differently once they see what has occured inside....
Initiative here is mainly to see if you get a *second turn* to have at the Evil Within, once the Navigation Room has been fully revealed....
At the sounds behind the door, michael pockets the vials of poison, "Okay, educated guess, poison isn't gonna work on whatever made that sound", michael swirls his pipette wand in the jug of liquid at his hip, "let's hope a nice cleansing fire does the trick. I do hope carlee is ready to help navigate us without charts."
The Magical Paling around the Navigation Room has fallen. Oak and Jack, *straining*, manage to *push* past the cabinet-blocked doors and make their way inside…(One Action, for both Jack and Oak)
It is a grim sight before you all. Furniture has been *smashed*, cabinets overturned. Maps posted up have been *ripped and torn* during the struggle, and strange, small pinpricks, narrow but deep, pepper areas of the wall. Two large tables have been *destroyed*. A lantern has been kicked to the floor, the light long gone out. Oil from the lantern slowly leaks to the floor...
Bodies are scattered to the far corners of the room, each of the Mutineers accounted for. Uroz and Zook both still stare out from surprised eyes (the first to fall; dead before they’d even realized what happened). Zik and Dead-Arm Steve managed to put up a *mighty* struggle, given all the damage in here. And Fenel’zir…
The Githyanki is held in front of you, a good two feet off the floor by the cloaked figure with Conrad’s voice. Conrad holds the Sorcerror up by the throat with one hand, as the life slowly leaves him. During their struggle, Conrad’s hood has fallen from the cloak, and you now get a good view of the First Mate:
Beginning of the Voyage:
Today:
This *is not* the man you saw joyously challenging strangers to fights in Far Aeston. Something has sapped the very *life* from him, and a crooked and ancient creature stands before you. As he holds the Githyanki aloft, you suddenly see long claws…they resemble thin, glasslike needles…extending from the end of his aloft hand, *piercing* Fenel’zir through his neck. As the needles withdraw back into “Conrad’s” hands, from the newly punctured holes emerge creatures very familiar to the Wild Bunch…small, purple snakes, which falls from Fenel’zir, down to the planks below.
The snakes land in a pile at Conrad’s feet, and as they land, you notice that they are *far* from alone. Out of the bodies of the freshly dead, other snakes wriggle and squirm, making their way slowly towards Conrad at the center of the room. The floor is nearly *coated* in them. As the snakes get to Conrad, they disappear into his cloak, wriggling up his ankles and disappearing...
As the light from outside hits his face from a different angle, you see that Conrad's skin is unnatural: cracked, scale-like. Small, glasslike needles, half a finger-length long, poke out every few inches out his dermis. The creature that used to be Conrad turns to you, and an expectant, evil smile slowly starts to creep up his face…
Surprise Initiative to the Wild Bunch! Followed by Round Two per the following Intiative order, but back to “slot them in whenever you can”, after these first two rounds!
OOC @mrpaku so about that spell I learned from Dux back when Villiam was still an island. You had kept it rather vague on the effect, but I wasn't sure if it was a normal spell or special mojo. I didn't put it on the character sheet, but do I need to memorize it like normal or can I just convert a spell into snake hypnotism? If I need to memorize, I'll see if I can add to dndbeyond and remember for the future. If I can convert, I am 100% going to 3rd level snake hypnotize right out the gate, whatever it may do.
OOC:Jack and Arno: Official "Snake Charm" spell for your records, now that I kind of know what I'm doing here:
Dux's Snake Charm Cantrip Casting Time: 1 Action Range: 30 ft. Components: V S Duration: Special Classes: (Animal Handling Skill) Targets: Number of snakes/naga/couatl totaling HP up to Xd6+3, where X is the caster's character level Effects: Causes the targets (any number of snakes up to the hp limit) to cease all activity except a slow, erect swaying to the hypnotic pattern this spell creates. Snakes that are torpid before being hypnotized are affected for 1d4+2 turns. Snakes that are active, but not aggressive, are affected for 1d3 turns. Angry or agitated snakes are affected for 1d4+4 rounds
ooc: hmmm trying to figure out if I just set this room on fire by lighting the leaking oil with a firebolt, or if I'm sure that's a bad idea. How's the rain situation, we still in the full pouring rain
Michael barely even considers it, as soon as he sees the leaking oil all he can think is, "fuck all this crazy shit". He sets it alight with a firebolt.
Geth roll 1d20+7 to see if michael can shoot the proper part of the floor
to see if michael can shoot the proper part of the floor:
Posts
The unholy light in Carver’s eyes is slowly beginning to dim. Whatever dread spell holds the Captain together is coming undone, and the Captain along with it. For a moment, the bones seem to fall, and drift apart.
