This post has potentially manipulated dice roll results.
Don't count your laurels yet, Arutha! The Cloak cultists aren't finished with you yet.
An arrow zips through the air and slams into the wagon. All eyes turn toward this new assailant. The female elf pirate has joined the fray. The cultist snarl.
"We've lost this fight," one growls.'
"Too many unforeseen obstacles," the other grumbles.
"Myrkul be with us."
A Cultist strikes: Attack: 12 Damage: 8
And strikes again: Attack: 10 Damage: 5
The second Cultist strikes Skorbor: Attack: 15 Damage: 5
He strikes the half-orc again: Attack: 17 Damage: 3
Gramdal, the Silver Queen returns your salutation with one of her own. She flashes you a courteous sign. You've seen this finger twiddle before. It's both a warning and an invitation. Are you available for work? Sellsword?
Jhaval is too far away to hear, but you can attempt to read his lips. Make a Perception roll with advantage. (I'll explain why after you roll, but you probably already figured it out.)
Kelten leans to one side. "The laws of Baldur's Gate don't apply outside the city walls, unless you're traveling over Wyrm's Crossing. Here, where there are no laws, there are… arrangements. Be careful who you make contact with. Everyone here is looking out for a tool to hire."
This post has potentially manipulated dice roll results.
Worried Norvalor will check Traever for signs of wounds while say "Are you alright, does it hurt anywhere?!?!?" He would also like to look around to understand the situation he is in.
You take a moment to quiet your mind, Norvalor. Listen through the dark. Attempt to pick up any clues that might help you orient yourself in this prison.
"I'm okay," Traever answers. "I've been tied up."
From the sound of his voice he seems to be within five or six feet of you.
"Hello," a voice cries out from the dark.
"Human?" another voice calls out.
"A boy, too," says still another.
You hear three distinct voices.
"She's stooped low, friends, to need the energy of one so young."
Arutha grunts as the dagger opens a new wound in his side and as the cultists turn away he lets out a low oath and with all his might, drives the point of the sword towards the center of the back of the closest fleeing cultist with what is almost his last bit of remaining strength. Attack: 23 Damage: 10
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"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Cath headed out the door of the Purple Wyrm and made his way through the city. He didn't pay much attention to the stores, shops and callers he passed, they were ignored. If all goes well when he arrives at the HQ of the Flaming Fist he will ask to see Zavakk. "Its important, he'll want to speak me."
As you approach Flaming Fist HQ, Cath, you are reminded of its storied history, the epic battles waged against the Fists' sworn enemy, the Cult of the Dragon, and at one time, the Zhentarim. A 20-foot tall statue of the Fists founder, Eltan stands tall and proud, vigilant, holding a spear capped with an ever-burning tongue of flame. Upon a short flight of stairs set in the marble floor is a familiar phrase you've heard many times since your adventure started: There can be no justice, no peace, so long as evil is allowed to endure.
As you step over the inscription, Cath, the code of the Fist as it where, you sense a quiet calm wash over you. Heat rushes up and through your heels and into your bones.
OOC. For the next hour, you are blessed, as per the spell.
Cath, you enter Fist HQ through two large oak doors. When closed, they form the shield and flame of the Fist organization. Inside, the ceiling rises 30 feet above the floor. To your right, visitors stand in line to voice grievances. To your left, a line of adventurers are applying for either an Exploration License or Adventuring License, or both. An Exploration License is issued to adventurers exploring beyond the Sword Coast in regions managed by the Fist. An Adventuring License is issued to adventurers operating along the Sword Coast, and is recognized by Baldur's Gate and her allies in the Lord's Alliance.
Ahead of you, a familiar looking soldier is speaking with a middle-aged commoner.
Cath looks at the two lines. No good, neither is what he needs. Seeing the familiar face he approaches the soldier. His body language and the look on his face is that he has an emergency and needs to speak with someone as quickly is possible.
He tries to decide if he should interrupt or wait. But patience isn't a strong suit of his.
"Soldier, I have an emergency, I need to find Zavakk right away" he blurts out as he rushes up to the man.
"Yes warrior, take it. It is time they learn thier fake god is of no help to them. If they want to believe in something. It should be in thier own abilities and helping others. They forfeited thier lives when they decided to go down this road they have chosen."
Arutha then laughed at the efficacy of the strike.
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"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Cath, you recognize the soldier as Kouronath, the Fist who sympathized with Kaiylin at the Wyrm's Gate. He looks up from his conversation, narrowing his eyes. He seems to recognize you as well, though the look on his face indicates a mixture of confusion and lack of recollection. "Hail and well met, adventurer. What brings you here today?"
The commoner thanks Kouronath then takes his leave.
This post has potentially manipulated dice roll results.
As you desire,Warrior says in your mind, Arutha.
You feel the blade tug at the Cloak cultist. Your enemy looks up at you in terror as the truth of the blade becomes known to him. Yes, Myrkul is with you, enemy of mine, you hear the Warrior's disembodied voice say, draining the life force of the Cultist, restoring: 6 hit points to you, Arutha. And with that act, the blade goes quiet.
"Kouronath! It is I, Cath Redaxe. I came through the Wyrm Gate yesterday with a woman and her 2 small children. We had a bit in of trouble eh? Involving a tangled wall?"
Cath is trying to spur the man's memory without blurting out drow in the main entry to the Flaming Fist.
"There is trouble concerning the children, I need to find Zavakk, or at least I need that fancy wand used at the gate One of the children is lost. Do you understand me? "
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Gripp nods. "Don't mention anything about Jessica. It's a sore subject between us."
Kristine grunts. "Again, putting it mildly."
Don't count your laurels yet, Arutha! The Cloak cultists aren't finished with you yet.
