This post has potentially manipulated dice roll results.
Kerric:
Taking a deep breath, Kerric says, “Time to get moving. If we don’t know where the other prisoners are specifically, we should start sweeping room by room.”
Second Wind: 7
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Ebele nods in agreement, it was time to head out. "Be ready. I imagine our presence hasn't gone unnoticed." She'd caution everyone.The time they did take to rest was more than enough time for the cultists crawling around this place to have taken notice of their trail of dead bodies. "If we're 'clearing' this place of it's sins in full, then we head back west down the hall to clear those few rooms before coming back here and going north." The monk suggests based off of something she remembers Flux may have touched on at some time.
Which ever door is chosen, or perhaps two individuals at different doors at the same time, and opened, each are faced with an incoming gust of gathering cultists.
Map
Initiative Time P1 | P2 | SW | H1-H8 | (It's time to roll some initiatives!)
Roll Call: Everone! (Anything higher than a 23 can post their actions.)
Flux Initiative: 6. (OOC: Flux certainly ain't rolling 23 or above, that's for sure!)
"Glad to be hearing we're in agreement more or less--Ahh~~"Flux said while stretching out one last time. Then with warhammer in one hand and shield already strapped about the other, he by all appearances looked ready to head out the western door following whosoever was brave enough or simply of a mind to take point in the next leg of the "expedition"!
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Initiative P1 | P2 | SW | H1-H8 | Ebele | Kerric | Flux | Hers | Sabynn | Lewin (Not a surprise round. We all just rolled terrible inits lol)
There would be the sound of two doors opening, marching steps, and some low raspy chanting in the distance as if spells were being prepared. Then with a flurry, the foot soldiers descend on the space.
The first initiate charges forward first, straight for Kerric in the doorway. Two swift attempts at stabbing the knight, trying to find a weak point to pierce.
The third moves into the first initiate’s original position back against the wall. Taking a deep breath they listen to the wind waiting for the right moment to ride the gust. They hurl a dagger at the only possible foe they see, the armoured elf.
H3 vs Kerric BA: Guiding Wind Attack at Adv: 17 Damage: 6
The fourth initiate then moves in a little further passed where the third initiate used to be. Spotting the same target everyone else was going for, they too prepare to attempt a calculated shot. Licking their finger and putting it to the air, they measure the wind prior to throwing their own blade.
H4 vs Kerric BA: Guiding Wind Attack at Adv: 24 Damage: 7
On the other side of the room, its own flurry of attacks pour in through that doorway. First came an air guided dagger to Herse.
H5 vs Herse BA: Guiding Wind Attack at Adv: 12 Damage: 5
The moment that blade passed through the doorway, an initiate charges into the room to jump on the dwarf. Clearly they thought they could be more effective.
Staff in hand, Ebele jumps the table and comes to land between Kerric and Herse. With no time to spare, she launches into a few swift attacks against the initiates in her way.
This post has potentially manipulated dice roll results.
Kerric:
Heavily damaged by the flurry of minor but accurate attacks, Kerric responds by slashing at the cultist directly in front of him. He first feints to create an opening, then follows up with two powerful swings. If the first cultist goes down quickly, he slashes instead at the other one engaging him.
Bonus action Weapon Master Feint
First Attack with Advantage: Attack: 21 Damage: 22
Second Attack: Attack: 14 Damage: 10
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This post has potentially manipulated dice roll results.
Reaction(Vs H7): Wrath of the Storm - Dex Save(DC 16) or take 7 Lightning Damage. *Triggered upon being Hit^
"Whoawhoawhoawhoa!"Is about all Flux manages to get out as he's suddenly forced to raise his shield to deflect one blow, only to be left staggering back and too off-balance to avoid the follow-up slicing through one of the few spots unprotected on his arm. But as blood is drawn, so too would wisps of lightning burst from the wound to try and strike back at the initiate! "Gah! Ya puddle fiddling sea dogs! When I-" His next few words turn into another cry of pain as the dagger sinks home as well. But then with a snarl, Flux barks out, "O' Valkur, my Valkur! Lend me yet the glint of your cutlass, so that those who'd dare yet strike one of your own may find redemption in tasting its bite!"
