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


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Neurotic

I plan on living forever. Or die trying.
GM: They are all treated as the same creature, just as though it were in multiple squares at once.

OOC: [MENTION=60965]Iron Sky[/MENTION], What if I fired Chaos bolt at one and it bounced. I can target one creature once with the power, but in this case, it could bounce to another body of the same creature? Or would it? Also, what if I got two of them in area burst, would that do double damage?

Also, that 2 hp just might be enough since Iron Sky said LESS THEN 20 not 20 :)
 
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pacdidj

First Post
OOC: Raijin did 2 extra damage to the Silver demon for his Gauntlets of Blood, but I think we are still 1 short

OOC: It should be dead. It had taken 129 damage, then Raijin dealt 14 and Mab dealt 17, for a total of 160, and the combatants section indicated 156 max HP. At least, that's how I read it.
 

Neurotic

I plan on living forever. Or die trying.
"Earth, Devilnhim, don't get little one get away!"

Illarion calls upon the powers from the void and great draconic head raises from the ground. It breathes out onto the voidwalker. Through the mist flicker small shadows entering the void around the demon sapping even more life out of it.

[sblock=Actions]
Standard: Ice Dragon Teeth vs Void Ref; cold damage; shrouds (1d20+7=11, 2d8+10+3=15, 2d6=5) - get saving throw (yay!)
Good timing re-roll (1d20+7=18) - on hit, target is slowed, on miss, only 1 damage from shrouds

Minor: drink healing potion
Move: to D9
[/sblock]
 

jkason

First Post
Devinihm, wilden druid

Devinihm downs his potion, and some of his wounds manage to knit closer together, though he's clearly not at full strength. But as Mab rises and shows the Silver Demon not to underestimate her, the wilden is emboldened. He moves toward the Voidwalkers, then hesitates as he hears Illarion's call. He looks at the foes in either direction, then smiles.

"The pack is swift and wide, and not confined to a single target," he says, holding aloft his staff. A whispy energy issues from either end, each sweeping across the room in opposite directions. They coalesce into ephemeral wolves, one near the closest voidwalker, one near the demonling. But however transparent they may seem, their bites are all too real. The demonling's throat is ripped from it quickly as the other ghostly wolf pounces on the voidwalker, forcing it to the ground, viciously rending its demonic flesh, as well.

[sblock=actions]Minor: Drink potion of healing, spend surge, gain 10 hp
Move: to I9
Standard: Call Forth the Spirit Pack
vs. Voidwalker K7 and Demonling Reflex

(Encounter Standard Close burst 5 ✦ Implement, Primal)
Druid Attack 1
Target: One or two creatures in burst
Attack: Wisdom vs. Reflex
Weapon: Magic Staff +2: +7 attack, 1d6+6 damage
Hit: 1d6 + Wisdom modifier (+4) damage, and the target is knocked prone. If the target is marked by one of your allies, the target takes 1d6 extra damage

Voidwalker attack; Demonling attack; damage (1d20+7=23, 1d20+7=17, 1d6+8=14)

I'm not sure if prone applies to all version of the Voidwalker now, or just the position Devinihm attacked?
[/sblock]

[sblock=resources used]Action Point, Wrath of the Destroyer, Summon Giant Toad, Call Forth the Spirit Pack
Healing surges remaining: 5/11[/sblock]
 

Iron Sky

Procedurally Generated
The Final Chamber, Round 5

Earth watches the silver demon die at his feet impassively, then turns to the nearest Voidwalker, striding up to it, binding it to him with nature magics, then slamming his hammer into the frame around it, denting it.

[sblock=Earth's actions]Move: Move to J6.
Standard: Strength of Stone(+2 prone): 1d20+12+2=33 AC, hit, 15 damage and Earth gains 6 THP
Minor: -
Free: Mark Voidwalker.[/sblock]

As the Silver Demon dies, it lashes out one final time at Earth, then falls to the ground and lies still.

The Voidwalker makes a violent gesture and, though it is not visible, the group can almost sense the Silver Demon's sould being torn from its body to fuel the unholy contraption the Voidwalker stands in. As the identical Voidwalkers around the room right themselves, they summon up a nimbus of Abyssal energy from the void in the center of the room, unleashing it in a wall of purple-black flame that sears everyone except, paradoxically and chaotically, Raijin who is standing right next to one of the Voidwalker's aspects.

As before, the force of the abyssal storm it unleashes leaves smaller vortexes of tainted elemental energy swirling, one of which the Voidwalker uses to pull another Demonling from the void.

Meanwhile, the other demonling, still scuttling away with its hated relic, vanishes from sight of the room...

GM: @Neurotic , assassin shrouds are expended when the first time you invoke them. So, the first time you decide to invoke them (which must be done before you roll since they are still expended on a miss) they are gone until the next encounter. If you are an assassin, you can just add more, but with MC Assassin you just get the 2/enc.

Illarion already fed his healing potion to Mab. Did he have another one? Also, he was only down 5hp when you wanted to use it, so it would probably be a good idea to hold onto it if you have another one.

