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In Character: The Barge


Acromos

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Panorin Warlock of Lumia

AC: 15 | Hp: 25 Speed: 30 ft. Level: 4 

https://www.myth-weavers.com/sheets/?id=2872388

Pact with Patron: Archfey Verenestra.
Pact Boon: Pact of the Chain (Find familiar spell is learnt) summon a pseudodragon.
Eldritch Invocation: Agonizing blast Charisma modifier added to the damage eldritch blast does on a hit.

Armour of shadows: Able to cast mage armour at will; without expending spell slot or material components.

PACT DETAILS: His tongue is an unnatural blue colour; he must announce the name of his Patron Verenestra every time an invocation is used or risk displeasure with her.


 

It all became chaotic all of a sudden the boat he was on was under attack; by the sound of it someone mentioned Drow then he found his chains released with the request to grab hold of a club.

Panorin got up to assess the situation a club he wasn't proficient in he really needed his own finesse weapons but really there was no time to go looking. The first thing he thought of doing, and really a survival instinct of sorts was to activate his armour of shadows. He had no weapons nor armour at the moment; he mumbled something esoteric in nature and so it was done.

"In the name of Varenestra I invoke the Eldritch flame," he yells hoping his patron would hear him.

Then darkness envelopes the situation however fortunately as his eyes adjust due to his innate Dark-vision  he can see as in dim light. His only choice of weapon is ranged; targeting the nearest Drow opponent or Boarding party.

Unleashes a beam of green crackling energy!

 

 

 

 

Edited by Dorik (see edit history)
Name
Initiative
6
1d20+2 4
Eldritch/agonising blast
12
1d20+6 6
Damage.
13
1d10+4 9
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The situation is no less chaotic. Darkness shrouds the combat at one end of the barge, and the other is a mass of confusion because Pashgir leapt into the enemy alone like he thought he was invulnerable. You can still hear him laughing like a loon, so propably he's still alive.

It doesn't sound much like the slaves are doing well in there with the brutes. Less and less terrified screams are coming from them - and it sounds like the number of brutes is unchanged.

Aria tries to retreat onto land, only to discover the barge left the docks hours ago. She must have been napping. She hides among some crates, ready to attack should anything emerge from the darkness.

Beside her, Blueblood does pretty much the same. Sadly, the brutes do not yet emerge, instead they seem to be merrily slaughtering the slaves who are stuck in melee in the Darkness.

Victor strikes out, blind, but in the right direction - towards the drow boat - and solidly connects with something that let's out a gutteral yowl and falls quiet.

For her part, Kelia fires at a brute at the other end of the barge. Ironically, being the only one who can see her target, she misses.

Oro menaces the drow, who cannot see him - but he can pummel to death one of the brutes.

Sinwen tries to sing a lullaby - targeting one of the drow in the back of the fight.

Panorin discovers that Darkvision doesn't work in magical Darkness - and cannot cast his spell (unless there's something in Panorin's sheet to change this, but I cannot open the link).

No one can really see what goes on in the Darkness. But there's fighting for sure. Finally, two battered and panicked slaves emerge, running away full tilt.

Edited by Acromos (see edit history)
Name
Brute 1
25
1d20+5 20
Brute 2
22
1d20+5 17
Brute 3
22
1d20+5 17
Brute 4
10
1d20+5 5
Brute 5
14
1d20+5 9
Brute 6
13
1d20+5 8
Drow 1
25
1d20+7 18
Drow 2
22
1d20+7 15
Drow 3
22
1d20+7 15
Drow 4
12
1d20+7 5
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spacer.png

 

OOC

Character sheet for Kelia Tyrinsong

 

17 arrows remaining.

1st level Spell slots 2 remaining out of 3.

Concentrating on hunters mark.

 

Bonus action...

If the first drow she fired at died, then as a bonus action she can move her hunters mark to a new target, so will move it to a brute.

If not, then ignore that part.

 

Action Fire at brute, aiming to knock it into the water.

