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


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Neurotic

I plan on living forever. Or die trying.
GM: They are all treated as the same creature, just as though it were in multiple squares at once.

OOC: [MENTION=60965]Iron Sky[/MENTION], What if I fired Chaos bolt at one and it bounced. I can target one creature once with the power, but in this case, it could bounce to another body of the same creature? Or would it? Also, what if I got two of them in area burst, would that do double damage?

Also, that 2 hp just might be enough since Iron Sky said LESS THEN 20 not 20 :)
 
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pacdidj

First Post
OOC: Raijin did 2 extra damage to the Silver demon for his Gauntlets of Blood, but I think we are still 1 short

OOC: It should be dead. It had taken 129 damage, then Raijin dealt 14 and Mab dealt 17, for a total of 160, and the combatants section indicated 156 max HP. At least, that's how I read it.
 

Neurotic

I plan on living forever. Or die trying.
"Earth, Devilnhim, don't get little one get away!"

Illarion calls upon the powers from the void and great draconic head raises from the ground. It breathes out onto the voidwalker. Through the mist flicker small shadows entering the void around the demon sapping even more life out of it.

[sblock=Actions]
Standard: Ice Dragon Teeth vs Void Ref; cold damage; shrouds (1d20+7=11, 2d8+10+3=15, 2d6=5) - get saving throw (yay!)
Good timing re-roll (1d20+7=18) - on hit, target is slowed, on miss, only 1 damage from shrouds

Minor: drink healing potion
Move: to D9
[/sblock]
 

jkason

First Post
Devinihm, wilden druid

Devinihm downs his potion, and some of his wounds manage to knit closer together, though he's clearly not at full strength. But as Mab rises and shows the Silver Demon not to underestimate her, the wilden is emboldened. He moves toward the Voidwalkers, then hesitates as he hears Illarion's call. He looks at the foes in either direction, then smiles.

"The pack is swift and wide, and not confined to a single target," he says, holding aloft his staff. A whispy energy issues from either end, each sweeping across the room in opposite directions. They coalesce into ephemeral wolves, one near the closest voidwalker, one near the demonling. But however transparent they may seem, their bites are all too real. The demonling's throat is ripped from it quickly as the other ghostly wolf pounces on the voidwalker, forcing it to the ground, viciously rending its demonic flesh, as well.

[sblock=actions]Minor: Drink potion of healing, spend surge, gain 10 hp
Move: to I9
Standard: Call Forth the Spirit Pack
vs. Voidwalker K7 and Demonling Reflex

(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

Voidwalker attack; Demonling attack; damage (1d20+7=23, 1d20+7=17, 1d6+8=14)

I'm not sure if prone applies to all version of the Voidwalker now, or just the position Devinihm attacked?
[/sblock]

[sblock=resources used]Action Point, Wrath of the Destroyer, Summon Giant Toad, Call Forth the Spirit Pack
Healing surges remaining: 5/11[/sblock]
 

Iron Sky

Procedurally Generated
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. :angel:

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]
 

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Neurotic

I plan on living forever. Or die trying.
OOC: Upon re-reading, I see that Illarion's minor was used to pull Mab to safety, rather then taking the potion, therefore, Mab still has one potion and Illarion has none.


Illarion observes multiple portals and wonders about them opening next to the demon. Would he be hit by them or ignore them. Is it good idea to send the demon into the void or not. But chaos in his power decides for him as it flashes out of his control and mists of madness assault void walkers mind. Instead of hurtling into the void, it merely staggers a bit.

Having used his more powerful attacks, he shoots one his chaos bolts hoping to both weaken the greater demon faster and maybe destroy little one who can try to flee with the artifacts.

This time, his control proves enough and the bolt bounces back, killing the little demon before it oriented itself in this world.

Illarion then moves toward the arch, blocking the exit. For a moment, the arch seems empty with skinny sorcerer, but then, the robes fill and powerful form of Earth is standing there.

[sblock=Actions]
Standard: Mists of Disarray vs Void Will; psychic damage (1d20+7=25, 1d10+10+3=21) - hit, get saving throw

AP: Chaos bolt vs void Will; psychic damage (1d20+7=19, 1d10+10+3=14) -hit, get secondary attack

Chaos bolt vs secondary vs demonling Will; psychic damage (1d20+7=16, 1d6+5+3=12) - hit, no bounce


Summary: 21 / 2 = 10 + 14/ 2 = 7 = 17 psychic damage to void walker
demonling hit for 12 psychic

Move: B10 - to block the exit physically :)
Minor: Change shape into Earth (but still in robes and holding staff)
[/sblock]

[sblock=Illarion Meriele]
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: 18/34 Surges: 5/7 Surge Value: 8

FEATS
Level 1: Shadow Initiate
Level 2: Grasping Magpies

POWERS

Chaos Bolt
Blazing Starfall
Changeling Disguise



Changeling Trick
Assassin's Shroud
Mists of Disarray
Ice Dragon Teeth
Second Wind


Grounding Rebuke
Good Timing

[/sblock]
 

jkason

First Post
Devinihm, wilden druid

Devinihm fall apart once again, into a beetle swarm, their thick chitin glistening from the low red light. He seems to have taken Illarion's tactic, and moves closer to the small dimensional swarms, anticipating the demonlings the voidwalker might summon with them.

