With Bazavur attacking the right flank, Tobin unleashes an Acid Ball at the left flank, engulfing Robed Cultist 1 and Armored Cultist 1 and 2 with corrosive death!
Level 4 Fireball converted to acid, DC 20 Dexterity Save for half Damage: (9d6 acid damage)
(Traveling and not getting DNDBeyond to roll from mobile phone)
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The surviving Robed Cultist 1 raises and hand and attempts to counterspell, but fails.
It's not so much a BOOM as a GLOOP, as acid explodes and sprays the three cultists. All fail their saves and take the full 30 points of acid damage (I rolled in the game log).
Aiwin surveys the room as his marks the armored cultist (4) beyond Soar with his Hunter’s Mark. He just draws his arrows back and lets them loose at the armored cultist (4).
OOC: Bonus Action: Move hunter’s mark to Armored Cultist 4 Attack 1: 29 to hit for 13 damage Hunter's Mark: 4 damage Attack 2: 14 (nat 1) to hit for 11 damage Hunter's Mark: 6 damage Attack 3 (Dread Ambusher): 14 (nat 1, my dice hate me) to hit for 1 damage Hunter's Mark: 2 damage End Turn
Aiwin sees two of three arrows hit, and the second one brings the cultist down.
Robed Cultist 1 recovers from their surprise, and shouts a word - one that you do not recognise. They back up a little and cast a spell, a powerful one. Ice bursts forth from their hands, shards spreading out in a large cone that catches Varin, Aiwin, Tobin and even Soar. Please give me a CON save, DC 14, to take 44 points of cold damage on a failure, 22 on a success.
(This is a fifth-level spell, so if Tobin wants to attempt to counterspell, he may need to roll for it.)
”Ah yes, Counterspell,” thinks Tobin, realizing that he should really learn some combat spells now that he is not spending all his time in the library.
(Constitution save 18 for half damage)
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Varan looks back at Tobin, "You don't have that?" He unfortunately does not see the spell coming and takes the full force on his back and side. The force of the blow knocking him down as the ice clings to his body.
Con save: 13, off by one and Varan is down.
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
Seeing Varan collapse to the ground from the effects of the cultist’s spell sends Bazavur into a rage (2 wild magic surge). In one moment he’s next to the fallen robes cultist, in the next, he appears next to the other. Two quick, reckless, rage fueled swings ensue against the cultist. He then mentally chastises himself for not attacking this one first.
(20 to hit, 12 slashing; 15 to hit, 14 slashing. Plus 4 damage total from rage. Attacks against me have adv until my next turn)
Both spells fail to hold their targets. One of the cultists retreats to the north wall, but the other, in melee combat range with Soar, remains where they are - though they look like they would like to flee entirely.
Aiwin stands up and moves to get a better shot on remaining cultist as he speaks some elvish marking him now and then letting three arrows lose.
OOC: Bonus Action: Moving Hunter's Mark to Armored Cultist 2 Movement: Half to get out of prone and then remained in a diagonal to see Armored Cultist 2 Attack 1: 18 to hit for 6 damage Hunter's Mark Damage: 1 Attack 2: 20 to hit for 8 damage Hunter's Mark Damage: 2 Attack 3: 33 (nat 20) to hit for 7 damage Hunter's Mark Damage: 5 End Turn
Robed Cultist 2 fails their save and dies.

Armoured Cultist 3 succeeds, and Armoured Cultist 4 fails, and looks pretty badly hurt.
The armoured cultists are surprised and do not act.
Tobin and Soar are up.
Tobin:
With Bazavur attacking the right flank, Tobin unleashes an Acid Ball at the left flank, engulfing Robed Cultist 1 and Armored Cultist 1 and 2 with corrosive death!
Level 4 Fireball converted to acid, DC 20 Dexterity Save for half Damage: (9d6 acid damage)
(Traveling and not getting DNDBeyond to roll from mobile phone)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The surviving Robed Cultist 1 raises and hand and attempts to counterspell, but fails.
It's not so much a BOOM as a GLOOP, as acid explodes and sprays the three cultists. All fail their saves and take the full 30 points of acid damage (I rolled in the game log).
Armoured Cultist 1 is dead.
Soar is up.

