Quelion
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Still more of the Lantern Archons appear while firing lasers at the remaining threat.
Archon 1 Attack 1: 1d20 + 3 ⇒ (6) + 3 = 9
Archon 1 Attack 2: 1d20 + 3 ⇒ (13) + 3 = 16
Archon 2 Attack 1: 1d20 + 3 ⇒ (9) + 3 = 12
Archon 2 Attack 2: 1d20 + 3 ⇒ (12) + 3 = 15
Archon 3 Attack 1: 1d20 + 3 ⇒ (14) + 3 = 17
Archon 3 Attack 2: 1d20 + 3 ⇒ (20) + 3 = 23
Archon 3 Attack 2 (Crit): 1d20 + 3 ⇒ (17) + 3 = 20
Archon 4 Attack 1: 1d20 + 3 ⇒ (17) + 3 = 20
Archon 4 Attack 2: 1d20 + 3 ⇒ (12) + 3 = 15
Archon 5 Attack 1: 1d20 + 3 ⇒ (18) + 3 = 21
Archon 5 Attack 2: 1d20 + 3 ⇒ (6) + 3 = 9
Archon 6 Attack 1: 1d20 + 3 ⇒ (13) + 3 = 16
Archon 6 Attack 2: 1d20 + 3 ⇒ (13) + 3 = 16
Archon 7 Attack 1: 1d20 + 3 ⇒ (18) + 3 = 21
Archon 7 Attack 2: 1d20 + 3 ⇒ (10) + 3 = 13
Archon 8 Attack 1: 1d20 + 3 ⇒ (1) + 3 = 4
Archon 8 Attack 2: 1d20 + 3 ⇒ (11) + 3 = 14
Archon 9 Attack 1: 1d20 + 3 ⇒ (20) + 3 = 23
Archon 9 Attack 1 (Critical): 1d20 + 3 ⇒ (5) + 3 = 8
Archon 9 Attack 2: 1d20 + 3 ⇒ (11) + 3 = 14
Archon 10 Attack 1: 1d20 + 3 ⇒ (15) + 3 = 18
Archon 10 Attack 2: 1d20 + 3 ⇒ (20) + 3 = 23
Damage to Blackstrike: 16d6 ⇒ (2, 4, 5, 6, 5, 1, 5, 1, 5, 5, 5, 6, 1, 5, 2, 1) = 59
Seelah of Iomedae
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Thoth or Seelah will use Seelah's CMW wand on herself
CMW: 2d8 + 3 ⇒ (6, 2) + 3 = 11 60/67
CMW: 2d8 + 3 ⇒ (1, 4) + 3 = 8 67/67
In the last few seconds Seelah casts divine Favor (Bull's Strength being depleted, Diving Bond will have a few rounds left)
"Anything else we should be doing while we wait? Can we stop the process?"
Quelion
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"I sincerely doubt it. And unfortunately, when I'm uncertain as to what defenses the foe will have ready, we must look to Heaven rather than Hell for salvation."
All right, the archons on rounds 1 and 2 will vanish before he shows up. Seven rounds left to summon, and I'm thinking spend fiuve of my Summon Monster 4s on this, plus one Summon Monster 3 (for a total of 5d3+5 archons. On the last two rounds, the Archons use Aid on each other (for simplicity, I'll roll one die for HP if you don't mind DM), then ready an action to blast the Runelord.. On the very last round, I'll drop haste on meleers and archons. Thereafter, we'll see.
Algar Lysandris
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Algar will Recast a divine Power + Align weapon: Good (using a 3rd level slot) on his club
Then use his 3 SM IV to have SMIV: 3d3 + 3 ⇒ (2, 1, 3) + 3 = 9 Lantern Archon and round before last Use a charge from his want to Bless that Whole gang (archons included).
The lantern archon will by flying 10 feet above us in order to free spots in melee and will have a readied action to blast the runelord
I can do this trick also you know Quelion says algar smiling
Go, go Lazer Team !
Seoni would you mind trying to dispel what ever the runelord will try to do?
Seelah of Iomedae
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"Probably just going to be a puff of smoke and fizzle out … then we'll be all dressed up with nowhere to go …", Says Seelah as she rocks back and forth, in a readied-sprint, flexing her grip on her holy sword ...
