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

pacdidj

First Post
Realizing this won't end until the spheres are destroyed, Mab quickly takes aim and brings the nearest demonling down, her glinting magical blade lodged momentarily between its eyes before reappearing in her hand. She then turns swiftly to the nearest sphere, and reaches out a cautious hand to investigate which is swiftly burned by an arc of Abyssal energy.

"Ouch! My that smarts," The old woman huffs. "How am I supposed to bring one of these down without losing a finger or worse?," she ponders.

[sblock=Auntie Mab actions and stats]Start=

Standard= :ranged:Sly Flourish vs. Demonling 12 = hit

Move= to I6

Minor= Arcana (1d20+8+1=12) = fail to destroy sphere, take 8 damage

End=

[sblock=stat block]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: bloodied
Passive Perception: 18, Passive Insight: 18, Init: +6
AC: 20, Fort: 16, Reflex: 20, Will: 17
Speed: 6
HP: 4/41, 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: An enemy 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: FYI: this is the last time I'm going to be able to post for a little while. I am leaving on vacation tomorrow morning for a week and a half, and I'll probably have limited or no internet access till May 1st. [MENTION=60965]Iron Sky[/MENTION] - I hate to stick you with NPCing another character. Maybe someone else would be able to run Mab's turns? Her sheet is linked in the statblock. It'll probably be hard to keep her alive at this point with only 4 HP left, much less conscious. But do you're best. ;) She still has a healing potion left which could help.
 

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Neurotic

I plan on living forever. Or die trying.
I could take her, she can aid arcana and Illarion gets burned on fail (or she drinks the potion an she is the one aided). Also, could she use the prison as proxy to avoid the damage?
 

Neurotic

I plan on living forever. Or die trying.
Illarion observes warily the portals still open, but leaves his post, making his way to closest red orb. He takes a deep breath and grabs for the red light, twisting it's energies into outward spiral that quickly dissipates.

"Mab, take the potion let's do this together. Raijin, come and help us! Earth, Devilnhim, please take care of the little ones. Deal?"

[sblock=Actions]
Move: H6
Standard: Second Wind healing 8
Minor: Arcana (1d20+5=23)
[/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: 26/34 Surges: 4/7 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]
 

Iron Sky

Procedurally Generated
I could take her, she can aid arcana and Illarion gets burned on fail (or she drinks the potion an she is the one aided). Also, could she use the prison as proxy to avoid the damage?

GM: Go ahead and take over Mab Neurotic.

The prison will not reduce the risk of damage. Side note, I forgot to mention the damage they deal is psychic.
 

Iron Sky

Procedurally Generated
The Final Chamber, Round 8

Earth smashes the demonling into the stones before it even finishes emerging fully from the void. Seeing another one appear, he runs up to it and binds it to him.

[sblock=Earth's actions]Standard: Strength of Stone: 1d20+12=20 AC vs Demonling, hit, dead.
Move: Run to P9.
Free: Mark Demonling.
Minor: -[/sblock]

The voidwalker suddenly floats out of the wall, rending at the weave of reality around Devinihm. Fortunately, in his only semi-substantial state, he feels only the merest twinge. With a gesture, another rift closes and another Demonling appears on the stairs.

The demonling that escaped comes bounding back, tearing into the bug-swarm of the druid while the on that emerged from the void sinks its claws into Earth, then uses him like a springboard to leap in an arc that carries it over the void to land nearer the voidwalker.

Yet another demonling appears from the void...

GM: Other instances of the voidwalker are considered the same creature. If the power lets you use the attack against the creature you attacked again, you can use it against other instances of it.

The 6 cold damage Raijin took left him with 0hp. He's down.


[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: Move to G12. Trembling Wake(close burst 3): 11 Reflex vs Devinihm, miss. Stormrift: A Stormrift closes and Demonling 14 appears.

Demonling 7: Move, charge to F8, Claws: 21 AC vs Devinihm, 5 damage.
Demonling 13: Claws(+2 CA): 28 AC vs Earth, hit, 5 damage. Unnatural Leap: Jump to K14, ignoring OAs.

