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Chapter I: Escape from Elturgard


Gregorotto

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token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

Moon Elf Rogue 


AC: 14 (Leather) | HP: 11/17 () | HD: 2/2 | 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 pauses on the edge of the clearing, drinking in the beauty of the scene. He'd seen precious little as pure for - well a long time now he thinks about it. Even before the hells breaking through Elturel he'd been too busy with training, scheming and planning, that he'd almost forgotten what he was trying to restore. Of course he sought perfection as a noble goal in itself, a worthy purpose for his time, but this; soft grasses rustling, the river beyond, the moist fertile earth under his fingertips, the chance for grace to be undisturbed.

He drinks his fill, and then creeps forward. Having carefully selected a few feathers he wraps them in leather and tucks them beneath his armour before returning to Grug. He tells the barbarian of what he found, unsure how the man will react.

"It's a Pegasus," he whispers, "sleeping. Not dangerous but flighty and unpredictable. I'm no horseman to tame it, and it should be able to get clear of any danger itself."

 

"We should hasten back to the others. Don't forget the rope." He braces himself for the swim once more. A long deep breath. This time, with the current behind him and raw power less an issue, he cuts through the water like a thief's dagger. Safely on the other side he lets the wind take the worst of the water away, before retrieving the rest of his equipment and creeping back to the others.


Back atop the hill he greets Gaerzil and Hravin, with a slight wince at the latters welts. Whilst none of Keryn's bruises show, it's clear there's a hitch in his step that wasn't there before as well. His raven hair is slick with water, and there are several damp patches on his ultramarine cloak. "No sign of Kilros and Gwen yet?" he asked, with a touch of impatience. "Perhaps we should see what's holding them up. Maybe it's the counting," he jokes with a half smile. Seeing the Pegasus has done more for his mood than he thought.

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: Absorb Elements if triggered

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:

Cunning Action . Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

 

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
Athletics (Advantage) DC12
23
keep(2d20,highest,1)+4 19,12
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Grug (Goliath Barbarian) Level: 2spacer.png

AC: 14 | HP: 2/22 | Initiative: +1 | Passive Perception: 14 | DM Inspiration:


Grug looks with some confusion at his companion’s wonderment and awe. Sure, he had never seen a Pegasus himself, but there was much in the world he had not seen. To be awestruck by such things, he felt, would slow life too much. He did not say such things aloud, though, as not to offend his new friend and clanmate. Taking to the water, he returned to the other shore, staying with Keryn to meet the others


Mechanics

Main Hand: Battle Axe
Off Hand: 


Action:
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate:

     
Name
Athletics
14
1d20+5 9
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15db87f7234cb3659c849826814290cf.jpgGwen | 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

Name
Perception
19
1d20+4 15
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cHP4Kvz.png


Name: Hravin Snaefoss | Race/Class: Human Cleric 2 | HP: 16/21 AC: 14 PP: 13 SS: 3/3


"A spell?" Hravin responds thoughtfully to Gaerzil's query. "Well, yes, of course, The Scribe of Oghma has granted me some level of skill with the healing arts, but it is a tiresome affair so I tend to use it sparingly. I imagine you would know something about that, being quite a bit more wizard than myself." He nods in some sort of vague approval. The tiefling had put on quite the display of capabilities thus far, in both mastery of the mystical arts and general knowledge. "To be honest, a mind like yours would be right at home in Candlekeep's stacks."

Deciding to let his wasp stings be a gentle reminder to look up before entering any more trees, they chatted while returning to find the others still working on some tasks. It would seem that Gwen and Kilros were still tackling the trials of the shop, Keryn suggests they move to assist.

"Indeed," he says to the damp Moon Elf, "happy to be of service, so long as there are no wasps this time." A crooked smile as he starts to lead the way to the paper shop.

As they approach, Hravin surveys the scene, seeing Gwen ready to batter down the door with her axe.