Seo ni
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Seoni will use shield and I guess mage armor is still running. Use her potion of cat's grace, and scroll of fly. That's all she has.
[ooc]Travelling until February 16th, please NPC Seoni as necessary./ooc]
Thoth the Constant
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Thoth Takes a few steps back casts invisibility and assumes Kirrin style.
arch luck knowledge local vs Runelord: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20
Target 15+CR
Not happening.
DaWay
|
Yes, DM got a interview for police academy and had to fill out a 28 page personal history statement in addition to working 32 hours at the gym the past 3 days.
Moving into the next room where the sleeping runelord lies, his body preserved in stasis by the enchantments cast before earthfalls.
Four thick chains extend from the walls to suspend a heavy stone sarcophagus several feet off the ground. A dozen cracks run across the sarcophagus’s surface—opaque, bruise-colored vapor seeps from these breaks, pooling on the ground. Shortlived flashes of energy sporadically dance across the stone and through the mist.
Watching the events fold out, his eyes flash open and he dimensional steps out and across the room from you. He speaks slowly, and clearly Who might you be?
DaWay
|
alright initiative time
1d20 + 4 ⇒ (2) + 4 = 6
Krune makes a quick gesture and a bearded devil appears 10' next to Algar
1d20 + 11 ⇒ (1) + 11 = 121d10 + 6 ⇒ (2) + 6 = 8
1d20 + 6 ⇒ (4) + 6 = 101d10 + 6 ⇒ (3) + 6 = 9
Bearded devil will go on Krune's init. and if there are any questions it was a quickened spell.
Quelion
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Hokay, to make this easy, Quellion will caste Haste again before his Archons take their go. The Imp goes Invis and attempts to sneak in this round among the Beam Spam. They all cast Aid on one another the previous round, so this means they're all Hasted and Aided. That means 33 attacks this round. Raw rolls will be behind the second spoiler. As before, each attack is a Touch that ignores DR and ER for 1d6.
AC 26 (Potential Crit): 1
AC 25: 3
AC 24: 1
AC 23: 2
AC 22: 2
AC 21: 1
AC 20: 1
AC 19: 1
AC 18: 2
AC 17: 2
AC 16: 2
AC 15: 1
AC 14: 1
AC 13: 3
AC 12: 1
AC 11: 4
AC 9: 3
AC 8: 1
Potential Crit: 1d20 + 6 ⇒ (17) + 6 = 23
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 6 ⇒ (11) + 6 = 17
1d20 + 6 ⇒ (2) + 6 = 8
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (11) + 6 = 17
1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 6 ⇒ (16) + 6 = 22
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (14) + 6 = 20
1d20 + 6 ⇒ (18) + 6 = 24
1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 6 ⇒ (16) + 6 = 22
1d20 + 6 ⇒ (17) + 6 = 23
1d20 + 6 ⇒ (6) + 6 = 12
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 6 ⇒ (17) + 6 = 23
Algar Lysandris
|
Round 1
Alagar 9 Lantern archon go (bless, flying):
Touch AC : 1d20 + 5 ⇒ (15) + 5 = 201d6 ⇒ 1
Touch AC : 1d20 + 5 ⇒ (16) + 5 = 211d6 ⇒ 2
Touch AC : 1d20 + 5 ⇒ (7) + 5 = 121d6 ⇒ 2
