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Chapter I: Escape from Elturgard


Gregorotto

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Past is Prologue: Gaerzil, Grug, Kilros, and Keryn

Elturel is a city of holy intersections, but also of trade: that is what brings most people through Elturgard, after all.

Business, divinity, and mercantilism converge in the heart of that holy city, glowing beneath two suns this bright morning: the sun above, and the Companion, the secondary sun-like orb that floats over the High Observer's Hall. As caravans move from the northern gate to the southern and vice-versa, holy petitioners and divine diplomats move through the crowds of agrarian servitors come to sell their goods in this early spring air and merchants selling their wares to the pious. When bards sing, it is of the Triad, of the victories of Selûne over her sister Shar, of Tyr's temporary demise holding back the hosts of the Abyss.

Very little about Elturel is not holy this day.spacer.png

It is this holy day that the four men see themselves in Elturel, all drifting towards the southern bridge that crosses the Chionthar River, stretching all the way to the Sword Coast past Baldur's Gate, Elturel's chief rival. Boats move to and fro, carrying their wares onward, as the four prepare to leave and enter.

Gaerzil Thallander finds himself returning home, Elturel calling him home to see his potential fulfilled. Having recently quit his day job as Rivalen Blackhand's "apprentice," which is to say glorified stocking boy and desk-jockey, Gaerzil returns home to find his arcane path in life: he will not be some idle merchant-mage: this tiefling was made for more! He just needs a little guidance is all, from his mother, his mentor, and who knows, his namesake even?

From Waterdeep comes Grug the goliath and Kilros Regios the tiefling as caravan guards in the service of Gamilla Kelthros, a merchant-princess of the Trade Ways and veteran merchant from Calimport to Luskan. A stern mistress, she does not wish to stop in Elturgard this season, and instead directs her drivers to carry the caravan on south, to cross the Chionthar and head for Baldur's Gate. Both stern, scowling men, having become acquainted, stay near Gamilla in the front of the caravan, which stretches half a mile with adequate guards: but she trusts both of them, and wants them close just in case of brigands disguised as blasphemous beggars show up.

Keryn Donnathlascen has never been impressed with Elturel: too rustic, too small, too pious, losing sight of the forest for the trees. Yes, Thavius Kreeg keeps a tight ship and is exceptionally dedicated to law and order: but this piety can sometimes obscure the need for stronger laws, sterner punishments. With the chaos of Baldur's Gate abating at last, it is a much more appropriate blank slate for Keryn: and being so close to Grand Duke Ulder Ravengard, he has a real chance of making progress here in making Baldur's Gate a paradise on earth, much like ancient Myth Drannor. Yet despite it all, Keryn finds himself disappointedly on the southern bridge of Elturel, sent away with a letter to the Flaming Fist he has been directed not to read, from the hand of Ravengard himself. He would trust few others with such a task.

All four find themselves on the southern shore of Elturel, when thunder happens on a cloudless day.

Past is Prologue: Gwyn and Silvia

What Ale's Ye sits on the southern shore of the Chionthar River, a tavern of known repute for its good ale, its fair rumors, and the massive weapon kept behind the bar to remind people who runs the place: Gwynevere, former Hellrider and proprietor of one of the finest taverns outside of Elturel for days. Despite her status as a former and disgraced Hellrider, those who know the story feel for her more than find her distasteful, and that in spite of her heritage as a half-orc. Gwen has an earned reputation as a good business woman and a noble heart, and who in Toril can stop a brigand band by themselves short of Elminster on his best day?

It is to What Ale's Ye that Silvia Starmaiden finds herself, called once more to do her good work yet again. With a divine spark in her step, the Waterdeep native found herself called the night before to help a child at What Ale's Ye, apparently with a strange fever. Caring for the child, she managed to heal him, suffering from a broken leg that he could not communicate to his loving but overprotective parents. The hour being late, Gwen gave Silvia a room for the night for her good deed, and the two got to know one another.

The day was just getting started, when thunder called them outside.

And then, it happens.

Gwen and Silvia step out from the tavern to see the full sight of it from the hill overlooking Elturel from the south, as the first bolt of lighting leaves the Companion and strikes the ground below: something travels back up the lightning bolt to the Companion, turning it from sun-like to a glowing black orb surrounded in blue mist, lightning striking again and again. Gaerzil, not far from What Ale's Ye, sees much the same.

On the bridge, Kilros, Grug, and Keryn feel the ground rumble as, from the first lightning bolt, black energy spreads across the holy city in nine equal measures, eventually creating an uneven circle around the northern shore of Elturel, ending at the gate and completely excluding the bridge they find themselves on. The rumbling of the ground grows in stregnth, and Gamilla's voice rings out: "Get off the bridge!" Panic ensues, and people scramble either into Elturel or towards the south bank, the latter being the destination for Keryn, Grug, Kilros, and Gamilla. Just as she predicted, the bridge begins to collapse: and not everyone got off of it, spilling into the Chionthar.

As the circle completes around the city, a wall of light rises up as the sound of chains can be heard, latching themselves to the ground: it shakes four times, as what can be seen of Elturel begins to descend: descend into what? The waters of the Chionthar churn against the emerging light, as figures emerge, beings flying and charging from the light either into Elturel or flying over the Chionthar: beings that have no right or reason to be in Faerûn: fiends, though of what nature, who can say? They fly in all directions, terrorizing those they come across.

