
Seamus Fleetfoot |

I missed the healing too. HP15/43
Not to let his friends' aide be in vain, Seamus continues to lash out at the demon while keeping out out of reach if possible.
Atk and move out of reach attempting to reach flank 1d20 + 10 ⇒ (7) + 10 = 17 DMG 1d6 + 6 ⇒ (1) + 6 = 7

Hungry Voodoo |

Chitleen Shudra |

Round 5:
If the fall of the priestess gives Chitleen succor... he does not show it. Instead mechanically his hands fumble within his satchel for another of his alkahest bombs. This time the vial is larger and thinner same, though follows the same arc towards the demon...
Tangle-hest: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22
Exclude friendlies - and DC 15 Reflex for the demon or it's entangled and glued to the floor. A save prevents the glue-age.

Karrak Ironhand |

Karrak judges the distance and retreats to a judicious range (K5) before channeling a wave of healing energy.
Channel Heal: 3d6 ⇒ (2, 6, 1) = 9
His summoned allies turn their attentions to the demon.
Hammer round 3/5
attack: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d8 + 1 ⇒ (2) + 1 = 3
Archon round 3/5
light ray touch attack: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 ⇒ 4
light ray touch attack 2: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 ⇒ 1
MAGIC CIRCLE AGAINST EVIL in effect (+2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Spiritual Weapon round 3/5
Lantern Archon round 3/5
HP=35/35
Channel Energy 5/6 remaining
Deflection Aura 1/1 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
magical (+1) bolts: 12

Lockjaw Stoneshield |

Round 5
HP = 27/59 (39)
AC/T/FF = 21/10/21 (-1 Slow) (+2 Smite)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow, -4 Level
Still slowed and weakened, Lockjaw nonetheless holds the line.
Swift to Activate Smite on demon. Ready to 5' and Attack as soon as he's a 5' step away.
MAW PA Slow Smite: 1d20 + 7 - 1 - 4 + 2 ⇒ (18) + 7 - 1 - 4 + 2 = 22
Damage Smite: 1d8 + 8 + 5 ⇒ (7) + 8 + 5 = 20
Plus 5 more damage for the first hit.

Hungry Voodoo |

now that's what I'm talking about! Did you apply Karrak's +9 hp channel?
The great pale demon spreads a jagged toothed smile as it hops forward on its squat crooked hind legs. Lockjaw is ready however and even though it feels like he is moving through honey, he steps forward to meet the demon with divine might flowing through him. The sound of the blow echoes through the old library and the great luminous eyes of the fiend flicker as if in doubt for the first time.
It falls on the paladin though it remains entangled by the sticky strands of Chitleen's bomb. A claw hits slashing a burning welt and jagged teeth grate over the stone armor leaving a shallow bite behind. Though shallow, the bite sends necrotic torpor through Lockjaw's muscles.
Lockjaw-8 claw, 5 bite, fort DC 15 or 3 dex damage (+2 ceremony bonus applies to save)
Round 5
Ghasts-x
Seamus
Karrak
Lockjaw
Chitleen

Seamus Fleetfoot |

Seamus moves back step and downs a potion which swells his muscles and readies his body to increase its assault upon the demon.
5' to rear, down Bull's Strength potion aka HGH Halfling Growth Hormone ;)

Karrak Ironhand |

The hammer continues its assault. Karrak calls the lantern archon to approach the demon from the rear (flanking) while he rushes to the front (J9) and lashes out with dorn-dergar.
Hammer round 4/5
attack: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 + 1 ⇒ (3) + 1 = 4
Archon round 4/5
light ray: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 flanking
damage: 1d6 ⇒ 4
light ray: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 flanking
damage: 1d6 ⇒ 6
Dorn dergar: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 flanking
damage: 1d10 + 2 ⇒ (6) + 2 = 8

Lockjaw Stoneshield |

Round 5
HP = 36/59 (39)
AC/T/FF = 21/10/21 (-1 Slow) (+2 Smite)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow, -4 Level
Lockjaw continues his assault on the beastie.
MAW PA Slow Smite: 1d20 + 7 - 1 - 4 + 2 ⇒ (13) + 7 - 1 - 4 + 2 = 17
Damage Smite: 1d8 + 8 + 5 ⇒ (3) + 8 + 5 = 16
Not sure if I have flank or not.

Hungry Voodoo |

Lockjaw-I think that you missed this line above: 8 claw, 5 bite, fort DC 15 or 3 dex damage (+2 ceremony bonus applies to save)
Seamus hits the 'roids in the back while everyone else mobs the demon. The glowing archon darts around to the rear unleashing another series of burning rays whilst the glowing hammer dances around though it fails to strike. Karrak steps up to meet the enemy and his dergar impacts drawing what serves for demon blood. Lockjaw continues fighting though as if in a nightmare, his limbs barely move in time to his will. His slow hammer misses as Chitleen steps to his side.
The bloodied demon snarls as it is beset from all sides. It turns its wrath first against the glowing celestial. The weaving orb dodges claws, but suffers a dire bite.
archon-11 bite, fort 15 DC or 1 dex damage
Round 6
Shoosuva-x
Seamus
Karrak
Lockjaw
Chitleen

