This post has potentially manipulated dice roll results.
Damage resolution
#1 attack final roll: 24, if this is a hit then damage is 11 bludgeoning damage
#2 attack final roll: 32, this is a crit because of hexblade's curse. Damage is 14 bludgeoning damage plus power strike for 6 force damage plus divine smite 4th level spell for 48 radiant damage.
bonus booming blade final roll is 21, if this is a hit then 13 bludgeoning damage plus 14 thunder damage. Also if it moves willingly then another 24 thunder damage.
Real keeps forcing his advantage with more blows from his staff of power:
ACTION: attack action for two attacks with the staff of power and with advantage and elven accuracy. Damage resolution in next post.
#1 attack: 24, 14, 15
#2 attack: 19, 28, 32
BONUS ACTION: use 2 sorcery points to quicken a booming blade attack: 17, 19, 21
d6: 2
2. The ground around the creature momentarily liquefies. If the creature is standing on solid ground they must succeed on a DC 18 Dexterity saving throw or be restrained. As an action, they or another creatures within 5 ft. can attempt to free them, requiring a DC 18 Strength (Athletics) check.
#1 attack final roll: 24, if this is a hit then damage is 11 bludgeoning damage
#2 attack final roll: 32, this is a crit because of hexblade's curse. Damage is 10 bludgeoning damage plus power strike for 5 force damage plus divine smite 4th level spell for 61 radiant damage.
bonus booming blade final roll is 21, if this is a hit then 8 bludgeoning damage plus 11 thunder damage. Also if it moves willingly then another 11 thunder damage.
all three of your strikes hit home, dealing damage, still need the dex save to see if you are restrained though.
This post has potentially manipulated dice roll results.
Tyrkoris d6: 5
Cha save: 29
Tyrkoris will raise the emblem on his shield and release a blast of divine energy at the horror and then bring the miniature sun in for another strike.
Channel Divinity: Radiance of the DawnPHB, pg. 61
As an action, you can use Channel Divinity and present your holy symbol to dispel any magical darkness within 30 ft. Each hostile creature (that doesn't have total cover) within 30 ft. must make a CON saving throw (DC 20) or take 43 radiant damage (half damage on success). (Disadvantage on the save due to
Corona of LightPHB, pg. 61
As an action, you can activate an aura for 1 minute (or until you dismiss it as an action). You emit bright light in a 60-ft. radius and dim light for 30 ft. Enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
(DragonDenn, are you tracking hp changes or should we? I'm not sure if attacks are just all missing or if they're not being marked, but I'm a little confused how much actual damage people have taken. Real for example, it looks like you've taken a bunch of hits, but you're hp hasn't changed. Don't know if I need to heal anyone or not.)
Tyrkoris will raise the emblem on his shield and release a blast of divine energy at the horror and then bring the miniature sun in for another strike.
Channel Divinity: Radiance of the DawnPHB, pg. 61
As an action, you can use Channel Divinity and present your holy symbol to dispel any magical darkness within 30 ft. Each hostile creature (that doesn't have total cover) within 30 ft. must make a CON saving throw (DC 20) or take 47 radiant damage (half damage on success). (Disadvantage on the save due to
Corona of LightPHB, pg. 61
As an action, you can activate an aura for 1 minute (or until you dismiss it as an action). You emit bright light in a 60-ft. radius and dim light for 30 ft. Enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
(DragonDenn, are you tracking hp changes or should we? I'm not sure if attacks are just all missing or if they're not being marked, but I'm a little confused how much actual damage people have taken. Real for example, it looks like you've taken a bunch of hits, but you're hp hasn't changed. Don't know if I need to heal anyone or not.)
I have not been tracking HP for you. I leave that to the players, sorry if I did not say that before.
Also, you all need to make that dex save for fire damage from the fireball saralyssa cast at you, please make sure to do that. Once Real has posted this turn's action, I will be able to resolve the divine horror's legendary actions and see if there will be a second round or not. Real could have enough damage against the creature to finish it off this round.
Booming Blade final attack roll 32 (crit), damage is 34 bludgeoning, will add divine smite 3rd level spell slot for 21 radiant damage, add power strike from staff of power for 6 force damage and booming blade adds 32 thunder damage plus 29 thunder damage if the horror moves.
Wow, that is funny I accidently rolled d20 damage on the booming blade bludgeoning damage but only rolled a 2 and a 3. Here is the right roll but if it is higher you are allowed to keep the 2 and the 3 if you want, haha: 15
Assuming everything hits (they did last time with lesser attack values) then the total damage is 106 or 112 (different types) depending on which roll is allowed and 34 more thunder damage if the divine horror moves.
Real's strikes strike the divine horror devistating blows, that send her to her knees. She falls to the floor, already fading as her life force leaves her body.
As you stand there you realize that one of the items you may have thought was a painting is actually a portal into the world you call home. You get to enjoy a few moments looking out over the material plane from the portal. The ocean stretches out before you, and in the distance is the indistinct shores of a continent.
Soon you feel the strength drain from your body, and everything fades. Though you may be disappearing forever, you at least know that the world has been saved.
For now.
This ends the module. Again, sorry for the delays over this last bit, but we did get here at last.
Damage resolution
#1 attack final roll: 24, if this is a hit then damage is 11 bludgeoning damage
#2 attack final roll: 32, this is a crit because of hexblade's curse. Damage is 14 bludgeoning damage plus power strike for 6 force damage plus divine smite 4th level spell for 48 radiant damage.
bonus booming blade final roll is 21, if this is a hit then 13 bludgeoning damage plus 14 thunder damage. Also if it moves willingly then another 24 thunder damage.