Lightning continues to strike until the light touches the Companion, and then, static erupting in all directions from the glowing orb of formerly holy light, a voice rings out.

"My compact is fulfilled: I claim Elturel for Avernus, in the name of Lord Asmodeus of Nessus, Ruler of the Ninth, and in my own name: Zariel, Lady of the Hammer of Avernus and Lord of the First. Elturel is mine, forevermore."

And with a crash, Elturel is gone.

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4 Tarkash, Year of Three Ships Sailing, 1492 DR
Outside the Gates of what was Elturel, Elturgard, Western Heartlands

The light fades: revealing nothing where Elturel previously stood. A shockwave emerges, knocking everyone over and igniting random fires.

The waters of the Chionthar begin to churn and fall, no longer held back by the wall of light. Where Elturel had been now there is only a pit, which it quickly fills with water, causing parts of the south bank of the Chionthar to collapse in the sudden rushing of water. The fiends that flew off headed in multiple directions, causing chaos as they go. And worse yet, people have already begun turning on one another, trying to take weapons to defend themselves or take what they think is theirs or will help them survive. Gamilla, her breathing erratic, looks to Grug and Kilros. "More than half the caravan was in the city... they're gone, my wares are gone! I'm not insured for this! What am I going to do!?" She's panicking.

As the shockwave hits What Ale's Ye, the central beam within is shattered and immediately it begins to collapse: but more importantly, it sparks, catching fire from the roof up. Gwen has only moments to retrieve her life's work from within. People rush out as best they can, but the family with the child with the broken leg may need help: can Silvia and Gaerzil help them?

Whether on the south bank or the collapsing tavern and inn, one thing is clear: chaos reigns, and someone has to take charge.

Out of Character

Welcome to Avernus Rising! I'll be your host, Gregorotto.

Hopefully I've set up the game to your liking and didn't provide too much information. This is the Prologue, meant to set things up, so the stakes are lower than they seem. A few notes:

  • Gwen and Silvia: you can roll if you like to help people get out and collect your things, but you end up with your equipment per the ALPG anyway. Whatever you start with, you have. Either way, be as heroic or not as you please, but don't die.
  • Grug, Kilros, and Keryn: There's nothing to fight, really, but you can control the situation as you see fit. Roll intimidations, persuasions, deceptions, whatever you like.
  • Gaerzil: You are in a unique position of getting to choose which one you'd rather participate in, as I'm using you as a bridge to get the group together in my next post.
  • The key here is to establish your characters and to roleplay. Don't feel pressured to do much of anything beyond introduce yourself, and never feel like you have to write a novel... unless you want to. Quality is in the moment, not in the length.
  • If you want further information, here's some advice: Religion will help with the fiends and the fate of Elturel; Arcana will help with the fate of Elturel and the types of magic going on here; Nature could help with safety and how to quickly get to survival, as could Survival. Do what ye will.

Let's tango!

Edited by Gregorotto (see edit history)
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IC

spacer.png
spacer.pngKilros "Psalms" Regios

 

www.myth-weavers.com/sheet.html#id=2836360

LN Tiefling Paladin Lvl 1/ AC 18 (Chainmail and Shield)/HP 13/13/Speed 30 ft./Passive Perception 11/Passive Insight 13/Passive Investigation 10

Ability Scores, Saves, and Skills 

Str 16 (+3), Dex 8 (-1), Con 13 (+1), Int 10 (0), Wis 12 (+1), Cha 16 (+3)
Strength Save: +3; Athletic +5
Dexterity Save: -1
Constitution Save: +1
Intelligence Save: +0
Wisdom Save: +3; Insight +3
Charisma Save: +5; Intimidation +5, Persuasion +5

Playing Card Proficiency +2

Attack and Scores

Battleaxe +5, 1d8(10)+3

Javelins (5) +5, 1d6+3, 30/120

Class and Race Abilities

Class Features

Divine SenseThe 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.: 4/day

Lay on HandsYour 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 × 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.

This feature has no effect on undead and constructs.
: 5 points/day

Racial Features

Darkvision: 60 ft.

Hellish ResistanceKilros has resistance to fire damage

Legacy of Avernus

At will - ThaumaturgyCasting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

- Your voice booms up to three times as loud as normal for 1 minute.

- You cause flames to flicker, brighten, dim, or change color for 1 minute.

- You cause harmless tremors in the ground for 1 minute.

- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

- You instantaneously cause an unlocked door or window to fly open or slam shut.

- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Background Feature

Loyalty Test: You've had enough dealings with crooked soldiers that you can spot the behaviors common to corrupt guards and military officers a mile away. While awareness of such corruption doesn't equate to evidence of it, and your sense certainly isn't foolproof, your instinct proves a useful starting point when determining who might take a bribe, who might turn a blind eye to a crime, or who might have criminal connections. You can also use this sense to get a feeling about who might fulfill their duties strictly by the book.

“My words…” | ‘My thoughts…’| My Actions

 

Kilros had to admit that he did not expect the job to go south like this, and he wasn't sure if this counted as a failure on his part or one of those "surprises" that his captain told him happened while on the job. The collapse of the bridge and seeing those who fell with it shook him deeply. He wasn't new violence. Seen enough bare fights, monster fights, and such while travelling with Rixian, but something like this was something he didn't expect.

