This post has potentially manipulated dice roll results.
Delvindra uses her ring to rift step past the rows of sarcophagi and then closes in with the nearest cultist, and attacks.
(Bonus Action: rift step 30', Movement: into melee range or 40', Unarmed Strike (if in melee range) Attack: 10 Damage: 7 or Short Bow Attack: 24 Damage: 6, Bless bonus to attack roll 3)
Unfortunately, whether with fist or bow, Didi's attack misses.
Because I'm nice, I'll go ahead and say that the stream of gems hit both cultists (20 damage each). The 'normal' cultist is slain by the attack. The lead cultist lets out a cry of frustration and pain, but she wants to take out the air elemental before she retreats! She calls to two of her cronies to come help her with that...
'normal' cultists vs. Air Elemental Attack: 10 Damage: 9 necrotic Attack: 17 Damage: 7 necrotic
Cultist leader vs. Air Elemental Attack: 18 Damage: 11 necrotic Attack: 15 Damage: 12 necrotic
Mummies - Dormant -- Delvindra Air Elemental Duwamilly Lord Amir Zander Cal -- Cultist 1 +2 - Dead Cultist 3 Cultist 4 Cultist 5 Cultist 6 -- Yasmina -- Cultist Leader - 49 damage (I'm pretty sure, correct me if someone besides Milly and the Air Elemental hit her)
This post has potentially manipulated dice roll results.
Yasmina peeks out into the corridor and unleashes another blue beam of eldritch crackling force laced with thunderous energies towards the cultist leader. Eldritch Blast: 24 + Bless: 3 Force: 12 Thunder: 2
The Giant snake tries to constrict the cultist leader. Giant Snake (60 -24) Constrict: 16 Bludgeoning: 12grappled (escape DC 16)
Sensing the Air elemental servant is about to check out, Lord Amir decides to finally join the fray, swooshing down the corridor, wielding his fearsome thunderous scimitar, slashing at the remaining cultists.
As before both the elemental and the djinni and the snake tries to stay in melee with as many cultists as possible, giving the cultists disadvantage on their ranged attacks.
Duwamilly rejoices both when the storm of small sparkling gems wreaks havoc among the enemies (even knocking down one!), and when the enemy leader falls to Lord Amir's blows. "Come on kids!" she exhorts "Let's quickly get rid of these last scamp-wannabes, so we can prepare a worthy reception for the main guest who is about to arrive".
The gnome cleric continues to maintain the exhilarating connection with her beloved Garl Glittergold, radiating confidence and good humor in Yasmina, Delvindra, and Zander.
[[ OOC: So, Zander, Yasmina, Delvindra, you are all still Blessed. Remember to add 1d4 each time you roll to hit or to save. ]]
The ex-preceptor also points one of her small and elegant fingers at a wounded enemy (or at the nearest enemy, if all the enemies still alive are perfectly healthy) and the sound of a dolorous bell fills the air around the target for a moment. She then retreats back into the room which has been transformed into the Accursed's hideout, to avoid any retaliation.
This post has potentially manipulated dice roll results.
Having closed within melee range of the nearest cultists (Two 30' Rift Steps plus up to 40' of movement spread over the last two rounds. I believe that they were 80' away?), Delvindra Steps past them and rushes towards the furthest pair of Cultists. As she moves, she keeps a look out for the entrance tunnel of whatever is burrowing it's way into the Accursed's stronghold...
If she makes it within 15' of the final pair of Cultists (and assuming her search for the tunnel doesn't use her action), she places her thumbs tip to tip, her fingers spread, and utters an incantation in infernal that unleashes a wave of flame at the Cultists...
(Bonus Action - Rift Step 30', Movement - up to 40', Search for the tunnel entrance 13+1 if Investigation or +2 if Perception)
(Burning Hands, if possible, 13 damage, Dex Save DC 13 for half)
The two who actually tried to engage in the fight with you are killed in the barrage... and the remaining two are up.
They're standing a good distance away from the action... they peek around the corner and see the absolute carnage... and then they run, taking the dash action to get as far away from the hall of monsters and heroes as they can.
Rounds until 'something big' arrives: 6
Rollback Post to RevisionRollBack
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So we are talking of... 40 gems/gp/damage points
Yasmina quickly and quietly informs the others about what her familiar has reported.
The furious Air elemental servant assaults the remaining cultist emanating a necrotic aura, then turning on the leader.
Air elemental servant (90 - 46)
Slam: 25 Bludgeoning: 11
Slam: 21 Bludgeoning: 20
Delvindra uses her ring to rift step past the rows of sarcophagi and then closes in with the nearest cultist, and attacks.
(Bonus Action: rift step 30', Movement: into melee range or 40', Unarmed Strike (if in melee range) Attack: 10 Damage: 7 or Short Bow Attack: 24 Damage: 6, Bless bonus to attack roll 3)
Rounds Remaining:
Potion of Invulnerability - 8/10
Bless- 3 (?)/10
Unfortunately, whether with fist or bow, Didi's attack misses.
