Adventure Thread
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Rolls
Lighting Torch - (1d20+2)
(20) + 2 = 22
Lighting Torch (Disadvantage) - (1d20+2)
(13) + 2 = 15
But then, light gutters from near the captured villagers. Llewellyn raises his torch high. It takes a moment as our heroes' eyes adjust to the illumination and can take stock of their new situation.

Battle Information
- If you would like to jump over a section of the Blood River, it would be a DC 9 Dex Check
- Four Cult Acolytes (Red Robes) have an AC 11
- Moloch (Black Robe) has an AC of 14
- V = Villager
- Red = Cult Acolytes
Light Source = Llewellyn
Initiative--If your name is in bold, go ahead and post
- Moloch (20)
- Hobb (19)
- Llewellyn (10)
- Orm (10)
- Tyrus (9)
- Lillit (8)
- Ivar (7)
- Nikkghak (3)
- 2 Cult Acolytes (Red) (3)
Rolls
Red 5 Attacks Nikk (AC 12) - (1d20+1)
(8) + 1 = 9
Red 5 Damage - (1d6)
(2) = 2
Red 6 Attacks Hobb (AC 13) - (1d20+1)
(7) + 1 = 8
Red 6 Damage - (1d6)
(1) = 1
Moloch Attacks Llewellyn (AC 14) - (1d20+4)
(16) + 4 = 20
Moloch Damage - (1d8+1)
(1) + 1 = 2
Round 10 Light Roll - (1d8)
(6) = 6
Don't leave me now, Gede. I need to bring this dark one, low.
I bring back my sword, and swing forth, hoping to repay Moloch in kind, and prevent him from causing more harm.
"Away with you, you foul cur!"
Rolls
Attack - (1d20+6)
(14) + 6 = 20
Damage - (1d8+1)
(7) + 1 = 8
Rolls
Spellcheck vs DC 11 - (1d20+5)
(6) + 5 = 11
Damage - (1d4)
(2) = 2
Rolls
INT (Spellcasting) - (1d20+3)
(4) + 3 = 7
INT (Spellcasting) - Advantage - (1d20+3)
(11) + 3 = 14
Damage (Magic Missile) - (1d4)
(4) = 4
Rolls
to hit, damage - (1d20, 1d6)
1d20 : (5) = 5
1d6 : (4) = 4
Wordlessly, Hobb just goes at them again. He grits his teeth and swings his lace, aiming for where the light illuminated the cultists most true!
Rolls
Attack - (1d20+4)
(18) + 4 = 22
Damage - (1d6+1)
(4) + 1 = 5
Rolls
Spear Attack - (1d20+1)
(20) + 1 = 21
Spear Damage - (1d6)
(4) = 4
Crit Damage! - (1d6)
(6) = 6
Llewellyn successfully hits the foul leader of the Crimson Hand. He can tell that this servant of the dark god Ramlaat is weakening. He then watches as Moloch eyes roll back into his head, blinded by Lillit's spell.

Battle Information
- If you would like to jump over a section of the Blood River, it would be a DC 9 Dex Check
- Four Cult Acolytes (Red Robes) have an AC 11
- Moloch (Black Robe) has an AC of 14
- V = Villager
- Red = Cult Acolytes
Light Source = Llewellyn
Initiative--If your name is in bold, go ahead and post
- Moloch (20)
- Hobb (19)
- Llewellyn (10)
- Orm (10)
- Tyrus (9)
- Lillit (8)
- Ivar (7)
- Nikkghak (3)
- 2 Cult Acolytes (Red) (3)
Side Note: We rolled a 1 on the light roll. Torch is still lit, but we go down to a d6 for future light rolls.
Rolls
Moloch attacks Llewellyn (AC 14) Disadvantage - (1d20+4)
(2) + 4 = 6
Moloch attacks Llewellyn (AC 14) Disadvantage - (1d20+4)
(6) + 4 = 10
Moloch damage - (1d8+1)
(4) + 1 = 5
Round 11 Light Roll - (1d8)
(1) = 1
And she cracks the snake whip over his head (missing)!
Rolls
Whip! - (1d20+2)
(3) + 2 = 5
Damage on hit - (1d4)
(2) = 2
"Time to end this!" he bellows into the complex they had scoured, as he launches himself across the room at the figure.
Small, Halfling feet sprint across the room as Hobb brings his mace up for one last strike!
"Go down, dark one!"
Rolls
Attack - (1d20+4)
(18) + 4 = 22
Damage - (1d6+1)
(3) + 1 = 4
Rolls
INT (Spellcasting) - (1d20+3)
(14) + 3 = 17
INT (Spellcasting) - Advantage - (1d20+3)
(20) + 3 = 23
Damage (Magic Missile) - (2d4)
(23) = 5
I pull back my sword arm and heaven forth another swing unto Moloch, hoping the blow will put the cult leader down. I slice upwards, cleaving into the dark figure, now having the the better of him, since he was affected by Lillit's spell.
Rolls
Attack - (1d20+6)
(13) + 6 = 19
Damage - (1d8+1)
(1) + 1 = 2

Alright, we are out of combat. I need everyone to make a dexterity check against the earthquake. DC 12. You can each post and describe what you do with the ground shaking. Post at will!
Light Source = Llewellyn
Rolls
Dex check (DC 12) - (1d20+1)
(17) + 1 = 18
Rolls
Dex vs 11 - (1d20)
(11) = 11
Rolls
DEX (DC 12) - (1d20+0)
(18) = 18
I turn my sword upside down and plant it to lean on, and then try to steady myself amidst the unsteadyness, hoping I don't topple over.
"Gede, don't leave me yet..."
Rolls
Dexterity Check (DC 12) - (1d20+1)
(7) + 1 = 8


