Though Kneecap is no stranger to a fight, he is very aware that he is about to enter the first fight of his life that has not been on a boat. The ground seems painfully stable to him. He calms himself and calls on the power of his God to help him and his new allies. Seeing no obvious weapon on the man-elf, he decides to help those with visible steel.
Kneecap casts bless on himself, Calim and Dorn. He is now concentrating. He moves forward, quietly, 20 feet and pulls out his crossbow.
Stealthy movement: 21
OOC: Dorn and Claim, remember you have bless when you roll!
This post has potentially manipulated dice roll results.
Volneer notices the others preparing for battle and decides it's now or never. Charging the cultists, he is going to cast burning hands on as many of them as he can hit. 11 damage on a failed save 1/2 on a success DC 14.
Dorn arises and sees the eminent danger. seeing everyone prepare for combat, he throws caution to the wind and announces "Quick, before they finish the ritual!" and moves to the first cultist in sight, with rapier and shield drawn. as he does, he presses his shield arm against his amulet of Tyr, and a glowing gold radiance emanates from the amulet, and dissipates amongst Dorns body.
He will use his action to cast Lay on hands, to replenish his hit points (3) back to his maximum (12). and move his full speed in a direct line toward the first cultist in sight.
Dorn called upon his divine connection and felt a surge of rejuvenating energy flow into him as he closed in on the cultists in the next room.
Calim, eager to use the dungeon's layout to the team's advantage, managed to hold the cultists at the archway. A pair of the cultists ceased contributing to their evil summoning magic and closed in, scimitars drawn. Calim held them at the archway as the trio exchanged a few blows, the clash of steel on steel rang out, mixing in with the sound of the chanting.
The remaining pair of cultists stood at the edge of a slimy, sloping pit. They seemed intent on finishing what it was they were there to do ... and it didn't sound like the heroes too much longer before the profane rite was completed!
Kneecap intoned his holy words and called his deity's blessing down into this sunken, unholy place.
And lastly, Volneer, a being with magic flowing through his very veins, unleashed just a portion of his chaotic power ... and burned the pair of cultists where they stood! Their screams faded quickly as they both fell, charred to a crisp!
C1 & C4 have both fallen.
Green circles indicate Bless. Red circles indicate fallen enemies (and those squares may be moved through without difficulty).
This post has potentially manipulated dice roll results.
Calim feels the surge of action coursing through his veins again. This feels fluid. This feels right. He must stop this ritual that is encroaching on his town. Their intentions are clear, his purpose is true.
With quick steps, he moves to the cultist not singed by Volneer's magics, broadsword held low at fifth position. He intends to break the concentration of the last remaining untouched agent. The edge of his weapon he imagines slicing up the legs of the intent worshipper, from right calf to left thigh.
Dorn rushes in, seeing the bodies of the two closest cultists on the floor. without skipping a beat as he enters the room, he does a lavish spinning motion with a slight skip in his step. As he twirls in a 360 he flourishes his weapon in a figure 8 fashion, first in front, then winding up behind his back before he carries the momentum back forward, completing the 360 rotation and flinging his rapier toward Cultist #2. without pause he closes in the distance to Cultist #3 (if he has any movement left) and grasps the dagger clinging to his belt.
This post has potentially manipulated dice roll results.
The heroes pressed their advantage, charging into the summoning chamber, trying to disrupt the ritual.
Dorn closed the distance as best he could, and then threw his rapier ... wounding one of the cultists.
Calim followed suit, closing the distance and attacking the same cultists with a sweeping slash of his greatsword.
After these two vicious attacks ... the cultist hung on to life ... if only barely. He drew his scimitar, and spun round on Calim!
The final cultist continued his chanting which had now reached a crescendo, and suddenly the ground trembled beneath the heroes' feet as the chamber became engulfed in a blinding flash of sickly orange light. The air grew thick and oppressive. The air crackled with dark energy, and the scent of rot and decay and something far more acrid filled their nostrils.
Kneecap and Volneer each rained down their fire upon the cultists, one radiant and one sorcerous. But it was no use ... the ritual was complete.
The chamber soon became bathed in a pulsing, sickly, pale orange light emanating from the slimy pit at the edge of the room. From the pit, a creature emerged – a towering, amorphous mass of pulsating ochre-colored slime, its amorphous form quivering with malevolent energy.
The ooze monster loomed over the heroes, its grotesque form rippling and undulating as it advanced with an ominous slithering sound. Its surface was slick and glistening, covered in a thick layer of acidic mucus that dripped and dribbled onto the chamber floor, leaving behind a trail of foul-smelling slime in its wake.
