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Notes.

Posted by StorytellerFor group 0
Storyteller
GM, 1 post
Sat 3 Jun 2017
at 14:02
  • msg #1

Notes

TBD
Storyteller
GM, 2 posts
Sun 4 Jun 2017
at 04:13
  • msg #2

The Cursed Forest


This message was last updated by the GM at 04:14, Sun 04 June 2017.
Storyteller
GM, 3 posts
Sun 4 Jun 2017
at 04:24
  • msg #3

The Cursed Ship


This message was last edited by the GM at 04:24, Sun 04 June 2017.
Storyteller
GM, 5 posts
Mon 4 Sep 2017
at 20:39
  • msg #4

The Cursed Ship

General Theme:

1. Max Payne 2 - Main Theme

2.

Sad Theme:

1.

2.

Fight Theme:

1.

2.


Love Theme:

1. Planescape Torment Soundtrack - Annah's Theme

Happy Theme:

1.

2.

Death Theme:

1. Max Payne 2 [OST] #10 - All In A Heartbeat: If Max Should Die


"You don't have to become a monster to defeat one"

All is burned and scattered
My trust has been betrayed
The price of all that mattered
Is one that cannot be paid.

I have buried all of the dead
But they have not gone in vain
For all that I’ve suffered
I will bring them endless pain.

My heart has grown cold
And my soul has become numb
I will have my vengeance
Now see what I’ve become.

Once I had a family.Once I had a life.Once I had a chance. Once I had a choice. I did what I had to do to protect the things I had but in doing so became the very thing I was trying to protect them from.
This message was last edited by the GM at 01:21, Fri 08 Sept 2017.
Storyteller
GM, 6 posts
Tue 12 Sep 2017
at 04:40
  • msg #5

The Cursed Ship

I walk my own road. I have walked it for a lifetime. I have bared many
sorrows and hardships. I have felt love, compassion, care, and
understanding. I have learned not to take people in. But let them take
cover under my wing. I have grown on others and others have grown on me.
I have taught many people just as much as people have taught me.
If I have learned one thing though. It is that you walk your own road.
Others may walk it with you. But no one can walk it for you.

This message was last edited by the GM at 05:07, Tue 12 Sept 2017.
Storyteller
GM, 8 posts
Sat 16 Sep 2017
at 16:40
  • msg #6

The Cursed Ship

(The plan seemed to be working as the Kojin attack stopped and the creatures retreated deep into the water after not being able to get through the shield, however the boat was not doing so well in itself as a even larger hole broke open drastically reducing the time the ship would stay afloat but with Garuda's wind and a bit of luck the group makes it to the cliff side just as the boat says its goodbyes and passes on to to join its brothers in Davy Jones locker)
Storyteller
GM, 9 posts
Mon 18 Sep 2017
at 08:27
  • msg #7

The Cursed Ship

(Tio scanned the waters but nothing decided to pop up and say hello)

(The group makes it to the shore just as the ship sinks to its watery grave. The group is now standing on the  edge of the shore now faced with a few small cliffs, as you look around you see no sign of the Kojin or there activities on this shore)
Storyteller
GM, 10 posts
Tue 26 Sep 2017
at 18:24
  • msg #8

The Cursed Ship

(It would seem that the groups luck had finally run out as one of the patrols from below turned its head towards the group above and spotted them, the four Kojin in the patrol brandish weapons, two of them begin conjuring up blasts of water which fall short of the party while the other two are armed with Katana's take a defensive stance behind some coral.)

(Yeah bad luck rolls)
Storyteller
GM, 11 posts
Thu 28 Sep 2017
at 20:36
  • msg #9

The Cursed Ship

(The group manages to slip away unnoticed but being spotted has put the place in high alert for the time being.)

(As the group approaches Yla's descending point into the shadows, she begins to notice that the Kojin are breaking off there search of them and instead marshaling in force weapons drawn to the area just on the other side of where they are standing, the sounds of fierce fighting can be heard.)
Storyteller
GM, 12 posts
Fri 28 Sep 2018
at 04:30
Storyteller
GM, 13 posts
Fri 28 Sep 2018
at 04:30
Storyteller
GM, 14 posts
Fri 28 Sep 2018
at 04:30
  • msg #12

The Cursed Ship

Storyteller
GM, 15 posts
Fri 28 Sep 2018
at 04:31
  • msg #13

The Cursed Ship

Storyteller
GM, 16 posts
Fri 28 Sep 2018
at 04:32
Storyteller
GM, 17 posts
Fri 28 Sep 2018
at 04:32
Storyteller
GM, 18 posts
Fri 28 Sep 2018
at 05:56
  • msg #16

The Cursed Ship

Class Monk lvl 6
Race Warforged (Skirmisher)
Way Of The Kensei (Archtype)
AC 18 (19)
HP 75
Speed 50ft
Stats.

Str 14 +2
Dex 20 +5
Con 20 +5
Int 12 +1
Wis 16 +3 (18)(+4)
Cha 11 +0

Background (Hermit)

Ki 0/6

Weapons,

1. Masterworked Katana 1d8+5 Piercing (Versatile 1d10) (Silver) (+8 Atk)

2. Masterworked Yumi Longbow 1d8+5 Piercing 150/600,Heavy,Two Handed (+8 Atk)

3. Tession Of The Raging Inferno (Artifact) (Attuned 2/3)

4. Unarmed Strike (1d6+5) (+8 Atk)

(Uncommon Item, Winged Boots)(Attuned 1/3)

Languages known, Common,Abyssal

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.


Sharpen the Blade
At 11th level, as a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

Unerring Accuracy
At 17th level, if you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
-----------------------------------------------------------------------------------------

Character Portrait, https://img00.deviantart.net/7...romaggot-d5t0486.png
This message was last edited by the GM at 03:02, Tue 09 Oct 2018.
Storyteller
GM, 19 posts
Thu 28 Feb 2019
at 23:04
  • msg #17

The Cursed Ship

(Mission, The Pit)

Weapons,

1. ESN/AP Model FN P90 (Submachine Gun) (50 Round Magazine) (4 Clips) (Stored on Mech)

2. DT5 Handgun Hard ammo/Pulse (4 clips/Cells) (Worn On Person)
-------------------------------------------------------------------------------

Armor/Clothing

Light Boarding Armor with Envirosuit worn underneath

x4 Can of Dermafoam Stored in Leg Compartment.

x1 Small Fire extinguisher (In Cockpit)
-------------------------------------------------------------------------------
Mech Loadout.

