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Njar.png.9808655a35168377f0bc22eb1622bbd2.png.fc062a1dd69278c0795fdf5889739ff5.pngNjardun Istare  CN human male | Cleric 6

AC 15 | 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
STR 16 | DEX 12 | CON 16 | INT 10 | WIS 18 | CHA 14 | Feat Observant War Caster | Features Wrath of the Storm, Channel Divinity, Thunderbolt Strike
Wearing: Mariner's Scale Mail, City Watchman helmet, traveler's outfit, +2 longsword, dagger, Amulet of the Devout, Necklace of Adaption

Njardun wasn't used to all this swimming before getting in position for a marine attack. With the navy they had usually attacked from small rowboats when stealth was needed. More common was just to approach with the main ship and board the pirates they hunted. This was completely different and he just had to adapt, something he was pretty good at. He left his pack and shield behind on Sweet Pea, checked the new longsword in its scabbard by his hip. The helmet didn't fit very well and obscured his vision but it might serve a purpose.

His clothes were still wet from the previous swim when he dropped into the water again. He didn't see much in the darkness but approached Eirann who he was assigned together with. "I don't see much down here. You are a faster swimmer than me but I need someone to follow in the water. Will you stay just ahead of me and keep my pace until we reach our target?"

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.

 

 

Edited by Bearlord (see edit history)
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image.png.39242fc18e69b4ece04881b92b1a9aff.png

Eireann III - 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 

Statistics | Equipment | Skills | Abilities


Eireann gave Njardun a wink and smile, through gritted teeth he spoke.

"Worry not friend, I won't let you get lost."

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spacer.pngJubal 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 | Claw 1/1 | Wild Shape 0/2
Spells +10 DC 18 | Cantrips | 1st 3/4 | 2nd 3/3 | 3rd 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


spacer.pngJubal-kraken glides along the darkness of the inner harbor shadowing his fellow marines, fifteen below the surface. He paces his crew trying to learn more about them and their swimming speed. Who is the slowest swimmer that he needs to track?

Mechanics

Senses Darkvision 60 ft, so dim light out to 60 ft

Move Swim 60 ft

Action Dash 60 ft

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Red Knell - Even-Keeled Beauty with a Bad Reputation... and Dark Magic Troubles

annebonnyweaponscropped.jpeg.33bb4569f3823f060947bfa88b6b58ed.jpegPassive Perception 19 | Athletics +8 | Insight +6 | Intimidation +6 | Investigation +4 | Languages Common, Thieves Cant, Deep Speech

attractive | 5'9" | athletic female build | dark red hair | grey-green eyes

eye patch | jewelry | elegant traveler's clothes | rapier| two throwing knives | belaying pin | hat | bandana |gloves | thieves' tools

AC 17 (18) | HP 29/51 | INIT +7 | Move 30 (40 swim) | Inspr. 0/1 | Spells 2/2 | HD 6d8/6d8


"D'ya have a healer onboard?" Knell asked Miss Blueblood. She was still bloodied and prefered not to enter battle at less than half strength.

"Oh, and, anyone have a spare dagger or dueling knife to lend me?" she asked her new shipmates.


OOC

Equipped

Main hand: empty

Off Hand: empty

Actions

 

Stat Block

Human (Variant) Female Swashbuckler (3)/Fathomless Warlock (3) Pirate (Bad Reputation)

STR 14 | DEX 18 | CON 17 | INT 12 | WIS 16 | CHA 16 | Death Saves -3 | Feat Dual Wielder Tavern Brawler

Actions

Attack with Rapier of Gambling +10 (1d8+7 piercing)

Attack with Pact Weapon Whip +7 (1d4+4 slashing)

Attack with Shadow Blade +7 (2d8+4 psychic)

Cast a Spell (Blade Ward, Chill Touch, Protection from Evil and Good, Spider Climb)

Create Pact of the Blade Weapon

Activate Magic Item: Rogue's Mantle Willful Enmity

Bonus Actions

Two-Weapon Fighting Bonus Attack with Pact Weapon Whip +7 (1d4 piercing)

