Game table
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The fates seem to have a different opinion, though, and I fall forward, knocking the mug over as I pass out on the table. One would hope that I remember this conversation in the morning. Or at least the important bits. And that I should not trust mugs found in the galley of a ship captained by a goddess.

The ocean settles as the heroes finally fall asleep having spent their first day and now night together. From all their travels and back stories, they have traveled as individuals, but now under the doom of prophecy and the song of comrades, they face a journey together. They are stronger together, more nerdy than ever, and more ready to puzzle out what is happening to Maztica.
Sea gulls sing their irritating squawks, pleasant to those nature enthralled. The bells of the night watch toll those who have never traveled a ship. But rest from battle comes. All is healed.
Still, there are those amongst the heroes, perhaps all, that harbor secrets, personal fears and articles of information not yet revealed. Perhaps they have not even realized clues to this world that lie deep in their memories.
Storm wakes with the horrid understanding of the weapon that he claimed at the square earlier. He is now attuned to its evil destruction.
What will Ante’s divination bring? It is two days of travel to the seed that Storm had seen in Farwalker’s study. As Ante and Storm role play strangers, the Captain and Duke role play husband and wife with as much public affection as possible. The loners sing and grumble like brothers in defiant independence, but still all, all the heroes are brothers in arms.
Poca manages the ship as acting First Mate when Duke is busy. The crew busy themselves with rope and mop. A strange, new creature sits at the bow looking northward as the ship sails. Neither man nor monkey yet both, the figure in blue silk robes with jade cap and staff of hewn Ipe stands stoic.
You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
I massage my neck and skull, and wonder what the true effect of this black blade is, it's abilities and it's potential affect upon my soul. Perhaps the deepset sense of fairness and law instilled by my people will be able to counter it's evil, and turn it's destruction for good...
Rolls
Stat Check / Ability Check on Black Blade (Insight) - (1d20+4)
(4) + 4 = 8
I massage my neck and skull, and wonder what the true effect of this black blade is, it's abilities and it's potential affect upon my soul. Perhaps the deepset sense of fairness and law instilled by my people will be able to counter it's evil, and turn it's destruction for good...
I massage my neck and skull, and wonder what the true effect of this black blade is, it's abilities and it's potential affect upon my soul. Perhaps the deepset sense of fairness and law instilled by my people will be able to counter it's evil, and turn it's destruction for good...