Gregorotto Posted March 3 Author Clone Share Posted March 3 The plan is set: Keryn and Hravin wait in secret, Gaerzil lead the deception, and Gwen be the deciding factor with a declaration of the Hellriders coming. Fairly straight-forward, right? Kilros nods, heading off to gather the others, while they head off and find her. And they do, creeping up on Wellum, still drunk, in a bit of a stupor. Vollis descends from the darkness like an owl on a mouse, her weapon hidden as Gaerzil approaches. Keryn and Hravin creep behind the nearest cart, prepared to strike if she even makes an effort; is that a knife Hravin and Keryn see in her hand, ready to be raised? Gaerzil, coming behind, gets her attention and she turns; the dagger moves behind her as she turns, and he sees it: an almost animal glint to her eye, the way that light reflects an animal's eyes at night. Her smile is genuine, hungry and wide, almost distorting her face. "The other tiefling: well-met. You've caught me at a bad time. No matter.... Advenio." The Infernal comes with the underpining of someone else's voice, a darker voice, like the sound of gravel scraped against basalt. With a flash, two lights appear behind her. The creatures that appear are thin, humanoid in shape, with angular, skeletal faces and horns. Their skin like bleached bone, their wings are entirely vestigial. It makes sense: the word she spoke in Infernal was "Come." She summoned them. The animalistic glint in her eyes changes to a hungry one: and she produces the knife. The time to strike is now. Gwen's arrival throws off the sudden terror that fills Gaerzil: the Hellriders are coming. Vollis turns, looking at her through the fire, and glaring with a smile. "That is very much the idea, pretender.... but I seek only the true Hellriders. Their blood will boil the earth." With that, she throws her knife at Gaerzil before turning, commanding the devilspawn. "Kill them all! No survivors for our Lady!" The devilspawn howl before charging, almost animal-like in their charge. One enters the circle of light, the other charges Gwen as the dagger sails towards Gaerzil. Behind the cart, a light flashes: Hravin's guided bolt is ready to be fired. As it prepares to sail, the dagger misses him by a fractionAttack 14 vs. Gaerzil AC 16, miss. The devilspawn's speed is like a runaway cart, Hravin feeling the force as it slams into Gwen. Its dagger-like fingers slash into her side, ripping and tearing. Blood is drawnD2 Attack 18 vs. Gwen AC 18, 8 slashing damage. Wellum looks up from his stupor. "Wha...?" Out of Character Initiative Vollis Party Enemies Vollis-AC 13, 33/33 HP Hellspawn 1-AC 11, 18/18 HP Hellspawn 2-AC 11, 18/18 HP Begin Round 1! Hopefully my placements on the map aren't too disagreeable. Hravin's prepared action is set off and Guiding Bolt is ready to be used in addition to your usual actions. Let's do this! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dwargstof Posted March 3 Clone Share Posted March 3 Name: Hravin Snaefoss | Race/Class: Human Cleric 2 | HP: 21/21 AC: 14 PP: 13 SS: 0/3 Denier's wrath leapt from his hand, almost reflexively as the violence erupted. The magical bolt homes true, but he does not watch to assess Vollis's reaction. His eyes followed the dagger's path as it misses Gaerzil noting that the Teifling is okay for now, but there was no mistaking the sounds of pain in Gwen's direction. The Hellspawn were damned fast, but Hravin was close enough. With a practiced action, his mace was in his hands and swinging as he dashed toward the Infernal creature to assist Gwen, formidable though she may be. His mace swings wide and he braces for the response. OOC Hravin releases the Guiding Bolt at Vollis Move to and melee attack Hellspawn by Gwen with Mace Prep'd Action: Guiding Bolt to Vollis Action: Attack Hellspawn with Mace Bonus: Movement: Move to attack Hellspawn by Gwen Name xDiceName xDiceResult xDiceString xDiceRolls Cast_Guiding_Bolt 19 1d20+5 14 Guiding_Bolt_DMG 13 4d6 3,2,3,5 Melee_Attack_Mace 7 1d20+4 3 Mace_DMG 8 1d6+2 6 Link to comment Share on other sites More sharing options...
