Doozey squeezes his eyes shut, shook his head solemnly, and just... took a moment to let the tears fall freely over the remains of his brother. When next he opens his eyes....
(The rest below happens in his head. All are free to read at their leisure, but I figured I'd leave it in spoiler, as it doesn't really go into what outwardly happens/noticeable)
"I told ya boy. I told ya so many times to let the beast go. To give'm up fer both yer sake and his."
Despite the temptation, Doozey kept his face forward, and mouth shut.
"Now look at'cha! Can hardly move from the spot, can't 'cha? Got too greedy 'nd now yer pay'n the price."
Doozey bows his head further, but still said nothing.
"'cept, it ain't you that's pay'n the price now isn't it? It's always someone else. ALWAYS! How many folk ya gonna let die, boy? The beast was dead 'nd ya knew before ya even started shove'n! So, how many boy!! How many 'fore enuff is enuff, huh!?"
The mask of defeat Doozey wore shatters in that moment; with a primal growl, he tried to draw the rapier at his side. Except he cannot fully draw it before a spectral hand materializes, holding his wrist in place. So focused is he on the hand and the struggle that he fails to trace it back to its source, which extended past the peripheral.
"Oh we got'em right'n mad now! 'cept it won't do him much good 'ere! MmMn! Now ya best stop it now, ya lil' bitter root. Best ya wait fer ya moment, 'nd run. Just like ya always do. Just like ya al-.Ways. Will."
The voice breaks out into such a raucous laughter that seemed to echo into the void. Yet throughout it all, Doozey did not stop struggling -- did not stop fighting against the ghostly grip. Except, the more he tried and the angrier he got, the more painful it became hold on. Then, he began to remember the words. And in thinking them, a calm began to settle in form, as well as a sense of confusion from the entity that held him.
"White, Black, and then Grey. From these things I must, never stray. I am the Hunter, the darkness my Prey. Forevermore I shall be, until my dying day."
He repeated calmly and unflinchingly the half remembered verses, eliciting groans of agony from the voice. "Stop right there, boy! You and I both know the truth! Ya ain't never believe in those words! Ain't believe in none of it! It was all just 'bout the power. 'bout feel'n good again after being such a coward! So you best shut the hell up right there! For you do somethin' you regret!" The voice rudely intrudes. Yet, after a moment's pause, Doozey continues on as if he had not heard a thing.
"The center is White. My soul, the light. Black is my Blood. My will, the knife. Live in the Grey. My loss, their folly. Never forget 'o Hunter. That this is the way."
With every word spoken, his grip only grew stronger as the other's weakened, allowing him to eventually draw the blade forth. In that same motion, the darkness peels away alongside the voice fast fading screams.
Doozey is standing above his brothers with the rapier drawn, and coated with blood; his blood, if the electricity also coursing over it was any indication. Brushing aside how or when he came to have wounded himself recently, he focuses instead on Biscuit for one last time. A moment passes, and as he turns away to face the door leading to the deck once more, the last pocket of emotions dies from his face. And rather than exiting immediately, he held the rapier at the ready to strike whatever foe to first enter without thought or hesitation.
Free Action: Draw weapon.
Bonus Action: Rite of the Storm applied to Rapier.
Action: Ready to Stab first entity to open the door. (If shrouded in darkness, he'll still stab into the doorway upon the door being opened)
Ready Attack Roll in spoiler's for Ease:
Attack: 24 Damage: 7 non-magical piercing and magical lightning damage.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Neya’s lungs burn painfully and she realizes she is unlikely to withstand this much longer (Neya takes 4 fire damage).
-> Neya's concentration check {DC 10}: 5 - Pass Without Trace is dropped.
Noticing that the two closest pirates are just as banged up as she is, the monk lunges forward and lands a dragon-claw-enhanced strike to each of their necks. Both foes fall to the ground (Bloated Pirate#2 takes 7 magical piercing damage and is DEFEATED; Bloated Pirate#5 takes 7 magical piercing damage and is DEFEATED).
Neya then retreats to the upper deck, stopping right at the edge of darkness and getting ready to defend any incoming attacks.
Meanwhile, Doozey mourns and fights his own demons. For now, he preparesto defend the door separating him and Biscuit's body from the lower deck after letting electricity flow through his veins once more.
Their eyes forcibly shut, the two remaining pirates raise their noses and begin to sniff the air. They seem attracted to the smell their own hellish bodies emit, after it has clung to a foe. A second passes and it becomes clear that they found their prey. They each move towards one set of steps leading to the upper deck. One catches up to Utar and attacks. The other can't quite reach Neya, and so decides to raise his blade defensively.