*Phoenix*

Rider, CPO Ambermoon

'Customized  MK-IV with reinforced armor plating'

Left hand, Mech Heavy Pulse Gun. (4 Spare Cells)

Right Hand, Metal Hand.

Right Shoulder, Grenade Launcher 3 Volleys Each 24 Grenades launched per volley.

Left Shoulder, Grenade Launcher 3 Volleys Each 24 Grenades launched per volley.

Leg Compartment. Med Kit, Small Tools, Sub-machine Gun storage with ammo.

(50 feet of cable on back)
This message was last edited by the GM at 03:52, Fri 01 Mar 2019.
Storyteller
GM, 20 posts
Sat 9 Mar 2019
at 20:28
  • msg #18

The Cursed Ship

-----> From Hanger Dec

Zob needed some time to himself to reflect... seeing the kids and the horror stories they have endured kinda started to take its toll on him, he felt sorry for them and guilt over wanting to leave them to die in the Stem during Delta Night to focus on the mission... if that would of happened Roll,Jax,Sneak and the others would of been food for the stem rats or worse soup for the vampics and demons.

Zob approached a punching bag and removed his shirt setting it off to the side as he stretched after a few moments he began to throw a few jabs and hooks resulting in a rather loud pounding noise much like a hammer striking concrete... the voice inside his head began to whisper dark things to him as he began to doubt himself, 'That wisp was right... you have gone mad... gone soft you are a pathetic excuse for a Demon... THESE KIDS ARE FOOD AND SLAVES THAT SHOULD BOW TO YOUR EVERY WHIM!, THE WEAK SHALL THE SERVE THE STRONG, YOU ARE A PRINCE OF DEMONS ZOBAICH!'

The voice echoed in his head as Zob tried to control the boiling hate inside him as he hit the punching bag harder and harder, "I'm not like you... just leave me alone!" he said out loud to himself almost if he was talking to somebody that wasn't really there.

'NEVER ZOBAICH I AM YOUR RAGE, I AM WHAT MAKES YOU STRONG... WITHOUT ME YOU ARE NOTHING... YOU THINK YOU SUFFER, YOU KNOW NOTHING OF PAIN... I WILL BE YOUR TEACHER'

Zob then feel to his knees it felt like somebody shoved a knife into his chest he gasped for air and it was in that moment he saw a shadowy figure only he could see take shape before him it was the Elder of his clan Xag'dromath, 'SUBMIT TO YOUR RAGE ZOBAICH... DEFIANCE WILL ONLY SERVE TO HURT YOU MORE THEN ANY WOUND YOUR ENEMIES COULD EVER INFLICT UPON YOU...'

The figure which was demon like in nature paced back and forth, 'HOWEVER... IT IS NOT TO LATE FOR YOU... DESTROY THEM ALL AND YOU WILL EARN YOUR RIGHT TO TAKE THE THRONE AND LEAD OUR PEOPLE TO GLORY... THE UNIVERSE WOULD BOW BEFORE YOUR MIGHT... WE WOULD BE UNSTOPPABLE!' the figure laughed a insidious laugh as he watched Zob slowly rise to his feet.

Zob looked the figure in its glowing red eyes, "Xag... i pity you... you know nothing beyond your bloodlust and selfish greed, ive come to learn i don't need you or them to be strong... i will always fight for what i believe in... A better future for everyone not just demons!"

The figure sighed a bit dissapointed in his choice, "VERY WELL THEN YOU HAVE CHOSEN DEATH... YOU COULD OF BEEN USEFUL" Zob then found himself laid out hard on the floor, 'I SHALL WAIT FOR YOU AT HELS GATES... ASSUMING YOU EVEN MAKE IT THAT FAR BEFORE THE NINE HELLS TAKES YOUR SOUL' the figure then turned its head and vanished leaving Zob laying there bordering unconsciousness.
This message was last edited by the GM at 23:17, Sat 09 Mar 2019.
Storyteller
GM, 21 posts
Fri 12 Apr 2019
at 05:25
  • msg #19

The Cursed Ship

Zob loaded up the rifle he only had a max of 7 shots to hit that mark but the goal was to hit it on the first try a feat im certain Lyri could do in her sleep.

Zob got comfortable as he braced the weapon against his shoulder and took aim through the optics he then took a moment to gauge the range and adjusted accordingly when he was ready he lined up the sights and held his breath before squeezing the trigger the result caused the branch on the tree to break off violently, "Not bad at all, although without a shadow of a doubt i know you can do better" he said to Lyri as he turned the safety on and returned the weapon to the SGT so somebody else could give it a try, "Yeah we should get a few of those, be nice to have more marksman rifles on hand"
This message was last edited by the GM at 06:38, Fri 12 Apr 2019.
Storyteller
GM, 22 posts
Wed 24 Apr 2019
at 14:46
  • msg #20

The Cursed Ship


What Service were you in before you saw the error of your ways?
How long did you served in that Capacity?
What did you feel was the pivotal moment that prompted to leave this field?
Has your change been what you expected it would?
Do you feel this change been better? Worse or have no opinion either way
What roll, In Delta Fleet, do you feel best suited to?
What changes, if any do you think Human Forces could benefit from?
Storyteller
GM, 26 posts
Thu 11 Jul 2019
at 15:04
  • msg #21

The Cursed Ship

Weapons,

1. Demon Heavy Pulse Gun (7 power cells)

2. Demon Combat Knife

3. x5 C10 Explosive

4. Largarian Hard ammo Assault Rifle (5 Clips)

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

6. x4 Flashbang Grenades

7. Vampic RPG pistol 6 rounds

8. x2 Frag grenades
-------------------------------------------------------------------------------

Armor/Clothing

Heavy Boarding Armor with Envirosuit worn underneath

x5 Can of Dermafoam, x1 Demon Dermafoam

x1 T Rope
Storyteller
GM, 27 posts
Sun 21 Jul 2019
at 02:28
  • msg #22

The Cursed Ship

https://eberron.fandom.com/wiki/The_Lord_of_Blades

Bastion's old friend gone rogue
Storyteller
GM, 28 posts
Sun 21 Jul 2019
at 02:29
Storyteller
GM, 29 posts
Sun 21 Jul 2019
at 03:33
  • msg #24

The Cursed Ship

(Elf) Varis Liadon (Silverfrond) Bastion's real name (Before sacrificing himself to the goddess of magic and becoming amongst the first warforged to walk the earth and fight in the great war.

