The Hunted: Demons Rifts, Round 0
As the group leaves the beach and heads up between the rocky cliffs towards the jungle, there is a sudden rumble from the mountain in the center of the island and an earthquake rattles the cliffs sending broken rocks cascading down towards the beach.
When the shaking stops, there is a moment of stillness before a rift rips open ahead of the group, like a tear in reality leading to somewhere... terrible.
Like aftershocks of an earthquake, four smaller rifts tear open around the group and demons claw their way through.
From the largest rift comes a hulking beast with reddish skin and bony horn-like protrusions jutting from all over its body. It roars with rage as it tears its way into the world, eyes burning as it notices the group.
From the smaller rifts near the ground leap smaller demons, about the size of dogs but with skin that ripples and melts as it meets the stability of the world. Their skin on their faces runs away from them first, leaving their heads bony masks covering glowing red eyes.
From the last rift high atop a cliff darts forth a pale beast that seems to be all bone and cartilage. It has no eyes and a vertical sharp-toothed maw on its belly. Its spine runs out behind it, ending in a sharp spine that oozes and drips some thick yellowish substance.
More demons can be seen clawing their way from the abyss towards the rifts... if they aren't closed soon this island will quickly be overrun with demons.
[sblock=Initiatives]Earth: 1d20+4=23
Xander: 1d20+1=21
Enemy: 21
Mab: 1d20+7=16
Devinihm: 1d20+3=18Illarion: 1d20+4=7
Raijin: 1d20+2=3
Earth and Xander are up first, then the enemy will go.[/sblock]
[sblock=Arcana DC 20, minor action]The smaller rifts are fairly unstable. If someone could get adjacent to one they could close one with a Standard Action DC 20 Arcana check. The larger rift looks more more stable, it will take 5 Standard Action DC 20 Arcana checks to close, though these attempts may be made from up to 3 squares away.[/sblock]
[sblock=Combatants]Earth: N12
Xander: Q13
Mab: P13
Devinihm: O14
Illarion: P12, Stealthed
Raijin: O11
Horned Demon 1: B14-C15
Horned Demon: ?? Max HP, ?? AC, ?? Fort, ?? Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: ??
Hunter Demonling 1: F19
Hunter Demonling 2: N21
Hunter Demonling 3: M2
Hunter Demonling: ?? Max HP, ?? AC, ?? Fort, ?? Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: ??
Spinetail Demonling 1: B7(5 squares up)
Spinetail Demonling: ?? Max HP, ?? AC, ?? Fort, ?? Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: ??
Large Rift: A14-B15
Small Rift 1: A7(4 squares up on cliff)
Small Rift 2: F20
Small Rift 3: O22
Small Rift 4: M1[/sblock]
[sblock=Terrain]The smaller rocks in the middle and sides of the battlefield require a DC 15 Athletics check or are considered difficult terrain that costs 3 squares of movement to traverse instead of 2.
The cliffs (A1-E8) require DC 18 Athletics(Climb) checks to ascend.[/sblock]