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Chapter I: Escape from Elturgard


Gregorotto

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Gaerzil-300x400.jpgGaerzil | HP 9/12 | AC 16 | Initiative +3 | Passive Perception 11
Spell Slots: 1st Level 2/3
Active Effects: Mage Armor


As the cultists turn and point their weapons at the group, Gaerzil holds up his hands in a futile gesture of peace. "Wait, we're no enemies of Dispater! We're just--"

Grug goes charging in before Gaerzil can finish making his case, but honestly, that's probably for the best. Cultists, even cultists who worship orderly and generally sensible creatures like devils, don't tend to be the most reasonable people. Well, at least not according to the books he's read.

He turns his attention to the summoned devil, trying to identify what sort of creature it isRolled yet another Nat 1 on an Intelligence check over on Discord, for a total Religion roll of 6. Hell's bells.. "It's a vrock!" he decides. "It will have a deadly sonic attack and may be covered with acidic spores! It also has some magical ability!"

With that, he moves to put his hardier companions between himself and the enemy, then, with a few gestures and incantations, unleashes three unerring bolts of blue-purple energy at the "vrock."
 

OOC

Move: Moved 1 square SE. (Already done on Roll20.)

Action: Magic missile versus the "vrock."

Edited by Kavonde (see edit history)
Name
Magic Missile damage!
13
3d4+3 3,3,4
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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


 

Moving like lightning the barbarians shadow, Keryn darts forward to assault the distracted cultist fending off Grug's axe. He neatly skewers the man with his silver* rapier, before neatly stepping away again to maintain his guard.

 

 

OOC

Action: Rapier Vs C1

Bonus Action: Disengage

Movement: Dart forward and then back again (I'll update roll20 in due course)

Reaction: Absorb Elements if triggered

Object Interaction: -

*Descriptive only!

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
Rapier Attack
20
1d20+5 15
Rapier Damage (inc. Sneak Attack)
14
1d8+1d6+3 8,3
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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

 

"Take down the fiend and the leader, and the others are more likely to surrender," Kilros whispered to the others who still remained behind. His words to the point before he rushed into the room and towards the fiend. His weapon glowing a dark gray as he swung and hit hard although his eyes went to the cultist as he awaited her response with a little smirk as the axe bit into his target, "A shame. All that work for nothing, you little heretic."

 

OOC

Attack Action:

Bonus Action:

Movement:

 

Edited by Amaryllis77 (see edit history)
Name
Attack
23
1d20+5 18
Damage
9
1d8+5 4
Smite
13
3d8 2,3,8
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⛧ Round I ⛧

Battle breaks out and everyone on hand is ready for it.

Grug shoots forth, axe at the ready and prepared to draw blood: bringing it down, he does just that, staining the green robes brown with blood that soaks the goateed man, his deep voice indicating great pain. Not enough pain, though, to bring him down. Gaerzil, moving behind the stairs, prepares a spell on the creature that has been summoned, and as magical darts manifest, he realizes what it is: obvious, a vrock, a demon. The missiles fly directly towards it and pummel the spines, the wings, and the chest of the spined devil, each one shooting off black ichor-like blood as they land: it is a heavy blow.

Keryn appears at Grug's shoulder and finishes off the cultist, returning to where he came from, as Kilros barges into the fray, ready for battle. Rushing towards the bloody altar, blade at the ready, the "vrock" barely has time to react before the flash of steel is visible. At first, it looks as though he missed: but he did anything but. The creatures gives out a breathless sigh before it splits right down the middle, and then light begins to emerge from within it: it explodes into black mist, sent back to its fiendish plane where it belongs. The spined creature, gone as quickly as it appeared, is no more threat here.