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

    The attack's target must succeed on a Strength saving throw, DC 12, or be moved by the swarm up to 15 feet horizontally in a direction of your choice. If possible, would like to move them so that they fall into the water.

 

 

Kelia ponders. Her strategy seemed sound, her aim not so much. Taking aim, she fires her longbow at the enemy, aiming carefully for a brute again, directing her swarm of starlings to follow up on the attack, to move her opponent into the water if they are able.

 

Another miss. The chaos of the surroundings may be throwing off her aim.

 

Edited by LDDragon (see edit history)
Name
Longbow attack
7
1d20+5 2
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HalfelfWarlockmale.jpg.a41eeb2ff5f7f4d7fee823870ec3f992.jpg


Panorin Warlock of Lumia

AC: 15 | Hp: 25 Speed: 30 ft. Level: 4 

https://www.myth-weavers.com/sheets/?id=2872388

Pact with Patron: Archfey Verenestra.
Pact Boon: Pact of the Chain (Find familiar spell is learnt) summon a pseudodragon.
Eldritch Invocation: Agonizing blast Charisma modifier added to the damage eldritch blast does on a hit.

Armour of shadows: Able to cast mage armour at will; without expending spell slot or material components.

PACT DETAILS: His tongue is an unnatural blue colour; he must announce the name of his Patron Verenestra every time an invocation is used or risk displeasure with her.


Panorin finds himself helpless in this situation; the magical darkness has engulfed him and although he can hear the commotion nearby cannot do anything. However, what he can do is cast armour of shadows; or Mage armour upon himself and wait for this darkness to pass; run its course before trying to move out. Still, able to speak; and use his hands. He, will make an attempt to move forward carefully in an effort to determine the range of the darkness?

Edited by Dorik (see edit history)
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pete2.jpeg.63deae77e7cdfdeeeaf44d0bb3e5e195.jpegms. 'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Criminal...
Young adult 5'11 female human variant fighter, CN eldritch knight 4 ..
action surge.. (1)
init +3 ..mage armor.. (AC 16, HP 28) second wind..(1) heal 1d10+4 condition.. normal, mobile ..base move..40'
human traits... Athlete, Stealth+5 ...prev.. Pirate ..skills.. Athletics+4, Perception+3, Acrobatics+5, Intimidation+1.


stats.. STR 15, DEX 16, CON 10, INT 14, WIS 12, CHA 8 ..saves.. STR +4, CON +2 ..spells.. INT ..prof.. +2
heroic... Mobile, Duelist (fs) ..eldritch knight.. Bonded weapons (whip..dagger) ..cantrips.. blade ward, shocking grasp (kiss)
spell... Casting +4, Save DC 12 ..known.. mage armor, shield, protection from good / evil, thunderwave ..slots (3)


*DARKNESS*

Darkness was all consuming for the front of the barge... and the slaves were getting merciliously quiet over there.

"Slaves... if you want to live... come towards my voice..."

Ms. Blueblood liked her whip, but the Ballista was a much bigger weapon... and she wanted to shoot that thing, but unfortunately it was in the darkness too.

"This is ms. Blueblood... slaves this way... out of the darkness !" she barks, it was her slave whipping voice, one they would be very accustomed to hearing, sometimes in their dreams or when they'd passed out after rowing too much.

*CRACK*... she whipped her whip for good measure... and maybe attack someone furry if the opportunity presented itself.

"If one of you bozo's are responsible for the darkness... well... pull your head in... and stop it immediately" she calls out to no one in particular...

*CRACK*... and another one, just because... she was pissed that she couldn't fire the Ballista. And woe betide a barbarian who is within 15' out of the darkness...
 

