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


log in or register to remove this ad

Iron Sky

Procedurally Generated
The Hunted: Demons Rifts, Round 9

Xander says a word and Illarion is healed. He then turns and blasts away one of the spinetails as he moves out of the thick of things.

---

The horned demon goes berserk as everyone hammers, tears, and blasts it, the smaller demons around it flying into bloodlust as well.

Fortunately, their zealousness doesn't result in much damage, the group fending them off with only minor wounds.

More continue to pour from the rifts however, even though the main rift is now only a small tear...

[sblock=Xander's turn]Minor: 2nd Healing Word on Illarion. Illarion heals surge +1d6+6(17 total counting surge) and gains +2 defenses TENT.
Move: Move to D11.
Standard: Sacred Flame: 1d20+7=26 Reflex vs Spintail Demonling 2, hit, dead, Illarion gains 3 THP.[/sblock]

GM: On Earth's sheet it says Wellspring Strike does half damage on a miss, but doesn't say anything about ongoing on a miss. Vulnerablity/resistance is factored in before damage, so Earth did 13 damage.


[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. Aid another checks may be made, but only if the aiding PC is within range of the portal they are aiding against.[/sblock]

[sblock=Enemy Actions]Horned Demon 2: Dangerous Foe(when attacked by Earth): Spined Fist: 23 AC on Earth, miss. Demon Fury(when bloodied): Demons in his aura gain +1d6 damage if the target is adjacent to 2 or more demons, he gains +2 attack and damage. Shift to B14-C15. Spined Fist(+2 attack/damage Demon Fury): 26 AC vs Earth, hit, 8 damage. AP: Tearing Swipe: Nat1 vs Earth. Save vs Slowed: 18, saved.

Spinetail Demonling 4: Unbalancing Flyby: Move to E17(1 squares up), Spinetail: 12 AC vs Mab, miss. Shift to D18(2 squares up).

Hunter Demonling 12: Unnatural Leap: Jump to E12(ignoring OAs). Claw(+2 CA, +1d6+2 damage Demon Fury): 24 AC vs Earth, miss.
Hunter Demonling 13: Move, Unnatural Leap: to F12 and make MBA, Claw(+2 CA, +1d6+2 damage Demon Fury): 12 AC vs Illarion, miss.

Large Rift: Hunter Demonling 14 and 15 appear adjacent.
Small Rift 4: Hunter Demonling 16 appears adjacent.[/sblock]

[sblock=Combatants]Earth: C13, 1 THP, 25 damage taken, Form of the Mountain's Thunder, regen 5 bloodied
Xander: D11, 1 THP
Mab: F16, 5 THP, Stealth 22
*Hand of Salzacas: D17
*Tristram: J22, Stealth 41
Devinihm: G13, 1 THP, 5 damage taken
*Giant Toad: D16
Illarion: E12, 3 THP, 3 damage taken, +1 AC, +2 defenses
Raijin: C11, 3 THP, 7 damage taken

Horned Demon 2: C14-C15, 105 damage taken, bloodied, marked(Earth), 10 thunder resist
Horned Demon: 160 Max HP, 17 AC, 18 Fort, 16 Ref, 17 Will, Resist 10 Thunder. 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 and +1d6 if two-or-more demons are adjacent to the target and the Horned Demon gains +2 to attack and damage. Dangerous Foe(Immediate Reaction, when hit by a melee or close attack): The Horned Demon makes an MBA against the target.
Horned Demons destroyed: 1

Spinetail Demonling 4: D18(2 squares up)
Spinetail Demonling: Minion, 17 AC, ?? Fort, 17 Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: Spinetail: +8 vs AC, 3 ongoing poison damage(save ends), if the target already has ongoing poison damage, it increases by 2.
Spinetail Demonlings destroyed: 3

Hunter Demonling 12: D12, marked(Earth)
Hunter Demonling 13: F12
Hunter Demonling 14: B13
Hunter Demonling 15: C16
Hunter Demonling 16: N21
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: 11

Large Rift: A14-B15, 4/5 closed
Small Rift 3: O22
Small Rift 4: M1
Small Rifts closed: 2[/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. It provides cover.