OOC

Hravin wants to go help with the Paper Quest, tries to figure out what is going on the shop


Action:

Bonus:

Movement:

Name
Perception
22
1d20+3 19
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Gaerzil-300x400.jpgGaerzil | HP 9/12 | AC 16 | Initiative +3 | Passive Perception 11
Spell Slots: 1st Level 0/3
Active Effects: Mage Armor


Given Hravin's obvious opinion of Candlekeep, Gaerzil isn't sure he should take his comment about "a mind like his" fitting in there as a compliment. However, the man's tone seems neutral, maybe even warm, so he smiles and accepts it as one. "I appreciate that. Perhaps some day; I certainly wouldn't mind spending a few years there, at least, some day in the future. Presently, however, I feel the need to put all this knowledge and arcane power I've accumulated to direct use. A risky venture, I am aware, and one more likely than not to lead to my death... but there are worse fates than death." He shivers. "Gods spare me from ever having to work retail again."

He's happy enough to join up with Keryn and Grug and journey to the paper shop. Upon seeing Gwen and Kilros still outside the place, he raises an eyebrow. "Good gods," he observes to Keryn, "I think you gave them too much credit. They haven't even gotten in the building to start counting yet."

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token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

Moon Elf Rogue 


AC: 14 (Leather) | HP: 11/17 () | HD: 2/2 | 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 he sees Gwen and Kilros hesitating, moving out laterally as Hravin inspects the scene. "Indeed," he muses quietly in response to Gaerzil, "I apologize for my inappropriate lapse into frivolity earlier. I'm sure they wouldn't be waiting for no reason." He waits for instruction from the two leading this segment before proceeding further.

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: Absorb Elements if triggered

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:

Cunning Action . Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

 

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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Reunion at the Mill

At Gaerzil and Hravin's return, Ippon grins at them. "Well, look at you. Billiam was explaining his... task you 'volunteered' for, and I gotta say... didn't expect you to actually do it." It's not a reflection of their skill, though Hravin looks worse for wear, so much as the absurdity of Billiam's request. The poet is all too happy to take the berries and nuts, his eyes alight with potential. "Oh these will do nicely. A taste of home, of Elturgard on the page."

Soon, soggy Grug and Keryn arrive, and everyone is impressed with the feathers presented: the sheen of white on the pegasus feathers is enrapturing. A twinkle in Billiam's eyes is enough to leave him speechless, while perhaps Pal should have remained so. "Did you kill it?" Ippon slaps his back, the best she can reach. "Of course not! Do you see any red!?"

The suggestion that Gwen and Kilros might need help is enough: they head onward.

Open Skye's: The Power

spacer.pngCaution is King.

Gwen and Kilros are slow to start, cautious at the seemingly idyllic scene and the contrast the shop's open door offers. She scans the interior as best she can, seeing the parchment and papers, books and scrolls, circling the middle of the room as if in a vortex. On the door, she can see the faint outline of a strange symbol, but within, she finally sees the cause of the maelstrom: a magical vortex of blue-white lightning caught in a ball, sending out shockwaves occasionally, sending the paper to the shop's outer edges before restarting the swirling vortex of writing materials. The pause is enough to give her companions time to join them, and soon, all of them are ready to join in on the "fun," so to speak.

Keryn is correct as to the fact they must be waiting for something, and soon Hravin sees why: the glyph on the door is a protective spell, meant to harm anyone who enters without the owner, presumably Skye herself, being present. More importantly, the vortex within is quite dangerous: if they are quick and silent, they can get in, but the windows, halfling-sized, is too small for most to get through of their size; certainly Kilros and Grug are ruled right out. More importantly, the former Avowed sees a pattern in the shocking vortex: every few minutes, it sends out a shockwave, thus allowing them to plan their hunt accordingly. More importantly, the outer edges of the shop and the immediate floor are safe, so crawling or hugging the walls gives them safety from the electric hellscape within. It might take more time, but they could carefully collect the parchment this way.

