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

jkason

First Post
Devinihm, wilden druid

Devinihm's form trembles as he sees the demonlings looking to escape with the artifacts. "The bowl brought the hunters. Taking more could bring a stampede. They must not leave," he says as he bursts apart into a locust swarm, thousands of tiny mouths cleaning the flesh from the closest two demonlings.

[sblock=actions]Free:
Minor: Wildshape to swarm, DR 4, melee damage to Devinihm grants him CA 1/round
Move: to F13
Standard: Swarming Locusts vs. Demonlings 4 & 5 Reflex

Close blast 3 Beast Form, Implement, Primal, Zone
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Weapon: Magic Staff +2: +7 attack, 1d8+6 damage
Effect: The blast creates a zone of swarming locusts that lasts until the end of your next turn. While within the zone, enemies grant combat advantage.

Reflex Attack Demonling 4; Reflex Attack Demonling 5 (1d20+7=22, 1d20+7=17)[/sblock]

[sblock=resources used]Daily: Summon Giant Toad
Healing surges remaining: 6/11
Action Points remaining: 1/1[/sblock]
 

log in or register to remove this ad

pacdidj

First Post
OOC: [MENTION=60965]Iron Sky[/MENTION] - Curious about lighting and concealment possibilities. Are the areas outside the glow of the red spheres low-light/darkness? Do they afford partial concealment? Would being on the opposite side of the void from an enemy provide cover?

Also, is the thing at G5 that the red sphere is anchored to at ground level as well? Is G5 impassible terrain, or is it possible to move through that square?
 


Iron Sky

Procedurally Generated
@Iron Sky - Curious about lighting and concealment possibilities. Are the areas outside the glow of the red spheres low-light/darkness? Do they afford partial concealment? Would being on the opposite side of the void from an enemy provide cover?

Also, is the thing at G5 that the red sphere is anchored to at ground level as well? Is G5 impassible terrain, or is it possible to move through that square?

GM: Hm, good questions. I forgot about lighting when I was posting. I'll update it above, but here's lighting and other terrain things:

*The red orbs and the rift provide dim 5 light. All the demons have darkvision however, so it will affect PCs without low-light only(unless someone creates some light).

*Within 2 squares of the void all light is reduced to dim, even if it would otherwise be bright.

*All the red spheres are 1 square above the elevation they are at(you can pass under them and still reach them).

*I put Earth in the wrong spot, he should be in E11 since the square he is at is obstructed by the arches.

*D6, D10, D11, and D14 are the bases of the arches and are treated as walls.

Lastly, [MENTION=2710]jkason[/MENTION], only Mab beat the demon's 21 initiative, so she's the only one who gets to act right now. If you want, you can use your same turn actions (modified to circumstances after the demons go) when it is your turn.
 

jkason

First Post
GM: Lastly, [MENTION=2710]jkason[/MENTION], only Mab beat the demon's 21 initiative, so she's the only one who gets to act right now. If you want, you can use your same turn actions (modified to circumstances after the demons go) when it is your turn.

OOC: Sorry 'bout that. I didn't notice that Mab had rolled over 21, so with demons teleporting and running about, I think I assumed that was their actions. Sorry about that. Chances are, yes, that Devinihm will just do the same once it's actually his turn: wild shape and try to catch as many demonlings in the attack.
 

pacdidj

First Post
"Got to do something about those spheres dearies, and the treasure those fiends have. It's... important to all of this," Auntie Mab says hastily, and somewhat lamely, waving her hand in the direction of the void. No time to puzzle over it, she adds, "Well, you figure it out dearies. I'm going to put a stop to this."

"You lot!," the old woman yells at the massed demons, startling them momentarily with her brash sternness. "You've killed nice people, started fires, and wrecked a perfectly good ship. Now you've got Auntie to answer to! Keeeeeeeeyah!"

Mab dashes forward swinging her blade wildly, and manages to cut down one of the demonlings, much to her own surprise. Keeping her momentum going, she then takes a swipe at the silver demon as she seeks cover from the spells she's sure the voidwalker is about to sling.

"Luran protect me!," she pants, terrified at her proximity to the Abyssal beasts.