Abyssal Void: Demonling 15 appears adjacent.[/sblock]

[sblock=Combatants]Earth: P9, 2 THP, 34 damage taken, grants CA, -5 to attacks
Mab: I6, 37 damage taken, bloodied, 1 death save failed
Raijin: N3(on landing 6 squares up), 42 damage taken, bloodied, dying, unconscious, prone
Illarion: H6, 10 damage taken, +2 defenses
Devinihm: G9, 29 damage taken, bloodied

Silver Demons destroyed: 1

Voidwalker Demon: G12, 89 damage taken, bloodied, 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 7: F8
Hunter Demonling 13: K14, marked(Earth)
Hunter Demonling 14: S16
Hunter Demonling 15: M14
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

Abyssal Storm Rifts: T6, 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)
Red Spheres disabled: 2
[/sblock]

[sblock=Terrain, Lighting, and Features]*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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Neurotic

I plan on living forever. Or die trying.
"Don't you know when to die?! Well, let's see you recover from this!"

calls out Illarion as he puts one of his bolts squarely into the swirling void. Without any apparent effect.

"Now, now, dearie. Don't get mad at it, you'll break something. Let old Mabeth help you." states old witch, expertly putting one of her knives in the middle of the greater demon which collapses to nothingness.

"See, that's how it's done. Now, to see that no more demonlings escape." she quaffs the potion she had ready and moves toward the door
"Help the druid, will you, Illarion?"

Illarion nods at the woman he thought a con. Just as he is more dangerous then his appearance suggests, there is more then just talk to this one. Something he knew already, but she surprises him still.

[sblock=Actions]
Illarion Standard: Chaos bolt vs Void Will; psychic damage (1d20+7=8, 1d10+10+3=16) - Illarion gets +1 AC TENT (this is my second 1 in a row from an attack - just diff character)

Mab Standard: Sly Flourish vs Void AC; damage (1d20+11=26, 1d4+8=11)

Mab Minor: drink potion
Mab Move: E10

Illarion Move: E7, avoiding OA if possible column 6
Illarion Minor: ready 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: 26/34 Surges: 4/7 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]
 
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Iron Sky

Procedurally Generated
As Mab finishes off the Voidwalker, energy explodes out, collapsing the last three stormrifts and bringing forth a demonling from each...

GM: Replace all the rifts with Demonlings once Mab kills the Voidwalker.
 


jkason

First Post
Devinihm, wilden druid

OOC: Thought someone else took out the Voidbringer last turn, eh... :) Death save!

OOC: Devinihm might have, but I didn't quite understand all the mechanics. Fire Hawk comes with an attached Opportunity Attack against the target if it does anything that can provoke an OA. I assumed the voidwalker's physical separation negated that for other instances of it, but if I read IronSky's reply, that wasn't the case. I think the voidwalker moving would have drawn the OA, but since the voidwalker's attack on Devinihm missed and it's dead now anyway, I figure it doesn't seem worth the effort of trying to retcon just to wind up with essentially the same result. :)


Devinihm erupts once again into a swarm, and with Illarion's handy distraction, descends to devour the demonling which had so recently assaulted him. Swirling hungrily, the mass of insects moves to try to block the demonlings near the portal from reaching Mab.

[sblock=actions]Minor: Wildshape to swarm (forego shift), DR4, CA from melee damage 1/round (Stinging Swarm)

Standard: Savage Rend vs. Demonling 7

Savage Rend vs. Demonling 7 Reflex (1d20+9=18)

Move: to I14[/sblock]

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

Iron Sky

Procedurally Generated
The Final Chamber, Round 9

Earth runs around the void rift, smashing a demonling and threatening the other nearby.

[sblock=Earth's actions]Move: Move to P15.
Standard: Charge to L14, MBA: 1d20+12+1(Charge)=29 AC vs Demonling, hit, dead.
Free: Mark Demonling.
Minor: -[/sblock]

Suddenly, there's demonlings everywhere, attacking Earth, Mab, and Devinihm while one of them picks up a discarded relic...

[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: Final Stormrift(when killed): All Stormrifts close and Demonlings appear.

Demonling 14: Unnatural Leap: Jump to M15. Claws: 21 AC vs Earth, miss.
Demonling 15: Claws: 10 AC vs Earth, miss. Unnatural Leap: Jump to G14. Pick up relic.
Demonling 16: Unnatural Leap: Jump to H8. Claws: 19 AC vs Devinihm, hit, 5 damage reduced to 1.
Demonling 17: Move, Unnatural Leap: Jump to H9 and make MBA. Claws: 15 AC vs Devinihm, miss.
Demonling 18: Charge to F11. Claws(+1 charge): 24 AC vs Mab, hit, 5 damage.