The question is, how to bypass the glyph?

Out of Character

Alright! Two out of three events done! What remains?

  • Paper Predicament: Alright, I adjusted the Perceptions to also include a bit of Investigation, because that's what the situation called for in reality. Alright, let's go over our options.
    • The Door: No way but to touch it to get through, and Hravin knows touching it will activate the security glyph, which affects anyone within 5 feet of the door. Once it's open, no big: but you take 3d6 damage on a failed DC 13 Constitution saving throw or half on a success. You can eat this, if you want, and open the door for everyone.
    • Windows: Too small to fit through unless you're a Small creature. I'll allow Keryn to make a DC 15 Acrobatics check to try and get through it, though.
    • The Interior: The vortex is 10 feet off the ground in the middle of the room. Any Arcane or Religion check reveals it's a temporary after-effect of Elturel's descent and will go away naturally, but not yet: it is merely pure energy manifesting. You can do this one of two ways: the fast way, or the slow way. Either way, every 5 minutes the vortex releases lightning energy, dealing 1d8 lightning damage on a failed DC 11 Constitution save or half on a success. If you go fast, it takes 10 minutes to collect the parchment. Slow, it takes 20. It takes a DC 12 group Investigation check to find all the parchment Billiam has specified: I require 3 successes from you lot.

      Hugging the walls and crawling gives you advantage on the Constitution saves, but disadvantage on the Investigation checks. Going slow does the same. Going fast incurs no penalties or boons.

How we resolve this is now in your hands! As sithshrink mentioned, he's MIA for the time being, so we can use Grug accordingly, so long as he's not in any extreme danger.

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15db87f7234cb3659c849826814290cf.jpgGwen | 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

Name
Investigate
19
1d20-1 20
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IC

spacer.png
spacer.pngKilros "Psalms" Regios

 

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

LN Tiefling Paladin Lvl 2/ AC 18 (Chainmail and Shield)/HP 21/21/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)+5

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.
: 10 points/day

Divine SmiteYou 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.

Spellcasting (DC 13)

1st (2/day): Compelled DuelYou attempt to compel a creature into a duel.
One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
, Searing SmiteThe next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensitity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
, Thunderous SmiteThe first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone., Wrathful SmiteThe next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage.

Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

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


"I am not being paid enough for this," Kilros mumbled to himself as he was ready to go in but he peeked in through the door, "Apparently devils aren't enough when this city sunk...stay close to the ground and be careful because I don't think that thing is going anywhere," once he was sure Gwen had opened the door, he would be the first to go in while being low to take any damage coming their way while looking for the parchment.

 

OOC

Attack Action:

Bonus Action:

Movement:

 

Edited by Amaryllis77 (see edit history)
Name
Knowledge (religion)
17
1d20+0 17
Investigation
6
1d20+0 6
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token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

Moon Elf Rogue 


AC: 14 (Leather) | HP: 6/17 () | HD: 2/2 | 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


 

Once Hravin draws his eye to the protective glyph, Keryn nods in understanding. Such arcane inscriptions were once common, he should do better to recognise them. Perhaps the scholar of Candlekeep would be willing to educate him on such findings from the library. Keryn had never found time to spare hunting for lost knowledge. He eyes the windows, and the pulsing vortex inside, with trepidation. Already bruised from the river crossing he did not fancy contorting himself through such narrow spaces sure to scrape his wounds.

Thankfully Gwen solved his problem in advance, with exactly the kind of practical application he had come to expect from the woman he assumed must have military history by now. Between her readiness to fight, skill with the axe, and discipline, he couldn't deny she was more than just a savage. A gout of flame and pressure billowed downward from the glyph as her pole opens the door - signing it for good measure - but aside from the pressure wave making them yet more dusty the escape unscathed. Which was more than he could hope from venturing inside. Lightning and damp clothing rarely mixed well and he strongly doubted he would be able to stand more than two blows. Figuring to make the most of his one shot Keryn darts in to grab the largest stack of parchment he could, which he suspects is near the centre of the room. He grits his teeth and readies his arcane protections in the hope of mitigating some of the damage at least.

