The Hunted (DM: IronSky, Judge: ???)

Neurotic

I plan on living forever. Or die trying.
"Mab, send the rat to help Raijin!" calls out Illarion as he sends the lance of chaos energy into the relic carrying demon. The bolt kills it and bounces back, killing the one threatening Mab. Incredibly, it bounces again and explodes against one of the demonlings threatening the swarm dissipating in multicolored fountain.

[sblock=Actions]
Standard: Chaos bolt vs Demonling 15 Will; on bounce vs Demonling 18 (1d20+7=19, 1d20+7=15) - hit both, another bounce :)
Secondary repeated: Secondary chaos bolt vs Demonling 17 Will; on bounce vs Demonling 16 (1d20+7=26, 1d20+7=18) - hit 17, no bounce, ignore the last roll

Move: G13
Minor: meh
[/sblock]

"You're such a show off. What say you Tristram can you get to that nice dragon man and feed him his potion?"
"SQUEEK! Squeek sqwick pfft." responds Tristram rolling his beady eyes and pointing toward hovering hand

"Oh, right! I can do one better, dearie, observe."
The hand Mab conjured moves up and feels around Raijin taking the potion from his belt and feeding it to him.

[sblock=Mabs Actions]
Move: Move prison of Salzacas to N3
Minor: Pick up a potion
Standard: Feed the potion to Raijin

I'm not familiar with familiar rules :D so:
If the above doesn't work for some reason, then have Tristram move as far and fast as possible while Mab moves as far as possible given that Tristram has priority.

If Tristram cannot move using her standard action (for double run) have her attack demonling 16 with +11 vs AC
[/sblock]
 

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johnmeier1

Explorer
OOC: Death?
I don't think Raijin is where the map says he is, but eh.
Also note that I took my potion, so I would need another persons...
 
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jkason

First Post
Devinihm, wilden druid

"Your magics do the hive proud with thier swarming," Devinihm's buzzing voice compliments Illarion. Then his swarm surges forward, engulfing the demonling that hit him. When the insects clear from the demon bones, the flesh is once again picked clean. Seemingly indifferent to the corpse, the swarm moving closer to Raijin in an effort to protect him from the demonlings which remain.

[sblock=actions]Demonling 16 grants CA to Devinihm due to Stinging Swarm

Minor:
Move: to K3
Standard: Savage Rend vs. Demonling 16

Savage Rend vs. Demonling 16 ref (1d20+9=22)[/sblock]

[sblock=resources used]Action Point, Wrath of the Destroyer, Summon Giant Toad, Call Forth the Spirit Pack
Healing surges remaining: 4/11 [/sblock]
 

Iron Sky

Procedurally Generated
Death?
I don't think Raijin is where the map says he is, but eh.
Also note that I took my potion, so I would need another persons...

OOC: Raijin was dropped at the start of his turn due to starting adjacent to a Stormrift. He's placed correctly. [MENTION=24380]Neurotic[/MENTION], that use of the Prison is brilliant, but as johnmeier1 says, he's used his potion. If you can get the hand over to Earth, you can yoink his.
 

Neurotic

I plan on living forever. Or die trying.
OOC: Raijin was dropped at the start of his turn due to starting adjacent to a Stormrift. He's placed correctly. [MENTION=24380]Neurotic[/MENTION], that use of the Prison is brilliant, but as johnmeier1 says, he's used his potion. If you can get the hand over to Earth, you can yoink his.

[MENTION=60965]Iron Sky[/MENTION], Very well then, move to Earth, minor to 'steal' the potion from Earth, then next round move up, standard to apply...and Raijin will have to survive this round.
 

Iron Sky

Procedurally Generated
The Final Chamber, Round 10

Earth smashes yet another demonling and moves to greet the newest arrival.

[sblock=Earth's actions]Standard: Strength of Stone: 1d20+12=26 AC vs Demonling, hit, dead, Earth gains 6 THP.
Move: Move to L7.
Free: Mark Demonling.
Minor: -[/sblock]

The Demonling near Earth claws at his shield futilely, then leaps over his head to grab a relic as another of its brethren appears.