An arrow zips through the air and slams into the wagon. All eyes turn toward this new assailant. The female elf pirate has joined the fray. The cultist snarl.
"We've lost this fight," one growls.'
"Too many unforeseen obstacles," the other grumbles.
"Myrkul be with us."
A Cultist strikes: Attack: 12 Damage: 8
And strikes again: Attack: 10 Damage: 5
The second Cultist strikes Skorbor: Attack: 15 Damage: 5
He strikes the half-orc again: Attack: 17 Damage: 3
The encounter quickly turns against the Cloaks. They turn to slip away. Arutha, your opportunity attack.
The reaction attack you rolled Arutha wasn't enough to give the cultist pause.
Gramdal, the Silver Queen returns your salutation with one of her own. She flashes you a courteous sign. You've seen this finger twiddle before. It's both a warning and an invitation. Are you available for work? Sellsword?
Jhaval is too far away to hear, but you can attempt to read his lips. Make a Perception roll with advantage. (I'll explain why after you roll, but you probably already figured it out.)
Kelten leans to one side. "The laws of Baldur's Gate don't apply outside the city walls, unless you're traveling over Wyrm's Crossing. Here, where there are no laws, there are… arrangements. Be careful who you make contact with. Everyone here is looking out for a tool to hire."
Worried Norvalor will check Traever for signs of wounds while say "Are you alright, does it hurt anywhere?!?!?" He would also like to look around to understand the situation he is in.
Perception: 20
OOC: holy wow that was a good perception roll :D
You take a moment to quiet your mind, Norvalor. Listen through the dark. Attempt to pick up any clues that might help you orient yourself in this prison.
"I'm okay," Traever answers. "I've been tied up."
From the sound of his voice he seems to be within five or six feet of you.
"Hello," a voice cries out from the dark.
"Human?" another voice calls out.
"A boy, too," says still another.
You hear three distinct voices.
"She's stooped low, friends, to need the energy of one so young."
Arutha grunts as the dagger opens a new wound in his side and as the cultists turn away he lets out a low oath and with all his might, drives the point of the sword towards the center of the back of the closest fleeing cultist with what is almost his last bit of remaining strength. Attack: 23 Damage: 10
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Warrior howls with glee as you make contact. Shall I, Arutha, steal his life force?
Cath headed out the door of the Purple Wyrm and made his way through the city. He didn't pay much attention to the stores, shops and callers he passed, they were ignored. If all goes well when he arrives at the HQ of the Flaming Fist he will ask to see Zavakk. "Its important, he'll want to speak me."
As you approach Flaming Fist HQ, Cath, you are reminded of its storied history, the epic battles waged against the Fists' sworn enemy, the Cult of the Dragon, and at one time, the Zhentarim. A 20-foot tall statue of the Fists founder, Eltan stands tall and proud, vigilant, holding a spear capped with an ever-burning tongue of flame. Upon a short flight of stairs set in the marble floor is a familiar phrase you've heard many times since your adventure started: There can be no justice, no peace, so long as evil is allowed to endure.
Make a Wisdom save, please.
Wisdom 15
As you step over the inscription, Cath, the code of the Fist as it where, you sense a quiet calm wash over you. Heat rushes up and through your heels and into your bones.
OOC. For the next hour, you are blessed, as per the spell.
Cath, you enter Fist HQ through two large oak doors. When closed, they form the shield and flame of the Fist organization. Inside, the ceiling rises 30 feet above the floor. To your right, visitors stand in line to voice grievances. To your left, a line of adventurers are applying for either an Exploration License or Adventuring License, or both. An Exploration License is issued to adventurers exploring beyond the Sword Coast in regions managed by the Fist. An Adventuring License is issued to adventurers operating along the Sword Coast, and is recognized by Baldur's Gate and her allies in the Lord's Alliance.
Ahead of you, a familiar looking soldier is speaking with a middle-aged commoner.
Cath looks at the two lines. No good, neither is what he needs. Seeing the familiar face he approaches the soldier. His body language and the look on his face is that he has an emergency and needs to speak with someone as quickly is possible.
He tries to decide if he should interrupt or wait. But patience isn't a strong suit of his.
"Soldier, I have an emergency, I need to find Zavakk right away" he blurts out as he rushes up to the man.
"Yes warrior, take it. It is time they learn thier fake god is of no help to them. If they want to believe in something. It should be in thier own abilities and helping others. They forfeited thier lives when they decided to go down this road they have chosen."
Arutha then laughed at the efficacy of the strike.
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Cath, you recognize the soldier as Kouronath, the Fist who sympathized with Kaiylin at the Wyrm's Gate. He looks up from his conversation, narrowing his eyes. He seems to recognize you as well, though the look on his face indicates a mixture of confusion and lack of recollection. "Hail and well met, adventurer. What brings you here today?"
The commoner thanks Kouronath then takes his leave.
As you desire, Warrior says in your mind, Arutha.
You feel the blade tug at the Cloak cultist. Your enemy looks up at you in terror as the truth of the blade becomes known to him. Yes, Myrkul is with you, enemy of mine, you hear the Warrior's disembodied voice say, draining the life force of the Cultist, restoring: 6 hit points to you, Arutha. And with that act, the blade goes quiet.
"Kouronath! It is I, Cath Redaxe. I came through the Wyrm Gate yesterday with a woman and her 2 small children. We had a bit in of trouble eh? Involving a tangled wall?"
Cath is trying to spur the man's memory without blurting out drow in the main entry to the Flaming Fist.
"There is trouble concerning the children, I need to find Zavakk, or at least I need that fancy wand used at the gate One of the children is lost. Do you understand me? "