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

Iron Sky

Procedurally Generated
The Hunted: Demons Rifts, Round 5

The horned demon finally manages to connect with Earth, knocking a bit of rubble from the elemental's shoulder. Its second attack misses, but that doesn't stop it from blowing apart yet another bony protrusion on its body and injuring the elemental.

The two demonlings pounce on Xander, driven into a frenzy by the big demon's rage. Their claws leave serious wounds on the cleric.

As the large portal constricts, the huge demon inside is pushed away, delaying its emergence into the world. Its roars of frustration and rage can be heard, muted, distorted, and echoing as if heard from a great distance.

Meanwhile, another demon soars out of the rift next to Raijin, turning towards the sorcerer despite any obvious eyes...

Another demonling emerges from one of the other rifts.

GM: Raijin drew his second staff last round. I'll change his minor action to an Arcana check to close the portal: 1d20+7=9, fail.


[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.[/sblock]

[sblock=Enemy Actions]Horned Demon 1: Dangerous Foe(when hit by Earth): Spined Fist: 29 AC vs Earth, hit, 18 damage. Spined Fist(+2 Demon Rage, -4 Bane): 12 AC vs Earth, miss, Earth takes 5 ongoing damage and the Horned Demon takes 5 damage.

Hunter Demonling 8: Move, charge, Claws(+1 charge, +1 damage Demon Rage): 24 AC vs Xander, hit, 6 damage.
Hunter Demonling 9: Move, charge, Claws(+1 charge, +1d6+2 damage Demon Rage): CRIT vs Xander, 13 damage.

Small Rift 1: Spinetail Demonling 2 appears adjacent.
Small Rift 3: Hunter Demonling 10 appears adjacent.
Large Rift
: Flux(when successful arcana check made against it in a round): delays demon emergence for 1 round. Horned Demon 2 visible, will emerge in 1 round.[/sblock]

[sblock=Combatants]Earth: J12, 15 damage taken, 5 ongoing damage(save ends), Form of the Mountain's Thunder
Xander: E11, 19 damage taken, bloodied
Mab: E13, Stealth 36
*Hand of Salzacas: N22
Devinihm: I19, 1 THP, 5 damage taken, DR4
Illarion: E12, 6 damage taken
Raijin: A8(3 squares up), 5 damage taken

Horned Demon 1: H12-I13, 126 damage taken, bloodied, -4 defenses and attacks, slowed, marked(Earth)
Horned Demon: ?? Max HP, 17 AC, 18 Fort, ?? 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.

Hunter Demonling 8: E10
Hunter Demonling 9: F10
Hunter Demonling 10: L2
Hunter Demonling: Minion, ?? 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

Spinetail Demonling 2: B7(4 squares up)
Spinetail Demonling: Minion, 17 AC, ?? Fort, ?? Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: ??
Spinetail Demonlings destroyed: 1

Large Rift: A14-B15, 1/5 closed, Horned Demon 2 emerges in 1 round
Small Rift 1: A7(4 squares up on cliff)
Small Rift 3: O22
Small Rift 4: M1
Small Rifts closed: 1[/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.[/sblock]
 

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DMDanW

First Post
Xander takes a step back and throws his arms wide and shouting out "POWER BE TO THEE MAROS". This sends a wave of energy sweeping over both friends and foe in front of him. He then takes a deep breath as he feels the power of Maros flow through him.


[sblock=Mechanics]
Move Action = Shift to D12
Standard Action = Hymn of Resurgence; Close Blast 5 (E10-I14), should catch both demonlings and the big guy) vs demonling: 1d20+7=14, vs demonling:1d20+7=9, vs big guy:1d20+7=26; all attacks vs Fort. If hit target takes -2 penalty to defenses till end of next turn & any ally who hits them knocks them prone. Any ally within the blast either gains 5 temp hit points or can make a saving throw
Minor Action = Healing Word on Himself; heals 9+1d6+6=12, for 21 total hit points.
[/sblock]
 
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Voda Vosa

First Post
Earth immutable by the hit, keeps attacking the demon with his hammer, scoring another demolishing hit, regaining some strength. "It's your end aberration, feel the might of the Earth."
 
