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Kyoh

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  1. | HP 33/37 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 1/1 | Superiority Dice: 4/4 (DC 13) Gwen swings her axe across at the cultist's head, but twists the handle at the last moment so she clubs him rather than hack his face in two. Bonk! The cultist drops to the ground unconscious. "We'll save him for questioning," Gwen says to no one in particular, then sets off after the fleeing cultists. Action: Gwen attacks Cultist 1 To Hit Non-Lethal Damage Movement: Chase! Chase Complication:1d20
  2. | HP 37/37 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 1/1 | Superiority Dice: 4/4 (DC 13) Gwen knows better than most how dangerous cities can be. She was a Hellrider, after all, and had many violent encounters within city walls. Still, she is surprised by just how quickly violence finds them in Baldur's Gate, and by its source. Cultists? Seeking revenge for Vollis? What had they gotten themselves into? Gwen feels the punch of a dagger failing to penetrate her armor. The half-orc spins about and headbutts the dishonorable cultist, creating just enough room for her to slip her battle axe out from her belt. By the time the cultist recovers from the headbutting, it's too late. Gwen's axe crunches into his forehead with a gory splat! Gwen wrenches her axe free of the dead man's head and surveys the situation. It looks like a number of the cultists have been ensnared by one of her companion's spells, but the nearest cultist is still managing to swipe at Rivalen. Gwen hefts her shield and axe, then rushes to Rivalen's side. Action: Gwen attacks Cultist 2 To Hit Damage Move: Moving to Rivalen's right.
  3. | HP 37/37 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 1/1 | Superiority Dice: 4/4 (DC 13) Sorcerous Sundries Gwen went with Gaerzil to Sorcerous Sundries since she had nothing better to do. She doesn't bat an eye at being referred to by her race; that sort of thing happens all the time. Gwen is doing her best to wait patiently while Gaerzil deals with his undoubtedly snooty boss, when said boss mentions the name of her fiance. Gwen blinks and replays the sentence in her head. "Excuse me, did you say Raf? He's an artist, not a con artist. Are you sure this gentleman you spoke to was his accomplice? He must have been lying, if so." Show Initiative Rolls For the upcoming combats. Initiative Initiative
  4. | HP 37/37 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 1/1 | Superiority Dice: 4/4 (DC 13) "You can just call me Gwen," she clarifies after Keryn introduces her. Io and Mishka seem helpful, so Gwen looks forward to seeing more of them. She's suitably impressed that Keryn is connected enough to get them into Baldur's Gate. Though it seems that the task Flame Daryn Falburn has saddled them with is nigh impossible. "Have there been any law enforcement from Eltugard that arrived since?" Gwen inquires of Daryn Falburn. "Any Hellrider patrols, for example? They would certainly be useful in helping us sort through the refugees." She wonders if the Hellriders would have been granted entrance, or if the Flaming Fist would have kept them outside with the rest of the refugees.
  5. Level 3! HP Gained: (Fighter average 6 + Con + Toughness = 11) Martial Archetype: Battle Master Combat Superiority When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) Maneuvers Known Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Student of War: At 3rd level, you gain proficiency with one type of artisan's tools of your choice. (Woodcarver's tools)
  6. | HP 18/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 Gwen dismounts from her borrowed horse, wincing and holding her bloody side as she lands. "You fought well, as ever," he says. "And I must say, you make a fairly convincing Hellrider. Though unlike any of the ones I've met, it's actually nice to see you alive and in one piece." Gwen smirks. "Yeah, I'm a natural." She hasn't felt the need to tell everyone that she was once a Hellrider and doesn't see that changing. What does it matter? Sure, some in the caravan may already know of her past, but she's not lying about it anyway. Gwen doesn't see a reason to tell her life story to strangers, not when it will inevitably involve divulging her worst memory. "Glad to see you alive, too," she says, clapping a blood covered hand on Gaerzil's shoulder. "Good job with that fog." The half orc nods at Keryn. "I'll take you up on that offer." Getting back into shape will be good, especially if she's going to be getting into more fights like this.
