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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 kept still and quiet, perched up on the yard, swaying gracefully as if she were the yard's dance partner. She divided her attention between keeping a lookout below, alert to any surprises, and keeping on eye on Ms Blueblood, waiting for the signal to cut the sails free.


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

Name
Initiative
19
1d20+7 12
Acrobatics vs rocking ship
16
1d20+7 9
Perception
15
1d20+9 6
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Posted (edited)

...

deckplan
Screenshot_20240514_140309_Slides.jpg.cd1566d2bbaac0ccb216e805c28568a1.jpg


The ship lurched with the tide and rolled with the storm blown waves, it was not easy to climb as it was to maintain your balance onboard...

Blueblood's motley crew began their attack upon the ship, armed to the teeth and with bloody murder to soon follow. The marines climb the doomed ship with varying success. The nimble elf pirate Eiranne is the first to clamber over the portside to hide behind some stairs...

Grusk finds his approach to the ship lacks any obervation from the Ship's night crew... could they really be that inadequate ? Decked out in his chainmail waterdeep guard outfit, Grusk pauses before climbing up the side of the ship. He has a cover and a part to play as a port authourity...

Suddenly there is movement on the rocking deck as a tall cloaked and furry member of the night crew ventures forth seemingly to glide over the deck with expert balance despite the storm. His cloak is drawn tightly around him as he stands overlooking Grusk and his rowboat below. As Grusk looks up he realises he's been seen by a wet furry bugbear with large angry eyes and bares large sharp teeth in a broad smile beneath his hooded rain coat. The bugbear says nothing as he considers Grusk in the rowboat below with a raised eyebrow.

"..."

The tightly wrapped furry bugbear did not like getting wet...

@Draidden


 

Night Crew

halforc.jpeg.263e7a0797b96f188565bdfe8135bfd4.jpeg halforc.jpeg.d6b5b01108681582aef7519fd0591f01.jpeg bbears.jpeg.55c1770c2178d0b7649b1a9d46ff3bc0.jpeg gguy1.jpeg.a29cae3cc2c9b4ee329080da70b734a5.jpeg rog.png.2c4dd98fa3f8dc8398303c17355deb67.png
half orc
Leather armor
shortsword, hand axe, dagger
half orc
No armor, tattoo's
battle harness, dagger, longsword
bugbear
leather armor
cloak, dagger
???
leather armor
cloak, dagger

human
Leather armor, cloak
crossbow, dagger
longsword

         

 

 

DM

@Wizard of the Coat @JubalBreakbottle @omegoku @Bearlord @Draidden

Ship's map updated with the above crew locations, masts have cross beams added '20+' up where the sails are tied down.

We are in combat rounds ...

DEX Acrobatics checks are required each round you make an action... DC 12 on deck, DC 15 up the mast... failure = loss of action

  • move ... climbing STR check Athletics DC 15 required for climbing up ship before reaching the top deck...
    failure means do not climb, or fall !... Secured rope provides advantage if appropriate.
  • Action ... DEX Acrobatics DC 12 to maintain balance or lose your intended move and action...
  • bonus ...
  • reaction ...
  • immediate ... buffs ?

 

 

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

cara.jpeg.f0727d58b30d913caa32c3d66e10d6f1.jpegStealth Mission

Init

24* - Finn .. forward anchor
23* - Sandy .. water

21 - Grusk .. rowboat
19 - Red Knell .. fore mast
19 - Njardun .. water
17 - ms. Blueblood .. rear mast
16 - Eiranne .. hiding on deck
16 - Shadowmonk .. hiding
13* - Phlebas .. forward anchor
11 - Jubal - Krakken .. climbng

buff : Aura of the Sentinel
 

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

Beneath the waves

Beneath the waves in the harbour depths under the 'Mary Rose' there are masses of seaweed and other types of kelp that have blown in with the storm into Waterdeep harbour. Mounds or islands of kelp float on the surface, and they also float underwater caught up in the tidal currents.

Finn and Philebas swim near the thick anchor rope. Finn uses a blade to begin in ernest to try and splice through the heavily coiled rope. It is not an easy task with the storm wash and movement of the tide...

...

seaelfpaladin.jpeg.14a2ab660ddb73789e9f7d4b164a66ae.jpegFar down below from out of the murky depths a white haired and deep blue skinned sea elf appears and pops her head above the surface near Finn.