Because I'm nice, I'll go ahead and say that the stream of gems hit both cultists (20 damage each). The 'normal' cultist is slain by the attack. The lead cultist lets out a cry of frustration and pain, but she wants to take out the air elemental before she retreats! She calls to two of her cronies to come help her with that...
'normal' cultists vs. Air Elemental
Attack: 10 Damage: 9 necrotic
Attack: 17 Damage: 7 necrotic
Cultist leader vs. Air Elemental
Attack: 18 Damage: 11 necrotic
Attack: 15 Damage: 12 necrotic
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Initiative
Hounds - DEADMummies - Dormant
--
Delvindra
Air Elemental
Duwamilly
Lord Amir
Zander
Cal
--
Cultist 1 +2 - DeadCultist 3
Cultist 4
Cultist 5
Cultist 6
--
Yasmina
--
Cultist Leader - 49 damage (I'm pretty sure, correct me if someone besides Milly and the Air Elemental hit her)
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Attacks of opportunity on the first cultist to provoke that.
Air elemental servant
Slam: 21 Bludgeoning: 12
Giant snake
Bite: 26 Piercing: 13
(Extra crit damage: 7 )
Yasmina peeks out into the corridor and unleashes another blue beam of eldritch crackling force laced with thunderous energies towards the cultist leader.
Eldritch Blast: 24 + Bless: 3 Force: 12 Thunder: 2
The Giant snake tries to constrict the cultist leader.
Giant Snake (60 -24)
Constrict: 16 Bludgeoning: 12 grappled (escape DC 16)
The furious Air elemental servant keeps slamming cultists around it.
Air elemental servant (90 - 76)
Slam: 12 Bludgeoning: 11
Slam: 24 Bludgeoning: 15
Sensing the Air elemental servant is about to check out, Lord Amir decides to finally join the fray, swooshing down the corridor, wielding his fearsome thunderous scimitar, slashing at the remaining cultists.
Fly 90 feet.
Scimitar: 26 Slashing: 10 + Thunder: 5
Scimitar: 12 Slashing: 12 + Thunder: 3
Scimitar: 25 Slashing: 13 + Thunder: 3
As before both the elemental and the djinni and the snake tries to stay in melee with as many cultists as possible, giving the cultists disadvantage on their ranged attacks.
Lord Amir's three thunderous strikes are enough to bring down the cultists' squad leader.
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Duwamilly rejoices both when the storm of small sparkling gems wreaks havoc among the enemies (even knocking down one!), and when the enemy leader falls to Lord Amir's blows. "Come on kids!" she exhorts "Let's quickly get rid of these last scamp-wannabes, so we can prepare a worthy reception for the main guest who is about to arrive".
The gnome cleric continues to maintain the exhilarating connection with her beloved Garl Glittergold, radiating confidence and good humor in Yasmina, Delvindra, and Zander.
[[ OOC: So, Zander, Yasmina, Delvindra, you are all still Blessed. Remember to add 1d4 each time you roll to hit or to save. ]]
The ex-preceptor also points one of her small and elegant fingers at a wounded enemy (or at the nearest enemy, if all the enemies still alive are perfectly healthy) and the sound of a dolorous bell fills the air around the target for a moment. She then retreats back into the room which has been transformed into the Accursed's hideout, to avoid any retaliation.
Duwamilly's Toll the Dead causes 6 necrotic damage (or 1 if she is forced to choose an undamaged target).
A DC 14 WIS Saving Throw negates.
Wis save: 7
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Having closed within melee range of the nearest cultists (Two 30' Rift Steps plus up to 40' of movement spread over the last two rounds. I believe that they were 80' away?), Delvindra Steps past them and rushes towards the furthest pair of Cultists. As she moves, she keeps a look out for the entrance tunnel of whatever is burrowing it's way into the Accursed's stronghold...
If she makes it within 15' of the final pair of Cultists (and assuming her search for the tunnel doesn't use her action), she places her thumbs tip to tip, her fingers spread, and utters an incantation in infernal that unleashes a wave of flame at the Cultists...
(Bonus Action - Rift Step 30', Movement - up to 40', Search for the tunnel entrance 13+1 if Investigation or +2 if Perception)
(Burning Hands, if possible, 13 damage, Dex Save DC 13 for half)
(Potion of Invulnerability 7/10 rounds remaining)
(😂going to blame the low damage roll on her only having 7 fingers to point at the cultists instead of 8)
Cal will now point the wand and hit all cultists twice.
Cutlist 3: 7
Cutlist 4: 6
Cutlist 5: 5
Cutlist 6: 4
Zander will again fire his crossbolt a the nearest cultist.
Attack: 17 Damage: 7
D&D since 1984
The two who actually tried to engage in the fight with you are killed in the barrage... and the remaining two are up.
They're standing a good distance away from the action... they peek around the corner and see the absolute carnage... and then they run, taking the dash action to get as far away from the hall of monsters and heroes as they can.
Rounds until 'something big' arrives: 6
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