GM: I'm assuming Devinihm's attack came before the move rather than after.


[sblock=Red Spheres]The red spheres are definitely keeping the void intact while the relics seem to be keeping the void from opening more. You can disable a sphere by getting adjacent to it and making a DC 20 Arcana check. If you fail the check, however, you'll take damage equal to the amount you failed it by.[/sblock]

[sblock=Enemy Actions]Demonling 19: Claws: 27 AC vs Earth, hit, 5 damage. Unnatural Leap: Jump to G6.

Abyssal Void: Demonling 20 appears adjacent.[/sblock]

[sblock=Combatants]Earth: L8, 1 THP, 34 damage taken
Mab: E10, 32 damage taken, bloodied, 1 death save failed
*Hand: K13, Potion of Healing
Raijin: N3(on landing 6 squares up), 42 damage taken, bloodied, dying, unconscious, prone, 1 death save failed
Illarion: G13, 10 damage taken
Devinihm: K3, 30 damage taken, bloodied, DR4

Silver Demons destroyed: 1

Voidwalkers destroyed: 1

Hunter Demonling 19: G6, marked(Earth), slowed(relic)
Hunter Demonling 20: K11
Hunter Demonling: Minion, 17 AC, 15 Fort, 16 Ref, 14 Will. MBA: Claws: +8 vs AC, 5 damage. Elemental Reflection(Free, when takes acid, cold, fire, lightning, or thunder damage from a target within 5 squares): Deal 5 of the same type of damage to the attacker.
Hunter Demonlings destroyed: 18

Red Spheres: V10(on landing 4 squares up), N18(on landing 2 squares up)
Red Spheres disabled: 2
[/sblock]

[sblock=Terrain, Lighting, and Features]*The room is bright thanks to Mab's sunrod, except within 2 squares of the void(J7-Q14).

*Chains: The chains run up to their appropriate landings, with a DC 20 Acrobatics check and a Run Action, you may run up them to the appropriate landing(if you have enough movement). If the check fails, you fall off half-way up, taking appropriate falling damage. Alternately, they may be climbed with DC15 Athletics checks.

*The red spheres are all 1 square above ground level for whichever level they are at and provide dim 5 light. You may pass under them.

*Each platform of the stairs is 10' higher than the last (first one is 10', next is 20', last is 30'). The walls are smooth stone, DC 25 to climb.

*D6, D10, D11, and D14 are the bases of the arches and are treated as walls.


*The dark swirling void area is... icky. You're pretty sure you don't want to go in there.[/sblock]
 

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jkason

First Post
Devinihm, wilden druid

GM: I'm assuming Devinihm's attack came before the move rather than after.

OOC: That was my intent, yes. Sorry that I spaced on re-ordering the actions in the list.


"Quickly! The other orbs, before they can escape with more relics!" Devinihm's buzzing voice calls. His swarm doubles back on itself, zooming at the demonling, but this one manages to evade the stingers and tiny mouths for now.

[sblock=actions]Charge to H5 / Savage Rend Demonling 19, miss:

Charging Savage Rend vs. Demonling 19 Reflex (1d20+8=13)[/sblock]

[sblock=resources used]Action Point, Wrath of the Destroyer, Summon Giant Toad, Call Forth the Spirit Pack
Healing surges remaining: 4/11[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
In Mab's hands another knife appears, but she focuses on her conjured hand to save Raijin.

[sblock=Actions]
Free at will: Fast Hands, draw knife (not sure if needed)
Move: hand goes to Raijin
Standard: Raijin drinks the potion
Free: WIN! :)
[/sblock]


"How tiresome. With the speed these are popping, it's a wonder the island isn't covered in them. Earth, could you handle that one too? Mab, go on, I'll catch up, just to see if I need to prevent this one from escaping."

OOC: this part may get changed, depending on [MENTION=60965]Iron Sky[/MENTION] response on conditionals
He points and bolt goes after the demonling, but looses cohesion before reaching it. He then moves positioning himself to block the exit again.