[sblock=actions]Minor: Wildshape to swarm, gain DR4, shift to H10
Move: to g14
Standard: Second Wind. Gain 10 hp and +2 defenses TENT.[/sblock]

[sblock=resources used]Action Point, Wrath of the Destroyer, Summon Giant Toad, Call Forth the Spirit Pack
Healing surges remaining: 4/11[/sblock]
 

johnmeier1

Explorer
Raijin stands next to the Voidbringer and the vortex. The fiery energy burns him, but he throws himself back from them with thunder as the energies continue on towards his foe. Then he looks to the red orb adjacent to him, seeking insight into its purpose.

OOC: Vortex attacks me for 3
Standard: Stormwalk against Voidbringer, shift to M2 before (16/2=8 damage)
Minor: Arcana check
Minor: Arcana check


[sblock=ministats]
Status: +2 to AC until end of encounter
Passive Perception 12, Passive Insight 18
AC 16, Fort 18, Reflex 13, Will 19
HP: 22/42, Bloodied 21, Surge Value 10, Surges 4/6
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

http://l4w.wikia.com/index.php?title=PC:Raijin_(johnmeier1)
[/sblock]
 
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pacdidj

First Post
Blinded momentarily by the Abyssal fires, Mab spends a moment regathering her faculties and putting out small flames clinging to her cloak, its strange fey glow now thoroughly extinguished. Then taking a deep breath, she surveys the situation trying to get a better grasp on what the demons are doing here.

A voice echoes in her mind once more. The spheres and the relics Mabbeth! Protect the relics, destroy the spheres!

Suddenly, it all makes sense to her. She cries out, "Yes, I see it now. The spheres dearies! They are keeping the void open. But, the treasures that the little beasts are trying to steal are keeping it from opening fully. We must protect the relics and destroy the spheres! Be careful though, tampering with such magic can be deadly if done wrong!"

[sblock=Auntie Mab actions and stats]Start=

Standard= Second Wind = 10 HP and +2 all defenses TENT

Minor= Arcana (1d20+8+1=19)

Minor= Arcana (1d20+8+1=29)

Free= Fast Hands = Retrieve Sunrod

End=

[sblock=stat block]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: bloodied, +2 all defenses
Passive Perception: 18, Passive Insight: 18, Init: +6
AC: 20, Fort: 16, Reflex: 20, Will: 17
Speed: 6
HP: 12/41, Bloodied: 20, Surge Value: 10, Surges left: 6/8
Action Points: 0, Second Wind: 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, Gambler's Suit

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

[sblock=Readied Immediate Interrupt]Trigger: The voidwalker hits Mab with an attack that would reduce her to 0 or fewer HP.

Action: Gambler's Suit - The triggering enemy rerolls the attack roll and must use the second result. If that result is a hit, the attack scores a critical hit.[/sblock]

OOC: Everyone should take a look at the Arcana spoiler block now, as Mab's just explained the whole situation. We need to protect those relics above all else. Killing the demonlings should probably be top priority.
 

Iron Sky

Procedurally Generated
GM: I'm pretty much gone this whole weekend(just have a moment to post here before bed). Probably won't have time to update until Monday afternoon/evening earliest.
 

Iron Sky

Procedurally Generated
The Final Chamber, Round 6

Earth slams his hammer into the Voidwalker's frame again, bending it nearly to the point of breaking.

[sblock=Earth's actions]Standard: Strength of Stone: 1d20+12=30 AC, hit, 1d10+6=16/2=8 damage and Earth gains 6 THP
Move: -
Minor: -
Free: Mark Voidwalker.[/sblock]

One of the Voidwalker(s?) are seared by the tears their storm left. One disappears into the wall, one moves next to Raijin, and both the ones left make a gesture and distort the reality around them, leaving shimmering rifts in Earth and Raijin's skin, clothing, and armor.

Meanwhile, whatever the demonling got away set out to do it seems to have accomplished; the void in the center becomes even darker and a demonling slips out another storm rift at a gesture from the Voidwalker.

GM: Got back early, so, TURN!


