Emeryn steps forward, halting the progress of the sliding cultist with a metal boot on his shoulder. Braced, she throws her full weight into the greatsword, bringing it into a tight arc down upon the prone figure.
Greatsword attack vs prone cultist (advantage)
Dice Roller1 D20 rolled with a +7 modifier
1 + 7
Dice Roller1 D20 rolled with a +7 modifier
2 + 7
Damage (2d6+5)
Dice Roller1 D6 rolled
5
Dice Roller1 D6 rolled with a +5 modifier
6 + 5
good gravy...so 16 damage but probably not hitting on a 9
Korvat reels from the blow of the spectral weapon, face contorting in rage. He follows Emeryn to the downed cultist and takes a swing with his shiny new axe.
To hit:
Dice Roller2 D20s rolled with a +2 modifier
15 + 2
9 + 2
Damage
Dice Roller1 D12 rolled with a +17 modifier
3 + 17
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Paravrax carefully aims into the room, letting fly with a ball of acid at Red. With a delicious bacon-like sizzle the acid strikes the cultist for 24 damage. Lucial quickly moves in to stab the prone Blue, but slips at the last second in the ball bearings and misses. Reed ducks back towards the door and calls down radiant flame on Blue for 4 damage. Strathalmere fires an arrow into the fray, striking the still sizzling Red for 7 damage. Korvat swings at Blue, his axe burying into the cultists back for 20 damage. Emeryn also swings at Blue, but with Korvat in the way she miscalculates the swing and arcs wide.
This ends Round 1.
Current Status:
Red: 31 damage total, sizzling
Blue: 24 damage, prone
Green: No damage
Korvat: 6 damage
To help with planning, I'll let the cultists take their turns.
Round 2
Blue stands up, reaches towards Emeryn's arms, and hisses a curse. Unsteady from the blood loss, he misses.
Red carefully moves across the room to Korvat and grabs for him, muttering a curse of his own. Necromantic energy pours into the barbarian, dealing 26 damage.
Green twiddles his fingers slightly. The glowing sword drifts over to Paravrax and strikes at him. Paravrax deftly dodges the glowing blade.
end of cultist actions
Did Korvat level up yet? Because otherwise that's enough damage to put him down...
Reed's face turns grim at Korvat falling to the ground. He mutters a prayer and a soft blue light radiates from his ring, then engulfs Korvat and Dieknuh.
Dice Roller2 D8s rolled with a +7 modifier
8 + 7
5 + 7
That should be 20 HP each. Don't know why the dice roller always adds the modifier twice.
"Next time let's try getting these in their way, not ours," Emeryn glares quickly at Reed as her uncertain footing and the crowded doorway prevent her from getting a good strike in at the closest cultist. She presses the fight on.
Emeryn hits Blue if he is still up, if not move in on Red (should be able to get through the ball bearings at half speed) or whoever else is around
Korvat cries out and falls to the ground as the cultist grabs him and infuses him with necrotic energy. Reed's touch jolts him back to life, but he is weary and falls back
Action: Disengage. Retreat towards the back of the party. Stow the axe, and prepare to draw longbow.
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Paravrax hits Red with a firebolt, killing the cultist. Lucial prepares to strike but takes no action yet. Reed casts a healing spell, restoring 20 HP each to Korvat and Dieknuh. Strathalmere shoots Green for 6 damage. Korvat retreats from the fray. Emeryn strikes Blue with her mace, killing the cultist.
This ends round 2.
Current Status
Red: Dead.
Blue: Dead.
Green: 6 damage
Korvat: back to 20 HP
Round 3
Green again attempts to strike Paravrax with the ghostly weapon, but misses.
Emeryn turns from the fallen cultist and spins around Reed as he ducks past her towards Dieknuh. With one more foe standing, she moves forward in a lunge, driving him towards the wall.
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Dieknuh picks herself up with renewed vigour, only to see her final torturer fall. She resists the urge to spit on their corpses before turning to thank Reed with a gruff nod.
Reed fills Dieknuh in on what has happened since she was kidnapped. He hands over her share of the loot from earlier, and then encourages everyone to follow him into the passage he unlocked just before the fight.
It looks like this passage connects to two of the others, meaning there is only one passage we've missed.
Once inside, Reed heads down the first hallway to Secret Passage Room 1 and tries the door, unless something of interest catches his eye.
Scoffing at the fallen acolytes, Paravrax approaches Dieknuh, takes off his boots, and hands them to her. "I was keeping these warm, but I think that they'll be of better use to you than to me."
Paravrax then turns and follows Reed into the passageway.
As each person crosses the threshold of the secret doorway, you may make your choice of a Arcana or Religion check.
The Secret Area
As you make your way down the hallway towards room 1, you notice the floor is remarkably clean despite the staleness of the air. Along the hallway, a series of large tapestries hang. They depict several scenes of the gods creating the world. Surprisingly, the textiles on the walls haven't moldered or faded. The floor is a blue sandstone mosaic, very different from the rest of the temple's white granite and alabaster scheme.
