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:: 2 :: Escape Waterdeep harbour

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

AC 15 | HP 3/51| INIT +1 | P. Perception 22 | Move 30' (Land and Swim) | Spells 1st: 3/4, 2nd: 1/3, 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
Active spells: Enhance Ability (Cat's Grace)

When the cold stormy water hit Njardun he broke out of his panicked fright caused by the pirate ghost. He shook his head at his own reaction. He was just some priest of the cruel Sea Queen. He laughed out loud and then started to look for a way to climb back aboard.



main hand: Longsword
off hand: --


Bonus Action:

Move: Climbing

Action: Climbing



Edited by Bearlord (see edit history)
Athletics (Climbing)
1d20+6 6
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Grusk Hammerfist

Grusk.png.1df68b3bc2fd2b7c0a66549cfd2cd6a6.pngGrusk Hammerfist Smuggler
Young adult 6'1" male half-orc, Paladin of Conquest 5 CN



Init +2, +1 mithril breastplate (AC 17, HP 59/57) 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(3)/2(0))

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 finally manages to get his legs under him and rock with the ship. He quickly closes in on the ghost and lashes out with his fists channeling divine magic into his attacks. One fist connects and there is a flash a radiant light. The other punch misses.



ooc: all of the pirates should have had to make that same Wisdom save or be frightened and want get closer to Grusk on their own.

I rolled for advantage of attacks as the target is still sitting and has not gone yet. If he doesn't get them, then ignore.


Attack -

Move -

Bonus -

Channel Divinity - 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.

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can't willingly move closer to the source of its fear.

Reaction -

Immediate -


Combat options

Paladin: Oath of Conquest 6

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


melee.. Unarmed Attack, +9 to hit, 1d8+6 damage
melee.. Dagger, +8 to hit, 1d4+5 damage

ranged.. Longbow, +6 to hit, 2d6+5, Range: 150/600
ranged.. Dagger, +8 to hit, 1d4+5 damage


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


other preferred weapons



Edited by Draidden (see edit history)
Dex Check at disadvantage
keep(2d20,lowest,1)+2 20,10
Attack 1
1d20+9 14
1d8+6 6
Divine smite - radiant damage
2d8 5,4
Attack 2
1d20+9 3
Damage if needed
1d8+6 1
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Eireann III - High Elf Rogue 6

HP: 42/45 | 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 had been annoyed that his 'opponent had taken so many attacks to down. But now the fellow's ghost seemed to have risen to take even more stab wounds. Some people just didn't have the decency to know when they were done. He was glad his blade was enchanted, it should have no trouble piercing a spirit!

Move : Move to be 20ft from the man
Action : Attack man with Rapier

Move : Move back 10ft

1d20+10 19
1d8+7 7
3d6 5,6,6
1d20+11 5
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Posted (edited)


spacer.pngRogue Assassin , Pirate
5'8" Adult male Bugbear Rogue 6 ... oilskin cloak, leather armor, dagger, hand crossbow, poison vial
init +5 (AC 17, hp 44) cond... Stealthy ... move 30'
TRAiTS.. Long limbs .. Sneaky .. fey ancestry .. Suprise Attack .. Assassinate
Rogue .. Sneak Attack +3d6 .. steady aim .. Uncanny Dodge .. Crossbow Expert

STATS.. STR 18, DEX 20, CON 16, INT 12, WIS 14, CHA 14... saves.. DEX +8, INT +4
SKILLS.. Athletics +10, Acrobatics +11, Insight +5, Perception +8, Persuasion +5, Stealth +8, Sleight of Hand +8


The dark furred Bugbear really didn't like getting wet, he had a salty musk that was just right to blend in onboard... The pirate with sore ribs and a bruise on the side of his head hung on for dear life to his spot next to the rudder, it was a blindspot onboard the doomed ship. Hiding and observing, the Assassin needed to readjust to the unfolding situation...

Beneath the waves the heat generated from the bodies of Finn, Sandy, the green skinned man and a large sea monster registered in vibrant thermal colours on the Bugbears darkvision.

He bided his time, and planned his next move... It involved staying as dry as possible beneath his oilskin dark cloak...

A hooded head with angry venegeful red glowing bugbear eyes pops above the side of the ship above the rudder. He was pissed it was still raining, there had been a drought after all for many moons... he preferred the dry weather.

And there was a masked intruder steering the ship under full sail... 'These be pirates stealing our ship..!' the bugbear instinctively thought

A bolt was dipped into a viscious black resin, raising his hand crossbow with the poisoned bolt the angry Bugbear Assassin takes aim at Liang Lin as she mans the Ship's wheel...

*PFFFT* ... miss

Just as the assassin had Liang Lin in his sights at point blank range... the ship's rudder moves as Liang Lin spins the wheel and bumps the arm of the assassin, causing him to shoot off target...

Angry red glowing eyes drop out of sight in response, but not before his eyes meets those of Liang Lin.


Actions .. Ooc

main hand - hand crossbow +2
off hand -

ooc: ...

Stealth ..

Actions .. Suprise

  • bonus .. Steady aim
  • Attack .. Assassinate .. crossbow expert
    - hand crossbow +2, poisoned +10 (1d4+9), sneak attack +3d6, suprise attack +2d6, assassinate
  • move ... hide ?
  • immediate ..


Edited by DarkAngel (see edit history)
Athletics Climb up rope
1d20+10 15
1d20+8 5
aimed poisoned crossbow bolt vs Liang Lin no Suprise
1d20+10 4
advantage due to Steady Aim, Assassinate
1d20+10 2
Stealth disadvantage
1d20+8 17
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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'

unarmored defense (AC 17, hp 24 .. 52) unarmed 1d6+5.. Ki (5..7)... Shadow step 60'...cond. normal
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

*click* ...

Liang Lin knew that sound, it was quite distinctive. A small metal lever locking a hand crossbow bolt at tension...

Instincts guiding her move, Liang Lin spins the ships wheel as she moves in a dodging manuever as she spins to face the assailant at her back...


A bolt *whizzed* through the air from a furry assassin's hand crossbow... time seemed to slow down for the Shadow monk as she reached out to *pluck* the poisoned bolt out of the air as it passed by... it was not within her reach however.

... And the Bugbear assassin slips back out of sight at the bow of the ship...


Swimming costume, handwraps, shortword, 50' silken rope w/ grappling hook, wide sash, leather soft shoes


main hand: wraps +2
off hand: wraps of unarmed prowess +2

Actions -

  • Reaction - deflect missiles


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)


.. paging the Healer ..


Edited by DarkAngel (see edit history)
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