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

pacdidj

First Post
Blinded momentarily by the Abyssal fires, Mab spends a moment regathering her faculties and putting out small flames clinging to her cloak, its strange fey glow now thoroughly extinguished. Then taking a deep breath, she surveys the situation trying to get a better grasp on what the demons are doing here.

A voice echoes in her mind once more. The spheres and the relics Mabbeth! Protect the relics, destroy the spheres!

Suddenly, it all makes sense to her. She cries out, "Yes, I see it now. The spheres dearies! They are keeping the void open. But, the treasures that the little beasts are trying to steal are keeping it from opening fully. We must protect the relics and destroy the spheres! Be careful though, tampering with such magic can be deadly if done wrong!"

[sblock=Auntie Mab actions and stats]Start=

Standard= Second Wind = 10 HP and +2 all defenses TENT

Minor= Arcana (1d20+8+1=19)

Minor= Arcana (1d20+8+1=29)

Free= Fast Hands = Retrieve Sunrod

End=

[sblock=stat block]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: bloodied, +2 all defenses
Passive Perception: 18, Passive Insight: 18, Init: +6
AC: 20, Fort: 16, Reflex: 20, Will: 17
Speed: 6
HP: 12/41, Bloodied: 20, Surge Value: 10, Surges left: 6/8
Action Points: 0, Second Wind: 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, Gambler's Suit

Tristram - Rat Familiar
HP: 1/1; AC: 20, Fort: 16, Ref: 20, Will: 17
Skills: +17 Thievery, +21 Stealth
Status: Passive Mode[/sblock][/sblock]

[sblock=Readied Immediate Interrupt]Trigger: The voidwalker hits Mab with an attack that would reduce her to 0 or fewer HP.

Action: Gambler's Suit - The triggering enemy rerolls the attack roll and must use the second result. If that result is a hit, the attack scores a critical hit.[/sblock]

OOC: Everyone should take a look at the Arcana spoiler block now, as Mab's just explained the whole situation. We need to protect those relics above all else. Killing the demonlings should probably be top priority.
 

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Iron Sky

Procedurally Generated
GM: I'm pretty much gone this whole weekend(just have a moment to post here before bed). Probably won't have time to update until Monday afternoon/evening earliest.
 

Iron Sky

Procedurally Generated
The Final Chamber, Round 6

Earth slams his hammer into the Voidwalker's frame again, bending it nearly to the point of breaking.

[sblock=Earth's actions]Standard: Strength of Stone: 1d20+12=30 AC, hit, 1d10+6=16/2=8 damage and Earth gains 6 THP
Move: -
Minor: -
Free: Mark Voidwalker.[/sblock]

One of the Voidwalker(s?) are seared by the tears their storm left. One disappears into the wall, one moves next to Raijin, and both the ones left make a gesture and distort the reality around them, leaving shimmering rifts in Earth and Raijin's skin, clothing, and armor.

Meanwhile, whatever the demonling got away set out to do it seems to have accomplished; the void in the center becomes even darker and a demonling slips out another storm rift at a gesture from the Voidwalker.

GM: Got back early, so, TURN!


[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]Voidwalker Demon: Soul Harvest(when Demonling 9 killed): Gain phasing and insubstantial. Take 8/2=4 Acid, Cold, Fire, Lightning, and Thunder damage, 6/2=3 Acid damage from rifts.
Move to N2 and into a wall. Proximate Tear(close burst 1): 15 Reflex vs Raijin, hit, 16 Reflex vs Earth, hit, 12 damage and -2 defenses(save ends). Stormrift: One Storm Rift disappears and Demonling 10 appears from it.