[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]Voidwalker Demon: Soul Harvest(when Demonling 9 killed): Gain phasing and insubstantial. Take 8/2=4 Acid, Cold, Fire, Lightning, and Thunder damage, 6/2=3 Acid damage from rifts.
Move to N2 and into a wall. Proximate Tear(close burst 1): 15 Reflex vs Raijin, hit, 16 Reflex vs Earth, hit, 12 damage and -2 defenses(save ends). Stormrift: One Storm Rift disappears and Demonling 10 appears from it.

Abyssal Void: Opens slightly. Demonling 11 appears.[/sblock]

[sblock=Combatants]Earth: J6, 43 damage taken, bloodied, -2 defenses(save ends)
Mab: J3, 29 damage taken, bloodied, +2 defenses, 1 death save failed
Raijin: L3(on landing 6 squares up), 20 damage taken, bloodied, -2 defenses(save ends)
Illarion: E9, 18 damage taken
Devinihm: G12, DR4, 24 damage taken, bloodied, +2 defenses

Silver Demons destroyed: 1

Voidwalker Demon: L4(on landing 6 squares up) or S17(on stairs 3 squares up) or K5, 84 damage taken, bloodied, phasing, insubstantial, resist 10 cold
Voidwalker Demon, 90 Max HP, 18 AC, 16 Fort, 18 Ref, 19 Will

Hunter Demonling 10: F5
Hunter Demonling 11: 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: 8
Hunter Demonlings escaped: 1

Abyssal Storm Rifts: T6, S16, P5, K17, M4
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]
 

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jkason

First Post
Devinihm, wilden druid

Devinihm's swarm swirls with agitation, beetles becoming large angry wasps.

"No more of the little ones escape," comes the buzzing multi-voice of the swarm. Devinihm's form lances through the room, devouring another demonling in the process.

"You are many, but so are we."

[sblock=actions]Charge to D16, use Savage Rend as the melee basic

Savage Rend (charge) vs. Demonling C16 Reflex (1d20+8=27)[/sblock]

[sblock=resources used]Action Point, Wrath of the Destroyer, Summon Giant Toad, Call Forth the Spirit Pack
Healing surges remaining: 4/11[/sblock]
 

johnmeier1

Explorer
Raijin holds firm against the energies of the void. He takes a deep breath and focuses his concentration on the red sphere nearest to him. It closes and he looks past the voidbringer next to him towards the next one. Seeing no path he holds up his staff defensively. One closed, but I can't reach the other.

OOC: Standard: Second Wind to heal 10
Minor: Arcana to close, success!
Saved

I should be at 20/42 (didn't apply the 12 I just took to my HP)


[sblock=ministats]
Status: +2 to AC until end of encounter, +2 to defenses TENT
Passive Perception 12, Passive Insight 18
AC 16, Fort 18, Reflex 13, Will 19
HP: 20/42, Bloodied 21, Surge Value 10, Surges 3/6
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

http://l4w.wikia.com/index.php?title=PC:Raijin_(johnmeier1)
[/sblock]
 
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pacdidj

First Post
"Time to shed a little light on the situation and put a stop to this nonsense," Auntie Mab declares grimly, lighting her sunrod and banishing the shadows from the room, except those nearest to the void.

Then dropping the dazzling light, she dashes forward, brushing dangerously close to the voidwalker, hoping to hit the fiend where it is most vulnerable. "Lord Luran, shield me with your shadows," she whispers, shutting her eyes tight as she drives her blade home...

[sblock=Auntie Mab actions and stats]Start=

Minor= Light Sunrod

Free= Drop lit Sunrod

Move= to L6 (flanking w/ Earth), drawing OA from voidwalker

Standard= :melee:Twilight Menace vs. Voidwalker w/ sneak attack damage = hit for 11/2 = 5 damage, and the voidwalker treats Mab as having concealment (save ends)

Free= Fast Hands = draw Prison of Salzacas

End=

[sblock=stat block]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: bloodied, concealment vs. voidwalker
Passive Perception: 18, Passive Insight: 18, Init: +6
AC: 20, Fort: 16, Reflex: 20, Will: 17
Speed: 6
HP: 12/41, Bloodied: 20, Surge Value: 10, Surges left: 6/8
Action Points: 0, Second Wind: 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, Gambler's Suit

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

[sblock=Readied Immediate Interrupt]Trigger: The voidwalker hits Mab with an attack that would reduce her to 0 or fewer HP.

Action: Gambler's Suit - The triggering enemy rerolls the attack roll and must use the second result. If that result is a hit, the attack scores a critical hit.[/sblock]
 

Iron Sky

Procedurally Generated
The Final Chamber, Round 7

Earth finally batters the frame away and connects with the Voidwalker, which crumples into empty metal and cloth, wrapping around Earth's hammer...