The cliffs (A1-E8) require DC 18 Athletics(Climb) checks to ascend. They keep rising above the map.[/sblock]
 

Attachments

  • Demon Rifts Round 9.jpg
    Demon Rifts Round 9.jpg
    365.8 KB · Views: 48

Voda Vosa

First Post
Earth takes a moment to see the three enemies around him. Then, with the soaring noise of thunder, he smashes his huge hammer amidst them, thunder and lightning arcing to them in a flash of light. After it, the lesser creatures are completely fried, and the big demon is knocked prone, and injured.
Earth follows up with a demolishing blow to the knees. "As the one that preceded you, you are no match for the untamed wrath of nature. Your existence has come to an end in this realm."


Actions:
Form of the mountain Thunder: Hit all but Demonling at B for 17 thunder damage and knock prone. Also all marked enemies receive 4 lightning damage, so Demonling B is fried too.
AP: Weight of Earth, hits for 18 dmg and slows the big demon.

It's like 39 dmg to the big guy.
 
Last edited:

johnmeier1

Explorer
Raijin follows up Earth's strike of thunder with some of his own. Moving next to the prone demon, he slams his new staff towards it. The swipe misses the creature completely. Shocked at his inept maneuver, Raijin growls. This portal needs to close!

OOC: Move: Walk to B13
Standard: Teleport Bash (natural 1), it would have been 2d8+15 damage and 5 to those adjacent afterwards
Minor: Arcana to assist closing large portal
 

jkason

First Post
Devinihm, wilden druid

Devinihm's toad lashes out again, but its massive tongue goes high as Earth drops the Horned demon to the ground. The wilden, meanwhile, holds his staff aloft again. two wisps of smoke issue from the end, each coalescing into phantom wolves. One snaps ineffectively at the Demonling nearest Devinihm, but the other digs its phantom fangs into the Horned Demon's flesh with zeal.

As the spirit wolves evaporate, Devinihm's form once again bursts apart, his swarm moving to take the space so recently vacated by the demonling to Earth's south.

I smell your blood, demon, and The Destroyer calls for your punishment," comes the buzzing voice from the horde of insects.


[sblock=actions]Toad: instinctive effect: attack same creature (Horned Demon)

Giant Toad vs. Horned Demon reflex; damage (1d20+9=14, 1d8+8=9) Miss.

Devinihm:
Move: Shift to E13
Standard: Call Forth the Spirit Pack vs. Horned Demon and Demonling 13

(Encounter Standard Close burst 5 Implement, Primal) Druid Attack 1
Target: One or two creatures in burst
Attack: Wisdom vs. Reflex
Weapon: Magic Staff +2: +7 attack, 1d6+6 damage
Hit: 1d6 + Wisdom modifier (+4) damage, and the target is knocked prone. If the target is marked by one of your allies, the target takes 1d6 extra damage

Attack Horned Demon;Attack Demonling 13;Damage; Add'l damage Horned Demon (1d20+9=18, 1d20+7=12, 1d6+8=13, 1d6=1)

***Hits Horned demon for 14 damage, misses Demonling****

Minor: Wildshape (Devinihm now has DR 4 again), shift to D13 (Agile Form)

Conditional: If bloodied Horned Demon hits Devinihm or Earth (since he's adjacent), invoke Wrath of the Destroyer, using Savage Rend as the MBA:

Wrath of the Destroyer (Encounter Immediate Reaction Personal )
Trigger: A bloodied enemy attacks Devinihm or ally adjacent to him
Effect: Devinihm either makes basic melee attack or charges the enemy. If the attack hits, the enemy is dazed TENT.[/sblock]



[sblock=resources used]Encounter: Flowing Swarm, Call Forth the Spirit Pack
Daily: Summon Giant Toad[/sblock]
 


Neurotic

I plan on living forever. Or die trying.
Illarion moves away from the demonling, trusting the druid to keep it off him. He calls forth the mists of chaos, leeching away the power of rapidly diminishing portal. It flies over big demon, but freezes in it's tracks smaller one whose eyes roll back and it falls down.

