Maz will be content to run and check on the girl, leaving the team to handle the cultists as they choose. He would also call over Sera in case the girls condition requires a potion to aid her recovery.
Maz with a 17 you check the girl over and see that she is unharmed physically but seems a bit off. You figure she should be find in a few days of rest but will need to be carried to her father.
Sera also looks her over.
"Looks like her life force was being absorbed. I don't have anything for that she just needs rest and good food I think"
Maz, knowing he is not very strong. Looks to Sam, Marley, and Crunch.
“she’s going to be unconscious for a while. She needs rest. Sera believes there were draining her very life from her body. Can any of you carry her? It’s about time we leave this god forsaken place.”
This post has potentially manipulated dice roll results.
Maz does remember seeing another cultist disappear in a black mist earlier, so he is a bit worried that danger could still be close. With that being said, he would take a quick looksy around to see if anything of interest is nearby.
The quickest way back to town will be out the front. There is a staircase I saw on my way in that the Kobold lifted up.
Maz with a Nat 1 you are too distracted over concern for the girl that your quick search provides no fruit.
Marley with a 20 you find 12 sliver, a vile of posion (1 dose) and a ring on the cultist leader made of dragon glass with a sliver circle on it. (Worth 250 gold)
Crunchface takes the club wack and pins his staff around in both hands, aiming for the cultist guard: Attack: 11 Damage: 9
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
11 just misses
(My attack is bottom of previous page)
Missed it thanks. (Been busy today)
Miss and hit. Sera heals herself.
Marley is up
Marley pivots and lunges towards CG2, drawing his rapier as he moves in for the attack.
Shortsword: Attack: 15 Damage: 8
Rapier: Attack: 12 Damage: 7
Sneak: 5
(or will give up the bonus action attack and use Cunning Action/Disengage if moving to attack CG2 provokes an AoO)
Marley yes you will have ro disengage. You push C3 away and go attack CG2 stabbing him in the back. Killing him.
The 3 remaining cultists will attempt to flee.
You all get 1 action to prevent them in you with or you can let them go
Sera will mix up a potion and through it at C3.
15 to hit hits for 11 fire damage.
She fishes mixing her potion and tosses it at the feeling cultists. The vile blows up in a ball of fire killing the cultists.
C4 and C5 are still alive
Crunchface will Firebolt the furthest. Attack: 5 Damage: 1
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Maz will be content to run and check on the girl, leaving the team to handle the cultists as they choose. He would also call over Sera in case the girls condition requires a potion to aid her recovery.
Crunchface you hit the guy about to escape out the door. He stumbles and slams headfirst into the door Frame near death.
Maz give me a medicine check
(oh boy, medicine neutral. Here goes nothing.)
medicine check: 17
Maz with a 17 you check the girl over and see that she is unharmed physically but seems a bit off. You figure she should be find in a few days of rest but will need to be carried to her father.
Sera also looks her over.
"Looks like her life force was being absorbed. I don't have anything for that she just needs rest and good food I think"
Maz, knowing he is not very strong. Looks to Sam, Marley, and Crunch.
“she’s going to be unconscious for a while. She needs rest. Sera believes there were draining her very life from her body. Can any of you carry her? It’s about time we leave this god forsaken place.”
Sam will pick her up and carry her.
D&D since 1984
(Is there one cultist still trying to escape? If so...)
Marley runs after the remaining cultist (using Feline Agility if needed) and attempts to cut the kobold down.
Shortsword: Attack: 8 Damage: 11
Rapier: Attack: 14 Damage: 1
You kill C5.
End of combat. What do yall want to do now?
Maz does remember seeing another cultist disappear in a black mist earlier, so he is a bit worried that danger could still be close. With that being said, he would take a quick looksy around to see if anything of interest is nearby.
Investigation 17
Marley searches the bodies.
Investigation: 5
Sam as you pick up the girl Sera speaks up.
The quickest way back to town will be out the front. There is a staircase I saw on my way in that the Kobold lifted up.
Maz with a Nat 1 you are too distracted over concern for the girl that your quick search provides no fruit.
Marley with a 20 you find 12 sliver, a vile of posion (1 dose) and a ring on the cultist leader made of dragon glass with a sliver circle on it. (Worth 250 gold)