  7. | HP 18/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 Gwen has no idea what just happened to Vollis, but she knows a corpse when she sees one. Whatever malevolent spirit or energy that possessed her is gone. Gaerzil is right: the hellspawn must be dealt with now and quickly! The two creatures are swarming after Wellum, who only just manages to escape their rending claws. "Hya!" Gwen spurs her horse forward. She reaches the two hellspawn and swings her bloody axe at them. "Wellum, go!" she shouts to the blacksmith, hoping he can make his escape while the engages the fiends. Move: Moving 20ft north east Action: Attacking injured Hellspawn with Battle Axe To Hit Damage
  8. | HP 18/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 Gwen struggles to stay mounted when the hellspawn leaps up and slams into her. Its clawed hands bite into her side and clamp down on her helmet. The infernal claws rend through the helmet with a metallic screech, though Gwen's head is kept safe. Her borrowed horse whinnies with fright and rears up, allowing Gwen to kick the hellspawn off of her just as a heavy fog engulfs them. Her mail is torn on her side and Gwen can feel blood pouring down her waist. She casts off her ruined helmet and looks around, but can't see a thing in the fog. The wizard must've conjured it to give them cover, but it also worked to cloak the hellspawn. Gwen spurs her horse forward. She needs to get out, she needs to see what's going on and find Vollis before she kills anyone else! Her horse thunders past what looks like Hravin as he swings at a shadow in the fog. The fog to her right blooms with fire light, which means to camp fire is that way and that she's riding straight towards where she had last seen Vollis... In a few heartbeats, Gwen and her horse burst through the fog cloud and appear nearly face to face with another hellspawn and Vollis. Already wounded, Gwen isn't in a great place to be taking on multiple opponents at once, especially infernal ones. But the prize is Vollis and if she can kill her, then the risk to herself would be worth it. Gwen roars as she drives her horse forward and brings her axe down at Vollis! Move: Moving 20ft west Action: Attacking Vollis with Battle Axe To Hit Damage Using Action Surge! Action: Attacking Vollis with Battle Axe To Hit Damage
  9. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 Gwen fishes a concealing helmet out from the camp's limited armory. It doesn't fit well and with her one eye it's damn hard to see out of the thing with the visor down. She will have to rely on her horse's sight more than her own. Gwen slips one of the horses out of camp briefly so that she can get far enough away to return to camp at a gallop. "Alright, don't lead me into a low hanging branch," she warns the horse, who whinnies mysteriously. Gwen brings her visor down and spurs the horse into action. She approaches the camp, making enough noise for everyone to hear. "A HellRider patrol approaches!" she shouts, a common way to introduce oneself when approaching an unknown camp at night, lest a twitchy watchman loose an arrow at her. "Make yourselves known! These lands are perilous," she shouts with the authority born from years of command. Deception
  10. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 Gwen wished that Hravin hadn't encouraged Pal. As much as she wants things to work out for the young lad, Gwen knows better than most how difficult finding love can be. There are plenty of people who would write off Pal without getting to know him and Gwen has no idea what Hastrine might think of him. But that's an issue for another day. For now, they have a murderer to catch. And the others are beginning to think it's Vollis. "Perhaps I could shout a warning that the Hellriders are coming? Though the deception might serve better if we had someone who could actually look and act the part. Perhaps Gwen, though I'm not sure she could pass herself off as one of those self-righteous zealots." Gwen gives Gaerzil an amused glance. "You know, I think I might be able to pull that off," she replies dryly. "Get me a concealing helmet and a horse I can borrow. I can come thundering in--just like one of those self-righteous zealots--and then you do your thing and we'll see how Vollis reacts. If she doesn't bite, though, I'm going to look like quite the idiot."
  11. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 "Wellum, sit down and drink some water. You've had enough whiskey for a tenday," Gwen orders. "Pal, come on." She grabs the youth firmly by the shoulder and steers him towards the opposite end of the camp from Wellum. "Don't go anywhere near Wellum until he's sobered up. And even then, keep your distance," she advises. Gwen looks over the poem Pal has drafted up, barely suppressing a grin. "A love poem? Who're you writing this for, Pal?" she asks, amused. Gwen never thought for a second that Pal could have killed Billiam. She knows Pal. He can be a foolish boy at times, but ritual murder is not in his ability. To Hravin, Gwen says, "We should continue gathering information. I want to know who doesn't have an alibi. Will you help me question the others? I want to know who can vouch for who's account as for their presence at the estimated time of the murder. Those without a confirmed alibi will be our prime suspects." Unless there is more than one killer. A pair could lie for each other. But Gwen puts that dark reality out of her mind for now. One killer among them is bad enough. To imagine there could more would be bleak. In case a roll is necessary: Investigation
  12. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 Gwen stays at the murder scene, studying Billiam's tent and looking for any additional clues they may have missed. She doesn't come up with anything and word is that everyone else is accounted for. If the murderer didn't come from outside, then they're still here... "Liar!" Gwen turns her gaze to the fight. "Oh gods," she mutters. The half orc hustles over to the scene where Hravin his holding an enraged Wellum back. Pal clutches his face where the blacksmith struck him. Gwen's eye narrows on the smith. "Explain yourself, Wellum," she says, her voice iron. Pal can mouth off, sure, but what could he have said that would send Wellum into a rage? A brawl is the last thing they need to be dealing with in this moment.