OoC -- Actions

main hand: Ballista
off hand: Ballista


Actions (init 16)

  • move - Mobile up to 40' but going nowhere near the darkness... 15'+ from it infact
  • action - Whip something
  • reaction AoO - reach 15' attack on enemy if she see's them.
  • immediate - force armor AC 13 + 3 Dex = AC 16

 

Edited by DarkAngel (see edit history)
Name
Shoot Ballista if able to, at visible enemy target.
11
1d20+5 6
Whip lash something or a barbarian
16
1d20+5 11
slashing dam as duelist
8
1d8+5 3
AoO Whip lash if barbarian comes within 15'
8
1d20+5 3
corrected dam from aattack 1
8
1d4+5 3
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OOC - The Ballista: I think I've been unclear about the ballista. It's a turret, not unlike those on the Millenium Falcon - you sit in a chair, and swivel it by pedal power. Reload it too. It's no the starboard side of the barge, and you kinda need to be in the seat to aim, load and fire it. It's also in the Darkness, so functionally useless right now. @DarkAngel

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Aria D'AlambertAria Wallace

Wood Elf Soulknife Rogue 4 | HP: 23/23 | AC: 14 | Init: +4 | PP: 16 | Speed: 35 ft | DV: 60 ft
Coins 0 GP 0 SP | Psychic Blades A:+6 D:1d6+4/1d4+4 psychic T:finesse, throw (60 ft)
Sneak Atk 2d6 | Psy Die d6 | Psy Pool ■■■■ | Recover ■ | Whispers ■ | Blades 1d6/1d4

 

Good, she was out of the darkness spell and into normal darkness. It's time to kill some drows. She produced a knife in her main hand and threw it at one of the drows. Then she moved and bonus hid again.

Name
Attack
8,18
repeat(1d20+6,2) 2,12
Damage; blade + Sneak
13
3d6+4 1,5,3
Hide
24
1d20+8 16
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https://i.ibb.co/hKc9kKh/Victor.png

Victor
Barbarian


AC: 14 | HP: 45/41 TEMP HP: 0 | | Move: 30'
Init: +2 | SAVES:
Str: +6, Dex: +2, Con: +4, Int: +0, Wis: +1, Cha: -1


SKILLS: Athletics +6 Intimidation +1 Nature +2 Perception +3 Survival +3

Passive: Perception: 13, Investigation: 10, Insight: 11


Victor continued to swing with reckless abandon. So far the darkness has has aided him. He heard the call to step out of the darkness, but ignored it for the sake of planting his fist into another brute. Victor this time swung his elbow out waiting to connect to another face.

 


OoC

Rage

Attack 8

Damage 7

Bardic Inspiration

Heroism - Immune to Frightened condition & +4 temp HP at the beginning of each round

Reckless Attack in Darkness, Advantage to wipe out Disadvantage, Even roll.

 

Edited by Unkabear (see edit history)
Name
Attack
8
1d20+6 2
Damage
7
1d4+6 1
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HalfelfWarlockmale.jpg.0c2fab08c6f517a347c88f59189a461a.jpg

Panorin Warlock of Lumia

AC: 15 | Hp: 25 Speed: 30 ft. Level: 4 

https://www.myth-weavers.com/sheets/?id=2872388

Pact with Patron: Archfey Verenestra.
Pact Boon: Pact of the Chain (Find familiar spell is learnt) summon a pseudodragon.
Eldritch Invocation: Agonizing blast Charisma modifier added to the damage eldritch blast does on a hit.

Armour of shadows: Able to cast mage armour at will; without expending spell slot or material components.

PACT DETAILS: His tongue is an unnatural blue colour; he must announce the name of his Patron Verenestra every time an invocation is used or risk displeasure with her.


"Blueblood; I cant see," He replies. But now that he has heard her voice starts to move in that direction and hopefully clear the blanket of darkness that surrounds him.

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𝓞𝓻𝓸


Human Shadow Monk 4 | HP: 27/27 | AC: 15 | Init: +3 | PP: 16 | Speed: 50 ft | DV: 120 ft
Coins 0 GP 0 SP | Unarmed Strike A:+5 D:1d4+3 T:Bludgeoning
Ki Save 13 | Ki Pool
□□□ | Flurry of Blows ■ | Step of the Wind ■ | Darkness ■■


No big plans here. Just punch one of the Drow until they stop moving.


