Atanatotatos
First Post
After resting even too shortly, you walk the path previously guarded by the Goristro. After a while, you're not walking on volcanic terrain anymore, but on manufactured floor. Clearly, you're coming closer to Sxaraneen's tower.
You start seeing corpses of demons as you advance, and finally, you see two or three portals closing. Extradimensional portals.
When you walk in a yard with large columns, you see a small army intent in breaking through the tower's gate. Three whole platoons of Devils are before you, guided by three commanders.
They turn around, they notice you, they exchange some words, and, while the majority of the fiends advance through the huge broken door, one team stays to face you. The soldiers scatter at a gesture of the great War Devil commanding them.
View attachment 37975
[sblock=terrain]Ok, the Terrain here doesn't have any particular features, but I thought to write how cover works as a reminder since there are so many obstruction here. Temember, to determine if you have cover, trace an immaginary line frome any corner of your square (or the origin square in case of area effects) to all four corners of any one square occupied by your target; if one or two lines are interrupted by an obstructio, it's cover (-2 penalty to attack rolls), if three or four are, it's superior cover (-5 penalty). Use it! [/sblock]
[sblock=Knowledge:Brudd, Eiran, Senara]Cambion Hellfire Magus: immortal humanoid (devil). These creatures born from humanoids and Devils are trained for ranged combat. They can create powerful long-range rays of fire and fire bursts at a shorter range. Their defenses are better against ranged attacks. Resistance:15 fire.
Bone Devil: immortal humanoid(devil). Commanders of the devil armies, these have two auras, one that imposes a penalty on opponents' attacks, and another that slowly kills nearby wounded devils, giving them a power boost in exchange. These devils attack very quickly, and like to connect their claw attacks with the sting of their scorpion tail, which secretes a poison that attacks the minds of creatures. Additionaly, they are apt at weakening the mind defences of their opponents. Resistance:20 fire
Ice Devil: immortal humanoid (devil). These devils emanate an aura of cold that makes it harder fr nearby opponents to connect with their attacks. They have a long-reach spear that freezes the enemy, slowing it, as does its breath. With a mind attack, Ice devils can freeze nervous centers and immobilize creatures. Resistance:20 fire, immune to cold
Legion Devil Legionnaire: immortal humanoid (devil). These are the cannon fodder of the devil armies. They're excellent warriors that defend better when they're close to each other. Resistance:15 fire
War Devil: immortal humanoid (devil). These great winged devils are often commanders of mid-size devils parties. They give orders from a distance to lesser devils and direct their attacks. They're even able to move amazingly fast by swapping place with distant allies, they can mark the enemy from a distance, and their Trident is particularly apt at moving and grounding closer enemies. Resistance:30 fire[/sblock]
[sblock=initiative and status, Round 1]Monster initiatives:Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
-Devastation HP:131/131, HP:5/8, AP:1 SW:1 +7,[sblock=expended]Blood squall[/sblock]
-Bone devil 1
-Cambion 1
-Ice devil 1
-Senara HP:108/108, HS:8/9, AP:1 SW:1[sblock=expended][/sblock]
-War Devil
-Legion Devil 1
-Ice devil 2
-Cambion 2
-Cambion 3
-Eiran HP:106/109, HS:8/9, AP:1 SW:1 [sblock=expended]Ice Storm[/sblock]
-Legion devil 2
-Legion devil 3
-Legion devil 4
-Sharm HP:145/145, HS:11/14, AP:1 SW:1 [sblock=expended]Relentless Assailant[/sblock]
-Legion devil 5
-Legion devil 6
-Legion devil 7
-Brudd HP:131/131 HS:8/11, AP:0 SW:1[sblock=expended]Battle Pyres, Couter of second chances[/sblock]
-Cambion 4
-Legion devil 8
-Kozaar HP:138/159, HS:10/15, AP:1 SW:1, [sblock=Expended][/sblock]
-Bone devil 2
-Legion devil 9
-Legion devil 10
-Legion devil 11
[/sblock]
You start seeing corpses of demons as you advance, and finally, you see two or three portals closing. Extradimensional portals.
