Seoni

Yolanda the Dark Angel's page

45 posts. Alias of BloodWolven.


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She sits beside Hundor playing the doting servant as her armor and weapon rest beside the wall.


She eagerly takes Hundor's hand and walks with him through the doorway and into the room.


Coming back down she states, "I can't carry anyone with my flight."


Yolanda asks, "Rope please!" With rope from one source or another she then flies up to the hole. Discovering the situation she asks, "I can put the rope in gooey slime or try to go through?"


Round 3

She moves forward and asks, "Does anyone need healing?"


She asks the other dwarf remembering what he has done in the past, "Rognar, are you going to cast shield other on Koldur then?"


Rognar you don't have the spell slot to cast lesser restoration or remove disease. We used Seraphina's wand to fix most of the CON damage, though the remove disease will need to be cast at the beginning of the day or save it in case you get infected again, your choice.

Speaking of that we need to do Disease saves... with Yolanda's heal check...

1d20 + 7 ⇒ (4) + 7 = 11 Drayken
1d20 + 7 ⇒ (12) + 7 = 19 Silverstein +4 on save
1d20 + 7 ⇒ (12) + 7 = 19 Sable +4 on save
1d20 + 7 ⇒ (7) + 7 = 14 Seraphina
1d20 + 7 ⇒ (11) + 7 = 18 Rognar +4 on save
1d20 + 7 ⇒ (16) + 7 = 23 Ingvarr? +4 on save

It probably won't happen until we retreat back to camp again.


"Your welcome Seraphina. I just hope they don't come after us. Koldur and I will watch. I will do what I can to help you heal faster."

long term care heal: 1d20 + 7 ⇒ (9) + 7 = 16

2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

Drayken, Silverstein, Sable, Hundor, Seraphina, and one more...


"I am all out of spells and channels. We should retreat." She states looking weary and ready to go back.


Cautiously she blurts out, "I don't know if I channel here who it will benefit, quickly we should go back to the tunnel, heal and recooperate." She moves back to the tunnel.


Round 3

She heals Hundor after casting defensively.

1d20 ⇒ 12
1d8 + 1 ⇒ (7) + 1 = 8

Round 4
3d7 ⇒ (1, 4, 5) = 10
0 white
11 Green = acid (Yolanda keeping)
9 Yellow = electricity (Yolanda keeping)
6 Red = fire (Yolanda keeping)
9 Blue = ice (Yolanda keeping)
8 Black = Force (Yolanda keeping)

She first moves back away from the swarming ticks. Then she pulls out a hand full of crystals and throws them at the swarm...

1d20 ⇒ 11
She hits the square that nobody was occupying and the crystals explode! A sonic boom disorentating some, a flash of fire to burn some 2d4 ⇒ (4, 1) = 5, and shards of ice to encase others, 1d6 ⇒ 1.


Round 2

Fort save: 1d20 + 4 ⇒ (13) + 4 = 17

She turns towards Hundor and focuses her healing to him.

3d8 + 4 ⇒ (2, 4, 6) + 4 = 16


Round 1

Hearing Hundor speak up she continues to move forward without the awareness of the threat with halberd in hand. She is looking but doesn't see the figures until they move forward.

perception: 1d20 + 9 ⇒ (5) + 9 = 14


Before the group begins to cast spells or even move into the room she would ask, "Who else can see with Darkvision, Koldur, Rognar, and just myself? Should we go first? Maybe get an advantage in the dark... Ingvarr can they see in the dark?"


12 rejuvenation potions: Barbarians 1 each, Yolanda, Ingvarr 4, Seraphina 3, Rognar 2.

As no one speaks up to use the helmet and collars, Yolanda takes them.