She knows the language of her kin with hand gestures, however she chooses to speak the language of the sea elves as she swims closer to Finn and Phlebas...

[sea elf] "Hi do you have the Captain's Gold...?" she asks

The sea elf maiden is dressed in scale armor with strands of kelp obscuring her appearance somewhat. In her hand she carries an exotic looking short spear... Her eyes linger on Phlebas like he was a newly discovered sea creature with tentacles below and a human appearance above the waves.

As the gold coins are produced to identify Blueblood's crew, the sea elf continues...

[sea elf] "I'm Sandy... I'm here to help, do you know there's a baby kraken climbing the Ship ...!?!"

 

@JagrHunter @PureChance
anchor rope has hardness 2 and 45 hp,
resistant to blunt / bludgeoning dam.

Edited by DarkAngel (see edit history)
Name
Sandy init
23
1d20+7 16
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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: 14 (+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 floats dead in the water as Finn descends towards the anchor rope, allowing the swell to move him as the lumps of kelp. When the sea elf rises from the depths he nods towards her, producing his gold coin. "It's the druid, one of ours," he shares quietly. No sense in drawing unnecessary attention. Watching Finn saw at the anchor rope - the fibres old and weathered by sat till they resemble bound steel more than hemp - he realises this may take a while. He skulls down to join the sea elf, drawing his dagger to saw opposite, securing himself with his free hand. It would detract from lookout, but the sooner they were out of here the better he figured.

 

OOC

Action: Attack anchor rope (do we need to roll to hit?)

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)
Name
Dagger Damage
6
1d4+3 3
Bless
2
1d4 2
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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.


Seeing he has been spotted he goes into the role he decided on.

Ahoy there. Drake of the Night Watch here. Just going around and checking in on all the ships anchored in the harbor and making sure everything is okay. You wouldn't happen to have anything hot up there to drink that you are willing to share?

 


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

  •  
  •  
  •  
  •  
  •  
  •  

 

Name
Persuasion check
7
1d20+5 2
Deception check
10
1d20+5 5
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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 tried to climb up the side of the ship but his hands kept slipping and he couldn't get a grip to get himself aboard.

OOC...Actions

main hand: --
off hand: --

Action: Dash Climb

Move: Climb aboard


 

 

 

Edited by DarkAngel (see edit history)
Name
Climb (Athletics)
14
1d20+6 8
Action Climb
16
1d20+6 10
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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
 

Replacing his coin he admires the beauty of the Sea Elf as he always has from his kin. "Smooth seas, Sandy. The Kraken is with us." he adds as he continues to saw through the line. "Our task is to sever these anchor lines to set the ship underway"

 

OOC...Actions

main hand: spear
off hand:

Actions - swinmming


ooc:

 

 

 

Name
Bless
3
1d4 3
Spear sawing rope, extra attack
6; 2
1d6+3;1d6+1 [3]; [3,1]
last round
9; 7
1d6+3;1d6+1 [6]; [6,6]
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...

seaelfpaladin.jpeg.14a2ab660ddb73789e9f7d4b164a66ae.jpeg
Sandy Sea Elf Paladin, Oath of the Watcher
sea elf adult female, CG Paladin, Watcher 7 ... spell slots, 4,3 ... CHA cast +8 save DC 16*
Gear... Marine scale armor +2, Short spear +2 tide caller, weapons belt, healing kit (10), *shell amulet
Sea Elf... (AC 20, hp 74) .. cond.. normal .. Feats .. Healer, War Caster


int +7 stats.. STR 12, DEX 18, CON 18, INT 11, WIS 15, CHA 16 ..Saves.. WIS +5, CHA +6
Skills... Athletics +4, Stealth +7, Perception +5, Persuasion +6, Survival +5, Medicine +5... swim 20'


The storm and tidal surge causes those in the water to be at the mercy of the waves for those above the waterline.

Sharp blades are applied in ernest to cut through the thick anchor rope, Finn and Phlebas work together as the sea elf 'Sandy' looks on. She knows the plan and does her part to help by bringing a blessing from the Sea Queen to aid in the endeavours of Blueblood's crew.

"The Sea Queen sends her blessing for your task..." Shelly says briefly with a knowing smile. Her blue green eyes took in Phlebas and Finn as they concentrated on their task, she would focus on the two and keep watch from below the waves incase any threats should emerge from beneath the sea...

