Ray 3:target cultist hit by Jodie's arrow 13, Damage: 11 fire
(OOC: Remember both Hewelathan and Korba have Bardic Inspiration. Unsure if you're saving it, but could add 1d6 here and likely hit)
(OOC: Yeah, 11 dmg would be nice, but probably not decisive. I was saving the inspiration for help with saving throws since I anticipate some nasty spells coming our way. I was thinking that it's more important to avoid being taken out of the fight than to score any particular hit.)
Guard 1 manages to do 7 damage to the lead cultist's mount... but it doesn't really seem to slow the creature down that much.
And, at long last, the bad guys get a turn. The dragonnels dash to reach the deck, roaring with fury as they do so! As they fly over, you can see that the lead cultist's steed has been equipped with metal armor. The cultists are now close enough to attack... and they do. The cultist leader reaches out his hand, and two bolts of sickly green energy shoot forth, one at Jodie and the other at Rhaenys!
Necrotic Bolt vs. Jodie Attack: 24 Damage: 7
Necrotic Bolt vs. Rhaenys Attack: 13 Damage: 5
The two cultists do something a bit different...
Cultist 1 and her dragonnel land on the deck. The tiefling woman produces a gemstone and holds it aloft... the gem is strangely alluring. Everyone please make a Wis saving throw (DC 12).
Cultist 2 also lands on the deck, and he casts spirit guardians. Dark specters fly around him, as he stands next to the female cultist in the hopes that our heroes will be enthralled and stumble into the area of the spell... Flinn, having prepared to rush into melee, is already there. His readied attack triggers and he lands a solid hit on cultist 2. Flinn will need to make a second Wis save since he's in the area of the Spirit Guardians. DC 12 vs. 21 Necrotic damage (half damage on a success).
Wis saves for the guards Guard 1: 6 Guard 2: 8 Guard 3: 7 Guard 4: 2
(Small correction: only those who are within 30' of Cultist 1 need to make the Wis save against here incite greed. I think Korba and Flinn were in that area since they're the primary melee characters in this party, and Hewelathan would probably have been in range as well since he was planning to fly up and try to knock a rider off his/her dragonnel. Not as sure about Rhaenys and Jodie).
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((When it’s his turn)) Feeling the allure of the gem, but able to push it back (14), Korba pulls his weapon, cutting into his arm as he does so, the blood immediately congealing from the cut of this blade, and charges towards the tiefling holding the gem. Throwing his shield aside, he grips his blade with two hands and swings at her with it, putting a hex on her as he approaches.
HEX - I think against str saves? That was what Jodie wanted I think? Attack: 22 Damage: 20
Cultist 2's Con save to maintain concentration: 17
In spite of taking a nasty-looking hit, the cultist managed to hold concentration on his spell. Korba now must make a Wis save or take 17 necrotic damage as he entered the spell's area to attack the lady cultist (half damage on success; DC 12).
Cultist 1's Con save: 17
...and, in spite of the fact that the tiefling looks ready to keel over, she's still somehow able to maintain concentration on her spell.
Death Cultist Leader (10) - 4 damage Death Cultist 1 - Concentrating on incite greed, 41 damage (one more hit will almost certainly be enough to take her out of the fight) Death cultist 2 - Concentrating on spirit guardians, 10 damage
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(Rhaenys asked for a STR Hex yes, but on the dragonnel, not the cultist. I'll assume the dragonnel's whose cultist casted Incite Greed is Hexed if no one opposes)
Jodie cries out in pain when she's struck by the necrotic bolt (7 damage) and shakes her resolve and her concentration (8) on Hewelathan flight is broken.
"Buggers!", she curses. Jodie's eyes narrow at the cultists and dragonnels. She takes aim to finish off the cultist holding the gem, letting another arrow fly. (Attack16, 6 piercing) Jodie sees her ally Korba assaulted by the evil spirits and encourages (heal 6 hp) him to fight on.
Jodie moves to take cover from the leader's ranged attacks.
Jodie's arrow finds its mark. The tiefling cultist lets out one final shriek and then crumples to the deck, freeing the guards from the effect of her spell.
Hewelathan feels the strong pull of the cultist's gem, but he expected some sort of magic and manages to shake off the effect. (WIS save: 12 or 23, depending on whether he was in Truthseeker's aura, including a +1 from bless (in game log))
This post has potentially manipulated dice roll results.
Hewelathan: Round 2
Hewelathan feels the light, "floaty" feeling he had vanish as Jodie is struck. That's going to make it harder to go after the cult leader, but he realizes that they need to finish off the cultist whose dark specters are still defending him from Korba and Flinn.