  13. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 Gwen reaches the scene in a hurry, axe in hand. She was sleeping moments ago, so is only garbed in her under shirt and breeches, not her usual gambeson and mail. Upon seeing Billiam's body, Gwen offers his soul a silent prayer. "Wake everyone up," she orders one of those gathered. "See if anyone is missing from the caravan." A part of her hopes this was the work of some devil or an assassin from outside. But, most likely, this was the work of a killer among them. The half-orc kneels beside the body. The wound is fresh. This murder happened recently. "Who found him?" she asks, looking for the woman who screamed. "Who last saw Billiam alive?" This is hardly the first murder Gwen has had to investigate. As a former HellRider, she's worked many murders before, though she was rarely the chief investigator. Still, the process is largely consistent. What Gwen wants to find out first is if anyone is missing. If so, they're either the chief suspect or the next victim. Investigate
  14. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 With everyone gathered at the store, the party puts together what's going on and that the door is rigged to blast whomever touches it. Gwen sighs. This job is a lot more trouble than it's worth. Actually, what the hell is this worth? "Well, unless anyone is feeling really skinny, I think the door is the only way in." Gwen stows away her shield and axe. "Grug, give me your staff." The goliath just stares at her, blinking. "Big stick!" Recognition fights its way across Grug's features and the goliath hands Gwen the staff strapped to his pack. Holding one end, Gwen keeps as far from the door as possible and pushes the already ajar door with the other end of the staff. She winces as the pole makes contact, hoping that she isn't about to get turned to dust for the sake of some parchment... Investigate
  15. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 Gwen shakes her head at Kilros' question. "I have no idea," she grumbles. Approaching the ransacked shop, Gwen draws her axe and steps closer towards a window or open doorway. Her eye scans the interior of the shop, looking for the source of whatever is causing that peculiar sound inside... Perception
  16. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 Gwen frowns at Billiam. Now is not the time to be collecting trinkets for, of all things, writing! The only thing of importance is checking out the shop to find more survivors. "I really don't think any of us will want-" Nope, everyone seems content for their own reasons to go along with Billiam's delusions. "Okay, then. Kilros, you're with me. Let's go see if we can anyone--and I suppose some pages--at this shop." Gwen and Kilros head over to the shop. Gwen keeps her shield out and ready, but leaves her axe hanging from her belt, though her hand is tensed and ready to draw it at a moment's notice. "Hello? Is anyone there?" Gwen calls out as they approach the shop.
  17. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 Gwen smiles and gives Pal and Ippon a nod when she spots them. "Glad to see you both are alright." She reaches up to Pal, who is driving the wagon, and claps him on the shoulder hard enough to make him nearly lose his balance. He nearly didn't recognize her in her battle kit, because Pal only knew Gwen from her time at What Ale's Ye. Ippon knows her from her time with the HellRiders, though. "I'm a lot better swinging an axe than I am slinging drinks, Pal." After catching up with the two, Gwen agrees that they would be best served going with Silvia and their prisoner back to the camp. They part ways and head to Billiam's. The cabin is set in a beautiful location and Gwen stops to admire the view. The wind feels cool and fresh on her skin, tugging at loose strands of her silver hair. "Well, Billiam, I can't fault you for not moving from this spot," Gwen begins. "But you must've had a good view of what happened to Elturel from here. These lands aren't safe. We're forming a caravan to Baldur's Gate." Gwen turns her eye to the distracted man. "I think you should join us. You might have a great muse here, but it's not worth risking a gruesome death. Besides, Baldur's Gate must have a great need for poets and historians such as yourself." Persuasion
  18. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 Seeing that Grug is alive, Gwen lets out a sigh and stows her shield on her back. Her axe she keeps ready at hand. Gwen stands over the surrendered cultist and listens to his tale. So far, he seems to be telling the truth. Ideally, they would bring him back to Baldur's Gate for justice. But that might not be possible. Gwen wipes the sweat from her brow, then asks the cultist the one question he hasn't answered for yet. "That man on the slab..." She nods at the sacrificed body from which the devil was summoned. "Who was he?" The way Gwen sees it, if they had murdered this man to summon a creature from the Hells, then there is ever only one sentence he would receive in a just world: death. Initiative
  19. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 0/1 Grug going down is not an outcome that Gwen saw coming. The goliath is an incredibly tough warrior, so whatever fell magic this woman used must have been powerful. Gwen doesn't spare the woman any words or waste her breath talking to her. She gives her bloodied axe a flourish then rushes into the fray. Move: Moving to the space directly north of the cultist Action: Attack Cultist Action Surge Action: Attack Cultist To Hit Damage To Hit Damage