-> Scimitar vs. Utar: Attack: 12Damage: 4 slashing (this attack is supposed to be at advantage because Utar can't see it coming; here's a second roll: 12 - nothing changes).
Utar hears someone approaching from behind and raises his shield just in time to block the attack.
(@MB: Good call with the mace's light! It counts as magical light but it has no spell level attached to it, so the wording for darkness doesn't seem clear one way or the other. I'll say it works, but with the limitation of only allowing you to see what is immediately around you while within the magical shadows.)
Now completely aware that a pirate stands behind him, Utar slows his breathing and commands Lightbringer to shine. The mace's magical light withstands the opposing magical darkness, but its range does not travel far beyond its wielder given the circumstances. It suffices though, and Utar can turn and now spot the pirate right in front of him. Nonetheless, the half-orc's eyes need to adjust, and the subsequent rushed swing of the mace is misplaced.
Ixas would be next, but again, no one can see her within the darkness. Not even Utar and his limited light source at the moment. She surely does her things, but no one knows what exactly.
(Graxx is up next. Please start your turn with another {DC 11} CON save. You can do a straight roll this time).
Graxx's lungs ache and feel like they are on fire! He swings once more into the Darkness hoping to hit Ixas but shows restraint due to the lack of visibility(no reckless).
NOTE: Moving mechanics explained in the spoiler box within this post. Doozey is not shown in the map as he is behind the door. Area shaded by a red circle represents Darkness, Ixas and Testain not shown as CRAP doesn't know their exact location;
(Neya and Doozey are up next. Neya must begin her turn by rolling a {DC 11} CON saving throw at disadvantage. Doozey mustn't).
(Also, if need to make save vs burn from being re-exposed to the area of effect: (DC 12: 8.)
Seeing as none had entered his reach, Doozey resolves himself to change matters. So, after taking one last solid breathe and holding it, he opens the cabin door, and unsteadily steps out to the deck. Then, his eyes falls upon the remaining bloated pirates. No rage breaks the visage of calm, or righteous fury is bellowed to the heavens. He simply strode forth to the closest adversary with measured steps, and an every shrinking focus until most distractions are little more than muffled noises in the background.
'Before I die alone... Before my time is done....'He thought, as blue eyes shift into golden hues during the last few steps. In the next moment, a solid feint is followed swiftly for a plunge straight for where a heart should've been, if not close to it. "Every last one of you... Not a one will remain..." He adds hoarsely.
Movement: To BQ-58 (if Pirate near Neya is not defeated), otherwise BS-58.
Bonus action: Slayer's Prey on B. Pirate at BP-58 (if still alive), otherwise it should go to southern most Bloated Pirate.
Action:Attack w/ Bloody Rapier (If action would otherwise still be available: Rapier- Attack: 12 Damage: 10 on marked Pirate.
(Just for the heck of it. This is beat playing since last turn. Also burn damage if applicapable: 4.)
(She's taking movement penalty since she won't be moving much this turn)
Con Save [DC11]: 15Damage: 2
Weakened, but still able to weather the stench, Neya closes the distance to the pirate and tries to beat it down before her strength give out (applying disadvantage due to pirate's action).
Neya resists the stench once more and leaps right in front of the closest foe. Despite being prepared for it, the pirate can't quite match the monk's speed, receiving two claw-y punches to the gut. The bloated pirate takes a few steps backward just in time to avoid the third punch, but it matters not. He slumps over the nearby section of railing and stops moving (Bloated Pirate#3 takes 12 magical piercing damage and is DEFEATED).
(@Ori: No save for Doozey this turn! Also, nice tune.)
Doozey steps out and notices that the stench in the air has dissipated compared to when he last was out here on the deck. That said, it is not completely gone just yet. The second thing that the hunter notices is that there is only one of those Bloated Pirates still fighting, though it is now swinging its blade against the edge of a shadow bubble on the upper deck. The ranger circles around and tries to stab this pirate on the back after marking it with his sensory prowess. His desire for revenge gets the best of him and Doozey trusts his thin blade a bit awkwardly, stabbing the ship instead of the pirate.
This post has potentially manipulated dice roll results.
Not enjoying being ambushed, the lone-surviving Bloated Pirate turns and attacks the sneaky halfling:
-> Bite vs. Doozey: Attack: 16 Damage: 9 piercing.
