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The Hunted (DM: IronSky, Judge: ???)
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<blockquote data-quote="Iron Sky" data-source="post: 5533144" data-attributes="member: 60965"><p><strong>The Final Chamber, Round 7</strong></p><p></p><p>Earth finally batters the frame away and connects with the Voidwalker, which crumples into empty metal and cloth, wrapping around Earth's hammer...</p><p></p><p>[sblock=Earth's actions]<strong>Immediate Interrupt</strong>: <strong>Warden's Fury</strong>: 1d20+12=CRIT vs Voidwalker, 2d6+16=26/3=13 damage and Voidwalker grants CA TENT.</p><p><strong>Start of Turn</strong>: Save vs -2 defenses: 1d20=14, saved.</p><p><strong>Move</strong>: Move to J10.</p><p><strong>Standard</strong>: <strong>Strength of Stone</strong>: 1d20+12-2(Concealment)=15 AC vs Demonling, miss.</p><p><strong>Minor</strong>: <strong>Warforged Resolve</strong>: gain 7 THP, 7HP.</p><p><strong>Free</strong>: Mark Demonling.[/sblock]</p><p></p><p>Purple-black lightning arcs towards Mab as she moves away from the Voidwalker, but sears into the stone floor rather than the old woman.</p><p></p><p>The remaining Voidwalker flickers as Earth smashes one of them down, but then</p><p></p><p>[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]</p><p></p><p>[sblock=Enemy Actions]<strong>Voidwalker Demon</strong>: <strong>Soul Harvest</strong>(when Demonling 10 killed): Gain phasing and insubstantial. <strong>Frame Discharge</strong>(OA): Nat1 vs Mab. <strong>Trembling Wake</strong>(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. <strong>Stormrift</strong>: A Stormrift closes and Demonling 12 appears. <strong>Save</strong>: 15, saved.</p><p></p><p><strong>Abyssal Void</strong>: Demonling 13 appears adjacent.[/sblock]</p><p></p><p>[sblock=Combatants]<strong>Earth</strong>: <span style="color: Silver">J10</span>, <span style="color: Orange">7 THP</span>, <span style="color: Red">34 damage taken</span></p><p><strong>Mab</strong>: <span style="color: Silver">L6</span>, <span style="color: Red">29 damage taken</span>, <span style="color: Red">bloodied</span>, <span style="color: DarkSlateGray">1 death save failed</span></p><p><strong>Raijin</strong>: <span style="color: Silver">N3(on landing 6 squares up)</span>, <span style="color: Red">36 damage taken</span>, <span style="color: Red">bloodied</span>, <span style="color: Gray">+2 defenses</span></p><p><strong>Illarion</strong>: <span style="color: Silver">B10</span>, <span style="color: Red">18 damage taken</span>, <span style="color: Red">bloodied</span></p><p><strong>Devinihm</strong>: <span style="color: Silver">D16</span>, <span style="color: Red">24 damage taken</span>, <span style="color: Red">bloodied</span>, <span style="color: DarkSlateGray">DR4</span></p><p></p><p><em>Silver Demons destroyed</em>: <strong>1</strong></p><p></p><p><strong>Voidwalker Demon</strong>: <span style="color: Silver">O3(on landing 6 squares up) <span style="color: White">or</span> ???</span>, <span style="color: Red">89 damage taken</span>, <span style="color: Red">bloodied</span>, <span style="color: Gray">phasing</span>, <span style="color: Gray">insubstantial</span>, <span style="color: Gray">grants CA</span>, <span style="color: DarkSlateGray">resist 10 cold</span></p><p>Voidwalker Demon, 90 Max HP, 18 AC, 16 Fort, 18 Ref, 19 Will, <strong>MBA</strong>: <strong>Frame Discharge</strong>: +8 vs Reflex, 1d8+4 lightning damage</p><p></p><p><strong>Hunter Demonling 11</strong>: <span style="color: Silver">K10</span>, <span style="color: Gray">marked(Earth)</span></p><p><strong>Hunter Demonling 12</strong>: <span style="color: Silver">P5</span></p><p><strong>Hunter Demonling 13</strong>: <span style="color: Silver">Q10</span></p><p><span style="color: Silver"><span style="color: White">Hunter Demonling: Minion, 17 AC, 15 Fort, 16 Ref, 14 Will. <strong>MBA</strong>: <span style="color: Green"><strong>Claws</strong></span>: +8 vs AC, 5 damage. <strong>Elemental Reflection</strong>(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.</span></span></p><p><em>Hunter Demonlings destroyed</em>: <strong>9</strong></p><p><strong></strong><em>Hunter Demonlings escaped</em>: <strong>1</strong></p><p></p><p><strong>Abyssal Storm Rifts</strong>: <span style="color: Silver">T6</span>, <span style="color: Silver">S16</span>, <span style="color: Silver">K17</span>, <span style="color: Silver">M4</span></p><p>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.)