[sblock=Actions/Stat block]Minor=Arcana (1d20+8+1=21)

Move= to G6

Standard= :melee:Gloaming Cut vs. Demonling 1 = hit, shifting to H5

Free= Action Point

Standard= :ranged:Fleeting Spirit Strike vs. Silver Demon = 18 vs. AC, shifting to K4 before the attack. Most likely a miss, but if it hits, it deals 17 damage, and Mab shifts to N5, and hides from the Voidwalker (since she has cover due to his lack of line of sight) with Stealth (1d20+17+1=38)

Dang! Could have used that on the attack roll. :rant:

End=

[sblock=stat block]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: none
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 (Daggers: 5/5)
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: Passive Mode[/sblock][/sblock]

OOC: Someone else'll have to make a higher Arcana roll to start shutting down the ritual. Also, a torch would definitely come in handy right about now.
 

Iron Sky

Procedurally Generated
The Final Chamber, Round 1

When Mab slays the first demonling, the Voidwalker's contraption glows, the skeletal mouth on the front letting forth a wail as it visibly swollows the demonling's shrieking soul. As it does so, the Voidwalker shimmers and seems to phase half-way out of reality.

The Silver Demon fixes its burning glare on Mab, a weave of silver sigils summoned from abyssal magics at its very glance. It approaches, the sharp edges of its presence slicing the very fabric of reality as it tears into the old woman again and again. It attacks in silence and, as the woman falls, it leaps with almost supernatural agility in an instant to assail Earth, its claws raking across his shield.

Further back in the chamber, the Voidwalker demon's unnatural, malevolent allure focuses on Illarion and suddenly the changling's body contorts to a demonic shape, his eyes glowing red as he turns towards the rest of the group...

As he does so, the Voidwalker blurs and a tear forms in the fabric of reality between the platform it is on and the next one down. When the tear heals, there are two Voidwalkers, at least until the metal contraptions in which they stand lift and float into the solid rock of the walls.

The Demonlings try to make a run for it with their relics, even though the objects seem to assume an unnatural weight, slowing the demonlings even as the wardings on them burn the lesser demon's hands. A few of them lash out at whomever gets in their way while the others try to slip past.

[sblock=Neurotic]On your turn, since you are dominated you get 1 standard action and can only use at-will powers. The Voidwalker commands you to do as much damage to your companions as possible. I'll leave that attack up to you.[/sblock]

[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: Rending Curse: Mab takes ongoing 5 damage(save ends) if she is hit by and attack from the Silver Demon. Move to I6. Rending Claws: 10 AC vs Mab, miss, 21 AC vs Mab, hit, 21 damage and ongoing 5 damage(save ends). AP: Rending Claws: 24 AC vs Mab, hit, 14 damage, 24 AC vs Mab, hit, 17 damage, Rending Leap(when Mab reduced to 0 hp), jump to F9-G10, 13 AC vs Earth, miss.

Voidwalker: Soul Harvest(when Demonling 1 kill): The Voidwalker becomes insubstantial and phasing. Void Thrall(-2 cover): 23 Will vs Illarion, hit, Illarion is dominated(save ends). Fracture: The Voidwalker splits and becomes two Voidwalkers. Move into the wall.

Hunter Demonling 2: Move, charge to D8, Claws(+1 charge): 22 AC vs Illarion, hit, 5 damage
Hunter Demonling 3: Double move to E9.
Hunter Demonling 4: Move, charge to D13, Claws(+1 charge): 15 AC vs Devinihm, miss.
Hunter Demonling 5: Move, charge to D16, Claws(+1 charge): 22 AC vs Raijin, hit, triggers Dragonflame Mantle, killing it, triggering Elemental Reflection, dealing 5 fire damage to Raijin.[/sblock]

[sblock=Combatants]Earth: E11, vulnerable 5(Silver Skein Aura)
Mab: H5, 52 damage taken, bloodied, dying, ongoing 5 damage(save ends), unconscious, Rending Curse, prone
Raijin: C15, 7 damage taken
Illarion: C7, dominated(save ends)
Devinihm: C13

Silver Demon: J6-K7
Silver Demon, ?? Max HP, 19 AC, ?? Fort, ?? Ref, ?? Will, Resist ??, Vulnerable ??. 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: ??, insubstantial, phasing
Silver Demon, ?? Max HP, ?? AC, ?? Fort, ?? Ref, ?? Will, Resist ??, Vulnerable ??.