Two-Weapon Fighting Bonus Attack with Shadow Blade +7 (2d8 psychic)

Cast a Spell (Hex or Shadow Blade)

Cunning Action (Dash, Disengage, Hide)

Activate Magic Item: Rogue's Mantle Move in Shadows (teleport 30 feet)

Fathomless Warlock class feature Tentacles of the Deep

Reactions

Opportunity Attack with Rapier of Gambling +10 (1d8+7 piercing)

Opportunity Attack with Pact Weapon Whip +7 (1d4+4 slashing)

Rider Effects

Fancy Footwork, Rakish Audicity, Sneak Attack,

Equipment Not on Person

boots and stockings, cross-body bag

Edited by Wizard of the Coat (see edit history)
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Posted (edited)

msb.jpeg.e15b0fdb145bb920f774d98d315a270b.jpegLiang 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


The ships cook had been busy heating up a seaweed broth that was prepared earlier and in another pot was cooking fresh rice.

On the menu for Red Knell there were snacks being prepared of hot seaweed soup with fresh kelp thinly chopped and some dried black fungus and lighty toasted seasame seeds... supposed to do wonders for hangovers... And rice balls wrapped in dried toasted seaweed with pickled plum. They were a tasty treat anytime.

Liang Lin emerges with a tray with two bowls for Red Knell, one has the steaming Seaweed soup,, the other has two riceballs flecked with dried pickled plum shavings... 3 snacks heal 9 hp.

"Here eat this while you wait for the healer... Morn wasn't it ?" Liang Lin smiles as she hands Red Knell the tray of snacks to eat.

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.

@DragonZaid
.. paging the Healer ..

 

Edited by DarkAngel (see edit history)
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Grusk Hammerfist

Grusk.png.1df68b3bc2fd2b7c0a66549cfd2cd6a6.pngGrusk 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: Darkvision, Menacing, Relentless Endurance, Savage Attacks

Paladin Traits: Divine Sense, Lay on Hands, Divine Smite, Fighting Style, Spellcasting, Divine Health, Sacred Oath, Extra Attack, Aura of Protection

 

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 stores most of his gear below decks, but keeps his large longbow. He is more comfortable with it then a crossbow and it hits harder. When Red asks for a dagger he takes his off his belt and tosses it to her, sheath and all.

Here ya go Red. May it serve you well.

With preparations done he makes his way back down into the row boat. If someone else is joining him in the boat he will wait for them to climb in, then he sets to rowing to get himself into position. He stops when he can dimly see the lights on the deck of the Mary Rose and can see the nearby docks to keep an eye out for the Port Authority. He then waits for the others to do their part. He keeps an eye out for anyone else approaching the ship.

 


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

  •  
  •  
  •  
  •  
  •  
  •  

 

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spacer.pngPhlebas, Ship's Carpenter

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.
Str: 12 (+2) | Dex: 16 (+3) | Con: 18 (+4) | Int: 11 (+0) | Wis: 12 (+1) | Cha: 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 | Talisman Charges: 3/3 | Tentacle Uses: 3/3 | Past Knowledge Uses: 3/3

 

Current Gear: Studded leather armour, 1 dagger, Rod of the Pact Keeper, Cape of the Mountebank, Goggles of Night


 

Phlebas offers a mock salute at the Bosun's orders, and quickly checks if there's berths assigned where he can stow his kit. If not, he'll just drop it down below. "Unfortunately I left all my spares back at the tavern," he shrugs apologetically, "but looks like you're sorted."

He makes sure both his dagger and the barnacle-clad iron rod are secure in his belt, and his goggles are still tight. Then he drops into the water alongside the baby kraken and the sea elf. Seeing what he assumed was the druid watching the surface, he opens his mouth and speaks, garbled noises and bubbles floating free. Strangely, the kraken finds the sounds resonating amongst the sacs of its body, and somehow translating into speech as clear as if Phlebas was standing next to him topside. "Any questions or suggestions? I don't rightly know how your powers work, but I'm assuming you understood the plan." He didn't quite understand it, but since meeting the undead pirates he found by the end of the conversation their speech - although spectral - was clear and no longer garbled. He tried not to dwell on the circumstances of his sudden understanding, and what that might imply for his own fate or state... Best keep looking forward towards those anchor lines. He gestures to Finn to lead the way. Not only does the sea elf know the way, he'll likely receive a better reception too.

