Both attacks are solid hits... which does not make the cultist happy.
She uses her reaction to strike back at Delvindra with some kind of strange, dark magic... Delvindra's going to need to make a DC 15 Dex save or take 23 necrotic damage (half-damage on a successful save).
Now it's her turn, the cultist apparently doesn't care much about collateral damage... a ball of hellish magic explodes into the middle of our heroes (except Delvindra, who is currently in melee with the cultist). Everyone else, make a DC 15 Dex save or take 15 fire damage + 2 necrotic damage (half-damage on success).
"Why couldn't you fools have simply done this the easy way?" she demands, sounding almost offended at your lack of cooperation. "One way or another, Sserah WILL return!"
This post has potentially manipulated dice roll results.
Yasmina Dex save: 20
The red-haired half-elf screams with furious anger over the insolent attack, retreating for full cover, even using her djinni magic to swiftly teleport there if necessary, before summoning her master Lord Amir to deal with the cultist.
Bonus Action: Misty step if necessary to reach full cover
Appearing with a thunderous boom, Lord Amir does not hestiate, sending his massive thunderous scimitar in a quick series of slashes against the cultist.
Duwamilly emits a loud cry of indignation and pain, as she is hit squarely by the magical attack... and comically falls on her butt from the violence of the explosion.
Fuming, the gnome cleric rises again...
[[ OOC: ... but to decide her action I prefer to wait to see how much damage this pestiferous Cultist has done to the party - and whether Delvindra and Lord Amir's blows have killed her or not. I have to decide if it's better to cure someone (and if so who) or help to beat the Cultist up... ]]
After getting whacked twice by Lord Amir the cultist looks... disappointingly not-dead.
Also, I'm going to have to say that Yasmina probably couldn't reach a location that would give her total cover against the cultist without moving too far away to give Lord Amir commands. She could probably find three-quarters cover behind a pile of barrels on the other side of the hold.
Zander tries to avoid the blast but is hit squarely. He moves forward and summons his echo. He strikes out through the echo at the intruder. He also unleashes the fury of his echo delivering a second attack.
(So, I'm assuming that Delvindra, Lord Amir, and Zander positioned themselves/the echo to attack from positions unimpeded by the cultist's cover)
I'll just put in the combat tracker here again:
Delvindra
---
Cultist - 77 damage
---
Zander
Yasmina
Duwamilly
Cal
The cultist is still up, though she does look like she's hurting quite a bit and probably can't take much more. Unfortunately, she has already demonstrated how much punishment she can dish out as long as she remains conscious. Duwamilly and Cal are up!
[[ OOC: I know... I know... But I prefer Cal to take his turn first, so I have the full picture of who's hurt and how much. After that, probably, if Cal kills the Cultist, I'll start healing the lot of damage she has done; If he doesn't succeed, maybe I'll try to finish the Cultist off to prevent her from killing someone. ]]
Cal will then come up swinging his rod in flame blade form down at the wicked mage and he will be flanking with with Genie or Zander's Echo
Attack: 18 or 23
Damage: 15
Special Effect 1:
Strike of the Giants (Storm Strike)GotG, pg. 19
Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect:
Storm Strike. The target takes an extra 2 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw (DC 14), or it has disadvantage on attack rolls until the start of your next turn.
Special Effect 2:
Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
Cal decides to show off... swinging the flaming blade with the strength of a giant, he cleaves the unlucky cultist's head clean off her body. She doesn't even have time to scream.
With the fight concluded, each of you receive 580 XP
Rollback Post to RevisionRollBack
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Returning from her cover, the red-haired half-elf quickly moves to check the grisly remains of the body, specifically if the cultuist was carrying anything of interest. "My Lord Amir, we need you to bring us swiftly to the fortess of the Lich."She says, briefly glancing up at the massive djinni who is huffing over the shortness of the combat, then nodding firmly to the half-elf, ready to use his magic to allow the unaccursed to move like the wind back to the real Shaded Isle.
Both attacks are solid hits... which does not make the cultist happy.
She uses her reaction to strike back at Delvindra with some kind of strange, dark magic... Delvindra's going to need to make a DC 15 Dex save or take 23 necrotic damage (half-damage on a successful save).
Now it's her turn, the cultist apparently doesn't care much about collateral damage... a ball of hellish magic explodes into the middle of our heroes (except Delvindra, who is currently in melee with the cultist). Everyone else, make a DC 15 Dex save or take 15 fire damage + 2 necrotic damage (half-damage on success).
"Why couldn't you fools have simply done this the easy way?" she demands, sounding almost offended at your lack of cooperation. "One way or another, Sserah WILL return!"