It was only when Gamilla's panicked voice came through did Kilros finally snap out of it and quickly shook his head, "You need to stay calm ma'am. Your wares can be replaced. You can start over, and you're alive to do so, so let's keep you that way. Gather who is left of your caravan and let's get going!" his tone took on one of someone giving orders before he turned to the crowd. He pulled out his battleaxe and clanged it against his shield to those nearby before shouting in what seemed to be a booming voice as if it was magical, "Hey, now is not the time to be panicking or being self-interested! You do that right now, and you're dead, and that's not happening on my watch! Stay on the wagons and get ready to move now before those fiends come our way! Anyone who tries anything funny will be getting a shield to the face!" he turned to Grug and his voice seemed to calm down, "Come on now, we have a job to do."

 

OOC

Attack Action: Thaumaturgy to make Kilros' voice three times bigger

Other Action: Persuasion to calm down Gamilla, Intimidation to get those around the carvan to get them in line and ready to move

Bonus Action:

Movement:

 

Edited by Amaryllis77 (see edit history)
Name
Persuasion
14
1d20+5 9
Intimidation 
25
1d20+5 20
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CG Aasimar Celestial Warlock 1
AC: 14 / HP: 10 / Perception: 11 / Initiative +3
Healing Light: 1d6 (x2) || Spell Slots: 2/2 || Bless (1/1)
 

 

Silvia watched in horror as the city and its second sun were consumed. The entire time she just stood there never moving, barely breathing. Somewhere deep inside her she knew that this was what the Angel, her mother, had been warning her about. However on the surface she was paralyzed her only thoughts of denial.

"This wasn't happening, her home, all those people she had grown to love... gone.
Where were the Gods, the angels? If this was happening what could she, a silly "priestess" of Sune do about it"

Then suddenly the tavern itself was in danger. looking around she noticed Gwyn nearby and the boy and his family beyond.

"Gwyn, what are we going to do? Oh my Gods Gwyn Do Something!!

 

Edited by J.Stone (see edit history)
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Gaerzil-300x400.jpgGaerzil | HP 7/7 | AC 13 | Initiative +3 | Passive Perception 11
Spell Slots: 1st Level 1/2


Gaerzil's feet are aching. Not sore, necessarily--his boots are well-fitted enough that he shouldn't be getting blisters--just aching in that quiet, annoying way that makes every step a chore.

He's walked all the way from Baldur's Gate, and it's been the first real hike he's been on in his entire life. When he'd left Elturiel, he'd paid for passage on a merchant's caravan belonging to a woman named Gamilla Kelthros, and he'd ridden comfortably in a wagon the whole way. But he isn't a clerk at Sorcerous Sundries anymore. He's a young, independent wizard, striking out into the world on his own. It had felt appropriate that he return to his home city on foot.

Sentimentality truly is the bane of mortalkind.

The outskirts of Elturiel seem to have grown a bit since he left. He notes homes and businesses that he's never seen before, though whether they were all built in the last three years or he just never paid enough attention to notice them, he couldn't say. Elturiel's inner city had always been his stomping grounds; the outskirts of town hardly counted as the "real" Elturiel, at least in his biased opinion.

He's just passing a possibly new tavern called What Ales Ye and rolling his eyes at the unambitious pun when it happens. The Companion turns black. The city vanishes behind a wall of light. The booming voice of an archdevil claims her prize.

Gaerzil stares in horror as the city is pulled into another plane of existence, taking the people he cares about most with it.

He's still staring, trying desperately to puzzle out what just happened, as if understanding it will give him some power to change it, when the shockwave hits. It knocks Gaerzil from his feet and throws him several feet back. He picks himself up only to see the be-punned tavern leaning at a not-structurally-sound angle and beginning to catch fire. People inside are screaming.

He quickly reviews the spells he prepared for the day. He was ready to defend himself on the road, not to respond to a supernatural disaster, but he has a couple of tricks that might help. He recites a few arcane words and gestures, and, with a swelling of magical energy at his feet, a cat appears. It's a long-haired specimen, mostly black, with a white belly and snout and big, green eyes. Yes, master? it asks, its voice calm and regal.

I need your help, Artful, Gaerzil thinks, projecting his words into the familiar's mind. The burning tavern. Find anyone who's trapped; I'll try to contain the flames.

The cat turns to regard What Ales Ye with tranquil languidity. Running into a burning and potentially collapsing building sounds like a rather dangerous course of action. Have you considered having us not do that?

I spared you having to walk the whole way here. You owe me.

I suppose. The cat flicks its tail, turns one last look to the wizard, then bounds off towards the tavern. Gaerzil follows, drawing his wand from his belt and repeating the steps to cast ray of frost over and over again in his mind like a mantra.
 

OOC

Gaerzil is casting Find Familiar to summon his recently-acquired cat, the Artful Dodger, and have him search for anyone in the inn trapped by rubble.

He's going to use ray of frost to try and put out, or at least slow, the fire.

Oh, and Arcana and Religion checks to try and puzzle out what just happened to Elturiel. Only a 10 and an 8, unfortunately. Hopefully terrible initial die rolls mean better rolls when it matters...

