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Chapter I: Escape from Elturgard


Gregorotto

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Name: Hravin Snaefoss | Race/Class: Human Monk | HP: 08/11 AC: 15 PP: 12 Ki: 0 | Darts: 09/10


The harder they fall, as they say.

By all accounts, they were to be the clear victors...that is until the Goliath went down. His companions moved in on the fanatic swiftly, as he hit the bottom of the stairs, dart ready.

It flew from his hand, aiming for the fanatic's crazed eyes.

OOC

Hravin fires another dart, moves to square next to B2 (if not already occupied) and draws his mace.


Action: Dart to CF1

Bonus:

Movement: square next to B2

Edited by dwargstof (see edit history)
Name
Attack
17
1d20+5 12
Dmg
7
1d4+3 4
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⛧ Round III ⛧

As the one cultist lays unconscious on the ground, he may be getting the better end of the deal compared to his leader. Gaerzil fires off a series of magical bolts which slam into her arms and chest, just as Kilros breaks free of her magical bondage behind her. As Grug struggles to life, Keryn moves in, goes for a blow, but fearful of the same dark power that almost killed the goliath, does not land his hit; he moves to the other side of the room, near a wrapped bundle of what looks like sticks from where he stands; what is that? Gwen, too, moves in, axe at the ready, as Kilros prepares to make his move, readying his shield and summoning forth the power of his god. Gwen lands a solid hit, almost severing the cult leader's right arm, but her fervor to hit and Kilros' incoming attack cause both to miss. The look of shock on the woman's face is palatable, her face paling with each blow as Hravin throws a dart that hits its mark, though not her eyes: it hits her just above the collar bone.

And then, she laughs.

"You think a paltry thing like death will make me grovel? Make me change my mind!? Preparations are made! I will attend my Lord in his City of Iron! Dis will be my home: where will your worthless souls go, save the bellows of Baator!? Who will I bring with me!?" She looks between Kilros and Gwen, as if deciding what to do. Madness in her eyes, the woman on her way out of this mortal coil reaches for Gwen in desperationCult Fanatic 1 Attack 11 vs. Gwen AC 18, miss, but with her bad arm: she screams in pain as she goes wide, her arm barely under her control.

Her laughter echoes in the small subterranean chamber.

Out of Character

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Initiative
Party Except Gwen and Hravin

Cultists of Dispater & Devil
Gwen and Hravin

Enemies
Bandit 2-12 AC, 0/11 HP, Unconscious
Cult Fanatic 1-13 AC, 3/33 HP

Continue Round 3 and begin Round 4!

Things look grim for my girl, but that's ok. Keryn! Make a Perception check. If you get a 10 or above, let me know in the chat!

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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


"Well, no one can say we didn't attempt diplomacy," Gaerzil says with flippant nonchalance. He speaks a few words and points an imperious finger at the cultist, conjuring a ray of frost aimed at her heart.

OOC

Action: Casting ray of frost at the fanatic, hopefully finishing this fight.

Move: None.

Reaction: None.

Edited by Kavonde (see edit history)
Name
Ray of Frost (+5 to hit)
10
1d20+5 5
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Name: Hravin Snaefoss | Race/Class: Human Monk | HP: 06/09 AC: 15 PP: 12 Ki: 0


As Gaerzil's attempt to finalize the fanatic's fate went wide, Hravin's feet were moving. He rushed the woman, allowing his anger to drive him, if only for a moment. The news of Elturel and his brother was still processing, but here was an opportunity for closure and some deep, dark part of his heart knew it.

His mace took a comfortable arc, almost looking like a leisurely swing to the untrained eye...

The flanged head of the mace crunched into the side of the fanatic's face, and just as he watched the light fall from her crazed eyes, he spoke.

"When you arrive, tell my brother I am coming to get him."

OOC

Hravin moves in for a shot with his mace on CF1


Action: Attack with mace

Bonus:

Movement: from next to B2 to next to CF1

Edited by dwargstof
Incorrect HP (see edit history)
Name
Attack
24
1d20+5 19
Damage
4
1d6+3 1
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Grug (Goliath Barbarian) Level: 2spacer.png

AC: 14 | HP: 19/22 | Initiative: +1 | Passive Perception: 14 | DM Inspiration:


Breaths becoming ragged, his hold on life becomes more tenuous. He is able to heave a grating, almost liquid breath, still unconscious.

 


Mechanics

Main Hand: Battle Axe
Off Hand: 


Action: Death Roll Fail 1
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate:

     
Name
Heath Save
20
1d20 20
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token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn 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.
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


 

Whilst Keryn stands silently cursing his distraction and subsequent failure to skewer the fanatic, the studious monk redeems himself by taking out the deranged woman. Keryn is already planning updates to his training schedule - the journey to and subsequent disruption from disappearance of Elturel having caused slack. He had two extra hours a day over the rest of these caravaneers, when the rest were still sleeping; it was not good enough to waste it on something other than training.

As he's cleaning and putting away his rapier, his eye falls on a rather irregular sack nearby. He carefully and gently peels back the lip to reveal the missing weapons, producing a satisfied sound. At least this part of their expedition had been successful.