The air rapidly feels dryer near an initiate as all the moisture within it condenses into the shape of a translucent and thin cutlass already swinging for their head. As that is happening, Flux snorts as if building up a snot filled spit. But woe be for the one he spits at who's not so swift of foot, as the disturbingly large explosive wad vileness would burn the initiate's face should it land home where he spat!
Bonus Action: Cast (2nd level)Valkur's Cutlass near H8 and strike with it. (Lethal, Special Melee)Spiritual Weapon - Attack: 17 Damage: 6 of Force Damage.
Action: Cast (Cantrip)Acid Spit vs H7 & H8(if within 5ft of each other, otherwise prioritize H8). Dex Save(DC 16) or take 5 Acid Damage.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Xalkas throws a fire bolt toward one of Kerric’s assailants. (8 to hit, 7 dmg) he will then try and get as much distance as possible between himself and the air cultists. (25 ft movement)
This post has potentially manipulated dice roll results.
At the sudden flurry of more violence around her, the white-haired half-elven courtier whimpers with discomfort and unease, swiftly collecting herself enough to unleash a string of insults laced with subtle enchantments directed at the closest still standing howling hatred cultist.
Vicious Mockery, Wis save 15 or 6 psychic damage and have disadvantage on the next attack roll.
As if the moment the (H7) initiate's blade made contact with Flux's electrified blood, it's power would course through his veins and electrifies him. It sends him flying back, slamming against the wall and falling to the floor dead.
Herse cuts down his face (H6) hugger with two swift swats. He thumps and slumps to the floor not far from his fellow friend.
Ebele charges the bladeslingers out in the hall, with a hefty poke she takes one out (H5) while her second strike is more of a prod. She wounds the other (H8).
Sabynn swiftly calls out slander. With wounded pride, he flops over and breathes his last breath (H8).
Flux summons his spiritual weapon and it strikes! Air. Just air. Not the air cultist. It missed. However, the cleric wasn't so easily deterred. As if the god(dess) nudged him back at the last moment, the shockingly accurate genasi hucks the most precise lougie over Kerric's head as the armoured elf head successfully dispatches the two enemies (H1&2) in the doorway with two efficient swings of his blades.
Flux's acidic snot busts amongst the two bladeslingers (H3 and 4) targeting Kerric. As if entirely stunned at what was coming their way, they fail to move out of the way and with a wail they practically melt, boil and blister on the spot. The pain is severe, but their hearts still beat.
Xalkas lobs a mote of fire with promise, however it falls short of either target in the hall.
Initiative P1 | P2 | SW | H3 | H4 | Ebele | Kerric | Flux | Herse | Sabynn |Lewin (I'll give it a bit longer for Lewin to have his turn. And it's getting late and I have cruise ship guests to entertain tomorrow. All the remaining baddies are out in the hall at this point.)
The next series of events all happen in such quick succession it almost felt all at once.
It feels as though steam was filling the room in two corners. At first it was almost inaudible, but then those listening may have been able to hear the slow build of cackling which turned chant. Then as fast as the priests appear, so does the wildest flurries of winds.
(P1)First, a strong gust of wind Herse and Flux know so well, that threatens to blow back the majority of those in the room. Xalkas, Lewin, one of the dwarves, Sabynn, Flux and Herse are caught up in it's gusts.
VS Xalkas, Lewin, Sabynn, Flux and Herse Gust of wind: Strength ST vs DC12 or be pushed 15ft away.
(P2)Next a dust devil whips up and rips up the table between where Flux, Herse and Sabynn had been, may still be standing. Depending on those who hole their ground, and those who don't, could be subject to being bludgeoned and impaled by the debris.
VS TBD Dust Devil Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
(SW) KABANG!Those in the room catch a vibrant flash of light through the western doorway the moment a stroke of lightning rips through the eastern hallway where Ebele last stood.
