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


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Neurotic

I plan on living forever. Or die trying.
OOC: Phew what a round !


Martelai makes a warding gesture at the attack of the shadowy elf and purple light shoots toward the attacker drawing some of the energy of the attack and then slides a bit back after the attack hits.

"You want to speak to them?! You better be very convincing! I'll put some distance between you before you start talking! And I'll introduce them to someone who wants to speak. Decree of Khirad must be obeyed!"


He speaks then in strange grating voice channeling the power of the mighty Khirad and eladrin around him dance like puppets on the string, attacking each other, killing one of their own and positioning perfectly for curse spreading and overall mayhem.

"Now that Khirad put you to your place, I call upon Acamar to devour your will to live! Feel the bite of stars."

The darkness again descends on the arena and when it clears, eladrin are grouped just outside blue region, one of the spell weavers deep in the oil and another hanging from the lip, inches from it.

[sblock=Actions]
Immediate Interrupt on shade 1 attack: Delban's Deadly Attention; extra damage (2d8+8+5=24, 1d8+5=7) - Shadewalker 1 takes 24 necrotic energy damage and he has a choice to do half damage or take additional 7 necrotic damage

Minor: Mercenary 3
Move: shift J11
Standard: Decree of Khirad vs Will (Shade 1; Cyr; Shade 2; Mercenary 3; Mercenary 2); psychic damage; curse on M3 (1d20+10=21, 1d6+5=8, 1d6=4)
Decree of Khirad vs Will (Cyr; Shade 2; Mercenary 3; Mercenary 2) (1d20+10=13, 1d20+10=21, 1d20+10=27, 1d20+10=20)- HIT ALL, but Cyr, Prime shot vs M2
Everyone hit: slide 2 and make MBA vs target:
Shade 1 slides to H8 and attacks M3: Shade 1 MBA vs Mercenary 3 AC; damage (1d20+14=31, 2d8+8=18) - hit for 18
Shade 2 slides to H9 and attacks M3: Shade 2 MBA vs Mercenary 3 AC; damage (1d20+14=22, 2d8+8=14) - miss, shade 2 takes 8 psychic damage
Cyr staff vs Mercenary 3 AC; damage (1d20+8=11, 1d8+2=9) - MISS, Cyr takes 8 psychic damage, reduced by resistance :devil: to none; Cyr cannot be moved due to restraint
18is slid to J9 and attacks Mercenary 3: Mercenary 2 vs Mercenary 3 AC; damage (1d20+12=25, 2d8+6=19) - HIT for 19

Mercenary 3 slides to J9: Mercenary 3 vs Shade 3 AC; damage (1d20+12=22, 2d8+6=19) - miss, M3 takes 8 psycic damage

Martelai's pact boon triggers on M3 getting bloodied from Shade 1 attack giving him +2 bonus to one d20 TENT
Marteali's pact boon triggers again on M3 death - rod of corruption spreads the curse to enemies within 5 from J8
(shade 1, shade 2, shade 3, mercenary 2, mercenary 3, spell weaver 1, spell weaver 2)
Rod of Avernus slides all cursed targets 1 then again on AP:
Shade 1 to H7 then leave it
Shade 2 to H8 then to I7
Mercenary 2 to J8 then leave it
Mercenary 1 to K7 then to J7
Spell weaver 1 to N13 then to O13 cannot be slid via rod due to restrained if it dropped in N13 in the oil, can I slide it with Round attack? If possible I'd put it in O13 again.
Spell weaver 2 to M4 then L3

Save vs slide (spell weaver 1; spell weaver 2) (1d20=1, 1d20=10)
if M4 is enough to push spell weaver into the oil then roll second save due to him being prone in his original square, otherwise he's prone in M4 :) also if falls in, roll round attack

[MENTION=60965]Iron Sky[/MENTION], if this Round attack occurs out of Martelai's turn apply curse damage (1d6) to those hit