Think of the Voidwalker as a large creature who just doesn't occupy 4 connected squares. If you apply a status effect to one part of it, it affects all of it (so all of them went prone when Raijin tried to teleport one of them off the landing). If a power can target one square of Voidwalker it has the same effect as targeting multiple... at least for now. :angel:

Note on the Stormrifts that if they do all damage types, they deal an extra 1d8 damage. I forgot to add that part when the Voidwalker used the power the first time.

Edit: just realized I forgot to post the narrative of what happened. Fixed.


[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: Furious Retaliation(when reduced to 0 hp): Rending Claws: Nat1 vs Earth.

Voidwalker Demon: Soul Harvest(when Silver Demon killed): Gain phasing and insubstantial; strong soul bonus - regain an encounter power. Variable Resistance(when hit by Illarion): Gain resist 10 cold until the end of the encounter. Stand. Abyssal Storm(close burst 10): 13 Will vs Raijin, miss, 22 Will vs vs Mab, hit, 23 Will vs Earth, hit, 23 Will vs Devinihm, hit, 20 Will vs Illarion, hit. Everyone but Raijin takes 13 Thunder damage(Mab's reduced to 8). Creates 6 Abyssal Storm Rifts. Stormrift: One Storm Rift disappears and Demonling 9 appears from it.

Hunter Demonling 7: Double run out of fight.[/sblock]

[sblock=Combatants]Earth: J6, 37 damage taken
Mab: J3, 39 damage taken, bloodied DR5, 1 death save failed
Raijin: L3(on landing 6 squares up), 17 damage taken, bloodied
Illarion: E9, 18 damage taken
Devinihm: G12, 34 damage taken, bloodied

Silver Demons destroyed: 1

Voidwalker Demon: L4(on landing 6 squares up) or S17(on stairs 3 squares up) or K5, 44 damage taken, phasing, insubstantial, slowed, resist 10 cold
Silver Demon, ?? Max HP, 18 AC, 16 Fort, 18 Ref, 19 Will

Hunter Demonling 9: F5
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: 7
Hunter Demonlings escaped: 1

Abyssal Storm Rifts: T6, S16, P5, K17, M4, C16
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.)[/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]
 

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Neurotic

I plan on living forever. Or die trying.
OOC: Upon re-reading, I see that Illarion's minor was used to pull Mab to safety, rather then taking the potion, therefore, Mab still has one potion and Illarion has none.


Illarion observes multiple portals and wonders about them opening next to the demon. Would he be hit by them or ignore them. Is it good idea to send the demon into the void or not. But chaos in his power decides for him as it flashes out of his control and mists of madness assault void walkers mind. Instead of hurtling into the void, it merely staggers a bit.

Having used his more powerful attacks, he shoots one his chaos bolts hoping to both weaken the greater demon faster and maybe destroy little one who can try to flee with the artifacts.

This time, his control proves enough and the bolt bounces back, killing the little demon before it oriented itself in this world.

Illarion then moves toward the arch, blocking the exit. For a moment, the arch seems empty with skinny sorcerer, but then, the robes fill and powerful form of Earth is standing there.

[sblock=Actions]
Standard: Mists of Disarray vs Void Will; psychic damage (1d20+7=25, 1d10+10+3=21) - hit, get saving throw

AP: Chaos bolt vs void Will; psychic damage (1d20+7=19, 1d10+10+3=14) -hit, get secondary attack

Chaos bolt vs secondary vs demonling Will; psychic damage (1d20+7=16, 1d6+5+3=12) - hit, no bounce


Summary: 21 / 2 = 10 + 14/ 2 = 7 = 17 psychic damage to void walker
demonling hit for 12 psychic

Move: B10 - to block the exit physically :)
Minor: Change shape into Earth (but still in robes and holding 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: 18/34 Surges: 5/7 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]
 

jkason

First Post
Devinihm, wilden druid

Devinihm fall apart once again, into a beetle swarm, their thick chitin glistening from the low red light. He seems to have taken Illarion's tactic, and moves closer to the small dimensional swarms, anticipating the demonlings the voidwalker might summon with them.

[sblock=actions]Minor: Wildshape to swarm, gain DR4, shift to H10
Move: to g14
Standard: Second Wind. Gain 10 hp and +2 defenses TENT.[/sblock]

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

johnmeier1

Explorer
Raijin stands next to the Voidbringer and the vortex. The fiery energy burns him, but he throws himself back from them with thunder as the energies continue on towards his foe. Then he looks to the red orb adjacent to him, seeking insight into its purpose.

OOC: Vortex attacks me for 3
Standard: Stormwalk against Voidbringer, shift to M2 before (16/2=8 damage)
Minor: Arcana check
Minor: Arcana check


[sblock=ministats]
Status: +2 to AC until end of encounter
Passive Perception 12, Passive Insight 18
AC 16, Fort 18, Reflex 13, Will 19
HP: 22/42, Bloodied 21, Surge Value 10, Surges 4/6
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, Staff of Storms, Slaad's Gambit, Brooch of Shielding

http://l4w.wikia.com/index.php?title=PC:Raijin_(johnmeier1)
[/sblock]
 
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