His memories of a life before a warforged are almost non existent only the greatest of Elven lords and or kingdoms would have any record of the name, Bastion holds the elves in high esteem and gets along with them better then any race he has come into contact with over the last 2000 years, he adapts his fighting style based off elven principles and this is shown by the fact he carries a Elven forged Katana and Elven longbow and fights with a unnatural grace found only by the elves.

Bastion was a incredible warrior in his time his skill with a blade was nearly unmatched except by his commander a warforged who eventually became known as The Lord Of Blades who grew a deep hatred for the mortal races of the world feeling that the Warforged race were nothing but pawns of the gods... Bastion deserted from his Warband after they marched on a large village and murdered every man woman and child and sought out a life of solitude and hiding.

For a long time after that Bastion put down the sword and decided to help the races of the land establish themselves in what would become the major kingdoms of the land (Insert names here) he always kept himself under the radar for the most part but as conflicts grew once again through the land Bastion took up the sword again never forgetting the purpose of his existence was to safe guard against the evils of (Insert bad guys name here) secretly Bastion feels like he has lived well beyond his time he has seen friends grow old and pass away and one day hopes to join them in the grand paradise of Elysium.
This message was last edited by the GM at 05:04, Sun 21 July 2019.
Storyteller
GM, 30 posts
Sat 27 Jul 2019
at 14:36
Storyteller
GM, 31 posts
Sat 27 Jul 2019
at 14:39
  • msg #26

The Cursed Ship

24 Str, 16 Dex, 18 Con, 14 Int, 16 Wis, 22 Cha.

Armor Class 22 (Plate)

Hit Points 350-400 HP (Debatable)

Speed 40 ft., climb 40 ft.
---------------------------------------------------------------------------------

Damage Resistances, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities Poison

Condition Immunities Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 120 ft., Passive Perception 19

Languages Common
----------------------------------------------------------------------

(NOTE: Abilities marked as * are custom tweaks)

Legendary Resistance (3/day) When the Lord of Blades fails a saving throw, he can choose to succeed instead.

Magic Attuned Strikes, The Lord of Blades attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

*Keen Edge* The Lord of Blades can score a critical hit on a melee attack with a roll of 18 or 20.

Bladed Body. Any creature that grapples the Lord of Blades takes 3d6 piercing damage. Continuing to grapple the Lord of Blades results in 3d6 piercing damage taken at the start of subsequent turns.

*Lordly Resolve* (1/day). When the Lord of Blades is bloodied, he gains 25 temporary hit points and regains 25 hit points.

Action Surge (1/day). The Lord of Blades can push himself beyond normal limits for a moment, he can take one additional action.
------------------------------------------------------------------------------------
Battle Maneuvers. The Lord of Blades can apply one of the following maneuvers each time he hits with an attack:

Pushing Attack. Move the victim up to 10 ft. in any direction if they fail a DC 21 strength saving throw.

Marking Attack. Prevents them from moving until the end of their next turn.

Goading Attack. The enemy must make a DC 21 Wisdom saving throw or suffer disadvantage on attacks against targets other than the Lord of Blades.

Trip Attack. The victim must make a DC 21 Strength saving throw or be knocked prone.
------------------------------------------------------------------------------------
Innate Spellcasting. The Lord of Blade's innate spellcasting ability is Charisma (spell save DC 19, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

1/day: Blade Barrier
----------------------------------------------------------------------------------

Multiattack. The Lord of Blades makes three attacks.

Adamantine Sixblade. Melee Weapon Attack: +10 to hit, reach 10 ft., 2 targets. Hit: 22 (3d10 + 6) slashing damage.

Shoulderbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., 2 targets. Hit: 17 (3d8 + 4) piercing damage.

Static Discharge (Recharge 5-6). All creatures within 5 ft. of the Lord of Blades must make a DC 21 Constitution saving throw. On a failed save, the targets are paralyzed until the end of their next turn.
-------------------------------------------------------------------------------------

Parry. The Lord of Blades adds a 1d10 to his AC before an attack hits.

Adamantine Foundation. The Lord of Blades can turn a critical hit into a normal hit.
-------------------------------------------------------------------------------------

The Lord of Blades can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Lord of Blades regains spent legendary actions at the start of its turn.

Attack. The Lord of Blades can make one attack with his Adamantine Sixblade.

Charge (Costs 2 Actions). The Lord of Blades can charge 15 ft. in any direction, this movement does not provoke opportunities of attack, and force a character to make a DC 21 strength saving throw. If the target fails, they take 3d6 bludgeoning damage and 3d6 necrotic damage and are knocked prone 5 ft back.