AP: Cursebite vs Fort (Shade 1; Shade 2; Shade 3 (with pact boon); Mercenary 1; Mercenary 2; Spellweaver 1; Spellweaver 2) (1d20+10+1=14, 1d20+10+1=31, 1d20+10+1+2=23, 1d20+10+1=12, 1d20+10=18, 1d20+10=16)
Cursebite vs Spellweaver 2 Fort; necrotic damage (1d20+10+2=18, 2d8+1+5=13) - Martelai gets 5 temp hp (fireheart tattoo)

Round attack vs spell weaver 1; necrotic damage (1d20+10+2(CA restrained)+2 (pact boon)=22, 1d10+3+5=17) - forgot +1 damage from talon amulet

HIT: shade 2 CRIT; shade 3; Mercenary 2, spellweaver 2
MISS: shade 1; Mercenary 1; spellweaver 1
Crit damage (1d6=3)

TOTALS:
Shade 1: 94/94 -24 (and maybe additional 7) = 70/94 or 63/94
Shade 2: 94/94 -8 -22 (max dice) -3 (crit damage) = 61/94
Shade 3: 63/94 - 13 -4 (curse), bloodied, pact boon triggers +2, rod of avernus triggers = 47/94
Mercenary 1: 77/77 - 13 = 64/77
Mercenary 2: 77/77
Mercenary 3: 45/77 -18 (shade 1), bloodied, pact boon triggers -19 (merc 2) -8 = exact 0, dies, triggers pact boon
Spellweaver 1: 82/82 - 18 = 64/82
Spellweaver 2: 82/82 -13 = 69/82
[/sblock]
 
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FourMonos

First Post
Edited: Blasted, stabbed and bolted, Artemis finds himself at the edge of the bubbling black pit. He stumbles forward to attack the spellweaver who suddenlyis blasted into the oil. Artemis hounds the eladrin, striking at the wizard while he struggles in the oil.

[sblock=actions]
Movement: Move to square N-14
Standard: Wield the Warp vs. spell weaver 1: 1d20+11+2, 2d10+10 → ([2, 11 +2], [4, 9, 10]) Roll Lookup So my last three attacks have been a 2, 3, and 2. I'm not feeling very effective right now. Artemis will also use Heroic Effort +4 to hit, with the CA, hitting fort 19 for 23 damage. I won't teleport him since he is in the oil already.
[/sblock]

[sblock=mini-stats]Atremis Harks- Male Human Hexblade 4
Status: bloodied
Initiative: +3, Passive perception: 11, Passive Insight: 16
AC 21/20 For: 15 Ref: 17 Will: 19
HP: 1/37 Bloodied: 18 Surge value: 9 Surges/day: 6/8
Speed: 5 squares, Languages: Common, Primordial
AP: 0, Second Wind: unused

Powers: Resplendent Blade, Eldritch Bolt, Dire Fate
Wield the Warp, Wield the Warp, Heroic Effort, Spectral Fade
Confusion of the Cosmos, Inspiring Word, Ironscar Rod, Lesser Planar Ally

PC:Artemis Harks, Hexblade (FourMonos) - L4W Wiki

[/sblock]

OOC: EDIT: @Iron Sky edited first I mislabeled my attack, based on map location, it should have been on spellweaver 1. who now is not where I thought he was.... I need to read more carefully... is spellweaver 1 in the oil or is he prone next to it? because if he is prone, I think I can hit him but I'll need to ret-con my move (and use heroic effort)
 
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Darksteed

First Post
[sblock=Immediate Interrupt]Immediate Interrupt: Pure Devotion
-Trigger: Platform attacks Kauldron.
-Effect: Kauldron gains a +4 power bonus to Fortitude and Will until the end of his next turn.