Seraphina offers the group: cloak of resistance +3 and ring of protection +2 (unclaimed)

Least adds 1 point of damage of its type:
9 White = Sonic (handed out earlier)
11 Green = acid (Yolanda keeping)
9 Yellow = electricity (Yolanda keeping)
7 Red = fire (Yolanda keeping)
10 Blue = ice (Yolanda keeping)
8 Black = Force (Yolanda keeping)

Augment Crystals:

Special Lesser/major
Weapons
Force +1d4

Witch light reservoir, 8 hours to one of the following substances: sunlight, moonlight, blood or wine. useable 5 times before it must be recharged. Activate then next successful strike does the following ability: sunlight - +2d6 fire (+4d6 vs. undead), moonlight - +2d6 electricity (+4d6 vs. lycanthrope), blood - +2d6 vs. living creature or wine - a -2 on Will saves for 1 round.

Least augment crystals:
Weapons:
1: crystal of illumination, makes the weapon or armor shine like a candle
3: crystal of return, draw weapon as free action
1: Demolition crystal, deal an extra 1d6 damage to construct
2: Fiendslayer crystal, +1d6 damage to evil outsiders
1: Revelation crystal, when you damage an invisible target, for 1 round it glows
3: Truedeath crystal, +1d6 to undead
Armor:
1: Clasp of sonic Protection, resist cold 5, 30/day
Crystal of Life Keeping, +1 on saves vs. energy drain attacks, inflict spells, death spells, and death effects.
1: Crystal of Aquatic Action, No ACP for swim
1:Crysal of Mind cloaking, +1 on saves vs. mind affecting spells and effects.

So to clarify you all need change your white sonic crystals that do 1d4 sonic damage to only do 1 damage.

Koldur taking:
Black = Truedeath crystal, +1d6 to undead and ghost touch ability
Restful Crystal, while sleeping in armor do not gain fatigue
Lesser Red = fire 1d6
We need to enhance your weapons to make them magical
2 least red crystals that give +1 fire damage.

Hundor:
a lesser crystal of fire for my sword.
amulet: Crystal of glancing blows, +5 on CMD for grapples.
ring: Clasp of Acid Protection, resist cold 5, 30/day

Barbarians:
lesser red and blue

Ingvarr:
lesser white (+1d4) and least white
armor: Crystal of arrow deflection, +2 to AC vs. ranged attacks
shield: Clasp of Acid Protection, resist cold 5, 30/day

Seraphina:
2 lesser Green = acid 1d6
One for each claw!
amulet: Clasp of Cold Protection, resist cold 5, 30/day
ring: Crystal of Life Keeping, +3 on saves vs. energy drain attacks, inflict spells, death spells, and death effects.

Sable:
1 White = Sonic 1d4
1 Yellow = electricity 1d6
Crystal of life drinking 3 points every hit, max 30 per day.
Clasp of Cold Protection, resist cold 10, 50/day

Yolanda:
1 White = Sonic 1d4
Crystal of arrow deflection, +5 to AC vs. ranged attacks


Yolanda makes sure everyone has what crystals they ask for and checks on what could be used after that. Then puts the extras away. Once you all pick your choices in discussion, I will pass out extras to others.


With everyone within range of her channel she releases a few bursts, before asking, "Anyone else need more healing? Also any spells I should prepare tomorrow? What orisons do we have covered so we aren't overlapping?"

3d6 ⇒ (5, 4, 1) = 10

She would cast cure lights before her other spells but she has plenty of healing.

Later she pulls Hundor to the side and has him drink from her chalice two times. And tells him, "In a bind I would be fine with sharing my cup with others but I would prefer only you, my Lord to use it. It is like my soul." Then she explains she is an Idun and what that race can do.


Yolanda the Dark Angel wrote:

A black crystal falls to the ground and a magic missile shoots from it towards the boss insect. A black crystal is left behind.

A yellow crystal hits the ground and a jolt of electricity bounces from the spot towards the men not moving. A yellow crystal is left behind.

A purple crystal falls to the ground a cloud of rainbow glitter dust is left behind and on the ground is a potion bottle with glowing purple liquid.

A black crystal falls to the ground and a magic missile shoots from it towards the boss insect. A black crystal is left behind.

An orange crystal falls to the ground and an orange ray shoots from it towards Yolanda. It hits her and she shouts, "Wow, I feel great! Get near one of those and hit it! Or wait for me to fly by!"A potion bottle with orange liquid is left behind.