Lord of Constructs (Costs 3 Actions). Each construct in a 30 ft. range gains 20 temporary hit points, a bloodied construct also regains 20 hit points.
This message was last edited by the GM at 17:24, Sat 27 July 2019.
Storyteller
GM, 32 posts
Fri 13 Sep 2019
at 01:21
  • msg #27

The Cursed Ship

Weapons,

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

2. Demon Combat Knife (Melee Weapon)

3. x50 Pounds C10 Explosive (30 Detonators)(In Sealed Container)

4. Largarian Hard ammo Assault Rifle (6 Shot underslung semi auto shotgun attachment)  (5 Clips Normal)(6 Shots Buckshot,6 Shot Slugs)

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

6. x2 White Phosphorous Grenades

7. Vampic RPG pistol 6 shells

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

Armor/Clothing

Heavy Boarding Armor with Envirosuit worn underneath

x6 Pack of Derma Foam

x1 Strong Rope

1X Can of Purple and Yellow Smoke.
This message was last edited by the GM at 01:49, Fri 13 Sept 2019.
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
Storyteller
GM, 61 posts
Thu 5 Jan 2023
at 21:24
  • msg #53

The Cursed Ship

Dying isn’t the hard part, it’s living knowing the weight of the souls you carry with you will never become lighter

“You’ll never understand the violence it took to become this gentle”

“You?! YOU did all of this?!”
“Yes. Surprised, aren’t you?”
“Why?!”
“Because of what they did to us. To you! They started this fight. I simply finished it. All it took was time, patience, and the will to see it through to the end.”
“All the horrors! The destruction, the pain and suffering!”
“All of it necessary to get our revenge.”
“Dear God, little brother; what have you become?!”
“Myself.”

“Here you are at the end, at the brink of your limit in a dire situation, powerless to stop what is undoubtedly about to come next. You feel it, don’t you…? Death knocking at the door… The cold truth sickening your body like poison. Your heart and soul is going to die, and it’s going to be by your own hand.”
Storyteller
GM, 62 posts
Thu 5 Jan 2023
at 22:08
  • msg #54

The Cursed Ship



Aegnor Liadon (Aka the Lord of blades)(Bastion's older brother)(oath of conquest paladin 20)

Bastion, “You?! YOU did all of this?!”

Blades, “Yes. Surprised, aren’t you?”

Bastion, “Why?!”

Blades, “Because of what they did to us. To you! They started this fight. I simply finished it. All it took was time, patience, and the will to see it through to the end.”

Bastion “All the horrors! The destruction, the pain and suffering!”

Blades, “All of it necessary to get our revenge.”

Bastion, “Dear Gods, brother; what have you become?!”

Blades, “Myself.”
This message was last edited by the GM at 17:31, Fri 06 Jan 2023.
Storyteller
GM, 63 posts
Mon 9 Jan 2023
at 16:57
  • msg #55

The Cursed Ship

Tonbokiri Spear
Storyteller
GM, 64 posts
Wed 11 Jan 2023
at 06:20
  • msg #56

The Cursed Ship

Death can have me when it earns me

“Monsters are not simply born, they are created. Yet the world always chooses to deny this truth, until they have no other choice but to look on in horror as their creation shows them what a true monster is capable of, and that creating a monster always has consequences.”
This message was last edited by the GM at 19:38, Mon 27 Mar 2023.
Storyteller
GM, 65 posts
Sun 12 Mar 2023
at 02:54
  • msg #57

The Cursed Ship

Gortwog gro-Nagorm's ancestry is that of Weretouched, his father a slaver pirate being the infected carrier and his mother a poor human woman slave which was the unfortunate victim of sexual violence.

For Gortwog he was born a half breed of both Orc and Human origin he inherited the ability from his fathers genetics to manifest claws which he uses as him primary form of weapons, growing up in Florance a orphan he was shunned and hated because he was seen as something of a freak/monster on top of the already racial prejudice towards orcs.

When he was a young child Gortwog ran away from the orphanage and fell in with criminals in the Shade assisting with many smuggling operations and other various illicit activities... however he never felt beholden to them but the pay was good and it was a roof over his head but when the time came he cut and ran stowing away aboard a pirate vessel.

When Gortwog was eventually discovered instead of being tossed overboard he was made to be a cabin boy and was taught life aboard a ship and for once in his life he found purpose at sea growing to love the freedom to do whatever he wanted and being treated as a equal instead of being treated as a freak of nature and he would stick with this crew for many years growing from a adolescent to an adult.

Then one evening as they passed The Bay of Stho a small bar of sand on a pretzel shaped island about 2500 nautical miles north of the jaws of the Verdant Mother disaster struck and the ship was devastated by a 62.3 feet (19 m) tall swell that capsized the ship killing all aboard and sending the vessel to a watery grave at the bottom of the ocean.

Gortwog tried his best to swim to the safety of shore but the current was far to powerful almost supernaturally so and soon fell beneath the waves that pinned him below the surface, getting tossed like a rag doll before eventually his vision faded and what should of been death turned out to be a fate far worse then that somehow he awoken on the shores of Florance alive but in terrible shape where he was found by a passing dock worker.

Eventually the guards did arrive and upon searching his person found he had ties to piracy in the region he was then treated and shortly after thrown in prison where he served out a sentence of hard labor for 3 years and was flogged with the vicious cat of nine tails whip the horrific scars from that torture painfully evident on his back as a painful reminder.

His sentence would of been much longer but thankfully Brandy pulled in several favors from the upper class and managed to get him off the hook and to pay her back has been working off his debt to her by playing bodyguard and bouncer to her establishment, he knew he was given another chance at life so ditched his old name and took on the new self given name of Aldritch and slowly began to turn his life around for the better but the past always had a way of catching up with him and soon the call of the sea and adventure beckoned once again for it was all he knew.

(Note change weak willed to anger issues flaw)
This message was last edited by the GM at 04:23, Sun 12 Mar 2023.
Storyteller
GM, 66 posts
Mon 24 Apr 2023
at 17:11
  • msg #58

The Cursed Ship

Weapon's

1. Zob's Angel steel MMG (encapsulated pulse 300 round box magazine)(quad barrel)(x8 reloads)

2. Zob's Custom Largarn assault rifle (Hard Ammo)

Attachments, 3.5x Largarn optic scope,foregrip,single shot,3 round burst,fully automatic,muzzle break (x9 magazines)

3. x4 C10 explosive

4. Next gen DT5 handgun hard ammo/Pulse (.45 hard ammo)(dart Launcher)(frag rounds)(x4 ammo/cell)(x4 frag rounds)

5. Vampic RPG pistol (6 shots)

6. x4 frag grenades

7. x2 flashbang grenades
-------------------------------------------------------------------------------
Armor/Clothing

Zob's modified heavy boarding armor with envirosuit worn underneath.