Would make Kauldron's Will 25. Kauldron wouldn't take the 16 neaurotic and not be slid one closer to the edge of the platform. Spellweavers attack would just teleport him to the edge of the platform. Kauldron definitely does not wish to go into that muck.[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
[MENTION=88601]FourMonos[/MENTION], spell weaver you're attacking is in the oil in O13 (hopefully) and you get CA both for prone and restrained so you don't have to worry which exactly it is. He's in
 
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Iron Sky

Procedurally Generated
Match Two: The Black Pool, Round 1c

When the eladrin recover from their shock at the mayhem that Martelai just caused, the curse and glare as the crowd goes wild.

GM: I think Martelai just pulled aggro. :p

Shadewalker 1 choses to do half damage to Martelai(5 less). Also forgot about the Round Attack vs Kauldron from falling into the oil. Updated their actions with Martelai's interrupt and the attack on Kauldron.

Spellweaver 1 fell into the Oil, not Spellweaver 2. I slid him to R14.

Note: Round attacks from the oil are not from any player so aren't affected player buffs/penalties. Anything that falls in takes the round attack first THEN is restrained (wasn't clear in my post, fixed it).

For clarity: there's one of the eladrin still in the center (Shadewalker 3) and 1 player (Cyr). In general, a square is whatever terrain fills the majority of the square.

[MENTION=88601]FourMonos[/MENTION], you can retcon Artemis turn since Spellweaver 1 is in the oil. If you make an attack, you keep the attack roll though.


[sblock=Center Gem]Color: Purple
Type: Necrotic
Round Attack: +10 vs Will, 1d10+3 necrotic damage and slide 1.
Capture Bonus: Enemy team loses the resist 10 all.
Capturing Team: Players.[/sblock]

[sblock=Enemy Actions]Shadewalker 1: Statue Attack: 13 vs Joy's 20 AC, miss. Surprise Fey Step: Teleport to H11 and gain CA against all adjacent targets. Battle Dance: Shift to H9, making MBA against every target adjacent during the shift. Shadow Blade(CA vs Joy, Artemis, Cyr, -2 vs Martelai): 33 vs Joy's 20 AC, hit, CRIT vs Artemis, 28 vs Cyr's 22 AC, hit, 21 vs Brenwar's 27 AC, miss, 25 vs Martelai's 20 AC, hit, 26 vs Lerrick's 17 AC, hit. Gil's Moonstride Triggers, shift to G11 and Insubstantial TenT. Artemis takes 24 reduced to 14 damage. Joy takes 22 reduced to 12 damage. Cyr takes 19 reduced to 9 damage. Martelai takes 20 reduced to 10 damage<Interrupt, reduce to 5 damage and take 24 damage>. Lerrick takes 12 reduced to 2 damage. Shadewalker 1 is invisible to Joy, Artemis, Cyr, Martelai, and Lerrick until the end of the Eladrin's next turn.
Shadewalker 2: Statue Attack: 26 vs Artemis' 21 AC, hit, 14 reduced to 4 damage and slide 3. Surprise Fey Step: Teleport to I11, gain CA against all adjacent targets. Battle Dance: Shift to H11, making MBA against every target adjacent during the shift. Shadow Blade(CA vs Cyr, Martelai, Brenwar): 22 vs Cyr's 22 AC, hit, 35 vs Brenwar's 27 AC, hit, 27 vs Martelai's 20 AC, hit, 21 vs Lerrick's 17 AC, hit, 29 vs Gil's 17 AC, hit, 18 vs Joy's 20 AC, miss. Cyr takes 15 reduced to 5 damage. Brenwar takes 19 reduced to 9 damage. Martelai takes 15 reduced to 5 damage. Lerrick takes 22 reduced to 12 damage. Gil takes 17 reduced to 7 / 2 = 3 damage. Shadewalker 2 is invisible to Cyr, Brenwar, Martelai, Lerrick, and Gil until the end of the Eladrin's next turn.
Shadewalker 3: Stand. Platform Attack: 22 vs Kauldron's 21 Will, hit, 11 + 5 = 16 necrotic damage and slide 1. Charge to I8, Shadow Blade(-2 mark): Take 7 radiant damage. 28 vs Lerrick's 17 AC, hit, 21 reduced to 11 damage and invisible to Lerrick until the end of the Eladrin's next turn.