“No…,” Captain Carver groans in a final death rasp, sensing the end and attempting to cling with all his might to this world. “*NOOOO*!” The Fiendish Undead screams, gurgles, defiantly. The armored skeleton *wrenches* his sagging bones once more into place, and with a final *scream* attempts to once and for all murder the brutal Barbarian; this foul breathing creature which had ended his reign over these waters of the Twilight Expanse…
Geth roll 1d12+4 slashing
Geth roll 1d20+6 Greatsword
Geth roll 1d12+4 slashing
GM NOTE *Finish him* Wild Bunch!
Geth roll 1d20+7 to burn down this abominable captain
Geth roll 2d10+3 to check the temperature
GM NOTE: DC 16
Even now, the creature refuses to fall, eye sockets looking up into the storm. The glow leaves the Skeleton’s eyes. One by one, each bone slowly begins to fall off from the others, and Carver becomes a collapsing suit of armor stuffed with aging and *snapping* bones. The undead leader of the Flying Dutchman topples to the Deck of his ship; an inert pile of matter which is even now becoming unrecognizable. Soon, all that remains of the Dutchman’s leader is a flaming pile of twisted metal and charred bone. The pile that was the Captain soon becomes soggy, and dark smoke billows from within, all that remains of the once mighty undead.
https://youtu.be/QEmbOL3AAEs
The magical Paling remains around the Naviation Room. Nothing seems to have happened…yet…
The Wild Bunch has *successfully* defeated the Flying Dutchman and its infernal crew! The Purple Paling around the Navigation Room will soon fall, as the power behind it has been destroyed: but it has not fallen *yet*. You may take the time until it does, and Arno ( @zekebeau ) and the rest of the Crew down in the Officer’s Quarters come to join you above-deck, to commit to one action. Do you assess the damage done by the Flying Dutchman’s crew, and see if you can address any of it immediately? Do you search the bodies of any of the colorful undead characters you’ve just defeated, to see if you can scavenge treasure or clues? Do you make a quick search of the Flying Dutchman itself, a ship which even now is coming apart under Oak’s feet? Do you take the opportunity to go taunt Governor Mitchum and his soldiers for their non-interference? Or do you have something else in mind in this brief window before the way to the mutineers is clear?
Also in the course of everything. He'll hand everyone a snack that gives them 3 temp hit points. If anyone requires healing Michael still has a couple before he's tapped on spells. Oak you should be getting a potion delivery about nowish, the thing doesn't actual expire for 8 hours so drink at your leisure or hand it off to someone that needs it.
If folks are headed over to the dutchman at all michael will help in the efforts just incase there are any arcane hazards.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Collapsing to his knee, he uses his axe to prop himself up. Suddenly a potion hovers in front of him, his eyes looking to find Hex delivering a sorely needed dose of healing. " 'Prreciate it Hex." Downing it quickly, he feels it mend his wounds. He's still beat up, but fees a little better. He looks to the Captain now, digging through the collapsed bones in search of something.
OOC:Need that potion now, not sure what might be coming.
Oak will search the Captain. Obviously looking for goodies but also hoping to find his skull (or what remains of it). He wants a trophy.
Geth, roll 2d4+2 for Healing
Oak has found the following items during his search:
-The Charred Skull of Captain Carver: Oak finds the skull, blackened but *somehow* whole. The awful thing grins up at your against his will. [This is a Key Item: Oak may find uses for such a trophy, aesthetic or otherwise...]
-Zweihander: Despite Oak's immense strength, he finds himself just *barely* able to heft the Ultra Greatsword (DC-Strength 18). It is ornate, but seems otherwise unremarkable. You could attempt to train with it and learn its capabilities; you could hold onto it to sell it; or surely someone would love this as a gift? An antiques collector, or perhaps a sword enthusiast?
-Golden Telescope: Seems unremarkable, as far as Oak's eyes can see. The tool is in working order, anyway. Maybe just good for trade? Maybe someone else may know better? *Hell*, maybe Oak just wants to keep a pretty (if slightly ostentatious) telescope among his trophies, or on his belt
He rips a strip of cloth from his pants and lips it through the skull, securing it to his belt. This was his trophy to keep and his thoughts already had drifted to a use for it soon.
The telescope meant nothing to the Barbarian, but perhaps Arno or Urixes would want it, so he grabs it as well.
Done with his search, content with his trophy, he returns to the Curse.
OOC: If possible, Oak wants to push his way to be in front when the barrier drops. He has his sights on being the first to kick that door down.
"Wait, do you hear that?"
Rax replies "Yesss, ze undead, ze have ssstopped."