A yellow crystal hits the ground and a jolt of electricity bounces from the spot towards the men not moving. A yellow crystal is left behind.

A blue crystal hits the ground and three shards of ice erupt from the ground. A blue crystal is left behind.

A red crystal falls to the ground and a cone of red flames shoots from it towards the center of the room, though they only travel 15 feet. A red crystal is left behind.

An orange crystal falls to the ground and an orange ray shoots from it towards Yolanda. A potion bottle with orange liquid is left behind.

A green crystal falls to the ground and a green cloud shoots from it towards the center of the room, though it only travels 5 feet. But does not dissipate. A green crystal is left behind.

"So who wants which crytals?" She asks laying the crystals out for all to see with Sable's and Ingvarr's help.


She is moving back down and along to pick up crystals. At the green cloud she shrieks, but it dissipates quickly. She also makes a prayer, then says, "The cloud of acid hurt a little."


Round 50

She happily nods seeing that the area is well under hand now and follows her orders flying up away from battle to the Western wall.

Touching the black stone first and then one by one going South if possible. Each time she touches one it activates and drops to the ground making one effect or another:

A black crystal falls to the ground and a magic missile shoots from it towards the boss insect. A black crystal is left behind.

A yellow crystal hits the ground and a jolt of electricity bounces from the spot towards the men not moving. A yellow crystal is left behind.

A purple crystal falls to the ground a cloud of rainbow glitter dust is left behind and on the ground is a potion bottle with glowing purple liquid.

A black crystal falls to the ground and a magic missile shoots from it towards the boss insect. A black crystal is left behind.

An orange crystal falls to the ground and an orange ray shoots from it towards Yolanda. It hits her and she shouts, "Wow, I feel great! Get near one of those and hit it! Or wait for me to fly by!"A potion bottle with orange liquid is left behind.

Round 51
A yellow crystal hits the ground and a jolt of electricity bounces from the spot towards the men not moving. A yellow crystal is left behind.

A blue crystal hits the ground and three shards of ice erupt from the ground. A blue crystal is left behind.

A red crystal falls to the ground and a cone of red flames shoots from it towards the center of the room, though they only travel 15 feet. A red crystal is left behind.

An orange crystal falls to the ground and an orange ray shoots from it towards Yolanda. A potion bottle with orange liquid is left behind.

A green crystal falls to the ground and a green cloud shoots from it towards the center of the room, though it only travels 5 feet. But does not dissipate. A green crystal is left behind.

"So leave the blue, red, green, black, and yellow ones for next wave? I will touch the orange ones once each of you are under one. What about the purple one?"

DM notes:
White = Sonic
Orange = Boost
Green = acid
Yellow = electricity
Red = fire
Blue = ice
Purple = Restoration
Black = Force


Round 49

She steps back and swings her halberd at the orange insect hitting it hard with the others.

+1 Halberd, reach: 1d20 + 9 - 2 + 4 ⇒ (9) + 9 - 2 + 4 = 20
damage: 1d10 + 8 - 2 + 2 + 1d4 ⇒ (8) + 8 - 2 + 2 + (3) = 19


Round 48

+1 Halberd, reach: 1d20 + 9 - 2 + 4 ⇒ (5) + 9 - 2 + 4 = 16
damage: 1d10 + 8 - 2 + 2 + 1d4 ⇒ (9) + 8 - 2 + 2 + (3) = 20
damage: 1d10 + 8 - 2 + 2 ⇒ (1) + 8 - 2 + 2 = 9

Brace for impact... and a whoof! But it also doesn't hit me!


Round 40

She smiles as Hundor passes her and jumps into the air as her great black feathered wings lifts her up to the glowing stones. She easily gets to the white one and it stops shining. Though the crystal falls... One half shatters and goes off like a Thunderstone. Affecting all the enemies as the other half slides over the floor to Hundor.