VS Ebele Lightning Bolt: Dex ST vs DC13 A creature takes 30 lightning damage on a failed save, or half as much damage on a successful one.
(H3&H4) Continuing to use the wind to guide them, the pair of initiates hurl their daggers once again against the armoured knight.
H3 VS Kerric BA: Guiding Wind Attack: 16 Damage: 5
H3 VS Kerric BA: Guiding Wind Attack: 14 Damage: 5
Managing to dodge the thrown weapons this time, Kerric moves into the hallway to engage the knife throwers directly (attacking H3, then H4 if H3 falls).
Elven Curved Blade: Attack: 13 Damage: 15
Elven Curved Blade: Attack: 13 Damage: 16
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kerric:
Taking a deep breath, Kerric says, “Time to get moving. If we don’t know where the other prisoners are specifically, we should start sweeping room by room.”
Second Wind: 7
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Ebele nods in agreement, it was time to head out. "Be ready. I imagine our presence hasn't gone unnoticed." She'd caution everyone.The time they did take to rest was more than enough time for the cultists crawling around this place to have taken notice of their trail of dead bodies. "If we're 'clearing' this place of it's sins in full, then we head back west down the hall to clear those few rooms before coming back here and going north." The monk suggests based off of something she remembers Flux may have touched on at some time.
Which ever door is chosen, or perhaps two individuals at different doors at the same time, and opened, each are faced with an incoming gust of gathering cultists.
Map

Initiative Time
P1 | P2 | SW | H1-H8 |
(It's time to roll some initiatives!)
Roll Call: Everone!
(Anything higher than a 23 can post their actions.)
just an unstable unicorn.
Sabynn initiative: 11
Flux Initiative: 6.
(OOC: Flux certainly ain't rolling 23 or above, that's for sure!)
"Glad to be hearing we're in agreement more or less--Ahh~~" Flux said while stretching out one last time. Then with warhammer in one hand and shield already strapped about the other, he by all appearances looked ready to head out the western door following whosoever was brave enough or simply of a mind to take point in the next leg of the "expedition"!
When you realize you're doing too much: Signature.
Kerric Initiative: 18
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Xalkas initiative: 5
Herse initiative 6
Laissez les bons temps rouler
Initiative
P1 | P2 | SW | H1-H8 | Ebele | Kerric | Flux | Hers | Sabynn | Lewin
(Not a surprise round. We all just rolled terrible inits lol)
There would be the sound of two doors opening, marching steps, and some low raspy chanting in the distance as if spells were being prepared. Then with a flurry, the foot soldiers descend on the space.
The first initiate charges forward first, straight for Kerric in the doorway. Two swift attempts at stabbing the knight, trying to find a weak point to pierce.
H1 vs Kerric
Attack 1: 19 Damage: 3
Attack 2: 23 Damage: 3
The second initiate does a reach around the doorframe in attempt to catch a piece of the elf himself.
H2 vs Kerric
Attack 1: 18 Damage: 4
Attack 2: 19 Damage: 3
The third moves into the first initiate’s original position back against the wall. Taking a deep breath they listen to the wind waiting for the right moment to ride the gust. They hurl a dagger at the only possible foe they see, the armoured elf.
H3 vs Kerric
BA: Guiding Wind
Attack at Adv: 17 Damage: 6
The fourth initiate then moves in a little further passed where the third initiate used to be. Spotting the same target everyone else was going for, they too prepare to attempt a calculated shot. Licking their finger and putting it to the air, they measure the wind prior to throwing their own blade.
H4 vs Kerric
BA: Guiding Wind
Attack at Adv: 24 Damage: 7
On the other side of the room, its own flurry of attacks pour in through that doorway. First came an air guided dagger to Herse.
H5 vs Herse
BA: Guiding Wind
Attack at Adv: 12 Damage: 5
The moment that blade passed through the doorway, an initiate charges into the room to jump on the dwarf. Clearly they thought they could be more effective.
H6 vs Herse
Grapple: 6
Another rushes in straight for Flux.
