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04:48, 3rd May 2024 (GMT+0)

Notes.

Posted by StorytellerFor group 0
Storyteller
GM, 33 posts
Sun 22 Sep 2019
at 01:11
  • msg #28

The Cursed Ship

Character Skills:

Firearms: Mastery Level

Unarmed Fighting, Expert Level

Formal Dancing, Novice

Language, English, Fluent (Read and write)

Language, Demonic, Fluent (Read and write)
This message was last edited by the GM at 01:38, Sun 22 Sept 2019.
Storyteller
GM, 34 posts
Sun 20 Oct 2019
at 16:48
  • msg #29

The Cursed Ship

Weapons,

1. Demon Heavy Pulse Gun (8 power cells)(Primary Weapon)

2. Largran Hard ammo Sniper Rifle (30 rounds)

2. Demon Combat Knife (Melee Weapon)

3. x5 C10 Explosive

5. DT5 Handgun Hard ammo/Pulse (4 clips/Cells) (Back up Sidearm)

7. Vampic RPG pistol (6 Shots)

8. x4 Frag grenades
-------------------------------------------------------------------------------

Armor/Clothing

Medium Delta Night Armor with Envirosuit worn underneath and Balaclava.

x3 Pack of Derma Foam

x1 Strong Rope
This message was last edited by the GM at 17:02, Sun 20 Oct 2019.
Storyteller
GM, 35 posts
Sat 7 Dec 2019
at 17:22
  • msg #30

The Cursed Ship

ac is base 21 to 22

while under the effects of agile parry its 24

Movement speed change drops to 45 from 50
Storyteller
GM, 36 posts
Sun 8 Dec 2019
at 12:49
  • msg #31

The Cursed Ship

Note prep Silence spell

lvl 2 Cleric.
Storyteller
GM, 37 posts
Tue 10 Dec 2019
at 21:23
Storyteller
GM, 38 posts
Sun 29 Dec 2019
at 21:44
  • msg #33

The Cursed Ship

CINIA

In the recesses of Demonic space lies the frozen planet *Cinia* the entire planet is a frozen wasteland marked by moving glaciers and icebergs that drift as fast as a running person, constantly colliding with one another and with surrounding mountains of enormous sizes. Snow avalanches are common and violent.

The weather is dominated by powerful snow storms that howl with incessant powerful winds. Thin layers of accumulated snow often hide deep crevasses that could engulf people foolish enough to try traversing its frozen surface.

The average temperature of the planet ranges from (–81.6 degrees F to –90.6 degrees F) (-63 C to -68 C)

In crevices it's not uncommon to find perfectly preserved corpses that have fallen victim to the planets harsh weather, also a rare breed of ancient Frost Pirloc dominates the surface of the planet as the Alpha predator at 90 feet long and 45 feet in width (30 yards) (15 yards)

Demons that survive here are mostly isolationist or exiles and are usually pale in skin tone and don’t seem to suffer as badly from the extreme cold having adapted over a long enough period of time they range from a bluish to almost white hue but share the same weaknesses as others of their race.

Notable locations,

The abandoned city of Kin, an enormous uninhabited city of strange architecture that was buried deep under the ice (Possibly demon or Qarl origins?)(Lies at the south pole of the planet)

The Pit, a dark and windy shaft several hundred feet in diameter in the center of the planet that ends in a lake of frozen slush. At the bottom of the lake, at a depth of 1,001 fathoms (1,831 meters)(6008 feet) is said to have a material like substance that looks like ice but is harder then the finest demonic steel.

Creatures,

Ancient Frost Pirloc (Last of its kind)

*Gul* are large looking Salamander like creatures that favor the frozen caverns of Cinia they stand 8 feet tall (2.4 Meters) they have ice-blue scales with translucent white teeth, they are omnivores in nature, six-legged serpentine bodies, reptilian heads, and very long tails. Their sharp claws resembled icicles, and they use these for combat and climbing up slippery slopes with ease.
Storyteller
GM, 39 posts
Thu 9 Jan 2020
at 02:33
  • msg #34

The Cursed Ship

(Verian Battle)

Weapons,

1. ESN Handheld 50 Caliber Minigun (1st Primary Weapon)(*800 Rounds* per belt)(x4 Belts,1x ammo canister *1800 Rounds*)

2. Largran Hard Ammo Assault Rifle (x6 Magazines) (2nd Primary)

2. Demon *Combat Mace* (Melee Weapon)

3. x5 C10 Explosive

5. DT5 Handgun Hard ammo/Pulse (x4 magazines/cells) (Back up Sidearm)

7. Vampic RPG pistol (x6 Shots)

8. x5 Frag grenades

9. x1 Flashbang Grenades

10. Demon Steel Combat Knife (Stored in Boot can also be attached to the assault rifle as a bayonet)
-------------------------------------------------------------------------------

Armor/Clothing

Heavy ESN Combat Armor with Envirosuit worn underneath.

x3 Pack of Derma Foam

x3 Demon Derma Foam

x1 Strong Rappelling rope with gear

x1 Military Flashlight (Can be attached to either DT5 or Assault Rifle)
This message was last edited by the GM at 15:11, Sun 29 Mar 2020.
Storyteller
GM, 40 posts
Mon 24 Aug 2020
at 19:44
  • msg #35

The Cursed Ship

Zobaich De Groell.