Edited by Kavonde (see edit history)
Name
Arcana to try and figure out what the Hell just happened.
10
1d20+5 5
Religion to try and figure out what the Hell just happened.
8
1d20+5 3
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15db87f7234cb3659c849826814290cf.jpgGwen | HP 15/15 | AC 18 | Initiative +0 | Passive Perception 12
Second Wind: 1/1


Gwen steps outside of her tavern when the thundering began. She, like everyone else, stood transfixed by the apocalyptic scene playing out before her. But the veteran jumps into action before most others. As soon as she sees the fiends flying overhead, Gwen knows that they must prepare for an attack. This is not an earthquake or some force of nature to gawk at. This could be an invasion.

Beside her, Silvia Starmaiden--a newly made acquaintance--appears overwhelmed by the catastrophe. Gwen can hardly blame her. Silvia is a healer, young and inexperienced, not some battle hardened warrior who once commanded a squad of fierce Hellriders. She needs direction. "Silvia!" Gwen grabs the young woman's shoulders. "Get everyone from the tavern out, now! Come on!"

Gwen practically drags Silvia back until Silvia's feet begin to work again. Most of the her patrons seem to have already fled, but a handful of folks are still huddled inside, peering out through the windows. "Everyone out! Get as far from Elturel as you can!" Gwen bellows as she leaps over the bar and plucks her gleaming battle axe from the wall. Gwen fears she has moments, not minutes, to get what she can before the situation escalates.

She slams the door to her room open and hastily empties drawers and crates, stuffing a handful of supplies into a backpack. Finally, she throws open her cabinet and grabs her chain mail hauberk. Gwen hasn't had a reason to wear her armor in years, but she's maintained it fastidiously out of habit. She throws on a light gambeson, not even bothering to fasten its front and slips on the chain mail as hastily as possible. Gwen just finishes tying a belt over her armor when a powerful shockwave rocks the entire tavern. A deep groan, then the thundering of heavy timber collapsing. Gwen is knocked to her feet as her tavern comes crashing down around her. It's a miracle she isn't crushed, but Gwen isn't counting herself lucky just yet. By the sound of it, Elturel just exploded, demons are flying overhead, oh and her tavern is collapsed and on fire!

With a terrific roar, Gwen shoulders smoldering timbers off of her and stumbles out into what's left of the main room of her tavern. She quickly looks around, scanning the wreckage for any sign of trapped patrons...

Perception

Name
Perception
9
1d20+3 6
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Grug (Goliath Barbarian) Level: 1spacer.png


AC: 14 | HP: 12/12 | Initiative: +1 | Passive Perception: 14 | DM Inspiration:


A Goliath walks up to the others, confusion written plainly across his features. He stops and scratches his butt. His only response was a somewhat astounded,

"Hrm. What happened? This not right. City supposed to be here, I only see hole."

 

 


Mechanics

Main Hand: Battle Axe
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

 

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Aasimar Celestial Warlock 1
AC: 14 / HP: 10 / Perception: 11 / Initiative +3
Healing Light: 1d6 (x2) || Spell Slots: 2/2 || Bless (1/1)

Ability Scores

STR 8 | DEX 16 | CON 14 | INT 8 | WIS 12 | CHA 16


 

Roused by her friend, Silvia springs into action as well. She had a moment to wonder where Gwen was disappearing to but decided to let it go. Instead she focused on locating the remaining patrons and the little boy she had helped the night before. Finding him huddled in the corner she carried him to the door and lays him outside as the rest of the patrons flee.

"You stay here sweety, I promise everything will be ok. I need you to be a good boy and take care of that leg while I find your parents"

Silvia returned to the main room and didn't see anyone in immediate danger. She did see Gwen rushing from her room ready for battle and suddenly a thought occurred to her.

"My clothes... my makeup! ... I'll be right back"

Silvia ran to her own room to gather her things. Her overnight bag was mostly packed and she had taken to carrying a bag of supplies in case of emergency so she grabbed that as well. Returning to the main room she saw Gwen seemed prepared. She headed out front to find the boy and his parents but didn't see them. Assuming they must still be inside and worried about her friend Silvia did what any young damsel in distress would...

"HELP!! There are people inside we need HELP!!"

Edited by J.Stone (see edit history)
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token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

Moon Elf Rogue 


AC: 14 (Leather) | HP: 10/10 () | HD: 1/1 | Speed: 30 ft. | Initiative: +3
Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft.
Str: 10 (+0) | Dex: 17 (+3) | Con: 14 (+2) | Int: 10 (+0) | Wis: 10 (+0) | Cha: 14 (+2)
Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves Cant


 

 

Keryn froze as the city disappeared into thunder and lightning, hand still clasped around the scroll half tucked into his robe. He had never experienced anything like this. Didn't know how to react. His petty frustration at the Duke's exclusion faded before the magnitude of horror. Compounded by his realisation that with the Duke gone, all his work insinuating himself into the man's graces had vanished alongside Ravengard. This kind of atrocity was exactly why they needed the Lord's Alliance though. To work together to stop, well, whatever this was. Part of his brain tried to dissect what was happening, but despite his self-styling as a sword-mage of Myth Drannor, he had focussed on perfecting the word part for now, and as much as it pained him to admit, he still knew little of the Arcana involved.

