(Death saves: 33 not sure if you need them since i was healed though)
Maz pops up and a sudden but faint glow can be seen coming from him. The group seeing this gains 5 temp hp including Maz who begins yelling insults at the remaining guard.
vicious mockery: 3
One of the death saves was a Nat 20 so you would have popped up with 1 HP. I added 1 HP to your health
Maz your rapier is knocked aside as Marley moves. Your first attack only hits his clothes but your claws meet flesh. Crunch your staff is side steped but Mickey gets a solid hit as you all storm him. He is bloodied
Sam runs up and brings his halberd down on his skull slamming the man to the ground cracking it wide. Just to ensure the job is done you plan your flag though his face ending the fight
The noise from the cave rises into a loud rythamic chant. The ground rumbles as the sun turns black and the sky red. All is bathed in a sicking glow save the light of the moon which seems to grow brighter in defiance.
Crunch you feel stronger a memories long forgotten fluid your memory. You see a human child playing in the frozen tundra ambushed by a yeti. You manage to distract the yeti as she slips away. Years later on the faithful day you see a young woman in the slave pens of a rival orc tribe. You attack and kill the orc the woman fleeing in the chaos. The attack delays your return home. You find it in ruins.
A few more years pass and you see yourself drunk in a tavern unable to stand. But that doesn't mean you can't fight. Some thugs are harassing a woman you feel like you know. You defend her in a fist fight for the bards. She thanks you for saving her life 3 time by this point. Wanting to think you she takes you to her demi plain where you to spend months in a blissful state. Your time together seems to strengthen you as you become more God like with each of your encounters. One day she tells you you have become like a god and have angered Sol in your rise. She has to send you back till your power awakens again. She kisses you and you awake in the tavern hung over. The time of only one night having passed and your time with Luna fades like a dream.
(You all have time to do one thing, Crunch you level to 15 my man your powers awaken after the memory chain ends)
Mickey: It sounds like the reason why the wanted the artifact is almost complete we must hurry.
Crunch’s face clearly shows the recognition and realization as the flood of memories hits him. Something in him seems to change a bit and he hefts his staff, whispering something in orcish to himself and following Mickey into the cave. (gonna cast Mage Armor, and I’ll get to the level up soon as I can)
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
This post has potentially manipulated dice roll results.
Crunchface Bloodspur, the half-orc sorcerer/demigod (I gotta say that at least once) sets one hand on Sam the Rune Knights’s shoulder and imparts a bit of magical speed, casting Haste on him. He then raises his staff and calls down divine moonlight on two cultists within five feet of one another. (Spending to sorcery points to quicken, casting Sacred Flame) DC18 dex save or 10 radiant damage each.
haste Details:
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Sweeping Attack: Damage to nearby enemy (incase Cleave didn't do much) 4
Maneuvers: Sweeping Attack(Special)
When you hit with a melee weapon attack, you can expend one superiority die to deal damage to another creature within 5 ft. of the original target and within your reach (if the original attack would hit it) equal to the number you roll on the superiority die.
Crunch your scared flame burns one Cultust bad but the other dives out of the way
Maz 3 Cultust look down at your card and fall to the asleep in a heap
Sam you wade into the fight. Your first swing chops off the arm of one Cultust as you swing around to finish him off he darts to the side causing a miss. But you quickly pivot in your quickened state and bring your weapon around in a wide arc with such force you finish off your first target cut a second in half and plant the axe head in the chest of a third killing all 3.
One of the death saves was a Nat 20 so you would have popped up with 1 HP. I added 1 HP to your health
He fails the save
He BA moves his mark to Marley. Then attacks.
Twice against Marley once against Maz.
Vs Marley
Attack with disadvantage 16 Damage: 4
Attack 9 Damage: 4
Vs Maz
Attack 22 Damage: 4
Y'all are up.
You hear a loud rumble coming from the cave.
Guard: HAhaHa it's almost complete
Maz decides to leap back into action hoping to end this so they can get into the cave. He pulls his rapier and lunges at the guard.
Rapier: Attack: 10 Damage: 7
as he lunges he shouts to Crunch “let’s go! We have to finish this. Hit em with all you’ve got!”
bardic inspiration to crunch.
Dropping his bow, Marley draws his shortsword as he moves up next to Maz to attack Guard 2.
Shortsword: Attack: 10 Damage: 8
Claws: Attack: 19 Damage: 5
Sneak: 7
I attack guard 2 with my staff as well. Attack: 7 Damage: 9 (including bardic inspiration)
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Mickey runs up and attacks with hia maul
Attack 15 Damage: 10
Maz your rapier is knocked aside as Marley moves. Your first attack only hits his clothes but your claws meet flesh. Crunch your staff is side steped but Mickey gets a solid hit as you all storm him. He is bloodied
(on his next turn) Sam will close on #2 and attempt to finish him off.