Demon steel retractable blade armored gauntlets. (on wrists)
-------------------------------------------------------------------------------
Tactical Rucksack

1x tactical prybar

1x multi-tool

1x military zip-ties

x4 pack of derma foam

x2 Demon derma foam

x2 anti-toxin kit (For use with metal poisoning)

x1 strong rappelling rope with gear
This message was last edited by the GM at 00:01, Tue 25 Apr 2023.
Storyteller
GM, 67 posts
Sat 29 Apr 2023
at 19:02
  • msg #59

The Cursed Ship

str 14
dex 16
con 20
int 20
wis 16
cha 14

Rock Gnome Artificer


    Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.

    Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.

    Speed. Your base walking speed is 25 feet.

    Darkvision. Accustomed to life underground, 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.

    Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

    Languages. You can read, speak, and write Common and Gnomish.

http://dnd5e.wikidot.com/artificer

Perk Sharpshooter

Hit Points

Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
This message was last edited by the GM at 22:43, Sat 29 Apr 2023.
Storyteller
GM, 68 posts
Sun 30 Apr 2023
at 02:02
  • msg #60

The Cursed Ship

Clarification/Correction of Sage Genesis up there:

A Pal3/War3 would have 3 1st level Paladin slots and 2 2nd level Warlock slots. The character can use them in the following combinations:

Cast 5 1st level paladin spells. 1st level spells that can be enhanced by using higher level slots would be so enhanced to level 2 when using the warlock slots.
Cast 5 1st level warlock spells. As above with using higher level slots.
Cast any combination of 5 first level warlock or paladin spells.
Cast 2 second level warlock spells and 3 first level paladin spells.
Smite for +2d8 3 times, Smite for +3d8 2 times.
Various combinations of the above.
Storyteller
GM, 69 posts
Tue 9 May 2023
at 03:15
  • msg #61

The Cursed Ship



Aldritch Half Orc
This message was last edited by the GM at 03:17, Tue 09 May 2023.
Storyteller
GM, 70 posts
Sun 14 May 2023
at 02:10
Storyteller
GM, 71 posts
Sun 14 May 2023
at 02:24
  • msg #63

The Cursed Ship

    Are you a morning person or more of a night owl?

    What’s the first thing you notice about a person when you meet them?

    You see a huge spider in your room. What do you do?

    If you could go back and change one decision you made in the past, what would you change?

    Tell me about your first kiss.

    Do you give people second chances?

    Are you a cat person or a dog person?

    Do you think you’re attractive?

    What’s your worst habit?

    When was the last time you cried?

    Are you a good liar?

    What’s your biggest pet peeve?

    Have you ever had your heart broken?

    Are you more likely to use your fists or your words in an argument?

    What’s something you’re naturally good at?

    What’s something you had to work hard to be good at?

    Can you tell when someone is flirting with you?

    Do you think money can buy happiness?

    Do you believe in destiny?

    Are you a good cook?

    What do you think happens after you die?

    Did you have to grow up fast?

    Who do you look up to?

    When you go to a tavern, what do you order?

    What do you like most about yourself?

    What do you like least about yourself?

    Do you want kids someday?

    Are you a planner, or more spontaneous?

    Can you keep a secret?

    Do you like being the center of attention?

    If you knew you were going to die tomorrow, what would you do today?

    Do you enjoy getting all dressed up for a special occasion?

    Where do you feel safe?

    Do you love or hate being alone?

    What’s the last nightmare you remember having?

    Do you admit to mistakes when you make them?

    Do you want to grow up to be like your parents?

    How do you deal with being sick? Are you stoic, or super whiny?

    What did your parents expect from you when you were born?

    Do you have a strong sense of style?

    Would you rather camp outdoors or stay the night in an inn?

    Is there a food that most people like that you absolutely hate?

    Are you more of a hoarder or a minimalist?

    Are you superstitious?

    Are you the kind of person who remembers people’s birthdays and pets’ names and stuff?

    What do you do to feel better when you’re sad?

    Is it hard for you to trust someone?

    Are you susceptible to peer pressure?

    If you decided to stop adventuring and settle down, what kind of job would you take?

    As a kid, what did you want to be when you grew up?
Storyteller
GM, 72 posts
Sun 14 May 2023
at 02:56
  • msg #64

The Cursed Ship

1. Has no trouble with both equally

2. Their looks

3. Crush it

4. Aldritch would of packed up and left the verdant mother for good when he had the chance instead of letting fate be the cruel mistress and getting him tied up with Artemecia by staying with his pirate family.

5. Aldritch's first kiss was with (Insert female bar owners name from the second town they visited) it was when they both were young teens and still holds feelings for her even though he knows it would never work out between them.

6. Usually Not

7. Dog Person

8. No but that don't bother him any.

9. My temper it gets the better of me most times even if i don't mean for it to.

10. A long long time ago (3 plus years)

11. Aldritch is a terrible liar so he keeps his mouth shut when it comes to matters that need to keep hush hush.

12. People looking down on him for circumstances beyond his control.

13. Yes but it was by his own hand instead of committing to a decent life with (Insert female bar owners name from the second town they visited) running a tavern he set off on his own path and he questions everyday if that was the right thing to do.

14. Violence over words

15. Killing people and sailing ships.

16. Tolerating people and to be more *accepting*

17. Aldrtich is aware but he finds a hard time accepting such flirting as he sees it as people only doing it to get something out of him rather then general care.

18. Money is a necessary part of life and so it can buy both happiness and despair in equal measure.

19. Not Really (He hates the idea that hes not in control of his life)

20. Decent cook but not bad either (Learned a fair bit during his time aboard a ship when he was a young child)

21. The black guardian comes to take you to your final place of rest or to face judgment from the gods for acts you made in life.

