Thoth the Constant
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"We know that the imp can take care of the Life Rune, any volunteers for the Rune of alacrity? Seoni or Quelion again? Lightning arcs, or bolts would probably work."
Quelion
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"Unless someone is volunteering to be a lightning rod, the Lightning Arc option is perhaps not the best. That requires a minimum of two grounds and it's tuned for living things. I can stretch the definition a bit, but a random point in space is too far."
Thoth the Constant
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Thoth glares at the pretty mage then cracks a wry smile, before asking Quelion and Algar.
"This may be pushing our limits and exhausting our resources but how many Ice mephits could you two muster at one time?"
If this does not work we will have to move on.
DaWay
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Moving closer...
The walls of this wide atrium curve gently up to an opaque,
glassy dome. Tan light from an unseen source filters through
the dome, faintly illuminating the area. The room narrows to
the west, where a broad stone altar flanked by iron braziers
obstructs movement further in. An iron tile mosaic frames a
door-sized space on the east wall, with a three-foot-tall stone
pedestal bearing a shallow bowl standing next to it. Sickly
greenish-purple motes of light play across the walls, shining
from the room to the west.
This room contains a few objects Krune deemed
important for his revival. The altar is dedicated to Lissala
and holds several objects important in her worship
including a book of prayers, incense, and magical reagents.
In addition, the flawless emerald. The pedestal’s bowl holds
approximately a dozen crystal shards, and each contains a
collection of Thassilonian runes inscribed on its surface.
Each rune corresponds to individual refuge tokens used to
arrive in Krune’s sanctum. When a creature holds a crystal,
it can see an image of the place where the token was activated
through the portal and even walk through the portal to
reach that location.
The Lashmistress Vandiana has completed
her ritual and awaits Krune’s revival.
1d6 + 6 ⇒ (6) + 6 = 12
T-Minus 12 rounds till the runelord awakens...
The Lastmistress attacks
1d20 + 2 ⇒ (9) + 2 = 11
Black Strike init
1d20 + 2 ⇒ (11) + 2 = 13
I need initiative and Perception
Seo ni
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Initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Seoni will ready a Dispel Magic to interrupt any spellcasting. She stays at the back though and will venture forth behind the rest of the group.
Quelion
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Init: 1d20 + 2 ⇒ (16) + 2 = 18
Imp's Perception: 1d20 + 13 ⇒ (18) + 13 = 31
"There's a trap just in the doorway, Master. Wouldn't want you to stub your toe or something!" the imp screeches, before turning invisible to try to fly around it.
Quelion nods to his infernal servant before beginning to cast a spell. . . .
Thoth the Constant
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initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Perception: 1d20 + 19 ⇒ (9) + 19 = 28
"I see the trap. I'll handle it."
Thoth will begin disabling the trap, not sure how many rounds it requires.
Disable device+Arch luck: 1d20 + 23 + 1 ⇒ (18) + 23 + 1 = 42
disable duration: 2d4 ⇒ (2, 2) = 4 *2 rds to disable.*
For future reference Daway, do you want me to roll the 2d4 concerning trap duration if I play another rogueish guy in your campaigns.
Seelah of Iomedae
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Interesting, I thought I had posted an init ...
init: 1d20 ⇒ 20
perception: 1d20 + 2 ⇒ (12) + 2 = 14 (not that it matters now)
I did ... I remember that roll now, I must have done preview and not submitted it.
Seelah of Iomedae
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Seelah smites the Last Mistriss and lets loose a volley from her bow ...
Attack 1 w/+1 bow: 1d20 + 11 ⇒ (18) + 11 = 29, Damage: 1d8 + 11 ⇒ (3) + 11 = 14
Attack 2: 1d20 + 6 ⇒ (9) + 6 = 15, Damage: 1d8 + 11 ⇒ (5) + 11 = 16
Quelion
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Quelion will cast Summon Monster V twice then, summoning Lantern Archons each time. They'll be directed to move into a scatter formation, and be summoned in such, so that there can be no more than one attacked each round, and if something moves into position to attack they'll deliberately provoke an AoO so that one dies, the rest survive and a melee attacker has to move again to attack them.
Archon 1 attack 1: 1d20 + 3 ⇒ (5) + 3 = 8 Touch
Archon 1 attack 2: 1d20 + 3 ⇒ (12) + 3 = 15 Touch
Archon 2 attack 1: 1d20 + 3 ⇒ (6) + 3 = 9 Touch
Archon 2 attack 2: 1d20 + 3 ⇒ (20) + 3 = 23 Touch
Archon 2 attack 2 (Crit): 1d20 + 3 ⇒ (5) + 3 = 8
Archon 3 attack 1: 1d20 + 3 ⇒ (4) + 3 = 7 Touch
Archon 3 attack 2: 1d20 + 3 ⇒ (2) + 3 = 5 Touch
Archon 4 attack 1: 1d20 + 3 ⇒ (11) + 3 = 14 Touch
Archon 4 attack 2: 1d20 + 3 ⇒ (4) + 3 = 7 Touch
Archon 1 attack (moved): 1d20 + 3 ⇒ (8) + 3 = 11 Touch
Archon 2 attack (moved): 1d20 + 3 ⇒ (4) + 3 = 7 Touch
Archon 3 attack 1: 1d20 + 3 ⇒ (4) + 3 = 7 Touch
Archon 3 attack 2: 1d20 + 3 ⇒ (6) + 3 = 9 Touch
Archon 4 attack 1: 1d20 + 3 ⇒ (16) + 3 = 19 Touch
Archon 4 attack 2: 1d20 + 3 ⇒ (16) + 3 = 19 Touch
Archon 5 attack 1: 1d20 + 3 ⇒ (4) + 3 = 7 Touch
Archon 5 attack 2: 1d20 + 3 ⇒ (18) + 3 = 21 Touch
Archon 6 attack 1: 1d20 + 3 ⇒ (17) + 3 = 20 Touch
Archon 6 attack 2: 1d20 + 3 ⇒ (6) + 3 = 9 Touch
Since they're not subject to damage reduction, just tell me the number of hits for d6s to roll for damage each round.
