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

DMDanW

First Post
Xander moves forward slowly, staying near Earth, but looking more at the rifts, trying to determine what exactly could be done about them. He clutches his holy symbol tight in his hand and prepares for the coming battle. "Glory be to Maros" he calls out in a loud authoritative voice.

[sblock=mechanics]
move to N11
Arcana skill check; 1d20+6=19
Ready action to cast astral seal against first opponent that moves within 5 squares of him; 1d20+9=29 - assuming that hits, target suffers -2 to all defenses and Xanders next ally to hit it before the end of his next turn regains 5 hit points.
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johnmeier1

Explorer
OOC: Not sure why Raijin is in the front (though I guess nobody is really in the front) but he now has Slaad's Gambit as an immediate interrupt to avoid attack
 


Iron Sky

Procedurally Generated
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.

[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]
 

Attachments

  • Demon Rifts Round 1.jpg
    Demon Rifts Round 1.jpg
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johnmeier1

Explorer
Raijin quickly looks at the far portals, trying to figure out their origin and function.

OOC: Minor: Arcana check to get info may determine his other actions
 

Voda Vosa

First Post
Earth advances through the stones easily, getting over a particularly big one, Earth performs a jump. A thing made of rock is not particularly proficient with jumping, and Earth's jump is not acrobatic, nor elegant, but the sheer weight added to the blow, makes the enormous demon to fall back, knocked prone completely. As it falls back, a rock spike surges from below, impaling it, rendering unable to get up. And if it does, it'll hurt. Bad.

[sblock]
Move to J12
Earth's grasp strike: Critical! for 16 damage, and knocks him twice, if that's possible, ha (Once from the critical, and a second one from the power itself. The demon can't stand up until the end of Earth's next turn, and when he does, he takes additional 14 damages. I just noticed I rolled 20, 10 and 10, the maximum for each dice! Sweet.. Although I'm sure IC will make out giving me lousy rolls from here on.
Athletics: 28
And mark the big ugly thing.[/sblock]
 

johnmeier1

Explorer
As a demonling slams into him, flames reach out from Raijin to shield him burning the demonling to the ground. Quickly, we must reach the portals and seal them. The largest one first! Raijin shouts as he lifts his new staff in his hands. His robe shimmers as he throws lightning and thunder from it at the furthest demonling. After the blast he races forward around the pitched battle between Earth and the large demon, darting between rocks.

OOC: Immediate Interrupt: Dragonflame Mantle +1 AC TENT and melee attackers take 1d6+4 (so hits Demonling 3, if killed Raijin takes no damage)
Standard: Stormwalk on Demonling 4, shift to N10
Move: run to F10 (give combat advantage and -5 to attacks TSNT)


[sblock=ministats]
Status: +1 AC TENT and melee attacks take fire damage, grants CA and -5 to attacks TSNT
Passive Perception 12, Passive Insight 18
AC 16, Fort 18, Reflex 13, Will 19
HP: 42/42, Bloodied 21, Surge Value 10, Surges 6/6
Resist Force 10, Resist Lightning 5, Resist Thunder 5
Speed 6, Initiative +2
Action Points: 1, Second Wind
At-Will Powers: Blazing Starfall, Storm Walk
Encounter Powers: Dragonflame Mettle, Promise of Storm, Teleport Bash, Thundering Roar
Daily Powers: Lightning Breath, Slaad's Gambit, Brooch of Shielding

Triggers: Attacked from within 5 while bloodied (Slaad's Gambit - Interrupt)
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jkason

First Post
Devinihm, wilden druid

As the demon cuts into Devinihm, he hisses, a noise that builds oddly into an odd buzzing as his form breaks apart starting at his wound. The swarm of large wasps spills to the northern side of the attacking demonling, then bursts forward, enveloping both Devinihm's attacker and the demonling poised to harm Mab. He does little more than annoy the creatures, however.

OOC: I can't imagine either of these hit, so the secondary movement / damage of the attack is irrelevant, leaving Devinihm still in N15: Attack Demonling 1; Attack Demonling 2; Damage (1d20+4=8, 1d20+4=14, 2d6+6=14)


[sblock=actions]

Special: +2 damage vs. demons (ship prep benefit)


Free:
Minor: Wild Shape (DR 4, CA vs 1 melee damaging attacker/round), shift to N15
Move:
Standard: Flowing Swarm

Beast Form, Implement, Primal
Close Blast 3
Target: Each creature in blast
Attack: Wisdom vs. Fortitude
Weapon: Staff Implement: +4 attack, 2d6+4 damage
Hit: 2d6 + Wisdom modifier (+4) damage.
Effect: If Devinihm hits at least one target, he shifts 4 squares to a square in the blast or adjacent to it. Primal Swarm: During the shift Devinihm can move through enemies' spaces. If he moves through the space of a target hit by the attack, that target takes damage equal to his Constitution modifier (+4)

Attacks: 1d20+4 vs. Demonling 1, 1d20+4 vs. Demonling 2, damage 2d6+6.[/sblock]

[sblock=resources used]Encounter: Flowing Swarm[/sblock]
 

DMDanW

First Post
Xander takes a step back and thrusts forth his Holy Symbol toward the demon before him. "Behold the wrath of Maros" he calls out, as the creature is momentarily enveloped in white flames.

[sblock=Mechanics]
Move = shift to O12
Standard = Sacred Flame; 1d20+7=24 vs Reflex; if hits target takes 1d6+4=5 radiant damage & Devinihm gains 3 temp hit points
[/sblock]

[sblock=OOC Ironsky]
So I assume that Xanders held action did not trigger when the big guy moved up to Earth? Is there a reason why?
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
Small shadow dettaches from the stones and flies into the great demon. Illarion stands up from his cover, surprising smaller demons around the druid. From his staff flies multicolored bolt striking small demon that came from behind.

"Raijin, we need to close small ones or we'll be overrun by sheer numbers! Big ones seem to come slower. Everyone, focus on small demons, kill them fast so we can close the portals. Earth, keep that one busy, I'll help you on my way!"

[sblock=Actions]
Free: shroud on the big one
Standard: Chaos bolt vs demonling 2 (Q14) Will; psychic damage (1d20+7+2=18, 1d10+10+3=14)
Move: L8 ( Athletics (1d20+1=12) - fail)

Illarion gains +1 to AC for the round due to even attack roll

Illarions wild soul resist is psychic for today (unless I need to re-roll after ship travel?
[/sblock]
 

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