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Neurotic

I plan on living forever. Or die trying.
OOC: Illarion takes 5thp.

"It's working, keep at it, Auntie!"

[sblock=Actions]
Minor: Arcana Aid Another (1d20+5=13)
Move: Arcana aid another (1d20+5=24) - if possible to grant both Mab and Raijin bonus to the roll. Otherwise keep it for the next round
Standard: Chaos bolt vs demonling 8 will; psychic damage (1d20+7=23, 1d10+10+3=14) - hit, dead, Illarion gets a saving throw
Error?! again! 1d20+7=0
Chaos bolt secondary vs demonling 9 will; psychic damage (1d20+7=12, 1d6+5+3=12) - miss
[/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: 34/34 Surges: 7 Surge Value: 8

FEATS
Level 1: Shadow Initiate
Level 2: Grasping Magpies

POWERS

Chaos Bolt
Blazing Starfall
Assassin's Shroud
Changeling Disguise



Changeling Trick
Mists of Disarray
Ice Dragon Teeth


Grounding Rebuke
Good Timing

[/sblock]
 
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johnmeier1

Explorer
Raijin holds up his staves as a guard as he examines the portal. These are of a different nature. Mab, focus on the large portal, it may keep the larger demon away! He then moves carefully around the new spinetail near him.

OOC: Standard: Close small portal (FAIL)
Minor: Assist Mab
Move: Shift to B8


[sblock=ministats]
Status:
Passive Perception 12, Passive Insight 18
AC 16, Fort 18, Reflex 13, Will 19
HP: 37/42, 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

Devinihm's swarm clusters on the rocks, then surges forward as a mass of locusts toward the Demon Earth faces.

[sblock=actions]Move: to H16. Since I think he can make that move even with spending 3 for the last square, I didn't bother with the athletics roll.

Standard: Swarming Locusts vs. horned demon

At-Will Standard Close blast 3 ✦ Beast Form, Implement, Primal, Zone

Target: Each creature in blast
Attack: Wisdom vs. Reflex
Weapon: Magic Staff +2: +7 attack, 1d8+6 damage

Effect: The blast creates a zone of swarming locusts that lasts until the end of your next turn. While within the zone, enemies grant combat advantage.

Remembered to add Devinihm's vs. demons bonus this time, though not sure if it hit:

Swarming Locusts attack; damage (1d20+7=15, 1d8+8=15)[/sblock]

[sblock=resources used]Encounter: Flowing Swarm[/sblock]
 

pacdidj

First Post
With the encouragement of her friends bolstering her efforts, Mab's concentration deepens, and at last she feels in tune with the Abyssal energies. As she synchronizes the motion of her hands directly opposite to the portal's rotation, a fey voice speaks a chant into her mind. Without realizing it, she begins to whisper the words in echo:

[sblock=Eladrin]"Fee, Fye, Fae-rie, Fum;
Strands of chaos come undone!"
[/sblock]

She blinks in surprise as her efforts cause the large portal to shrink further!

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

Standard = Arcana vs. Large Portal (1d20+8+4=22)

Move = Mab remains hidden, Hand stays at N22

[sblock=statblock]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: none
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 (Daggers: 5/5)
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: Passive Mode[/sblock][/sblock]
 

Iron Sky

Procedurally Generated
The Hunted: Demons Rifts, Round 6

The Horned Demon lashes out at Earth as the warden hammers it into the ground again. It is bleeding from two-dozen wounds when part of the swarm that is Devinihm detaches and burrows into the wounds, taking the beast down for good.

Its fellow in the rift roars again in rage as the efforts of the group close the rift even more and leave the demon further from reality yet again.

The remaining nearby demonling pounces on Xander, apparently having acquired a taste for cleric-flesh and takes another bite while the newer demonling tackles Earth.

Up on the cliff, the spinetail lashes out at Raijin, injecting poison into the sorcerer. Another one floats out of the rift as well while another Demonling springs from the small portal near the floating hand Mab summoned.

GM: Raijin can't shift since he's currently on the side of a cliff(the cliff keeps going up off the map), so technically he's currently climbing - which grants CA now that I think of it. He also has to make a climb check to keep holding onto the wall when he takes damage. That will be when the ongoing damage "ticks" at the start of his turn.

