The Final Chamber, Round 4
Earth hammers the Silver Demon repeatedly, exposing its weaknesses to the others and hampering its movements.
[sblock=Earth's actions]
Immediate Interrupt:
Warden's Fury: 1d20+12=24 Fort vs Silver Demon, hit, 1d10+6=10 damage and the Silver Demon grants CA TENT.
Start of Turn Save: 1d20+2=11, saved vs ongoing.
Standard:
Weight of Earth: 1d20+12+2(CA)=28 AC vs Silver Demon, hit, 1d10+6=10 damage and the Silver Demon is slowed TENT.
Move: -
Minor: -
Free: Mark Silver Demon.[/sblock]
The silver demon continues its assault on Earth, with little effect.
After resisting Raijin's teleport, all the Voidwalkers right themselves and the air around each of them shimmers, ripping at the fabric of reality about them. Raijin manages to ward himself against the worst of it. One of the other Voidwalkers gestures and another rift closes, another Demonling appearing. They then shimmer back into phase with reality...
The other demonling grabs for a relic and scurries away, obviously trying to get it away from the room for some nefarious reason.
GM: | I don't think I explained the terrain very well in the initial description and in the Terrain, Lighting, and Features sblock.
All the voidwalkers are on the ground at whatever level they are at (they can't fly). If any creature is above the level of the ground it's standing on it will say in its Combatants entry: L16(6 squares up) for example.
The stairs on the right side of the room run up to the first/west platform which is 10' off the ground (2 squares). The stairs continue to the bottom of the room where the south platform is 20'(4 squares up). They then lead to the final/east platform upon which the original Voidwalker stands 30'(6 squares) off the ground. | |
[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:
OA:
Rending Claws(-2 marked): Nat1 vs Illarion.
Rending Slash:
Rending Claws: 21 AC vs Earth, miss, 15 AC vs Earth, miss.
Voidwalker Demon:
Save(when Teleported by Raijin): 16, saved, prone. Stand.
Proximate Tear(close burst 1): 11 Reflex vs Raijin, miss.
Stormrift: Voidstorm removed, Demonling 8 appears.
Hunter Demonling 7: Pick up relic. Double run off map.[/sblock]
[sblock=Combatants]
Earth:
E11,
30 damage taken,
ongoing 5 damage(save ends),
vulnerable 5(Silver Skein Aura),
Rending Curse
Mab:
J3,
31 damage taken,
bloodied,
prone,
1 death save failed
Raijin:
L3(on landing 6 squares up),
27 damage taken,
bloodied,
vulnerable 5(Silver Skein Aura)
Illarion:
J4,
5 damage taken,
vulnerable 5(Silver Skein Aura)
Devinihm:
G12,
31 damage taken,
bloodied
Silver Demon:
F9-G10,
129 damage taken,
bloodied,
marked(Earth),
grants CA,
slowed,
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(on landing 6 squares up) or S17(on stairs 3 squares up) or K5,
28 damage taken,
resist 10 Thunder
Silver Demon, ?? Max HP, ?? AC, 16 Fort, ?? Ref, 19 Will
Hunter Demonling 7:
2 squares N of A8
Hunter Demonling 7:
E13
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:
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 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]