Lot's of stuff ...
Iorythas will use a bonus action to Disengage and move away if the celestial is to keep before taking another two shots with his long bow.
Attack: 21 Damage: 23
Sneak Attack: 37
Attack: Attack: 12 Damage: 23
d6: 2
2. The ground around the creature momentarily liquefies. If the creature is standing on solid ground they must succeed on a DC 18 Dexterity saving throw or be restrained. As an action, they or another creatures within 5 ft. can attempt to free them, requiring a DC 18 Strength (Athletics) check.
all three of your strikes hit home, dealing damage, still need the dex save to see if you are restrained though.
d6: 3
3. Gravity reverses for the creature. They begin to fall upwards at a rate of 60 ft. per turn. This lasts until the beginning of their next turn.
You take 23 falling damage.
forgot to do that for saralyssa as well she takes 18 falling damage.
After Iorythas's turn the divine horror teleports back to the ritual space again.
She then moves back in, taking the thunder damage, and strikes at Real...
Greatsword. 33 to hit, reach 10 ft., one target. 24 bludgeoning damage, plus 35 psychic damage.
Greatsword. 35 to hit, reach 10 ft., one target. 27 bludgeoning damage, plus 46 psychic damage.
Group's turn again. Remember to do the d6 when you post your actions.
Saralyssa D6: 3
Cha save: 18
Saralyssa is forced to cast fireball to hit the group and not the divine horror. All make a DC 20 dex save for half, or take 18 fire damage.
Saralyssa save: 12
Tyrkoris d6: 5
Cha save: 29
Tyrkoris will raise the emblem on his shield and release a blast of divine energy at the horror and then bring the miniature sun in for another strike.
As an action, you can use Channel Divinity and present your holy symbol to dispel any magical darkness within 30 ft. Each hostile creature (that doesn't have total cover) within 30 ft. must make a CON saving throw (DC 20) or take 43 radiant damage (half damage on success). (Disadvantage on the save due to
As an action, you can activate an aura for 1 minute (or until you dismiss it as an action). You emit bright light in a 60-ft. radius and dim light for 30 ft. Enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
spiritual weapon Attack: 27 Damage: 16
(DragonDenn, are you tracking hp changes or should we? I'm not sure if attacks are just all missing or if they're not being marked, but I'm a little confused how much actual damage people have taken. Real for example, it looks like you've taken a bunch of hits, but you're hp hasn't changed. Don't know if I need to heal anyone or not.)
(Sorry, forgot the D6)
Save against ground liquefying: 15
And will use reaction to cast shield for effective AC of 32
Real will use his Favored of the God's Sorcerer ability to add 4 to his saving throw
Lot's of stuff ...
D6: 1
(Get Advantage on the Save thanks to spell resistance)
Dex Save: 26
As he manages to jump away from the blast of magic without really taking any damage, Iorythas raises his bow and takes another two shots.
Attack: 31 Damage: 24
Attack: 24 Damage: 24
I have not been tracking HP for you. I leave that to the players, sorry if I did not say that before.
Divine horror con save: 30
next D6 and action?
Your first attack goes wide, but the second strikes home. The divine horror is looking sorely wounded by this point. 6% of HP left.
Also, you all need to make that dex save for fire damage from the fireball saralyssa cast at you, please make sure to do that. Once Real has posted this turn's action, I will be able to resolve the divine horror's legendary actions and see if there will be a second round or not. Real could have enough damage against the creature to finish it off this round.
(sorry again lost track of order)
Real will again make an attack action (2 attacks) with his staff of power
#1 attack 21, 30, 30
#2 attack 30, 20, 15
BONUS ACTION: 2 sorcery point (down to only 1 left now) to cast booming blade attack 18, 18, 33
Damage resolution in next post
D6: 3
Lot's of stuff ...
Damage resolution:
#1 final attack roll 30, damage is 9 bludgeoning
#2 final attack roll 30, damage is 10 bludgeoning
Booming Blade final attack roll 32 (crit), damage is 34 bludgeoning, will add divine smite 3rd level spell slot for 21 radiant damage, add power strike from staff of power for 6 force damage and booming blade adds 32 thunder damage plus 29 thunder damage if the horror moves.
Wow, that is funny I accidently rolled d20 damage on the booming blade bludgeoning damage but only rolled a 2 and a 3. Here is the right roll but if it is higher you are allowed to keep the 2 and the 3 if you want, haha: 15
Assuming everything hits (they did last time with lesser attack values) then the total damage is 106 or 112 (different types) depending on which roll is allowed and 34 more thunder damage if the divine horror moves.
Lot's of stuff ...
The d6 was a 3 so caught in gravity falling up at 60 ft per turn until beginning of next turn.
Lot's of stuff ...
Sorry for the delay ehre guys.
Real's strikes strike the divine horror devistating blows, that send her to her knees. She falls to the floor, already fading as her life force leaves her body.
As you stand there you realize that one of the items you may have thought was a painting is actually a portal into the world you call home. You get to enjoy a few moments looking out over the material plane from the portal. The ocean stretches out before you, and in the distance is the indistinct shores of a continent.
Soon you feel the strength drain from your body, and everything fades. Though you may be disappearing forever, you at least know that the world has been saved.
For now.
This ends the module. Again, sorry for the delays over this last bit, but we did get here at last.
Hazzah(ish)!