Touch AC : 1d20 + 5 ⇒ (20) + 5 = 251d6 ⇒ 6
Touch AC : 1d20 + 5 ⇒ (15) + 5 = 201d6 ⇒ 1
Touch AC : 1d20 + 5 ⇒ (15) + 5 = 201d6 ⇒ 1
Touch AC : 1d20 + 5 ⇒ (13) + 5 = 181d6 ⇒ 3
Touch AC : 1d20 + 5 ⇒ (12) + 5 = 171d6 ⇒ 1
Touch AC : 1d20 + 5 ⇒ (4) + 5 = 91d6 ⇒ 3
Touch AC : 1d20 + 5 ⇒ (17) + 5 = 221d6 ⇒ 2
Touch AC : 1d20 + 5 ⇒ (20) + 5 = 251d6 ⇒ 5
Touch AC : 1d20 + 5 ⇒ (8) + 5 = 131d6 ⇒ 2
Touch AC : 1d20 + 5 ⇒ (3) + 5 = 81d6 ⇒ 3
Touch AC : 1d20 + 5 ⇒ (9) + 5 = 141d6 ⇒ 5
Touch AC : 1d20 + 5 ⇒ (20) + 5 = 251d6 ⇒ 3
Touch AC : 1d20 + 5 ⇒ (2) + 5 = 71d6 ⇒ 4
Touch AC : 1d20 + 5 ⇒ (3) + 5 = 81d6 ⇒ 2
Touch AC : 1d20 + 5 ⇒ (19) + 5 = 241d6 ⇒ 5
Crit conf Touch AC : 1d20 + 5 ⇒ (9) + 5 = 141d6 ⇒ 5
Crit conf Touch AC : 1d20 + 5 ⇒ (3) + 5 = 81d6 ⇒ 5
Crit Conf Touch AC : 1d20 + 5 ⇒ (11) + 5 = 161d6 ⇒ 3
Algar Lysandris
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(making 2 post to separate)
round 1
Algar will 5ft step to be in melee with Runelord, Activate Bane Baldric (swift). Current AC 37 / Bless / divine favor / hasted / bane
PA RuneLord Bane Good Club: 1d20 + 15 + 3 + 1 + 1 + 2 - 2 ⇒ (15) + 15 + 3 + 1 + 1 + 2 - 2 = 351d6 + 11 + 3 + 2 + 2d6 ⇒ (4) + 11 + 3 + 2 + (4, 4) = 28
PA RuneLord Bane Good Club Hasted: 1d20 + 15 + 3 + 1 + 1 + 2 - 2 ⇒ (11) + 15 + 3 + 1 + 1 + 2 - 2 = 311d6 + 11 + 3 + 2 + 2d6 ⇒ (1) + 11 + 3 + 2 + (3, 5) = 25
PA RuneLord Bane Good Club: 1d20 + 10 + 3 + 1 + 1 + 2 - 2 ⇒ (17) + 10 + 3 + 1 + 1 + 2 - 2 = 321d6 + 11 + 3 + 2 + 2d6 ⇒ (6) + 11 + 3 + 2 + (2, 4) = 28
flanking bonus was not added, as either one of the summoned creature or seelah or the imp is providing. i am letting the DM figure out if if the runelord can be flanked and this case please add +2 to hit AC
Seelah of Iomedae
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Seelah - Smite Evil on the Runelord
(With devine bond and divine favor)
Attack 1: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36, damage: 1d8 + 11 + 2d6 + 1 ⇒ (4) + 11 + (2, 4) + 1 = 22
Attack H: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33, damage: 1d8 + 11 + 2d6 + 1 ⇒ (3) + 11 + (5, 3) + 1 = 23
Attack 2: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12, damage: 1d8 + 11 + 2d6 + 1 ⇒ (6) + 11 + (6, 5) + 1 = 29
Confirm Crit: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25, damage: 1d8 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Seelah of Iomedae
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"Back into your eternal sleep lord of sin!"
Attack 1: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17, damage: 1d8 + 11 + 2d6 + 1 ⇒ (8) + 11 + (3, 1) + 1 = 24
Attack H: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31, damage: 1d8 + 11 + 2d6 + 1 ⇒ (5) + 11 + (1, 2) + 1 = 20
Attack 2: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31, damage: 1d8 + 11 + 2d6 + 1 ⇒ (5) + 11 + (4, 5) + 1 = 26
Attack 2, Crit Confirm: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12, damage: 1d8 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Algar Lysandris
|
Round 2
seeing that only one of his attack hit the runelord.