The remaining cultists, resolved to continue, prepare for counter attack. The woman speaks: "Fools, you know now what you've done. We need not have fought, but your righteous fury has cost us this day! Destroy the paladin and the mage!" The cultists move forward, creating a wall of chanting fury, as the Internal chanting continues despite the devil's banishment. The leader, grinning wildly at Kilros, producing from her hand an iron nail. It begins to alight, as do her eyes, as she says the single word: "SistisInfernal: Halt." Suddenly, everything around Kilros begins to freeze, as if he were held upDC 11 Wisdom saving throw, or Kilros is paralyzed, per the Hold Person spell.

The others are much simpler, though they cannot reach Gaerzil easily, they have plenty of other targets. The first moves to Gwen, and attacking her with his eyepatch bulging in rage, he accidentally drops his scimitar before herBandit 1 Attack Nat 1 vs. Gwen AC 18, critical fumble: Gwen gets an Opportunity Attack and the bandit drops his scimitar. The next two move to Grug and strike out at him, the older wild man hittingBandit 2 Attack 14 vs. Grug AC 14, hit for 3 slashing damage while the dandy missingBandit 3 Attack 12 vs. Grug AC 14, miss.

The wild man speaks out. "We only wanted to know what you wanted to know: what happened to Elturel!"

The dandy responds. "Unless you are cultists of Zariel, come to gloat with blades at the ready."

It occurs to Gaerzil: why would cultists of Dispater summon a demon? Tanar'ri are the enemies of baatezu!

Out of Character

spacer.png

Initiative
Party Except Gwen and Hravin

Cultists of Dispater & Devil
Gwen and Hravin

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

Continue Round 1 and Begin Round 2!

Gwen and Hravin are up; and now, so is everyone else! We'll work asynchronously, so now it's like it's a single turn order fashion.

Let's go!

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XAIlHMJ.png


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


Still distracted by the pain his leg, and everything in general perhaps, Hravin is slow to react to the situation at hand. His world seems to have changed so rapidly leaving him running to catch up, albeit with a slight limp at the moment. The furies flared the fray was upon them due to the hasty, yet utterly expected actions, of the Goliath Grug. "Predictably irrational," Hravin muttered from the stairs as he slipped a dart into his hand, but paused, only just briefly to hear the Wild Man's words and catch Kilros' state out of the corner of his eye.

As much as his gut told him to try to stop the fight and talk with these cultists, he knew it was much, much too late for that. Every second in battle counts toward the outcome, and there was simply no arguing with that.

He let the dart fly over Gwen's shoulder at the bandit who faced her.

OOC

Hravin stays on the stairs, launching a dart at B1


Action: Throw dart at B1

Bonus:

Movement:

Name
Attack
10
1d20+5 5
DamageOnHit
4
1d4+3 1
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Gaerzil-300x400.jpgGaerzil | HP 9/12 | AC 16 | Initiative +3 | Passive Perception 11
Spell Slots: 1st Level 2/3
Active Effects: Mage Armor


"Righteous fury?!" Gaerzil shouts indignantly. "The bloody devil you summoned took one look at us and told you to attack! We didn't plan to interfere! We want to know what happened to Elturel, too!"

He aims a ray of frost at the woman who cast the paralyzing spell on Kilros. "Look, if you surrender, I'm reasonably certain we'll stop killing you! None of us has any particular problem with devil worshippers! I think! Honestly, we don't really know each other all that well, but that's the sort of general vibe I've picked up!"

He moves a bit south so that both Grog and Keryn are between him and the cultists, just in case.

 

OOC

Action: Ray of frost on the cultist who hit Kilros with a halt spell.

Move: Stepping 5' south.

Reaction: Will cast shield if needed to avoid damage.

Name
Ray of Frost, +5 to hit
9
1d20+5 4
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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


 

"It sounds like you already know what happened to Elturel, and that aside have taken advantage of the chaos since," Keryn observes acidly.

He glances across at Gaerzil, the Tiefling trying to talk down the cultist leader as he moves behind Keryn. "I'm not sure the wizard quite speaks to all our tolerances, but if you surrender I would at least respect the rules of civility you tossed aside robbing Wellum," he adds.

