The Hunted: Demons Rifts, Round 8
Xander murmurs a chant to help the next person trying to close the portal, then moves away and sends a blast of light at the spinetail, but it evades easily.
The new horned demon rushes out, tearing into Illarion and Earth even cracks slightly, bits of rock and dust falling from him as the vicious abyssal beast lashes out.
The spinetail dives in on Raijin, stinging him in the shoulder before soaring back up into the air. Another one joins it from the large rift and two new hunter demonlings appear; one from the large portal, one from one of the more distant ones. The sight of the dozen dead demons already strewn across the ground seems only to make them excited...
[sblock=Xander's turn]
Minor: Aid another vs Portal: Arcana 1d20+6=12, success. +2 to next person's check against the large portal.
Move: Move to F12.
Standard:
Sacred Flame: 1d20+7=10 Reflex vs Spintail Demonling, miss.[/sblock]
GM: | Shifted Illarion to E12 since E14 is rocky. | |
[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]
Horned Demon 2:
Variable Resistance(when hit by Illarion's cold damage): The demon gains 10 cold resist until the end of the encounter. Shift to C13-D14.
Tearing Swipe(close burst 1): 25 Fort vs Earth, hit, 18 Fort vs Illarion, hit, 19 damage and 5 ongoing damage(save ends).
AP:
Tearing Swipe: CRIT vs Earth, 15 Fort vs Illarion, hit, Earth takes 25 damage, Illarion takes 23 damage.
Spinetail Demonling 2: Unbalancing Flyby: Move to D9(2 squares up),
Spinetail: 27 AC vs Raijin, hit, 3 ongoing poison damage(save ends). Flies to G10(5 squares up).
Large Rift:
Hunter Demonling 12 appears adjacent.
Spinetail Demonling 4 appears adjacent.
Small Rift 3:
Hunter Demonling 13 appears adjacent.[/sblock]
[sblock=Combatants]
Earth:
D12,
56 damage taken,
bloodied,
5 ongoing damage(save ends),
Form of the Mountain's Thunder
Xander:
F12,
1 THP
Mab:
F16, 5 THP, Stealth 22
*Hand of Salzacas:
D17
Devinihm:
G13,
1 THP,
5 damage taken,
DR4
Illarion:
E12,
43 damage taken,
bloodied,
dying,
5 ongoing damage(save ends),
unconscious,
prone
Raijin:
C10,
3 THP,
4 damage taken,
3 ongoing poison damage(save ends)
Horned Demon 2:
C13-D14,
15 damage taken,
slowed,
vulnerable 5 next PC attack,
10 thunder resist
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 12: B13
Hunter Demonling 13: L2
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: 11
Spinetail Demonling 2: G10(5 squares up)
Spinetail Demonling 4: A16(3 squares up)
Spinetail Demonling: Minion, 17 AC, ?? Fort, 17 Ref, ?? Will, ?? Resist, ?? Vulnerability. MBA: Spinetail: +8 vs AC, 3 ongoing poison damage(save ends), if the target already has ongoing poison damage, it increases by 2.
Spinetail Demonlings destroyed:
2
Large Rift:
A14-B15,
3/5 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]