Being on the steps that separate lower and upper decks, the pirate has the higher ground. Doozey can't defend properly (Doozey takes 4 piercing damage).
Then, jumping out of the shadow bubble, a mid-air pirouetting Captain Testain lands just past Doozey and Neya on {BQ-57}.
She lands safely and points one blade at each of the two CRAPers nearby, inviting them for a far too enjoyable handicapped dual: "Where were we, mateys?"
(Utar is up next. Please start your turn with another {DC 11} CON save. This time you can do it as a straight roll. Also, notice that he can only see the Bloated Pirate in front of him at the moment, given the unique interaction between Darkness and Lightbringer).
Assuming the pirate is defeated, Utar stumbles down the stairs, keen to be out of the darkness.
(OOC Sorry, posting on my phone and messed with the first attack value, use the second attack values instead of the first for Utar's attack on the bloated pirate... Or roll clean for me.)
Spotting the pirate clearly now, Utar swings his magic weapon as hard as he can and smashes his cranium (Bloated Pirate#4 takes 16 magical bludgeoning damageand is DEFEATED).
The momentum of the blow is so great that the cleric falls down the steps after the pirate’s limp body, which also softens the fall. Utar uses the rest of his movement to stand back up.
Ixas’ actions are imperceptible to the party, though you all notice that the stench has mostly cleared up by now.
(Graxx is up next. There is no longer any need to roll beginning-of-turn saving throws).
"NO! WHERE ARE YOU HIDING PURPLE WIZARD!" , Graxx shouts.
Graxx feeling compelled releases two more blows in the darkness hopelessly trying to find Ixas to soothe his urge for vengeance. The urge overtaking him his attacks become reckless.
Graxx cannot help himself. Where his previous attacks were more controlled, he now swings his blade around furiously in an attempt to hit Ixas. But alas... he cuts only wind, though all is not lost. As frustration creeps up, the human warrior begins to realize that his "marked" foe has become lost in the darkness from his perspective. He can't possibly hit an enemy that is lost, can he? The frustration begins to subside and the urge for revenge abates, at least for now.
(OOC: With that high WIS roll, I'm saying that Graxx is realizing that his enemy cannot be reached in these magically obscured surroundings. This triggers one of the exit clauses for the Greatsword of Vengeance's curse... at least until Graxx takes damage again).
NOTE: Moving mechanics explained in the spoiler box within this post. Area shaded by a red circle represents Darkness. Ixas is not shown as CRAP doesn't know her exact location.
"You were dying. Painfully. Again." Doozey replied as he marked the pirate captain now in his eyes. Again, much of the world beyond his chosen target began to fade away. Not that the stoutling appeared to be paying much attention to it to begin with. He marched forward with a single-minded focus, but measured steps. He would not stop until he circled her part way, rapier lowered, but faintly dripping charged blood with every step.
Blood that, if anyone looked closely, appeared far too black, and almost... corrosive in nature. "This Hunter will see this through." He states hollowly just prior to leaping forth to try and catch her in the leg, only to stop short, feint once more for her other leg, and then finally aim higher towards her gullet.
Movement: To BR-57.
Bonus action: Slayer's Prey on Captain Reeve.
Action:Attack w/ Bloody Rapier Rapier- Attack: 18 Damage: 17 on marked Pirate captain (12) non-magical piercing and (3) lightning.
Con save [DC11]: 8 Damage: 2
(Taking movement penalty)
With her lungs burning, Neya tries to take down the pirate in front of her.
Unarmed Attack: 11 Damage: 11
Extra Unarmed Attack: 14 Damage: 11
If the pirate goes down, she retreats back upstairs (BP60) and assumes a defensive position (1 ki point Patient defense, dodge)
Extended Signature
Doozey squeezes his eyes shut, shook his head solemnly, and just... took a moment to let the tears fall freely over the remains of his brother. When next he opens his eyes....
(The rest below happens in his head. All are free to read at their leisure, but I figured I'd leave it in spoiler, as it doesn't really go into what outwardly happens/noticeable)
"I told ya boy. I told ya so many times to let the beast go. To give'm up fer both yer sake and his."
Despite the temptation, Doozey kept his face forward, and mouth shut.
"Now look at'cha! Can hardly move from the spot, can't 'cha? Got too greedy 'nd now yer pay'n the price."
Doozey bows his head further, but still said nothing.