I's 3: 3d20 ⇒ (12, 17, 2) = 31

The closest one to Hundor grasp's its head and flies off. Leaving Ingvarr with one clone left. The other two do grasp their heads but recover quickly and attack only his clones.

Round 41

I's 2: 2d20 ⇒ (9, 6) = 15

With getting to the next white glowing stone she also presses a green one that does nothing. The white one winks out, makes a crystal and repeat! Luckily the group is not sensitive to sound or they would need to do saves as well! Technically the wave's combat is over but the next one won't start until you finish off the enemies or some amount of rounds pass... so Round 41 to 45 please! I will be making a spoiler below for when the next wave starts. I hope to see your posts soon!

She flies down and picks up the crystal pocketing it. Then asks, "Should I press the other white stones or what do you think?"


No one should be low on HP as Rognar and I have been asking about anyone needing health... then again it is up to characters/players to speak up. Too much blood to tell!


Round 36 & 37

She helps the group finish off the zombies then she begins to walk to the platform behind Hundor. She positively beams and responds, "Yes! Oh Olheon please bless my master with your healing breath!" As she touched him golden and blue light would pour from her hand and staunch his wounds. 1d8 + 1 ⇒ (7) + 1 = 8 She would raise her hand to indicate passing of the restoration level and getting to the action again.

Round 38

She would heal him again with the same prayer, 1d8 + 1 ⇒ (7) + 1 = 8.

Round 39

"She would ask, anyone else need healing?" If no response then she would follow Hundor.

Perception: 1d20 + 9 ⇒ (6) + 9 = 15


Round 35

She continues to hack at the ghoul and gets his attention...

+1 Halberd, reach: 1d20 + 9 - 2 + 4 ⇒ (13) + 9 - 2 + 4 = 24
damage: 1d10 + 8 - 2 + 2 ⇒ (3) + 8 - 2 + 2 = 11 26 damage so far!

ghouls Acro and attack
1d20 + 7 ⇒ (5) + 7 = 12

+1 Halberd, reach: 1d20 + 9 - 2 + 4 ⇒ (8) + 9 - 2 + 4 = 19
damage: 1d10 + 8 - 2 + 2 ⇒ (8) + 8 - 2 + 2 = 16 26 damage so far!

Before it can attack she takes it down low!


Round 34

She calls to Hundor, "Master, do you need more healing?" With him calling her off she moved up and swings at one of the zombies with rage in her heart! She comes to Ingvarr's aid and if possible to the one in armor first.

+1 Halberd, reach: 1d20 + 9 - 2 + 4 ⇒ (12) + 9 - 2 + 4 = 23
damage: 1d10 + 8 - 2 + 2 ⇒ (7) + 8 - 2 + 2 = 15


Round 33

Taking a step back in order to hit the creature she then swings again and takes it down...

+1 Halberd, reach: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
damage: 1d10 + 8 - 2 ⇒ (4) + 8 - 2 = 10


Round 32
Missing the undead, she would take a step back and swing her halberd... it slashes deep into the flesh but it stays up, still! Though it swings well, it is not enough to get past her defenses!

+1 Halberd, reach, aoo: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
damage: 1d10 + 8 - 2 ⇒ (2) + 8 - 2 = 8

zombie attack!: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d6 + 4 ⇒ (2) + 4 = 6


Round 30

She double moves over to the South East corner, so she can block the closest door. She groans as she still feels sick.

Round 31
She delays using her body to block any entrance gritting her teeth even with the feeling of stomach distress. She is done with undead.

+1 Halberd, reach, aoo: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
damage: 1d10 + 8 - 2 ⇒ (3) + 8 - 2 = 9


Rognar the undead that are alive are in the top right corner. Channeling where you stand won't hit any of them, I think.

Round 28

She swings her halberd and oversteps by missing her target. The ghast swings in with a bite to her arm. But luckily misses.

+1 Halberd: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
damage: 1d10 + 8 - 2 ⇒ (5) + 8 - 2 = 11

+1 Halberd, confirm: 1d20 ⇒ 18

ghast bite: 1d20 ⇒ 11

She swings as the ghast comes up to her. Connecting and nearly dropping the undead but even with a massive wound in its side it keeps moving forward.