[sblock=Actions]
Move: shift to D12
Standard: Mists of disarray vs HD will; demonling 15 will; psychic damage (1d20+7+2=13, 1d20+7=27, 1d8+10+3=20) - miss horned, wasted crit on a minion :(
Minor: Aid another arcana (1d20+5=25) - another 20! did you notice how these tend to cluster around non-damaging powers and effects?
[/sblock]
 
Last edited:

pacdidj

First Post
Renewing her focus, Mab intones the final words of the sing-song fey chant:

[sblock=Eladrin]Fey, fye, fum, fo;
Abyssal winds now cease to blow![/sblock]

As Mab finishes the chant, the Hand of Salzacas completes its counter oscillations, and suddenly lances forward, skewering the rend in space with its clawed index finger. There is a great whooshing sound accompanied by what seems like the frustrated screams of hundreds of demons, as reality rushes in to replace the imploding portal. Auntie Mab beams with pride from her hiding place as the rift vanishes from this world. Meanwhile Tristram skitters past one of the demonlings, taking up hiding near one of the smaller portals.

[sblock=Auntie Mab actions and stats]Minor = Sustain Prison of Salzacas

Move = Mab remains hidden, Hand remains in place manipulating portal, Tristram moves to P23, and hides among the rocks adjacent to the small portal. Stealth (1d20+21=27)

Standard = Arcana vs Large Portal (1d20+8+1+4=29)

[sblock=statblock]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: Stealth 22
Passive Perception: 18, Passive Insight: 18, Init: +6
AC: 20, Fort: 16, Reflex: 20, Will: 17
Speed: 6
HP: 41/41, Bloodied: 20, Surge Value: 10, Surges left: 8/8
Action Points: 0, Second Wind: not used, Milestones:
:bmelee:Basic Atk: Dagger +6 vs AC, 1d4 dmg
:branged:Ranged Basic Atk: Throw Dagger +11 vs AC, 1d4+5 dmg, Range 5/10
Powers-
Preparatory Shot, Gloaming Cut, Sly Flourish, Fast Hands
Eyebite, Shadow Strike, Fleeting Spirit Strike
Twilight Menace
Prison of Salzacas, Cloak of Resistance
Combat notes:

Tristram - Rat Familiar
HP: 1/1; AC: 20, Fort: 16, Ref: 20, Will: 17
Skills: +17 Thievery, +21 Stealth
Status: Active Mode[/sblock][/sblock]
 

Iron Sky

Procedurally Generated
The Hunted: Demons Rifts, Round 10

Xander moves further from danger and blasts out at the nearest Demonling, but it agilely dodges his attack.

---

As the rift closes behind the Demon, it rakes its claws at everyone before it. Fortunately for the others, Raijin blunts most of the fury of the attack and it misses them.

In reply, Devinihm lashes out, but the Demon just barely evades the worst of the swarming insects.

Again the Spinetail dives at Mab, but the old lady is a small target and it drifts into the air again.

The remaining two demonlings pounce on Devinihm, driven into a frenzy by the blood of the Horned Demon. Hundreds of insects lie dying on the ground by the time they are done and another of their kin appears from one of the smaller portals.

[sblock=Xander's turn]
Move: Move to C12.
Standard: Sacred Flame: 1d20+7=10 Reflex vs Demonling 13, miss.[/sblock]

GM: The Horned Demon has 10 thunder resist, so he takes 10 less from Earth.

Devinihm's Wrath of the Destroyer: Savage Rend: 1d20+7=15 Reflex, miss.