 

He then again strikes like a viper from Grug's shadow, this time taking aim at the fool who had overextended himself striking the halfgiant. He scoffs as his blade easily finds it's way past the old man's defense, pulling his strike at the last moment to instead clobber the man square in the temple with the basket. The cultist drops like a stone, unconscious, and Keryn weaves his way back behind Kilros, ready to support the paladin if needed.

 

"Though given the ineptitude I've observed so far, I wonder why you bothered stealing weapons. You're entirely outclassed, even with your weak arcana. Let the paladin go before our wizard is forced to stop pulling his blows. I doubt he can make them as safe as mine," he comments bluntly.

 

 

OOC

Action: Rapier Vs B2 - non-lethal.

Bonus Action: Disengage

Movement: Dart forward between Gwen and Grug, and then down south of Kilros (I'll update roll20 in due course)

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
Attack vs B2
24
1d20+5 19
 Damage (inc. Sneak Attack)
13
1d8+1d6+3 8,2
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15db87f7234cb3659c849826814290cf.jpgGwen | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12
Second Wind: 1/1 | Action Surge: 1/1


Gwen is prepared to rush at the demon/devil/fiend, but it's dispatched quickly thanks to Gaerzil's magic and Kilros' incredible strike. Not bad, she muses, impressed by their efforts. Gwen decides to take out the woman who appears to be the leader, but one of the other bandits confronts her first.

The one-eyed bandit charging at her hefts his scimitar for a strike, but it clips the weapon of the bandit next to him, causing him to lose his hold on it. Gwen doesn't hesitate. Despite what the cultists claim, they still robbed the blacksmith, they still performed a sacrifice, and they still summoned a demon/devil/fiend. They may be enemies of those who took Elturel, but they're still her enemies.

As the bandit darts for his dropped weapon, Gwen stomps down on his hand. The bandit screams as her boot crushes his fingers. Gwen brings her axe down mercilessly. Her first strike bites wetly into the bandit's neck, cutting off his scream. She wrenches the axe out and embeds the blade half way into his head. Gwen kicks the bandit in the chest, dislodging her weapon from his corpse. "Amateur," she mutters.

Opportunity Attack v B1: To Hit

Damage

Action: Attack B1 To Hit

Damage

 

Name
To Hit
19
1d20+5 14
Damage
6
1d8+5 1
To Hit
18
1d20+5 13
Damage
12
1d8+5 7
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 Grug (Goliath Barbarian) Level: 2spacer.png

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


Grug looks down at the scratch and sees his own blood seeping from the wound. He also sees his new clan being attacked by these p’tahs. A red veil of anger washes over him. Grug angry. No enemy should like him when he’s angry. He swings at the bandit in front of him

 


Mechanics

Main Hand: Battle Axe
Off Hand: 


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

     
Name
Attack
12
1d20+5 7
roll
13
1d12+5 8
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⛧ Round II ⛧

The battle rages on.

Quickly, Gwen cuts down her opponent and Grug his, with Keryn a bit more careful to knock his out foe. Gwen's bandit writhes after the kick, grabbing his neck aimlessly with the hand that had not been stepped on: the other writhes in its own pain. Grug's swing hard is sidelong and sends a cascade of blood flying over the cultist leader and Kilros, who stands locked in his position, transfixed by something and unable to move. As Gaerzil and Hravin fail to hit their select foes, the cult leader looks Kilros in the eyes. "You'll keep. Now watch as I dispatch your friends."

Before Keryn's foe hits the ground unconscious, she turns, a wild grin on her face, her green eyes wide. "I have made my peace with the Iron Lord! His secrets shall belong to me, and I will see my friends again; can you say the same, interlopers? You embrace chaos: let me send you headlong into it!" She delivers on her promise. Grug's arm, still gripping his axe, is an open targetCF1 Spell Attack Natural 20 vs. Grug AC 14, hit for 28 necrotic damage: she reaches to it gracefully, grabbing it like she would the arm of a lover, and black lightning stretches from her fingers into Grug's arm, surging through him. Lights leave his eyes as black flesh emerges like a cascading sea of veins before Grug falls, dying.