He grits his teeth as the first surge connects, most of the energy discharging off his clothes into the ground, and gets to work searching. Unfortunately he's not so lucky on the second pulse, which runs straight through him. Worse, despite his risk, he's unable to locate any usable sheets of parchment. Atop the desk they all appear too singed.

 

OOC

Fast with flat rolls. Total damage (4/2)+3=5 Lightning. Investigation Failure.

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:

Cunning Action . Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

 

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
Con Save (DC11) 1 & 2
20; 6
1d20+2;1d20+2 [18]; [18,4]
Lightning Damage 1 & 2
4; 3
1d8;1d8 [4]; [4,3]
Investigation (DC12)
7
1d20 7
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cHP4Kvz.png


Name: Hravin Snaefoss | Race/Class: Human Cleric 2 | HP: 12/21 AC: 14 PP: 13 SS: 2/3


"Well, that certainly looks more dangerous than wasps," Hravin remarks, surveying the scene.

Hravin watches as Gwen approaches the door problem with simple ingenuity, arguably the best kind of ingenuity. "Excellent thinking, Gwen. It is no wonder you command the respect that you do." He is unsure how Gwen will take the compliment, but he offers it none the less.

Without waiting for the second phase of a plan to form, Hravin watches in horror as Keryn gracefully makes his way inside, prepared to take the brunt of whatever danger the malestrom cares to throw in his direction. Pulses of energy seem to be building with no signs of stopping, so speed and accuracy might be best here.

 

He looks to the remaining teammates, each showing injuries still not dealt with, including himself, save for Kilros and Gwen. A plan forms in his mind and he shares it with the group.

"It's clear that Grug will not be able to survive a charge from the wild magicks whirling inside, so he must stay here. We may need to tend to our wounds sooner than I thought, but my abilities with the blessings of Denier are finite without substantial rest, so I cannot heal us all in any great capacity. Since Keryn is already inside, I propse that Gwen, Kilros and myself head in with the aid of Denier's Grace, secure the pages as quickly as possible and make a swift exit. Given the nature of our task, I feel that Denier would approve, although I do not presume to know what a god wants or does not. And so, if we are ready..."

His words became a string of arcane phonemes as whispered breaths, whilst his right hand traced a glyph in the air unseen by any eyes, each designed to implore the aid of a god. His other hand thumbed a small vial from his pouch and expertly flicked droplets of concencrated mountain water, still smelling of rivers surrounded by pine trees, upon Gwen, Kilros and himself. In that moment, he felt imbued with the assistance of a divine hand, such as it could subtly apply, anyway.

With that, Hravin stepped inside, keeping and looking for parchment where he could as the blasts of electricity assaulted him, finding relatively little stock that has not been ruined. He then realizes Keryn is in bad shape.

"Keryn," he calls over the rage of unchecked power in the middle of the room, "are you able to get to safety?" The Moon Elf was not looking his best in this moment.

OOC

Hravin casts Bless on Gwen, Kilros and himself, then heads in to look for papers with Keryn. Realizing Keryn is in bad shape, he needs to know if Keryn can get out quickly. Takes 4 Lighting Damage in total.


Action: Cast Bless

Bonus: Look for papers?

Movement: Go inside

Name
Investigation
19
1d20+2 17
Con-1
19
1d20+2 17
Con-2
8
1d20+2 6
BlessCon-2
3
1d4 3
LightningDMG-1
3
1d8/2 6
LightningDMG-2
1
1d8/2 2
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token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

Moon Elf Rogue 


AC: 14 (Leather) | HP: 6/17 () | HD: 2/2 | 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 hears Hravin's shout just after the second pulse of arcane lighting flares, jumping through his body. He is unable to withstand it as well as the first, and frustrated by his failure to find usable parchment nearby. "Pah should have realised it would be scorched this close to the epicentre," he shouts in reply over the the crackling. "I'll be clear to get out, but no point looking any more here,"

He limps clear of the building panting and singed, hoping his companions have better luck and he need not brave the interior a second time...