Note that the Horned Demon only has 7hp left, so next person to hit it probably kills it.

How much damage can Devinihm's Giant Toad take?


[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. Aid another checks may be made, but only if the aiding PC is within range of the portal they are aiding against.[/sblock]

[sblock=Enemy Actions]Horned Demon 2: Dangerous Foe(when attacked by Earth): Spined Fist(+2 attack/damage Demon Fury): 20 AC vs Earth, miss, 5 ongoing damage(save ends) and the Horned Demon takes 5 damage. Stand. Tearing Swipe(close burst 1, +2 attack/damage Demon Fury): 16 Fort vs Raijin, hit, 18 Fort vs Earth, miss, 14 Fort vs Devinihm, miss, 22 fort vs Giant Toad. Raijin and the Toad take 12 damage and 5 ongoing damage(save ends). <Triggers Devinihm's Wrath of the Destroyer>

Spinetail Demonling 4: Unbalancing Flyby: Move to G17(1 square up), Spinetail: 18 AC vs Mab, miss. Shift to H18(2 squares up).

Hunter Demonling 12: Elemental Reflection(when takes thunder damage from Earth): Earth takes 5 thunder damage.
Hunter Demonling 13: Move to E12, Claws(+2 CA, +1d6+2 damage Demon Fury): 20 AC vs Devinihm, hit, 13 damage reduced to 9.
Hunter Demonling 14: Elemental Reflection(when takes lightning damage from Earth): Earth takes 5 lightning damage.
Hunter Demonling 16: Unnatural Leap: Jump to H15. Unnatural Leap: Jump to E13, make MBA, Claws(+1d6+3 damage Demon Fury): 19 AC vs Devinihm, hit, 12 damage reduced to 8.

Small Rift 4: Hunter Demonling 17 appears adjacent.[/sblock]

[sblock=Combatants]Earth: C13, 39 damage taken, 5 ongoing damage(save ends), Form of the Mountain's Thunder, regen 5 bloodied
Xander: B12, 1 THP
Mab: F16, 5 THP, Stealth 22
*Hand of Salzacas: D17
*Tristram: P23, Stealth 27
Devinihm: D13, 21 damage taken, bloodied, DR4
*Giant Toad: D16, 12 damage taken, 5 ongoing damage(save ends)
Illarion: D12, 3 THP, 3 damage taken, +1 AC, +2 defenses
Raijin: B13, 16 damage taken, 5 ongoing damage(save ends)

Horned Demon 2: C14-C15, 153 damage taken, bloodied, marked(Earth), slowed, 10 thunder resist
Horned Demon: 160 Max HP, 17 AC, 18 Fort, 16 Ref, 17 Will, Resist 10 Thunder. 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 and +1d6 if two-or-more demons are adjacent to the target and the Horned Demon gains +2 to attack and damage. Dangerous Foe(Immediate Reaction, when hit by a melee or close attack): The Horned Demon makes an MBA against the target.
Horned Demons destroyed: 1

Spinetail Demonling 4: G18(2 squares up)
Spinetail Demonling: Minion, 17 AC, ?? Fort, 17 Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: Spinetail: +8 vs AC, 3 ongoing poison damage(save ends), if the target already has ongoing poison damage, it increases by 2.
Spinetail Demonlings destroyed: 3

Hunter Demonling 13: E12
Hunter Demonling 16: E13
Hunter Demonling 16: N21
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: 14

Large Rifts closed: 1

Small Rift 3: O22
Small Rift 4: M1
Small Rifts closed: 2[/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. It provides cover.

The cliffs (A1-E8) require DC 18 Athletics(Climb) checks to ascend. They keep rising above the map.[/sblock]
 

Attachments

  • Demon Rifts Round 10.jpg
    Demon Rifts Round 10.jpg
    365.2 KB · Views: 45

Voda Vosa

First Post
Thw earthen warforged takes a step on the side, and hits the ground with his hammer, creating a burst of stone spikes, killing both the horned demon and the demonling.
Emerging victorious, he says "Abominations of nature, that's your destiny, to lie dead at Earth's feet."