Arno is a bit miffed Rax didn't reply with 'I don't hear anything' to tee Arno up for the rejoinder, but Rax is correct. "Woo! Wild Bunch for the win! Now, don't need these.." Concentration breaks, and the walls of solid ice *poof* into soft and chilly powder. I lovely bit of snow in a small room. "And if you will please excuse me, I have some business with a few mutineers. Please, don't trouble yourself my captain, the Wild Bunch is happy to close this chapter for you while you get this lot ready to bring the Curse back to shipshape. "
As Arno meets the rest at the navigation deck. "Wow, you guys look like the underside of a shipwreck? I can get a heal or two off before this shield drops, I think."
OOC once you all get here, I'd bonus action Unicorn spirit, and cast cure wounds on the most hurt. It would give normal cure wounds amount and also give +5 hit points to everyone else in the group at the same time. Just let me know if you want level 1 or level 2 spell. Oak, think you need the most, but Jack may be needing it as well.
He checks up on Oak, just in time to see the shifter finish off the captain, "Heeeey, nice one!" Clambering back to the main deck he walks around the carnage, using his foot to explore the remains for anything interesting and rubbing a hand over his many cuts, "Navigation room next, yea? Arno should be waiting for us there. I hope there's not something even nastier there, I'm feeling pretty beat up."
Foot kicks the fleshy remnants of CC-88, but he's not even sure what he's looking at here, it's all so... meaty. Oooh, snack! His troubles are forgotten and he scoffs down Michael's snack, looking very happy.
((OOC: If I two-hand that Zweihander, does it add 50% towards my STR requirement for wielding it? ))
Add 5 hit points to everyone else in the party.
Michael has found the following items during his search:
-Ruined Jacket: Burnt down to a sticky, melted mess. A shame; even in this charred state, Michael can tell this was once a quality piece of workmanship. It’s worthless now.
-45gp
-Liquor Bottle, unremarkable. Is that rum in there? Does Michael take/inspect the bottle? Sip it? Leave it?
-Strange Pistol, (damaged): Wakeman’s Pistola. A rare piece, with a rather odd design. It seems to be damaged somehow; pulling the trigger produces a satisfying *pop*, but nothing else
Michael, make an Intelligence Check to see what you can learn about the pistol. High enough DC lets you open the appropriate spoiler
(DC 10)
(DC 14)
(DC 18)
…
Jack kicks the hideous patchwork of corpses that used to be Clavicle Crusher-88:
Jack has found the following items during his search:
-Assorted Gemstones: x2 Coral, x2 Jet, x1 Pearl. You hadn’t noticed them in all the action, and if you had you might not have recognized them for what they were. The Gemstones had been embedded inside Clavicle Crusher’s many skins; a form of decoration and “body art”. There’s probably about 500gp worth in gemstones here, for trade or barter (You will find places to change money in major economic centers within the Expanse. Certain individuals may be *more interested* in gems than gold!)
-Assorted “Leftovers”: An abundance of rancid meat, massive bones, and browning blood, if that’s what you’re in the market for. Some other items sit atop the pile: the creature’s eyepatch, intricately sewn and steel-reinforced; the ball and chain, rusted but serviceable; the hook, snapped off from the end of the chain as the creature fell (on closer inspection, it’s as much a shovel as a hook, really…)
Jack, Perception Check (DC 14) to Common Sense what’s good in this pile, an Arcana Check (DC 13) if you try to get a Sixth Sense for *everything* in this gross heap
(DC 14-Perception)
(DC 13-Arcana)
WILD BUNCH: The Paling over the Navigation Room is about to fall. Choose your position aboard Ship (make a general/specific location request). I’ll update the Map with your tokens, and once you all *confirm* your starting locations, we’ll open up the doors…
Geth roll 1d20+3 to see if michael is at all versed in unique firearms
How about dr bones? Anyone check his pile?
His inner wolf has opinions on the meaty mess, but there's something about the _smell_ of it that's keeping even that part in check. There's old meat and then there' this.
On the other hand, that eyepatch is stylin'! Yoink. He gives the rest a quick once-over.
Geth, roll 1d20+4 for Perception
Geth, roll 1d20 for Arcana
Hm. On second glance, let's take the "hook", too...!
((OOC: Assuming that the ranged penalties are still at play Jack will be by Oak's side, ready to charge in with him! ))
Michael: The Flying Dutchman is falling apart: by the time Jack and Oak have gotten their goods and gotten clear of the magical ghost ship, it wouldn't be safe to walk on, and would *likely* be turning back to unnaturally decayed scrap wood and rusty half-nails falling *swiftly* back into the ocean. Just enough time to search Hilda and Shayde. You *can* try that Arcana Check for the found items possibly, but
CURRENT MAP-
Does this look accurate to the fighters of the Wild Bunch? Arno, ( @zekebeau ) do you have time to rejoin the fray full-time for this battle, or will you still be watching these guys from a support role for now?
