The Final Chamber, Round 3
Earth raises his shield to avoid the brunt of the onslaught that's hurled at him from Illarion and the Silver Demon, though it unbalances him enough that his attack against the Demon misses widely.
[sblock=Earth's Turn]
Immediate Interrupt(when hit by Silver Demon):
Endure Pain: Gain resist 9 damage until EONT, reduce hit by 9 and Illarion's hit by 9.
Start of Turn: Save vs ongoing: 1d20+2=9, fail. Take 5+5 reduced to 1 ongoing damage.
Standard:
Earth Gift(+2 CA): 1d20+14=Nat1.
Move: -
Minor: -
Free: Mark Silver Demon.
End of Turn Save: 1d20+2=9, fail.[/sblock]
As Devinihm's shifting form bites and stings at the giant demon, it lashes out at everything nearby, it's huge claws passing right through Devinihm's form with little effect, but hammering into Earth's shield, claws piercing through solid metal. It escapes the elemental's pin, taking a blow as it does so, then lashes out at Earth, having little luck at getting through the warden's rugged defenses.
The Voidwalker, meanwhile, summons another Demonling from one of the small rifts it opened, then splits, leaving three identical duplicates of itself around the room. One materializes right next to Mab, turning and causing small tears to weave through the space around Raijin, Illarion, and Devinihm. A few wasps fall and Illarion is left bleeding from one eye and shoved next to the Silver Demon, but the they endure the worst of the bending of reality.
GM: | Apologies for not updating like I said I would; I could come up with excuses but that wouldn't mean I didn't break my word to you guys. I'll do my best to not let it happen again.
If you don't have low light vision, be sure you are adding in concealment for all your ranged/melee attacks. - Thanks johnmeier1 for remembering to do so.
@Voda Vosa , I don't know if you used Endure Pain already in the first fight, but it seemed like a good time to use it. If you've already used it, can do Warforged Resolve as your minor action instead to heal 7 and get 10 THP. | |
[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. You can disable one 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 bloodied by Devinihm): Make a
Rending Claws attack against each adjacent enemy:
Rending Claws(-2 prone): Nat1 vs Devinihm, CRIT vs Earth, 33 damage and 5 ongoing damage(save ends) to Earth. Take 4 Lightning damage from rift, stand, taking 14 damage.
Rending Slash:
Rending Claws: Nat1 vs Earth, 23 AC vs Earth, miss.
Voidwalker Demon:
Soul Harvest(when Demonling 6 killed): The voidwalker gains insubstantial and phasing.
Variable Resistance(when damaged by Raijin): Gain 10 Thunder resist until the end of the encounter.
Stormrift: Demonling 7 emerges from a Stormrift and it closes.
Fracture: Another Voidwalker appears.
Trembling Wake(close blast 3): 23 Will vs Illarion, hit, 18 Will vs Raijin, miss, 22 Will vs Devinihm, hit. Illarion takes 4 psychic damage reduced to 0, Devinihim takes psychic 9 reduced to 5 damage and both are pushed 2.
AP:
Trembling Wake(close blast 3): 24 Will vs Raiin, hit, 13 Will vs Illarion, miss, 26 Will vs Devinihm, hit, Raijin takes 10 psychic damage<probably interrupted>, Devinihm takes 15 reduced to 11 psychic damage and both are slid 2.
Hunter Demonling 6:
Elemental Reflection(when damaged by Raijin's Lightning Breath), 5 lightning damage to Raijin reduced to 0.[/sblock]
[sblock=Combatants]
Earth:
E11,
30 damage taken,
ongoing 5 damage(save ends),
vulnerable 5(Silver Skein Aura),
Rending Curse
Mab:
K4,
50 damage taken,
bloodied,
dying,
unconscious,
prone
Raijin:
I7,
32 damage taken,
bloodied,
vulnerable 5(Silver Skein Aura)
Illarion:
G8,
5 damage taken,
vulnerable 5(Silver Skein Aura)
Devinihm:
H10,
31 damage taken,
bloodied,
DR4,
vulnerable 5(Silver Skein Aura)
Silver Demon:
F9-G10,
104 damage taken,
bloodied,
marked(Earth),
Resist 10 Thunder
Silver Demon, 156 Max HP, 19 AC, 18 Fort, 16 Ref, 16 Will.
MBA:
Rending Claws: +8 vs AC, 1d12+7 damage.
Silver Skein Aura: All creatures adjacent to the Demon gain vulnerable 5 to all damage.
Voidwalker Demon:
L4 or S17 or K5,
11 damage taken,
insubstantial,
phasing,
resist 10 Thunder
Silver Demon, ?? Max HP, ?? AC, 16 Fort, ?? Ref, ?? Will
Hunter Demonling 7:
E9,
vulnerable 5(Silver Skein Aura)
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:
6
Abyssal Storm Rifts:
E13,
T6
Abyssal Storms Rifts - any creature moving or starting its turn next to a Rift takes 1d8 damage(roll d6 for damage type, 1: Acid, 2: Cold, 3: Fire, 4: Lightning, 5: Thunder, 6: All)[/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 it 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]