 

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

 

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Red Knell - Even-Keeled Beauty with a Bad Reputation... and Dark Magic Troubles

annebonnyweaponscropped.jpeg.33bb4569f3823f060947bfa88b6b58ed.jpegPassive Perception 19 | Athletics +8 | Insight +6 | Intimidation +6 | Investigation +4 | Languages Common, Thieves Cant, Deep Speech

attractive | 5'9" | athletic female build | dark red hair | grey-green eyes

eye patch | jewelry | elegant traveler's clothes | rapier| two throwing knives | belaying pin | hat | bandana |gloves | thieves' tools

AC 17 (18) | HP 38/51 | INIT +7 | Move 30 (40 swim) | Inspr. 0/1 | Spells 2/2 | HD 6d8/6d8


Years ago, at the Red Abbey, Knell had been treated to a meal of dishes from the far east. She had found it delightfully exotic. But having dined less than an hour earlier, she was tempted to refuse the deadly cooks offering. Then a memory came to her. She'd been asked by her sister about the meal. She had found it difficult to describe. In the end, she explained that the meal had left her feeling light and refreshing rather than heavy and ready for a nap.

Knell reconsidered the rice balls and soup bowls on the tray. And she considered the very deadly cook.

A moment later, she graciously accepted two rice balls and one of the steaming bowls of soup. "Thank you," she offered with a little bow to the cook, surprised to feel warmth within her even before the first sip of hot soup.

The redhead stashed the two rice balls in a coat pocket just in time to catch Grusk's dagger. "Thanks!" she replied, not able to conceal her excitement. Setting the bowl down on a barrel lashed to the deck, Knell secured the dagger to her hip, then drew it, pleased with the blade. Sheathing the dagger, she met Grusk's eyes and joked, "What kind of lady doesn't carry a dagger, right?"

But the soup was calling her now. She took up the bowl and began carefully sipping the steaming broth. Soon she had a rice ball in her other hand and was alternating between soup and rice ball.


OOC

Equipped

Main hand: empty

Off Hand: empty

Actions

 

Stat Block

Human (Variant) Female Swashbuckler (3)/Fathomless Warlock (3) Pirate (Bad Reputation)

STR 14 | DEX 18 | CON 17 | INT 12 | WIS 16 | CHA 16 | Death Saves -3 | Feat Dual Wielder Tavern Brawler

Actions

Attack with Rapier of Gambling +10 (1d8+7 piercing)

Attack with Pact Weapon Whip +7 (1d4+4 slashing)

Attack with Shadow Blade +7 (2d8+4 psychic)

Cast a Spell (Blade Ward, Chill Touch, Protection from Evil and Good, Spider Climb)

Create Pact of the Blade Weapon

Activate Magic Item: Rogue's Mantle Willful Enmity

Bonus Actions

Two-Weapon Fighting Bonus Attack with Pact Weapon Whip +7 (1d4 piercing)

Two-Weapon Fighting Bonus Attack with Shadow Blade +7 (2d8 psychic)

Cast a Spell (Hex or Shadow Blade)

Cunning Action (Dash, Disengage, Hide)

Activate Magic Item: Rogue's Mantle Move in Shadows (teleport 30 feet)

Fathomless Warlock class feature Tentacles of the Deep

Reactions

Opportunity Attack with Rapier of Gambling +10 (1d8+7 piercing)

Opportunity Attack with Pact Weapon Whip +7 (1d4+4 slashing)