... Bless (Finn, Phlebas) +1d4 dam / +1d4 saves ...

Ooc .. Actions

main hand - short spear
off hand -


Combat (init 23)

Actions - options

  • Cast ...Bless on Finn, Phlebas and herself
  • bonus ...
  • move ... Swim 20'

Sea Elven Gear

Marine Serpent scale armor +2, stealthy

Short Spear +2, tide caller (Adv. attacks underwater), finesse

Shell necklace amulet of the Devout +2


Sea Horse special mount (Paladin)

Sea Elf traits

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Keen Senses. You have proficiency in the Perception skill.

Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.

Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.

Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Languages. You can speak, read, and write Common, Elven, and Aquan.

 

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Posted (edited)

spacer.png

A 5'8" dark furred bugbear, wrapped up in a hooded cloak was dry only a few moments ago... rain began to drip off its oilskin cloak tightly pulled around it's body as it looked down at 'Drake' of the Night Watch.

A low growl errupts from deep beneath it's hood and it bares it's sharp teeth at Grusk in response. This bugbear just didn't like getting wet...

"If you are a gambling man, ye can come aboard and join us with some rum... "

@Draidden

@Wizard of the Coat @JubalBreakbottle @omegoku 
you guys are up next

Edited by DarkAngel (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 remained crouched in shadows. He wanted to be sure the others were in position before he lept out of his hiding place, blade slashing.

Til then, he stayed quiet and waited for the attack to begin.

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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 1/2
Spells +10 DC 18 | Cantrips | 1st 3/4 | 2nd 3/3 | 3rd 2/2

Abilities & Saves

AC (bracers) 20 | Initiative +1
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.pngHaving lost his translator, Jubal-kraken takes a deep breath of harbor water before continuing his slow ascent up the barnacled hull of the ship.

He watches his fellow marines who are able to climb three times faster than him out of the water to coordinate timing of assaulting the weather deck.

Baby Kraken

HP 52/52 AC (bracers) 18 | Initiative +1
Passives Perception 23 | Investigation 15 | Insight 15

Speed 10 ft | Swim 60 ft
Ability Mods Str +3 | Dex +1 | Con +1 | Int +0 | Wis +5 | Cha +0
Saves Str +3 | Dex +1 | Con +1 | Int +0 | Wis +5 | Cha +0

Attacks Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target

Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Perception +8 | Acrobatics +4 | Stealth +5 (advantage underwater) | Athletics +1

Mechanics

Move Climb 10/2 = 5 ft

Action Climb 10/2 = 5 ft

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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 might have been concerned that the plan suddenly hinged on the half-orc's acting skills. But she knew better. She knew that most pirates were idiots--and the crew on deck looked, in her estimation, to be pirates. She considered cursing the bugbear with befuddlement, but the moment passed to quickly: before she could act, the bugbear had already fallen for Grusk's ploy--or the bugbear had decided to play along.

The redhead told herself she was part of a team now, and had to start thinking like part of a team. This was a coordinated attack, not some solo infiltration: her comrades would be on the deck to aid the half-orc before she. Her job was to lower the fore sails. She needed to stick to the plan.

Uncomfortable with the wait, Knell held her position, waiting for the signal and keeping an eye out for trouble.


OOC

Equipped

Main hand: loaner dagger

Off Hand: empty

Actions

Move:

Standard Action:

Passive Perception: 19

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

Name
Acrobatics vs Rocking Ship
16
1d20+7 9
Perception
20
1d20+9 11
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Posted (edited)

cara.jpeg.f0727d58b30d913caa32c3d66e10d6f1.jpegStealth Mission

Init

24* - Finn .. forward anchor 45 hp ... 23 slashing dam
23* - Sandy .. water

21 - Grusk .. rowboat .. climbing rope ladder
19 - Red Knell .. fore mast ... perception 20
19 - Njardun .. side of ship ... ready to leap onto deck
17 - ms. Blueblood .. rear mast
16 - Eiranne .. hiding on deck
16 - Shadowmonk .. hiding
13* - Phlebas .. forward anchor
11 - Jubal - Krakken .. climbng ... ready to hop onto deck

buff : *Aura of the Sentinel

DM ... Everyone may post new round actions in any order until combat breaks out...


 

Edited by DarkAngel (see edit history)
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