"'cept, it ain't you that's pay'n the price now isn't it? It's always someone else. ALWAYS! How many folk ya gonna let die, boy? The beast was dead 'nd ya knew before ya even started shove'n! So, how many boy!! How many 'fore enuff is enuff, huh!?"
The mask of defeat Doozey wore shatters in that moment; with a primal growl, he tried to draw the rapier at his side. Except he cannot fully draw it before a spectral hand materializes, holding his wrist in place. So focused is he on the hand and the struggle that he fails to trace it back to its source, which extended past the peripheral.
"Oh we got'em right'n mad now! 'cept it won't do him much good 'ere! MmMn! Now ya best stop it now, ya lil' bitter root. Best ya wait fer ya moment, 'nd run. Just like ya always do. Just like ya al-.Ways. Will."
The voice breaks out into such a raucous laughter that seemed to echo into the void. Yet throughout it all, Doozey did not stop struggling -- did not stop fighting against the ghostly grip. Except, the more he tried and the angrier he got, the more painful it became hold on. Then, he began to remember the words. And in thinking them, a calm began to settle in form, as well as a sense of confusion from the entity that held him.
"White, Black, and then Grey.
From these things I must, never stray.
I am the Hunter, the darkness my Prey.
Forevermore I shall be, until my dying day."
He repeated calmly and unflinchingly the half remembered verses, eliciting groans of agony from the voice. "Stop right there, boy! You and I both know the truth! Ya ain't never believe in those words! Ain't believe in none of it! It was all just 'bout the power. 'bout feel'n good again after being such a coward! So you best shut the hell up right there! For you do somethin' you regret!" The voice rudely intrudes. Yet, after a moment's pause, Doozey continues on as if he had not heard a thing.
"The center is White. My soul, the light.
Black is my Blood. My will, the knife.
Live in the Grey. My loss, their folly.
Never forget 'o Hunter. That this is the way."
With every word spoken, his grip only grew stronger as the other's weakened, allowing him to eventually draw the blade forth. In that same motion, the darkness peels away alongside the voice fast fading screams.
Doozey is standing above his brothers with the rapier drawn, and coated with blood; his blood, if the electricity also coursing over it was any indication. Brushing aside how or when he came to have wounded himself recently, he focuses instead on Biscuit for one last time. A moment passes, and as he turns away to face the door leading to the deck once more, the last pocket of emotions dies from his face. And rather than exiting immediately, he held the rapier at the ready to strike whatever foe to first enter without thought or hesitation.
Free Action: Draw weapon.
Bonus Action: Rite of the Storm applied to Rapier.
Action: Ready to Stab first entity to open the door. (If shrouded in darkness, he'll still stab into the doorway upon the door being opened)
Ready Attack Roll in spoiler's for Ease:
Attack: 24 Damage: 7 non-magical piercing and magical lightning damage.
When you realize you're doing too much: Signature.
Neya’s lungs burn painfully and she realizes she is unlikely to withstand this much longer (Neya takes 4 fire damage).
-> Neya's concentration check {DC 10}: 5 - Pass Without Trace is dropped.
Noticing that the two closest pirates are just as banged up as she is, the monk lunges forward and lands a dragon-claw-enhanced strike to each of their necks. Both foes fall to the ground (Bloated Pirate#2 takes 7 magical piercing damage and is DEFEATED; Bloated Pirate#5 takes 7 magical piercing damage and is DEFEATED).
Neya then retreats to the upper deck, stopping right at the edge of darkness and getting ready to defend any incoming attacks.
Meanwhile, Doozey mourns and fights his own demons. For now, he prepares to defend the door separating him and Biscuit's body from the lower deck after letting electricity flow through his veins once more.
(Pirates go next).
Their eyes forcibly shut, the two remaining pirates raise their noses and begin to sniff the air. They seem attracted to the smell their own hellish bodies emit, after it has clung to a foe. A second passes and it becomes clear that they found their prey. They each move towards one set of steps leading to the upper deck. One catches up to Utar and attacks. The other can't quite reach Neya, and so decides to raise his blade defensively.
-> Scimitar vs. Utar: Attack: 12
Damage: 4 slashing(this attack is supposed to be at advantage because Utar can't see it coming; here's a second roll: 12 - nothing changes).Utar hears someone approaching from behind and raises his shield just in time to block the attack.
(Captain Testain goes next).
No one can see Captain Testain at the moment, so you do not know exactly what she does...
Those nearby do, however, hear a thud coming from below. Graxx also hear some curse words being yelled from nearby.