Mercenary 1: Statue Attack: 23 vs Kauldron's 29 AC, miss. Move to L7. Stab of the Wild: 14 vs Kauldron's 29 AC, miss.
Mercenary 2: Platform Attack: 28 vs Joy's 20 Will, hit, 9 + 5 = 14 necrotic damage and slide 1. Move to I11. Stab of the Wild: 27 vs Cyr's 22 AC, hit, 16 reduced to 6 damage and Cyr is restrained until the end of the Mercenary's next turn.
Mercenary 3: Stand. Statue Attack: 19 vs Kauldron's 21 Will, miss. Charge to I9, Longsword(+1 charge, +2 CA, -2 mark): Take 7 radiant damage, 30 vs Cyr's 22 AC, hit, 15 reduced to 5 damage.

Spellweaver 1: Platform Attack: 12 vs Brenwar's 22 Will, miss. Move to M14. Teleporting Bolt: 18 vs Brenwar's 22 Will, miss, teleport 1 on miss.
Spellweaver 2: Statue Attack: 27 vs Lerrick's 17 AC, hit, 18 reduced to 8 damage and slide 3. Teleporting Bolt: 16 vs Kauldron's 21 Ref, miss, teleport 1 on a miss. Kauldron's save: 1d20+2=6, fail, teleported into oil, Round Attack: 27 vs Kauldron's 21 Will, hit, 7 + 5 = 12 necrotic damage and slide 1, then restrained(save ends)

Arcane Archer: Move to U15. 29 vs Gil's 17 AC, hit, 7 reduced to 0 force damage and push 1.[/sblock]

[sblock=Combatants]-Party-
Effects On All Players: vulnerable 5 necrotic, resist 10 all except necrotic
Ootah: U8, 45/46hp, +2 AC/Ref and +1d8 damage, +1 defenses vs Spellweaver2, Skirmishing Stance
Joy: F13, 2/46hp
Cyr: H10, 17/42hp, 1/2 damage vs Shadewalkers, restrained
Gil: F11, 25/36hp, insubstantial, resist 5 cold
Kauldron: L3(Oil), 31/59hp, +2 saves, +1 defenses, 5 round damage if end turn in oil, restrained
Artemis: K15, 1/37hp
Martelai: J11, 44/54hp, Potion of Will
Lerrick: M7, -4/47hp, dying, unconscious, +1 defenses, prone
Brenwar: K13, 38/65hp, +2 defenses

-Enemy-
Effects on All Enemies: vulnerable 5 necrotic
Eladrin Mercenary 1: J7, 64/77hp, Divine Challenge(Kauldron), curse(Martelai)
Eladrin Mercenary 2: J8, curse(Martelai)
Eladrin Mercenary: 77hp, AC 23, Fort 18, Ref 22, Will 16. MBA: +12 vs AC, 2d8+6 damage.
Eladrin Mercenaries killed: 1

Eladrin Shadewalker 1: H7, 70/94hp, invisible to Joy, Artemis, Cyr, Martelai, and Lerrick, curse(Martelai)
Eladrin Shadewalker 2: I7, 61/94hp, invisible to Cyr, Brenwar, Martelai, Lerrick, and Gil, curse(Martelai)
Eladrin Shadewalker 3: I8, 47/94hp, Divine Challenge(Kauldron), invisible to Lerrick, curse(Martelai)
Eladrin Shadewalker: 94hp, AC 23, Fort 21, Ref 22, Will 20. MBA: +14 vs AC, 2d8+8 damage and the Shadewalker becomes invisible to the target until the end of the Shadewalker's next turn.

