The Final Chamber, Round 2
The Silver Demon, pinned by Earth, snarls and claws at the massive elemental pinning it to the ground with little effect.
The Voidwalkers, meanwhile, emerge from the walls, the frames of the contraptions containing them suddenly crackling with purple lightning before a massive abyssal storm erupting and filling most of the room. It swirls around the silver demon without effect, but burns Mab, Devinihm, and Raijin with abyssal fire, leaving a scattering of shimmering rifts in its wake.
With another gesture, the voidwalkers summon a Demonling from one of the rifts before it closes behind it.
GM: | Neurotic: Natural 1 is odd, so you get a saving throw. I'll call that one you rolled that save, here's your end of turn save: 1d20=4, meh.
Moved Devinihm to C9 since he wasn't pushed by Illarion.
In a final note, your characters don't seem to have the best luck in my games pac. | |
[sblock=Arcana 19, Minor Action]The central rift seems to be closed for the moment. The red spheres sticking out of the walls have something to do with it and your pretty sure the objects the demonlings are trying to get away with have something to do with it too... [sblock=Arcana 24]The red spheres are definitely keeping the void intact. You can disable one 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]
[sblock=Enemy Actions]
Silver Demon:
Variable Resistance(when takes lightning damage from Raijin): Gain resist 10 lightning until the end of the encounter.
Variable Resistance(when takes thunder damage from Raijin): Gain resist 10 thunder until the end of the encounter.
Rending Curse: Earth takes ongoing 5 damage(save ends) if she is hit by and attack from the Silver Demon.
Rending Claws(-2 prone): 10 AC vs Earth, miss, 10 AC vs Earth, miss.
Voidwalker:
Soul Harvest(when Demonling 2 killed): The Voidwalker becomes insubstantial and phasing. Move out of the wall.
Abyssal Storm(close burst 10, -2 cover vs Illarion and Devinihm): 23 Will vs Mab, hit, 12 Will vs Illarion, miss, 24 Will vs Devinihm, hit, 11 Will vs Earth, miss, 23 Will vs Raijin, hit. Those hit take 19 Fire damage, Devinihm's reduced to 15. Creates 4 Abyssal Storms Rifts: any creature moving or starting its turn next to a Rift takes 1d8 damage(roll d6 for damage type, 1: Acid, 2: Cold, 3: Fire, 4: Lightning, 5: Thunder, 6: All).
Stormrift: Demonling 6 comes through one of the Abyssal Storm Rifts and it closes.
Hunter Demonling 5:
Elemental Reflection(when damaged by Raijin's Staff of Storms), dealing 5 thunder and lightning damage to Raijin reduced to 0.
Hunter Demonling 6: Run, charge to G14,
Claws(+1 charge, -5 run): 22 AC vs Devinihm, hit, 5 damage(though he'll probably interrupt).[/sblock]
[sblock=Combatants]
Earth:
E11,
vulnerable 5(Silver Skein Aura),
Rending Curse
Mab:
K4,
50 damage taken,
bloodied,
prone
Raijin:
F14,
31 damage taken,
bloodied
Illarion:
C7,
dominated(save ends)
Devinihm:
C9,
15 damage taken,
DR4
Silver Demon:
F9-G10,
60 damage taken,
can't stand up from prone,
marked(Earth),
14 damage if stands up from prone,
prone,
grants CA,
Resist 10 Thunder
Silver Demon, ?? Max HP, 19 AC, 18 Fort, 16 Ref, ?? Will.
MBA:
Rending Claws: +8 vs AC, 1d12+7 damage.
Silver Skein Aura: All creatures adjacent to the Demon gain vulnerable 5 to all damage.
Voidwalker Demon:
L4 or S17,
insubstantial,
phasing
Silver Demon, ?? Max HP, ?? AC, ?? Fort, ?? Ref, ?? Will, Resist ??, Vulnerable ??
Hunter Demonling 6:
D13,
-5 to attacks,
grants CA
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:
5
Abyssal Storm Rifts:
E9,
E13,
T6
Abyssal Storms Rifts - any creature moving or starting its turn next to a Rift takes 1d8 damage(roll d6 for damage type, 1: Acid, 2: Cold, 3: Fire, 4: Lightning, 5: Thunder, 6: All)[/sblock]
[sblock=Terrain, Lighting, and Features]*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 it 10' higher than the last (first one is 10', next is 20', last is 30'). The walls are smooth stone, DC 25 to climb.
*Within 2 squares of the void all light is reduced to dim, even if it would otherwise be bright.
*D6, D10, D11, and D14 are the bases of the arches and are treated as walls.
*The blue lights provide bright 5 light.
*The dark swirling void area is... icky. You're pretty sure you don't want to go in there.[/sblock]