Duwamilly readies a few flaming torches in a corner (just in case we have to light the fire trap without magic) then, after a last joke exchanged in private comunion with her god, she casts Bless on Zander, Yasmina and Delvindra (remember to add that d4 to attacks and saves!) while she drinks her potion of heroism.
This post has potentially manipulated dice roll results.
Yasmina would relay to the others what her familiar has reported in, then messaging Al-Asfeh to stay put and report in as new waves approach, their numbers and if they contain any threats in particular. She then calls upon her master to quickly brief him on the situation and the djinni nods firmly seemeing pleased over the coming excitement, starting by calling upon an elemental servant to possibly take on the first waves of enemies. Yasmina also uses her newly acquired staff to call upon the massive python to help defend them. The air elemental carries the snake to the front of the battle where they wait in prepared positions. Yasmina and her master then both hide, awaiting the assault with anticipation.
Yasmina stealth: 17 (Disadvantage to spot)
Yasmina and giant snake initiative: 8 Lord Amir initiative: 13 Air elemental initiative: 16
Delvindra Air Elemental Duwamilly Zander Lord Amir Cal -- Cultist Leader -- Yasmina --- Cultists
Al-Asfeh relays that he observes 7 cultists approaching, 1 leader and 6 'regular' cultists. A few moments later, you can see them at the end of the hallway...
Rollback Post to RevisionRollBack
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Duwamilly wastes no time and immediately activates her preceptorial wand, aiming it at the leader.
'Who knows what effect there will be this time?' she wonders smiling 'At least, as long as the enemies aren't in melee with my allies, I don't risk including allies in unpleasant areas of effect!'
After admiring her work, she will move to the side, out of sight, letting the other kids have fun too.
Nice! Thanks Garl! We might end up with the statue of a leader! 😉
If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
Seeing the leader's end, as she retreats out of sight, Duwamilly chuckles, taunting the other enemies: "I bet whoever sent you promised you eternal glory... but failed to specify that you would have it as works of art in exposure! Are you sure you don't want to go somewhere else and pretend you didn't find us?"
This post has potentially manipulated dice roll results.
(I still don't know what to roll for an opposed skill check because D&D really needs to be better about giving actual rules for common situations... but I guess it's Wis based)
(I still don't know what to roll for an opposed skill check because D&D really needs to be better about giving actual rules for common situations... but I guess it's Wis based)
Cultist 1 and 5 take Duwamilly's advice and make a break for it... they'll probably be back later with another wave of cultists after a less-statuesque cultist squad leader has a little 'chat' with them. In the meantime, 4 cultists are still here and are probably about to get torn to pieces by Delvindra, an air elemental, Lord Amir, Zander, and Cal.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Duwamilly readies a few flaming torches in a corner (just in case we have to light the fire trap without magic) then, after a last joke exchanged in private comunion with her god, she casts Bless on Zander, Yasmina and Delvindra (remember to add that d4 to attacks and saves!) while she drinks her potion of heroism.
Then... initiative!
Duwamilly: 16
Yasmina would relay to the others what her familiar has reported in, then messaging Al-Asfeh to stay put and report in as new waves approach, their numbers and if they contain any threats in particular. She then calls upon her master to quickly brief him on the situation and the djinni nods firmly seemeing pleased over the coming excitement, starting by calling upon an elemental servant to possibly take on the first waves of enemies. Yasmina also uses her newly acquired staff to call upon the massive python to help defend them. The air elemental carries the snake to the front of the battle where they wait in prepared positions. Yasmina and her master then both hide, awaiting the assault with anticipation.
Yasmina stealth: 17 (Disadvantage to spot)
Yasmina and giant snake initiative: 8
Lord Amir initiative: 13
Air elemental initiative: 16
Alright, initiative order:
Delvindra
Air Elemental
Duwamilly
Zander
Lord Amir
Cal
--
Cultist Leader
--
Yasmina
---
Cultists
Al-Asfeh relays that he observes 7 cultists approaching, 1 leader and 6 'regular' cultists. A few moments later, you can see them at the end of the hallway...
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
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"Let's see how they like one of those fireballs you like throwing around." Delvindra hears Yasmina's playful voice quite near her.
Duwamilly wastes no time and immediately activates her preceptorial wand, aiming it at the leader.
'Who knows what effect there will be this time?' she wonders smiling 'At least, as long as the enemies aren't in melee with my allies, I don't risk including allies in unpleasant areas of effect!'
After admiring her work, she will move to the side, out of sight, letting the other kids have fun too.
Duwamilly's preceptorial wand effect: 75
Nice! Thanks Garl! We might end up with the statue of a leader! 😉
If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
Con save: 7
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Wow... okay, let's try again.
Leader's Con save: 8
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...and their leader is instantly petrified. He doesn't even have time to gasp as his body is turned into stone.
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Seeing the leader's end, as she retreats out of sight, Duwamilly chuckles, taunting the other enemies: "I bet whoever sent you promised you eternal glory... but failed to specify that you would have it as works of art in exposure! Are you sure you don't want to go somewhere else and pretend you didn't find us?"
In case the DM decides the enemies could take that in consideration and asks for Intimidation: 16
(I still don't know what to roll for an opposed skill check because D&D really needs to be better about giving actual rules for common situations... but I guess it's Wis based)
Cultist 1: 11
Cultist 2: 19
Cultist 3: 21
Cultist 4: 21
Cultist 5: 19
Cultist 6: 21
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"So soon? I only have the three. Who knows how many more are coming," the Tiefling questions, even as she draws power from the ring to cast the spell.
(Fireball for 28, DEX save DC 16 for half damage)
Cultist 1 and 5 take Duwamilly's advice and make a break for it... they'll probably be back later with another wave of cultists after a less-statuesque cultist squad leader has a little 'chat' with them. In the meantime, 4 cultists are still here and are probably about to get torn to pieces by Delvindra, an air elemental, Lord Amir, Zander, and Cal.
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Okay... a fireball to (which chronologically would have hit before two of the cultists made a run for it)
Dex saves:
Cultist 1: 9
Cultist 2: 4
Cultist 3: 2
Cultist 4: 11
Cultist 5: 16
Cultist 6: 21
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So... Cultist 1 and 4 took half damage. The rest took the full damage, but aren't dead yet. Cultist 1 and 5 are on the run.
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(My mistake I didn't spot your response to Painted before I posted. Didn't mean to complicate things for you.)
The Air elemental servant swiftly swooshes after the the fleeing cultists, making short work of them both.
Slam: 20 Bludgeoning: 18
Slam: 16 Bludgeoning: 13