 

As the crumbling stone edge moves closer, self-preservation strikes him from his reverie. He springs back with deceptive ease, his morning calisthenics religiously observed showing their worth as he navigates the crowds with little apparent effort. A voice thunders across the chaos trying to bring order and Keryn traces its origin to an intimidating Tiefling, for all it appears it should have emanated from the giant of a man standing confusedly beside him. Keryn is about to make his way to the pair - they seem the most in control of the situation but no doubt would benefit from a little noble wisdom - when he notices a woman scrambling at the edge of the bridge. Her eyes are wide with terror, her nostrils flared. Just beyond her, a small human child has shock painted on his features. It doesn't take a genius to work out what's happening. Rolling his eyes, Keryn moves back towards the edge, stretching out a lean but well muscled arm, pitching his weight to pull the woman to safety despite his apparent lack of muscle. He waves away her effusive thanks with a rather tired acknowledgement. A quick scan of the rivers edge reveals a few more poor souls holding on - more than he can reach in the necessary minutes. Several more have washed along the river already, screams lost amongst the tumbling rapids.

 

"You! Yes you the big one!" he shouts authoritatively towards the Goliath towering over the crowd, "Get over here and help pull these people to safety instead of just standing there!"

 

OOC

Action: —

Bonus Action: —

Movement: —

Reaction: —

Object Interaction: —

Actions & Resources

Actions:

Rapier . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.

Booming Blade . Melee Weapon Attack: +1d8 Thunder damage if creature moves.

Dagger [2] . Thrown/Melee Weapon Attack: +5 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.

Shortbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6 + 3 piercing damage.

 

Bonus Actions:

 

Reactions:

Absorb Elements 1/1

Class Features:

Sneak Attack . Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Edited by PureChance (see edit history)
Name
Grab the Woman!
19
1d20+4 15
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Down By the River

spacer.pngImmediately the guards get to work, Kilros summoning forth a bit of theatric magic from the core of his being to convince not just Gamilla to cool her nerves but the survivors of the bridge's collapse. While Grug struggles with initiative on what to do, Keryn quickly gets to work saving people from the deluge, helping a poor middle aged Chondathan woman from the rapids with a careful tug and security to boot. Others try like Keryn, with a fair amount failing to save their poor souls, and one man even falling in and being swept away as the Chionthar River rushes and rapids to fill the hole left by fallen Elturel.

As people flock to Kilros and a now calm Gamilla for answers, a woman speaks up from among the crowd. "He's right: we have to stay calm, and we must get organized. Ma'am, you were a caravan driver? We need to assess what tools we have and find safety, then make for the nearest settlement of safety: Baldur's Gate?" Her accent is thick, AmnishThink Castilian Spanish with gravitas, and she speaks with confidence, which is odd: she can be no older than fifteen years of age. She looks to Kilros, then Grug and Keryn as the survivors centralize, other groups in other parts of the plains outside of Elturel doing their own thing: in total, about twenty-seven people are safe because of their quick thinking.

"Those trees should suffice. Let us go there, take stock, and do what we can: we cannot afford to be caught in the open, with these devils about." She leads, and Gamilla, shrugging, follows the girl, who walks with a slight limp.

Fire Ales Ye

What Ales Ye is going up in smoke, it's plain to see: and while Gaerzil tries, he knows he's fighting a losing battle with his icy blasts. But that's not the point: he has to keep the tavern from collapsing long enough to get everyone inside of What Ales Ye out. Harder than it seems: he sees the proprietor and her companion head back in, as well as a few others. Gwen leads Silvia inside, the former looking for her wares and for people to get out of her livelihood, while Silvia goes back to help a family in need, remembering the hardship they might face and how ill equipped they might be on getting out on their own. Neither immediately notices the cat that joins them, the Artful Dodger owing Gaerzil in a big way.spacer.png

In the roar of the smoke, the newly-rearmed Gwen has a hard time seeing, let alone breathing, but this isn't her first battle, either. Silvia moves to get the boy out of the tavern, and soon goes back after the family and her own things, succeeding on the latter but not finding the former. As she waits, there comes a coughing as the black cat called Artful appears and meows loudly at Gwen, getting her attention and drawing her into a private room that had been booked by an older man, a young girl, and their goat; inside, the goat struggled against the man, but the girl was nowhere to be seen. Coughing, the human man, dark of skin in the Shaaran or Chultan fashion, nodded to Gwen. "Please... Clyde won't come. He's scared!" She cannot immediately place the accent, but she and the cat do what they can. They flee for the door, just as the roaring fire is met with a crash: this tavern won't hold.

As Silvia exits and looks for the young boy she helped or his family, Gaerzil has the answer: the family fled towards the trees, where a large group of survivors from the bridge into Elturel are fleeing. Whatever the case, a few scant seconds after a loud crash, and Gwen, the Artful Dodger, the old Shaaran man, and the goat called Clyde exit What Ales Ye: and not a moment too soon. The tavern collapses into flame and melting ice, still burning away.

And thus comes an end to one of the most important chapters of Gwen's life. Once he is able to catch his breath, the old man, holding his terrified goat, looks to the tiefling, aasimar, and half-orc. "Thank you: I'm not sure Clyde would like being roast mutton. My companion is there, in the woods. She will know what to do."

Safety in the Trees

The young girl's advice is sound: the trees are relatively safe from the dozen or so fiends that fly and gallop across the plains, and the group therein is joined by the group from the nearby burning tavern, which now is but a smoldering plume of smoke half a mile from the tree line. The survivors, weeping, exhausted, and utterly confuse, take stock and begin debating.

The young girl, Dara, speaks plainly in her thick accent. "We must make for Baldur's Gate. It is the nearest settlement, and it must be warned of this revelation."

