"What the hell is going on?" Aryn says and will move south along the wall then west along the wall 70 feet. (move & dash) If there is anyone within her range she will slash at them with her sword. If she clears the darkness she'll let the group know.
Attack: 22 (fighting spirit for advantage) Damage: 51113
Gaelin will move west up to 30 feet. If he exits the darkness before 30 feet he will stop, alert the group and throw two Eldritch Blast bolts at whatever enemy he sees.
One group of quicklings gets lost in the darkness. The other group of two manage to exit the darkness on the east side and find the robed man and stab him 4 times but he remains upright. Mucor rushes east and exits the darkness 25feet away from the nearest cultist. He adjusts his course and continues his sprint lowering his head and pierces the cultist's chest with his horn. The cultist gasps deeply once as his body is hurled to the ground forcefully exhaling his final breath.
To the east Aryn and Gaelin both manage to make their way out of the darkness. Aryn slashes open one of the cultist's throat and he clutches as his neck as he falls to the floor bleeding out. Gaelin's eyes struggle to adjust to the difference in light as one bolt of energy misses but the other hits a cultist in the shoulder.
Jinara- you are surrounded by darkness and hear the sounds of your friends moving then fighting. Suddenly, the darkness around you disappears and you look on either side of the hallway into pitch black.
(IOOC, I am surprised that with 130ft of movement the quicklings couldn't find their way out of the darkness... but I dont remember what their intelligence is so they might just be dumb lol!)
This post has potentially manipulated dice roll results.
(Sorry for the delay all. I've been knocked out with a stomach virus. )
Another robed figure followed by a hell hound and two armored guards appear on the east side from the southern hallway. The new robed figure casts Scorching Ray (3rd level), while the guards and hell hound swipe at the quicklings killing both in a blur of steel and fire. The first robed man smiles menacingly at Mucor and Zinmaer as he releases Banishment at each of them. The darkness along the east side disappears. To the west, 3 cultists and 2 armored guards appear from hallways to the north and south. The cultists call down columns of flame onto Gaelin and Aryn.
Jinara, as the darkness disappears to the east Mucor and Zinmaer are no where to be seen.
Mucor & Zinmaer- you feel suddenly nauseous as your bodies are transported to the 2 Fewilds. You stand in a giant forest the sound of birds and insects flood your hearing.
This post has potentially manipulated dice roll results.
(shit just got real.)
Gaelin will touch his ear and say, "We just got a bunch more bad guys over here. How's it looking on east side?" to the group before raising his staff and casting Fireball into the cluster of enemies. (trying to hit the guards and as many cultists as I can. I think I can get all but the closest cultist.)
DC 17 Dex or take 91 half on success (oh crap that's 8 d20s )
(Yes. Make a DC 12 perception check to target the mage that cast banishment unless you want to target a different one. Never mind that your passive perception is high enough.)
The two bolts of energy slam into the mage. Con save: 17 The banishment spell remains.
This post has potentially manipulated dice roll results.
"What do you mean gone? Like dead gone or like poof gone? Mucor... Zinmaer... can you hear us?" Aryn says frantically as she shields herself from the heat of the fireball then rushes forward towards the closest cultist and stabs at him with her swords.
The two remaining quicklings rush east towards the two robed men stabbing viciously at each of them and manage to land 1 hit on each. Gaelin releases a bead of red hot energy that erupts into a ball of flame that shakes the walls and sends a pressure wave through the halls. As the flame dissipates only one guard and one cultist (out of the blast range) remain standing. Aryn quickly moves forward and stabs the cultist in the abdomen with each of her swords. The cultist gurgles up blood as he slowly drops to the floor and the last reamining darkness disappears on the west side exposing the entire hallway.
Con save: 97
As the daggers pierce the mage's torso he flinches losing his concentration and suddenly Mucor and Zinmaer reappear in the hallway.
This post has potentially manipulated dice roll results.
Jinara instinctively roars at the sight of the cultist, not seeing them stabbing Mucor's Quicklings, and sends a Fireball that lands just behind the bunch of them. (DC17 DEX save)
"What the hell is going on?" Aryn says and will move south along the wall then west along the wall 70 feet. (move & dash) If there is anyone within her range she will slash at them with her sword. If she clears the darkness she'll let the group know.
Attack: 22 (fighting spirit for advantage) Damage: 5 11 13
Gaelin will move west up to 30 feet. If he exits the darkness before 30 feet he will stop, alert the group and throw two Eldritch Blast bolts at whatever enemy he sees.