(Utar is up next. Please start your turn with another {DC 11} CON save with disadvantage).
CON: 17
Knowing something is now behind him and knowing he is unlikely to be able to hit something in darkness, Utar pauses.
Raising Lightbringer above his head, he activates the mace, causing it to emit light as if it were a torch.
"Lightbringer, show me the way..."
He then swings at the pirate nearest him.
Attack: 12 Damage: 6
(In case Lightbringer isn't enough, heres another attack roll for disadvantage: 12)
(@MB: Good call with the mace's light! It counts as magical light but it has no spell level attached to it, so the wording for darkness doesn't seem clear one way or the other. I'll say it works, but with the limitation of only allowing you to see what is immediately around you while within the magical shadows.)
Now completely aware that a pirate stands behind him, Utar slows his breathing and commands Lightbringer to shine. The mace's magical light withstands the opposing magical darkness, but its range does not travel far beyond its wielder given the circumstances. It suffices though, and Utar can turn and now spot the pirate right in front of him. Nonetheless, the half-orc's eyes need to adjust, and the subsequent rushed swing of the mace is misplaced.
Ixas would be next, but again, no one can see her within the darkness. Not even Utar and his limited light source at the moment. She surely does her things, but no one knows what exactly.
(Graxx is up next. Please start your turn with another {DC 11} CON save. You can do a straight roll this time).
DC Con Save 11: 8
Graxx's lungs ache and feel like they are on fire! He swings once more into the Darkness hoping to hit Ixas but shows restraint due to the lack of visibility(no reckless).
Attack: 26 Damage: 11
Attack: 25 Damage: 14
Graxx's lungs feel the burning air for the first time in this fight (Graxx takes 4 fire damage).
The barbarian tries his luck at hitting someone in the darkness again, but only cuts the wood of the floorboards and railings.
END OF INITIATIVE ROUND 4
THE HIGH SEAS:
(
Neya and Doozey are up next. Neya must begin her turn by rolling a {DC 11} CON saving throw at disadvantage. Doozey mustn't).
(@Lerus: Accepting movement penalty this turn.)
(Also, if need to make save vs burn from being re-exposed to the area of effect: (DC 12: 8.)
Seeing as none had entered his reach, Doozey resolves himself to change matters. So, after taking one last solid breathe and holding it, he opens the cabin door, and unsteadily steps out to the deck. Then, his eyes falls upon the remaining bloated pirates. No rage breaks the visage of calm, or righteous fury is bellowed to the heavens. He simply strode forth to the closest adversary with measured steps, and an every shrinking focus until most distractions are little more than muffled noises in the background.
'Before I die alone... Before my time is done....' He thought, as blue eyes shift into golden hues during the last few steps. In the next moment, a solid feint is followed swiftly for a plunge straight for where a heart should've been, if not close to it. "Every last one of you... Not a one will remain..." He adds hoarsely.
Movement: To BQ-58 (if Pirate near Neya is not defeated), otherwise BS-58.
Bonus action: Slayer's Prey on B. Pirate at BP-58 (if still alive), otherwise it should go to southern most Bloated Pirate.
Action: Attack w/ Bloody Rapier
(If action would otherwise still be available: Rapier- Attack: 12 Damage: 10 on marked Pirate.
(Just for the heck of it. This is beat playing since last turn. Also burn damage if applicapable: 4.)
When you realize you're doing too much: Signature.
(She's taking movement penalty since she won't be moving much this turn)
Con Save [DC11]: 15
Damage: 2Weakened, but still able to weather the stench, Neya closes the distance to the pirate and tries to beat it down before her strength give out (applying disadvantage due to pirate's action).
Unarmed Attack: 13 Damage: 6
Extra Unarmed Attack: 20 Damage: 6
Bonus Unarmed Attack: 9 Damage: 11
Extended Signature
Neya resists the stench once more and leaps right in front of the closest foe. Despite being prepared for it, the pirate can't quite match the monk's speed, receiving two claw-y punches to the gut. The bloated pirate takes a few steps backward just in time to avoid the third punch, but it matters not. He slumps over the nearby section of railing and stops moving (Bloated Pirate#3 takes 12 magical piercing damage and is DEFEATED).
(@Ori: No save for Doozey this turn! Also, nice tune.)