Hunter Demonling 2: H8, slowed
Hunter Demonling 3: E9, slowed
Hunter Demonling 4: D13, slowed
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: 2[/sblock]

[sblock=Terrain, Lighting, and Features - UPDATED]*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]
 

Attachments

  • Final Round 1.jpg
    Final Round 1.jpg
    194.2 KB · Views: 42
Last edited:

Voda Vosa

First Post
Earth is rolling :)):):):) I'm high)...


Ok, so Earth is attacking the demon with earthgrasp, so he's nocked prone, and if he stands up before Earth's next turn, he gets 14 more damage.
 

Neurotic

I plan on living forever. Or die trying.
Demonling Illarion points his staff toward broad back of his elemental ally, but change is natural to Illarion and he refuses such obvious command to harm an ally. He had enough of those while slaving in The Brotherhood. His anger wells up, meshing and reinforcing the arcane power in the air with his own. Multihued sphere explodes around him pushing everything and everyone away from him.

[sblock=Actions]
Standard: 1d20+7=8, 1d10+10=16 - even roll, +1 AC; everyone within 5 is pushed 1 square (no save, no choice, unless you're dwarf) - INCLUDING THOSE HE CANNOT SEE, hopefuly, voidwalker will manifest back in the wall :devil:

Save: Save vs. Dominate (1d20=5) - no good - we need a priest!


Push:
Mab to I6
Big Demon F9 -> G10 (upper left corner)
Demonling E9 -> E10
Demonling D8 -> E9
Earth to F12
Devinihm to D14
Raijin to D16

Demonling D13 -> E14
[/sblock]
 
Last edited:

jkason

First Post
Devinihm, wilden druid

Instead of pushing Devinihm, Illarion's explosion instead seems to scatter his form into its swarm mode. Spinning and buzzing, the locusts and wasps that make up Devinihm surge forward, devouring the flesh of two of the demonlings and biting and stinging at the silver demon.

[sblock=modified actions]Minor: wildshape, shift back to C13
Move: to E11
Standard: Swarming locusts, now against Demonlings 3 and 4, and now also including the Silver Demon.

Re-using the previous roll since you'd said that was okay?

Reflex Attack Demonling 4; Reflex Attack Demonling 5 (1d20+7=22, 1d20+7=17)

And then adding silver demon attack roll and damage since he's not a minion:

Swarming Locusts vs. Silver Demon reflex;damage (1d20+7=26, 1d8+8=10)[/sblock]
 

johnmeier1

Explorer
Raijin moves along the wall, his new staff outstretched. Lightning begins to course over his body as his eyes glow. He points his staff at the large demon and opens his mouth. Die foul creature! The electricity flows from his maw along the channel right into the creature with sparks still coursing over Raijin and others leaping over to blast the remaining demonling.

The lightning is immediately followed naturally by a clap of thunder from his mouth.

OOC: Can't figure out where demonling 4 in D13 is now, still there? Guessing Devinihm actually killed 2&3 right? Raijin is not within 5 so he was not pushed.
Move: Walk to F14
Minor: Promise of Storm with Elemental Echo (gain 1d8+2 damage and +1 hit TENT
Standard: Lightening Breath on Silver Demon (lightning damage)
Free: Staff of Storms does 1d8 in blast 3 to demonling 4
AP: Thundering Roar on Silver Demon (thunder damage)

DM: Do we already have those healing potions?


[sblock=ministats]
Status: +1 to hit, +1d8+2 damage and whenever an enemy hits you with a melee attack, you push that enemy 2 squares and the enemy take 5 lightning damage TENT
Passive Perception 12, Passive Insight 18
AC 16, Fort 18, Reflex 13, Will 19
HP: 35/42, Bloodied 21, Surge Value 10, Surges 5/6
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, Staff of Storms, Slaad's Gambit, Brooch of Shielding

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

[/sblock]
 

pacdidj

First Post
Amazingly, Auntie Mab manages to avoid the brunt of the large demon's blows, ducking and dodging most of their force. The last swipe strikes true though, knocking the old woman to the ground, ruining her favorite hat, and leaving her with a gushing head wound.

