Flux shrugged, not seeming to mind the added company following Sabynn's assertions. But while chilvary might demand a more prominent role in the forefront of the group, or wisdom suggest careful steps taken to avoid drawing attention, Flux heeds neither sensibilities in following behind the group, taking in the sights, but keeping to his own council and thoughts on the passing scene.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
The white-haired half-elven maiden gives the quiet gnome a warm smile before following along with the others, stopping briefly and bowing with reverence in front of the statue of the All-Father. It seemed the cultists of the Howling Hatred had been sacrilegious enough to make these ancient dwarven halls the ground for their despicable worship.
With some of the Temple behind them now, the prisoners redon their gear and equipment as the group discusses their options. After peering out the door to assess the directions, Kerric leads the way out with others in tow. Flux is a bit guilty of gravitating towards the warmth radiating from the north corridor while Sabynn finds herself drawn southwards towards the statue. Then she feels a swift arm hook her waist pause her in place, tucking her against the wall before she walks carelessly into the centre of a cultist crossroad.
Patrols were on their way. It was inevitable though, they hear some of the chainmaille wearers before they see them.
This post has potentially manipulated dice roll results.
The white-haired half-elven courtier gives the platinum-blonde monk a grateful squeeze of her hand as she is whisked away from meandering into the claws of the cultists of Howiling Hatred once more. She really needed to be more careful if she was to ever return to Silverymoon alive.
This post has potentially manipulated dice roll results.
Fluxnitiative!: 14.
"You know it be occurring to me dat we be probably looking into disguises at some point."Flux says half-jokingly while readying to draw forth his warhammer.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
“Aye…” One of the cultists guards finally look passed the statue and notice a group of people pouring out of the shops.
”Aye!” Catching on from their partner’s sound, the other cultist guard shouts out to the group. They looked incredibly suspicious with no obvious indicators of being one of them.
”Well don’t just stand there you oafs, go take care of it.” They pinch the bridge of their nose.
With their command given the two initiates engage, moving in as swiftly as they can. In tandem they whistle and each release a dagger. Cutting through the air as if guided by the wind itself, the blades hone in on a target.
VS Kerric Attack: 17 Damage: 6
VS Sabynn Attack: 19 Damage: 6
The commanding cultist follows shortly after. They flick out a fan, fanning themselves as they stride forward. Then with a twirl and sweeping motion of their fan, they send an impossibly strong gust of wind down the hallway.
VS Kerric, Hersan & Flux Each creature that starts its turn in the line of wind must succeed on a Strength saving throw (DC13) or be pushed 15 feet away (north). Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer.
This post has potentially manipulated dice roll results.
Strength save: 6
Bonus action: Hersan runs his axe blade across his arm invoking the Crimson rite. (And takes 5 necrotic.damage) then moves to the wall (opposite K1) and holds his attack til someone is close enough
While your rite is in effect, attacks made with this weapon are magical and you deal an additional 1d6 damage of the type determined by the chosen rite. The rite’s effect lasts until you finish a short/long rest and other creatures cannot gain the benefit of your rite.
Rite of the Flame
The extra damage dealt by your rite is fire damage.
Not having moved back to the safety with her rescuers quick enough, the white-haired half-elven courtier cries out in desperation, calling upon the powers of the weave to distract her assailant.
(Not sure from map, but when it's his turn, is Lewin able to pull a cultist into the wind gust with thorn whip on his turn? Does it seem like that would mess them up? He'd probably want to move to the opposite corner to pull K2 into the windstream, and, ideally, the unmericful reach of his compatriots.)
(Broken record. Apologies for the delay. Outside of busy weeks, starting at the gym again, been dealing with snow in attic. Ty for continued patience.)
Sabynn reacts in self defense. Using enchanting magic, she attempts to distract the target just enough to cause their throw to falter.
Hersan is unable to hold against the wind. He gets blown back 15 feet, out of the gust. However, in order to reach a target, he has no choice but to brave the wind. He invokes his right to push on.
Kerric holds his own and is able to keep himself from being blown down the hallway. He strategically side steps out of the gusts and closes in on the caster. Swift like the wind, the elven warrior quite literally cuts into the Hurricane. Practically cutting the cultist down to half, they still stand. Blood flows and the wind still blows.
Familiar feathered vagabonds poke out from either side of the hallways. One jumps the elf from the back. Shortword and dagger in hands, one of the Kenku take a crack at cutting Kerric. The other takes aim with their shortbow, releasing an arrow towards the blindfolded monk.
After the initial gust of wind has its way with him one way or another, Flxu pressed on southward with gritted teeth, determined to wipe whatever smug look might've found its way on the cultist responsible. But with even his bulk being able to only do so much, he curses and grouses before finally working towards stringing together words of power. The air then begins to grow moist and heated about the one before from above came down a deluge of a sacred water to seemingly scald the wicked caster.
