The Final Chamber, Round 5
Earth watches the silver demon die at his feet impassively, then turns to the nearest Voidwalker, striding up to it, binding it to him with nature magics, then slamming his hammer into the frame around it, denting it.
[sblock=Earth's actions]
Move: Move to J6.
Standard:
Strength of Stone(+2 prone): 1d20+12+2=33 AC, hit, 15 damage and Earth gains 6 THP
Minor: -
Free: Mark Voidwalker.[/sblock]
As the Silver Demon dies, it lashes out one final time at Earth, then falls to the ground and lies still.
The Voidwalker makes a violent gesture and, though it is not visible, the group can almost sense the Silver Demon's sould being torn from its body to fuel the unholy contraption the Voidwalker stands in. As the identical Voidwalkers around the room right themselves, they summon up a nimbus of Abyssal energy from the void in the center of the room, unleashing it in a wall of purple-black flame that sears everyone except, paradoxically and chaotically, Raijin who is standing right next to one of the Voidwalker's aspects.
As before, the force of the abyssal storm it unleashes leaves smaller vortexes of tainted elemental energy swirling, one of which the Voidwalker uses to pull another Demonling from the void.
Meanwhile, the other demonling, still scuttling away with its hated relic, vanishes from sight of the room...
GM: | @Neurotic , assassin shrouds are expended when the first time you invoke them. So, the first time you decide to invoke them (which must be done before you roll since they are still expended on a miss) they are gone until the next encounter. If you are an assassin, you can just add more, but with MC Assassin you just get the 2/enc.
Illarion already fed his healing potion to Mab. Did he have another one? Also, he was only down 5hp when you wanted to use it, so it would probably be a good idea to hold onto it if you have another one.
Think of the Voidwalker as a large creature who just doesn't occupy 4 connected squares. If you apply a status effect to one part of it, it affects all of it (so all of them went prone when Raijin tried to teleport one of them off the landing). If a power can target one square of Voidwalker it has the same effect as targeting multiple... at least for now. 
Note on the Stormrifts that if they do all damage types, they deal an extra 1d8 damage. I forgot to add that part when the Voidwalker used the power the first time.
Edit: just realized I forgot to post the narrative of what happened. Fixed. | |
[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 while the relics seem to be keeping the void from opening more. You can disable a sphere 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:
Furious Retaliation(when reduced to 0 hp):
Rending Claws: Nat1 vs Earth.
Voidwalker Demon:
Soul Harvest(when Silver Demon killed): Gain phasing and insubstantial; strong soul bonus - regain an encounter power.
Variable Resistance(when hit by Illarion): Gain resist 10 cold until the end of the encounter. Stand.
Abyssal Storm(close burst 10): 13 Will vs Raijin, miss, 22 Will vs vs Mab, hit, 23 Will vs Earth, hit, 23 Will vs Devinihm, hit, 20 Will vs Illarion, hit. Everyone but Raijin takes 13 Thunder damage(Mab's reduced to 8). Creates 6 Abyssal Storm Rifts.
Stormrift: One Storm Rift disappears and Demonling 9 appears from it.
Hunter Demonling 7: Double run out of fight.[/sblock]
[sblock=Combatants]
Earth:
J6,
37 damage taken
Mab:
J3,
39 damage taken,
bloodied DR5,
1 death save failed
Raijin:
L3(on landing 6 squares up),
17 damage taken,
bloodied
Illarion:
E9,
18 damage taken
Devinihm:
G12,
34 damage taken,
bloodied
Silver Demons destroyed:
1
Voidwalker Demon:
L4(on landing 6 squares up) or S17(on stairs 3 squares up) or K5,
44 damage taken,
phasing,
insubstantial,
slowed,
resist 10 cold
Silver Demon, ?? Max HP, 18 AC, 16 Fort, 18 Ref, 19 Will
Hunter Demonling 9:
F5
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:
7
Hunter Demonlings escaped:
1
Abyssal Storm Rifts:
T6,
S16,
P5,
K17,
M4,
C16
Abyssal Storms Rifts - any creature moving adjacent to or starting its turn in or adjacent to a Rift takes 1d8 damage(roll d6 for damage type, 1: Acid, 2: Cold, 3: Fire, 4: Lightning, 5: Thunder, 6: All and the rift does +1d8 damage.)[/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 of the stairs is 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]