22. Yep grew up a criminal fighting to survive in a society that shunned him and gave him no chance to ever make something of himself.

23. Brandy she showed compassion even when it didn't benefit her and its something he has never forgotten.

24. If available cooked venison steak with a cold glass of mead.

25. I'm strong.

26. I'm Strong because i have to be.

27. If it happens it happens but he don't see himself being a father.

28. Despite being a angry person prone to lashing out he is much more of a planner then a spontaneous person.

29. Yup cause Aldritch won't ever talk about it.

30. No

31. Go down fighting.

32. No he chooses to dress practical.

33. By himself away from people.

34. He secretly hates it but he puts on a strong front cause he has to.

35. That of hunting down and killing innocent people like some sort of monster.

36. Not right away but will later on.

37. Aldritch didn't know his parents much other then his mother was a victim of sexual violence and his father was some sort of slaver.

38. Stoic

39. No idea he was to young to remember.

40. Nope

41. Stay in a inn, at least there he has less of a chance to wake up with his throat slit.

42. Chocolate he finds it absolutely repulsive.

43. Minimalist

44. Yes very.

45. He tries to but isint always successful.

46. Drink and eat.

47. Yes cause most people hate him so those who try to befriend tend to be worse then the ones who hate him.

48. Not Really.

49. Tavern Bouncer or ship captain.

50. A normal person.
This message was last edited by the GM at 03:09, Sun 14 May 2023.
Storyteller
GM, 73 posts
Sun 14 May 2023
at 05:50
  • msg #65

The Cursed Ship

First questions - The Early Years

Home was a hammock aboard a ship, running errands for the captain and helping out the cook and cleaning.

199 other sailors including the ships captain, no animals.

While technically born at sea, his official residence was in Florence.

N/A (Family Dead)

N/A (Family Dead)

The island of the 4 seasons was a cursed land that nobody survived going to due to the storm.

That his biological father was a horrible person but that is just from records he didn't know him for very long.

That i am a monster.

Seedy Folks like fences and bar keepers.

The enemy at the time was the law always it wasn't until he got older that he cleaned up his act and now don't have any actual enemies anymore.

Second Questions - Getting Older

Aldritch loves sailing even though for the longest time he hasn't gotten that chance to do so being landlocked since the incident at sea, other then that he likes to drink and smoke tobacco.

Aldritch did a 2 year hands on apprenticeship with a master shipwright to learn the in and outs of how to keep ships maintained, He then learned how to man a vessel from the ships captain during downtime as a child and is fluent in common and elvish and can write it extremely well despite his brutish nature.

The relationships with his mentors were strictly professional consisting 8 to 12 hour days of hands on training.

(Insert female bar owners name from the second town they visited) they hooked up a few times in the past whenever he was in port and actually considered settling down with her but they both had different paths to take and so ended it on good terms and Aldritch today still second guests himself on it.

Surprisingly he likes to read and his fond of astronomy.

(N/A Don't know them)

(N/A Doesn't have a rival)

Ship wrecked at sea and having his life saved by Artemecia and being forced to do her dirty work on pain of death.

Aldritch's ambition is to have his own ship and be free, both from the Elven lands and the bitch Artemecia of course this is subject to change but as it stands this is his current goal in life.

His flaw is that he doesn't do much to help change peoples minds that he is nothing more then a brute and selfish person and this is due to trust issues that he is slowly starting to get over with the help of the party.
Storyteller
GM, 74 posts
Sun 14 May 2023
at 17:02
  • msg #66

The Cursed Ship

0 skill points remaining

Rank 11 Bite, 47 points invested with +3 from Orc Racial

Orc Racial Bow, 3 points invested.

Orc Racial Sword, 3 point invested.
----------------------------------------------------------------------------------------

Added Flaw (Wild) -3 Speech (9 Intelligence)

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

Light Armor, Rank 4

Agility, Rank 3

Toughness, Rank 2 (2 DR Physical)

Willpower, Rank 2 (5 Magic Resistance)
-----------------------------------------------------------------------------------------

Swim, Rank 1

Perception, Rank 1
-----------------------------------------------------------------------------------------

Intelligence Bonus, +2 Perception,+2 Swiming
Constitution, +2 Toughness Roll
Strength, +7 total to STR for object breaking (Due to great strength), plus +70 lbs extra carry weight, +5 To general strength checks due to great strength.
This message was last edited by the GM at 03:11, Sun 19 Nov 2023.
Storyteller
GM, 75 posts
Thu 10 Aug 2023
at 19:06
  • msg #67

The Cursed Ship

In reply to shadow and friends (msg # 43):

Zob made his way over to the downed EDT and quickly put two rounds in the back of the paralyzed mans head and took his briefcase and forced it open
Storyteller
GM, 76 posts
Thu 21 Sep 2023
at 23:45
Storyteller
GM, 77 posts
Fri 22 Sep 2023
at 03:03
Storyteller
GM, 78 posts
Fri 22 Sep 2023
at 19:56
Storyteller
GM, 79 posts
Mon 2 Oct 2023
at 19:41
  • msg #71

The Cursed Ship

Str 18 +1 (19) (+1 Crusher Feat 20 +5)
Dex 14
Con 18 +2 (20)
Int 11 (Racial +1 12)
Wis 14 (Tessen +2 16 +3)
Cha 18 (Racial +2 20)

1. Crusher

2. Great weapon master

3. Ability Score Improvement +2 Con

Str,Con, (saving throws)

Weapon Tetsubo 2d6 Bludgeoning

Fighter Battlemaster
This message was last edited by the GM at 02:47, Tue 03 Oct 2023.
Storyteller
GM, 80 posts
Tue 3 Oct 2023
at 04:37
  • msg #72

The Cursed Ship

Varis Liadon (Silverfrond) aka Bastion

Class, Fighter (Battle Master)
Race, Half Elf
AC, ?
HP, 120
Speed, 30ft

Stats.