Runelord Bane Good Club: 1d20 + 15 + 3 + 1 + 1 + 2 ⇒ (1) + 15 + 3 + 1 + 1 + 2 = 231d6 + 7 + 3 + 2 + 2d6 ⇒ (2) + 7 + 3 + 2 + (4, 4) = 22
Runelord Bane Good Club H: 1d20 + 15 + 3 + 1 + 1 + 2 ⇒ (2) + 15 + 3 + 1 + 1 + 2 = 241d6 + 7 + 3 + 2 + 2d6 ⇒ (3) + 7 + 3 + 2 + (1, 1) = 17
Runelord Bane Good Club: 1d20 + 10 + 3 + 1 + 1 + 2 ⇒ (20) + 10 + 3 + 1 + 1 + 2 = 371d6 + 7 + 3 + 2 + 2d6 ⇒ (5) + 7 + 3 + 2 + (6, 6) = 29
Crit Conf Runelord Bane Good Club: 1d20 + 10 + 3 + 1 + 1 + 2 ⇒ (2) + 10 + 3 + 1 + 1 + 2 = 191d6 + 7 + 3 + 2 + 2d6 ⇒ (4) + 7 + 3 + 2 + (1, 3) = 20
5ft step move to get in flanking if algar wasn't / add +2 if flanking is possible
Spellcraft for the spell he casted? Spellcraft: 1d20 + 10 ⇒ (14) + 10 = 24
Algar Lysandris
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Round 2 Laser Team (Algar)
Touch AC : 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 151d6 ⇒ 2
Touch AC : 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 191d6 ⇒ 2
Touch AC : 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 211d6 ⇒ 3
Touch AC : 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 101d6 ⇒ 2
Touch AC : 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 41d6 ⇒ 3
Touch AC : 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 101d6 ⇒ 1
Touch AC : 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 81d6 ⇒ 4
Touch AC : 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 151d6 ⇒ 1
Touch AC : 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 191d6 ⇒ 5
Touch AC : 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 71d6 ⇒ 5
Touch AC : 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 211d6 ⇒ 2
Touch AC : 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 111d6 ⇒ 2
Touch AC : 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 21d6 ⇒ 2
Touch AC : 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 61d6 ⇒ 2
Touch AC : 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 101d6 ⇒ 4
Touch AC : 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 61d6 ⇒ 3
Touch AC : 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 171d6 ⇒ 5
Touch AC : 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 41d6 ⇒ 1
Crit Conf Touch AC : 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 121d6 ⇒ 6
Crit Conf Touch AC : 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 151d6 ⇒ 6
Quelion
|
Quelion weaves still more magic, this time targeting Algar's Archons. The Imp sneaks in for a trio of stabs, and of course the laser beams of doom continue their bombardment, although two Archons have vanished.
Imp Attack 1: 1d20 + 18 ⇒ (3) + 18 = 21 Damage: 1d4 + 3 ⇒ (1) + 3 = 4 + DC 16 Fort or 1 Dex damage
Imp Attack H: 1d20 + 18 ⇒ (5) + 18 = 23 Damage: 1d4 + 3 ⇒ (3) + 3 = 6 + DC 16 Fort or 1 Dex damage
Imp Attack 2: 1d20 + 13 ⇒ (20) + 13 = 33 Damage: 1d4 + 3 ⇒ (1) + 3 = 4 + DC 16 Fort or 1 Dex damage
Archon Damage: 4d6 ⇒ (4, 3, 1, 3) = 11
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (16) + 6 = 22
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 6 ⇒ (17) + 6 = 23
1d20 + 6 ⇒ (11) + 6 = 17
1d20 + 6 ⇒ (2) + 6 = 8
1d20 + 6 ⇒ (18) + 6 = 24
1d20 + 6 ⇒ (11) + 6 = 17
1d20 + 6 ⇒ (16) + 6 = 22
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (17) + 6 = 23
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (14) + 6 = 20
1d20 + 6 ⇒ (2) + 6 = 8
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 6 ⇒ (14) + 6 = 20
DaWay
|
Krune 211
FORT is don't roll a 1 1d20 ⇒ 9
The devil does appear and makes the attack as stated last round.
Seeing the walls closing in Krune casts another spell centered on him, encompassing all the heroes.
a miasmic cloud encoumpasses the room, everyone is going to be taking 4 con damage a round unless a save is made DC 27
EDIT: actually I am sorry I just read the weakening Krune section again. The spell never went off. YOu have a bearded devil to deal with but the runelord is down. Having disabled 6 of the 7 runes means you destroyed his spells and most of his defense as well as a majority of his hit points having 173 instead of 293. Congrats. Someone kill the damn devil who attacks Seelah.
1d20 + 11 ⇒ (15) + 11 = 261d10 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (6) + 6 = 121d10 + 6 ⇒ (3) + 6 = 9
Algar Lysandris
|
Algar isn't affected by the cloudkill as he is currently under a delay poison spell and therefore can on his action move (hasted) after the Runelord bringing with him his team of Flying Hasted Archon that can separate and look for him