Created in a laboratory on Cinia from the DNA of a Neanderthal woman (first gen humans now extinct) and a pure blood demon male the result creating the first generation of prototype demonic crossbreeds many of which did not survive.

When still a infant the facility was raided by demon rebels/outcasts (White skins) there they found Zob and decided to take him with him.

The tribe was ruled by a colossal frost Pirloc called (Gata, Lord of Ice) there he learned how to speak and understand the creatures native tongue, after several years of living among the tribe Demonic forces from Hel came to reclaim the area in what would become the massive cryo prison it is today, a huge and bloody battle took place and the tribe was annihilated and the Pirloc Gata driven into hiding.

One of the head generals of the queens royal expeditionary force a man who could not conceive offspring of his own took pity on Zob and took him back to Hel where he would formally adopt the young demon into his clan thus he gained the title of Groell.

over a thousand years later Zob matured much faster and more capable then any other demon his age his ability to adapt made him a valuable asset to demon military society, over time after joining the ranks of the empire he gained renown for his prowess in battle as a loyal member of the old guard.

This attracted the attention of Qer's sister a young demon woman the two of which hit it off very well and despite much outrage from Qer, they found themselves bonded and with 2 children.

Qer hated Zob's guts for *manipulating* her younger sister but due to her station couldn't move to do anything about it until her father passed and she ascended to the throne once she did she extracted her revenge... having killed her sister and children then having Zob imprisoned making it look like it was a conspiracy against the throne he was loaded up into a prison ship and sent far from Hel to die in exile.

(From there the Delta fleet assault on the demon ship saved him and here we are now)
This message was last edited by the GM at 20:06, Mon 24 Aug 2020.
Storyteller
GM, 41 posts
Fri 4 Sep 2020
at 17:54
  • msg #36

The Cursed Ship

1. Zob's ESN 50 caliber minigun (x5 reloads)

2. Largran Hard Ammo Assault Rifle (x6 Magazines) (2nd Primary)

2. Demon *Combat Mace* (Melee Weapon)

3. x5 C10 Explosive

5. DT5 Handgun Hard ammo/Pulse (x4 magazines/cells) (Back up Sidearm)

7. Vampic RPG pistol (x6 Shots)

8. x5 Frag grenades

9. x2 Flashbang Grenades

10. Demon Steel Combat Knife (Stored in Boot can also be attached to the assault rifle as a bayonet)
-------------------------------------------------------------------------------

Armor/Clothing

Reinforced Heavy ESN Combat Armor with Envirosuit worn underneath.

x3 Pack of Derma Foam

x3 Demon Derma Foam

x1 Strong Rappelling rope with gear

x1 Military Flashlight (Can be attached to either DT5 or Assault Rifle)

x2 Ammo Canister strapped to back.
This message was last edited by the GM at 14:32, Fri 01 Jan 2021.
Storyteller
GM, 42 posts
Mon 28 Sep 2020
at 13:57
  • msg #37

The Cursed Ship

Zob took a glance back at Roy then back to the leader he had a menacing look in his eyes, "Ive heard enough..." Zob then pinned him to the ground with both hands, Zob then barred his razor sharp demonic teeth as he inched closer, "You think you know what it meant to be a monster?... well I'm going to show you..." if nobody attempted to stop him he would proceed to devour the poor man alive his teeth ripping and tearing into the flesh and bone of the leader like a starved rapid animal until he was no longer living.
Storyteller
GM, 43 posts
Sat 19 Dec 2020
at 14:58
  • msg #38

The Cursed Ship

Pern 7

Gio 6

Brooke 13

LGR, 10
Storyteller
GM, 44 posts
Sun 16 May 2021
at 23:41
  • msg #39

The Cursed Ship

16,17,18th July next meet up.
Storyteller
GM, 45 posts
Sat 12 Jun 2021
at 02:12
Storyteller
GM, 46 posts
Tue 29 Jun 2021
at 05:51
  • msg #41

The Cursed Ship

Zob's Primary Weapons

1. Zob's Custom Largarn Assault Rifle x1 (Hard Ammo 5.56 Ammunition)

Attachments, 3.5x Largarn Optic Scope, Foregrip, 100 Round Drum Magazine, 3 round burst or fully automatic, Foldable Bipod.

