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About This Game

Era of Upheaval, 1364 DR - Year of the Wave. Waterdeep is in drought and trouble plagues the city and the surrounding lands as monsters of all kinds cause havoc in the search for fresh water supplies. Trade prices skyrocket and many die from the heat, shortage of food and chaos of political unrest in Waterdeep. In a small harbourside tavern near the docks a bosun of a notorious pirate sets up shop, the word is he's looking for a crew and tonight he's recruiting... with a gold coin and a free ale as an advance for any who sign up.

Game System

D&D 5e

Detailed Description

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The Sea of Swords

Era of Upheaval
1364 DR - Year of the Wave


Located along the Sword Coast, including the port city of Waterdeep, the Sea of Swords is part of the Trackless Sea that covers the western side of Faerun. It harbors trecherous storms and chill weather that blows from the north. It is also home to the Moonshea Isles, the Northlander Isles and the dreaded Nelander Isles to the south. Many ships navigate the sea ways for trade along the Sword Coast from Amn in the south to Luskan in the north.

Passage may also be sought to the Moonshea Isles, who some claim to be the jewel of the Sea of Swords, where mines produce a rose gold found no where else on Faerun. It has been ruled by a dynasty of Kings who maintain relative peace and stability and thrive on trade with the mainland. Between the Moonshea Isles and the dreaded pirate Nelander Isles to the south, is the underwater kingdom of the Sea Elves. Not many ships are brave enough to sail it's waters from fear of Ship attack by the bloodthirsty Nelander pirates or undersea raids from the Sea Elves.

This is a land and sea adventure for heroes of Faerun who find themselves in Waterdeep during a year of drought. Times are harsh in the port city as political unrest, heat, shortages of food and water cause chaos. Monsters plague the countryside as drought takes it's toll. Trade prices have also skyrocketed lately.

At a portside tavern in Waterdeep a notorious pirate's bosun has been spotted setting up shop, and the word on the street is tonight he's recruiting for ship hands, with a gold coin and a free mug of ale as a down payment for any who sign up as crew. Alternatively paying passengers may also be an option to go somewhere for a price.

Applicants

Starting level 5 ... looking for 5-6 players
Source material any published 5e material relevant to Faerun and the Sword Coast
Lineages anyone that can safely walk down the streets of Waterdeep, during the day or night. Human variants ok
Heroic Stats roll 4d6 reroll 1's and keep the highest 3 (x6)
Background Any, desperate times call for recruits from many backgrounds. Other Pirates / Sailors not automatically accepted.
Feats Everyone gets Tavern Brawler as a bonus feat for free. ASI - Feat swap option also in effect
Classes / Alignment Any within reason, multi-classing rules in effect. Evil is ok, but must work as a crew under the Captain Blueblood.
Gear Equip yourselves on what you can wear and carry, everyone gets up to 2 rare item's, 2 common or uncommon item's and one random trinket... in addition to any background or mundane gear.

notes Piracy is illegal in Waterdeep and along the Sword Coast, it's a pretty risky proposition if you get caught, from jail time to death depending on your notority. On the other hand, it is commonly known that the crew get an even share of the plunder after the Captain takes his cut... and can live the 'good' life with more gold than they could ever earn living an honest wage.



 

 

