Adventure Thread

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Oct 16, 2025 11:53 pm
OOC:
@PlebeianG Give me a roll at disadvantage for your attempt to light your torch. I would think either Intelligence, wisdom, or dexterity unless you have a story reason why it would give another attribute.
Oct 17, 2025 12:30 pm
OOC:
Okay, I'll make an Intelligence roll, then.

Rolls

Lighting Torch - (1d20+2)

(20) + 2 = 22

Lighting Torch (Disadvantage) - (1d20+2)

(13) + 2 = 15

Oct 17, 2025 6:25 pm
OOC:
Hooray! Way to go Llewellyn!
Oct 18, 2025 6:39 pm
OOC:
Sorry about not posting yesterday. Things got busy. Here we go...
The room is plunged into darkness, and the sounds of shuffling, rummaging, and whispered prayer fill the space that the light used to occupy.

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.
[ +- ] Updated Map
Both of the cult acolytes find themselves surrounded by the Hillshire Wayfinders and are confused by the change in light sources. They swing, Red 5 attempting to stab Nikkghak, and Red 6 swiping at Hobb, but both miss.
OOC:
Round 10
Moloch moves around the stakes and rushes towards Llewellyn to keep him from releasing Ramlaat's prizes. He growls; it is unearthly and demonic. He swings his twisted black blade in a wide arc. The blade connects with Llewellyn's shoulder, and Moloch pulls it back quickly. It slices along the surface, and blood quickly begins to bead along the line left by the extremely sharp blade.
OOC:
@PlebeianG Llewllyn takes 2 points of damage. Also, you will have to decide what you want to do with your weapon since you are also holding the torch. You can use your bastard sword with one hand, but then you roll 1d8 for damage rather than the 1d10 for two hands. Or you could drop the torch. If you do drop the torch, roll a d6, and on a ,1 the light will go ou,t and we will figure out what happened to the torch when you dropped it. Anything else and you will drop it in a way where the fire won't go out.

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

Oct 18, 2025 7:39 pm
OOC:
I've been using my sword one-handed for awhile now, since I was previously using the shield prior to using the torch, so I'm fine using the torch in one handand the sword in one hand, that's how I wrote it out, I thought.
I grimace, and howl as I get cut by the cult leader's sword that makes a nasty wound into me. I grunt, wondering as to why my constitution is so spare, but I'm still built to fight well.

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

Oct 19, 2025 12:02 am
Lillit, seeing Llewellyn battling the foul Moloch all by himself, points at the cult leader and casts her spell!
OOC:
Phew barely made that roll! Moloch is blinded and takes 2 damage!
Last edited October 19, 2025 12:03 am

Rolls

Spellcheck vs DC 11 - (1d20+5)

(6) + 5 = 11

Damage - (1d4)

(2) = 2

Oct 19, 2025 3:18 am
Surprised by the sudden appearance of a cult member next to him, with a word and sharp twist of of his wrist, the wizard reflexively casts a magic missile at him.

Rolls

INT (Spellcasting) - (1d20+3)

(4) + 3 = 7

INT (Spellcasting) - Advantage - (1d20+3)

(11) + 3 = 14

Damage (Magic Missile) - (1d4)

(4) = 4

Oct 19, 2025 11:54 am
As the light comes back up Ivar will attack red 5 with his short sword.

Rolls

to hit, damage - (1d20, 1d6)

1d20 : (5) = 5

1d6 : (4) = 4

Oct 19, 2025 2:42 pm
His luck was holding, and that was something at least. These cultists could only hit when their targets were bound and helpless, it seemed.

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

Oct 19, 2025 9:32 pm
His eyes still struggling to adjust to the changing levels in light, Nikk grits his teeth and dives forward against the nearest red-robed cultists again. Lewellyn seemed to be holding his own very well, but that could change quickly.

Rolls

Spear Attack - (1d20+1)

(20) + 1 = 21

Spear Damage - (1d6)

(4) = 4

Crit Damage! - (1d6)

(6) = 6

Oct 20, 2025 2:03 am
The cultists fall as they are attacked by multiple Wayfarers. Slashed, burned, bashed, and stabbed.

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.
OOC:
Round 11
Moloch screams in pain and swings wildly, hoping that despite his current ailment, he will be able to find purchase. His blindness gets the better of him, and his longsword strikes stone instead. He breathes heavily.
[ +- ] Updated Map
OOC:
Finish him!

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

Oct 20, 2025 3:36 am
Lillit strides forward, stepping over a dead red robed cultist in the aisle, stopping a short distance from Moloch (E6). She take out the snake whip, her familiar hissing loudly on her arm, and she says, "You will fall before a true queen of the serpents, pretender!"

And she cracks the snake whip over his head (missing)!
Last edited October 20, 2025 3:36 am

Rolls

Whip! - (1d20+2)

(3) + 2 = 5

Damage on hit - (1d4)

(2) = 2

Oct 20, 2025 10:37 am
Hobb turns, panting heavily, and looks at the dark servant of Ramlaat.

"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!"
OOC:
The last charge of Hobb?

Rolls

Attack - (1d20+4)

(18) + 4 = 22

Damage - (1d6+1)

(3) + 1 = 4

Oct 20, 2025 10:51 am
"Perhaps a helping hand." Orm mutters as he sees the others charge toward Moloch, and let's another magic missile loose.
OOC:
woot, crit!
Last edited October 20, 2025 10:52 am

Rolls

INT (Spellcasting) - (1d20+3)

(14) + 3 = 17

INT (Spellcasting) - Advantage - (1d20+3)

(20) + 3 = 23

Damage (Magic Missile) - (2d4)

(23) = 5

Oct 20, 2025 1:40 pm
"Light, stay with me! Banish this Ramlaat's darkness once and for all!"

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

Oct 22, 2025 12:51 am
The dark apostle, Moloch, battered from multiple directions, releases one final cry into the death-filled halls. "Nooooooo!" He crumples to the ground; the blood around the edges of the room bubbles and roils, and the floor shakes. From the next room, an ear-piercing wind blows through towards the cave opening.
[ +- ] Updated Ritual Chamber Map
OOC:
Woo! That was a fun battle. Great work, everyone!

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
Oct 22, 2025 1:16 am
After seeing Moloch go down a bit of relief come over Ivar that another threat has been stopped but then the shaking starts and he has no idea what is going on. All he can think to do is to kneel down to try and steady himself.

Rolls

Dex check (DC 12) - (1d20+1)

(17) + 1 = 18

Oct 22, 2025 4:10 am
Lillit cackles at the sight of Moloch falling, but quickly grabs a pew and takes a knee as the ground begins to shake.
OOC:
Did the howl come from the room beyond this one? Is that door open now? If so, can Lillit see what lies beyond?
Last edited October 22, 2025 4:11 am

Rolls

Dex vs 11 - (1d20)

(11) = 11

Oct 22, 2025 4:21 am
Their victory is short lived as the ground begins to shake. Orm grips the nearby pew and hopes the building doesn't fall in around them.

Rolls

DEX (DC 12) - (1d20+0)

(18) = 18

Oct 22, 2025 5:49 pm
With Moloch slain, I loose a shout of victory, but it is short-lived as the ground tremors with an earthquake.

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

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