2. x2 DT5 Handguns Hard ammo/Demon Pulse (.308 Hard Ammo Rounds)

3. Roussian 'Ender' (Marksman Rifle)(4 round magazine, Armor piercing/Anti Personnel/Incendiary explosive)
This message was last edited by the GM at 06:21, Tue 29 June 2021.
Storyteller
GM, 47 posts
Fri 9 Jul 2021
at 14:02
Storyteller
GM, 48 posts
Thu 15 Jul 2021
at 03:31
Storyteller
GM, 49 posts
Wed 4 Aug 2021
at 21:06
  • msg #44

The Cursed Ship

1. Zob's Custom Largarn Assault Rifle x1 (Hard Ammo 5.56 Ammunition)

Attachments, 3.5x Largarn Optic Scope, Foregrip, 100 Round Drum Magazine, 3 round burst or fully automatic, Foldable Bipod.

2. x1 DT5 Handguns Hard ammo/Demon Pulse (.308 Hard Ammo Rounds)

3. Retractable Blade Gauntlet (Concealed under clothing)

4. Vampic RPG pistol (6 shots)

5. Medium Delta Night combat armor with environmental suit underneath.

6. x4 C10 explosives

7. 2 Frags,x2 flash bangs

8. (Spare Ammo for weapons)

9. 3 pack dermafoam
This message was last edited by the GM at 21:27, Wed 04 Aug 2021.
Storyteller
GM, 50 posts
Thu 19 Aug 2021
at 00:39
  • msg #45

The Cursed Ship

Class Monk 7 (Kensei)
Class Cleric 1 (Light)
Race Warforged
AC 19 (20 with +5 Modifier) (22 with Agile parry and modifier)
HP 101
Speed 45ft
Stats.

Str 14 +2
Dex 20 +5
Con 20 +5
Int 12 +1
Wis 18 +4 (20 +5)
Cha 11 +0

Background (Faction Agent)

Saving Throws: Strength, Dexterity

+3 Proficiency bonus

7 Ki points

Skills

Acrobatics,Athletics (Monk)
Insight,Perception (Faction Agent)
Stealth (Specialized design Racial)

Tool Proficiency, Woodcarving Tools,Calligraphy tools,painters supplies

Weapons,

1. Katana 1d8 Piercing (Versatile 1d10) (Silver) (Kensei Weapon)

2. Yumi Longbow 1d8 Piercing 150/600,Heavy,Two Handed (Kensei Weapon)

3. Tanto (Kensei Weapon)

(Uncommon Item, Bracers of Archery +2 Damage with longbow/short-bow)(Attuned 1/3)

Spellcasting,

Divine Domain, (Light)

Cantrips,

1.Light
2.Spare the Dying
3.Thaumaturgy

1st Level

1.Protection from Evil and Good
2.Shield of Faith

Bonus Cantrip

When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it.

Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

----------------------------------------------------------------------------

Constructed Resilience, Advantage on saving throws vs poison and resistance to poison damage, no sleep,eat.drink,breath and immune to magic sleep, immune to disease, cannot be magically aged.

Sentry's rest, when taking a long rest over 6 hours you remain conscious and are fully alert.

Specialized design, Painting tool proficiency, Skill Stealth

----------------------------------------------------------------------------

Unarmored Defense
Beginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts
At 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.

• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.

• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

• When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.

Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier (16)

Flurry of Blows
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.

Patient Defense
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.

Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.

Unarmored Movement
Starting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.

Monastic Tradition
When you reach 3rd Level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd Level and again at 6th, 11th, and 17th level.

Deflect Missiles
Starting at 3rd Level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d 10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.

Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Slow Fall
Beginning at 4th Level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.

Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Stunning Strike
Starting at 5th Level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.

Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

Stillness of Mind
Starting at 7th level, you can use your action to end one Effect on yourself that is causing you to be Charmed or Frightened.

Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

------------------------------------------------------------------------------------

Way of the Kensei
(Xanathar's Guide To Everything)

Path of the Kensei
At 3rd level, you gain the following benefits:

Kensei Weapons: Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon either melee or ranged to be a kensei weapon for you, following the criteria above.

Agile Parry: If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.

Kensei's Shot: You can use a bonus action on your turn to make any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.

Way of the Brush: You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

One with the Blade
At 6th level, you gain the following benefits.