  1. What's new in this game
  2. OK ... updating scene can't find my stylus... and dodgy bluetooth keyboard... plus I'm medicated... Enjoy ☠️
  3. Hi Guys I am still crafting the next scene, lots to do... and I'm a bit behind.. Working on it tonight and tomorrow. Enjoy 👍
  4. CN humanVariant male | ClericCleric of Umberlee (Tempest) 6 AC 15Scale Mail: AC 14 Dexterity: +1 (Shield: +2) | HP 51/51| INIT +1 | P. Perception 22 | Move 30' (Land and Swim) | Spells 1st: 3/4, 2nd: 2/3, 3rd:1/3 | Channel Divinity 1/3 STRSAVE +3 Athletics +6 16 | DEXSAVE + 1 Acrobatics +1 Slight of Hand +1 Stealth +1 12 | CONSAVE +3 16 | INTSAVE +0 Arcane +0 History +0 Investigation +0 Nature +0 Religion +3 10 | WISSAVE +7 Animal Handling +4 Insight +7 Medicine +4 Perception +7 Survival +7 18 | CHASAVE +5 Deception +2 Intimidation +2 Performance +2 Persuasion +2 14 | Feat ObservantQuick to notice details of your environment, you gain the following benefits: Increase your Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. War CasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. | Features Wrath of the StormAlso at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest., Channel DivinityDestructive Wrath - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. Turn Undead - As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. 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 use the Dodge action., Thunderbolt StrikeWhen you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. Wearing: Mariner's Scale Mail, City Watchman helmet, traveler's outfit, +2 longsword, dagger, Amulet of the Devout, Necklace of Adaption Njardun stayed close to Eireann in the water as they approached the ship. He could just barely see the shapes of Liang Lin and Ms. Blueblood as they climbed aboard Mary Rose. "I'll be right beside you. You tell me when they give the signal to move in." He answered the elf as the group of marines waited for their attack. OOC...Actions main hand: -- off hand: -- Actions - ooc: Just before we climb aboard Mary Rose Njardun will cast Enhance Ability (Cat's Grace) on himself to hopefully become a little stealthier.
  5. Liang Lin Pirate, Foreigner, Ship's Cook... Martial Artist, Capt. Daughter's minder Adult 5'8 female human variant monk, CN shadow 7... move 45' human traits... Chef skills.. Athletics +6, Perception +7, Acrobatics +6, Insight +7, Stealth +6 stats.. STR 16, DEX 17, CON 14, INT 12, WIS 18, CHA 8 ..saves.. STR +6, DEX +6 ..KI.. WIS..prof.. +3 Liang Lin was dripping wet hanging on to the ships wheel as the 'Mary Rose' withstood the storm. She was tethered down with two anchor lines to limit the affect of the tide and the storm for those upon deck. The two main masts' sails were tethered down with ropes to stop the sails from unfurling. Thats why Red Knell and ms. Blueblood were up the top of the masts, they needed to free the sails from the top down... The Shadow monk could see the game table in the middle of the deck, the night watch were gambling in the rain, getting soaked and drinking rum... Immediately she knew who these night crew were. They were pirates. The motley array of stolen weapons they carried upon their person confirmed it. Her eyes looked further, into the shadows and places a Shadow monk might lurk... and she spots another, standing there observing the starboard side mostly with the occasional look around. 'Who is that ..?' There was something familiar about him... her eyes considered the strangers silhouette a moment longer. Swimming costume, handwraps, shortword, 50' silken rope w/ grappling hook, wide sash, leather soft shoes OOC...Actions main hand: -- off hand: -- Actions - Blending in, not moving much ooc: Gear Gear - mundane Costume, 50' silken rope w/ grappling hook, wide sash, leather soft shoes magic item - *attuned (3) Wraps of unarmed prowess* +2 (rare) Shortsword +2, vicious weapon of certain death* (very rare) Clothes of mending (common) Chef Chef Time and effort spent mastering the culinary arts has paid off. You gain the following benefits: Increase your Constitution or Wisdom score by 1, to a maximum of 20. You gain proficiency with cook’s utensils if you don’t already have it. As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. .. paging the Healer ..
  6. Thank you! I really appreciate that. May the seagull serve you all well.
  7. yeah... we can keep the ships navigator until your return... I'm keeping the Seagull 😀 Enjoy 👀