Rejoining them on the navigation deck he'll withdraw two vials from his quickly emptying bandolier, "As we go now to fight the living", he holds them up and offers to poison both oak and jack's swords moments before we break down the door
Urixes stands just behind Oak’s shoulder, his chilly indifference (and refusal to wipe away the rain which gathers upon his brow) masking a *cold rage*. Energy courses through the Warlock’s hands…he prepares to lay waste to *anyone* who has endangered his people, this ship, his *best chance*…
Michael runs up from his research of the intruders all-along the Decks, *stuffing* armfuls of goods into one of his satchels. The Cook, a fleet and *fierce* champion throughout the fight with the Dutchman’s crew, takes a place near the Starboard stairs, well within sight of the doors, and waits with a giddy anticipation for them to come open…
…
NAVIGATION ROOM
Meanwhile; sounds from nearby and inside. A *scuffle* between two men is ending fatally...(you've come *too late* to do anything...) Voices argue to the last breath: one voice very familiar, another *fleetingly* so...
You *all* recognize the voices, (eventually): Fenel’zir the Githyanki is pleading for his life with something that *sounds* like Conrad the first mate, but *isn’t* (quite). Fenel’zir begs, a wet and gasping sound; Conrad is... seemingly chanting a prayer, something that sounds like a funeral rite. Something in Conrad’s voice is dead and inhuman, just like the crew of the Flying Dutchman. *It makes your skin crawl*. A picture springs unbidden, inside all your minds….
From the other side of the doors, the Githyanki goes silent
...
As we give the Heart of the Wild Bunch (Arno) time to check-in, please roll Initiative!
Initiative here is mainly to see if you get a *second turn* to have at the Evil Within, once the Navigation Room has been fully revealed....
Geth roll 1d20+3 to commence the blasting
Geth roll 1d20+2 for into the fray.
It is a grim sight before you all. Furniture has been *smashed*, cabinets overturned. Maps posted up have been *ripped and torn* during the struggle, and strange, small pinpricks, narrow but deep, pepper areas of the wall. Two large tables have been *destroyed*. A lantern has been kicked to the floor, the light long gone out. Oil from the lantern slowly leaks to the floor...
Bodies are scattered to the far corners of the room, each of the Mutineers accounted for. Uroz and Zook both still stare out from surprised eyes (the first to fall; dead before they’d even realized what happened). Zik and Dead-Arm Steve managed to put up a *mighty* struggle, given all the damage in here. And Fenel’zir…
The Githyanki is held in front of you, a good two feet off the floor by the cloaked figure with Conrad’s voice. Conrad holds the Sorcerror up by the throat with one hand, as the life slowly leaves him. During their struggle, Conrad’s hood has fallen from the cloak, and you now get a good view of the First Mate:
Today:
This *is not* the man you saw joyously challenging strangers to fights in Far Aeston. Something has sapped the very *life* from him, and a crooked and ancient creature stands before you. As he holds the Githyanki aloft, you suddenly see long claws…they resemble thin, glasslike needles…extending from the end of his aloft hand, *piercing* Fenel’zir through his neck. As the needles withdraw back into “Conrad’s” hands, from the newly punctured holes emerge creatures very familiar to the Wild Bunch…small, purple snakes, which falls from Fenel’zir, down to the planks below.
The snakes land in a pile at Conrad’s feet, and as they land, you notice that they are *far* from alone. Out of the bodies of the freshly dead, other snakes wriggle and squirm, making their way slowly towards Conrad at the center of the room. The floor is nearly *coated* in them. As the snakes get to Conrad, they disappear into his cloak, wriggling up his ankles and disappearing...
As the light from outside hits his face from a different angle, you see that Conrad's skin is unnatural: cracked, scale-like. Small, glasslike needles, half a finger-length long, poke out every few inches out his dermis. The creature that used to be Conrad turns to you, and an expectant, evil smile slowly starts to creep up his face…
CURRENT MAP-
https://www.youtube.com/watch?v=nT4MJjLNChU
Surprise Initiative to the Wild Bunch! Followed by Round Two per the following Intiative order, but back to “slot them in whenever you can”, after these first two rounds!
1. Jack
2. Oak
3. Conrad, the Consumed
4. Arno
5. Urixes
6. Michael
Cantrip
Casting Time: 1 Action
Range: 30 ft.
Components: V S
Duration: Special
Classes: (Animal Handling Skill)
Targets: Number of snakes/naga/couatl totaling HP up to Xd6+3, where X is the caster's character level
Effects: Causes the targets (any number of snakes up to the hp limit) to cease all activity except a slow, erect swaying to the hypnotic pattern this spell creates. Snakes that are torpid before being hypnotized are affected for 1d4+2 turns. Snakes that are active, but not aggressive, are affected for 1d3 turns. Angry or agitated snakes are affected for 1d4+4 rounds
The snakes at your feet are currently Active
Geth roll 1d20+3 to see if i'm real dumb or not.
Geth roll 1d20+7 to see if michael can shoot the proper part of the floor