Karrak Ironhand |

Fort: 1d20 + 6 ⇒ (17) + 6 = 23
The archon dims only momentarily before striking back one final time.
light ray: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 flanking
damage: 1d6 ⇒ 2
light ray: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 flanking
damage: 1d6 ⇒ 4
round 5/5
HP 2/13
AC 15, T11, FF 15, +2 deflection vs evil
DR 10/evil
The celestial hammer pounds once more at the demon.
light ray: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d8 + 1 ⇒ (1) + 1 = 2
Karrak takes advantage of the lantern archon's distraction to press his attack before withdrawing slightly.
dorn-dergar: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
damage: 1d10 + 2 ⇒ (4) + 2 = 6
5' step back to K8
MAGIC CIRCLE AGAINST EVIL in effect (+2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Spiritual Weapon round 5/5
Lantern Archon round 5/5
HP=35/35
Channel Energy 5/6 remaining
Deflection Aura 1/1 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
magical (+1) bolts: 12

Lockjaw Stoneshield |

Round 6
HP = 23/59 (39)
AC/T/FF = 21/10/21 (-1 Slow) (+2 Smite)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow, -4 Level
Fort DC 15: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
"Die ye damn'd abomnation!"
MAW PA Slow Smite: 1d20 + 7 - 1 - 4 + 2 ⇒ (1) + 7 - 1 - 4 + 2 = 5
Damage Smite: 1d8 + 8 + 5 ⇒ (1) + 8 + 5 = 14

Seamus Fleetfoot |

Feeling the pump, Seamus bounds forward lashing out and away again.
Spring Attack 1d20 + 14 ⇒ (1) + 14 = 15 DMG 1d6 + 8 ⇒ (3) + 8 = 11
Those numbers are correct I believe. +2 for Bull's Strength yes?

Hungry Voodoo |

and dicebot turns again just when you might have a chance...
Seamus bounds back into the battle, but perhaps he is a bit too juiced as he fumbles his pike strike. Karrak's celestial ally continues nibbling little burns with its beam, but the floating hammer seems stymied. The doughty priest however, lands a solid hit on the evil outsider before stepping back.
Despite the holy power that floods through the paladin and Chiteen's assistance, Lockjaw just can't move fast enough to land another blow on the demon. The fiendish monster bats the floating light back to the celestial realms and turns again on the paladin. It is looking a little haggard under the combined assault however. Its claw rends the stone plate, but jaws merely grate against mineral.
Archon gone. Lockjaw-8 slash
Round 7
Shoosuva-x
Seamus
Karrak
Lockjaw
Chitleen

Chitleen Shudra |

Round 7:
Hissing "Quickly... end it before we are worn down" Chitleen again attempts to aid Lockjaw's cleaving axe...
Aid Another (+2 to attack): 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5
...though his fumbling fingers slip on his blade's hilt and he barely avoids dropping it.

Lockjaw Stoneshield |

Round 7
HP = 15/59 (39)
AC/T/FF = 21/10/21 (-1 Slow) (+2 Smite)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow, -4 Level
MAW PA Slow Smite: 1d20 + 7 - 1 - 4 + 2 ⇒ (7) + 7 - 1 - 4 + 2 = 11
Damage Smite: 1d8 + 8 + 5 ⇒ (5) + 8 + 5 = 18
Lockjaw attempts to lay into the creature again, before quickly healing some of his injuries.
LoH: 2d6 ⇒ (3, 4) = 7

Hungry Voodoo |

Seamus darts in again to strike leaving a painful welt though the supernatural hide resists some of the damage. Karrak follows to bring his dorn-dergar into play as the glowing hammer disappears. The hit is solid though not at full extension of the chain and lands somewhat softly. Lockjaw draws upon the divine power to heal and his focus isn't in his attack which is infuriatingly slow and ineffective.
The demon continues to focus on the holy warrior. Its assault is lacking in conviction as it weakens, but its bite leaves a mark and again threatens to tighten the paladin's muscles into a stiff rigid state.
Lockjaw-8 bite, fort DC 15 or 4 Dex damage.
Round 8
Shoosuva-x
Seamus
Karrak
Lockjaw
Chitleen

Lockjaw Stoneshield |

Round 8
HP = 14/59 (39)
AC/T/FF = 21/10/21 (-1 Slow) (+2 Smite)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 3/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow, -4 Level
Fort DC 15: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Lockjaw grits his teeth and swings again, taking time to aim.
MAW Slow Smite: 1d20 + 9 - 1 - 4 + 2 ⇒ (1) + 9 - 1 - 4 + 2 = 7
Damage Smite: 1d8 + 4 + 5 ⇒ (8) + 4 + 5 = 17
LoH: 2d6 ⇒ (1, 2) = 3
Screw dicebot, screw it right to hell.

Hungry Voodoo |

Lockjaw- well at least you're making your saves in style...
Seamus bounds forward one more time and jams his pike into the demon. The pike doesn't penetrate far, but it is enough. Even as the other dwarves crowd in, the terrible lambent eyes fade and the thing collapses into a bubbling heap of some chalky tarry substance.