Eladrin Spellweaver 1: P14, 64/82hp, 5 round damage if end turn in oil, restrained
Eladrin Spellweaver 2: N5, 53/82hp, prone, Quarry(Ootah), curse(Martelai)
Eladrin Spellweaver: 82hp, AC 22, Fort 18, Ref 20, Will 22. MBA: +13 vs AC, 2d8+4 damage and the target is slowed until the end of the Spellweaver's next turn.

Eladrin Arcane Archer: U15
Eladrin Arcane Archer: Minion, AC 21, Fort 17, Ref 21, Will 19. MBA: +12 vs AC, 5 force damage and push 1.

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

[sblock=Terrain]Statues: The central (red) square is a wall and cannot be passed. Any square that is more than half full of the statue (not including arms) is difficult terrain.

Oil: The oil is hazardous terrain (can make a save if forced into it). Creatures that fall into it are restrained(save ends). Creatures that end their turn in it take 5 damage of the round's type. Getting out of the pool and back onto the platform takes 2 squares of movement.[/sblock]

[sblock=Rules of the Round]Central Gem: Each round the central gem will change colors, each color having a different effect. Regardless of the color, ALL creatures in the arena will have the following effects:

*Vulnerable 5 to one damage type.
*Resist 10 to all other damage types.

The damage type is determined by the color of the center gem.

Standing in the blue area will have two effects:

1) When the gem changes colors, everyone standing in the blue area will take an attack (see Round Attack below).
2) When the gem finishes changing colors, whichever side has more conscious players in the blue area will get a round benefit for their team that changes depending on the central gem's color. On a tie, neither side gets the benefit.

Statues: A player on or adjacent to one of the red spheres can control the the statue next to it and direct it to attack as a minor action. The statue's attack can target any creature within reach 5 of its center square: +12 vs AC, 2d10+3 damage and slide 3. This action may only be taken once per round per combatant.

Yellow Spheres: A player on or adjacent to a yellow sphere can control one of the pentagonal platforms and direct it to attack any creature on the map as a minor action. Attack is "Round Attack" below. This action may only be taken once per round per combatant.

Black Liquid: Any creature that falls into the liquid takes the a "Round Attack" below when they fall in and are then restrained(save ends). At the end of each turn in the oil, creatures take 5 damage of the current round's type.

Round Attack: +10 vs NAD(depending on center gem color): 1d10+3 damage (type depending on center gem color) and slide 1.

Victory: If at the end of a round, only one team is on the platform (others are unconscious, dead, or in the oil) the match ends immediately and the side on the platform wins.[/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
History: 19
Insight: 19
Religion: 19
Streetwise
: 19
Others: 17[/sblock]
 

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CaBaNa

First Post
Pulling a vial from his robe, Gil makes a magic bubble and pours the contents inside, he then lets the bubble float away. The wizard guided the fragile orb over the heads of his opponents, while they felt the fury of the stars, until it alighted gently upon Lerrick's nose. Gil had danced his way behind Cyr during this time, and with the subtlest motion, he popped the bubble, the vial's contents spilling into Lerrick's mouth. YES! elated the wizard, knowing the healing magic contained in the liquid would surely bring the young one back around.

Gil turned to see a strange sight, his enemies all bunched together, cursing and muttering. Taking advantage, he raised his arms, and darkened the area near the fey creatures. The darkness itself seemed to lash out at the eladrin, stabbing and bludgeoning three of the five still standing. A wicked smile touched his lips, and Gil shouts with more vehemence than he intended, YEAH! Take THAT you elitist FEY BRATS!

OOC: thanks for the update Iron Sky!

[sblock=Actions]

Move to I11

Minor Healing Infusion Curative Admixture close burst 5
@dimsdale Lerrick regains HP equal to her 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.