When you walk in a yard with large columns, you see a small army intent in breaking through the tower's gate. Three whole platoons of Devils are before you, guided by three commanders.
They turn around, they notice you, they exchange some words, and, while the majority of the fiends advance through the huge broken door, one team stays to face you. The soldiers scatter at a gesture of the great War Devil commanding them.
View attachment 37975
[sblock=terrain]Ok, the Terrain here doesn't have any particular features, but I thought to write how cover works as a reminder since there are so many obstruction here. Temember, to determine if you have cover, trace an immaginary line frome any corner of your square (or the origin square in case of area effects) to all four corners of any one square occupied by your target; if one or two lines are interrupted by an obstructio, it's cover (-2 penalty to attack rolls), if three or four are, it's superior cover (-5 penalty). Use it! [/sblock]
[sblock=Knowledge:Brudd, Eiran, Senara]Cambion Hellfire Magus: immortal humanoid (devil). These creatures born from humanoids and Devils are trained for ranged combat. They can create powerful long-range rays of fire and fire bursts at a shorter range. Their defenses are better against ranged attacks. Resistance:15 fire.
Bone Devil: immortal humanoid(devil). Commanders of the devil armies, these have two auras, one that imposes a penalty on opponents' attacks, and another that slowly kills nearby wounded devils, giving them a power boost in exchange. These devils attack very quickly, and like to connect their claw attacks with the sting of their scorpion tail, which secretes a poison that attacks the minds of creatures. Additionaly, they are apt at weakening the mind defences of their opponents. Resistance:20 fire
Ice Devil: immortal humanoid (devil). These devils emanate an aura of cold that makes it harder fr nearby opponents to connect with their attacks. They have a long-reach spear that freezes the enemy, slowing it, as does its breath. With a mind attack, Ice devils can freeze nervous centers and immobilize creatures. Resistance:20 fire, immune to cold
Legion Devil Legionnaire: immortal humanoid (devil). These are the cannon fodder of the devil armies. They're excellent warriors that defend better when they're close to each other. Resistance:15 fire
War Devil: immortal humanoid (devil). These great winged devils are often commanders of mid-size devils parties. They give orders from a distance to lesser devils and direct their attacks. They're even able to move amazingly fast by swapping place with distant allies, they can mark the enemy from a distance, and their Trident is particularly apt at moving and grounding closer enemies. Resistance:30 fire[/sblock]
[sblock=initiative and status, Round 1]Monster initiatives:Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
Roll Lookup
-Devastation HP:131/131, HP:5/8, AP:1 SW:1 +7,[sblock=expended]Blood squall[/sblock]
-Bone devil 1
-Cambion 1
-Ice devil 1
-Senara HP:108/108, HS:8/9, AP:1 SW:1[sblock=expended][/sblock]
-War Devil
-Legion Devil 1
-Ice devil 2
-Cambion 2
-Cambion 3
-Eiran HP:106/109, HS:8/9, AP:1 SW:1 [sblock=expended]Ice Storm[/sblock]
-Legion devil 2
-Legion devil 3
-Legion devil 4
-Sharm HP:145/145, HS:11/14, AP:1 SW:1 [sblock=expended]Relentless Assailant[/sblock]
-Legion devil 5
-Legion devil 6
-Legion devil 7
-Brudd HP:131/131 HS:8/11, AP:0 SW:1[sblock=expended]Battle Pyres, Couter of second chances[/sblock]
-Cambion 4
-Legion devil 8
-Kozaar HP:138/159, HS:10/15, AP:1 SW:1, [sblock=Expended][/sblock]
-Bone devil 2
-Legion devil 9
-Legion devil 10
-Legion devil 11
[/sblock]
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