[sblock=Earth's actions]Immediate Interrupt: Warden's Fury: 1d20+12=CRIT vs Voidwalker, 2d6+16=26/3=13 damage and Voidwalker grants CA TENT.
Start of Turn: Save vs -2 defenses: 1d20=14, saved.
Move: Move to J10.
Standard: Strength of Stone: 1d20+12-2(Concealment)=15 AC vs Demonling, miss.
Minor: Warforged Resolve: gain 7 THP, 7HP.
Free: Mark Demonling.[/sblock]

Purple-black lightning arcs towards Mab as she moves away from the Voidwalker, but sears into the stone floor rather than the old woman.

The remaining Voidwalker flickers as Earth smashes one of them down, but then

[sblock=Red Spheres]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=Enemy Actions]Voidwalker Demon: Soul Harvest(when Demonling 10 killed): Gain phasing and insubstantial. Frame Discharge(OA): Nat1 vs Mab. Trembling Wake(close blast 3): 23 Reflex vs Raijin, hit, 13 damage and pulled to M3, Raijin gets save to avoid being pulled: 1d20=1, fail, Raijin takes 1 cold damage from the Stormrift. Stormrift: A Stormrift closes and Demonling 12 appears. Save: 15, saved.

Abyssal Void: Demonling 13 appears adjacent.[/sblock]

[sblock=Combatants]Earth: J10, 7 THP, 34 damage taken
Mab: L6, 29 damage taken, bloodied, 1 death save failed
Raijin: N3(on landing 6 squares up), 36 damage taken, bloodied, +2 defenses
Illarion: B10, 18 damage taken, bloodied
Devinihm: D16, 24 damage taken, bloodied, DR4

Silver Demons destroyed: 1

Voidwalker Demon: O3(on landing 6 squares up) or ???, 89 damage taken, bloodied, phasing, insubstantial, grants CA, resist 10 cold
Voidwalker Demon, 90 Max HP, 18 AC, 16 Fort, 18 Ref, 19 Will, MBA: Frame Discharge: +8 vs Reflex, 1d8+4 lightning damage

Hunter Demonling 11: K10, marked(Earth)
Hunter Demonling 12: P5
Hunter Demonling 13: Q10
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: 9
Hunter Demonlings escaped: 1

Abyssal Storm Rifts: T6, S16, K17, M4
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.)

Red Spheres: V10(on landing 4 squares up), N18(on landing 2 squares up), H5[/sblock]

[sblock=Terrain, Lighting, and Features, UPDATED]*The room is bright thanks to Mab's sunrod, except within 2 squares of the void(J7-Q14).

*Chains: The chains run up to their appropriate landings, with a DC 20 Acrobatics check and a Run Action, you may run up them to the appropriate landing(if you have enough movement). If the check fails, you fall off half-way up, taking appropriate falling damage. Alternately, they may be climbed with DC15 Athletics checks.

*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.

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


*The dark swirling void area is... icky. You're pretty sure you don't want to go in there.[/sblock]
 

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jkason

First Post
Devinihm, wilden druid

Insects whirl and eddy across the room until they finally coalesce into the more substantial form of Devinihm.

"You feast on your own. You are a predator, no? You should meet another."

Fire swirls in the air between the voidwalker and Devinihm, then takes the form of a large bird of prey, which dives at the voidwalker, burning claws rending through its semi-solid flesh.

[sblock=actions]Move: to G10
Minor: Wildshape to humanoid, shift to G9
Standard: Fire Hawk vs. Voidwalker in O3:

Target: One creature
Attack: Wisdom vs. Reflex
Weapon: Magic Staff +2: +7 Attack, 1d8+6 damage
Hit: 1d8+ Wisdom (+4) fire damage. Until the start of Devinihm's next turn, he can use the Fire Hawk Attack against the target.

Fire Hawk vs. Voidwalker O3 Reflex; Fire Damage (1d20+9=26, 1d8+8=10)

Hits for 5 points with the insubstantial. I'm assuming I can't use the fire hawk secondary attack against another instance of the voidwalker. It certainly seems counter-intuitive to me, but a few things in 4e are similarly counter-intuitive to me, and since it's ostensibly all one creature, I figured I should ask.[/sblock]

[sblock=resources used]Action Point, Wrath of the Destroyer, Summon Giant Toad, Call Forth the Spirit Pack
Healing surges remaining: 4/11[/sblock]
 

johnmeier1

Explorer
Seeing Devinihm take out the Voidbringer, Raijin moves carefully towards the next red sphere.

OOC: Assuming Fire Hawk kills all of them. The following turn -
Move: Walk to T4
Standard (Move): Walk to W10, try to avoid the Void, DM?
 
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