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Age of The End (D&D 5E) (IC)

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"Amazing begins to describe it, yes, my friend," Vrail says to Beorin. "I had not expected to see it. Weapon yes, Kalvin, and many more wondrous things. Most importantly though, the Iron Tower stands as a reminder of the Terrill alliance between the Saurians, Orcs and Draconians against the forces of Hell. We need to remember the strength of our Ancestors and how that succeeded against the Enemy."

He pauses a moment, contemplates the cabbage, then looks back to Kalvin.

"Cabbage is ok. It travels well. But yes, I mostly eat vegetables to honor the ancestors of the Ankylos, " he says with a gesture indicating that's what he is. "Though I make an exception for bacon."

Sherwood Sherwood , DuckPrince DuckPrince
 
As Diella climbs the stairs leading up to the deck, she is reminded once again how thankful she is that whatever effect caused her to shrink down on their first day of travel dissipated some time on the second, restoring her to her normal size. Hopefully that won't happen again anytime soon, or preferably, not at all.

Outside, Diella can see both several members of their group gathered loosely, looking out at the horizon and the tall metal tower rising from the island in the distance. As she walks over to join them, she is reminded of the tales merchants passing through her village would tell about an gigantic iron structure. With some give and take for hearsay, the stories fit what she sees now.

"Is this White Jungle up ahead, then?" she asks, half thinking out loud. "I... never imagined something this big could actually be built. It's impressive." And perhaps a little... unnatural at the same time, Diella can't help but think; but it isn't really her place to be a judge of architecture.
 
Watching the looming figure come closer, Toryk paused in the cleaning of his flintlock. Closing it, loading it, and shoving it in his belt, the gnoll got up to go find the ships captain.
 
Watching the looming figure come closer, Toryk paused in the cleaning of his flintlock. Closing it, loading it, and shoving it in his belt, the gnoll got up to go find the ships captain.
You find a woman, who is acting as captain on this transit. She has long red hair and is dressed in blue
 
You find a woman, who is acting as captain on this transit. She has long red hair and is dressed in blue
Toryk remembers her. "Captain," he asked, "Do not you think we should be going around wide? If we have no business here, then all it be offering is a blind spot for us to be ambushed." He said, remembering his times on the river, and the strategies employed of hiding behind larger things, from bends, to river isles, to even other boats.
 
Toryk remembers her. "Captain," he asked, "Do not you think we should be going around wide? If we have no business here, then all it be offering is a blind spot for us to be ambushed." He said, remembering his times on the river, and the strategies employed of hiding behind larger things, from bends, to river isles, to even other boats.

No sooner than when those words left your mouth, can shadows be seen over the deck. Reptilian screams could be heard from above, and wild draconian beasts start boarding the ship!

All Players, roll For Initiative
 
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Beorin grabs for his hammer, preparing to fight!

Total of 9
Hit Points: 22
Armor Class: 20
Spells: 3 slots
Lay On Hands: 10 Points
Warhammer
Main Hand: +7, 1d8+5 Bludgeoning
 
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Athaclenna prepares for her role in the fight.

total of 18
Hit Points: 21
Armor Class: 15
Spell Slots
Level 1: 4
Level 2: 1
Channel Divinity: 10 points
 
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Drawing his flintlock, Toryk let's out a whoop of warning. Damnable captain... how could such a rookie mistake be made? Bah! Now the fine mess they be in.


Initiative 10
 
HP: 18/18
AC: 17 (15+2)
Spell slots: 3/3 LV1
Wild Shape: 2/2
Diella flinches at the first screams from the creatures descending from the air, then scrambles to take up a stance to defend herself.

Initiative: 7+4=11
 
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How many of the enemy are there that we can see?

There are 4 enemies at the bow, and three terrorizing the crew further back. At the bow, there's one perched on the left side (50ft) one on the right (75ft) and one directly in front (10 ft), the 4th is flying 30ft behind the group and is 40ft up.
 
Hit Points: 12
Armor Class: 15
Main Hand: Rapier (Hit/DC +6, 1d8+4 Piercing)
Kalvin jumped, eyes wide as he scrambled onto his knees and onto his feet eventually. "Well. Shit.."

Rolling initiative
11+4=15
 
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Evora was quick to identify the threat and immediately went on the offensive. She set her sights on the closest creature.



A low, eerie melody resonated from her viola as she drew on her magic, giving it outlet through her tongue.
Her lips moved to the rhythm of unintelligible whispers, words perceivable only by the target locked in her deathstare. (0:00-0:32)

LEVEL 1
3d6 Damage
Casting Time: 1 action
Range/Area: 60ft.
Components: V
Duration: Instantaneous
Attack/Save: WIS 15
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Spell Save - (8+2) + 5 =15

Evora finished her Abyssal hex in time with her serenade. As last words left her lips her song evolved into a diabolical tune fit for the savage fancies of her Gnoll master.
A bow held by her tail joined the one in her right hand adding a volume, power and melody to her song.
(0:32-End)
[Bardic Inspiration - Toryk]
 
Evora was quick to identify the threat and immediately went on the offensive. She set her sights on the closest creature.



A low, eerie melody resonated from her viola as she drew on her magic, giving it outlet through her tongue.
Her lips moved to the rhythm of unintelligible whispers, words perceivable only by the target locked in her deathstare. (0:00-0:32)

LEVEL 1
3d6 Damage
Casting Time: 1 action
Range/Area: 60ft.
Components: V
Duration: Instantaneous
Attack/Save: WIS 15
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Spell Save - (8+2) + 5 =15

Evora finished her Abyssal hex in time with her serenade. As last words left her lips her song evolved into a diabolical tune fit for the savage fancies of her Gnoll master.
A bow held by her tail joined the one in her right hand adding a volume, power and melody to her song.
(0:32-End)
[Bardic Inspiration - Toryk]


Please make a Sanity Save
 
You are too frightened to move closer to the wyverns or tack action against them, but you are able to keep your wits about you to cast your Inspiration to your ally
 
Shalia looks at the wyvern attacks unsure on why they decided to attack the ship. Before making her move she glances over to her allies and sees the look of terror in Evora's beautiful eyes which angers Shalia. In an angry voice she yells "How dare you monsters attack us and try scare such a lovely woman!! Chaos Bolt!!" With her wand in hand she releases her blast of chaotic energy at the wyvern that is the closest to Evora. The blast hits the wyvern dealing 18 psychic damage.

1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. Chaos Bolt d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

Spell slots used: 1st 1/3 2nd 0/1
Sorcery points used: 0/2
 
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Shalia looks at the wyvern attacks unsure on why they decided to attack the ship. Before making her move she glances over to her allies and sees the look of terror in Evora's beautiful eyes which angers Shalia. In an angry voice she yells "How dare you monsters attack us and try scare such a lovely woman!! Chaos Bolt!!" With her wand in hand she releases her blast of chaotic energy at the wyvern that is the closest to Evora.

1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. Chaos Bolt d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

Spell slots used: 1st 1/3 2nd 0/1
Sorcery points used: 0/2

Roll for Wild Magic
 
you Strike the Wyvern with Psychic damage, it dose not look happy about that as it hisses at you.

The Crew attacks next , with five members landing hits with their flint-locks, one putting in some serious damage

Criticals work Differently in Terris, when a creature lands one they most roll for "confirmation". Meaning they roll an aditional time, if the roll lands in their critical range again it becomes known as a Double Critical and deals X4 the normal damage instead of X2. But the creature isn't done yet, they must then roll once more, and if it lands in the critical range a third time, the target creature dies instantly (bosses are the exception and take x8 damage)
 
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