Jump to content

:: 2 :: Escape Waterdeep harbour


Recommended Posts

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.


Two small grappling hooks find purchase before Blueblood and the Shadow monk climb the Stern and make their way onboard the forecastle and stay low until they reach the ships wheel.

ms.Blueblood uncoils her whip before leaping up into the air and lashes her whip around the mast before the whip draws her towards it. It is a matter of climbing from there to reach the yard arm where the lower main sail has been secured for the storm.

It is there ms. Blueblood pauses to review the deck from high above as she holds on to the rigging lashing down the rolled up main sail. She holds up four fingers for the benefit of the marines in the water and points to the center middle of the main deck below...

 

Edited by DarkAngel (see edit history)
Name
Stealth
19
keep(2d20,highest)+5 7,14
Link to comment
Share on other sites

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 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."

Link to comment
Share on other sites

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 1/2
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.png"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

@PureChance

Link to comment
Share on other sites

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


 

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

 

Link to comment
Share on other sites

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 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

  •  
  •  
  •  
  •  
  •  
  •  

 

Link to comment
Share on other sites

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


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.

@DragonZaid
.. paging the Healer ..

 

Link to comment
Share on other sites

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 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.

 

 

Link to comment
Share on other sites

×
×
  • Create New...