Abyssal Void: Demonling 19 appears adjacent.[/sblock]

[sblock=Combatants]Earth: L14, 2 THP, 34 damage taken
Mab: E10, 32 damage taken, bloodied, 1 death save failed
Raijin: N3(on landing 6 squares up), 42 damage taken, bloodied, dying, unconscious, prone, 1 death save failed
Illarion: E7, 10 damage taken
Devinihm: G9, 30 damage taken, bloodied, DR4

Silver Demons destroyed: 1

Voidwalkers destroyed: 1

Hunter Demonling 14: M15
Hunter Demonling 15: G14, marked(Earth), slowed(relic)
Hunter Demonling 16: H8
Hunter Demonling 17: H9
Hunter Demonling 18: F11
Hunter Demonling 19: M8
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: 13

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

[sblock=Terrain, Lighting, and Features]*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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Neurotic

I plan on living forever. Or die trying.
"Mab, send the rat to help Raijin!" calls out Illarion as he sends the lance of chaos energy into the relic carrying demon. The bolt kills it and bounces back, killing the one threatening Mab. Incredibly, it bounces again and explodes against one of the demonlings threatening the swarm dissipating in multicolored fountain.

[sblock=Actions]
Standard: Chaos bolt vs Demonling 15 Will; on bounce vs Demonling 18 (1d20+7=19, 1d20+7=15) - hit both, another bounce :)
Secondary repeated: Secondary chaos bolt vs Demonling 17 Will; on bounce vs Demonling 16 (1d20+7=26, 1d20+7=18) - hit 17, no bounce, ignore the last roll

Move: G13
Minor: meh
[/sblock]

"You're such a show off. What say you Tristram can you get to that nice dragon man and feed him his potion?"
"SQUEEK! Squeek sqwick pfft." responds Tristram rolling his beady eyes and pointing toward hovering hand

"Oh, right! I can do one better, dearie, observe."
The hand Mab conjured moves up and feels around Raijin taking the potion from his belt and feeding it to him.

[sblock=Mabs Actions]
Move: Move prison of Salzacas to N3
Minor: Pick up a potion
Standard: Feed the potion to Raijin

I'm not familiar with familiar rules :D so:
If the above doesn't work for some reason, then have Tristram move as far and fast as possible while Mab moves as far as possible given that Tristram has priority.

If Tristram cannot move using her standard action (for double run) have her attack demonling 16 with +11 vs AC
[/sblock]
 

johnmeier1

Explorer
OOC: Death?
I don't think Raijin is where the map says he is, but eh.
Also note that I took my potion, so I would need another persons...
 
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jkason

First Post
Devinihm, wilden druid

"Your magics do the hive proud with thier swarming," Devinihm's buzzing voice compliments Illarion. Then his swarm surges forward, engulfing the demonling that hit him. When the insects clear from the demon bones, the flesh is once again picked clean. Seemingly indifferent to the corpse, the swarm moving closer to Raijin in an effort to protect him from the demonlings which remain.

[sblock=actions]Demonling 16 grants CA to Devinihm due to Stinging Swarm

Minor:
Move: to K3
Standard: Savage Rend vs. Demonling 16

Savage Rend vs. Demonling 16 ref (1d20+9=22)[/sblock]

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

Iron Sky

Procedurally Generated
Death?
I don't think Raijin is where the map says he is, but eh.
Also note that I took my potion, so I would need another persons...

OOC: Raijin was dropped at the start of his turn due to starting adjacent to a Stormrift. He's placed correctly. [MENTION=24380]Neurotic[/MENTION], that use of the Prison is brilliant, but as johnmeier1 says, he's used his potion. If you can get the hand over to Earth, you can yoink his.
 

Neurotic

I plan on living forever. Or die trying.
OOC: Raijin was dropped at the start of his turn due to starting adjacent to a Stormrift. He's placed correctly. [MENTION=24380]Neurotic[/MENTION], that use of the Prison is brilliant, but as johnmeier1 says, he's used his potion. If you can get the hand over to Earth, you can yoink his.

[MENTION=60965]Iron Sky[/MENTION], Very well then, move to Earth, minor to 'steal' the potion from Earth, then next round move up, standard to apply...and Raijin will have to survive this round.
 

Iron Sky

Procedurally Generated
The Final Chamber, Round 10

Earth smashes yet another demonling and moves to greet the newest arrival.

[sblock=Earth's actions]Standard: Strength of Stone: 1d20+12=26 AC vs Demonling, hit, dead, Earth gains 6 THP.
Move: Move to L7.
Free: Mark Demonling.
Minor: -[/sblock]

The Demonling near Earth claws at his shield futilely, then leaps over his head to grab a relic as another of its brethren appears.

GM: I'm assuming Devinihm's attack came before the move rather than after.