Init 22 - Dorn. Move. Throw improvised weapon (rapier) vs C2. A hit! (4hp) 19 - Calim. Move. Greatsword vs C2. A hit! (4hp) 17- Cultists. C2 scimitar vs Calim, Attack: 17 Damage: 3; C3 continues chant, finishes rite. 12 - Kneecap. Concentrating on Bless (1/10 rounds), Move, Sacred Flame vs C2 --> C2, Dex save (DC13) 8 (C2 has 1hp remaining, if this saving throw fails, C2 is down) 7 - Volneer. Fire Bolt vs C2. A miss.
Beginning on the next round, the ochre jelly will act last on an init count of 1.
One of the remaining pair of cultists succumbed to Kneecap's Sacred Flame. He died with a maniacal laugh upon his lips as he saw the results of his labors!
The sole remaining cultist erupted with ecstatic joy.
"You are too late!" He screamed. "That-Which-Lurks walks among us ... West Haven is doomed!"
This post has potentially manipulated dice roll results.
Volneer gasps as the monstrous being arises from the pit. Gritting his teeth, he charges to the point in front of the two cultists and the jelly. Putting his hands together, another blast of fire shot out in a cone from his position. He glares forward as he casts burning hands, hitting both the remaining cultists and the jelly. Dex [Tooltip Not Found] DC 14 11 Unable to parse dice roll. on a fail or 1/2 on success.
OOC
blinding you all with the high rolls.
Though Kneecap is no stranger to a fight, he is very aware that he is about to enter the first fight of his life that has not been on a boat. The ground seems painfully stable to him. He calms himself and calls on the power of his God to help him and his new allies. Seeing no obvious weapon on the man-elf, he decides to help those with visible steel.
Kneecap casts bless on himself, Calim and Dorn. He is now concentrating. He moves forward, quietly, 20 feet and pulls out his crossbow.
Stealthy movement: 21
OOC: Dorn and Claim, remember you have bless when you roll!
Correct stealth roll: 1
Calim notices Kneecap, feels a surge of confidence and resets his stance.
OOC
Rolling on my bless...
4
This bless has a lot of work to do to get me to where I need to go.
Volneer notices the others preparing for battle and decides it's now or never. Charging the cultists, he is going to cast burning hands on as many of them as he can hit. 11 damage on a failed save 1/2 on a success DC 14.
Wild magic 10
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Dorn arises and sees the eminent danger. seeing everyone prepare for combat, he throws caution to the wind and announces "Quick, before they finish the ritual!" and moves to the first cultist in sight, with rapier and shield drawn. as he does, he presses his shield arm against his amulet of Tyr, and a glowing gold radiance emanates from the amulet, and dissipates amongst Dorns body.
He will use his action to cast Lay on hands, to replenish his hit points (3) back to his maximum (12). and move his full speed in a direct line toward the first cultist in sight.
The green circles indicate who has Bless active.
The heroes launch into the fray!
Dorn called upon his divine connection and felt a surge of rejuvenating energy flow into him as he closed in on the cultists in the next room.
Calim, eager to use the dungeon's layout to the team's advantage, managed to hold the cultists at the archway. A pair of the cultists ceased contributing to their evil summoning magic and closed in, scimitars drawn. Calim held them at the archway as the trio exchanged a few blows, the clash of steel on steel rang out, mixing in with the sound of the chanting.
The remaining pair of cultists stood at the edge of a slimy, sloping pit. They seemed intent on finishing what it was they were there to do ... and it didn't sound like the heroes too much longer before the profane rite was completed!
Kneecap intoned his holy words and called his deity's blessing down into this sunken, unholy place.
And lastly, Volneer, a being with magic flowing through his very veins, unleashed just a portion of his chaotic power ... and burned the pair of cultists where they stood! Their screams faded quickly as they both fell, charred to a crisp!
C1 & C4 have both fallen.
Green circles indicate Bless. Red circles indicate fallen enemies (and those squares may be moved through without difficulty).
Glaring past the charred remains of his enemies, volneer raises a hand and fires a blast of fire from his palm at one of the cultists still chanting.
Volneer casts burning hands on c2 19 to hit 10 damage
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
High rolls, am I right?🤣
fire bolt
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
I'm going to use my tides of chaos to get advantage on that.