Just before you reach room 1, you see a short hallway leading to a double stone door. From this side, you clearly see the mechanisms that keep the door hidden from the other side.
Room 1
A large fireplace is carved into the western of the wall, with an intricate mantle and hearth. There are logs stacked in the fireplace ready to light. There is no chimney shaft, and the fireplace shows no sign of ash or soot stains. There are two small single beds and two desks. Like the tapestries in the hallway, the bed linens are remarkably unblemished by time. The desks are both neat and tidy, each with a small stack of parchment, a bronze inkwell with a large blue quill, and a fat beeswax candle. The ink in the wells is still liquid.
Damage (2d6+5)
good gravy...so 16 damage but probably not hitting on a 9
To hit:
Damage
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Paravrax carefully aims into the room, letting fly with a ball of acid at Red. With a delicious bacon-like sizzle the acid strikes the cultist for 24 damage. Lucial quickly moves in to stab the prone Blue, but slips at the last second in the ball bearings and misses. Reed ducks back towards the door and calls down radiant flame on Blue for 4 damage. Strathalmere fires an arrow into the fray, striking the still sizzling Red for 7 damage. Korvat swings at Blue, his axe burying into the cultists back for 20 damage. Emeryn also swings at Blue, but with Korvat in the way she miscalculates the swing and arcs wide.
This ends Round 1.
Current Status:
To help with planning, I'll let the cultists take their turns.
Round 2
Blue stands up, reaches towards Emeryn's arms, and hisses a curse. Unsteady from the blood loss, he misses.
Red carefully moves across the room to Korvat and grabs for him, muttering a curse of his own. Necromantic energy pours into the barbarian, dealing 26 damage.
Green twiddles his fingers slightly. The glowing sword drifts over to Paravrax and strikes at him. Paravrax deftly dodges the glowing blade.
end of cultist actions
Did Korvat level up yet? Because otherwise that's enough damage to put him down...
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Assuming it does not, Paravrax glares at the cultist who attempted to strike him and launches a fire bolt at the still sizzling cultist.
Damage:
EDIT: Just for clarity, I am glaring at Green, but still firing at Red.
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Reed's face turns grim at Korvat falling to the ground. He mutters a prayer and a soft blue light radiates from his ring, then engulfs Korvat and Dieknuh.
I assume that this brings both of them back?
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Attack d20+7
Damage 2d6+5
+5 = 8
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Action: Disengage. Retreat towards the back of the party. Stow the axe, and prepare to draw longbow.
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Paravrax hits Red with a firebolt, killing the cultist. Lucial prepares to strike but takes no action yet. Reed casts a healing spell, restoring 20 HP each to Korvat and Dieknuh. Strathalmere shoots Green for 6 damage. Korvat retreats from the fray. Emeryn strikes Blue with her mace, killing the cultist.
This ends round 2.
Current Status
Red: Dead.
Blue: Dead.
Green: 6 damage
Korvat: back to 20 HP
Round 3
Green again attempts to strike Paravrax with the ghostly weapon, but misses.
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Damage:
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To Hit
Damage
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Attack d20+7
Damage 2d6+5
+5 = 11
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With a flurry of attacks from every direction, Green is struck down. In the heat of battle, Reed manages to free Dieknuh from her bonds.
This ends combat.
Everyone gets 225 XP.
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Once inside, Reed heads down the first hallway to Secret Passage Room 1 and tries the door, unless something of interest catches his eye.
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Paravrax then turns and follows Reed into the passageway.
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The Secret Area
As you make your way down the hallway towards room 1, you notice the floor is remarkably clean despite the staleness of the air. Along the hallway, a series of large tapestries hang. They depict several scenes of the gods creating the world. Surprisingly, the textiles on the walls haven't moldered or faded. The floor is a blue sandstone mosaic, very different from the rest of the temple's white granite and alabaster scheme.
Just before you reach room 1, you see a short hallway leading to a double stone door. From this side, you clearly see the mechanisms that keep the door hidden from the other side.
Room 1
A large fireplace is carved into the western of the wall, with an intricate mantle and hearth. There are logs stacked in the fireplace ready to light. There is no chimney shaft, and the fireplace shows no sign of ash or soot stains. There are two small single beds and two desks. Like the tapestries in the hallway, the bed linens are remarkably unblemished by time. The desks are both neat and tidy, each with a small stack of parchment, a bronze inkwell with a large blue quill, and a fat beeswax candle. The ink in the wells is still liquid.
@_kaburi_ on Twitter
Special thanks to Serrot_29 for Catbug'mrakul!
Draft my cube! (630 cards)
@_kaburi_ on Twitter
Special thanks to Serrot_29 for Catbug'mrakul!