Movement: To 15ft to immediate South (regardless of if above Strength Save is passed).
Action: Cast (Cantrip)Sacred Waters on HH. Dex Save(DC 16) or take 5(12) Radiant damage.
Thanks to her enchanting magic the white-haired half-elven courtier manages to avoid the thrown dagger, using the residue of her magic to enchant the brave Elf taking on the enemies in melee. Sabynn then weaves another enhcanting spell, making an intricate patter with one slender hand while the other briefly touches the moonstone at her chest, briefly making a twisting pattern of colours appear before the enemies eyes. She then takes cover behind the blindfolded monk. "Fight bravely my elven champion!" She calls out to the elven warrior.
Cast Hypnotic pattern, Wis save 15 or incapacitated, 30 feet cube, hoping to hit all enemies except SW, but unfortunately also Kerric, sorry about that. Kerric will recieve the benefit from the Silvery Barbs spell though, advantage on the next attack roll, ability check, or saving throw he makes within 1 minute. He also recieves a 1d8 bardic insiration, just to be on the safe side. Also Sabynn moves just north of Ebele.
Rollback Post to RevisionRollBack
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Flux shrugged, not seeming to mind the added company following Sabynn's assertions. But while chilvary might demand a more prominent role in the forefront of the group, or wisdom suggest careful steps taken to avoid drawing attention, Flux heeds neither sensibilities in following behind the group, taking in the sights, but keeping to his own council and thoughts on the passing scene.
When you realize you're doing too much: Signature.
(What direction are you guys going, north or south?)
just an unstable unicorn.
(OOC: I'd presumed northward since there appeared only to be a market place/statue to the south, unless mistaken?)
When you realize you're doing too much: Signature.
The white-haired half-elven maiden gives the quiet gnome a warm smile before following along with the others, stopping briefly and bowing with reverence in front of the statue of the All-Father. It seemed the cultists of the Howling Hatred had been sacrilegious enough to make these ancient dwarven halls the ground for their despicable worship.
Map

With some of the Temple behind them now, the prisoners redon their gear and equipment as the group discusses their options. After peering out the door to assess the directions, Kerric leads the way out with others in tow. Flux is a bit guilty of gravitating towards the warmth radiating from the north corridor while Sabynn finds herself drawn southwards towards the statue. Then she feels a swift arm hook her waist pause her in place, tucking her against the wall before she walks carelessly into the centre of a cultist crossroad.
Patrols were on their way. It was inevitable though, they hear some of the chainmaille wearers before they see them.
Initiative Time!
Roll Call: Everyone!
Map Update

just an unstable unicorn.
Kerric Initiative: 10
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The white-haired half-elven courtier gives the platinum-blonde monk a grateful squeeze of her hand as she is whisked away from meandering into the claws of the cultists of Howiling Hatred once more. She really needed to be more careful if she was to ever return to Silverymoon alive.
Sabynn initiative: 19
Fluxnitiative!: 14.
"You know it be occurring to me dat we be probably looking into disguises at some point." Flux says half-jokingly while readying to draw forth his warhammer.
When you realize you're doing too much: Signature.
Initiative: 7 (rolled in game log)
At the clinking noise of armor coming from behind Xalkas spins around to face the sound readying himself for combat.
Initiative : 10
"
Laissez les bons temps rouler
Lewinitiative: 19
“Aye…” One of the cultists guards finally look passed the statue and notice a group of people pouring out of the shops.
”Aye!” Catching on from their partner’s sound, the other cultist guard shouts out to the group. They looked incredibly suspicious with no obvious indicators of being one of them.
”Well don’t just stand there you oafs, go take care of it.” They pinch the bridge of their nose.
Initiative
H1 | H2 | HH | Hersan | Kerric | K1 | K2 | Lewin | Ebele | Sabynn | Flux | Xalkas | SW
With their command given the two initiates engage, moving in as swiftly as they can. In tandem they whistle and each release a dagger. Cutting through the air as if guided by the wind itself, the blades hone in on a target.
VS Kerric
Attack: 17 Damage: 6
VS Sabynn
Attack: 19 Damage: 6
The commanding cultist follows shortly after. They flick out a fan, fanning themselves as they stride forward. Then with a twirl and sweeping motion of their fan, they send an impossibly strong gust of wind down the hallway.
VS Kerric, Hersan & Flux
Each creature that starts its turn in the line of wind must succeed on a Strength saving throw (DC13) or be pushed 15 feet away (north). Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer.
Initiative
H1 | H2 | HH | Hersan | Kerric | K1 | K2 | Lewin | Ebele | Sabynn | Flux | Xalkas | SW
Roll Call: Hersan & Kerric
just an unstable unicorn.