[sblock=Actions]
NOTE: consider Illarion delaying until after Earth goes, waiting to see if Earth kills it. If he does, bolt misses the other demonling, but Illarion moves to L19 instead - assuming of course that Earth actions are from last round not the current one.

Standard: Chaos bolt vs Demonling (G6) Will; damage (1d20+7=12, 1d10+10+3=20) - hit if it grants CA for some reason; Illarion get +1 AC

Move: B10 or L19
[/sblock]
 
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Iron Sky

Procedurally Generated
The Final Chamber, Round 11

Earth moves up and destroys another Demonling.

[sblock=Earth's actions]Move: Move to J11.
Standard: Strength of Stone: 1d20+12=25 AC vs Demonling, hit, dead, Earth gains 6 THP.
Minor: -[/sblock]

The demonling with its relic lashes at Devinihm, then jumps away, its leap hindered by the holy relic searing into it.

Meanwhile, another demonling appears and, more disturbingly, the group can see into the void from which it came more clearly - there are thousands of demons amassed on the other side, pressing up against some barrier trying to get through. Something massive is nearing it, a dark shape from which all the other demons begin moving to avoid...

GM: Earth's action is the one he missed for not being here. He's the last one to go each round.


[sblock=Minor action Perception or Arcana 25 check]The massive shape nearing the barrier has a nimbus of Abyssal energy building up around it. It's just a guess at this point, but you have the feeling that its design is to breach the barrier that has the current weak rift in it, and if it does...[/sblock]

[sblock=Red Spheres]The red spheres are definitely keeping the void intact while the relics seem to be keeping the void from opening more. You can disable a sphere by getting adjacent to it and making a DC 20 Arcana check. If you fail the check, however, you'll take damage equal to the amount you failed it by.[/sblock]

[sblock=Enemy Actions]Demonling 19: Claws: 11 AC vs Devinihm, miss. Unnatural Leap: Jump to E5 without OA.

Abyssal Void: Demonling 21 appears adjacent. Unknown demon approaching.[/sblock]

[sblock=Combatants]Earth: J11, 6 THP, 34 damage taken
Mab: E10, 32 damage taken, bloodied, 1 death save failed
*Hand: M4(6 squares up)
Raijin: N3(on landing 6 squares up), 32 damage taken, bloodied, prone, 1 death save failed
Illarion: L19(on landing 2 squares up), 10 damage taken
Devinihm: H5, 30 damage taken, bloodied, DR4

Silver Demons destroyed: 1

Voidwalkers destroyed: 1

Hunter Demonling 19: E5, slowed(relic)
Hunter Demonling 21: M8
Hunter Demonling: Minion, 17 AC, 15 Fort, 16 Ref, 14 Will. MBA: Claws: +8 vs AC, 5 damage. Elemental Reflection(Free, when takes acid, cold, fire, lightning, or thunder damage from a target within 5 squares): Deal 5 of the same type of damage to the attacker.
Hunter Demonlings destroyed: 19

Red Spheres: V10(on landing 4 squares up), N18(on landing 2 squares up)
Red Spheres disabled: 2
[/sblock]

[sblock=Terrain, Lighting, and Features]*The room is bright thanks to Mab's sunrod, except within 2 squares of the void(J7-Q14).

*Chains: The chains run up to their appropriate landings, with a DC 20 Acrobatics check and a Run Action, you may run up them to the appropriate landing(if you have enough movement). If the check fails, you fall off half-way up, taking appropriate falling damage. Alternately, they may be climbed with DC15 Athletics checks.

*The red spheres are all 1 square above ground level for whichever level they are at and provide dim 5 light. You may pass under them.

*Each platform of the stairs is 10' higher than the last (first one is 10', next is 20', last is 30'). The walls are smooth stone, DC 25 to climb.

*D6, D10, D11, and D14 are the bases of the arches and are treated as walls.


*The dark swirling void area is... icky. You're pretty sure you don't want to go in there.[/sblock]
 

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