She laughs openly, putting a finger to her mouth and licking it. "Master Elf? Mistress Tusk? Who's next?"

Out of Character

spacer.png

Initiative
Party Except Gwen and Hravin

Cultists of Dispater & Devil
Gwen and Hravin

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

Continue Round 2 and begin Round 3!

Grug is now Dying: begin the Death Saving Throws! Kilros is still under Hold Person!

Let's see if we can't knock this lady out. Kilros would have a really cool Big Damn Hero moment if he broke free.

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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


Gaerzil grimaces as the jolt of dark magic burns into Grug's flesh and drops the goliath. He glances over at Hravin beside him. "Do you have anything deadlier than those darts to throw? Perhaps a few hatchets? Javelins? Feral cats?"

Excuse me?

Gaerzil himself only has one more thing to throw: another trio of magic missiles, which should stagger her a bit, or at least force her to waste some of her divine power to counter them. Either way, he hopes Gwen and Keryn will be able to avoid letting this woman make direct contact with their bodies; if she can drop even Grug with a single spell, she is not someone Gaerzil wants to deal with in melee combat.
 

OOC

Action: Time to magic a few more missiles at the cultist fanatic.

Move: None.

Reaction: None; no more spell slots to cast shield.

Edited by Kavonde (see edit history)
Name
Magic Missile damage
10
3d4+3 1,2,4
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Grug (Goliath Barbarian) Level: 2spacer.png

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


Hi entire body shakes from the shock as he is grabbed by the arm. He falls to the ground, with a last thought of dishonor.

 


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
roll
8
1d20 8
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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 would glare at the woman as his shield arm went straight to her although he unfortunately missed, "I will admit. I don't know if it's something admirable or something to be pitied. Someone who clearly sees her allies dying around her, and she's clearly next and still has her own arrogance about her. You're not the first one I witnessed like this, and like the ones before you, I will enjoy when you're put in your place."

 

 

OOC

Attack Action: Attempted Shield Bash on the head cultist for a terrible miss

Bonus Action:

Movement:

 

Edited by Amaryllis77 (see edit history)
Name
Shield Bash
8
1d20+5 3
Damage
4
1d6 4
Smite 
12
2d8 7,5
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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


 

"We embrace chaos?" Keryn exclaims, incredulous at the woman's brazen hypocrisy. Any further repartee is cut short as necrotic energy overtakes the night barbarian before him, sending Grug crumpling to the ground. His expression firms, and he focuses on his blade.

 

With the woman a clear threat he assumes his fencers posture, summoning a shiver of arcane energy with his free hand as he lances forward, the woman distracted by Kilros' sudden assault.

 

At the last minute Grug twitches, distracting Keryn just enough that his blow goes wide of the mark, catching armour instead of flesh. Relief that the Goliath lives is quickly replaced with frustration at himself in missing such an easy blow, and he retreats amidst hissed elven curses.

 

OOC

Action: Booming Blade v CF1

Bonus Action: Disengage

Movement: Adjacent and then away.

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
Attack vs CF1
6
1d20+5 1
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15db87f7234cb3659c849826814290cf.jpgGwen | HP 26/26 | AC 18 | Initiative +0 | Passive Perception 12
Second Wind: 1/1 | Action Surge: 0/1


Grug going down is not an outcome that Gwen saw coming. The goliath is an incredibly tough warrior, so whatever fell magic this woman used must have been powerful. Gwen doesn't spare the woman any words or waste her breath talking to her. She gives her bloodied axe a flourish then rushes into the fray.

Move: Moving to the space directly north of the cultist

Action: Attack Cultist

Action Surge

Action: Attack Cultist

To Hit

Damage

To Hit

Damage

 

Name
To Hit
18
1d20+5 13
Damage
12
1d8+5 7
To Hit
6
1d20+5 1
Damage
10
1d8+5 5
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