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


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jkason

First Post
Devinihm, wilden druid

In response to the demonling's attack, Devinihm's swarm darts back onto the rocks, then devours the creature in a buzzing cloud of tiny mouths.

[sblock=actions]Athletics check (1d20+6=26)

Since he can treat the rocks as normal, then, he shifts to g13, then attacks. Wowsers, two crits when I really didn't need them. I fear my next rolls...

Savage Rend vs. Demonling (flank) (1d20+9=29)[/sblock][sblock=resources used]Encounter: Flowing Swarm[/sblock]
 

Iron Sky

Procedurally Generated
The Hunted: Demons Rifts, Round 8

Xander murmurs a chant to help the next person trying to close the portal, then moves away and sends a blast of light at the spinetail, but it evades easily.

The new horned demon rushes out, tearing into Illarion and Earth even cracks slightly, bits of rock and dust falling from him as the vicious abyssal beast lashes out.

The spinetail dives in on Raijin, stinging him in the shoulder before soaring back up into the air. Another one joins it from the large rift and two new hunter demonlings appear; one from the large portal, one from one of the more distant ones. The sight of the dozen dead demons already strewn across the ground seems only to make them excited...

[sblock=Xander's turn]Minor: Aid another vs Portal: Arcana 1d20+6=12, success. +2 to next person's check against the large portal.
Move: Move to F12.
Standard: Sacred Flame: 1d20+7=10 Reflex vs Spintail Demonling, miss.[/sblock]

GM: Shifted Illarion to E12 since E14 is rocky.


[sblock=Arcana DC 20, minor action]The smaller rifts are fairly unstable. If someone could get adjacent to one they could close it 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. Aid another checks may be made, but only if the aiding PC is within range of the portal they are aiding against.[/sblock]

[sblock=Enemy Actions]Horned Demon 2: Variable Resistance(when hit by Illarion's cold damage): The demon gains 10 cold resist until the end of the encounter. Shift to C13-D14. Tearing Swipe(close burst 1): 25 Fort vs Earth, hit, 18 Fort vs Illarion, hit, 19 damage and 5 ongoing damage(save ends). AP: Tearing Swipe: CRIT vs Earth, 15 Fort vs Illarion, hit, Earth takes 25 damage, Illarion takes 23 damage.

Spinetail Demonling 2: Unbalancing Flyby: Move to D9(2 squares up), Spinetail: 27 AC vs Raijin, hit, 3 ongoing poison damage(save ends). Flies to G10(5 squares up).

Large Rift: Hunter Demonling 12 appears adjacent. Spinetail Demonling 4 appears adjacent.
Small Rift 3: Hunter Demonling 13 appears adjacent.[/sblock]

[sblock=Combatants]Earth: D12, 56 damage taken, bloodied, 5 ongoing damage(save ends), Form of the Mountain's Thunder
Xander: F12, 1 THP
Mab: F16, 5 THP, Stealth 22
*Hand of Salzacas: D17
Devinihm: G13, 1 THP, 5 damage taken, DR4
Illarion: E12, 43 damage taken, bloodied, dying, 5 ongoing damage(save ends), unconscious, prone
Raijin: C10, 3 THP, 4 damage taken, 3 ongoing poison damage(save ends)

Horned Demon 2: C13-D14, 15 damage taken, slowed, vulnerable 5 next PC attack, 10 thunder resist
Horned Demon: 160 Max HP, 17 AC, 18 Fort, 16 Ref, 17 Will, Resist 10 Thunder. MBA: Spined Strike: +8 vs AC, 2d10+3 damage, miss: 5 ongoing damage(save ends) and the Horned Demon takes 5 damage. Demon Rage(Aura 5): Demons in the aura deal +1 damage per demon adjacent to the target they are attacking and +1d6 if two-or-more demons are adjacent to the target and the Horned Demon gains +2 to attack and damage. Dangerous Foe(Immediate Reaction, when hit by a melee or close attack): The Horned Demon makes an MBA against the target.
Horned Demons destroyed: 1