Rider Effects

Fancy Footwork, Rakish Audicity, Sneak Attack,

Equipment Not on Person

boots and stockings, cross-body bag

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  • 2 weeks later...
image.png.f30a5bef2e2c14238ce00eb9e5c94373.pngFinn, Rogue, Swashbuckler (6th)
Young adult 5'11 Male Half-Sea Elf Rogue, CG
move 30' / swim 30' | Inheiritor,
stats.. STR 14, DEX 16, CON 11, INT 15, WIS 12, CHA 16 | ..saves.. Dex +6, INT +5 | prof.. +3
Skills: Perception +7, Acrobatics +6, History +5, Stealth +9, Persuasion +9, Survival +4
Actions: Stabbing Spear +1 (+6, 1d6+3/1d6+1) | Dagger (+6, 1d4+3, 1d4+1, 20/60) | Unarmed (+5, 3)
Lang: Chondathan, Aquan, Elvish, Common, Thieves' Cant
Feats / Benefits
 

Finn sliced through the murky waters, his short spear at the ready. Pausing just before the ship's bow, he surveyed the shadowy depths for lurking eyes before approaching the thick rope that anchored the Mary Rose to the seabed.

 

OOC...Actions

main hand:spear
off hand:

Actions - swinmming


ooc:

 

 

 

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spacer.pngJubal 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 | Claw 1/1 | Wild Shape 0/2
Spells +10 DC 18 | Cantrips | 1st 3/4 | 2nd 3/3 | 3rd 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


spacer.pngYou could imagine octopus eyebrows shooting up when Phlebas starts talking to him. "Woah! Can understand you! That's awesome! Animal shape can be quite isolating." Jubal-kraken reacts with surprise.

"Aye, understand the plan, but this form is so alien, it's challenging to show agreement. Can you speak to all animals?" Jubal-kraken asks conversationally as they close on the Mary Rose keeping pace with the slower carpenter.

Mechanics

Senses Darkvision 60 ft, so dim light out to 60 ft

Move Swim 40 ft (of 60 ft Move)

Action Dash 40 ft

@PureChance

Edited by JubalBreakbottle (see edit history)
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Posted (edited)
Mary Rose

spacer.png

'Mary Rose'
BATTLE MAP
interactive

(SCREENSHOT)

Screenshot_20240421_180927_Slides.jpg.284d3946e209aaf10f08c4eb802d4484.jpg

OBJECTIVES

@JagrHunter @Bearlord @PureChance @omegoku @DragonZaid @Wizard of the Coat @JubalBreakbottle @Draidden 

Stealth mission

... to avoid involving crew from below deck, silence and a swift suprise attack upon the night watch above deck to take them out quickly and quietly will ensure success for this part of the mission, scuttling of the 'Mary Rose'.


tasks

  • Cut anchor rope(s) :: Phlebas, Finn
  • loose sails from main masts :: Blueblood (Stern) , Red Knell (Bow)
  • Steer ship to harbour wall :: Shadow monk
  • Take out night watch :: (marines) Njardun, Eiranne, Jubal-Kraken... et al.
  • Take out all lanterns on Mary Rose :: All, no light sources to remain.
  • Port Authourity :: (distraction) Weapons master Grusk in rowboat to help take out night watch, may begin 60' + away from ship and reappear anywhere on the map when approaching the ship.
  • Escape into harbour :: (Stealth) All to leave once tasks aboard ship are complete,
    - Grusk in rowboat to escape harbour... dump the dead.
    - Everyone else will remain underwater, help Sea Elves to secure 'Mary Rose' underwater and retrieve cargo from sunken ship.
DM

You have maintained subterfuge and silence thus far being unknown to the night watch of the ship.

Illumination ... night time

Sea ... none, obscurement in waves
Ship ... lanterns illuminate the main deck, from the cross masts

Map square is 5' ... you may relocate your position as appropriate upon the map. Once Red Knell and Blueblood board the ship, I shall reveal the ships deck area. North is top of the map.

Booty ... there are (1) Longsword +2 ... (2) Crossbows with bolt cases... unclaimed for this mission.

@Alterangel ... Ship Astrologer may be in rowboat with Grusk if you are ready to join in.

FIRST WAVE
begins

Edited by DarkAngel (see edit history)
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Posted (edited)

 

pete2.jpeg.63deae77e7cdfdeeeaf44d0bb3e5e195.jpegms.'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Captain's daughter...
Young adult 5'11 female human variant fighter, CN eldritch knight 6

swimming costume, leather bracers, weapons belt, dagger, watertight mapcase, pouch, leather soft shoes.