Doozey steps out and notices that the stench in the air has dissipated compared to when he last was out here on the deck. That said, it is not completely gone just yet. The second thing that the hunter notices is that there is only one of those Bloated Pirates still fighting, though it is now swinging its blade against the edge of a shadow bubble on the upper deck. The ranger circles around and tries to stab this pirate on the back after marking it with his sensory prowess. His desire for revenge gets the best of him and Doozey trusts his thin blade a bit awkwardly, stabbing the ship instead of the pirate.
(Bad guys go next).
Not enjoying being ambushed, the lone-surviving Bloated Pirate turns and attacks the sneaky halfling:
-> Bite vs. Doozey: Attack: 16 Damage: 9 piercing.
Being on the steps that separate lower and upper decks, the pirate has the higher ground. Doozey can't defend properly (Doozey takes 4 piercing damage).
Then, jumping out of the shadow bubble, a mid-air pirouetting Captain Testain lands just past Doozey and Neya on {BQ-57}.
-> Captain Testain's acrobatics check: 13
She lands safely and points one blade at each of the two CRAPers nearby, inviting them for a far too enjoyable handicapped dual: "Where were we, mateys?"
(Utar is up next. Please start your turn with another {DC 11} CON save. This time you can do it as a straight roll. Also, notice that he can only see the Bloated Pirate in front of him at the moment, given the unique interaction between Darkness and Lightbringer).
CON Save: 14 Fire damage: 4
With the pirate still before him, Utar swings Lightbringer in an overhead smash, hoping to end this particular fight and end it now.
Attack: 23 Damage: 8
Attack 2: Attack: 15 Damage: 9
Acrobatics 9
Assuming the pirate is defeated, Utar stumbles down the stairs, keen to be out of the darkness.
(OOC Sorry, posting on my phone and messed with the first attack value, use the second attack values instead of the first for Utar's attack on the bloated pirate... Or roll clean for me.)
(@MB: No problem).
Spotting the pirate clearly now, Utar swings his magic weapon as hard as he can and smashes his cranium (Bloated Pirate#4 takes 16 magical bludgeoning damage and is DEFEATED).
The momentum of the blow is so great that the cleric falls down the steps after the pirate’s limp body, which also softens the fall. Utar uses the rest of his movement to stand back up.
Ixas’ actions are imperceptible to the party, though you all notice that the stench has mostly cleared up by now.
(Graxx is up next. There is no longer any need to roll beginning-of-turn saving throws).
Graxx is frustrated, overtaken by the curse.
"NO! WHERE ARE YOU HIDING PURPLE WIZARD!" , Graxx shouts.
Graxx feeling compelled releases two more blows in the darkness hopelessly trying to find Ixas to soothe his urge for vengeance. The urge overtaking him his attacks become reckless.
Attack: 18 Damage: 15
Attack: 26 Damage: 8
wis Save: 8
Graxx cannot help himself. Where his previous attacks were more controlled, he now swings his blade around furiously in an attempt to hit Ixas. But alas... he cuts only wind, though all is not lost. As frustration creeps up, the human warrior begins to realize that his "marked" foe has become lost in the darkness from his perspective. He can't possibly hit an enemy that is lost, can he? The frustration begins to subside and the urge for revenge abates, at least for now.
(OOC: With that high WIS roll, I'm saying that Graxx is realizing that his enemy cannot be reached in these magically obscured surroundings. This triggers one of the exit clauses for the Greatsword of Vengeance's curse... at least until Graxx takes damage again).
END OF INITIATIVE ROUND 5
THE HIGH SEAS:
NOTE: Moving mechanics explained in the spoiler box within this post. Area shaded by a red circle represents Darkness. Ixas is not shown as CRAP doesn't know her exact location.
(
Neya and Doozey are up next).
(Accepting Speed penalty)
"You were dying. Painfully. Again." Doozey replied as he marked the pirate captain now in his eyes. Again, much of the world beyond his chosen target began to fade away. Not that the stoutling appeared to be paying much attention to it to begin with. He marched forward with a single-minded focus, but measured steps. He would not stop until he circled her part way, rapier lowered, but faintly dripping charged blood with every step.
Blood that, if anyone looked closely, appeared far too black, and almost... corrosive in nature. "This Hunter will see this through." He states hollowly just prior to leaping forth to try and catch her in the leg, only to stop short, feint once more for her other leg, and then finally aim higher towards her gullet.
Movement: To BR-57.
Bonus action: Slayer's Prey on Captain Reeve.
Action: Attack w/ Bloody Rapier
Rapier- Attack: 18 Damage: 17 on marked Pirate captain (12) non-magical piercing and (3) lightning.
When you realize you're doing too much: Signature.