Hunter Demonling 12: B13
Hunter Demonling 13: L2
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

Spinetail Demonling 2: G10(5 squares up)
Spinetail Demonling 4: A16(3 squares up)
Spinetail Demonling: Minion, 17 AC, ?? Fort, 17 Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: Spinetail: +8 vs AC, 3 ongoing poison damage(save ends), if the target already has ongoing poison damage, it increases by 2.
Spinetail Demonlings destroyed: 2

Large Rift: A14-B15, 3/5 closed
Small Rift 3: O22
Small Rift 4: M1
Small Rifts closed: 2[/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. It provides cover.

The cliffs (A1-E8) require DC 18 Athletics(Climb) checks to ascend. They keep rising above the map.[/sblock]
 

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Voda Vosa

First Post
Earth is torn down by the might attacks of the demon, but manage to gather himself up and deliver a smack. In the last moment however, the horned demon moves to a side, evading the worst of the blow.


Actions:
Minor: Warforged resolve: Gain 6 HP, 9 THP, Save from ongoing dmg
Stdrd: Welspring attack. Misses, but deals 11 dmg+5 vulnearability, and 5 onogoing dmg. Earth gains regeneration 5 while bloodied.
 
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Neurotic

I plan on living forever. Or die trying.
Hate to rain on your parade, but Illarion uses immediate reaction on the first hit (should probably stated that in the last post :( That's why I wanted to get away, so NOT to be hit by the big guns.

[sblock=Grounding Rebuke]
Grounding Rebuke (Daily Immediate Reaction Close Burst 10 ✦ Arcane, Implement)
Target: Triggering Creature
Trigger: An enemy in the area hits Illarion with an attack
Attack: +7 vs. Ref
Hit: 1d10+10 damage, target is slowed(save ends) and slides 2 squares
Miss: Half damage and target slides 1 square.
Effect: Damage taken is reduced by 5

Grounding Rebuke vs Horned Ref; damage (1d20+7=25, 1d10+10+3=14)

Damage from first attack reduced to 14; demon slid 2 squares over the portal (A14-B15) possibly blocking it and definitely foiling second attack (which you may want to save for the next round :(
[/sblock]
 

Iron Sky

Procedurally Generated
GM: So... reduce Illarion's damage taken by 28 and Earth's by 25(both still have ongoing 5). The Demon is where Illarion stated.
 

johnmeier1

Explorer
Raijin moves slowly forward a bit and blasts the two demons, large and small. He opens his mouth for a roar, but it comes out as only a shout with little effect.

OOC: Take 3 ongoing poison (not climbing anymore!)
Move: Walk to C11
Minor: Promise of Storm with Elemental Echo (gain +1 to hit and 1d8+2 damage)
Standard: Thundering Roar in blast 3 B12-A14, should catch demonling and horned demon
Save vs poison


[sblock=ministats]
Status: gain +1 to hit and 1d8+2 damage TENT
Passive Perception 12, Passive Insight 18
AC 16, Fort 18, Reflex 13, Will 19
HP: 38/42, Bloodied 21, Surge Value 10, Surges 6/6
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, Slaad's Gambit, Brooch of Shielding

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

First Post
Devinihm, wilden druid

Insects swirl tighter and tighter until they once again conjoin into Devinihm's wilden form. "Another target for the demon, perhaps?" he says. He holds his magic staff aloft, and as it glows, the ground a short distance away begins to rise like an earthen bubble. Then the bubble bursts, revealing a giant toad. Without hesitating, the creature lashes out at the horned demon with its massive tongue, leaving a sizable welt in the demon's flesh.