  20. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 1/1 Gwen is prepared to rush at the demon/devil/fiend, but it's dispatched quickly thanks to Gaerzil's magic and Kilros' incredible strike. Not bad, she muses, impressed by their efforts. Gwen decides to take out the woman who appears to be the leader, but one of the other bandits confronts her first. The one-eyed bandit charging at her hefts his scimitar for a strike, but it clips the weapon of the bandit next to him, causing him to lose his hold on it. Gwen doesn't hesitate. Despite what the cultists claim, they still robbed the blacksmith, they still performed a sacrifice, and they still summoned a demon/devil/fiend. They may be enemies of those who took Elturel, but they're still her enemies. As the bandit darts for his dropped weapon, Gwen stomps down on his hand. The bandit screams as her boot crushes his fingers. Gwen brings her axe down mercilessly. Her first strike bites wetly into the bandit's neck, cutting off his scream. She wrenches the axe out and embeds the blade half way into his head. Gwen kicks the bandit in the chest, dislodging her weapon from his corpse. "Amateur," she mutters. Opportunity Attack v B1: To Hit Damage Action: Attack B1 To Hit Damage
  21. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 1/1 Gwen nods at Gaerzil's translation. "Not your ordinary bandits then," she mutters. "Well, we best put a stop to whatever it is they're doing. They may not be allied with those responsible for today, but if they're friends of fiends, they're not going to get much sympathy from me." Gwen winces when Gaerzil dislodges a stone that skips down the stairwell, followed by Hravin bumping into him loudly. She rolls her eye. "Guys, I think they already know we're here. Let's just get on with it." The fighter hefts her shield and axe and strides ahead. She doesn't go in shouting a battle cry or waving her axe around. If the cultists want to talk, she'll give them the opportunity. But if she gets a whiff of any hostility, she's ready to hew some limbs.
  22. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 1/1 Gwen rushes into the entry room when she hears the thundering of rocks. She barges in with her shield and axe held aloft, only to find Gaerzil and Hravin pulling themselves out from under a small landslide. "Oh for the love of..." Gwen sighs. She leaves them alone and they immediately start setting off traps! "Well whoever is here will definitely have heard that," she mutters as she goes to help Gaerzil and Hravin out of the rubble. "Are you both alright?" Once it's clear that the two men are okay, Gwen immediately goes to stand in the revealed secret entrance, shield held up just in case the bandits come that way...
  23. Abbie, The Squire Blood +1, Courage +2, Grace -1, Sense +2, Wisdom -1 Abbie takes no offense at Skurn's dismissal of her as a 'tender of horses.' That's pretty much how she sees herself. But when Rehyk stands up for her and describes her talent and significance as undeniable and immeasurable, Abbie can't help but stand taller. She's also wildly confused that Master Rehyk would imbue her with such value in front of this grand host. It's not like Master Rehyk to lie like that, she wonders. Best play the part. As grand a host it is that is gathered here, Abbie is a little surprised and let down by the manner in which they are gathered. She had been led to believe that this would be a wondrous feast and a jovial celebration. But instead it has the air of a people counting down the hours until their execution. Abbie wonders if she should say something, but these are not her people and Master Rehyk has led them all to believe she is something she is not. It would be wise, she concludes, that she say as little as possible lest they realize Rehyk's deception...
  24. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 1/1 Gwen agreed with most of her group that this is an unusual case of banditry. They all wore robes? One of them was sickly? And now they find this odd encampment and the cart a long ways off. Gwen doesn't like any of it. "We're missing something, that's for sure," she replies to Keryn. Something about the half open door, as if inviting intruders in, appears deeply suspicious to Gwen. Are the bandits this careless? It's possible. They are out in the middle of nowhere. "I says we check out that cart first," Gwen says, pointing with her axe at the cart some distance away. "I don't like the look of this." She nods at the door ajar. Investigation
  25. | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12 Second Wind: 1/1 | Action Surge: 1/1 Before Vollis and Wellum take their leave, Gwen asks them some questions. "You saw the bandits, right?" she asks Vollis. "How many did you see? Were there archers among them? Any of them look like spell casters? What about any unusual sorts, like drow or goblins? Did there appear to be a leader?" Gwen checks the straps on her shield, then does a quick inspection of her armor. "And Wellum, what kind of equipment did they make off with? Anything special?"
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