Strength save: 6
Bonus action: Hersan runs his axe blade across his arm invoking the Crimson rite. (And takes 5 necrotic.damage) then moves to the wall (opposite K1) and holds his attack til someone is close enough
While your rite is in effect, attacks made with this weapon are magical and you deal an additional 1d6 damage of the type determined by the chosen rite. The rite’s effect lasts until you finish a short/long rest and other creatures cannot gain the benefit of your rite.
Rite of the Flame
The extra damage dealt by your rite is fire damage.
Crimson Rite: 1 Bonus Action
Laissez les bons temps rouler
Kerric:
Kerric grits his teeth against the incoming wind and fights forward…
Strength Save: 23
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kerric:
Sidestepping the line of wind, Kerric closes with the commanding cultist and attacks!
Feint (Bonus Action)
Elven Curved Blade: Attack: 25 Damage: 21
Elven Curved Blade: Attack: 14 Damage: 9
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Not having moved back to the safety with her rescuers quick enough, the white-haired half-elven courtier cries out in desperation, calling upon the powers of the weave to distract her assailant.
Reaction: Cast Silvery Barbs (Reroll attack :-)
(Not sure from map, but when it's his turn, is Lewin able to pull a cultist into the wind gust with thorn whip on his turn? Does it seem like that would mess them up? He'd probably want to move to the opposite corner to pull K2 into the windstream, and, ideally, the unmericful reach of his compatriots.)
(Broken record. Apologies for the delay. Outside of busy weeks, starting at the gym again, been dealing with snow in attic. Ty for continued patience.)
Sabynn reacts in self defense. Using enchanting magic, she attempts to distract the target just enough to cause their throw to falter.
H2 Reroll VS Sabynn
Attack: 10
Initiative
H1 | H2 | HH | Hersan | Kerric | K1 | K2 | Lewin | Ebele | Sabynn | Flux | Xalkas | SW
Hersan is unable to hold against the wind. He gets blown back 15 feet, out of the gust. However, in order to reach a target, he has no choice but to brave the wind. He invokes his right to push on.
Initiative
H1 | H2 | HH | Hersan | Kerric | K1 | K2 | Lewin | Ebele | Sabynn | Flux | Xalkas | SW
Kerric holds his own and is able to keep himself from being blown down the hallway. He strategically side steps out of the gusts and closes in on the caster. Swift like the wind, the elven warrior quite literally cuts into the Hurricane. Practically cutting the cultist down to half, they still stand. Blood flows and the wind still blows.
Initiative
H1 | H2 | HH(s) | Hersan | Kerric | K1 | K2 | Lewin | Ebele | Sabynn | Flux | Xalkas | SW
Familiar feathered vagabonds poke out from either side of the hallways. One jumps the elf from the back. Shortword and dagger in hands, one of the Kenku take a crack at cutting Kerric. The other takes aim with their shortbow, releasing an arrow towards the blindfolded monk.
VS Kerric
Attack 1: 9 Damage: 5
Attack 2: 20 Damage: 4
VS Ebele
Attack: 23 Damage: 8
Initiative
H1 | H2 | HH(s) | Hersan | Kerric | K1 | K2 | Lewin | Ebele | Sabynn | Flux | Xalkas | SW
Roll Call: Lewin, Sabynn, Flux, Xalkas and then Ebele!
Map

just an unstable unicorn.
Flux Strength Save(DC 13): 12.
After the initial gust of wind has its way with him one way or another, Flxu pressed on southward with gritted teeth, determined to wipe whatever smug look might've found its way on the cultist responsible. But with even his bulk being able to only do so much, he curses and grouses before finally working towards stringing together words of power. The air then begins to grow moist and heated about the one before from above came down a deluge of a sacred water to seemingly scald the wicked caster.
Movement: To 15ft to immediate South (regardless of if above Strength Save is passed).
Action: Cast (Cantrip)Sacred Waters on HH. Dex Save(DC 16) or take 5(12) Radiant damage.
When you realize you're doing too much: Signature.
Thanks to her enchanting magic the white-haired half-elven courtier manages to avoid the thrown dagger, using the residue of her magic to enchant the brave Elf taking on the enemies in melee. Sabynn then weaves another enhcanting spell, making an intricate patter with one slender hand while the other briefly touches the moonstone at her chest, briefly making a twisting pattern of colours appear before the enemies eyes. She then takes cover behind the blindfolded monk. "Fight bravely my elven champion!" She calls out to the elven warrior.
Cast Hypnotic pattern, Wis save 15 or incapacitated, 30 feet cube, hoping to hit all enemies except SW, but unfortunately also Kerric, sorry about that. Kerric will recieve the benefit from the Silvery Barbs spell though, advantage on the next attack roll, ability check, or saving throw he makes within 1 minute. He also recieves a 1d8 bardic insiration, just to be on the safe side. Also Sabynn moves just north of Ebele.