Str 14 +2
Dex 20 +5
Con 20 +5
Int 11 +0
Wis 18 +4 (20 +5)
Cha 16 +3

Background (Noble, 2nd Variant)

Saving Throws: Strength,Constitution

+3 Proficiency bonus

Skills Acrobatics,Perception (Fighter)
Persuasion,Athletics  (Noble, 2nd Variant)
Insight,Survival (Skill Versatility)

Languages, Common,Elven,Sylvan (Half Elf)
Dwarvish,Giant (Noble, 2nd Variant)

Feats,

1. Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

    Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

    Your ranged weapon attacks ignore half and three-quarters cover.

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

2. Alert

Always on the lookout for danger, you gain the following benefits:

    You can't be surprised while you are conscious.

    You gain a +5 bonus to initiative.

    Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

3. Ability Score Increase

Weapons,

Yumi Longbow +1

Ranged Weapon (Martial, Bow)

    Category: Items
    Damage: 1d8
    Damage Type: Piercing
    Item Rarity: Standard
    Properties: Ammunition, Heavy, Range, Two-Handed
    Range: 150/600
    Weight: 2

Tsurugi

Melee Weapon (Martial, Sword)

    Category: Items
    Damage: 1d8
    Damage Type: Piercing
    Item Rarity: Standard
    Properties: Finesse
    Weight: 2

Source: Dungeon Master's Guide

Weapon (any), uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Armor,

1. Serpent Scale Armor (Maybe)

Armor (scale mail), uncommon

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
This message was last edited by the GM at 03:22, Wed 04 Oct 2023.
Storyteller
GM, 81 posts
Wed 4 Oct 2023
at 21:32
  • msg #73

The Cursed Ship

(Polearm build)

Varis Liadon (Silverfrond) aka Bastion

Class, Fighter (Battle Master)
Race, Half Elf
AC, 18 (20 in Armor)
HP, 120
Speed, 30ft

Stats.

Str 20 +5
Dex 14 +2
Con 20 +5
Int 11 +0
Wis 18 +4 (20 +5)
Cha 16 +3

Background (Noble, 2nd Variant)

Saving Throws: Strength,Constitution

+3 Proficiency bonus

Skills Acrobatics,Perception (Fighter)
Persuasion,Athletics  (Noble, 2nd Variant)
Insight,Survival (Skill Versatility)

Languages, Common,Elven,Sylvan (Half Elf)
Dwarvish,Giant (Noble, 2nd Variant)

Feats,

1. Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

    When you take the Attack action and attack with only a glaive, halberd, quarterstaff or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. This attack uses the same ability modifier as the primary attack.

    While you are wielding a glaive, halberd, pike, quarterstaff or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

2. 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.

3. Ability Score Increase

Weapons,

Naginata +1

Melee Weapon (Martial, Polearm)

    Category: Items
    Damage: 1d10
    Damage Type: Slashing
    Item Rarity: Standard
    Properties: Heavy, Reach, Two-Handed
    Weight: 6

Katana

Melee Weapon (Martial, Sword)

    Category: Items
    Damage: 1d8 (1d10)
    Damage Type: Slashing
    Item Rarity: Standard
    Properties: Versatile
    Weight: 3

Source: Dungeon Master's Guide

Weapon (any), uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Armor,

1. Adamantine Full Plate (18 AC)

Armor (medium or heavy, but not hide), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Accessory, Cloak Of Protection +1
This message was last edited by the GM at 02:58, Sat 07 Oct 2023.
Storyteller
GM, 82 posts
Fri 6 Oct 2023
at 02:16
  • msg #74

The Cursed Ship

Varis Liadon (Silverfrond) aka Bastion

Class, Paladin
Race, Sea Elf
AC, 18 (Aura of Iron 20) (Aura of Iron+Revenant Blade + Defensive Style 22)(Aura of Iron + Revenant Blade + Defensive Style + Shield Of Faith 24)
HP, 112
Speed, 30ft

Stats.

Str 20 +5
Dex 14 +2
Con 18 +4
Int 11 +0
Wis 14 +2 (16 +3)
Cha 20 +5

Background (Noble, 2nd Variant)

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

+3 Proficiency bonus

Skills Athletics,Persuasion (Paladin)
(?),(?)  (Noble, 2nd Variant)
Keen Senses. You have proficiency in the Perception skill.

Languages, Common, Elven, and Aquan.
Dwarvish,Sylvan (Noble, 2nd Variant)

Feats,

1. Revenant Blade

Prerequisite: Elf

You are descended from a master of the double blade and their skills have passed on to you. You gain the following benefits:

    Increase your Dexterity or Strength score by 1, to a maximum of 20.
    While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC.
    On your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon's damage die for this attack increases to 2d4, instead of 1d4.


2. (?)

Weapons,

1. Double Bladed Scimitar +1

Melee Weapon (Martial)

    Category: Items
    Damage: 2d4 +1
    Damage Type: Slashing
    Item Rarity: Standard
    Properties: Special/Two Handed
    Range: 5ft
    Weight: 6

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

Armor,

1. Adamantine Full Plate (18 AC)

Accessory, Cloak Of Protection +1

Spellcasting,

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

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

2nd Level (3 Castings)

1.Enlarge/reduce *
2.Branding Smite
3.Lesser Restoration
4.Aid
5.Warding bond *

Fighting Style, Defensive
-------------------------------------------------------------------
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water.

Like other elves, sea elves can live to be over 750 years old.

    Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

    Size. You are Medium.

    Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

    Child of the Sea. You can breathe air and water, and you have resistance to cold damage.

    Darkvision. 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 discern colors in that darkness only as shades of gray.

    Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

    Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.

    Keen Senses. You have proficiency in the Perception skill.

    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.
-------------------------------------------------------------------
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 the Unbreakable

Defend the Weak: When walls and shields are not enough you must be there to be their bulwark against destruction.

Kindle hope: When there is doubt, you must be an anchor for the courage and will of those around you.

Never Back Down: You are unbreakable, show no fear, and take little caution. You must be where others cannot.
-------------------------------------------------------------------
Channel Divinity

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

Adamantine Bulwark. Anytime you take damage from an attack or spell you can use your reaction and your channel divinity to reduce all damage you take by an amount equal to five times your paladin level.