Kavonde Posted March 3 Clone Share Posted March 3 Gaerzil | HP 12/12 | AC 16 | Initiative +3 | Passive Perception 11 Spell Slots: 1st Level 1/3 Active Effects: N/A The dagger is only deflected thanks to the mage armor spell Gaerzil cast upon himself before approaching Vollis, just in case. The air shimmers as the field of invisible arcane energy around him briefly reveals itself. Realizing that he's separated from his allies, Gaerzil decides that his best option right now is to give himself cover and perhaps disrupt the enemy's plans. He calls out a few arcane words and then gestures to a spot at the back of the wagon Hravin and Keryn are hiding behind. A dense cloud of fog erupts from that point, concealing them, as well as Gwen, from sight. Gaerzil runs to join them, taking shelter behind cover and concealment. OOC Gaerzil's casting fog cloud on the square down and to the right of Keryn, which should conceal Gwen, Hravin, and Keryn. Then he's moving 6 squares straight east so he can hide from the scary cultist lady. I'll also roll an Arcana or Religion check or whatever to learn what I can about the hellspawn and share that with the group. Can't wait to confidently identify them as a pair of pit fiends 🙄 Name xDiceName xDiceResult xDiceString xDiceRolls Arcana or Whatever (+5) 25 1d20+5 20 Link to comment Share on other sites More sharing options...
PureChance Posted March 3 Clone Share Posted March 3 (edited) Keryn Donnathlascen Moon Elf Rogue AC: 14 (Leather) | HP: 17/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +3 Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +0 Athletics: +4* Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb.: 10 (+0) | DexInitiative: +3 Save: +5 Acrobatics: +5 Slight-of-Hand: +3 Stealth: +5: 17 (+3) | ConSave: +2: 14 (+2) | IntSave: +2 Arcana: 0 History: +2 Investigation: 0 Nature: 0 Religion: 0: 10 (+0) | WisSave: +0 Animal Handling: +0 Insight: +4* Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 (+2) Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves' Cant Keryn draws a breath sharply inward, as their proof becomes unfortunately apparent. Whatever manner of creature this Vollis is or was is clearly bound to the Nine Hells as much as the city and the cult. Perhaps she just serves a different master. He springs into action as Hravin's bolt highlights her in glittering gold, though too slow to prevent her incantation. Gwen has shown herself capable enough in prior battles, and the - admittedly less martial - monk has moved to support her. He slips silently behind the wagon, under cover of fog, the only warning of his attack a glint of moonlight on silver rapier as his off-hand twists arcane energy. Despite his skill the witch almost escapes the blow, twisting dangerously at the last minute. Keryn withdraws back into the fog a second later; the only trace of his success a trembling web of thunder surrounding Vollis that the slightest movement threatens to collapse inwards. OOC Action: Booming Blade vs Vollis; Advantage (and thus sneak attack) thanks to Guiding Bolt Bonus Action: Disengage Movement: As per Roll20 Reaction: Absorb Elements if required 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 Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. 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 March 3 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Booming Blade vs Vollis 14 keep(2d20,highest,1)+5 9,3 Damage (inc. Sneak Attack) 11 1d8+1d6+3 5,3 Thunder Damage on movement 5 1d8 5 Link to comment Share on other sites More sharing options...
Kyoh Posted March 4 Clone Share Posted March 4 Gwen | 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 Name xDiceName xDiceResult xDiceString xDiceRolls To Hit 21 1d20+5 16 Damage 6 1d8+5 1 To Hit 9 1d20+5 4 Damage 11 1d8+5 6 Link to comment Share on other sites More sharing options...
