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[5e] Spell & Crossbones
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<blockquote data-quote="Quickleaf" data-source="post: 6457412" data-attributes="member: 20323"><p>[MENTION=6781406]Unsung[/MENTION] I just took the opportunity to review your character on the tail end of my flight back today, and wanted to ask a few questions about Caillou...</p><p></p><p>----- </p><p></p><p>Have you dropped Commodore Rafferty from the picture entirely? Just double-checking.</p><p></p><p>What's up with his Secrets of the Deep fortune? What's his tie to the scarred sailor (presumably Teague)?</p><p></p><p>In what way is Sir D'Arcy his enemy? Is it that Sir D'Arcy wants to recapture him? Or that Caillou is on a mission of vengeance for what D'Arcy did to him and seeking to free other captured specimens / prevent D'Arcy from further abuses?</p><p></p><p>Could D'Arcy be connected to the Academie Royale des Sciences? It would be a nice tie-in with Barrington who is on the lam from the Academie.</p><p></p><p>Likewise, in what way do you see Baron de Pointis as his enemy? How are they actively opposed?</p><p></p><p>-----</p><p></p><p>Also, here are the two magic items I came up with for his fortune, though I'm still workin out the details on the Drowned Slaves Bottle.</p><p></p><p>[h3]Coat of Deeppockets[/h3]</p><p>This longcoat may have once been stolen from a naturalist but has been patched so many times it has taken on a patchwork raggedy appearance. Despite this, it has seemingly innumerable pockets and hidden pouches. In addition to functioning as leather armor it also functions similarly to a <em>bag of holding </em>(though it can only hold small things). Additionally, it allows you to stow or draw one extra small item per turn, thanks to its easily accessible pockets, and grants you advantage on Sleight of Hand checks to hide things on your person. Finally, once per week you can draw a random trinket from the coat; this functions even if it has been "completely" emptied.</p><p></p><p>[h3]Drowned Slaves Bottle[/h3]</p><p>Sailors hold many superstitions about the Atlantic. The most terrifying of these, spoken in hushed whispers by bokors and old salts, is the Mare Tenebraurum, a literal sea of darkness. Some say it leads doomed ships down to Davey Jones Locker, others that it is a gateway to hell itself, and still others that it is an elemental that existed since men began crossing the Atlantic. This heavy glass bottle appears to hold a simple model ship of a Spanish slave galleon. However, at night it changes to a wind battered vessel cresting tumultuous swells amidst a dark and stormy sea; one can almost hear the cries of the doomed slaves. By uttering a magical tongue-twister at night and uncorking the bottle while at sea, you roll the bones (2d6) and consult the table below.</p><p></p><p>2: Summon the Mare Tenebraurum (see Sea Encounters - Special Encounters).</p><p>3: All creatures within 20 feet of the bottle become ethereal as per the <em>etherealness</em> spell lasting for 1d8 hours. During this time ethereal creatures can perceive and interact with an ethereal ship of slaves.</p><p>4: Ocean water around the ship becomes murky and black in a 5 mile radius. Also, unbeknownst to you, either you release a poltergeist (specter) or suffer the Haunted ill fortune until resolving the unfinished business of a restless slave's soul.</p><p>5: Summon 1d4 shadows and cast <em>darkness </em>centered on the bottle. Take 9 (2d6+2) necrotic damage and reduce your Strength by 1d4 until finishing a short or long rest.</p><p>6-7: Summon a ghost whose primary language is West African. All bright light within 60 feet becomes dim light while ghost is summoned.</p><p>8-9: Cast <em>sleet storm </em>centered on the bottle, and increase sea and wind states in a 5 mile radius as randomly determined by the DM.</p><p>10: Cast <em>fear</em> in a 30-foot cone from the bottle.</p><p>11: Summon 3d4 shadows and cast <em>darkness</em> centered on the bottle.</p><p>12: Summon the djab Six Thousand Men (see The Buccaneer's Bestiary).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6457412, member: 20323"] [MENTION=6781406]Unsung[/MENTION] I just took the opportunity to review your character on the tail end of my flight back today, and wanted to ask a few questions about Caillou... ----- Have you dropped Commodore Rafferty from the picture entirely? Just double-checking. What's up with his Secrets of the Deep fortune? What's his tie to the scarred sailor (presumably Teague)? In what way is Sir D'Arcy his enemy? Is it that Sir D'Arcy wants to recapture him? Or that Caillou is on a mission of vengeance for what D'Arcy did to him and seeking to free other captured specimens / prevent D'Arcy from further abuses? Could D'Arcy be connected to the Academie Royale des Sciences? It would be a nice tie-in with Barrington who is on the lam from the Academie. Likewise, in what way do you see Baron de Pointis as his enemy? How are they actively opposed? ----- Also, here are the two magic items I came up with for his fortune, though I'm still workin out the details on the Drowned Slaves Bottle. [h3]Coat of Deeppockets[/h3] This longcoat may have once been stolen from a naturalist but has been patched so many times it has taken on a patchwork raggedy appearance. Despite this, it has seemingly innumerable pockets and hidden pouches. In addition to functioning as leather armor it also functions similarly to a [i]bag of holding [/i](though it can only hold small things). Additionally, it allows you to stow or draw one extra small item per turn, thanks to its easily accessible pockets, and grants you advantage on Sleight of Hand checks to hide things on your person. Finally, once per week you can draw a random trinket from the coat; this functions even if it has been "completely" emptied. [h3]Drowned Slaves Bottle[/h3] Sailors hold many superstitions about the Atlantic. The most terrifying of these, spoken in hushed whispers by bokors and old salts, is the Mare Tenebraurum, a literal sea of darkness. Some say it leads doomed ships down to Davey Jones Locker, others that it is a gateway to hell itself, and still others that it is an elemental that existed since men began crossing the Atlantic. This heavy glass bottle appears to hold a simple model ship of a Spanish slave galleon. However, at night it changes to a wind battered vessel cresting tumultuous swells amidst a dark and stormy sea; one can almost hear the cries of the doomed slaves. By uttering a magical tongue-twister at night and uncorking the bottle while at sea, you roll the bones (2d6) and consult the table below. 2: Summon the Mare Tenebraurum (see Sea Encounters - Special Encounters). 3: All creatures within 20 feet of the bottle become ethereal as per the [i]etherealness[/i] spell lasting for 1d8 hours. During this time ethereal creatures can perceive and interact with an ethereal ship of slaves. 4: Ocean water around the ship becomes murky and black in a 5 mile radius. Also, unbeknownst to you, either you release a poltergeist (specter) or suffer the Haunted ill fortune until resolving the unfinished business of a restless slave's soul. 5: Summon 1d4 shadows and cast [i]darkness [/i]centered on the bottle. Take 9 (2d6+2) necrotic damage and reduce your Strength by 1d4 until finishing a short or long rest. 6-7: Summon a ghost whose primary language is West African. All bright light within 60 feet becomes dim light while ghost is summoned. 8-9: Cast [i]sleet storm [/i]centered on the bottle, and increase sea and wind states in a 5 mile radius as randomly determined by the DM. 10: Cast [i]fear[/i] in a 30-foot cone from the bottle. 11: Summon 3d4 shadows and cast [i]darkness[/i] centered on the bottle. 12: Summon the djab Six Thousand Men (see The Buccaneer's Bestiary). [/QUOTE]
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