The Hunted: Demons Rifts, Round 1
The huge demon complies with Earth's challenge, roaring and plowing through the huge rocks like they aren't even there. It swings a huge ape-like arm at Earth and slams into the elemental's shield twice. On one of the strikes, spines on the Demon's fist explode, sending sharp fragments into the elemental's thick "skin".
Meanwhile, the smaller demons howl and rush towards the group, lightly wounding Devinihm and Raijin, and missing the wily Mab.
The flying demon glides over the fight and dives towards Earth. Since the Horned Demon is out of the Warden's reach, he turns and bats the thing out of the air like a moth instead.
The smaller rift to the east of the party ripples and another Demonling claws its way into the world, skin melting and running as it does so while the larger rift bends and contorts, the hulking form of another massive demon tearing its way bodily from the Abyss towards reality...
GM: | Raijin is in the front since he's the 2nd highest level character and the group only has 1 "non-squishy" character. He's the next toughest PC after Earth - at least until Devinihm gets into insect form.
Earth's Athletics check to get to where he wanted to be(see Terrain sblock): 1d20+9=25.
I'd appreciate it if people would list all the effects of the powers they use and state where bonuses/penalties to attacks/damage/etc are coming from. Makes it easier for me to track what's going on.
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[sblock=Arcana DC 20, minor action]The smaller rifts are fairly unstable. If someone could get adjacent to one they could close it with a Standard Action DC 20 Arcana check. The larger rift looks more more stable, it will take 5 Standard Action DC 20 Arcana checks to close, though these attempts may be made from up to 3 squares away.[/sblock]
[sblock=Enemy Actions]
Horned Demon 1:
No Obstacle: Move to I12, ignoring difficult terrain.
Spined Fist(reach 2): 16 AC vs Earth, miss, 5 ongoing damage(save ends), Horned Demon takes 5 damage.
AP:
Spined Fist(reach 2): 16 AC, miss.
Hunter Demonling 1: Move, charge to O15,
Claws(+1 charge): 25 AC vs Devinihm, hit, 5 damage. <Xander hits with Astral Seal>
Hunter Demonling 2: Move, charge to Q14,
Claws(+1 charge): 15 AC vs Mab, miss.
Hunter Demonling 3:
Unnatural Leap: Jump to N8, charge,
Claws(+1 charge, +1 damage
Demon Rage): 23 AC vs Raijin, hit, 6 damage.
Spinetail Demonling 1: Move to I9(7 squares up),
Unbalancing Flyby: Move to J11(2 squares up) <Earth destroys it>
Small Rift 4:
Hunter Demonling 4 appears at O21.
Large Rift:
Horned Demon 2 visible. Will emerge in 4 rounds.[/sblock]
[sblock=Combatants]
Earth:
K12,
5 ongoing damage(save ends),
Form of the Thunder Mountain
Xander:
N11
Mab:
P13
Devinihm:
O14,
5 damage taken
Illarion:
P12
Raijin:
O11,
6 damage taken
Horned Demon 1:
H12-I13, 5 damage taken
Horned Demon: ?? Max HP, ?? AC, ?? Fort, ?? Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: Spined Strike: +8 vs AC, 2d10+3 damage, miss: 5 ongoing damage(save ends) and the Horned Demon takes 5 damage. Demon Rage(Aura 5): Demons in the aura deal +1 damage per demon adjacent to the target they are attacking.
Hunter Demonling 1:
O15, -2 defenses,
first PC to hit heals 5 hp
Hunter Demonling 2:
Q14
Hunter Demonling 3:
N10
Hunter Demonling 4:
O21
Hunter Demonling: ?? Max HP, ?? AC, ?? Fort, ?? Ref, 14 Will, ?? Resist, ?? Vulnerability. MBA: ??
Spinetail Demonling: Minion, 17 AC, ?? Fort, ?? Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: ??
Spinetail Demonlings killed:
1
Large Rift:
A14-B15,
Horned Demon 2 emerges in 4 rounds.
Small Rift 1:
A7(4 squares up on cliff)
Small Rift 2:
F20
Small Rift 3:
O22
Small Rift 4:
M1[/sblock]
[sblock=Terrain]The smaller rocks in the middle and sides of the battlefield require a DC 15 Athletics check or are considered difficult terrain that costs 3 squares of movement to traverse instead of 2.
The cliffs (A1-E8) require DC 18 Athletics(Climb) checks to ascend.[/sblock]