  8. Sorry to lose you, Alterangel. Hope your home situation improves.
  9. Hey guys. So, events with my boy are taking up much more of my free time than I thought. As much as it pains me, I don't see being able to post on the Weave for the foreseeable future. Thank you so much for opening your game and arms to me. Maybe once everything is settled down, you'd consider me again. Wish you all the best!
  10. Just wanted to double check that something. Red Knell is hiding from the guards on deck, not from Ms. Blueblood. I'm assuming Red and Blue can see each other because they don't have cover/concealment from each other in which to hide. Is that correct?
  11. Grusk Hammerfist Smuggler Young adult 6'1" male half-orc, Paladin of Conquest 5 CN Stats Init +2, +1 mithril breastplate (AC 17, HP 59/59) Currently AC is 16 due to disguise. conditions normal, base move..30', swim and climb 30' Skills Athletics +8, Insight +4, Deception +5, Intimidation +5, Persuasion +5 stats.. STR 21, DEX 14, CON 16, INT 11, WIS 12, CHA 14 saves STR +5, DEX +2, CON +3, INT +0, WIS +4, CHA +5 ..spells.. CHA..prof.. +3 spell... Casting +5, Save DC 13 prepared (4) Cure Wounds, Divine Favor, Thunderous Smite, Lesser Restoration, Prayer of Healing slots (4/2) Perishables Potion of Greater Healing, 40 Arrows Half-Orc Traits: DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray., MenacingYou gain proficiency in the Intimidation skill., Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest., Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Paladin Traits: Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses., Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs., Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8., Fighting StyleUnarmed Fighting TCE p42 Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you., SpellcastingBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells., Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease., Sacred OathWhen you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity PHB p82 Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Channel Divinity: Harness Divine Power TCE p52 3rd-level paladin optional feature 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. Breaking Your Oath A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide. Oath of Conquest XGE p37 The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness. Tenets of Conquest XGE p37 A paladin who takes this oath has the tenets of conquest seared on the upper arm. Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire. Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. Oath Spells XGE p37 You gain oath spells at the paladin levels listed. Oath of Conquest Spells Paladin Level Spells 3rd armor of Agathys, command 5th hold person, spiritual weapon 9th bestow curse, fear 13th dominate beast, stoneskin 17th cloudkill, dominate person Channel Divinity XGE p37 When you take this oath at 3rd level, you gain the following two Channel Divinity options. Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses., Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn., Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Appearance: An intimidating mountain of muscle standing at 6'1" tall. He generally is wearing some worn, but nice pants tucked into the tops of his leather boots with a thick belt around his waist holding them up. A dagger hangs from the belt. On the top he wears a sleeveless shirt of fair quality and a bandana on his head. Aside from the large bow and large quiver on his back he carries no other weapons. There are several tattoos on his arms and he walks with more of a bounce to his step than his large size would have one expect. Equipment: Chainmail suit of Waterdeep guard (so current AC is actually 16 as he is not wearing his +1 breastplate), Shield of Waterdeep guard, Helmet of Waterdeep guard, +2 Longsword, Oversized Longbow w/20 arrows, Belt of Hill Giant Strength, Gloves of Swimming and Climbing, Eldritch Claw Tattoo, Holy Symbol of Tempus tucked under his shirt/armor at this time. Grusk gets the row boat to about 40 feet from the ship so he can see what is going on. He is not too worried about being spotted as he has a story all set up for that happening. He is the unlucky guard who was given the task of rowing around the harbor and checking on the ships to make sure all is well. If they question him being out in the storm he will simply reply that that is what happens when you anger your