DaWay
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Lashmistress (38 damage)
Black Strike (0 Damage)
round 1
lashmistress casts a web in the hallway DC 15
Blackstrike shoots a shortbow at thoth 1d20 + 11 ⇒ (9) + 11 = 201d6 ⇒ 4
1d20 + 6 ⇒ (18) + 6 = 241d6 ⇒ 5
round 2
lashmistress casts a darkness spell over the area the group is in.
Blackstrike jumps into the shadows and in an instance Seelah feels a sting coming across her back as a blade bites into her shoulder.
1d20 + 17 ⇒ (18) + 17 = 352d6 + 13 ⇒ (2, 4) + 13 = 19
1 minute to the Runelord awakens.
go for round 3
Quelion
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Quelion elects to stay still and keep up with creating a larger swarm.
Archon 1 Attack 1: 1d20 + 3 ⇒ (9) + 3 = 12 Touch
Archon 1 Attack 2: 1d20 + 3 ⇒ (5) + 3 = 8 Touch
Archon 2 Attack 1: 1d20 + 3 ⇒ (18) + 3 = 21 Touch
Archon 2 Attack 2: 1d20 + 3 ⇒ (14) + 3 = 17 Touch
Archon 3 Attack 1: 1d20 + 3 ⇒ (15) + 3 = 18 Touch
Archon 3 Attack 2: 1d20 + 3 ⇒ (14) + 3 = 17 Touch
Archon 4 Attack 1: 1d20 + 3 ⇒ (5) + 3 = 8 Touch
Archon 4 Attack 2: 1d20 + 3 ⇒ (12) + 3 = 15 Touch
Archon 5 Attack 1: 1d20 + 3 ⇒ (7) + 3 = 10 Touch
Archon 5 Attack 2: 1d20 + 3 ⇒ (12) + 3 = 15 Touch
Archon 6 Attack 1: 1d20 + 3 ⇒ (16) + 3 = 19 Touch
Archon 6 Attack 2: 1d20 + 3 ⇒ (9) + 3 = 12 Touch
Archon 7 Attack 1: 1d20 + 3 ⇒ (7) + 3 = 10 Touch
Archon 7 Attack 2: 1d20 + 3 ⇒ (11) + 3 = 14 Touch
Archon 8 Attack 1: 1d20 + 3 ⇒ (12) + 3 = 15 Touch
Archon 8 Attack 2: 1d20 + 3 ⇒ (14) + 3 = 17 Touch
Seeing 10 "definite" hits, ergo Damage: 10d6 ⇒ (2, 2, 6, 6, 6, 3, 2, 6, 4, 2) = 39
Seelah of Iomedae
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Where did the Web hit? Just as a barrier to getting to Lammi, or on us? And what is the current light level?
Seeoni, any dispelling in round 2?
Algar Lysandris
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Round 3
assuming the darkness is dispelled
Algar will 5ft step and attack Blackstrike
PA Club: 1d20 + 15 + 3 - 2 ⇒ (12) + 15 + 3 - 2 = 281d6 + 11 + 3 ⇒ (6) + 11 + 3 = 20 +Acid: 1d6 ⇒ 5
PA Club: 1d20 + 10 + 3 - 2 ⇒ (19) + 10 + 3 - 2 = 301d6 + 11 + 3 ⇒ (2) + 11 + 3 = 16 +Acid: 1d6 ⇒ 2
Current AC 38
--
The Earth Elemental will continue to attack the Priestess.
Slam: 1d20 + 12 ⇒ (18) + 12 = 301d8 + 10 ⇒ (2) + 10 = 12 please add +2 if flanking with any hound
Thoth the Constant
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ROUND III
I assume Blackstrike is evil? If so, Thoth looks up while disarming the trap and glowers at him.
Thoth finishes disabling the trap, stands up, and thinks about casting invisibility.
Seelah, has a tendancy to cast glitterdust so that will defnitely not work.
Thoth will delay until spell effects are resolved from the previous round.
Seelah of Iomedae
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"Son of a …"
two hits 3rd … (AC 25 with Barkskin), and one hit in first two rounds
54 Damage - 13/67
Round 2
LOH: 3d6 ⇒ (3, 4, 4) = 11 24/67
Switch Weapons to Long Sword (which has Divine Bond Holy Activated)
Round 3
LOH: 3d6 ⇒ (1, 2, 5) = 8 32/67
Attack 1: 1d20 + 12 ⇒ (14) + 12 = 26, Damage: 1d8 + 4 + 2d6 ⇒ (4) + 4 + (5, 6) = 19
Attack 2: 1d20 + 7 ⇒ (14) + 7 = 21, Damage: 1d8 + 4 + 2d6 ⇒ (1) + 4 + (6, 1) = 12
Divine Bond - By passes damage reduction from good aligned.
That extra 2d6 is just if Blackstrike is evil.