Hewelathan moves forward to get to the remaining cultist. It looks almost like he stumbles as he starts to move because he lurches forward, landing on all fours, but as he does so, his whole body changes in the blink of an eye! His face elongates, sprouting fur, tall ears, and fangs. His body grows longer and larger, and his clothes, weapons, and armor seem to vanish, swallowed in a thick coat of fur. By the time Hewelathan takes his second step toward the cultist and the dragonnels, a wolf the size of a horse has taken the place of the half-elf. The only sign that the dire wolf is Hewelathan is that the outlandish belt still cinches around the wolf's waist, and Hewelathan's cloak is tied around the wolf's neck and flows over its back as it runs. Hewelathan alluded to this ability to take the form of a beast, but this is the first occasion he has had to use the ability in their presence.
Wolf-Hewelathan bounds the rest of the distance across the deck in a few great strides, heedless of the dark spirit guardians and of the dragonnel's fangs and claws. Not slowing down, he leaps up on his hind legs to bite the cultist (#2). He attempts to avoid killing the cultist, just to knock him out and knock him off of the dragonnel.
Movement: Up to 50' to close distance with cultist #2. Action: Melee Weapon Attack cultist #2, Bite: 29 Damage: 16 piercing If the target is a creature, it must succeed on a STR saving throw (DC 13) or be knocked prone. Bonus Action: Wild Shape into [Dire Wolf](https://www.dndbeyond.com/monsters/4178195-dire-wolf-29-str) form Free Action: None
Movement: Up to 50' to close distance with cultist #2. Action: Melee Weapon Attack cultist #2, Bite: 21 Damage: 17 piercing If the target is a creature, it must succeed on a STR saving throw (DC 13) or be knocked prone. Bonus Action: Wild Shape into Dire Wolf form Free Action: None
Nat-1 on that saving throw. 😜
But Hewelathan manages to resist the effects of the spell because Jodie has inspired him with confidence. (Adding 4 bonus from inspiration: WIS Save is now 15)
(OOC: I doubt that Wolf-Hewelathan is within the radius of Truthseeker's aura just because he's Large-sized at the moment and attacking a different opponent.)
Flinn is already badly hurt by the necrotic area enveloping the cultist he and Hewelathan are engaged with and ponders his options. He could try to escape the guarding spell and drag Korbaalongside with him, thus giving the half-drow and himself a chance to endure and keep fighting from a safer position, but the moment he thinks that TruthSeekerwhispers into his ear: "Stand tall, Flinn. Don't retreat, face your enemy! Finishing him will give be the best of protections for your friends!".
The young paladin doubts for a couple of seconds, but ends up heeding his swords words. And perhaps that initial doubt is what makes his hands a little shaky, making it look that he's going to miss (ooc: his first roll was a 10) but in the last second he feels a rush of energy coming from his heart that helps him strike true. That rush feels warm, and bright, as bright as the burst of light that suddenly envelops the cultist. (ooc: the second attack is an amazing nat20, and of course Flinn will spend his last spell slot on a Divine smite. To hit: 28 / Damage: 18 + 19 from the smite = 37)
Flinn watches in amazement as the divine light burns the cultist, and is almost unaware of the pain the guarding barrier has once again inflicted him ... (ooc: WIS ST: 20. Flinn takes 8 damage instead of the 16 that would have sent him to death saves. Phew. The cultist needs to make a CON ST DC 18, if he's alive)
Flinn's status is: HP 6/24. Spell slots: 0/2. Bless on Jodie/Korba/Hewelathanis still active because he rolled 20on his CON Save. All rolls visible in the campaing rolls section.
(@frandal you lucky bast***d! Worried as I was I did suggest that he escaped the Spirit Guardians but he insisted on attacking. Glad I asked him :D)
Flinn, in his righteous wrath, strikes the prone cultist, channeling divine radiance through his blade as he does so! The blade rips straight through the downed cultist, piercing his scale mail armor like it was so much tissue paper. The cultist doesn't even have time to scream before he is dead.
Two cultists down, three dragonnels and a the cultist leader to go! I think Rhaenys and Jodie still haven't taken their turns for round 2, but I could be wrong.
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(OOC: Ah. 👍 Yeah, I'm not even sure what I was thinking there.)
(OOC: Yeah, 11 dmg would be nice, but probably not decisive. I was saving the inspiration for help with saving throws since I anticipate some nasty spells coming our way. I was thinking that it's more important to avoid being taken out of the fight than to score any particular hit.)
Alright, looks like all our PCs have taken their turns...