+1 Halberd: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
damage: 1d10 + 8 - 2 ⇒ (10) + 8 - 2 = 16


Round 26

She strikes down the ghasts with Seraphina and she nods to her, saying "Good job, we are almost done with this wave!"

Round 27
She slices at the brown ghast but as he had his full defense up the attack was blocked. And the stench just got to her!

+1 Halberd: 1d20 + 9 + 2 + 3 + 2 - 2 ⇒ (2) + 9 + 2 + 3 + 2 - 2 = 16
damage: 1d10 + 8 + 2 - 2 ⇒ (6) + 8 + 2 - 2 = 14

vs stench DC 15: 1d20 + 12 ⇒ (1) + 12 = 13


Round 25

She slices at the black ghast taking advantage of the flanking. It is so hurt...

+1 Halberd: 1d20 + 9 + 2 + 3 + 2 ⇒ (14) + 9 + 2 + 3 + 2 = 30
damage: 1d10 + 8 + 2 ⇒ (4) + 8 + 2 = 14

vs stench DC 15: 1d20 + 12 ⇒ (7) + 12 = 19


Round 24

She charges forward at the ghast that is emerging and misses as it dodges her attack. The halberd slams hard into the ground before the lithe undead. She snarls at its ability to dodge her attack.

+1 Halberd: 1d20 + 9 + 2 + 3 ⇒ (2) + 9 + 2 + 3 = 16
damage: 1d10 + 8 + 2 ⇒ (8) + 8 + 2 = 18

vs stench DC 15: 1d20 + 12 ⇒ (9) + 12 = 21


Round 23

2d20 ⇒ (13, 4) = 17 +11

The sickening stench gets to her but she is able to fight through it with the raging song in her head.

She strikes at the ghast with the red scarf around its arm.
+1 Halberd: 1d20 + 9 + 3 ⇒ (6) + 9 + 3 = 18
damage: 1d10 + 8 + 2 ⇒ (8) + 8 + 2 = 18

She strikes it down and turns to face the other one. Hoping she can keep the flow of undead from coming in as well.

The ghast from the wall attacks and likely misses. 1d20 ⇒ 12


Roumd 21 and 22

As the spells still hold and Rognar is there to heal she moves to help Hundor and Serahina. As she arrives she says, "I think it would be best to help each other clearing a corner then going to the next." Standing in front of the other green tile she holds her Halberd, readied to strike anything that comes out. Thinking about it again she charges the door and places her halberd across the entrance hoping to stop them from coming unto the room.


Roumd 20

1d20 ⇒ 13

She hurts the one standing over the green tile and plans to finish it off next round.

She also calls out, "Anyone need healing? If so meet in the middle after the wave is done."


Round 19

She nods at the order and double moves down to the South East corner. "Thank you for the healing I am fully healed now!" She states as she holds her halberd ready to clean up some undead.


She would walk over to Rognar and ask, "May I have the goodberries please?" Likely with the affirmative answer from him she would eat them and point out, "None of my healing or boosting powers have been used yet. I think we will be in good shape still. I have been focusing on striking so far. I can cast Bless and have eleven weak channels. Also I have several stronger heals if needed. I took the good berries as we didn't need another channel right now." She then winks at Rognar and even gives him a small peck on the part of your skin on your face showing. "Thanks!"


Round 12

halberd with rage, prayer, charge: 1d20 + 7 + 1 + 1 + 1 + 2 ⇒ (5) + 7 + 1 + 1 + 1 + 2 = 17
damage with rage: 1d10 + 7 + 1 ⇒ (9) + 7 + 1 = 17

The halberd's axe blade misses the elemental. As she charges she announces, "I could use a moderate amount of healing if possible." Then groans as she misses the target, as her axe cuts down the side of the rock.

-21 hp.