She almost slips away, but a voice (perhaps not her own?) cries out in her head. No Mabbeth! Not yet... What about Yenros?

The mention of her ailing nephew brings Mab's consciousness back into sharp focus. But, she doesn't dare move a muscle just yet, for fear of the demons noticing her narrow escape from death.

[sblock=Auntie Mab actions and stats]Start= Take 5 ongoing damage

End= Save vs. ongoing = success; Save vs. death = natural 20!


[sblock=stat block]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: bloodied, prone
Passive Perception: 18, Passive Insight: 18, Init: +6
AC: 20, Fort: 16, Reflex: 20, Will: 17
Speed: 6
HP: 10/41, Bloodied: 20, Surge Value: 10, Surges left: 7/8
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: Passive Mode[/sblock][/sblock]

OOC: [MENTION=60965]Iron Sky[/MENTION] - Mab should still be at K4. The pre-attack shift granted by Fleeting Spirit Strike happens regardless of a hit or miss.
 
Last edited:

Iron Sky

Procedurally Generated
GM: We'll say the demonling was pushed so it wasn't adjacent to Raijin (down to E14).

You have the healing potions now, yes. I'll update tonight.
 

Iron Sky

Procedurally Generated
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. :-S


[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]
 

Attachments

  • Final Round 2.jpg
    Final Round 2.jpg
    195.3 KB · Views: 47

jkason

First Post
Devinihm, wilden druid

Devinihm's swarm spins and whirls as members of it burn, then it swings wide, trying to pin the silver demon between itself and Earth. The creature manages to swat some of the swarm away, but the masses of insects renew their attack, chewing away more of the demon's hide.

[sblock=actions]Free:
Minor:
Move: Does the dominator Illarion get Opportunity attacks? Actually, I'll go ahead and risk that rather than the assured damage from the rift. So, taking this path: C8, D7, E7, F7, G7, H8

Standard: Savage Rend vs. Silver Demon Reflex

(At-Will Standard &#10022 Beast Form, Implement, Primal)
Target: One Creature
Attack: Wisdom vs. Reflex
Weapon: Magic Staff +2: +7 attack, 1d8+6 damage
Hit: 1d8 + Wisdom modifier (+4) damage, and you slide the target one square.
Special: This power can be used as a melee basic attack

Claw GLoves: : When Devinihm is in beast form and an enemy grants combat advantage to him, his melee attacks deal 1d10 extra damage against that enemy.

Forgot to add the CA bonus, but it's still a miss:

Savage Rend attack; Damage w/ vs. demon bonus; claw gloves (1d20+7=11, 1d8+8=13, 1d10=7)

Action Point: Savage Rend again. Huzzah, a hit. I'll forego the slide.

Action point savage rend;damage;claw gloves (1d20+9=23, 1d8+8=16, 1d10=10)[/sblock]

[sblock=resources used]Action point, Summon Giant Toad[/sblock]
 

johnmeier1

Explorer
Raijin's brooch shimmers, shielding him somewhat from the fire. The energies around Raijin destroy the demonling that attacked him.

OOC: Raijin uses brooch to resist 10 fire. Lightening breath kills demonling after attack (he attacked me not Devinihm right?)
Minor: Arcana check
 

pacdidj

First Post
Auntie Mab tries to brace herself against the storm's impact, but the flash of the abyssal lightning steals the air from her lungs, knocking the elderly woman fully unconscious. As Mab lies crumpled on the floor, her cloak smoldering, Tristram scampers out of her pocket to try to revive her, prodding her face and voicing a concerned *Squeak!* But without his mistress' guidance his efforts prove fruitless.