[sblock=actions]Minor: Wildshape to humanoid (loses DR this round), shift to F13

Standard: Summon Giant Toad in D16

(Daily Standard Ranged 5 * Implement, Primal, Summoning)

Weapon: Magic Staff +2: +7 attack, 1d8+6 damage

Secondary Target: Melee 3; one creature

Secondary Attack: Wisdom vs Reflex

Secondary Hit: 1d8 + Wisdom (+4) damage, and the target is pulled 2 squares
Effect: Devinihm summons a Medium giant toad in an unoccupied square within range. The toad has speed 5 and swim 6, and it gains a +10 bonus to Athletics checks to jump. Devinihm can give the toad the following special command. On the turn he summons the toad, he gives that command as part of using this power
Special: Instinctive Effect: If Devinihm hasn't given the toad any commands by the end of his turn, it attacks the same creature that it attacked during his previous turn. If it can't do that, it attacks an enemy within 3 squares of it if it can. Otherwise, it moves its speed to a square within 3 squares of the nearest enemy


Giant Toad attack; damage (includes extra damage vs. demons) (1d20+7=19, 1d8+8=14)

14 damage to the Horned Demon. If I understand forced movement correctly, I can choose not to use the forced movement part of an attack? If that's the case, I think I'll do that, since I'm not sure there's a tactical advantage to pulling the thing closer (unless having it there blocks Mab's ability to keep closing the portal? If that's the case, then by all means, pull it to the toad)[/sblock]

[sblock=resources used]Encounter: Flowing Swarm
Daily: Summon Giant Toad[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
Illarion smiles as big demon gets stuck over the portal and the smile widens as his bolt arcs from the big demon onto the smaller one. It falters for the moment as it fizzles in the air, but he simply tries again. The abyssal fires die down on his robes, all the flapping and targeting being too much for them.

[sblock=Actions]
Minor: Arcana aid another (1d20+5=23)
Move: G14
Standard: Chaos bolt vs Horned Will; psychic damage (1d20+7=24, 1d10+10+3=16) - even attack roll = +1 AC TENT
Chaos bolt secondary vs spinetail 4 Will; psychic damage (1d20+7=12, 1d6+5+3=12) - if this by any chance hits, roll for the demonling at B13 again - mistake, the roll is odd (17)

AP: Chaos bolt vs Horned Demon Will; psychic damage (1d20+7=18, 1d10+10+3=16)
Chaos bolt secondary vs spinetail 4 Will; psychic damage (1d20+7=13, 1d6+5+3=12) - I don't believe this!

luckily, both extra's missed so no change would be needed. I just need to remember the difference between attack roll even and die result even difference between Chaos Bolt and Chaos Burst :( Simple, no?

TOTAL on horned: 32 psychic damage

Save (1d20=15)
[/sblock]
 
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pacdidj

First Post
Heartened by the Hand's success, Auntie Mab regains confidence and she begins to whisper her chant once more as the magic words come flooding back into her mind, while the Hand continues to oscillate in counter-rotation to the portal:

[sblock=Eladrin]Fee, fo, fum, fey;
Cast these demons far away!
[/sblock]

The old woman grins in satisfaction as the portal shrinks even further. Then, taking stock of the situation, she whispers, "Tristram, Auntie's got to finish closing this portal thingy and stick around to help the others in case things get bad. But, maybe you can help out with the smaller ones. Go take a look at that one down there before more of these flibbertygibbets come hopping through!"

The brown rat gives a quiet, affirmative *Squeak* before scampering down off Mab's shoulder and heading for the southeastern rift.

[sblock=Auntie Mab actions and stats]Minor = Sustain Prison of Salzacas

Move = Mab remains hidden, Hand remains in place manipulating portal, Tristram moves to J22, and hides in the shadow of the boulder there. Stealth (1d20+21=41) Crit!

Standard = Arcana vs. Large Portal (1d20+8+1+2=31) Another crit! :D

[sblock=statblock]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: Stealth 22
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
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: Active Mode[/sblock][/sblock]

OOC: Wow! Invisible Castle likes me today. Too bad I'm not doing any damage with all these nat 20's! :confused:
 

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