captain. You get the crappy assignments. When he sees the signal from the captain about 4 guards on deck and they are all gathered together in the center he shales his head. If I was their captain I would severely punish them. You can't keep watch if everyone is gathered in one spot. They should be roving around the deck in random patterns. OoC...Actions ooc: Actions Attack - Move - Bonus - Reaction - Immediate - Combat options Paladin: Oath of Conquest 6 Combat Divine Favor: Bonus Action, Adds 1d4 radiant damage to his attacks, Duration: Concentration, up to 1 minute Thunderous Smite: Bonus Action, Adds, 2d6 Thunder damage to next successful hit with a melee weapon, Strength save DC 13 or be pushed 10' away and knocked prone, Duration: Concentration, up to 1 minute Options melee.. Unarmed Attack, +9 to hit, 1d8+6 damage melee.. Dagger, +8 to hit, 1d4+5 damage melee.. ranged.. Longbow, +6 to hit, 2d6+5, Range: 150/600 ranged.. Dagger, +8 to hit, 1d4+5 damage ranged.. ranged.. Preferred technique - unarmed combat attack.. +9 to hit, 1d8+6 damage extra attack.. +9 to hit, 1d8+6 damage move.. will close with enemy if none are adjacent bonus.. reaction.. other preferred weapons
  12. Reborn Fathomless Warlock AC: 15 (Studded Leather) | HP: 57/57 (15 THP) | HD: 6/6 | Speed: 30 ft. ; 40ft. Swim | Initiative: +3 Senses: Passive Perception 11, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +2 Athletics: +5 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 12 (+2) | DexInitiative: +3 Save: +3 Acrobatics: +6 Slight-of-Hand: +3 Stealth: +3: 16 (+3) | ConSave: +4: 18 (+4) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: 0 Religion: 0: 11 (+0) | WisSave: +4 Animal Handling: +1 Insight: +4 Medicine: +1 Perception: +1 Survival: +1: 12 (+1) | ChaSave: +8 Deception: +8 Intimidation: +8 Performance: +5 Persuasion: +8: 20 (+5) Languages: Common, Chondathan, Illuskan, Comprehend any speech between fully submerged creatures Resistance: Poison, Cold | Advantage on Saving Throws vs: Disease, Poison, Death Don't need to eat, breathe, sleep and magic can't put you to sleep. Spell Slots (3rd Level): 2/2 | TalismanWhen the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. Charges: 2/3 | TentacleAt 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack . You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Uses: 2/3 | Past KnowledgeYou temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Uses: 2/3 Current Gear: Studded leather armour, 1 dagger, Rod of the Pact Keeper, Cape of the Mountebank, Goggles of Night Phlebas shrugs in response to the kraken. "I don't know, just thinking we've heard but not seen a lot of the Captain, and right now the one who looks to be in charge is the lady," he guesses, "suppose the captain could just be one for delegating. Was more thinking about a persona for the noble powers to chase after than anything else. Like those mysterious Lords of Waterdeep." He acknowledges the four before diving after Finn. Hopefully he wouldn't have to deal with any of them himself. OOC Action: - Bonus Action: — Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Eldritch Blast . Ranged Spell Attack (2 beams): +10 to hit, ranged 120 ft., one target. Hit: 1d10 + 5 force damage, push 10 ft. Toll the Dead . Cantrip: DC18 Wisdom Save, one creature in 60ft, Fail: +2d8/2d12 Necrotic damage. Dagger [1] . Thrown/Melee Weapon Attack: +6 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage. Coiling Grasp Tattoo . Melee Attack: DC14 Strength Save, reach 15 ft., one target. Fail: 3d6 force damage, grappled (DC14). Unarmed/Improvised . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage. Bonus Actions: Summon/Command Tentacle . Range: 60 ft. | Move: 30 ft. | Melee spell attack: +10 to hit, reach 10 ft., one target. Hit: 1d8 cold damage, -10ft speed. Reactions: Rebuke of the Talisman . When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus (3) and push it up to 10 feet away from the talisman's wearer. Other Features: Rod of the Pact Keeper +2 . 1/1 Cape of the Mountebank . 1/1 Gear Gear - mundane Studded leather armour, Cold weather clothing, Carpenter's tools, sailors kit (explorers kit minus torches, minus bedroll, plus hammock, all in an oilskin bag) a set of traveler's clothes, and a pouch containing 15gp, a light crossbow and 20 bolts, 3 1 daggers, 10 iron spikes, pint of oil, hooded lantern, fishing tackle magic items, *attuned (2/3) Rod of the Pact Keeper +2* (rare), Cape of the Mountebank (rare) Coiling Grasp Tattoo* (uncommon) Goggles of Night (uncommon) wish list Barrier tattoo medium