It was a short swim through the choppy water as the stormy winds whipped up the waves towards the 'Mary Rose' that did not take long to eventually appear from the darkness. A single light, then another, then others gradually appeared through the haze of the stormy night. Remarkably there was no floating islands of seaweed between 'Sweat Pea' and the 'Mary Rose'. You could feel the current from the tide pulling you towards the harbour exit on every stroke...

ms. Blueblood swum just below the surface flanked by Red Knell swimming beside her on one side and her cook, Liang Lin on the other until the dark outline of the 'Mary Rose' came into view at which point they paused and spoke at the surface ...

"... Red ...we are the first wave... the others won't board until you signal me from the foremast... first avoid the crew and get up to the top of the mast to spy on any night crew to point out on deck ...when I give the order... release the sails top to bottom. I'll be on the rear mast... to release the sails."

ms. Blueblood makes a gesture with a one hand to indicate the 'release of the sails'

"...Marines ...watch out for Red and me, who will point out the nightwatch... when I raise my rapier... board the ship... swiftly and quietly does it.

Finn ...make sure all the anchor lines are cut, take someone with you and keep an eye underwater to report back to me once the night crew have been dealt with."

...and with that ms. Blueblood breaks company and *swims* to the Stern or rear of the two masted ship with Liang Lin, as Red Knell and some others swim to the Bow or front of the ship...

Plan

First Wave - Masks On

Red Knell, ms. Blueblood and Liang Lin climb aboard sneakily and climb up rigging or mast directly without being observed.

Marines await boarding order (DM: time to buff up) and reposition themselves on the map for a waterborne swift and silent attack upon the night crew as appropriate.

Finn and co... sever anchor lines (when revealed), scan underwater for dangers to report, prepare to board the 'Mary Rose'

Grusk in Rowboat can be at max darkvision range so to observe the goings on around one side of the 'Mary Rose'... you choose... North, East, West or South (on the map North is top). Please advise distance and bearing for Rowboat.


Second Wave - Masks on

Await Blueblood's orders

  • Board .. Everyone - Swiftly and silently take out night crew if you can to secure main deck without an Alarm being raised...
  • Release Sails .. Red Knell - After climb up rigging or mast directly without being seen, release sails from storm bindings... cut ropes to drop sails

 

Edited by DarkAngel (see edit history)
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Red Knell - Even-Keeled Beauty with a Bad Reputation... and Dark Magic Troubles

annebonnyweaponscropped.jpeg.33bb4569f3823f060947bfa88b6b58ed.jpegPassive Perception 19 (darkvision 120 ft)| Athletics +8 | Insight +6 | Intimidation +6 | Investigation +4 | Languages Common, Thieves Cant, Deep Speech

attractive | 5'9" | athletic female build | dark red hair | grey-green eyes

eye patch | jewelry | elegant traveler's clothes | rapier| two throwing knives | belaying pin | hat | bandana |gloves | thieves' tools

AC 17 (18) | HP 38/51 | INIT +7 | Move 30 (40 swim) | Inspr. 0/1 | Spells 2/2 | HD 6d8/6d8


Knell was stuffed and warmed by the cook's snacks, she again had a dagger, and now she found herself doing what she did best--a skullduggerous boarding action. All in all, her dismal evening was looking to end on a high note. She had a smile on her face as she melted into shadow, disappearing from the dark waves at Mary Rose's prow, only to reappear a heartbeat later up above atop the gunwale.

Of course, no one would see the smile, her face covered by the bandana, eyepatch and wide-brimmed hat.

Red Knell immediately slinked down onto the deck of the forecastle, crouching well out of sight of the gambling guards seated below on the main deck. Quietly, she padded barefoot across the rain-slicked deck to a spot between the bowsprit brace and the anchor wheel--so as to be hidden should a patrol climb up to the forecastle. Satisfied with her concealed position, the redhead looked around her, fearful of possible familiars--rats, birds or other small creatures--spying on her, then turned her attention to the foremast and rigging, considering the best concealed climbing approach up to the yard. Given her ability to instantly move through shadows up to a distance of some ten paces, Knell's climbing approaches were not constrained by details such as easy reach or access points.