The guards ready their actions to shoot at the dragonnels with crossbows as soon as the creatures get into range
Guard 1 vs. Dragonnel 1 (leader cultist's mount)
Attack: 22 Damage: 3
Guard 2 vs. Dragonnel 2 (cultist 1's mount)
Attack: 8 Damage: 6
Guard 3 vs. Dragonnel 2 (cultist 2's mount)
Attack: 5 Damage: 6
Guard 4 vs. Dragonnel 1
Attack: 9 Damage: 8
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Guard 1 manages to do 7 damage to the lead cultist's mount... but it doesn't really seem to slow the creature down that much.
And, at long last, the bad guys get a turn. The dragonnels dash to reach the deck, roaring with fury as they do so! As they fly over, you can see that the lead cultist's steed has been equipped with metal armor. The cultists are now close enough to attack... and they do. The cultist leader reaches out his hand, and two bolts of sickly green energy shoot forth, one at Jodie and the other at Rhaenys!
Necrotic Bolt vs. Jodie
Attack: 24 Damage: 7
Necrotic Bolt vs. Rhaenys
Attack: 13 Damage: 5
The two cultists do something a bit different...
Cultist 1 and her dragonnel land on the deck. The tiefling woman produces a gemstone and holds it aloft... the gem is strangely alluring. Everyone please make a Wis saving throw (DC 12).
Cultist 2 also lands on the deck, and he casts spirit guardians. Dark specters fly around him, as he stands next to the female cultist in the hopes that our heroes will be enthralled and stumble into the area of the spell... Flinn, having prepared to rush into melee, is already there. His readied attack triggers and he lands a solid hit on cultist 2. Flinn will need to make a second Wis save since he's in the area of the Spirit Guardians. DC 12 vs. 21 Necrotic damage (half damage on a success).
Wis saves for the guards
Guard 1: 6
Guard 2: 8
Guard 3: 7
Guard 4: 2
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(Small correction: only those who are within 30' of Cultist 1 need to make the Wis save against here incite greed. I think Korba and Flinn were in that area since they're the primary melee characters in this party, and Hewelathan would probably have been in range as well since he was planning to fly up and try to knock a rider off his/her dragonnel. Not as sure about Rhaenys and Jodie).
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((When it’s his turn)) Feeling the allure of the gem, but able to push it back (14), Korba pulls his weapon, cutting into his arm as he does so, the blood immediately congealing from the cut of this blade, and charges towards the tiefling holding the gem. Throwing his shield aside, he grips his blade with two hands and swings at her with it, putting a hex on her as he approaches.
HEX - I think against str saves? That was what Jodie wanted I think?
Attack: 22 Damage: 20
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
(Flinn's ST for spirit guardians, at advantage thanks to TruthSeeker: 10 6)
(was 16 before editing)
(Flinn's roll for concentration on Bless: 13)
(was 11 before editing)
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
(Flinn takes 10 damage. He is at 14/24 HP. He keeps the Bless on Jodie, Korba and Hewelathan up)
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
Cultist 2's Con save to maintain concentration: 17
In spite of taking a nasty-looking hit, the cultist managed to hold concentration on his spell. Korba now must make a Wis save or take 17 necrotic damage as he entered the spell's area to attack the lady cultist (half damage on success; DC 12).
Cultist 1's Con save: 17
...and, in spite of the fact that the tiefling looks ready to keel over, she's still somehow able to maintain concentration on her spell.
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Korba (27)
Jodie (21)
Hewelathan (19)
Flinn (17) - 10 damage
Rhaenys (11)
---
Guards (11) - charmed/greedy
---
Death Cultist Leader (10) - 4 damage
Death Cultist 1 - Concentrating on incite greed, 41 damage (one more hit will almost certainly be enough to take her out of the fight)
Death cultist 2 - Concentrating on spirit guardians, 10 damage
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(Rhaenys asked for a STR Hex yes, but on the dragonnel, not the cultist. I'll assume the dragonnel's whose cultist casted Incite Greed is Hexed if no one opposes)
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
Jodie cries out in pain when she's struck by the necrotic bolt (7 damage) and shakes her resolve and her concentration (8) on Hewelathan flight is broken.
"Buggers!", she curses. Jodie's eyes narrow at the cultists and dragonnels. She takes aim to finish off the cultist holding the gem, letting another arrow fly. (Attack 16, 6 piercing) Jodie sees her ally Korba assaulted by the evil spirits and encourages (heal 6 hp) him to fight on.
Jodie moves to take cover from the leader's ranged attacks.
Fargen Hill Dwarf Cleric/Barbarian - Hoard of the Dragon Queen, Jodie Olwen Half-Elf Bard- Chronicles of the Accursed
Jodie's arrow finds its mark. The tiefling cultist lets out one final shriek and then crumples to the deck, freeing the guards from the effect of her spell.
