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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


 

Phlebas hauls himself aboard a few minutes later, seawater running off and revealing the pallid carpenter they recognise. "Where to now then? I got those ships details you wanted Ms Blueblood, though there's some kind of golem stalking round the ships base - not sure if its a private addition or there's others walking round the whole harbour."

 

 

 

 

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) 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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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 slows his approach to the Sweet Pea when he gets close. After doing an underwater lap around the hull to inspect for any threats, interesting markings, and the amount of barnacles since its last scouring, he climbs aboard.

Holding his water-breathing breath, he hauls himself partially over the railing. Those on deck see a giant octopus pulling itself aboard with two unusual features. Two of the front tentacles wear leather bracers halfway between the body and tips. And, the body of the boneless creature had obviously manmade tattoos for decoration. Hanging there, it just watches Blueblood and crew like it belonged there.

 

Mechanics

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

Move 60 ft

Action Dash 60 ft

 

Edited by JubalBreakbottle (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 smiled at Ms Blueblood. He seemed happier now.

"Are you the reason the wine prices have been rising? As long as it is not wasted, then I am happy. Do we slip onboard quietly, or do you think we will have to fight our way to the controls?."
 

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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 eye | eye patch | jewelry | elegant traveler's clothes | rapier| belaying pin

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


Her eyes still on Bluebloodette, the redhead simply nodded her understanding of the plan--and her approval. She had more questions, but decided to hold her tongue, allowing others to ask the obvious. She didn't want to push her luck with a barrage of questions that might make her seem demanding or controlling. She listened as the others asked questions, and waited for Ms Blueblood's reply.


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

weathered hat & bandana, 2 throwing knives, gloves, boots and stockings, cross-body bag

Edited by Wizard of the Coat (see edit history)
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Njar.png.9808655a35168377f0bc22eb1622bbd2.png.fc062a1dd69278c0795fdf5889739ff5.pngNjardun Istare  6'2 human male CN | Cleric of Umberlee 6
Move: 30' (land and swim) | Passive Perception: 22 | Languages: Common, Northerner
Mariner's Scale Mail, traveler's outfit, +2 longsword, shield, dagger, adventurer's pack

Njardun stood near the prow of the ship and watched as the jellyfish came back one by one and reported what they had seen to ms. Blueblood. It was a strange and mixed crew with lots of different abilities. They were pirates none the less so he had to keep an eye on them. What were their true intentions for joining this crew and what was Blueblood's intentions with them? With caution he would be able to find out in time.
 
He approached Finn after the half-sea elf had reported back on the protection of Mary Rose. "Perhaps we could create some kind of distraction for the guards. Three groups, one to divert, one to recover the wine and a third to scuttle the ship." He was a marine soldier at heart and even if this type of mission wasn't typical to his previous job in the navy he could see how it could be staged.
He spoke his suggestion to everyone but he finished it looking at the captain's daughter. "Or perhaps you have another plan. How much wine are we talking?"
 

OOC...Actions

main hand: --
off hand: --

Actions -


ooc:

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Posted (edited)

@DragonZaid ...read from here

Eze.jpeg.6bda2a541a208ba88af4b38327fe99fd.jpegSwifty Drow Ranger, Wanderer, Swordsman, duelist, poisoner
dark elf adult male, CN Ranger, fey wanderer 7 ... spell slots, 4,3 ... CHA, WIS cast +6 save DC 14
Gear... Elven cloak, elven chain, Rapier, weapons belt, hand crossbow, elven boots, poison vial, darts, bolts


From somewhere within the darkness of the front of the ship, the drow pirate was heavily obscured thanks to his large elven cloak. Red glowing eyes looked up from deep within his hood.

"What kind of sea monster is that" ... Swifty wasn't big on sea creature's, Jubal-Kraken put him on alert and a bolt tip was dipped into a secret vial of Swifty's... It was a poison of his own making, carefully extracted into a concentrate for maximum effect. And silently slid into his hand crossbow as the Jubal - Kraken creature remained attached to the ship.

 

pete2.jpeg.63deae77e7cdfdeeeaf44d0bb3e5e195.jpegms.'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Captain's daughter...
Young adult 5'11 female human variant fighter, CN eldritch knight 6 ..
action surge.. (1).base move..40'
init +5 ..mage armor.. (AC 18 .. 21, HP 51) second wind..(1) heal 1d10+6 condition.. normal, mobile, Defensive Duelist.
human traits... Athlete, Stealth +8 ...prev.. Pirate ..skills.. Athletics +7, Perception +5, Acrobatics +8, Insight +5.


stats.. STR 18, DEX 20, CON 14, INT 15, WIS 14, CHA 9 ..saves.. STR +7, CON +5 ..spells.. INT ..prof.. +3
heroic... Mobile, Duelist (fs) ..eldritch knight.. Bonded weapons (whip..rapier) ..cantrips.. blade ward, shocking grasp (kiss)
spell... Casting +5, Save DC 13 ..known.. mage armor, shield, protection from good / evil, Witchbolt ..slots (3)


ms.Blueblood considered the information forthcoming as the 'Jellyfish' left the harbour and presented themselves on deck.

