The Hunted: Demons Rifts, Round 7
The newest demonling leaps impossibly high, soaring over the rocks to tear at Devinihm, but can't seem to land a solid hit on the swarming insectoid constituency that is Devinihm.
The spinetail seems to sense the danger if it leaves the sparkling, shimmering area Illarion created and circles it, waiting for it to fade.
Unfortunately, the huge demon manages to make its way into the world, tearing its way into the world with a victorious roar.
At least no other demons emerge... for now.
GM: | Raijin also has to make an Athletics check to avoid falling when he takes his ongoing damage since he's climbing, I'll call that his original check. This is the one to climb down the cliff: 1d20+6=9, fail by 5+, falls 3 squares, takes 1d10=9 damage and prone.
Also, I forgot to mention it(double checking my notes for this encounter), but to aid another to close the portal, you must be within range of the portal(I.E. Adjacent to a small one or within 3 of the large one). That mean's Raijin can't aid(do to being prone from falling) and Mab's check fails even with Xander's assist.
Gave Xander's THP to Raijin. | |
[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. Aid another checks may be made, but only if the aiding PC is within range of the portal they are aiding against.[/sblock]
[sblock=Enemy Actions]
Hunter Demonling 11: Move,
Unnatural Pounce: Jump to F13 and make MBA,
Claws: 11 AC vs Devinihm, miss.
Spinetail Demonling 2: OA: Spinetail(+2 CA): CRIT AC vs Raijin, ongoing ongoing poison damage increases by 2. Move to D7(5 squares up).
Large Rift:
Horned Demon 2 emerges.[/sblock]
[sblock=Combatants]
Earth:
D10,
4 THP,
16 damage taken,
Form of the Mountain's Thunder
Xander:
E13,
1 THP
Mab:
F16, 5 THP, Stealth 22
*Hand of Salzacas:
N22
Devinihm:
F12,
1 THP,
5 damage taken,
DR4
Illarion:
D13,
5 THP,
6 damage taken
Raijin:
C10(3 squares up),
3 THP,
4 damage taken,
prone
Horned Demon 2:
B13-C14
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 11:
F13
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: 10
Spinetail Demonling 2: D7(5 squares up)
Spinetail Demonling: Minion, 17 AC, ?? Fort, 17 Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: ??
Spinetail Demonlings destroyed:
2
Large Rift:
A14-B15,
2/5 closed
Small Rift 3:
O22
Small Rift 4:
M1
Small Rifts closed:
2[/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]