Devinihm hit thank's to Xander reducing the Demon's defenses. Thanks to the demon hurting itself trying to hurt Earth, it also kills it.

A note about Mab's stealth, I left it there since it applies to creatures she has cover against, but it doesn't mean that creatures she doesn't have cover or concealment from can't see her.

Mechanical Benefits:
Earth: Gains and additional Action Point.
Xander: Gains 6 THP until the end of the first combat.
Mab: Gains +1 to skill checks while on the island.
Devinihm: Gains +2 damage vs demons until the end of the adventure.
Raijin: Gains 10 THP until the end of the first combat.
Illarion: Gains +3 damage vs demons until the end of the adventure.

Just remembered all these too. I reduced Xander and Raijin's damage and gave them the number of THP they should have had left over. The rest is up to you guys to keep track of.


[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.[/sblock]

[sblock=Enemy Actions]Horned Demon 1: Dangerous Foe(when hit by Earth): Spined Fist(-2 prone): 20 AC vs Earth, miss, 5 ongoing damage(save ends) and the Horned Demon takes 5 damage.

Hunter Demonling 9: Move, charge, Claws(+1 charge): 18 AC vs Xander, 13 damage.
Hunter Demonling 10: Move, Unnatural Leap: Jump to J11 and make MBA, Claws: 26 AC vs Earth, hit, 5 damage.

Spinetail Demonling 2: Spinetail(+2 CA): 19 AC vs Raijin, hit, 3 ongoing poison damage(save ends).

Small Rift 1: Spinetail Demonling 3 appears adjacent.
Small Rift 4: Hunter Demonling 11 appears adjacent.
Large Rift
: Flux(when successful Arcana check made against it in a round): delays demon emergence for 1 round. Horned Demon 2 visible, will emerge in 1 round.[/sblock]

[sblock=Combatants]Earth: J12, 16 damage taken, 5 ongoing damage(save ends), Form of the Mountain's Thunder
Xander: D12, 1 THP
Mab: E13, 5 THP, Stealth 36
*Hand of Salzacas: N22
Devinihm: H16, 1 THP, 5 damage taken, DR4
Illarion: E12, 5 THP, 6 damage taken
Raijin: A8(3 squares up), 5 THP, 3 ongoing poison damage(save ends)

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 9: E11
Hunter Demonling 10: J11
Hunter Demonling 11: N21
Hunter Demonling: Minion, ?? 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

Spinetail Demonling 2: B7(4 squares up)
Spinetail Demonling 3: B8(4 squares up)
Spinetail Demonling: Minion, 17 AC, ?? Fort, ?? Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: ??
Spinetail Demonlings destroyed: 1

Large Rift: A14-B15, 2/5 closed, Horned Demon 2 emerges in 1 round
Small Rift 1: A7(4 squares up on cliff)
Small Rift 3: O22
Small Rift 4: M1
Small Rifts closed: 1[/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]
 

Attachments

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Voda Vosa

First Post
"And so, you are undone." says Earth, as the demon falls, battered, to the ground. As the small demonling attacks him, the warforged turns and with the momentum, whacks the thing off. Earth then moves awat, next to his companions and fixes the demonling next to Ilarion with a deadly gaze.

Actions:
Strd: SS vs demonling, if hit, Earth gains 4 THP
Move: To D10
Free: Mark adjacent foe.
 
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Neurotic

I plan on living forever. Or die trying.
Mab: Gains +1 to skill checks while on the island.
that one 19 could have been success. Oh, woe! :D

"Good work, let's close it for good! Xander, deal with the pest, please, I'll help Raijin!"

Illarion supports Mab, but calls small burst behind flying pests harrying Raijin. One falls down burning while another smolders for a few moments.

[sblock=Actions]
Move: shift D13
Minor: Arcana aid another (1d20+5=19)
Standard: Blazing Starfall at C8 vs spantail 2 ref; spinetail 3 ref; radiant damage (1d20+7=13, 1d20+7=25, 1d4+10+3=16) - miss and hit I'm guessing, unless there are bonuses I'm not aware of. - Illarion gets a saving throw :)
[/sblock]
 
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