H7 vs Flux
Attack 1: 15 Damage: 3
Attack 2: 24 Damage: 11
Following the swarm into the room was another gusty dagger.
H8 vs Flux
BA: Guiding Wind
Attack at Adv: 24 Damage: 6
Initiative
P1 | P2 | SW | H1-H8 | Ebele | Kerric | Flux | Herse | Sabynn | Lewin
Staff in hand, Ebele jumps the table and comes to land between Kerric and Herse. With no time to spare, she launches into a few swift attacks against the initiates in her way.
Attack 1: 19 Damage: 12
Attack 2: 22 Damage: 7
BA: 18 Damage: 5
Initiative
P1 | P2 | SW | H1-H8 | Ebele | Kerric | Flux | Herse | Sabynn | Lewin
Roll call: Everyone!
just an unstable unicorn.
Avoiding the grapple Herse laughs loudly as he spins around his assailant swinging his axe
Attack: 18 Damage: Unable to parse dice roll.
Laissez les bons temps rouler
Second attack
Attack: 24 Damage: 5
Laissez les bons temps rouler
Kerric:
Heavily damaged by the flurry of minor but accurate attacks, Kerric responds by slashing at the cultist directly in front of him. He first feints to create an opening, then follows up with two powerful swings. If the first cultist goes down quickly, he slashes instead at the other one engaging him.
Bonus action Weapon Master Feint
First Attack with Advantage: Attack: 21 Damage: 22
Second Attack: Attack: 14 Damage: 10
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Reaction(Vs H7): Wrath of the Storm - Dex Save(DC 16) or take 7 Lightning Damage.
*Triggered upon being Hit^
"Whoawhoawhoawhoa!" Is about all Flux manages to get out as he's suddenly forced to raise his shield to deflect one blow, only to be left staggering back and too off-balance to avoid the follow-up slicing through one of the few spots unprotected on his arm. But as blood is drawn, so too would wisps of lightning burst from the wound to try and strike back at the initiate! "Gah! Ya puddle fiddling sea dogs! When I-" His next few words turn into another cry of pain as the dagger sinks home as well. But then with a snarl, Flux barks out, "O' Valkur, my Valkur! Lend me yet the glint of your cutlass, so that those who'd dare yet strike one of your own may find redemption in tasting its bite!"
The air rapidly feels dryer near an initiate as all the moisture within it condenses into the shape of a translucent and thin cutlass already swinging for their head. As that is happening, Flux snorts as if building up a snot filled spit. But woe be for the one he spits at who's not so swift of foot, as the disturbingly large explosive wad vileness would burn the initiate's face should it land home where he spat!
Bonus Action: Cast (2nd level)Valkur's Cutlass near H8 and strike with it.
(Lethal, Special Melee)Spiritual Weapon - Attack: 17 Damage: 6 of Force Damage.
Action: Cast (Cantrip)Acid Spit vs H7 & H8(if within 5ft of each other, otherwise prioritize H8). Dex Save(DC 16) or take 5 Acid Damage.
When you realize you're doing too much: Signature.
Xalkas throws a fire bolt toward one of Kerric’s assailants. (8 to hit, 7 dmg) he will then try and get as much distance as possible between himself and the air cultists. (25 ft movement)
At the sudden flurry of more violence around her, the white-haired half-elven courtier whimpers with discomfort and unease, swiftly collecting herself enough to unleash a string of insults laced with subtle enchantments directed at the closest still standing howling hatred cultist.
Vicious Mockery, Wis save 15 or 6 psychic damage and have disadvantage on the next attack roll.
(Reaction)
Dzzt! Bang! Thump.
As if the moment the (H7) initiate's blade made contact with Flux's electrified blood, it's power would course through his veins and electrifies him. It sends him flying back, slamming against the wall and falling to the floor dead.
Initiative
P1 | P2 | SW | H1-6 | H8 | Ebele | Kerric | Flux | Herse | Sabynn | Lewin
Herse cuts down his face (H6) hugger with two swift swats. He thumps and slumps to the floor not far from his fellow friend.