He will drop his halberd down on his skull and swing back with the butt to his face.
Attack: 25 Damage: 7
Bonus Action - Attack: 12 Damage: 8
If either hits then add: 5 damage from Giants might
D&D since 1984
Sam with the Nat 20 you finished him off.
Sam runs up and brings his halberd down on his skull slamming the man to the ground cracking it wide. Just to ensure the job is done you plan your flag though his face ending the fight
The noise from the cave rises into a loud rythamic chant. The ground rumbles as the sun turns black and the sky red. All is bathed in a sicking glow save the light of the moon which seems to grow brighter in defiance.
Crunch you feel stronger a memories long forgotten fluid your memory. You see a human child playing in the frozen tundra ambushed by a yeti. You manage to distract the yeti as she slips away. Years later on the faithful day you see a young woman in the slave pens of a rival orc tribe. You attack and kill the orc the woman fleeing in the chaos. The attack delays your return home. You find it in ruins.
A few more years pass and you see yourself drunk in a tavern unable to stand. But that doesn't mean you can't fight. Some thugs are harassing a woman you feel like you know. You defend her in a fist fight for the bards. She thanks you for saving her life 3 time by this point. Wanting to think you she takes you to her demi plain where you to spend months in a blissful state. Your time together seems to strengthen you as you become more God like with each of your encounters. One day she tells you you have become like a god and have angered Sol in your rise. She has to send you back till your power awakens again. She kisses you and you awake in the tavern hung over. The time of only one night having passed and your time with Luna fades like a dream.
(You all have time to do one thing, Crunch you level to 15 my man your powers awaken after the memory chain ends)
Mickey: It sounds like the reason why the wanted the artifact is almost complete we must hurry.
Mickey runs into the cave.
Marley picks up his bow and stows it, then searches Guard 1 (Guard 2 as well if there's time) before following Mickey into the cave.
Perception: 12
Investigation: 15
You find a healing potion
Crunch’s face clearly shows the recognition and realization as the flood of memories hits him. Something in him seems to change a bit and he hefts his staff, whispering something in orcish to himself and following Mickey into the cave.
(gonna cast Mage Armor, and I’ll get to the level up soon as I can)
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Sam, hearing the chanting says "We've gotta do this now." and changes into the cave.
D&D since 1984
Running into the cave you see a skeleton floating in a circle of figures in black robes. There is purple and black energy swirling everywhere.
The robed man closest to the party turn and pushes back his hood. He steps forward and a wall of energy appears behind him.
"Your too late the process is almost done. Amon will be resurrected! We will bring forth the VOID!"
Round 1.
Malak uses a special ability. 10 Cultists appear infront of the party and will join the initiative next turn.
He then draws the vampiric dagger.
The party is up. Cleave rules apply to this fight.
Crunchface Bloodspur, the half-orc sorcerer/demigod (I gotta say that at least once) sets one hand on Sam the Rune Knights’s shoulder and imparts a bit of magical speed, casting Haste on him. He then raises his staff and calls down divine moonlight on two cultists within five feet of one another. (Spending to sorcery points to quicken, casting Sacred Flame) DC18 dex save or 10 radiant damage each.
haste Details:
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Maz, still quite injured from the earlier fight hangs in the back. He does however flourish his ace and throws it into the crowd of cultists.
sleep lvl 2: 31
Maz “good night.” He whispers to himself hoping to stay t unseen.
Sam says "Thank you" and heads into the battle.
He will go with closest cultists first.
Action - Attack: 23 Damage: 8
Haste Action - Attack: 16 Damage: 13
Bonus Action - Attack: 9 Damage: 8
Giant's Might additional damage (once/turn): 23
Sweeping Attack: Damage to nearby enemy (incase Cleave didn't do much) 4
When you hit with a melee weapon attack, you can expend one superiority die to deal damage to another creature within 5 ft. of the original target and within your reach (if the original attack would hit it) equal to the number you roll on the superiority die.
Put your spoiler here.
D&D since 1984
Giant's Might should be 6 and not
23D&D since 1984
Crunch your scared flame burns one Cultust bad but the other dives out of the way
Maz 3 Cultust look down at your card and fall to the asleep in a heap
Sam you wade into the fight. Your first swing chops off the arm of one Cultust as you swing around to finish him off he darts to the side causing a miss. But you quickly pivot in your quickened state and bring your weapon around in a wide arc with such force you finish off your first target cut a second in half and plant the axe head in the chest of a third killing all 3.
7 Cultust still alive 3 are asleep
Marley draws his rapier with his offhand as he moves up next to Sam and joins the attack.
Shortsword: Attack: 25 Damage: 11
Rapier: Attack: 24 Damage: 10
Sneak: 5