8 damage 3
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Calim feels the surge of action coursing through his veins again. This feels fluid. This feels right. He must stop this ritual that is encroaching on his town. Their intentions are clear, his purpose is true.
With quick steps, he moves to the cultist not singed by Volneer's magics, broadsword held low at fifth position. He intends to break the concentration of the last remaining untouched agent. The edge of his weapon he imagines slicing up the legs of the intent worshipper, from right calf to left thigh.
He imagines success as he rushes forward.
---
Attack Roll + Bless
241
Damage
10
Whoops...that doesn't look right. But, if you look at how the code displays it...the attack roll was 14+4 = 18 and the damage roll was 3.
Kneecap steps forward, over the body of the fallen cultists, moves into the room and begins to cast a spell.
Sacred Flame on Cultist 2 (unless they are dropped before my turn, then cultist 3).
Radiant damage 1 - Dex Save DC 13
https://cdn.discordapp.com/attachments/1215001310475325513/1216770656356667472/image.png?ex=660198fa&is=65ef23fa&hm=1365a0abef5ff81b626bdf8ebfebcc29f7c38ada4f8110c94c73f0c702a9dfae&
sorry my movement:
Actually, the roll was 14+4+3 for bless. the damage roll was 4
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Dorn rushes in, seeing the bodies of the two closest cultists on the floor. without skipping a beat as he enters the room, he does a lavish spinning motion with a slight skip in his step. As he twirls in a 360 he flourishes his weapon in a figure 8 fashion, first in front, then winding up behind his back before he carries the momentum back forward, completing the 360 rotation and flinging his rapier toward Cultist #2. without pause he closes in the distance to Cultist #3 (if he has any movement left) and grasps the dagger clinging to his belt.
Thrown Melee weapon Attack: 12 Damage: 4 W/ Guidance:3
The heroes pressed their advantage, charging into the summoning chamber, trying to disrupt the ritual.
Dorn closed the distance as best he could, and then threw his rapier ... wounding one of the cultists.
Calim followed suit, closing the distance and attacking the same cultists with a sweeping slash of his greatsword.
After these two vicious attacks ... the cultist hung on to life ... if only barely. He drew his scimitar, and spun round on Calim!
The final cultist continued his chanting which had now reached a crescendo, and suddenly the ground trembled beneath the heroes' feet as the chamber became engulfed in a blinding flash of sickly orange light. The air grew thick and oppressive. The air crackled with dark energy, and the scent of rot and decay and something far more acrid filled their nostrils.
Kneecap and Volneer each rained down their fire upon the cultists, one radiant and one sorcerous. But it was no use ... the ritual was complete.
The chamber soon became bathed in a pulsing, sickly, pale orange light emanating from the slimy pit at the edge of the room. From the pit, a creature emerged – a towering, amorphous mass of pulsating ochre-colored slime, its amorphous form quivering with malevolent energy.
The ooze monster loomed over the heroes, its grotesque form rippling and undulating as it advanced with an ominous slithering sound. Its surface was slick and glistening, covered in a thick layer of acidic mucus that dripped and dribbled onto the chamber floor, leaving behind a trail of foul-smelling slime in its wake.
Init
22 - Dorn. Move. Throw improvised weapon (rapier) vs C2. A hit! (4hp)
19 - Calim. Move. Greatsword vs C2. A hit! (4hp)
17- Cultists. C2 scimitar vs Calim, Attack: 17 Damage: 3; C3 continues chant, finishes rite.
12 - Kneecap. Concentrating on Bless (1/10 rounds), Move, Sacred Flame vs C2
--> C2, Dex save (DC13) 8 (C2 has 1hp remaining, if this saving throw fails, C2 is down)
7 - Volneer. Fire Bolt vs C2. A miss.
Beginning on the next round, the ochre jelly will act last on an init count of 1.
One of the remaining pair of cultists succumbed to Kneecap's Sacred Flame. He died with a maniacal laugh upon his lips as he saw the results of his labors!
The sole remaining cultist erupted with ecstatic joy.
"You are too late!" He screamed. "That-Which-Lurks walks among us ... West Haven is doomed!"
Volneer gasps as the monstrous being arises from the pit. Gritting his teeth, he charges to the point in front of the two cultists and the jelly. Putting his hands together, another blast of fire shot out in a cone from his position. He glares forward as he casts burning hands, hitting both the remaining cultists and the jelly. Dex [Tooltip Not Found] DC 14 11 Unable to parse dice roll. on a fail or 1/2 on success.
10 wild magic table for Tides of Chaos.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-