Standard Twilight Falls Area burst 1 within 10
centered at I7
26 vs will Eladrin Mercenary 1: J7 HIT
18 vs will Eladrin Mercenary 2: J8 HIT
17 vs will Eladrin Shadewalker 1: H7 MISS
19 vs will Eladrin Shadewalker 2: I7 MISS (area attack is unaffected by invisibility)
24 vs will Eladrin Shadewalker 3: I8 HIT

12 psychic damage, if the target is in the origin square it is also dazed TE of Gil's NT. missed I7 by 1, so close!

Effect: The burst creates a zone that lasts TE of Gil's NT. When an enemy attacks a creature within the zone, that creature has partial concealment against that enemy.


[/sblock]



[sblock=Readied Immediate Actions]


Phantasmal Henchman (Immediate Interrupt)
Trigger: An ally within 10 misses an enemy with an attack.
Effect: Gil conjures a Phantasmal Henchman in a square adjacent to the target of the triggering allies attack. The Phantasmal Henchman stays TE of Gil's NT. Gil's allies can flank with the Phantasmal Henchman. As a move action, Gil can move the conjuration up to 6 squares. Once, before the end of Gil's NT, Gil can use the Phantasmal Henchman Attack power.

OR

Used first round of combat as eladrin teleport/shifted in.
Moonstride (Immediate Reaction)
Trigger: When an enemy moves adjacent to Gil.
Effect: Gil becomes insubstantial TENT, and shifts 2 squares away from the triggering enemy


[/sblock]


[sblock=Ministat]


Gil Human Hybrid Wizard|Artificer multiclass Assassin theme Scholar
AC 17 Fort 16 Reflex 19 Will 17 (+1 from ranged attack 5 squares away Cloak of Distortion)
HP 25/36 bloodied 18, Surges 4/7 Surge value 9
Passive Insight 19, Passive Perception 19, Normal vision
Second Wind: Not Used,
Saving Throws: +5 vs Fear Effects (Battle Hardened)
AP total 0, Speed 6, Initiative +6, Languages Common, Draconic, Elven
At-will powers; Thundering Armor, Winged Horde, Freezing Burst, Ghost Sound, Light, Prestidigitation, Mage Hand
Encounter powers; Twilight Falls, Phantasmal Henchman, Phantasmal Henchman Attack Power, Use Vulnerability, Shadow Step, Moonstride, Healing Infusion: Curative or Resistive, Orb Shift
Daily powers; Caustic Rampart
Action point; Demonskin Tattoo Gil Resists 5 cold TE of encounter

[/sblock]
 
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Rapida

First Post
OOC:
[MENTION=87106]MetaVoid[/MENTION] You seem to be warning allies away from the enemy, should I wait for your turn before charging in?

[sblock=Mini Stats]
Brenwar – Male Human Paladin 6
PC:Brenwar Holyshield (Rapida) - L4W Wiki

Initiative: +2, Speed: 5 Passive Perception: 16, Passive Insight: 21
AC: 25 Fort: 18, Reflex: 18, Will: 20, Resist: 1/all
HP: 65/65, Bloodied: 32 , Surge Value: 17, Surges Left: 7/13

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]
 

pathfinderq1

First Post
Once more Joy began to sing a rousing battle song- it seemed to lift her spirits, at least. She stepped forward towards the cluster of foes and gave a tremendous shriek as she raised her blade.

[sblock= OOC]
>Minor: Ardent surge on self, heal surge +1d6+1= 3, +14 HP total; also +1 to attacks until end of my next turn
>Move: to G8
>Standard: Shout of triumph at the cluster of enemies (H-J, 7-9); 1d20+10 vs. FORT= 26, 16, 27, 14, 22; hits H7, I8, J8- each one takes 9 thunder and pushed 2- except J8, pushed only 1 by request (diagonally 'away' to SW if possible)
>First set of rolls: Ardent surge HP, SoT (H7), SoT (I7), SoT (I8); SoT thunder damage: Roll Lookup
>Second set of rolls: SoT (J7); SoT (J8): http://invisiblecastle.com/roller/view/3242901/
[/sblock]
 
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