The one-eye'd pirate again faded into shadows, appearing some thirty feet above in the rigging. With a combination of climbing and moving through shadows, she reached a position atop the yard where she could conceal herself from the gamblers below, but still survey the deck below.


OOC

Equipped

Main hand: empty

Off Hand: empty

Actions

Bonus Action: Move Through Shadows (teleport 30 feet) up to gunwale of prow.

Move & Standard Action: Stealth check to move quietly a couple of squares from the gunwale down to the forecastle deck, then to the hidden spot between the bowsprit brace and the anchor wheel.

Passive Perception: 19 (I described her looking around, but that's just fluff. I'll go with her passive perception rather than spend an action.

Stat Block

Human (Variant) Female Swashbuckler (3)/Fathomless Warlock (3) Pirate (Bad Reputation)

STR 14 | DEX 18 | CON 17 | INT 12 | WIS 16 | CHA 16 | Death Saves -3 | Feat Dual Wielder Tavern Brawler

Actions

Attack with Rapier of Gambling +10 (1d8+7 piercing)

Attack with Pact Weapon Whip +7 (1d4+4 slashing)

Attack with Shadow Blade +7 (2d8+4 psychic)

Cast a Spell (Blade Ward, Chill Touch, Protection from Evil and Good, Spider Climb)

Create Pact of the Blade Weapon

Activate Magic Item: Rogue's Mantle Willful Enmity

Bonus Actions

Two-Weapon Fighting Bonus Attack with Pact Weapon Whip +7 (1d4 piercing)

Two-Weapon Fighting Bonus Attack with Shadow Blade +7 (2d8 psychic)

Cast a Spell (Hex or Shadow Blade)

Cunning Action (Dash, Disengage, Hide)

Activate Magic Item: Rogue's Mantle Move in Shadows (teleport 30 feet)

Fathomless Warlock class feature Tentacles of the Deep

Reactions

Opportunity Attack with Rapier of Gambling +10 (1d8+7 piercing)

Opportunity Attack with Pact Weapon Whip +7 (1d4+4 slashing)

Rider Effects

Fancy Footwork, Rakish Audicity, Sneak Attack,

Equipment Not on Person

boots and stockings, cross-body bag

Edited by Wizard of the Coat (see edit history)
Name
Stealth Check to Move Silently (in a storm)
26
1d20+7 19
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spacer.pngPhlebas, Ship's Carpenter

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.
Str: 12 (+2) | Dex: 16 (+3) | Con: 18 (+4) | Int: 11 (+0) | Wis: 12 (+1) | Cha: 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 | Talisman Charges: 2/3 | Tentacle Uses: 2/3 | Past Knowledge Uses: 2/3

 

Current Gear: Studded leather armour, 1 dagger, Rod of the Pact Keeper, Cape of the Mountebank, Goggles of Night


 

"Good to hear, and good to hear you are the druid," Phlebas chuckles in reply to Jubal. His own skirt of spectral tentacles skull his half-dead form through the water with little apparent effort on his part, though it is not truly effortless nor as graceful or swift as the beast truly born of the sea. "To be honest, I'm not sure. Kinda noticed it happening with those long dead pirate we spoke to earlier, then some of the animals swimming by when scouting earlier. Didn't think to try it on the boat, I guess you're used to not speaking os there wouldn't have been anything the hear."

 

Much further conversation ends up being cut short by their new boss, and Phlebas wonders what the more seasoned sailor makes of her. "Heads up, looks like Blueblood has some new orders. Maybe the Captain's just a story and it's all her," he mutters to the baby kraken as he spins to get a better view. He nods once to signal his understanding, then drops down after Finn, keeping a wary eye out whilst the sea elf works. "Let me know if you need anything," he bubbles in their direction.

 

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

 

Edited by PureChance (see edit history)
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