OOCAttack (Unarmed Strike)
Flurry of Blows - 1 Ki
Attack (Unarmed Strike)
Attack (Unarmed Strike)


Name
Attack
9; 10; 16
1d20+5;1d20+5;1d20+5 [4]; [4,5]; [4,5,11]
Damage
7; 7; 5
1d4+3;1d4+3;1d4+3 [4]; [4,4]; [4,4,2]
Advantage Attack
10; 18; 20
1d20+5;1d20+5;1d20+5 [5]; [5,13]; [5,13,15]
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bard.png.ca14f5804350d59d461a75a16aea84c2.pngbard.png.ca14f5804350d59d461a75a16aea84c2.png Sinwen Ravenhair

Half-Elf Bard, College of Valour Lvl 4 | HP: 24/24 | AC: 13 | Init: +3 | PP: 12 | Speed: 9 metres
Coins 0 GP 0 SP | Rapier A:+5 D:1d8+3 T:finesse
 

Spells: lvl1: 2/4, lvl2: 2/3

 

Sinwen calls a word of healing towards one of the downed slaves that still twitches before he dies from his injuries.

 

ooc

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HalfelfWarlockmale.jpg.a8f6906b99020f062cb6301584cd62d3.jpg


Panorin Warlock of Lumia

AC: 15 | Hp: 25 Speed: 30 ft. Level: 4 

https://www.myth-weavers.com/sheets/?id=2872388

Pact with Patron: Archfey Verenestra.
Pact Boon: Pact of the Chain (Find familiar spell is learnt) summon a pseudodragon.
Eldritch Invocation: Agonizing blast Charisma modifier added to the damage eldritch blast does on a hit.

Armour of shadows: Able to cast mage armour at will; without expending spell slot or material components.

PACT DETAILS: His tongue is an unnatural blue colour; he must announce the name of his Patron Verenestra every time an invocation is used or risk displeasure with her.


 

Now, that he finally was out of the magical darkness then out into normal he used his dark-vision to discern the nearest opponent's the Drow.

"In the name of Varenestra I invoke the Eldritch flame," he yells hoping his patron would hear him.

Then unleashes a crackling bolt of energy towards the nearest Drow.

Name
Eldritch agonising blast
9; 11
1d20+6;1d10+4 [3]; [3,7]
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The surviving slaves stagger from the Darkness, bruised but - thus far - still alive. All three of them. Hot on their tail come the remaining five brutes, but as soon as the first steps out of the black, the ballista fires with a loud SNAP!, and the brute is carried sideways off the boat and into the water (the ballista itself is still in the Darkness, the gnome manning it was just waiting for a reasonably sure angle to fire blind).

And so, four brutes charge the party, their mauls raised to do murder onto anyone who stands in their way. All of them are wounded - testimony to the fact that the slaves, for all that they got all but annihilated, fought back as best they could.

At the back of the drow boats, the drow themselves cannot see the fight, but two of them seem content enough to ready themselves to counter Oro's attacks from within the Darkness spell. The other two (on the boat Oro isn't on) decide it's time to follow their brutes forward, and move forward to the opposite side of the Darkness spell, ready to attack on the next round. Of course, only Oro knows this. Just inside the Darkness - opposite where they were before - they take the Dodge action, giving attacks against them disadvantage.

The slaves spend their actions assisting whom so ever engages the brutes in melee.

Also, Victor - who is still inside the darkness - has an AoO against a brute of his choice as it breaks off from combat and follows the slaves.

Edit: I forgot Sinwen saves one more slave - four slaves emerge alive.