[sblock=Auntie Mab actions and stats]End= Save vs. death = success

[sblock=stat block]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: bloodied, prone, dying: 0 failed death saves
Passive Perception: 18, Passive Insight: 18, Init: +6
AC: 20, Fort: 16, Reflex: 20, Will: 17
Speed: 6
HP: -9/41, Bloodied: 20, Surge Value: 10, Surges left: 7/8
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: Passive Mode[/sblock][/sblock]

OOC: So, here's a rules question: I'm thinking that if I had switched Tristram to active mode before Mab was knocked out (and if the storm hadn't destroyed Tristram) he could have fed Mab a healing potion to revive her. Rats can manipulate 2 pound objects, and the familiar rules don't say anything about familiars switching modes or disappearing when their owners go unconscious. Does this sound right?

Only problem is, switching modes is a minor action, which isn't an option now since Mab is already knocked out. :-S But, it's a good lesson for future combats: Always switch Tristram to active and carry a healing potion.
 

johnmeier1

Explorer
The small vortex energies near Raijin contain lightning and thunder which don't seem to hinder the sorcerer. He reaches out the staff towards the far incorporeal creature and out leaps thunderous energy. He uses the force of the energies to propel him towards Mab and the abyssal creature. Mab, I am coming. The rest of you pick up those objects if you have a free hand. rumbles his voice as the energies around him fade.


OOC: Take only 1 from vortex

Standard: Stormwalk on Voidwalker Demon and shift to G13
Total with critical is 32 damage (half would be 16)

Move: Walk to I7




[sblock=ministats]
Status: bloodied, +2 to AC for encounter
Passive Perception 12, Passive Insight 18
AC 16, Fort 18, Reflex 13, Will 19
HP: 20/42, Bloodied 21, Surge Value 10, Surges 5/6
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, Staff of Storms, Slaad's Gambit, Brooch of Shielding

Triggers: Attacked by enemy from within 5 while bloodied (Slaad's Gambit - Interrupt)
[/sblock]
 
Last edited:

Iron Sky

Procedurally Generated
OOC: So, here's a rules question: ...
OOC:

GM: So, I could see this being pretty powerful from a powergaming perspective. I guess the downside would be that if Tristram had been active, he would have been targeted by the Abyssal Storm. I'll allow it since your healer vanished into the ether so you have an option this turn:

You can say Tristram was active and roll 1d20+9 vs his Will, a hit doing 19 Fire damage and have him feed Tristram a potion or say he's still inactive.


Take only 1 from vortex

GM: Where do you get the "take only 1 from vortex?". I don't see a damage roll anywhere.

Oh, and yes, that demonling attacked Raijin, not Devinihm.
 

Neurotic

I plan on living forever. Or die trying.
Illarion blindly fires at Earth again. Seeing a friend hit triggers that well of anger again and Illarion shakes his head, returning to his elven form. He bounces the bolt off Earth into the great demon, but the change was too sudden and it splashes harmlessly into the floor.

Seeing Mab down he hurries to her drawing a healing potion on the go. Coming upon the voidwalker, he motions toward the shadowy aura and small part of shadow turns toward the void.


[sblock=Actions]
Standard: Chaos bolt vs Earth Will = 21; 14 psychic damage - Illarion gets a saving throw (15) ending the domination
Chaos bolt secondary vs prone demon= 15 (probably miss) - 13 damage if not

Move: I6
Minor: Retrieve Potion
[/sblock]

[sblock=Illarion Meriele]
NOTE: +1 AC TENT
SPECIAL: resist 5 psychic; if 1st attack in the round is even gain +1 AC; odd - make a saving throw
On nat 20: slide the target 1 square and knock it prone
On nat 1 MUST push all within 5 squares 1 square


AC: 14 Fort: 12 Reflex: 14 Will: 19
HP: 34/34 Surges: 4/7 Surge Value: 8

FEATS
Level 1: Shadow Initiate
Level 2: Grasping Magpies

POWERS

Chaos Bolt
Blazing Starfall
Assassin's Shroud
Changeling Disguise



Changeling Trick
Mists of Disarray
Ice Dragon Teeth


Grounding Rebuke
Good Timing

[/sblock]
 
Last edited:

Epic Threats

An Advertisement

Advertisement4

Top