[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]Demonling 19: Claws: 27 AC vs Earth, hit, 5 damage. Unnatural Leap: Jump to G6.

Abyssal Void: Demonling 20 appears adjacent.[/sblock]

[sblock=Combatants]Earth: L8, 1 THP, 34 damage taken
Mab: E10, 32 damage taken, bloodied, 1 death save failed
*Hand: K13, Potion of Healing
Raijin: N3(on landing 6 squares up), 42 damage taken, bloodied, dying, unconscious, prone, 1 death save failed
Illarion: G13, 10 damage taken
Devinihm: K3, 30 damage taken, bloodied, DR4

Silver Demons destroyed: 1

Voidwalkers destroyed: 1

Hunter Demonling 19: G6, marked(Earth), slowed(relic)
Hunter Demonling 20: K11
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: 18

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

[sblock=Terrain, Lighting, and Features]*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

GM: I'm assuming Devinihm's attack came before the move rather than after.

OOC: That was my intent, yes. Sorry that I spaced on re-ordering the actions in the list.


"Quickly! The other orbs, before they can escape with more relics!" Devinihm's buzzing voice calls. His swarm doubles back on itself, zooming at the demonling, but this one manages to evade the stingers and tiny mouths for now.

[sblock=actions]Charge to H5 / Savage Rend Demonling 19, miss:

Charging Savage Rend vs. Demonling 19 Reflex (1d20+8=13)[/sblock]

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

Neurotic

I plan on living forever. Or die trying.
In Mab's hands another knife appears, but she focuses on her conjured hand to save Raijin.

[sblock=Actions]
Free at will: Fast Hands, draw knife (not sure if needed)
Move: hand goes to Raijin
Standard: Raijin drinks the potion
Free: WIN! :)
[/sblock]


"How tiresome. With the speed these are popping, it's a wonder the island isn't covered in them. Earth, could you handle that one too? Mab, go on, I'll catch up, just to see if I need to prevent this one from escaping."

OOC: this part may get changed, depending on [MENTION=60965]Iron Sky[/MENTION] response on conditionals
He points and bolt goes after the demonling, but looses cohesion before reaching it. He then moves positioning himself to block the exit again.

[sblock=Actions]
NOTE: consider Illarion delaying until after Earth goes, waiting to see if Earth kills it. If he does, bolt misses the other demonling, but Illarion moves to L19 instead - assuming of course that Earth actions are from last round not the current one.

Standard: Chaos bolt vs Demonling (G6) Will; damage (1d20+7=12, 1d10+10+3=20) - hit if it grants CA for some reason; Illarion get +1 AC

Move: B10 or L19
[/sblock]
 
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Iron Sky

Procedurally Generated
The Final Chamber, Round 11

Earth moves up and destroys another Demonling.

[sblock=Earth's actions]Move: Move to J11.
Standard: Strength of Stone: 1d20+12=25 AC vs Demonling, hit, dead, Earth gains 6 THP.
Minor: -[/sblock]

The demonling with its relic lashes at Devinihm, then jumps away, its leap hindered by the holy relic searing into it.

Meanwhile, another demonling appears and, more disturbingly, the group can see into the void from which it came more clearly - there are thousands of demons amassed on the other side, pressing up against some barrier trying to get through. Something massive is nearing it, a dark shape from which all the other demons begin moving to avoid...

GM: Earth's action is the one he missed for not being here. He's the last one to go each round.


[sblock=Minor action Perception or Arcana 25 check]The massive shape nearing the barrier has a nimbus of Abyssal energy building up around it. It's just a guess at this point, but you have the feeling that its design is to breach the barrier that has the current weak rift in it, and if it does...[/sblock]

[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]Demonling 19: Claws: 11 AC vs Devinihm, miss. Unnatural Leap: Jump to E5 without OA.

Abyssal Void: Demonling 21 appears adjacent. Unknown demon approaching.[/sblock]

[sblock=Combatants]Earth: J11, 6 THP, 34 damage taken
Mab: E10, 32 damage taken, bloodied, 1 death save failed
*Hand: M4(6 squares up)
Raijin: N3(on landing 6 squares up), 32 damage taken, bloodied, prone, 1 death save failed
Illarion: L19(on landing 2 squares up), 10 damage taken
Devinihm: H5, 30 damage taken, bloodied, DR4

Silver Demons destroyed: 1

Voidwalkers destroyed: 1

Hunter Demonling 19: E5, slowed(relic)
Hunter Demonling 21: M8
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: 19

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

[sblock=Terrain, Lighting, and Features]*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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