DaWay
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The rotted pews, the collapsed pulpit, and the giant Sihedron mosaic on the floor indicate that this room once housed Lissalan worshipers. A circular door set in the northern end of the eastern wall has no apparent handles or hinges, though an obviously magical key hole lies in the center of the door. Stone double doors also rest in the eastern wall, farther south.
Before you stands the form of what looks to be, at one time, a woman with a commanding presence clad in plate armor. Now, the armor is blackened and aged. He flesh hangs from her in some places and bone exposed in others. She calls out in a hollow hissing voice.
she raises her longsword and charges you
init: 1d20 + 5 ⇒ (7) + 5 = 12
Seelah of Iomedae
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Initiative: 1d20 ⇒ 3
"Huh ... whua?", Seelah says, looking around ...
Seelah of Iomedae
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Assuming she is in melee range ... Seelah lets loose a barrage of attacks with her new heavy mace ...
Attack 1: 1d20 + 10 ⇒ (2) + 10 = 12, damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack H: 1d20 + 10 ⇒ (18) + 10 = 28, damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack 1: 1d20 + 5 ⇒ (20) + 5 = 25, damage: 1d8 + 3 ⇒ (4) + 3 = 7
Crit Confirm: 1d20 + 5 ⇒ (1) + 5 = 6, damage: 1d8 + 3 ⇒ (4) + 3 = 7 nice ...
Current AC ... 14 ... Holy moly!
Algar Lysandris
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Round 1
Algar will also attack the Grave knight.
Club 1: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 261d6 + 4 ⇒ (1) + 4 = 5
Club H: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 241d6 + 4 ⇒ (6) + 4 = 10
Club 2: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 121d6 + 4 ⇒ (5) + 4 = 9
Current AC 28
DaWay
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Quelion unleashes a surge of magic missiles (21 damage)
The graveknight ducks the first of the mace swings but catches the others in a jarring motion. (39 damage)
Algar closes for his own attacks, connecting with two of them (54 Damage)
Thoth it is a gravenight indeed, though it fights with a greater amount of training.
Lashing out at Seelan
1d20 + 21 ⇒ (17) + 21 = 381d8 + 11 ⇒ (5) + 11 = 16
1d20 + 16 ⇒ (10) + 16 = 261d8 + 11 ⇒ (7) + 11 = 18
Quelion
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"Enough of this." Burning rays of hellish fire extend from his hand.
Scorching Ray 1: 1d20 + 2 ⇒ (12) + 2 = 14 Damage: 4d6 ⇒ (1, 1, 5, 6) = 13
Scorching Ray 2: 1d20 + 2 ⇒ (4) + 2 = 6 Damage: 4d6 ⇒ (5, 4, 3, 2) = 14
Scorching Ray 3: 1d20 + 2 ⇒ (6) + 2 = 8 Damage: 4d6 ⇒ (3, 2, 4, 4) = 13
Well, that was kinda pathetic.
Seelah of Iomedae
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Seelah is a little pissed ...
Swift lay hands on self: 3d6 ⇒ (5, 1, 4) = 10
Attack 1: 1d20 + 10 ⇒ (10) + 10 = 20, damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack H: 1d20 + 10 ⇒ (1) + 10 = 11, damage: 1d8 + 3 ⇒ (5) + 3 = 8
Attack 2: 1d20 + 5 ⇒ (5) + 5 = 10, damage: 1d8 + 3 ⇒ (5) + 3 = 8
Now she's more pissed ...
Algar Lysandris
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Round 2
Club 1: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 331d6 + 4 ⇒ (5) + 4 = 9
Club H: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 201d6 + 4 ⇒ (1) + 4 = 5
Club 2: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 261d6 + 4 ⇒ (2) + 4 = 6
Crit Conf: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 331d6 + 4 ⇒ (2) + 4 = 6
DaWay
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Rd 2
(87 damage) after the onslaught of attacks
Rd 3
The graveknight continues it's assault on Seelah
1d20 + 21 ⇒ (16) + 21 = 371d8 + 11 + 2d6 ⇒ (8) + 11 + (2, 3) = 24
1d20 + 16 ⇒ (17) + 16 = 331d8 + 11 + 2d6 ⇒ (8) + 11 + (2, 5) = 26
Forgot the fire damage last time
After recieving another blast form seoni the graveknight still stands (97 damage)
Seelah of Iomedae
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Seelah is down at -1 Unless that was actually a Cure Moderate Wand as Thoth has historically been using.