Unstoppable Charge. You can use your channel divinity to charge forward, knocking enemies out of the way. As an action, you can move up to double your walking speed in a straight line. While you are moving this way your movement does not provoke attacks of opportunity for leaving a creature's reach, you can pass through enemy creatures and secured objects that are 500lbs or less. Any creature you pass through must succeed on a strength saving throw or be moved to the closest unoccupied square and knocked prone, a successful save still moves the creature but prevents the target from falling prone. Objects you pass through are broken and or pushed to the nearest unoccupied square.
-------------------------------------------------------------------

Aura of Iron
Beginning at 7th level you emanate so many protective magics that it is almost palpable. You and creatures you choose within 10ft of you get a +2 to armor class. At level 12 this bonus increases to +3. At 18th level the aura increases to 30ft.

Living Fortress
At 15th level, you have come to embody many qualities of an actual fortress. You have advantage on saving throws from spells, abilities, or attacks that would push, pull, or knock you prone. In addition, you may not be pushed or pulled more than 5 feet from a hostile creature or effect. Friendly creatures within 5 feet of you may also gain these benefits while within range.

Unbreakable Defender
At 20th level, you can use an action to create an additional secondary layer of armor made of solidified radiant energy that appears over your form, and overcharge the defensive magics that surround you. For one minute you gain the following benefits:

If an attack or spell that deals damage would damage you for 20 hit points or less, you ignore it and any effects it would inflict on you.

Allied creatures within 30ft gain all the benefits of living fortress

Anytime a hostile creature makes a ranged attack against an allied creature within your aura of iron, roll a d6. On a 4,5, or 6, the attack is made against you instead.
This message was last edited by the GM at 20:04, Mon 19 Feb.
Storyteller
GM, 86 posts
Tue 2 Jan 2024
at 03:12
  • msg #75

The Cursed Ship

In the grim and lawless seas of the Desolate Reaches, there emerged a malevolent orcish slaver pirate named Grimgar Blackclaw. Born into the ruthless Ironjaw Clan, Grimgar's ambitions transcended mere orcish dominance. From a young age, he reveled in the torment of captives and sought power over both his kin and the unfortunate souls he enslaved.

The tale of Grimgar's descent into darkness began when he discovered an accursed amulet known as the Chainbreaker's Fang. This sinister artifact bore the mark of a forgotten lycanthropic cult that dwelled in the shadowy corners of the Ironjaw territory. The cult, seeking to expand its influence, granted Grimgar the amulet in exchange for his allegiance.

As the Chainbreaker's Fang was clasped around Grimgar's neck, the malevolent energies of lycanthropy coursed through his veins. The transformation occurred during a blood-soaked raid on a coastal village, where Grimgar reveled in the capture and enslavement of innocent souls. The full moon, veiled by clouds, witnessed his first metamorphosis into a hulking werewolf, blending the brutality of an orc with the ferocity of a beast.

Embracing his newfound powers, Grimgar declared himself the captain of the "Slavebreaker's Fury." His ship, adorned with the grisly trophies of his conquests, became a floating fortress of terror on the Desolate Reaches. The crew, comprised of coerced orcs and enslaved beings of various races, lived in perpetual fear of their merciless captain.

Grimgar's lycanthropy fueled his insatiable appetite for cruelty. During the transformation, the captain would lead raids personally, tearing through enemies with primal fury. The Chainbreaker's Fang, infused with the essence of the cult's dark magic, became a symbol of his unholy pact and a key to controlling the enslaved souls aboard his ship.

As the Slavebreaker's Fury prowled the seas, Grimgar's reputation grew, striking fear into the hearts of coastal villages and merchant vessels. His lycanthropic curse added a macabre element to his slaving exploits, as he reveled in the terror he instilled in both his crew and the unfortunate captives under his control.

Whispers of Grimgar Blackclaw, the orcish slaver pirate, spread like a contagion through the Desolate Reaches. The seas, tainted by the misery he wrought, bore witness to the unholy alliance of orcish cruelty and lycanthropic savagery. Grimgar's reign of terror persisted, leaving behind a legacy of suffering in the merciless wake of the Slavebreaker's Fury.
Storyteller
GM, 87 posts
Tue 2 Jan 2024
at 04:02
  • msg #76

The Cursed Ship

Twilight Fangs:

    Appearance: Dagger-like fangs crafted from a mysterious dark metal that seems to absorb light.
    Curse: Grants the ability to transform into a werewolf at will but at the cost of an insatiable bloodlust. The wearer must regularly feed on the blood of sentient beings to stave off the curse's negative effects. Failure to do so results in a loss of control during transformations, posing a threat to allies.
Storyteller
GM, 88 posts
Tue 2 Jan 2024
at 04:36
  • msg #77

The Cursed Ship

At the heart of the necklace dangles a pendant crafted from a dark, obsidian-like material. The fang-shaped pendant is sleek and sharply pointed. The Chainbreaker's Fang necklace carries an intangible weight, a presence that seems to hover around the wearer. This haunting aura intensifies during the nights of the full moon, creating an atmosphere of restlessness and unease. It's as if the necklace itself yearns to break free from its cursed confines.

While equipped upon Eldricth's body it cannot be removed by any means short of divine intervention or unless removed by the original creator a warlock named Gruggul Shadowcleaver.

The dark personality of Chainbreaker's Fang is a complex interplay of manipulation, sadistic pleasure, and an insatiable desire for freedom. It seeks to enthrall its bearer in a web of temptation and torment, exploiting the darkest corners of the psyche to further its own mysterious agenda.

Malevolent Whispers:
The Chainbreaker's Fang communicates with its bearer through sinister whispers that echo in the recesses of their mind. These whispers are laced with promises of power, liberation, and the intoxicating thrill of lycanthropic transformation.

Cunning Manipulator:
The artifact possesses a keen intellect and a cunning nature. It subtly manipulates the emotions and desires of its bearer, driving them toward embracing the curse as a means of gaining strength and indulging in primal instincts.
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