Gregorotto Posted March 5 Author Clone Share Posted March 5 ⛧ Round I ⛧ Wellum's mind suddenly seems to lose the haze from the alcohol. Or perhaps the haze makes it clearly and so, so much worse. Vollis takes the hit from the bolt with a yelp, almost knocking her over, as Gaerzil summons forth a sphere of fog that overcomes most of the camp. From there, Wellum cannot see much, but he hears hooves, a sudden blasting and booming action, and at the edge of the fog, sees the woman Vollis, whom he never trusted, cut down by figures in the fog. Someone had promised him Hellriders: was this it? Vollis, sensing what's coming after the bolt, speaks out. "The girl knew you suspected her from the start. So when she extracted me from the mediocre poet Billiam, where I'd been hiding so I could see the downfall of Elturel to Her Magnificence, I went willingly. And she acted her part so well! Led you all on a wild goose chase... but my work isn't done here. You can cut her down all you want, but you can't stop what's coming!" Then, Vollis, or whoever this is, speaks in InfernalCommon: Kill the traitor-blood first! Then kill these interlopers, starting with the liar! again. "Occide proditorem-sanguine primum! Hos interlobros deinde interficite, incipiens a mendace!" When Gwen cuts her down, she has a smile on her face. Then, her face shifts and her body begins to float, and a light emerges from her eyes and mouth, her nose and ears: and she erupts into orange-gold light, which floats around them for a moment, wearing a skeletal face, before flying off to the west in short order: towards Baldur's Gate. Vollis' eyes have been burned out. Smoke rises from all the orifices of her head. The two devilspawn obey immediately, charging forward towards Wellum who cries out and falls back, crawling away. Despite their suddenly charge, the animalistic devilspawn lash out and miss the drunkard entirely. Fortunately for Gaerzil, he seems to recall quite a bit about them: Devilspawn are spirits bound to flesh, servitors lower than even the lowest lemures from the Styx. Almost animal-like in intelligence, they obey without question. Like most devils, they are immune to poison and these in particular resist the cold, fires, and lightning, magical or otherwise. They cannot be frightened or charmed: killing them is the only way. Out of Character Initiative Vollis Party Enemies Vollis-AC 13, 0/33 HP Hellspawn 1-AC 11, 18/18 HP, Resistance and ImmunityDamage Resistances Cold, Fire, Lightning Damage Immunities Poison Condition Immunities Charmed, Frightened, Poisoned Hellspawn 2-AC 11, 18/18 HP, Resistance and ImmunityDamage Resistances Cold, Fire, Lightning Damage Immunities Poison Condition Immunities Charmed, Frightened, Poisoned Begin Round 2! Wellum is in trouble! Best figure out how you can save him! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kavonde Posted March 5 Clone Share Posted March 5 (edited) Gaerzil | HP 12/12 | AC 16 | Initiative +3 | Passive Perception 11 Spell Slots: 1st Level 0/3 Active Effects: N/A "Damnation!" Gaerzil snarls as the infernal spirit erupts from Vollis' body and flies off to the west, leaving Vollis' spent corpse behind. His mind is already trying to piece together what must have happened here, but there are more immediate things to worry about. "These hellspawn are mindless," he tells the others. "Let us cut them down and be done with this." He raises his hand, pointing three fingers at the easternmost hellspawn, and cries out an arcane word of power. Three bolts of brilliant blue energy fly from his fingertips, slamming into the creature's torso. OOC Move: Gaerzil will remain in cover behind the wagon. Action: Casting magic missile at the eastern hellspawn. Bonus: None Free: Will maintain concentration on fog cloud. Edited March 5 by Kavonde (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Magic Missile damage (3d4+3) 12 3d4+3 4,4,1 Link to comment Share on other sites More sharing options...
Kyoh Posted March 5 Clone Share Posted March 5 Gwen | 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 Name xDiceName xDiceResult xDiceString xDiceRolls To Hit 10 1d20+5 5 Damage 9 1d8+5 4 Link to comment Share on other sites More sharing options...