He secures the sack again, before making his way back over to the rest of their outfit to inform the rest. The mighty Grug was just coming round from a blast that would have felled a lesser man - and Keryn if he was careless enough to get hit - as he started speaking. "The weapons are over here in that sack. Hells only know what they wanted with them, there's far to many for these few people and if your knowledge is true Gaerzil then these devils come with more than enough arms of their own."

He nudges the last unconscious cultist with a suede clad toe and a barrel full of disdain. "Perhaps this one could offer some insight as to why they took the weapons? When he comes round at least."

 

 

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)
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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

 

Kilros hopped off the table while he murmured a few curses to himself about his sloppiness. Perhaps it was his anger at the situation that fueled him as he knelt next to Grug and laid a hand on him that shined a little in gray light. When he finished, Kilros then turned to the last cultist that unconscious. Kilros didn't hesitate to put his boot on the chest of the man. Battleaxe was still ready as his tail twitched annoyingly, "We don't have time to wait for him to 'come to'," he said simply. He pressed his foot a little harder as his foot glowed the same color to bring him back around, "And if he tries anything, I'm sure he'll enjoy being strung out of a window by his ankles"

 

OOC

Attack Action:

Bonus Action: Lay on Hands to heal Grug by one point. Lay on Hands to heal cultist by one point

Movement:

 

Edited by Amaryllis77 (see edit history)
Name
Athletics to hold him down if it applies
21
1d20+5 16
Intimidate if he comes to
12
1d20+5 7
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⛧ Round IV ⛧

It is perhaps delirium that fills her, and that is what Grug hears from his death-like slumber: the laughing of the cult leader. There is something, like a frosty blast that goes over his head, and there is something that hits and a gurgling, but when he comes to, it is sudden, with a breath of air and the full shock of remembrance: they are at war.

Gaerzil's icy blast misses the woman, whose bleeding and pale look suggests she's not long for this world: but those eyes suggest she accepts this fully, and plans on taking someone with her. As her lips move to promise this yet again, a blur crosses the room: Hravin strikes, his mace finding her face. The crunch is deafening, echoing off the walls as she falls to the ground, a gurgling mess of broken bones and teeth and blood as fragments enter her brain and she begins to twitch violently: death comes for her in time, her beautiful face ruined along with the rest of her body. Perhaps she will impart Hravin's message to the archdevils of Baator.

As the adrenaline begins to leave them and Grug is revived fully, Keryn looks around the room and readily finds the weapons in a bundle, all accounted for and present. The wagon outside will be quite useful indeed: now all they need is information. They also find some coin, likely belonging to the smithy, as well as additional jewlery and coins on the bodies of the dead. Atop a small table next to the flaming pan at the end of the room, Keryn also finds a blue potion in a bag: this will undoubtedly be useful.

And then comes the moment to revive and get information out of the cultist. Kilros places a healing hand on him, and he jerks awake, disoriented by his beating and trying to pull it together. His eyes focus on the tiefling, and shapes of everyone else, and fear enters his face. "Bloody irons.... w... what do you wanna know?"

Out of Character

Initiative
Party

Enemies
Bandit 2-12 AC, 1/11 HP
 

End Combat! Great work folks!

Let's interrogate and move on to Part 3! Granted, we may be down one player, but still.

Everyone roll me another Initiative roll. You don't have to roll anything for diplomacy or to get further info out of him: he'll provide it all readily, just ask your questions.

Edited by Gregorotto (see edit history)
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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


"What do we want to know?" Gaerzil asks mockingly. "The same bloody things you people did, which is why it's so bloody stupid that you attacked us!"

He sighs and pinches the bridge of his nose. "Did any of you have any reasonable suspicions as to what happened to Elturel? Do you have any valuable items or artifacts hidden around here?"

Does he have any food? the Artful Dodger suggests. brushing agains Gaerzil's legs as he arrives to survey the scene.

"Do you have anything for my cat to eat? Apparently he's hungry."

Name
Initiative (+3)
19
1d20+3 16
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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

 

Kilros raised an eyebrow at Gaezril's last question. He didn't think to have snacks set aside for the cat? And why would cultists have cat treats on them? The questions plagued him for a few seconds before he shook his head and turned back to the cultists. Boot pressing a bit more on the cultist as he began his questioning, 'You guys didn't pop up out of nowhere, so why were anywhere near Elturel is a start because I can't but think you guys are angry the devil worshipers beat you to whatever punch you were planning." He hoisted his battleaxe over his shoulder, "What else have you stolen because I think the weaponry wasn't the only thing on your list and do you have any prisoners and where are they if you do." Kilros's eyes narrowed as his tail twitched even more so at the last part, "And think carefully about how you'll be answering anything or it won't be your ankles, but your big toes that you'll be strung up from."

 

OOC

Attack Action:

Bonus Action:

Movement:

 

Name
Init
7
1d20-1 8
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The prisoner does try his restraints, even after being intimidated, but he keeps his eyes on Kilros until Gaerzil gets deeper into his questions.