Ebele charges the bladeslingers out in the hall, with a hefty poke she takes one out (H5) while her second strike is more of a prod. She wounds the other (H8).
Sabynn swiftly calls out slander. With wounded pride, he flops over and breathes his last breath (H8).
Flux summons his spiritual weapon and it strikes! Air. Just air. Not the air cultist. It missed. However, the cleric wasn't so easily deterred. As if the god(dess) nudged him back at the last moment, the shockingly accurate genasi hucks the most precise lougie over Kerric's head as the armoured elf head successfully dispatches the two enemies (H1&2) in the doorway with two efficient swings of his blades.
Flux's acidic snot busts amongst the two bladeslingers (H3 and 4) targeting Kerric. As if entirely stunned at what was coming their way, they fail to move out of the way and with a wail they practically melt, boil and blister on the spot. The pain is severe, but their hearts still beat.
Xalkas lobs a mote of fire with promise, however it falls short of either target in the hall.
Initiative
P1 | P2 | SW | H3 | H4 | Ebele | Kerric | Flux | Herse | Sabynn | Lewin
(I'll give it a bit longer for Lewin to have his turn. And it's getting late and I have cruise ship guests to entertain tomorrow. All the remaining baddies are out in the hall at this point.)
Roll Call: Lewin
just an unstable unicorn.
Initiative
P1 | P2 | SW | H3 | H4 | Ebele | Kerric | Flux | Herse | Sabynn | Lewin
(Will allow a readied action, heal or support in some way)
Lewin stunned in place for a moment, the cultists take their opportunity to continue the fight.
Initiative
P1 | P2 | SW | H3 | H4 | Ebele | Kerric | Flux | Herse | Sabynn | Lewin
(And away we go...)
The next series of events all happen in such quick succession it almost felt all at once.
It feels as though steam was filling the room in two corners. At first it was almost inaudible, but then those listening may have been able to hear the slow build of cackling which turned chant. Then as fast as the priests appear, so does the wildest flurries of winds.
(P1)First, a strong gust of wind Herse and Flux know so well, that threatens to blow back the majority of those in the room. Xalkas, Lewin, one of the dwarves, Sabynn, Flux and Herse are caught up in it's gusts.
VS Xalkas, Lewin, Sabynn, Flux and Herse
Gust of wind: Strength ST vs DC12 or be pushed 15ft away.
(P2)Next a dust devil whips up and rips up the table between where Flux, Herse and Sabynn had been, may still be standing. Depending on those who hole their ground, and those who don't, could be subject to being bludgeoned and impaled by the debris.
VS TBD
Dust Devil Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
(SW) KABANG! Those in the room catch a vibrant flash of light through the western doorway the moment a stroke of lightning rips through the eastern hallway where Ebele last stood.
VS Ebele
Lightning Bolt: Dex ST vs DC13 A creature takes 30 lightning damage on a failed save, or half as much damage on a successful one.
(H3&H4) Continuing to use the wind to guide them, the pair of initiates hurl their daggers once again against the armoured knight.
H3 VS Kerric
BA: Guiding Wind
Attack: 16 Damage: 5
H3 VS Kerric
BA: Guiding Wind
Attack: 14 Damage: 5
Itsa Map!

Initiative
P1 | P2 | SW | H1-H8 | Ebele | Kerric | Flux | Herse | Sabynn | Lewin
Roll call: Everyone!
just an unstable unicorn.
Kerric:
Managing to dodge the thrown weapons this time, Kerric moves into the hallway to engage the knife throwers directly (attacking H3, then H4 if H3 falls).
Elven Curved Blade: Attack: 13 Damage: 15
Elven Curved Blade: Attack: 13 Damage: 16
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Herse saving throw 1. 19
Saving throe 2 17
Laissez les bons temps rouler
Herse takes 2 swings at p2
First a 2 handed uppercut Attack: 23 Damage: 12
Following up by reversing the stroke downward. Attack: 15 Damage: 7
Laissez les bons temps rouler
Flux's STR Save(DC 12): 20.
(More to come in sperate post)
When you realize you're doing too much: Signature.