PureChance Posted March 6 Clone Share Posted March 6 (edited) Keryn Donnathlascen Moon Elf Rogue AC: 14 (Leather) | HP: 17/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +3 Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +0 Athletics: +4* Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb.: 10 (+0) | DexInitiative: +3 Save: +5 Acrobatics: +5 Slight-of-Hand: +3 Stealth: +5: 17 (+3) | ConSave: +2: 14 (+2) | IntSave: +2 Arcana: 0 History: +2 Investigation: 0 Nature: 0 Religion: 0: 10 (+0) | WisSave: +0 Animal Handling: +0 Insight: +4* Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 (+2) Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves' Cant Vollis burns up before his eyes, robbing Keryn of seeing justice. Still it cemented her guilt in a way that hadn't - yet - killed anyone else. He didn't have time to contemplate much more if he wanted to keep it that way, with both hellspawn converging on Wellum. The blacksmith was a big guy, but he was no trained fighter. The half-orcs ferocity seemed to be making itself known as well, pushing off her aim. It should keep the one creature distracted though, especially after Gaerzils magic blow chunks out of its back. Keryn sprints through the foggy remains of the camp closing the distance on the nearest devil. He bursts free and darts forward with his rapier. He struggles to find a weak point in the foreign anatomy, but slips the blade between the bones that seems to wound it. A net of thunder springs into effect around it, ready to collapse should it move. "Get back Wellum!" he orders, as he steps round the creature. OOC Action: Booming Blade vs Western Hellspawn Bonus Action: Dash Movement: As per Roll20 Reaction: Absorb Elements if required 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 Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. 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 March 6 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Booming Blade v Hellspawn 11 1d20+5 6 Damage (inc. Sneak Attack) 12 1d8+1d6+3 6,3 Thunder Damage on movement 1 1d8 1 Link to comment Share on other sites More sharing options...
dwargstof Posted March 10 Clone Share Posted March 10 Name: Hravin Snaefoss | Race/Class: Human Cleric 2 | HP: 21/21 AC: 14 PP: 13 SS: 1/3 Vollis, or whatever Vollis was now, was no more, but the danger was still very much present. As Hravin charged toward Wellum's location, Keryn wrapped the creature in some sort of ward, yelling for Wellum to get back, but Hravin heeds no such warning and reaches out to grab the creature, releasing a blackened despair from the depths of his conflicted mind. OOC Hravin moves to the last Hellspawn and uses Inflict Wounds Prep'd Action: Movement: Move within melee range of last Hellspawn Action: Cast Inflict Wounds (Necro DMG) on last Hellspawn Bonus: Name xDiceName xDiceResult xDiceString xDiceRolls Melee_Spell_ATK 16 1d20+5 11 Inflict_Wounds_DMG 15 3d10 1,10,4 Link to comment Share on other sites More sharing options...
Gregorotto Posted March 11 Author Clone Share Posted March 11 ⛧ Round II ⛧ Wellum whimpers as the two devils stand over him, their claws outstretched and ready to rend. Fortunately for him, from the sudden fog comes a helping hand. The first arrive are the barrage of bolts from somewhere beyond, forceful magic that impacts the devilspawn to Wellum's left and with each one, Wellum feels the blast's impact. It is not enough to bring the devilspawn down, but quite close. Then comes the thundering of hooves comes with Gwen's demand that he flee, and he scrambles away as best he can, as she swings her blade from the fog, missing as Keryn comes from seemingly nowhere and blasts the devilspawn with a booming blade. Then comes the hand: an explosion of negative energy fills the devilspawn Keryn just sliced, reducing it to a blackened husk with smoking eyes before it turns to dust, crumbling as it falls. That's one down. Wellum runs. The devilspawn behind him roars in frustration and slices down his backDevilspawn 2 Opportunity Attack 17 vs. Wellum AC 10, hit for 2 slashing damage, a terrible blow that sends blood flying into the mists, but Wellum continues running despite the whimpering becoming a cry: he feels behind the carts, as the devilspawn roars with rage. If anyone in the caravan was asleep, they aren't now. The devilspawn, out of options and its prey gone, turns its wrath to the nearest thing it can see: Keryn. Leaping from its spot, it brings a slash down along his face and leathered chest, drawing bloodDevilspawn 2 Attack 22 vs. Keryn AC 14, hit for 9 slashing damage. It knows it won't last long: but it can fight tooth and nail to cause as much damage as possible. Out of Character Initiative Vollis Party Enemies Hellspawn 1-AC 11, 6/18 HP, Resistance and ImmunityDamage Resistances Cold, Fire, Lightning Damage Immunities Poison Condition Immunities Charmed, Frightened, Poisoned Hellspawn 2-AC 11, 0/18 HP, Resistance and ImmunityDamage Resistances Cold, Fire, Lightning Damage Immunities Poison Condition Immunities Charmed, Frightened, Poisoned Begin Round 3! The map does not accurately reflect where Hravin is; my apologies, I would fix it, but unfortunately it took me forever to get the damn thing to actually even upload. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 11 Clone Share Posted March 11 (edited) Keryn Donnathlascen Moon Elf Rogue AC: 14 (Leather) | HP: 8/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +3 Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +0 Athletics: +4* Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb.: 10 (+0) | DexInitiative: +3 Save: +5 Acrobatics: +5 Slight-of-Hand: +3 Stealth: +5: 17 (+3) | ConSave: +2: 14 (+2) | IntSave: +2 Arcana: 0 History: +2 Investigation: 0 Nature: 0 Religion: 0: 10 (+0) | WisSave: +0 Animal Handling: +0 Insight: +4* Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 (+2) Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves' Cant Keryn cries out in pain as the claw draws blood. Normally he wouldn't have left himself open to retaliation, but such was the price paid for helping Wellum escape. The fool had better live. With the creature still threatened by his allies within the fog, Keryn responds with a fencers grace. His rapier slides between bony protrusions once more as he stabs into where he assumes the creatures heart might be. a narrow stream of black blood spills forth in return, and as the creature grows slack he abandons the cage of trembling energy he was constructing - the arcane energy no longer needed. He steps back with a wince, checking for any other lurking enemies. It seemed that whatever fled Vollis had left no more surprises though. "Someone fetch Dara," he calls, "we have more in need of her healing yet." Chosen of the Crying God indeed. He would need to shoulder more of their burdens if the caravan were to make it to Baldur's Gate if this was to be the attrition rate. Two deaths in a single night. OOC Action: Booming Blade vs Hellspawn Bonus Action: - Movement: - Reaction: Absorb Elements if required 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 Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. 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 March 11 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Booming Blade v Hellspawn 20 1d20+5 15 Damage (inc. Sneak Attack) 10 1d8+1d6+3 3,4 Thunder Damage on movement 3 1d8 3 Link to comment Share on other sites More sharing options...
Gregorotto Posted March 12 Author Clone Share Posted March 12 ⛧ Round III ⛧ The blade finds its mark, and the devilspawn begins to crumble to ashen dust before it hits the ground, falling apart with a sound like leaves crumbling underfoot. Just at that moment, a posse arrives: Kilros leads them, followed by Dara, Ghorrin, Niri, Grug, and Sylvia, and bringing up the rear, a goat. More from the caravan are coming, Hastrine the first among them. Ghorrin, seeing a drunken wild Wellum fleeing, groans. "Grug, join me, will you?" "GRUG CATCH!" He roars, and begins to jump... not very far, but it seemed to be what he wanted. Ghorrin raises and eyebrow and follows, as Dara comes closer, looking through the fading fog at the ash heaps, with a still discernable face of devilspawn in each, and nearby, the eyeless, blood-stained face of Vollis, a smile creeping on her death-embraced face. "A pity. Both her suffering, and her unreachability. But you did what was best for the caravan, and prevented unjust suffering. The Bleeding God sees this and is pleased, though your hearts may be troubled." She sighs, looking suddenly much younger: and it is then that each of them realize Dara is not the teenager they think her to be. She is in fact, much much younger: she can't be but ten years of age, at most. She looks to Keryn, then to Gaerzil, to Hravin, and to Gwen. "I know not what my purpose is in Baldur's Gate. I do not know why my god has brought me here, but I know I will realize the truth soon, and you will have some part of it. We must save Baldur's Gate from terrors beyond this world. And I do not know where that path will lead us: but I think it best we walk it together." From the crowd of refugees comes Vasha, looking tired. "What's... oh. Gods below.... Vollis? Vollis was the traitor? Killed Billiam?" Hastrine sighs, hugging their friend by the shoulder. "We didn't know her. How could we have known, my friend? Do not blame yourself." "It's not that," she says. "It's just.... if we can't trust strangers any longer, can we be sure we can trust our own, even? I suppose we must. If we lose hope in that, we lose everything. And I, for one, have too much at stake to lose hope." She looks at the rest of the caravan. "We bury the dead at morn, by Lathander's light. Even Vollis. The world has collapsed around us, but we cling to what we know. Goodness cannot be uprooted from our souls if we cling to