Shift to D 14, Roots of stone, hit both in a burst 1, kill both.
 
Last edited:

johnmeier1

Explorer
Alright, the other portals now. Raijin straightens up, the thunder and lightning around him fading. He throws the last bit at a demonling before rushing off.

OOC: Take 5 ongoing damage
Standard: Stormwalk on Demonling in E12, shift to C13
Move: Walk to G9
Save


[sblock=ministats]
Status: +1 AC until the end of the encounter
Passive Perception 12, Passive Insight 18
AC 16, Fort 18, Reflex 13, Will 19
HP: 21/42, 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

[/sblock]
 

jkason

First Post
Devinihm, wilden druid

OOC: It's my understanding that summoned creatures have HP equal to the summoner's bloodied value. That should be 20, so the toad's nearly dead, but not quite yet. When / if it takes its last 3 points of damage, Devinihm loses another surge


The decimated swarm contracts in on itself, feeding off its dead members to bolster its remaining strength.

"Protect Auntiemab," sounds the buzzing command from the swarm, and against what one might expect to be the natural order of things, the giant toad obeys the insects, hopping south, leaving a pool of blood from its massive wounds as it moves. Positioned nearly below the spinetail, the creature's tongue lashes out, but the spinetail proves too spry for the badly wounded toad.

[sblock=Actions]Standard: Devinihm Second Wind. Spend a surge, heal 10hp, +2 all defenses

Move: Toad to g17

Action Point: Standard: Toad attack Spinetail, miss:

Giant Toad attack vs. Spinetail Reflex (1d20+7=14, 1d8+8=10)

Save vs. ongoing damage for Toad, success:

Save vs. ongoing (1d20=17)[/sblock]


[sblock=resources used]Encounter: Flowing Swarm, Call Forth the Spirit Pack, Wrath of the Destroyer, Action Point, Second Wind
Daily: Summon Giant Toad
Healing Surges remaining: 10/11 [/sblock]
 

pacdidj

First Post
Not sure exactly how to help his mistress dispel the small portal, Tristram sits pondering the situation for a moment, staring into the rift with trepidation.

Meanwhile, Auntie Mab jeers at the spinetail. "No time to play now dearie, toodaloo! Have fun with the frog!," she calls out before careening around the rock pile and diving into hiding beneath a tree, only to realize that its branches provide somewhat sparse cover.

[sblock=Auntie Mab actions and stats]Minor = Sustain Hand of Salzacas

Standard = Arcana vs. Small Portal (1d20+8+1=11)

Move = Run around the boulders to F10 and hide Stealth (1d20+17+1-5=18), Tristram and Hand remain in place

[sblock=statblock]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: Stealth 22
Passive Perception: 18, Passive Insight: 18, Init: +6
AC: 20, Fort: 16, Reflex: 20, Will: 17
Speed: 6
HP: 41/41, Bloodied: 20, Surge Value: 10, Surges left: 8/8
Action Points: 0, Second Wind: not used, Milestones:
:bmelee:Basic Atk: Dagger +6 vs AC, 1d4 dmg
:branged:Ranged Basic Atk: Throw Dagger +11 vs AC, 1d4+5 dmg, Range 5/10
Powers-
Preparatory Shot, Gloaming Cut, Sly Flourish, Fast Hands
Eyebite, Shadow Strike, Fleeting Spirit Strike
Twilight Menace
Prison of Salzacas, Cloak of Resistance
Combat notes:

Tristram - Rat Familiar
HP: 1/1; AC: 20, Fort: 16, Ref: 20, Will: 17
Skills: +17 Thievery, +21 Stealth
Status: Active Mode[/sblock][/sblock]
 


Neurotic

I plan on living forever. Or die trying.
Illarion moves away now that demonlings are killed and big portal shut, Illarion turns and shoots the big demon in the head almost point-blank dropping it.. He heads toward portal on the other side of Mab.