Abyssal Void: Opens slightly. Demonling 11 appears.[/sblock]

[sblock=Combatants]Earth: J6, 43 damage taken, bloodied, -2 defenses(save ends)
Mab: J3, 29 damage taken, bloodied, +2 defenses, 1 death save failed
Raijin: L3(on landing 6 squares up), 20 damage taken, bloodied, -2 defenses(save ends)
Illarion: E9, 18 damage taken
Devinihm: G12, DR4, 24 damage taken, bloodied, +2 defenses

Silver Demons destroyed: 1

Voidwalker Demon: L4(on landing 6 squares up) or S17(on stairs 3 squares up) or K5, 84 damage taken, bloodied, phasing, insubstantial, resist 10 cold
Voidwalker Demon, 90 Max HP, 18 AC, 16 Fort, 18 Ref, 19 Will

Hunter Demonling 10: F5
Hunter Demonling 11: 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: 8
Hunter Demonlings escaped: 1

Abyssal Storm Rifts: T6, S16, P5, K17, M4
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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jkason

First Post
Devinihm, wilden druid

Devinihm's swarm swirls with agitation, beetles becoming large angry wasps.

"No more of the little ones escape," comes the buzzing multi-voice of the swarm. Devinihm's form lances through the room, devouring another demonling in the process.

"You are many, but so are we."

[sblock=actions]Charge to D16, use Savage Rend as the melee basic

Savage Rend (charge) vs. Demonling C16 Reflex (1d20+8=27)[/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 holds firm against the energies of the void. He takes a deep breath and focuses his concentration on the red sphere nearest to him. It closes and he looks past the voidbringer next to him towards the next one. Seeing no path he holds up his staff defensively. One closed, but I can't reach the other.

OOC: Standard: Second Wind to heal 10
Minor: Arcana to close, success!
Saved

I should be at 20/42 (didn't apply the 12 I just took to my HP)


[sblock=ministats]
Status: +2 to AC until end of encounter, +2 to defenses TENT
Passive Perception 12, Passive Insight 18
AC 16, Fort 18, Reflex 13, Will 19
HP: 20/42, Bloodied 21, Surge Value 10, Surges 3/6
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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pacdidj

First Post
"Time to shed a little light on the situation and put a stop to this nonsense," Auntie Mab declares grimly, lighting her sunrod and banishing the shadows from the room, except those nearest to the void.

Then dropping the dazzling light, she dashes forward, brushing dangerously close to the voidwalker, hoping to hit the fiend where it is most vulnerable. "Lord Luran, shield me with your shadows," she whispers, shutting her eyes tight as she drives her blade home...

[sblock=Auntie Mab actions and stats]Start=

Minor= Light Sunrod

Free= Drop lit Sunrod

Move= to L6 (flanking w/ Earth), drawing OA from voidwalker

Standard= :melee:Twilight Menace vs. Voidwalker w/ sneak attack damage = hit for 11/2 = 5 damage, and the voidwalker treats Mab as having concealment (save ends)

Free= Fast Hands = draw Prison of Salzacas

End=

[sblock=stat block]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: bloodied, concealment vs. voidwalker
Passive Perception: 18, Passive Insight: 18, Init: +6
AC: 20, Fort: 16, Reflex: 20, Will: 17
Speed: 6
HP: 12/41, Bloodied: 20, Surge Value: 10, Surges left: 6/8
Action Points: 0, Second Wind: 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, Gambler's Suit

Tristram - Rat Familiar
HP: 1/1; AC: 20, Fort: 16, Ref: 20, Will: 17
Skills: +17 Thievery, +21 Stealth
Status: Passive Mode[/sblock][/sblock]

[sblock=Readied Immediate Interrupt]Trigger: The voidwalker hits Mab with an attack that would reduce her to 0 or fewer HP.

Action: Gambler's Suit - The triggering enemy rerolls the attack roll and must use the second result. If that result is a hit, the attack scores a critical hit.[/sblock]
 

Iron Sky

Procedurally Generated
The Final Chamber, Round 7

Earth finally batters the frame away and connects with the Voidwalker, which crumples into empty metal and cloth, wrapping around Earth's hammer...

[sblock=Earth's actions]Immediate Interrupt: Warden's Fury: 1d20+12=CRIT vs Voidwalker, 2d6+16=26/3=13 damage and Voidwalker grants CA TENT.
Start of Turn: Save vs -2 defenses: 1d20=14, saved.
Move: Move to J10.
Standard: Strength of Stone: 1d20+12-2(Concealment)=15 AC vs Demonling, miss.
Minor: Warforged Resolve: gain 7 THP, 7HP.
Free: Mark Demonling.[/sblock]

Purple-black lightning arcs towards Mab as she moves away from the Voidwalker, but sears into the stone floor rather than the old woman.