Magic Kensei Weapons: Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike: When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
This message was last edited by the GM at 18:11, Thu 19 Aug 2021.
Storyteller
GM, 51 posts
Thu 19 Aug 2021
at 20:19
  • msg #46

The Cursed Ship


Varis Liadon (Silverfrond)


Bastion
This message was last edited by the GM at 02:04, Sat 28 Aug 2021.
Storyteller
GM, 54 posts
Tue 7 Jun 2022
at 22:29
  • msg #47

The Cursed Ship

Name: Akeem Abd Al-Rashid

Religion: (Confidential)

Age: 28

Nationality/Race: Shemite

Eye: Chestnut Brown

Hair: Black/Short

Skin: Tan

Sexuality: Straight

Height: 5'9

Weight: 220

Persona:

Prof: Former Mercenary
This message was last edited by the GM at 23:24, Thu 11 Aug 2022.
Storyteller
GM, 56 posts
Fri 26 Aug 2022
at 16:16
  • msg #48

The Cursed Ship

Varis Liadon (Silverfrond) aka Bastion

Class, Paladin
Race, Half Elf
AC, 18 (19 in Armor)(21 With armor and shield of faith)
HP, 120
Speed, 30ft

Stats.

Str 20 +5
Dex 14 +2
Con 20 +5
Int 11 +0
Wis 14 +1 (16 +3)
Cha 20 +5

Background (Faction Agent)

Saving Throws: Wisdom,Charisma (Bonus +5 to all saving throws)

+3 Proficiency bonus

Skills Athletics,Persuasion (Paladin)
Insight/Perception/Investigation (Faction Agent)
Deception/Survival (Skill Versatility)

Languages, Common,Elven,Sylvan (Half Elf)
Undercommon,Dwarvish (Faction Agent)

Feats,

1. Great Weapon Master

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

    On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

    Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.


Weapons,

1. Odachi (Greatsword) +1 2d6 (Slashing)(2 handed)(Heavy)(Silver)

2. x20 Javelin 1d6 (Piercing)(Range)(30/120)

Armor,

1. Adamantine Full Plate (18 AC)

Spellcasting,

1st Level (4 Castings) (9 spells prepared)

1.Protection from Evil and Good
2.Shield of Faith
3.Hunters Mark*
4.Thunderous Smite
5.Detect Poison and Disease
6.Purify Food and Drink
7.Heroism

2nd Level (3 Castings)

1.Misty Step*
2.Branding Smite
3.Lesser Restoration
4.Aid

-------------------------------------------------------------------
Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.
-------------------------------------------------------------------

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can't get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

-------------------------------------------------------------------
Channel Divinity (Oath Of Vengeance)

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

    On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

    On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

    Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
This message was last edited by the GM at 00:54, Sun 01 Oct 2023.
Storyteller
GM, 57 posts
Sat 27 Aug 2022
at 04:40
  • msg #49

The Cursed Ship

Storyteller
GM, 58 posts
Thu 10 Nov 2022
at 02:00
  • msg #50

The Cursed Ship

Eldritch is gonna try and make a deal with (Insert Mer woman's name) on top of getting her the fallen star he will also offer to kill her daughters killer personally as well as immediate family)

In exchange he wants Johns (The famous mage dudes) remains from the sunken ship he died on returned to the family for a proper burial as well as divination study to recall his last moments in life that lead up to his demise at sea thus closing the mystery of his demise.
Storyteller
GM, 59 posts
Sun 27 Nov 2022
at 05:12
  • msg #51

The Cursed Ship

Eldridge sat alone quiet for some time after the deal he made with Artemesia he had really stuck his neck out on the line for the woman that sent them out on this journey... and for what so a long mystery could be put the rest about the noblewoman's husband?

No this was a trump card he needed to bargain for what he wanted... a ship that he desperately needed if he was gonna fulfill his mandatory obligations to Artemesia the time of secrecy would soon come to a end and he would have to come clean about his under the table dealings and why he was traveling with the party and his true intentions.

1. His real name Gortwog gro-Nagorm the child of a infamous orcish slaver (Deceased) His mother a brainwashed human female slave (Raped and Deceased)

2. His behind the scene dealings with Artemesia Queen of the Mer Folk and how he needs the Fallen Star to more or less save his life by completing his end of the deal.

'Eldridge you idiot what the hell's do you think you are doing?! you already owe her enough and you just put yourself into deeper debt and all for what some elvish noblewoman that didn't give a rats ass about you before it became relevant... to bring back her mage husbands dead body back so it may receive a proper burial... you are taking a big risk doubling down like this and one day its gonna come back and bite you hard in the ass.' 
he thought to himself for a moment before letting a small tear flow from his eyes he then regained his composure.

'Hell with it all... if you don't risk anything you gain nothing and we need every advantage we can get no matter the cost... but i have to tell them soon cause i can't do this alone anymore'

This message was last edited by the GM at 05:33, Sun 27 Nov 2022.
Storyteller
GM, 60 posts
Wed 14 Dec 2022
at 02:00
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