"I'll get that one. Raijin, will you help? Earth, go protect Auntie with the frog, druid, would you come with us?"

[sblock=Actions]
Standard: Chaos bolt vs HD Will; psychic damage (1d20+7=18, 1d10+10+3=21) - no secondary; Illarion gets +1 AC
Move: I7
[/sblock]
 

DMDanW

First Post
OOC: Sorry I have not been around lately - RL has been beating me into a pulp lately.....

Since it looks like this fight is almost over I am just going to let Iron Sky NPC Xander until it is over, since I have not idea what resources he has left and have only a slight grasp on the current battle.

Hopefully I am able to keep up from here on in......
 

Iron Sky

Procedurally Generated
The Hunted: Demons Rifts, Round 11

Xander wipes out the last demon, though the portals yet remain.

---

Though all the demons are dead, two more demonlings appear near one of the portals.

[sblock=Xander's turn]Move: Move to C13.
Standard: Sacred Flame: 1d20+7=22 Reflex vs Spinetail Demonling, hit, Earth gets 3 THP.[/sblock]

GM: Earth's start of turn save: 1d20+2=7, fail. End of turn save: 1d20+2=18, saved.

No worries DMDanW, RL > RP.

[MENTION=73730]johnmeier1[/MENTION], in the future could you list the type of damage Raijin is dealing with his attacks? Saves me a couple minutes looking it up.


[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. Aid another checks may be made, but only if the aiding PC is within range of the portal they are aiding against.[/sblock]

[sblock=Enemy Actions]Small Rift 4: Hunter Demonlings 18 and 19 appear adjacent.[/sblock]

[sblock=Combatants]Earth: D14, 3 THP, 44 damage taken, Form of the Mountain's Thunder, regen 5 bloodied
Xander: C13, 1 THP
Mab: F10, 5 THP, -5 attacks, grants CA, Stealth 18
*Hand of Salzacas: D17
*Tristram: P23, Stealth 27
Devinihm: D13, 11 damage taken, +2 defenses, DR4
*Giant Toad: D16, 17 damage taken
Illarion: D12, 3 THP, 3 damage taken, +1 AC, +2 defenses
Raijin: G9, 21 damage taken, bloodied

Horned Demons destroyed: 2

Spinetail Demonlings destroyed: 4

Hunter Demonling 18: N21
Hunter Demonling 19: N22
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: 17

Large Rifts closed: 1

Small Rift 3: O22
Small Rift 4: M1
Small Rifts closed: 2[/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. It provides cover.

The cliffs (A1-E8) require DC 18 Athletics(Climb) checks to ascend. They keep rising above the map.[/sblock]
 

Attachments

  • Demon Rifts Round 11.jpg
    Demon Rifts Round 11.jpg
    365.6 KB · Views: 51

Voda Vosa

First Post
Earth says "Close the portals while I get rid of these pests." and carefully manoeuvre among the rocky areas, so to pass between them. The gets adjacent to the demonlings and fixes them with his stone glare.


Doouble move to get near both demonlings and mark them
 

johnmeier1

Explorer
Raijin sprints over to the far portal and concentrates. The small opening in spacetime shimmers and closes. He puts away one of his staves and leans on the other, catching his breath.

OOC: Move: Run to L2
Standard: Arcana to close
Minor: Stow Challenge Seeking Staff
 

Neurotic

I plan on living forever. Or die trying.
[MENTION=60965]Iron Sky[/MENTION], you didn't move Illarion. Which is in this case good, since I would like to change the direction of his move since Auntie Mab went opposite from where she was hiding.

Could you put me as far down behind Earth as Illarion can go with single move, please. If that is no acceptable, just put him in I 7 as post says. Thanks
 

Level Up: Advanced 5th Edition Starter Box

An Advertisement

Advertisement4

Top