Gamilla, her wits recaptured, shrewdly thinks on the matter. "We'll need supplies, and we'll need weapons. But I'm not going out there with those... those things."

Dara speaks to what they are. "Baatezu, of the Nine Hells of Baator. They come looking for victims and to sow discord and violence among us for their unjust cause."

Gamilla studies the girl. "How does one so young know so much?"

Clyde bellows beside the elderly Shaaran man, who clicks his tongue at the goat. "Because Dara has been blessed by the One Who Endures: she is a Chosen of Ilmater."

A gasp radiates from the central circle, the girl nodding. Chosen are well-known across the world, but rare are they to meet: they are the select chosen few of a god, meant to enact their will in this world. "Ghorin, please: but he is right. For what purpose I do not know, but my god commanded me come to Baldur's Gate, and I see now why the path, just not to what end."

Ghorin, among the eldest of the assembled survivors, thinks aloud. "We'll need supplies to arm the caravan, and to make it safer. Tools, weapons, and the like. And we'll need to be able to take on more survivors: this is what, how many now? We're sure to find more."

Gamilla and Dara look to Kilros, to Grug, and to Keryn; Ghorin looks to Gwen, Gaerzil, and Silvia. Gamilla speaks. "The Fabled Fawn is nearby; there will be survivors there, and it won't be safe for them to stick around. Then there's Wellum's Smithy, for weapons, and Ippon's Mill is sure to have tools we can use."

Dara nods. "It would mean the world to me if you could assist us in these tasks. The caravan needs heroes like you, if we are going to survive."

Out of Character

Alright, let's tango:

  • There's enough room for both groups to finish and find time to be heroic in their respective intros: go nuts with the narratives I've provided, just end up in the nearby forest.
  • You have three missions you can choose from: The Smith, The Miller, and the Innkeeper. These can be taken in any order you lot like
  • Feel free to roleplay; I will be answering things asynchronously to answer questions and in-character to boot.
  • If you want to roll social rolls like Insight or Persuasion, feel free to.

Let's go! If a consensus pops up, I'll get us moving to Part 1 in a jiffy.

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token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

Moon Elf Rogue 


AC: 14 (Leather) | HP: 10/10 () | HD: 1/1 | Speed: 30 ft. | Initiative: +3
Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft.
Str: 10 (+0) | Dex: 17 (+3) | Con: 14 (+2) | Int: 10 (+0) | Wis: 10 (+0) | Cha: 14 (+2)
Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves Cant


 

 

Keryn frowns as several incompetent fools get dragged into the river trying to copy his actions. This was why the common folk needed his guidance - they couldn't be trusted to know their limitations. Or perhaps they lacked the discipline to overcome them. Though, he supposed with pity, many lacked the time as well.

As the dust settles, damped by spray from the unbound river, Keryn takes stock once more. A sharp eye skyward shows many fiends still swoop and soar, seeking prey. On the bank huddle the few survivors near the caravan, amongst them a young girl speaks up with confidence incongruent with her appearance. He frowns, wondering what has leant her this wisdom, or what lurks within. Her advice is sound however; the fate of those caught up in the disappearance has been decided one way or another, and there is no reason to linger beneath the gaze of devils. He moves swiftly to the front of the group, introducing himself to the young Tiefling who had taken command so rapidly earlier. "Keryn Donnathlascen, Courtier of Baldur's Gate and Scion of Myth Drannor." His words are quick and precise, his tone clipped. As he walks, his ultramarine cloak parts to reveal supple midnight blue leather beneath, alongside the filigreed hilt of a slender rapier. His outfit is clearly expensive. "I had not expected to be making my return journey so soon, however."

 


 

Beneath the trees a frown settles on his face as the girl continues to flow forth with information and insight entirely unbecoming. His eyes flick towards the elderly man offering explanation as Gamilla asks the question at the forefront of his mind. A convenient answer, or an easy lie, he thinks suspiciously, trying to discern their truth. There certainly was enough suffering here to draw Ilmater's eye, "and his chosen promises more yet to come I suppose," he grimaces. At the girls invitation he steps forward with commanding air. "Indeed, I expected no less," he announces. Looking around the group with barely concealed disdain, he asks "I don't suppose any of you can fight? Select few excepted," he nods towards those few dressed as warriors.

"Weapons will make little difference without skill behind them, whereas those civilians still trapped are in imminent danger. Nor do I think they are in imminent danger of being looted, I can't imagine the legions of Avernus travel unarmed. I think it's clear we should head to the Fabled Fawn first, and secure whoever remains. The mill and smithy can come after."

 

OOC

Action: —

Bonus Action: —

Movement: —

Reaction: —

Object Interaction: —

Actions & Resources

Actions:

Rapier . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.

Booming Blade . Melee Weapon Attack: +1d8 Thunder damage if creature moves.

Dagger [2] . Thrown/Melee Weapon Attack: +5 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.

Shortbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6 + 3 piercing damage.

 

Bonus Actions:

 

Reactions:

Absorb Elements 1/1

Class Features:

Sneak Attack . Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Name
Insight (Dara) - Is she pretending
14
1d20+4 10
Insight (Clyde) - Does he believe it
5
1d20+4 1
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 Grug (Goliath Barbarian) Level: 1spacer.png


AC: 14 | HP: 12/12 | Initiative: +1 | Passive Perception: 14 | DM Inspiration:


Grug walks over to Keryn, finally finding himself, and nods sagely. His expression has changed from utter shock and confusion to one of determination.