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Hewelathan: Round 1 (saving throw)
Hewelathan feels the strong pull of the cultist's gem, but he expected some sort of magic and manages to shake off the effect. (WIS save: 12 or 23, depending on whether he was in Truthseeker's aura, including a +1 from bless (in game log))
Hewelathan: Round 2
Hewelathan feels the light, "floaty" feeling he had vanish as Jodie is struck. That's going to make it harder to go after the cult leader, but he realizes that they need to finish off the cultist whose dark specters are still defending him from Korba and Flinn.
Hewelathan moves forward to get to the remaining cultist. It looks almost like he stumbles as he starts to move because he lurches forward, landing on all fours, but as he does so, his whole body changes in the blink of an eye! His face elongates, sprouting fur, tall ears, and fangs. His body grows longer and larger, and his clothes, weapons, and armor seem to vanish, swallowed in a thick coat of fur. By the time Hewelathan takes his second step toward the cultist and the dragonnels, a wolf the size of a horse has taken the place of the half-elf. The only sign that the dire wolf is Hewelathan is that the outlandish belt still cinches around the wolf's waist, and Hewelathan's cloak is tied around the wolf's neck and flows over its back as it runs. Hewelathan alluded to this ability to take the form of a beast, but this is the first occasion he has had to use the ability in their presence.
Wolf-Hewelathan bounds the rest of the distance across the deck in a few great strides, heedless of the dark spirit guardians and of the dragonnel's fangs and claws. Not slowing down, he leaps up on his hind legs to bite the cultist (#2). He attempts to avoid killing the cultist, just to knock him out and knock him off of the dragonnel.
WIS saving throw 25 against the spirit guardians
Movement: Up to 50' to close distance with cultist #2.
Action: Melee Weapon Attack cultist #2, Bite: 29 Damage: 16 piercing
If the target is a creature, it must succeed on a STR saving throw (DC 13) or be knocked prone.
Bonus Action: Wild Shape into [Dire Wolf](https://www.dndbeyond.com/monsters/4178195-dire-wolf-29-str) form
Free Action: None
Nat-1 on that saving throw. 😜
But Hewelathan manages to resist the effects of the spell because Jodie has inspired him with confidence. (Adding 4 bonus from inspiration: WIS Save is now 15)
(OOC: I doubt that Wolf-Hewelathan is within the radius of Truthseeker's aura just because he's Large-sized at the moment and attacking a different opponent.)
Necrotic damage from Spirit Guardians (I'm afraid you're still taking half): 15
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Cultist 2 Con save for spirit guardians: 11
Cultist 2 Str save against being knocked prone: 12
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...and somehow, Cultist 2 maintains concentration on his spell.
However, the force of the massive wolf slamming into him knocks him onto the deck.
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Flinn is already badly hurt by the necrotic area enveloping the cultist he and Hewelathan are engaged with and ponders his options. He could try to escape the guarding spell and drag Korba alongside with him, thus giving the half-drow and himself a chance to endure and keep fighting from a safer position, but the moment he thinks that TruthSeeker whispers into his ear: "Stand tall, Flinn. Don't retreat, face your enemy! Finishing him will give be the best of protections for your friends!".
The young paladin doubts for a couple of seconds, but ends up heeding his swords words. And perhaps that initial doubt is what makes his hands a little shaky, making it look that he's going to miss (ooc: his first roll was a 10) but in the last second he feels a rush of energy coming from his heart that helps him strike true. That rush feels warm, and bright, as bright as the burst of light that suddenly envelops the cultist. (ooc: the second attack is an amazing nat20, and of course Flinn will spend his last spell slot on a Divine smite. To hit: 28 / Damage: 18 + 19 from the smite = 37)
Flinn watches in amazement as the divine light burns the cultist, and is almost unaware of the pain the guarding barrier has once again inflicted him ... (ooc: WIS ST: 20. Flinn takes 8 damage instead of the 16 that would have sent him to death saves. Phew. The cultist needs to make a CON ST DC 18, if he's alive)
Flinn's status is: HP 6/24. Spell slots: 0/2. Bless on Jodie/Korba/Hewelathan is still active because he rolled 20 on his CON Save. All rolls visible in the campaing rolls section.
(@frandal you lucky bast***d! Worried as I was I did suggest that he escaped the Spirit Guardians but he insisted on attacking. Glad I asked him :D)
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
Flinn, in his righteous wrath, strikes the prone cultist, channeling divine radiance through his blade as he does so! The blade rips straight through the downed cultist, piercing his scale mail armor like it was so much tissue paper. The cultist doesn't even have time to scream before he is dead.
Two cultists down, three dragonnels and a the cultist leader to go! I think Rhaenys and Jodie still haven't taken their turns for round 2, but I could be wrong.
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