  13. Jubal Breakbottle | Sailor, grizzly, baby kraken 3' 1" tall | Hard-looking, adult halfling with a perpetual squint and knife cut, short hair with mutton chops to the extent that he can grow facial hair, the color of a stone-scrubbed deck. Exotic tattoos cover his lean, sun-tanned muscles. gear.. vest & pants of sailcloth, bare hairy feet, leather bracers on forearms, bracelet made of silvered fish hooks, ring on right middle finger, pouch (22 sp, 7 gp) hanging from neck, sickle and shortsword on weapons' belt HP 51/51 | HD 6/6 | ClawEldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. 1/1 | Wild Shape 1/2 Spells +10 DC 18 | Cantrips1. Create Bonfire VS 60 ft Dex 2d8 fire 2. Gust VS 30 ft 3. Shape Water V 30 ft | 1st1. Absorb Elements S, Reaction 2. Faerie Fire V, 60 ft Concentration 3. Goodberry VSM 4. Healing Word V, Bonus 5. Fog Cloud VS Concentration 3/4 | 2nd6. Heat Metal VSM Concentration 7. Hold Person VSM Concentration 8. Lesser Restoration VS 9. Pass without Trace VSM Concentration 3/3 | 3rd10. Conjure Animals VS 2x Dire Wolves - Land 2x Giant Octopus - Sea 2x Giant Vultures - Air 2/2 Abilities & Saves AC (bracers) 20 | Initiative +3 Passives Perception 23 | Investigation 15 | Insight 15 Speed 25 ft | Swim 40 ft Ability Mods Str +1 | Dex +3 | Con +3 | Int +0 | Wis +5 | Cha +0 Saves Str +4 | Dex +6 | Con +6 | Int +0 | Wis +5 | Cha +0 Attacks +2 Moon Sickle +8, Slashing 1d4+5 | Unarmed +7, Bludgeoning 1d4+4 | Shortsword +6, Piercing 1d6+3 Perception +8 | Acrobatics +6 | Stealth +6 | Athletics +4 "Huh? You think she's the captain? Does she think we wouldn't follow her?" Jubal-kraken replies to the carpenter, somehow in the language of krakens. The halfling really likes this crew so far. Being able to communicate is so comfortable. "Aye. Looks like there are four unlucky lads." He repeats after seeing the signal from Blueblood. Mechanics Senses Darkvision 60 ft, so dim light out to 60 ft Move Swim 40 ft (of 60 ft Move) Action Dash 40 ft
  14. - High Elf Rogue 6 HP: 45/45 | AC: 17 | Speed: 30ft | HD: 6d8/6d8 Perception: +6 | Saving Throws: Str +0 Dex +8 Con +2 Int +3 Wis +1 Cha +3 | Initiative: +8 StatisticsStr +1 Dex +5 Con +2 Int +1 Wis +0 Cha +3 Languages: Common, Elvish, Goblin, Dwarvish Attacks: -Rapier +10 Damage: 1d8+7 • Piercing, Finesse -Dagger +8 Damage: 1d4+5 • Piercing, Finesse, Thrown Range 20/60ft -Shortbow +8 Damage: 1d6+7 • Piercing, Ammuntion, Two Handed, Range 80/320ft Cantrip: Booming Blade (1d8 damage + 2d8 bonus) | EquipmentMagic: -Cape of Montebank -Rapier +2 -Cap of Waterbreathing -Bracers of Archery -Potion of Greater Healing Worn: -Fine Clothes -Studded Leather Armour -Signet Ring -Skin of Fine Wine -Waterskin Backpack: -Thieves' tools, Scroll of Pedigree, Bag of Ball Bearings, String (10ft), Bell, Candles (5) -Rations (5), Crowbar, Pitons (10), Hammer, Hooded Lantern, Flask of Oil (2), Tinderbox -Rope (50ft) Coins: 20gp | SkillsAcrobatics: +11** Arcana: +1 Athletics: +7** Animal Handling: +1 Deception: +0 History: +4* Intimidate: +3 Insight: +0 Investigate: +1 Medicine: +1 Nature: +1 Perception: +6** Performance: +3 Persuasion: +6* Religion: +1 Stealth: +11** Sleight of Hand: +8 Survival: +0 | AbilitiesKept in Style: While you are in cities nearby your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and feasthalls you frequent are glad to record your debt and send an accounting to your family's estate to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Expertise (Acrobatics, Athletics, Perception, Stealth): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack (3d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Tavern Brawler Increase your Strength or Constitution score by 1, to a maximum of 20. • You are proficient with improvised weapons and unarmed strikes. • Your unarmed strike uses a d4 for damage. • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish Audacity Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Eireann watched Ms. Blueblood climb and his keen elven eyes saw her raise 4 fingers. He turned to Njardun as they quietly floated in the dark water. The man was unlikely to have seen the information, so Eireann moved a little closer to him and spoke over the splashing waves. "Looks like there are four on watch, not time to move in just yet. But soon."
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