“If people at Fabled farm in danger, Grug is ready to help. Grug strong and brave.”

 

 


Mechanics

Main Hand: Battle Axe
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     
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15db87f7234cb3659c849826814290cf.jpgGwen | HP 15/15 | AC 18 | Initiative +0 | Passive Perception 12
Second Wind: 1/1


Gwen lingers longer than she should as she watches her tavern collapse and convert into a bonfire. What Ales Ye was never a very profitable venture, but Gwen enjoyed it and it gave her a place close to home to call her own. It anchored her to the community. And it was where her betrothed, Raf, would eventually return to.

But now all of that is cinder and smoke.

Gwen heaves a heavy sigh. No point in holding on to what's gone. "Come on," she tells Silvia and the survivors who had gathered near, then leads them all to the woods, where there would at least be shelter and, maybe, allies.


Beneath the boughs of the forest, Gwen permits herself a brief respite. She drinks deeply from the waterskin she managed to grab. Her throat is parched and her lungs still sting from the smoke she inhaled. The half-orc splashes some water on her face, washing away the smeared soot and traces of blood. The shock wave had blown out the windows of her tavern and apparently sent glass slicing through her room. Her hand brushes against something stuck to her eye patch. Gwen pulls a shard of glass from the leather patch and chuckles mirthlessly. "Wrong side," she tells the splinter as she tosses it away.

When Dara is revealed to be the chosen of Ilmater, Gwen eyes the girl with a new interest. If Dara is truly a chosen, she is a powerful and rare ally to have. "A chosen of the Crying God?" Gwen wonders aloud. "Excellent timing." Gwen had prayed to Ilmater many times growing up and so had everyone at the orphanage. Ilmater might as well have had a shrine erected there for the all prayers the place generated in his name.

But now is not the time for gawping. They need to take action. "Keryn's right," Gwen speaks up. She brushes her ashen hair from her face and strides forward. Easily one of the tallest of the survivors (barring the massive Grug), Gwen stands out in her armor, which she has since properly adjusted. The keen eyed will notice that the chain armor she wears has a leather arm band sewn onto it, though the insignia that was once there has been ripped off. "The Fabled Fawn should be our priority as we make our way to Baldur's Gate. I'm Gwen, I'm a-" I was a HellRider. "-a trained soldier."

The one-eyed half-orc surveys the other survivors. "I see we have some other capable fighters among us." She nods in particular at Grug and Kilros. Silvia will be indispensable with her healing and magical prowess, but Gwen will let her reveal that herself. She turns her eye on the tiefling wizard. "I saw that you're a practitioner of the arcane. Will you be able to aid us?"

Gwen turns back to Keryn. She nods at the rapier sheathed on his belt. "You any good with that thing or is it ceremonial? No offense. You just seem like the ceremonial type."

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Gaerzil-300x400.jpgGaerzil | HP 7/7 | AC 13 | Initiative +3 | Passive Perception 11
Spell Slots: 1st Level 1/2


Gaerzil wipes sweat from his brow as he looks back at the ruined tavern, now little more than smoking rubble despite his efforts to quell the fire. Create water or a similar spell might have proven more effective--assuming he even had such magics in his spellbook, which he does not--but, given the infernal creatures pouring out of what once was Elturel, perhaps it would have been a moot point regardless.

He looks over at the half-orc woman, apparently the establishment's owner, and frowns sympathetically. At least she's still here, he thinks. The gods alone knew where the people of Elturel were now. Had they been disintegrated? Sucked into another plane of existence? Teleported into the jungles of Chult? It seemed likely that the city hadn't been vaporized, given how much power it took to violate the law of the conservation of matter (far beyond anything Gaerzil himself was capable of). He wasn't sure gods could manage such a thing. But a mass teleportation of this scale, while still an incredible feat, would at least be within the realm of the achievable by a potent enough spellcaster. A dozen or so talented wizards, a carefully prepared ritual, a day or two of channeling power...

He shakes himself out of his reverie as the inn's survivors begin to move, and falls in beside them.


Gaerzil places himself near the front of the audience that gathers around Dara, Ghorin, and Gamilla. Though he's hardly spoken since assisting with the tavern's evacuation, he naturally assumed that a well-read and learned young wizard like himself would be a valuable asset in planning the refugees' next steps, and so he's positioned himself so as to be available once the need for his expertise arises.

He's startled at the revelation that the young girl, Dara, is a Chosen of Ilmater... and, honestly, saddened. The poor girl. For the Lord of the Rack to choose someone so young... She either has a long and sorrowful life ahead of her, or a short and tragic one. For a supposedly "good" god, that seems exceedingly cruel.

And he's a tiny bit miffed when, before anyone can turn to ask him what he thinks of this whole situation, the moon elf, and then the goliath, and then the half-orc tavernkeeper all step forward to offer their opinions. He looks down at his blue and black robes. Yes, I am dressed as a wizard today.

The half-orc woman, Gwen, does at least do him the courtesy of publicly stating for the rest of the crowd that he's an arcane practitioner. He clears his throat and steps forward at the cue. "Indeed I am, my lady. Gaerzil Thallander, former apprentice to Rivalen Blackhand--yes, the Rivalen Blackhand. My abilities are at your disposal for now. Once our immediate concerns are addressed, however, I intend to discover what just happened to Elturel and how to reverse it.