Round 9

Continuing to accept the rage and other boosts. She attacks the medium elemental closest to her.

halberd with rage, prayer: 1d20 + 7 + 1 + 1 + 1 + 2 ⇒ (17) + 7 + 1 + 1 + 1 + 2 = 29
damage with rage: 1d10 + 7 + 1 ⇒ (7) + 7 + 1 = 15

The halberd's axe blade cuts deep into the elemental.

Round 10

halberd with rage, prayer: 1d20 + 7 + 1 + 1 + 1 + 2 ⇒ (14) + 7 + 1 + 1 + 1 + 2 = 26
damage with rage: 1d10 + 7 + 1 ⇒ (1) + 7 + 1 = 9

The halberd's axe blade cuts deep into the elemental.

-21 hp.

Round 11

halberd with rage, prayer: 1d20 + 7 + 1 + 1 + 1 + 2 ⇒ (17) + 7 + 1 + 1 + 1 + 2 = 29
damage with rage: 1d10 + 7 + 1 ⇒ (10) + 7 + 1 = 18

The halberd's axe blade cuts deep into the elemental. Finishing it off.


Round 6

Accepting the rage and other boosts. She charges forward to attack the other medium elemental closest to her.

halberd with rage, prayer, charging: 1d20 + 7 + 1 + 1 + 1 + 2 ⇒ (19) + 7 + 1 + 1 + 1 + 2 = 31
damage with rage: 1d10 + 7 + 1 ⇒ (8) + 7 + 1 = 16

The halberd's axe blade cuts deep into the elemental.

Round 7

Her armor makes the elemental's attack be deflected as she reverses and bring the axe onto its other side.

halberd with rage, prayer, charging: 1d20 + 7 + 1 + 1 + 1 ⇒ (9) + 7 + 1 + 1 + 1 = 19
damage with rage: 1d10 + 7 + 1 ⇒ (6) + 7 + 1 = 14

The halberd's axe blade cuts deep into the elemental but not enough to take it down.

Round 8

She charges at the blue elemental that is near her charge. She almost falls prone as the target ducks and she misses. As it can't recover properly to hit well either.

halberd with rage, prayer, charging: 1d20 + 7 + 1 + 1 + 1 + 2 ⇒ (1) + 7 + 1 + 1 + 1 + 2 = 13
damage with rage: 1d10 + 7 + 1 ⇒ (9) + 7 + 1 = 17
crit fumble: 1d20 ⇒ 10
Acro DC 12: 1d20 - 5 ⇒ (19) - 5 = 14

AoO, slam vs. Yolanda: 1d20 + 9 ⇒ (2) + 9 = 11 damage: 1d8 + 7 ⇒ (2) + 7 = 9


Round 4

Accepting the rage and other boosts.

halberd with rage, prayer, charge, flanking: 1d20 + 7 + 1 + 1 + 1 + 2 ⇒ (19) + 7 + 1 + 1 + 1 + 2 = 31
damage with rage: 1d10 + 7 + 1 ⇒ (8) + 7 + 1 = 16

The halberd's axe blade severs through the elemental.


Round 2

She braces against the charge with her halberd.

1d20 + 7 ⇒ (16) + 7 = 23
2d10 + 14 ⇒ (9, 5) + 14 = 28

Round 3

She braces against the charge with her halberd.

1d20 + 7 ⇒ (5) + 7 = 12
2d10 + 14 ⇒ (9, 5) + 14 = 28


"We will keep the guardians of the 2nd, 5th, and 8th floors here. All of the combat maids will be joining us, with the Lord of Blades, your troop of minotaurs, and myself to turn the tide of battle. Please let me suit up for the occasion." She states and walks into an adjoining room.

She emerges in full armor holding a massive halberd. The armor is brilliant like Koldur's new armor and has hundreds of etchings on it making it look like a page from a book.

The battle maids are known by most by now and for sure now. As Katrina, the catfolk, the bunny eared female, and the other humanoid females with monstrous traits arrive and join, following the group into the Sanctum.

With the portal open she enters first and the dozen of minotaurs follow, likely after the group. The minotaurs each have javelins and a great axe on their back, in their hands they carry composite longbows.

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