Finn had arrived first, and spoke of Sea Elves... this did not suprise the young rogue. She smiles and offers Finn a small flask of rum as reward for being back first with important information.

Philebas arrived a short time later being a bit vague with his information...

"A Golem you say... what kind of ship ?... how many masts ?"

Jubal-Kraken appearing over the side of 'the Sloop' was a bit of a shock... until ms. Blueblood realised it was 'her' octopus. She wondered if it could speak...

Eirann responded to the matter of Elven Wine, it seemed to perk up his interest. She smiled as he spoke of Elven Wine prices.

"Indeed a shortage of supply will see our Waterdeep clients make good profit. If everything goes well ... we won't need to reveal ourselves ... You my friend will have your chance to duel with swords soon enough. The plan is to sail 'Sweet Pea' out of the harbour safely without any fuss, if we get out cleanly then everyone gets a bottle of Elven wine."

Overhearing the 'Preacher' speak to Finn, ms. Blueblood was wondering how far the new crew would go to formulate a plan... this was good, but this was Captain Blueblood's plan... it was time to reveal something.

"Don't need to worry about the Sea Elves... they are with us, not against us... lets just say they're helping with the cause.

Plan is for Red Knell and myself to sneak onboard... spot and identify any night watch... untie the main sails ... sever the anchor rope... steer a course to collide with the harbour wall and we'll do so in silence after swiftly taking out any night watch amongst the Mary Rose crew. Oh and extinguish any light sources onboard... marines will be on standby in the water to board the Mary Rose quietly at my command to quietly and swiftly take out any night watch before they can raise an alarm. The Sea Elves are our water guardians, protecting the Ship from any undersea intrusion and scuttling the Mary Rose. Once the ship sinks beneath the surface... we shall recover our cargo and swim it out beneath the surface with the tide out of Waterdeep harbour."

Meanwhile the 'Sweet Pea' will be departing Waterdeep harbour before the Mary Rose hits the wall, under the diplomatic flag Captain Blueblood has secured for us. We will rendevous with another ship outside the harbour walls... that's when the second part of the plan will be revealed."

There it was, a brief outline of her fathers plan... now ms. Blueblood would listen to the new crew and see who would volunteer to join the Marines. The Bosun would grill the Jellyfish about the ships nearby and prepare for any further entanglements.

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

Edited by DarkAngel (see edit history)
Name
Swifty stealthly hide
21
keep(2d20,highest)+8 13,9
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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


 

Phlebas nods as more information is revealed. Clearly the Bluebloods have a role for them all so the best thing to do was just wait for more orders. "Some kind of man-o-war, kitted out for proper naval battles. The Iron Lady. Three masts." he supplied concisely. "If you've still contact with those sea elves maybe tell them to be on the lookout for more of this underwater guardians, it seemed stupid but sharp-eyed. If they've not already spotted the that is." He answered any further questions from the bosun equally simply, along with warning about the other underwater hazards.

Finally he added, thinking back to his lack of volunteering for the 'jellyfish', "Just let me know what I'm to do next - so far stepping back or forward doesn't seem to have changed my orders but I'm happy to comply."

 

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) 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 eye | eye patch | jewelry | elegant traveler's clothes | rapier| belaying pin

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


Although she did not show it, Red Knell felt some small degree of relief upon hearing the plan and learning that the mounted sea elves--and whatever mage Finn had spotted--where allies rather than adversaries. Mostly, she was relieved that there actually was a plan, and that preparations had been made in advance.

She waited until Ms. Blueblood's attention wasn't occupied somewhere else before adding her questions. "So the sea elves will hole Mary Rose if collision with the harbor wall doesn't do the trick? Any chance the collision does more than anticipated, crushing or damaging our cargo?


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

weathered hat & bandana, 2 throwing knives, gloves, boots and stockings, cross-body bag

Edited by Wizard of the Coat (see edit history)
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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
 

"I feel better not having to fight kin. I suppose my skills would be better used in the stealthier parts of the raid. Maybe disabling the anchor line or tie downs. By the way, someone mentioned a golem?" added Finn to the conversation.