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After making your saves, Zander, Yasmina, Duwamilly, and Cal are up (in any order!)
Combat tracker:
Delvindra
---
Cultist - 11 damage
---
Zander
Yasmina
Duwamilly
Cal
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Yasmina Dex save: 20
The red-haired half-elf screams with furious anger over the insolent attack, retreating for full cover, even using her djinni magic to swiftly teleport there if necessary, before summoning her master Lord Amir to deal with the cultist.
Bonus Action: Misty step if necessary to reach full cover
Appearing with a thunderous boom, Lord Amir does not hestiate, sending his massive thunderous scimitar in a quick series of slashes against the cultist.
Scimitar: 16 Slashing: 12 Thunder: 2
Scimitar: 17 Slashing: 17 Thunder: 6
Scimitar: 10 Slashing: 14 Thunder: 3
"SURRENDER MORTAL!" He says with a booming voice.
Duwamilly's DC 15 Dex save: 7
Duwamilly emits a loud cry of indignation and pain, as she is hit squarely by the magical attack... and comically falls on her butt from the violence of the explosion.
Fuming, the gnome cleric rises again...
[[ OOC: ... but to decide her action I prefer to wait to see how much damage this pestiferous Cultist has done to the party - and whether Delvindra and Lord Amir's blows have killed her or not. I have to decide if it's better to cure someone (and if so who) or help to beat the Cultist up... ]]
After getting whacked twice by Lord Amir the cultist looks... disappointingly not-dead.
Also, I'm going to have to say that Yasmina probably couldn't reach a location that would give her total cover against the cultist without moving too far away to give Lord Amir commands. She could probably find three-quarters cover behind a pile of barrels on the other side of the hold.
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(Delvindra Dex Save: 24)
Delvindra manages to avoid the worst of the dark magic but some of it still washes over her, leaving her feeling drained and defeated.
Zander tries to avoid the blast but is hit squarely. He moves forward and summons his echo. He strikes out through the echo at the intruder. He also unleashes the fury of his echo delivering a second attack.
(Action: 17 to hit with 14 damage)
(Unleash Incarnation : 16 to hit with 15 damage)
D&D since 1984
(So, I'm assuming that Delvindra, Lord Amir, and Zander positioned themselves/the echo to attack from positions unimpeded by the cultist's cover)
I'll just put in the combat tracker here again:
Delvindra
---
Cultist - 77 damage
---
Zander
Yasmina
Duwamilly
Cal
The cultist is still up, though she does look like she's hurting quite a bit and probably can't take much more. Unfortunately, she has already demonstrated how much punishment she can dish out as long as she remains conscious. Duwamilly and Cal are up!
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[[ OOC: I know... I know... But I prefer Cal to take his turn first, so I have the full picture of who's hurt and how much. After that, probably, if Cal kills the Cultist, I'll start healing the lot of damage she has done; If he doesn't succeed, maybe I'll try to finish the Cultist off to prevent her from killing someone. ]]
Cal's save: 7
Cal will then come up swinging his rod in flame blade form down at the wicked mage and he will be flanking with with Genie or Zander's Echo
Attack: 18 or 23
Damage: 15
Special Effect 1:
Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect:
Storm Strike. The target takes an extra 2 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw (DC 14), or it has disadvantage on attack rolls until the start of your next turn.
Special Effect 2:
Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
My Extra Damage Rolls: 15
Lighting damage extra: 1
Cal decides to show off... swinging the flaming blade with the strength of a giant, he cleaves the unlucky cultist's head clean off her body. She doesn't even have time to scream.
With the fight concluded, each of you receive 580 XP
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so we should be around 4,800 XP?
D&D since 1984
That sounds about right.
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Returning from her cover, the red-haired half-elf quickly moves to check the grisly remains of the body, specifically if the cultuist was carrying anything of interest. "My Lord Amir, we need you to bring us swiftly to the fortess of the Lich." She says, briefly glancing up at the massive djinni who is huffing over the shortness of the combat, then nodding firmly to the half-elf, ready to use his magic to allow the unaccursed to move like the wind back to the real Shaded Isle.
"It's a pity we can't evacuate the crew," Delvindra says while looking at the crates of explosives, "It'd be nice to leave Firion a farewell present."
She gives a sigh and settles for the fact that their survival alone is a defeat for Firion. "Is everyone ready to go?"
Zander "Ready"
D&D since 1984
Duwamilly takes advantage of the time it takes to transition from solid to cloud form to heal some of the more injured party members.