 

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:

Cunning Action . Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

 

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)
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Niri Silverstag

Character Sheet

HP: 13

AC: 18

Passive Perception: 12

Ongoing Effects:

Conditions:

Just then, towards the group came a tall bronze Dragonborn. He attempted to assess the situation before him, but not knowing what in the world was going on, he thought he’d get right to the chase. “What seems to be the problem here? Anything I can help you folks with?” he asked with a subtle booming voice. “All hell’s broken loose. I was helping guard a traveling caravan then…well..this all happened. You all must be trying to figure this all out as much as I am. So I guess that’s why I’m here. To seek help and to offer it.”

OOC

Situational:

Move:

Action:

Bonus Action:

Reaction:

Ongoing Effects/Conditions:

 

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Gaerzil-300x400.jpgGaerzil | HP 9/12 | AC 16 | Initiative +3 | Passive Perception 11
Spell Slots: 1st Level 0/3
Active Effects: Mage Armor


Gerzil, standing beneath a nearby tree, eating an apple, and watching his companions' efforts, eyes the newcomer with mild suspicion. He's far from the first survivor of Elturel to randomly stumble upon them, but he's the first since Hravin to actually look capable of defending himself. Well, I won't complain about more allies to stand between me and the things that try to kill us.

"Well, you've stumbled upon a quest of great urgency," he says aloud. "We're assembling a caravan of other survivors, and after facing hellspawn, cultists, and deadly traps, we're now faced with our most dire mission yet."

He gestures towards the building that the others are currently trying to infiltrate without getting cooked to charcoal by its arcane defenses.

"Looting a shop for parchment," he intones solemnly. "Truly a worthy cause, should you wish to swear your blade to it."

He leans against the tree and takes a bite from his apple. "I am Gaerzil Thallander, former apprentice to Rivalen Blackhand--yes, the Rivalen Blackhand. And I... am supervising."

As Keryn limps out of the building, he raises his voice and calls, "Excellent work! You're doing great!"

Beside Gaerzil, a large, black-and-white tomcat curls around his legs and stares at the dragonborn calmly.

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

Moon Elf Rogue 


AC: 14 (Leather) | HP: 6/17 () | HD: 2/2 | 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


 

Seeing the wizard leaning idly against a tree whilst the rest of the party risk life and limb - especially with his recent lack of success - is the last straw. "Tell me, Gaerzil", he snaps back acidly, his patience expired, "does your supposedly famous master mention you as often as you he? And is it pride or embarrassment that colours his tone when he does recall his once apprentice? Perhaps you should stop trading on dead reputation and actually earn the parchment you would see record your deeds." The slender elf leans himself up against the tree panting, desperately hoping the newcomer is honest in his intentions. A hint of midnight blue leather armour shows beneath a damp ultramarine cloak, along with the filigree basket of a fancy rapier by his waist.

 

"Keryn Donnathlascen, Courtier of Baldur's Gate and Scion of Myth Drannor," he introduces himself - oblivious or uncaring of invoking the same borrowed fame he'd just chastised Gaerzil for. "I was travelling with Lord Ravenguard, hopefully to discuss Elturgard's returning to the fold of the Lord's Alliance. I had cursed my luck to be left outside whilst Lord Ravenguard ventured in, but it turns out to have been a blessing. Grug and Kilros there," he gestures to the paladin and barbarian, "were with a caravan as well, now led by a Chosen of Ilmater, when we are attempting to escort back to Baldur's Gate along with any other survivors we might find. Tell me, did any of your companions survive? Perhaps we can pull the groups together."

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:

Cunning Action . Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

 

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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