who we are." There are voices, murmurs of approval, and Gordrick leads a group of souls, a pummeled Pal included, to get Vollis' body and prepare her for burial. The night is still long, but the murder, at least, has been solved. Now there are but days ahead to get to Baldur's Gate. Out of Character Alright everyone: let's end this on a high note. Pure roleplaying, what does your character do now and up to the funeral? If you want to begin the funeral, do some prayers, go for it. My next post ends the chapter. Some updates: level up! Congrats, you've done it. I'll work tomorrow on the ALG logs for everyone and distribute those so we have confirmation of your activities and we can start keeping a record. I'll also distribute that among Amaryllis, SithShrink, etc. for future use. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 12 Clone Share Posted March 12 Keryn Donnathlascen Moon Elf Rogue AC: 14 (Leather) | HP: 8/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +3 Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +0 Athletics: +4* Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb.: 10 (+0) | DexInitiative: +3 Save: +5 Acrobatics: +5 Slight-of-Hand: +3 Stealth: +5: 17 (+3) | ConSave: +2: 14 (+2) | IntSave: +2 Arcana: 0 History: +2 Investigation: 0 Nature: 0 Religion: 0: 10 (+0) | WisSave: +0 Animal Handling: +0 Insight: +4* Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 (+2) Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves' Cant Keryn stands beside Dara as he cleans his rapier with a loose bit of linen. Truly a pity that the Broken God thrust this much suffering on a child. Perhaps, though, only a child could bear it for so long. He did not doubt her prophecy, for they had all seen evil fly from Vollis' body towards their destination. Still, he hoped a return to civilisation would bring with it some respite. "Perhaps it's best that it was a stranger, and not a closer betrayal," he offered Vasha. "You are right to cling to order though, for that is what will keep the common folk together. You will need to be a leader, whether you feel ready for it or not." He stepped back, and turned to the remaining companions nearby. "For the rest of us, we shall have to stay sharp. We all knew the dangers that lurked around the fall of the city, yet let ourselves be lax in our duties," he spoke quietly, hiding his words from the dispersing folk. "I feel I have learned more in this short conflict than across the past several months, but still it was not enough. Any who wish to join my morning exercises are welcome - I suspect we shall see more violence yet, and you cannot let your bodies go to seed." OOC Action: Booming Blade vs Hellspawn Bonus Action: - Movement: - Reaction: Absorb Elements if required 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 Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. 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 xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kavonde Posted March 12 Clone Share Posted March 12 Gaerzil | HP 17/17 | AC 16 | Initiative +3 | Passive Perception 11 Spell Slots: 1/4 Active Effects: N/A Gaerzil allows his conjured fog cloud to dissipate and surveys the aftermath of the battle. He doesn't feel particularly bad about Vollis' death; she made her choices and suffered the consequences. He makes his way over to Gwen and nods respectfully at her. "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." Keryn's invitation to everyone to join him in his morning exercises makes Gaerzil initially want to roll his eyes, but he considers the offer a moment longer. The elf is a deadly and graceful fighter. An arcane practitioner's strength lies in their mind, but a healthy body is said to improve one's ability to focus and think clearly. "I may take you up on that, actually, depending on how early I'll have to get up in the morning. A wizard needs his sleep." He has nothing much to say to the other members of the caravan, though Dara's oddly even more youthful appearance makes him frown. Did they really mistake her as being older than she was, or was Ilmater's twisted "blessing" causing her to regress? Has she been spending years of her own life to channel her cruel god's powers? He shakes his head and turns away. It's late, and they have a long road ahead of them to Baldur's Gate. Gaerzil breathes a humorless laugh at that. All his grand plans to quit Sorcerous Sundries and begin a life of adventure, and here he is, preparing to return to the damned city. Were it any more ironic, the fey would be vulnerable to it. The Artful Dodger trots up beside him as he makes his way through the camp. The familiar doesn't say anything, but Gaerzil can sense its amusement well enough. Perhaps I'll travel to somewhere that isn't Elturel or the Gate someday. Perhaps, Master. But not this day. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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