"And yes,"
he adds, "for the record, I also agree with the consensus of visiting this Fabled Fawn first."

Edited by Kavonde (see edit history)
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token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

Moon Elf Rogue 


AC: 14 (Leather) | HP: 10/10 () | HD: 1/1 | Speed: 30 ft. | Initiative: +3
Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft.
Str: 10 (+0) | Dex: 17 (+3) | Con: 14 (+2) | Int: 10 (+0) | Wis: 10 (+0) | Cha: 14 (+2)
Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves Cant


 

 

"Better than you ever will be slaugh-kin," Keryn quips back without missing a beat. He then takes a moment to properly assess the woman, his azure eyes ranging over her analytically. His gaze lingers briefly on the torn armband. "I simply take the time to maintain my equipment properly, hence its pristine appearance" he adds carefully, "I suspect too it was fashioned with greater care than your stock. That is not a slight, understand, I can see you've kept yours functional as well, but better made is better maintained."

 

OOC

Action: —

Bonus Action: —

Movement: —

Reaction: —

Object Interaction: —

Actions & Resources

Actions:

Rapier . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.

Booming Blade . Melee Weapon Attack: +1d8 Thunder damage if creature moves.

Dagger [2] . Thrown/Melee Weapon Attack: +5 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.

Shortbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6 + 3 piercing damage.

 

Bonus Actions:

 

Reactions:

Absorb Elements 1/1

Class Features:

Sneak Attack . Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

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IC

spacer.png
spacer.pngKilros "Psalms" Regios

 

www.myth-weavers.com/sheet.html#id=2836360

LN Tiefling Paladin Lvl 1;  AC 18 (Chainmail and Shield); HP 11/11; Speed 30 ft. Passive Perception 11; Passive Insight 13; Passive Investigation 10

Ability Scores, Saves, and Skills 

Str 16 (+3), Dex 8 (-1), Con 13 (+1), Int 10 (0), Wis 12 (+1), Cha 16 (+3)
Strength Save: +3; Athletic +5
Dexterity Save: -1
Constitution Save: +1
Intelligence Save: +0
Wisdom Save: +3; Insight +3
Charisma Save: +5; Intimidation +5, Persuasion +5

Playing Card Proficiency +2

Attack and Scores

Battleaxe +5, 1d8(10)+3

Javlines (5) +5, 1d6+3, 30/120

Class and Race Abilities

Class Features

Divine SenseThe 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.: 4/day

Lay on HandsYour 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 × 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.

This feature has no effect on undead and constructs.
: 5 points/day

Racial Features

Darkvision: 60 ft.

Hellish ResistanceKilros has resistance to fire damage

Legacy of Avernus

At will - ThaumaturgyCasting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

- Your voice booms up to three times as loud as normal for 1 minute.

- You cause flames to flicker, brighten, dim, or change color for 1 minute.

- You cause harmless tremors in the ground for 1 minute.

- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

- You instantaneously cause an unlocked door or window to fly open or slam shut.

- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Background Feature

Loyalty Test: You've had enough dealings with crooked soldiers that you can spot the behaviors common to corrupt guards and military officers a mile away. While awareness of such corruption doesn't equate to evidence of it, and your sense certainly isn't foolproof, your instinct proves a useful starting point when determining who might take a bribe, who might turn a blind eye to a crime, or who might have criminal connections. You can also use this sense to get a feeling about who might fulfill their duties strictly by the book.

“My words…” | ‘My thoughts…’| My Actions

Kilros was quick to gesture those around to rush to the trees as he had his axe out and ready for any fiends that tried to fly their way, A quick glare to any of bark to move for those who hesitated who lagged behind was his response. He didn't try to think about the those who fell into the rushing water as he had Gamilla sit down to fully regain her bearings. Once he was behind the trees, Kilros still didn't lower his guard as he kept an eye out for anything outside of their hiding spot. When Keryn introduced himself, Kilros looked over his shoulder and gave a quick beat onto his shoulder as he began, "Kilros Regios, private of the Shielded Hand and knight of the Watcher," he said in a professional tone.


Kilros took the time to figure out their next move. With the people joining Gamilla's caravan, they were technically now his charges, and so he was responsible for ensuring they reached safety. Baldur's Gate definitely was the best bet according to Dara. It was large enough to hold this many people even temporarily and the reach to give the heads up to other major cities, which could home more. That could guarantee his charges were safe and his job complete.

When he heard that Dara was possibly Ilameter's chosen, he gritted his teeth more so, "That makes her a high valued target. Will have to keep an even bigger eye on her," he thought to himself, "And she was able to get the Shielded Hand's protection for free. Captain isn't going to like this." he added the last part amusingly in his mind as he noticed the newcomers.

While he could already tell that Keryn was going to be one those elves, the type Rixian described as "stuck up their butts", he appeared compentent. Grug was going to be a bit more difficult, might needed to be commanded like a child, but he was decent for what they needed. He frowned when Gwen introduced herself as a former hellrider, "If she's still able to do the job now, I'm not going to concern myself with the former aspect." he put mental pin in that. 

"Fabled farm then the smithy," Kilros added, "The danger won't stop once we hit the road. Bandits will certainly have a field day with this. The travelers don't need to know how to fight, only that they look like they can. It will help keep raiders at bay."

 

 

OOC

Attack Action:

Bonus Action:

Movement:

 

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