"You heard the devil: we followed its orders!" And so they did. "Do you normally enter a cult's lair and assume it will end peacefully? And you attacked us too!"

To Kilros' initial question, he shakes his head and laughs. "Oh no, no no. Nothing like this. This is... this is something big. I don't know how the Zarielites pulled this off. It was a complete surprise to all of us. We all may have our loyalties to Baator, but we don't work good together. So we keep our distance. You find followers of Glasya, Mephistopheles, hells, even Asmodeus himself? I bet they're as shocked as we are. We were already here: we're everywhere. We are legion." Not a particularly intelligent one, either. Kilros continues his line of questions, Gaerzil adding a similar line. "This is all we have. We were the branch outside of Elturel: we don't have much, so that's why we stole the weapons. Just in case Zariel was planning something bigger. Have to defend ourselves and our turf as we can. But this is it. If we stole more than weapons or kidnapped anyone, they'd be here. We left that boy, didn't we?" They refer to the blacksmith's apprentice, and of course he's right. He nods to Keryn. "If we have anything, he's already found it with his magic elf eyes."

He seems sincere, terrified as he is of Kilros. To Gaerzil's final question, his jaw moves but he doesn't say anything, not at first. "We... we ate everything on the way here. The blacksmith was the first place we hit: it's all we've had time for. We were going to go to that mill to get food and more and get holed up for a few days. Now... I can't wait to get away from this place. Please, just, don't kill me."

Sheepishly, Silvia moves down from the stairs, fear on her face, and embarrassment with it.

Out of Character

Initiative
PartyGaerzil-19
Kilros-7

Enemies
Bandit 2-12 AC, 1/11 HP
 

Let's keep going!

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Name: Hravin Snaefoss | Race/Class: Human Cleric | HP: 11/14 AC: 15 PP: 12


Still looking down at the mess that was once a crazed cultist, Hravin listened to the bandit's explination, weighing each of the man's words as one might do with produce at the market so as to select those with the most juice or seed. Was he lying? Or did they have more that they had pillaged in the wake of Elturel's fall?

"I would hope," he paused for dramatic effect, holding his mace slack while the remnants of brain and blood dripped from the fluted tip, and looking into the man's eyes, "that every word of your story is true. if you know more, now would be the best time to tell us." A pause. "The woman there, your leader, if you will," the head of his mace angled toward the dead cultist, "did she share anything with you lot? She must have known something." It was a longshot, but Hravin did not want to miss a chance at more information.

 

The moment passed, and Hravin found his attention on Silvia. Something in her demenor troubled him. "Silvia? is everything alright?"

OOC

Hravin Insight checks the bandit and wellfare checks Silvia


Action:

Bonus:

Movement:

Edited by dwargstof (see edit history)
Name
Insight
14
1d20+4 10
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token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn 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.
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 listens in as the Tiefling duo take the lead in the interrogation, eyeing the Cultist for signs of lying. He was neither skilled, nor particularly enjoyed, such activities. At the cultists proclamation of legion, he find himself bound to interject however; "Rest assured your cults will be torn from this land stem and root; such corruption will not be allowed to fester." To craft a beautiful garden like Myth Drannor where people can flourish required a firm handed gardener, alter for pests and weeds. Flowers cannot protect themselves.

He has little patients for the flighty Silvia joining late, either one accepts to be shepherded or one devotes themselves wholeheartedly. Perhaps why the current Chosen of Ilmater was the caravan's spiritual leader despite her young age - conviction.

Turning to the rest of the group he continues "If even these dullards have thought of securing supplies from the mill then we should not tarry; others will be gathering like crows around it. As far as I'm concerned he has shown fear of consequence but little repentance for his actions. Justice should be done swiftly; carrying him to Baldur's gate will sap more resources when we re already stretched."

 

 

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.

Name
Initiative
13
1d20+3 10
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Grug (Goliath Barbarian) Level: 2spacer.png

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


Greg slowly pushes himself off of the ground, shaking his great head. His muscles wok to bring him upright, swaying just a bit. Too woozy from his wounds to participate in the questioning, at least immediately, Greg turns and Veith’s blood onto the floor. He wipes his face with a still bloody arm, but color begins to return to him.

 


Mechanics

Main Hand: Battle Axe
Off Hand: 


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

     
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15db87f7234cb3659c849826814290cf.jpgGwen | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12
Second Wind: 1/1 | Action Surge: 0/1


Seeing that Grug is alive, Gwen lets out a sigh and stows her shield on her back. Her axe she keeps ready at hand. Gwen stands over the surrendered cultist and listens to his tale. So far, he seems to be telling the truth. Ideally, they would bring him back to Baldur's Gate for justice. But that might not be possible.

Gwen wipes the sweat from her brow, then asks the cultist the one question he hasn't answered for yet. "That man on the slab..." She nods at the sacrificed body from which the devil was summoned. "Who was he?" The way Gwen sees it, if they had murdered this man to summon a creature from the Hells, then there is ever only one sentence he would receive in a just world: death.

Initiative

Name
Initiative
11
1d20 11
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