Edited by Acromos (see edit history)
Name
Brute 1
22; 11
keep(2d20,highest)+5; 1d10+5 [13,17]; [13,17,6]
Brute 2
17; 9
keep(2d20,highest)+5; 1d10+5 [12,6]; [12,6,4]
Brute 3
19; 10
keep(2d20,highest)+5; 1d10+5 [14,9]; [14,9,5]
Brute 4
20; 15
keep(2d20,highest)+5; 1d10+5 [15,13]; [15,13,10]
Drow 1, Reaction
15
1d20+7 8
Drow 2, Reaction
18
1d20+7 11
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pete2.jpeg.63deae77e7cdfdeeeaf44d0bb3e5e195.jpegms. 'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Criminal...
Young adult 5'11 female human variant fighter, CN eldritch knight 4 ..
action surge.. (1)
init +3 ..mage armor.. (AC 16, HP 28) second wind..(1) heal 1d10+4 condition.. normal, mobile ..base move..40'
human traits... Athlete, Stealth+5 ...prev.. Pirate ..skills.. Athletics+4, Perception+3, Acrobatics+5, Intimidation+1.


stats.. STR 15, DEX 16, CON 10, INT 14, WIS 12, CHA 8 ..saves.. STR +4, CON +2 ..spells.. INT ..prof.. +2
heroic... Mobile, Duelist (fs) ..eldritch knight.. Bonded weapons (whip..dagger) ..cantrips.. blade ward, shocking grasp (kiss)
spell... Casting +4, Save DC 12 ..known.. mage armor, shield, protection from good / evil, thunderwave ..slots (3)


*DARKNESS*

Darkness was all consuming for the front of the barge... and suddenly everyone starting coming towards her voice. Four slaves were all that remained, plus four brutes...

Ms. Blueblood liked the Ballista, she could appreciate the raw power of it as a brute got harpooned off the barge.

"This is ms. Blueblood...!" she barks, it was her brute whipping voice, one they would become fearful of... unless of course they enjoyed a good whipping, it had happened before.

*CRACK*... she whipped her whip at the first brute who came within 15'... 10 slashing dam and started moving towards the brutes...
*CRACK*... she whipped her whip at the second brute who came within 15'... miss (?)... and kept moving towards the brutes...

then suddenly at the last moment when it looked like she was way too close to all those raging tostesterones... and at least 15' away from most slaves...ms. Blueblood surges with untapped energy of her own...

*BOOM* ... a thunderous explosion ripples through the air in outward circles coming from ms.Blueblood that sent everything around her flying in all directions... that deck scrubber... sent flying... this brute... that brute... and those two over there... well lets see...

The thunderous boom could be heard reverberating through the underdark for over 300' in all directions. It would be a while before anyone could hear anything properly ms. Blueblood figured, so she just smiled sweetly as she took a few backsteps... because she had another one of those in her arsenal.

...
 

OoC -- Actions

main hand: Whip
off hand: --


Actions (init 16)

  • move - Mobile move slowly up to about as close as she can get to with 15' square of all the brutes...
    then back step away from them after the *boom*... 40' total move with no AoO from 2 closest brutes
  • action - Whip a brute on the way
  • reaction AoO - reach 15' attack on another brute on the way
  • action surge - Thunderwave... big boom.
  • immediate - force armor AC 13 + 3 Dex = AC 16
mechanics

Mobility - those ms. Blueblood attacked cannot use an AoO to attack her whether she hit them or not.

@Acromos Thunderwave spell (15' square area of affect around ms. Blueblood) CON save DC 12 for half thunder dam rolled OR take full damage and be sent back 10'... hopefully off the barge.

Brute 1... 7 thunder dam.... Brute 2...10 thunder dam... Brute 3... 15 Thunder dam.... Brute 4... 4 Thunder dam etc...

 

Edited by DarkAngel (see edit history)
Name
Whip one brute
25
1d20+5 20
whip crit
10
2d4+5 2,3
Whip another brute
14
1d20+5 9
BOOM ... Thunder wave CON DC 12 save for half dam or sent flying 10' full dam
7; 10; 15; 4
2d8;2d8;2d8;2d8 [4,3]; [4,3,4,6]; [4,3,4,6,8,7]; [4,3,4,6,8,7,1,3]
Whip 2nd brute with advantage
15
keep(2d20,highest)+5 10,8
Whip in case of hit
8
1d4+5 3
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