Attack: 19 10 Damage: 4 1
3 15
One group of quicklings gets lost in the darkness. The other group of two manage to exit the darkness on the east side and find the robed man and stab him 4 times but he remains upright. Mucor rushes east and exits the darkness 25feet away from the nearest cultist. He adjusts his course and continues his sprint lowering his head and pierces the cultist's chest with his horn. The cultist gasps deeply once as his body is hurled to the ground forcefully exhaling his final breath.
To the east Aryn and Gaelin both manage to make their way out of the darkness. Aryn slashes open one of the cultist's throat and he clutches as his neck as he falls to the floor bleeding out. Gaelin's eyes struggle to adjust to the difference in light as one bolt of energy misses but the other hits a cultist in the shoulder.
Jinara- you are surrounded by darkness and hear the sounds of your friends moving then fighting. Suddenly, the darkness around you disappears and you look on either side of the hallway into pitch black.
Jinara!
updated map:
(IOOC, I am surprised that with 130ft of movement the quicklings couldn't find their way out of the darkness... but I dont remember what their intelligence is so they might just be dumb lol!)
(They have 10 intelligence and I rolled a d20 for each group DC was 10 so the one that rolled 3 got lost.)
(OOC no problem lol just wondering. I figured there was a roll involved.)
Jinara, not know what to do, will hold an Eldritch Blast for anything coming out of the darkness.
(Sorry for the delay all. I've been knocked out with a stomach virus. )
Another robed figure followed by a hell hound and two armored guards appear on the east side from the southern hallway. The new robed figure casts Scorching Ray (3rd level), while the guards and hell hound swipe at the quicklings killing both in a blur of steel and fire. The first robed man smiles menacingly at Mucor and Zinmaer as he releases Banishment at each of them. The darkness along the east side disappears. To the west, 3 cultists and 2 armored guards appear from hallways to the north and south. The cultists call down columns of flame onto Gaelin and Aryn.
Zinmaer! (Roll to save 1st.)
updated map:
Dex: 15 21
Dex: 27 19 25
Charisma Save!
3
mucor charisma save 16
(Oh snap)
Jinara, as the darkness disappears to the east Mucor and Zinmaer are no where to be seen.
Mucor & Zinmaer- you feel suddenly nauseous as your bodies are transported to the 2 Fewilds. You stand in a giant forest the sound of birds and insects flood your hearing.
Aryn & Gaelin!
(shit just got real.)
Gaelin will touch his ear and say, "We just got a bunch more bad guys over here. How's it looking on east side?" to the group before raising his staff and casting Fireball into the cluster of enemies. (trying to hit the guards and as many cultists as I can. I think I can get all but the closest cultist.)
DC 17 Dex or take 91 half on success (oh crap that's 8 d20s )
(Can i send my eldritch blasts that direction)
Jinara says telepathically "Darkness is gone! So are Zin and Mucor!"
#1 Attack: 25 Damage: 10
#2 Attack: 20 Damage: 7
Fireball damage: 34
(That banishment threw me for a loop. Still trying to recover.)
(Yes.
Make a DC 12 perception check to target the mage that cast banishment unless you want to target a different one.Never mind that your passive perception is high enough.)The two bolts of energy slam into the mage. Con save: 17 The banishment spell remains.
Aryn!
"What do you mean gone? Like dead gone or like poof gone? Mucor... Zinmaer... can you hear us?" Aryn says frantically as she shields herself from the heat of the fireball then rushes forward towards the closest cultist and stabs at him with her swords.
Attack: 20 14 Damage: 5 3 9 9
The two remaining quicklings rush east towards the two robed men stabbing viciously at each of them and manage to land 1 hit on each. Gaelin releases a bead of red hot energy that erupts into a ball of flame that shakes the walls and sends a pressure wave through the halls. As the flame dissipates only one guard and one cultist (out of the blast range) remain standing. Aryn quickly moves forward and stabs the cultist in the abdomen with each of her swords. The cultist gurgles up blood as he slowly drops to the floor and the last reamining darkness disappears on the west side exposing the entire hallway.
Con save: 9 7
As the daggers pierce the mage's torso he flinches losing his concentration and suddenly Mucor and Zinmaer reappear in the hallway.
Jinara!
updated map:
Jinara instinctively roars at the sight of the cultist, not seeing them stabbing Mucor's Quicklings, and sends a Fireball that lands just behind the bunch of them. (DC17 DEX save)
Fail 26 + 5 = 34
Success 14 + 5 = 19