</p><p></p><p><strong>Red Spheres</strong>: <span style="color: Silver">V10(on landing 4 squares up)</span><span style="color: White">,</span> <span style="color: Silver"> N18(on landing 2 squares up)</span>,<span style="color: Silver"> H5</span>[/sblock]</p><p></p><p>[sblock=Terrain, Lighting, and Features, UPDATED]*The room is bright thanks to Mab's sunrod, except within 2 squares of the void(J7-Q14).</p><p></p><p><span style="color: White">*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.</span></p><p><span style="color: White"></span></p><p><span style="color: White"></span>*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.</p><p></p><p>*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.<span style="color: White"></span></p><p><span style="color: White"></span> <span style="color: White"></span></p><p><span style="color: White">*D6, D10, D11, and D14 are the bases of the arches and are treated as walls.</span></p><p></p><p>*The dark swirling void area is... icky. You're pretty sure you don't want to go in there.[/sblock]</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5533144, member: 60965"] [B]The Final Chamber, Round 7[/B] 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][B]Immediate Interrupt[/B]: [B]Warden's Fury[/B]: 1d20+12=CRIT vs Voidwalker, 2d6+16=26/3=13 damage and Voidwalker grants CA TENT. [B]Start of Turn[/B]: Save vs -2 defenses: 1d20=14, saved. [B]Move[/B]: Move to J10. [B]Standard[/B]: [B]Strength of Stone[/B]: 1d20+12-2(Concealment)=15 AC vs Demonling, miss. [B]Minor[/B]: [B]Warforged Resolve[/B]: gain 7 THP, 7HP. [B]Free[/B]: 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][B]Voidwalker Demon[/B]: [B]Soul Harvest[/B](when Demonling 10 killed): Gain phasing and insubstantial. [B]Frame Discharge[/B](OA): Nat1 vs Mab. [B]Trembling Wake[/B](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. [B]Stormrift[/B]: A Stormrift closes and Demonling 12 appears. [B]Save[/B]: 15, saved. [B]Abyssal Void[/B]: Demonling 13 appears adjacent.[/sblock] [sblock=Combatants][B]Earth[/B]: [COLOR=Silver]J10[/COLOR], [COLOR=Orange]7 THP[/COLOR], [COLOR=Red]34 damage taken[/COLOR] [B]Mab[/B]: [COLOR=Silver]L6[/COLOR], [COLOR=Red]29 damage taken[/COLOR], [COLOR=Red]bloodied[/COLOR], [COLOR=DarkSlateGray]1 death save failed[/COLOR] [B]Raijin[/B]: [COLOR=Silver]N3(on landing 6 squares up)[/COLOR], [COLOR=Red]36 damage taken[/COLOR], [COLOR=Red]bloodied[/COLOR], [COLOR=Gray]+2 defenses[/COLOR] [B]Illarion[/B]: [COLOR=Silver]B10[/COLOR], [COLOR=Red]18 damage taken[/COLOR], [COLOR=Red]bloodied[/COLOR] [B]Devinihm[/B]: [COLOR=Silver]D16[/COLOR], [COLOR=Red]24 damage taken[/COLOR], [COLOR=Red]bloodied[/COLOR], [COLOR=DarkSlateGray]DR4[/COLOR] [I]Silver Demons destroyed[/I]: [B]1[/B] [B]Voidwalker Demon[/B]: [COLOR=Silver]O3(on landing 6 squares up) [COLOR=White]or[/COLOR] ???[/COLOR], [COLOR=Red]89 damage taken[/COLOR], [COLOR=Red]bloodied[/COLOR], [COLOR=Gray]phasing[/COLOR], [COLOR=Gray]insubstantial[/COLOR], [COLOR=Gray]grants CA[/COLOR], [COLOR=DarkSlateGray]resist 10 cold[/COLOR] Voidwalker Demon, 90 Max HP, 18 AC, 16 Fort, 18 Ref, 19 Will, [B]MBA[/B]: [B]Frame Discharge[/B]: +8 vs Reflex, 1d8+4 lightning damage [B]Hunter Demonling 11[/B]: [COLOR=Silver]K10[/COLOR], [COLOR=Gray]marked(Earth)[/COLOR] [B]Hunter Demonling 12[/B]: [COLOR=Silver]P5[/COLOR] [B]Hunter Demonling 13[/B]: [COLOR=Silver]Q10[/COLOR] [COLOR=Silver][COLOR=White]Hunter Demonling: Minion, 17 AC, 15 Fort, 16 Ref, 14 Will. [B]MBA[/B]: [COLOR=Green][B]Claws[/B][/COLOR]: +8 vs AC, 5 damage. [B]Elemental Reflection[/B](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.[/COLOR][/COLOR] [I]Hunter Demonlings destroyed[/I]: [B]9 [/B][I]Hunter Demonlings escaped[/I]: [B]1[/B] [B]Abyssal Storm Rifts[/B]: [COLOR=Silver]T6[/COLOR], [COLOR=Silver]S16[/COLOR], [COLOR=Silver]K17[/COLOR], [COLOR=Silver]M4[/COLOR] 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.) [B]Red Spheres[/B]: [COLOR=Silver]V10(on landing 4 squares up)[/COLOR][COLOR=White],[/COLOR] [COLOR=Silver] N18(on landing 2 squares up)[/COLOR],[COLOR=Silver] H5[/COLOR][/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). [COLOR=White]*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. [/COLOR]*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.[COLOR=White] [/COLOR] [COLOR=White] *D6, D10, D11, and D14 are the bases of the arches and are treated as walls.[/COLOR] *The dark swirling void area is... icky. You're pretty sure you don't want to go in there.[/sblock] [/QUOTE]
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