Soar attacks Armoured Cultist 3 twice with her Sunblade, hitting both times.
Round Two:
Aiwin
Robed Cultist 1
Varan and Bazavur
Armoured Cultists 1, 2, and 4
Tobin and Soar
Aiwin is up.

Aiwin surveys the room as his marks the armored cultist (4) beyond Soar with his Hunter’s Mark. He just draws his arrows back and lets them loose at the armored cultist (4).
OOC:
Bonus Action: Move hunter’s mark to Armored Cultist 4
Attack 1: 29 to hit for 13 damage
Hunter's Mark: 4 damage
Attack 2: 14 (nat 1) to hit for 11 damage
Hunter's Mark: 6 damage
Attack 3 (Dread Ambusher): 14 (nat 1, my dice hate me) to hit for 1 damage
Hunter's Mark: 2 damage
End Turn
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Aiwin sees two of three arrows hit, and the second one brings the cultist down.
Robed Cultist 1 recovers from their surprise, and shouts a word - one that you do not recognise. They back up a little and cast a spell, a powerful one. Ice bursts forth from their hands, shards spreading out in a large cone that catches Varin, Aiwin, Tobin and even Soar. Please give me a CON save, DC 14, to take 44 points of cold damage on a failure, 22 on a success.
(This is a fifth-level spell, so if Tobin wants to attempt to counterspell, he may need to roll for it.)
Tobin:
”Ah yes, Counterspell,” thinks Tobin, realizing that he should really learn some combat spells now that he is not spending all his time in the library.
(Constitution save 18 for half damage)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Aiwin at the last minute notices the words leave the mouth of the mage as he braces for the spell.
OOC:
Con Save 15
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Varan looks back at Tobin, "You don't have that?" He unfortunately does not see the spell coming and takes the full force on his back and side. The force of the blow knocking him down as the ice clings to his body.
Con save: 13, off by one and Varan is down.
Be excellent to each other, and roll for initiative dudes!
Seeing Varan collapse to the ground from the effects of the cultist’s spell sends Bazavur into a rage (2 wild magic surge). In one moment he’s next to the fallen robes cultist, in the next, he appears next to the other. Two quick, reckless, rage fueled swings ensue against the cultist. He then mentally chastises himself for not attacking this one first.
(20 to hit, 12 slashing; 15 to hit, 14 slashing. Plus 4 damage total from rage. Attacks against me have adv until my next turn)
Soar makes her save.
Bazavur brings the second robed cultist down in a flurry of vicious, rage-filled strikes; the poor soul looks utterly shocked as they fall.
Varan, give me a death saving throw please.
(The armoured cultists are next, but I'll do that after the saving throw)
Death save: 7
Be excellent to each other, and roll for initiative dudes!
Varan lies bleeding on the ground.
Armoured Cultist 2 casts a spell on Bazavur; give me a WIS save, DC 11.
Armoured Cultist 3 casts the same spell on Soar: again, a WIS save, DC 11.
(Tobin would recognise this spell as Hold Person.)
I need a WIS save from Bazavur.
Soar saves with a 27.
Wisdom save: 16 (Sorry for the delay)
Both spells fail to hold their targets. One of the cultists retreats to the north wall, but the other, in melee combat range with Soar, remains where they are - though they look like they would like to flee entirely.
Tobin and Soar are up.

Tobin:
Grabbing one of his healing potions out of his pouch, Tobin carefully administers it to the downed Varan.
Healing: 10 hp.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Varan wakes. :)
Soar is up.
Soar attacks Armoured Cultist 3, missing with her first attack but bringing them down on their second. She then moves towards Armoured Cultist 2.

Round Three:
Aiwin, Varan and Bazavur
Armoured Cultist 2
Tobin and Soar
Aiwin, Varan and Bazavur are up. Aiwin, you are still prone I think.
Aiwin stands up and moves to get a better shot on remaining cultist as he speaks some elvish marking him now and then letting three arrows lose.
OOC:
Bonus Action: Moving Hunter's Mark to Armored Cultist 2
Movement: Half to get out of prone and then remained in a diagonal to see Armored Cultist 2
Attack 1: 18 to hit for 6 damage
Hunter's Mark Damage: 1
Attack 2: 20 to hit for 8 damage
Hunter's Mark Damage: 2
Attack 3: 33 (nat 20) to hit for 7 damage
Hunter's Mark Damage: 5
End Turn
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9