The remaining Voidwalker flickers as Earth smashes one of them down, but then

[sblock=Red Spheres]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=Enemy Actions]Voidwalker Demon: Soul Harvest(when Demonling 10 killed): Gain phasing and insubstantial. Frame Discharge(OA): Nat1 vs Mab. Trembling Wake(close blast 3): 23 Reflex vs Raijin, hit, 13 damage and pulled to M3, Raijin gets save to avoid being pulled: 1d20=1, fail, Raijin takes 1 cold damage from the Stormrift. Stormrift: A Stormrift closes and Demonling 12 appears. Save: 15, saved.

Abyssal Void: Demonling 13 appears adjacent.[/sblock]

[sblock=Combatants]Earth: J10, 7 THP, 34 damage taken
Mab: L6, 29 damage taken, bloodied, 1 death save failed
Raijin: N3(on landing 6 squares up), 36 damage taken, bloodied, +2 defenses
Illarion: B10, 18 damage taken, bloodied
Devinihm: D16, 24 damage taken, bloodied, DR4

Silver Demons destroyed: 1

Voidwalker Demon: O3(on landing 6 squares up) or ???, 89 damage taken, bloodied, phasing, insubstantial, grants CA, resist 10 cold
Voidwalker Demon, 90 Max HP, 18 AC, 16 Fort, 18 Ref, 19 Will, MBA: Frame Discharge: +8 vs Reflex, 1d8+4 lightning damage

Hunter Demonling 11: K10, marked(Earth)
Hunter Demonling 12: P5
Hunter Demonling 13: Q10
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: 9
Hunter Demonlings escaped: 1

Abyssal Storm Rifts: T6, S16, K17, M4
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.)

Red Spheres: V10(on landing 4 squares up), N18(on landing 2 squares up), H5[/sblock]

[sblock=Terrain, Lighting, and Features, UPDATED]*The room is bright thanks to Mab's sunrod, except within 2 squares of the void(J7-Q14).

*Chains: The chains run up to their appropriate landings, with a DC 20 Acrobatics check and a Run Action, you may run up them to the appropriate landing(if you have enough movement). If the check fails, you fall off half-way up, taking appropriate falling damage. Alternately, they may be climbed with DC15 Athletics checks.

*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.

*D6, D10, D11, and D14 are the bases of the arches and are treated as walls.


*The dark swirling void area is... icky. You're pretty sure you don't want to go in there.[/sblock]
 

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jkason

First Post
Devinihm, wilden druid

Insects whirl and eddy across the room until they finally coalesce into the more substantial form of Devinihm.

"You feast on your own. You are a predator, no? You should meet another."

Fire swirls in the air between the voidwalker and Devinihm, then takes the form of a large bird of prey, which dives at the voidwalker, burning claws rending through its semi-solid flesh.

[sblock=actions]Move: to G10
Minor: Wildshape to humanoid, shift to G9
Standard: Fire Hawk vs. Voidwalker in O3:

Target: One creature
Attack: Wisdom vs. Reflex
Weapon: Magic Staff +2: +7 Attack, 1d8+6 damage
Hit: 1d8+ Wisdom (+4) fire damage. Until the start of Devinihm's next turn, he can use the Fire Hawk Attack against the target.

Fire Hawk vs. Voidwalker O3 Reflex; Fire Damage (1d20+9=26, 1d8+8=10)

Hits for 5 points with the insubstantial. I'm assuming I can't use the fire hawk secondary attack against another instance of the voidwalker. It certainly seems counter-intuitive to me, but a few things in 4e are similarly counter-intuitive to me, and since it's ostensibly all one creature, I figured I should ask.[/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
Seeing Devinihm take out the Voidbringer, Raijin moves carefully towards the next red sphere.

OOC: Assuming Fire Hawk kills all of them. The following turn -
Move: Walk to T4
Standard (Move): Walk to W10, try to avoid the Void, DM?
 
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