Thoth the Constant
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That is up to Daway. Considering it vanishes and reappears every scenario but that has indeed been the status quo.
just in case xtra healing: 2d8 + 2 ⇒ (2, 2) + 2 = 6
Seelah of Iomedae
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Same result. :) ... in any case, if you didn't have it, Seelah has a Cure Moderate Wounds wand stuck in her belt that you may take ...
Thoth the Constant
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Same result. :) ... in any case, if you didn't have it, Seelah has a Cure Moderate Wounds wand stuck in her belt that you may take ...
That was an additional 6 which makes a total of twelve. Daway what is your ruling did I keep the cure mod wand or did I use the CL wand?
Algar Lysandris
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Round 4
Algar gets his weapon back thanks to the cord and will proceed to resume his attack
Club1 : 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 211d6 + 4 ⇒ (5) + 4 = 9
Club H: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 231d6 + 4 ⇒ (1) + 4 = 5
Club 2: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 111d6 + 4 ⇒ (6) + 4 = 10
He then 5ft step away from it
Seelah of Iomedae
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Seelah revives lays hands on self and full attacks from the ground ...
Lay Hands: 3d6 ⇒ (4, 4, 4) = 12
Attack 1: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7, damage: 1d8 + 3 ⇒ (2) + 3 = 5
Attack H: 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17, damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack 2: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9, damage: 1d8 + 3 ⇒ (2) + 3 = 5
OMG those are bad rolls ...
AC on ground = 10
Quelion
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A cloud of. . . pretty pretty butterflies appears around the Cheliaxian? Has he gone nuts?
Lantern Archons: 1d4 + 1 ⇒ (3) + 1 = 4
...apparently not, as they all take one look at the Grave Knight and start spitting out holy death.
Four saves (Will 13, not mind affecting) against the Aura of Menace, doesn't stack. Also, each makes two touch attacks that bypass..well, everything.
[/ooc]Archon 1 Touch 1: [/ooc]1d20 + 3 ⇒ (10) + 3 = 13 Damage: 1d6 ⇒ 2
[/ooc]Archon 1 Touch 2: [/ooc]1d20 + 3 ⇒ (9) + 3 = 12 Damage: 1d6 ⇒ 1
[/ooc]Archon 2 Touch 1: [/ooc]1d20 + 3 ⇒ (15) + 3 = 18 Damage: 1d6 ⇒ 4
[/ooc]Archon 2 Touch 2: [/ooc]1d20 + 3 ⇒ (8) + 3 = 11 Damage: 1d6 ⇒ 3
[/ooc]Archon 3 Touch 1: [/ooc]1d20 + 3 ⇒ (7) + 3 = 10 Damage: 1d6 ⇒ 3
[/ooc]Archon 3 Touch 2: [/ooc]1d20 + 3 ⇒ (2) + 3 = 5 Damage: 1d6 ⇒ 2
[/ooc]Archon 4 Touch 1: [/ooc]1d20 + 3 ⇒ (16) + 3 = 19 Damage: 1d6 ⇒ 1
[/ooc]Archon 4 Touch 2: [/ooc]1d20 + 3 ⇒ (4) + 3 = 7 Damage: 1d6 ⇒ 6
DaWay
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You can use the CMW
Seoni casts her magic missile 99 damage
Algar and Seoni both miss their attacks.
1d20 + 8 ⇒ (10) + 8 = 18
1d20 + 8 ⇒ (19) + 8 = 27
1d20 + 8 ⇒ (4) + 8 = 12
1d20 + 8 ⇒ (5) + 8 = 13
Alright one aura of menace gets through
The graveknight continues it's assault on...
1. Seelah, 2 Algar 3 Lantern Archons
1d3 ⇒ 3
1d20 + 21 ⇒ (14) + 21 = 351d8 + 11 + 2d6 ⇒ (6) + 11 + (2, 2) = 21
1d20 + 16 ⇒ (17) + 16 = 331d8 + 11 + 2d6 ⇒ (6) + 11 + (5, 4) = 26
Seelah of Iomedae
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If it is still standing when it gets to Seelah's turn ...
If not within 5 of fully healed, Swift Lay Hands: 3d6 ⇒ (5, 4, 1) = 10
Stand
Vital Strike: 1d20 + 10 ⇒ (9) + 10 = 19, Damage: 1d8 + 1d8 + 3 ⇒ (6) + (4) + 3 = 13
Algar Lysandris
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Round 5
Algar will 5ft tep and try to be in flanking
Club 1: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 311d6 + 4 ⇒ (4) + 4 = 8
Club H: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 171d6 + 4 ⇒ (3) + 4 = 7
Club 2: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 221d6 + 4 ⇒ (5) + 4 = 9
add +2 if flanking