 

OOC...Actions

main hand:
off hand:

Actions - Talking


ooc:

 

 

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Njar.png.9808655a35168377f0bc22eb1622bbd2.png.fc062a1dd69278c0795fdf5889739ff5.pngNjardun Istare  6'2 human male CN | Cleric of Umberlee 6
Move: 30' (land and swim) | Passive Perception: 22 | Languages: Common, Northerner
Mariner's Scale Mail, traveler's outfit, +2 longsword, shield, dagger, adventurer's pack

"That makes it a lot easier." Njardun replied with a grin when Ms Blueblood revealed that the Sea Elves were on their side and were going to help with the plan. He was happy to hear that he didn't have to develop his own plan as he wasn't the strategist that he wished he might be. The captain's plan seemed well thought out and perhaps this was the sole operation the new crew was hired for? But it seemed a lot of trouble for a short mission like this.
 
"I suppose I'll be with the backup force ready to board on your signal then?" He offered when the dark-haired woman was finished describing the outline of the plan.
 

OOC...Actions

main hand: --
off hand: --

Actions -


ooc:

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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 listened to the plan, it was starting to make some sense at last.

"I can sneak and I can fight. I can help cutting rope or cutting down those who keep watch. Just let me know where you want me."
 

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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 nods its large bulbous head at Blueblood and slips off the ship with a small sploosh for a large creature.

After a few breaths, he grabs hold of the hull keeping his head below the water and reaches up the side of the hull with his two tentacles with bracers. So hopefully, they can see or touch them if they've got orders. This is new to them. Hopefully, they catch on that he cannot speak.

Mechanics

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

Move 60 ft

Action Dash 60 ft

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A rain suddenly pelts down on the harbour and emerging from the downpour a small rowboat comes speedily along being oared by Grusk. It was almost as if he was trying to outpace the rain with the wind at his back... beside him is Liang Lin... who looks quite wet.

 

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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)

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.

 

 


Grusk is relieved to have made it back to the ship without any incidents. He pulls up alongside and help transfer the loot and the captive up onto the boat. He leaves the dead body in the boat and ties a rope to the bow of the rowboat. Then holding the rope he climbs onto the ship and ties the rope to the stern of the ship so they can tow it and not have the body on the ship.

I thought we could dump the body once out to sea. Just need something to weigh it down so it sinks.

He explains to Ms. Blueblood as he ties the boat off. He then waits to see what her next orders are.

 


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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...

Eze.jpeg.6bda2a541a208ba88af4b38327fe99fd.jpegSwifty Drow Ranger, Wanderer, Swordsman, duelist, poisoner
dark elf adult male, CN Ranger, fey wanderer 7 ... spell slots, 4,3 ... CHA, WIS cast +6 save DC 14
Gear... Elven cloak, elven chain, Rapier, weapons belt, hand crossbow, elven boots, poison vial, darts, bolts


...

As Grusk returns with a 'prisoner', Swifty takes him down below into the darkness of the hull.

pete2.jpeg.63deae77e7cdfdeeeaf44d0bb3e5e195.jpegms.'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Captain's daughter...
Young adult 5'11 female human variant fighter, CN eldritch knight 6 ..
action surge.. (1).base move..40'
init +5 ..mage armor.. (AC 18 .. 21, HP 51) second wind..(1) heal 1d10+6 condition.. normal, mobile, Defensive Duelist.
human traits... Athlete, Stealth +8 ...prev.. Pirate ..skills.. Athletics +7, Perception +5, Acrobatics +8, Insight +5.


stats.. STR 18, DEX 20, CON 14, INT 15, WIS 14, CHA 9 ..saves.. STR +7, CON +5 ..spells.. INT ..prof.. +3
heroic... Mobile, Duelist (fs) ..eldritch knight.. Bonded weapons (whip..rapier) ..cantrips.. blade ward, shocking grasp (kiss)
spell... Casting +5, Save DC 13 ..known.. mage armor, shield, protection from good / evil, Witchbolt ..slots (3)


There were a lot of volunteers, which was good... the new crew were all in.

"You are all going for another swim... marines... prepare for a waterborne ship board assault."

...

As Grusk returns in the rowboat with Liang Lin, ms. Blueblood turns her attention to them and their cargo.

The 'booty' includes three weapon belts with longswords, a steel shield and two City Watchmen. One of which was dead.

Liang Lin leaps over the side onto the deck with a cloth bag bulging with foodstuff and heads back into the only cabin onboard... she pauses when she spots the preacher. She had another gift for him... it was a helmet, disfigured and discoloured from the lightning bolt that had struck it earlier.

"Every marine needs a helmet... or something to mask your identity... take a sword if you need one."

 

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

DM

Booty

  • Longsword +2 (3)
  • Crossbow (2)
    bolt case (2)

 

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