The Kolloseaum: Team Gil's Conscience (DM: Iron Sky, Judge: Luinnar)


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OOC: Assuming Iron Sky okays so many changes...

Cyr opens his eyes and immediately feels all the burning from the big worm-beast. But he clings to conciousness just long enough to blast it to death. As it falls to the ground it raises enough dust it totally smothers the flames.

[sblock=Actions]
Heal 12
Take 10 fire damage

Minor: Knowledge (see below, I think failed) - Cyr does half damage to the burrower
Move: Stand up
Standard: Knowledge (Arcana) for Use Vulnerability; Vanguard's Lightning vs Ref (Burrower); Lightning Damage; (1d20+12=18, 1d20+12+2=33, 1d6+7=12) - does 6 lightning damage

Save vs Fire; Memory of a Thousand Lifetimes if needed (1d20=18, 1d6=5)
[/sblock]
 
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Match One: The Sandy Arena, Final Stats

The crowd roars as the beast dies thrashing as the group scatters. Gouts of flame blast in all directions, leaving troughs of slagged sand and scorched dirt.

A brief respite is all the group has before a goblin leads them off to the next arena...

GM: Cyr's save: 12, saved. Kauldron's turn he takes 5 reduced to 2 damage. Save: 13, saved.

The group has 1d6=6 short rests. Should be plenty of time to throw about some leader-augmented heals. When you guys have it figured out, please post your final hp totals and resources expended.


[sblock=Combatants]-Party-
Ootah: 32/46hp
Joy: 7/46hp
Cyr: 2/42hp
Gil: 36/36hp
Kauldron: 4/59hp
Artemis: 23/37hp
Martelai: 15/54hp
Lerrick: 2/47hp
Brenwar: 9/65hp

-Enemy-
Burrower Spawn killed: 4
Burrower killed: 1

Effect Key: location, hp/max hp, damage related, TenT or TsnT, conditional, save ends, encounter[/sblock]

[sblock=Appease the Crowd]*As a minor action, a PC may make a skill check to wow the crowd. If they succeed at the check, they gain +2 to their next d20 roll if they beat the DC, plus +2 per 5 by which they beat the DC. If the check is failed, the PC takes a -2 penalty to their next d20 roll, -2 more per 5 by which they miss the DC.

I.E, if the DC is 15, 1-5 would be -6, 6-10 would be -4, 11-14 would be -2, 15-19 would be +2, etc.

*All skill DCs will start at 15 and each individual skill's DC goes up by 2 per time the skill is used as the crowd gets more jaded. The DCs go up at the end of the round in which they are used. The DCs do not drop between arena rounds.

*Any skill can be used, as long as the player can provide relevant character action to back up the roll.

Current Skill DCs:
Acrobatics: 19
Insight: 19
Religion: 19
Streetwise
: 19
All: 17[/sblock]
 

OOC: if you are particularly high on surges, Gil would like to borrow a few. If you are particularly low on surges, Gil has a few to spare. Gil cannot actually raise a surge value, but can prevent spending additional surges to heal, at the expense of an allies surge. 5 total curative healing infusions possible, in six rests, and then one left over for combat.

Healing Infusion Curative: The target regains HP equal to it's surge value +2, Dante Mephisto Gilgamesh expends a healing infusion created with his hybrid healing infusion class feature. Special: I can only use one of my healing infusions per encounter (Rest). Gil recharges his healing infusion by taking a surge from a willing ally.
 

OOC:
HP 9/65
Surges 9/13

We should probably let the cleric do most of the healing since they get bigger +'s.

[sblock=Mini Stats]
Brenwar – Male Human Paladin 6
http://l4w.wikia.com/wiki/PC:Brenwar_Holyshield_(Rapida)

Initiative: +2, Speed: 5 Passive Perception: 16, Passive Insight: 21
AC: 25 Fort: 18, Reflex: 18, Will: 20, Resist: 1/all
HP: 9/65, Bloodied: 32 , Surge Value: 17, Surges Left: 9/13

Action Points: 0

Feats of Note:
Whenever Brenwar spends a healing surge, he gains 3 resistance to all damage until the start of his next turn.

Whenever Brenwar uses a power that allows an ally to spend a healing surge or regain hit points as if she had spent a healing surge, that ally can use his healing surge value (17 HP) to determine the number of hit points gained.

OA Basic Melee Attack: +11 Virtuous Strike (Vanguard's Hammer) 1d10+5 Damage

Powers At-Will Powers:Divine Challenge, Ardent Strike, Virtuous Strike, Lay on Hands (2/3 Remaining)
Encounter Powers: Valorous Smite, Righteous Smite, Virtue, Channel Divinity, Deliverance of Faith, Heroic Effort, Censure the Unholy, Divine Reverence, Second Wind
Daily Powers: Majestic Halo, Hallowed Circle, Magic Item Daily
[/sblock]
 

OOC: if you are particularly high on surges, Gil would like to borrow a few. If you are particularly low on surges, Gil has a few to spare. Gil cannot actually raise a surge value, but can prevent spending additional surges to heal, at the expense of an allies surge. 5 total curative healing infusions possible, in six rests, and then one left over for combat.

Healing Infusion Curative: The target regains HP equal to it's surge value +2, Dante Mephisto Gilgamesh expends a healing infusion created with his hybrid healing infusion class feature. Special: I can only use one of my healing infusions per encounter (Rest). Gil recharges his healing infusion by taking a surge from a willing ally.

OOC: Ootah has 4 surges left that have to last for the 2 next fights, so I'd appreciate if someone could spare a surge through healing infusion. That'd put me at edit: 45/46, which should be enough (famous last words!).
 
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Except for ootah, I think [MENTION=79956]dimsdale[/MENTION] should pull out one more healer's mercy which should raise most of us out of bloodied. then use healers word and Joy her heals or song of rest if she has it...(not sure about exact bonuses, but Cyr had 5/7 surges and two more combats to go.

[MENTION=60965]Iron Sky[/MENTION], what's the word for second match on our scattering? Obviously, we didn't scatter enough this time :) Oh, and I rolled the save if you notice the bottom of action block (18). Did I miss something else I need to save against?
 

OOC: I second the vote to have Lerrick use another Healer's Mercy to start things off. After that, Joy has a Surge +6 and a Surge +1d6+1 each rest. She is at 7/46 with 7 of 9 surges left.
 

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