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


log in or register to remove this ad


Match Two: The Black Pool, Round 4

The Eladrin use the healing benefit they earned the round before to great affect - healing wounds that could have been soon fatal. They counter attack, driving the heroes out of the center to gain a one-eladrin-advantage.

The Spellweavers and lone archer are the core of the attack, teleporting Joy away and knocking Cyr into the (currently) acidic oil.

In the center, the crystal flickers and goes transparent. Eladrin grins form as their link to the feywild is sharpened...

Beyond, the crowd goes wild, cheering at the constantly changing face of the battlefield.

GM: [MENTION=24380]Neurotic[/MENTION], there would be a small mess of retconning to do, so I'll just give you a free curse.

To our paladins, they revised Divine Challenge - does it still go away if you don't engage? If so, just let me know when it fades if you would so I don't have to keep track of it.

Looking forward to getting the google maps thing going. Still takes hours to update a round. Of course, there's alot of crazy :):):):):):) going on each round to keep track of too...


[sblock=Center Gem]Color: Clear
Type: Psychic
Round Attack: +10 vs Will, 1d10+3 psychic damage and slide 1.
Capture Bonus: Each team member gains teleport as a movement mode.
Capturing Team: Enemies.[/sblock]

[sblock=Enemy Actions]Shadewalker 1: Round Effect: Heal 23hp. Shift to M9. Charge to I11, Dancing Blade(+1 charge, -2 mark): Take 10 reduced to 0 radiant damage. 27 vs Joy's 20 AC, hit, 19 reduced to 9 damage and invisible to Joy TenT.
Shadewalker 2: Round Effect: Heal 23hp. Surprise Fey Step: Teleport to I5, gain CA against Ootah (yes, the Shadewalkers' Fey Step can recharge), Dancing Blade(+2 CA, -2 Restrained, -2 Marked): Take 7 reduced to 0 radiant damage, 16 vs Ootah's 25 AC, miss. Save: 14 vs restrained, save.

Mercenary 1: Round Effect: Heal 19 hp. Heal: 12, success, save vs restrained: 6, fail. End of turn, take 5 + 5 = 10 acid damage.

Spellweaver 1: Round Effect: Heal 20hp. Fey Step: Teleport to K10. Teleporting Bolt(Range 5, -2 restrained): 26 vs Joy's 17 Reflex, hit, 20 reduced to 10 force damage and teleport 3. Save: 15 vs restrained, saved.
Spellweaver 2: Round Effect: Heal 20hp.

Arcane Archer: Move to T11. Force Arrow(Range 20, -2 cover): 29 vs Cyr's 22 AC, hit, 7 reduced to 0 force damage and push 1, Cyr's save: 1d20=6, fail. Round Attack: 20 vs Cyr's 16 Fort, hit, 13 + 5 = 18 acid damage, slide 1, then restrained(save ends).

Center Gem: 27 vs Shadewalker 1's 21 Fort, hit, 29 vs Spellweaver 1's 18 Fort, hit, 27 vs Martelai's 17 Fort, hit, Shadewalker 1 takes 5 + 5 = 10 acid damage and slide 1, Spellweaver 1 takes 5 + 5 = 10 acid damage and slide 1, Martelai takes 6 + 5 = 11 acid damage and slide 1.

Enemy controls the center.[/sblock]

[sblock=Combatants]-Party-
Effects On All Players: resist 10 all except vulnerable 5 psychic
Ootah: J6, 45/46hp, +2 AC/Ref and +1d8 damage, +1 defenses, Skirmishing Stance
Joy: E11, 11/46hp
Cyr: A6, 8/42hp, restrained, 5 round damage at end of turn
-Caustic Rampart: I9, J8, J9
Gil: J15, 34/36hp, prone, resist 5 cold
Kauldron: D5, 14+59/59hp
Artemis: N12, 34/37hp
Martelai: I13, 35/54hp, concealment, +1 AC/Ref, Potion of Will
Lerrick: M7, 35/47hp, +1 defenses, Beacon of Hope
Brenwar: G7, 17+25/65hp, DR3, +1 defenses, 1d6+6 acid damage at start of turn

-Enemy-
Effects on All Enemies: resist 10 all except vulnerable 5 psychic, teleport as movement mode
Eladrin Mercenary 1: B10, 16/77hp, restrained, 5 round damage at end of turn
Eladrin Mercenary: 77hp, AC 23, Fort 18, Ref 22, Will 16. MBA: +12 vs AC, 2d8+6 damage.
Eladrin Mercenaries killed: 2

Eladrin Shadewalker 1: J12, 39/94hp, Divine Challenge(Kauldron), invisible to Joy, 4 lightning damage on OA, Cursed(Martelai)
Eladrin Shadewalker 2: I5, 42/94hp, Divine Challenge(Brenwar)
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 Shadewalkers killed: 1

Eladrin Spellweaver 1: K13, 25/82hp
Eladrin Spellweaver 2: K7, 47/82hp, Dazed, 1d6+6 acid damage at start of turn, Quarry(Ootah), Cursed(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: T11
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
Arcana: 19
History: 21
Insight: 19
Religion: 19
Streetwise
: 19
Others: 17[/sblock]
 

Attachments

  • BlackPoolRound4.jpg
    BlackPoolRound4.jpg
    310.8 KB · Views: 104

Ootah steps just in front of the shadowalker next to him and kneels down. The elf grins, raising his sword to attack, but just before the blade falls Ootah punches the orb. A beam of clear, crystalline light coming from the pentagonal platform passes over the half orc's head to strike the elf in the face. As he stumbles backwards, the eladrin gets an arrow shot in the shoulder. The battlefield's eldritch energies protect him almost completely, but the sheer impact makes him fly ten feet into the oil.

[sblock=actions]
Move: Shift to J5
Minor: Orb attack against shadewalker 2, hits Will 26 for 23 damage (unnamed roll), counting vulnerability and the +1d8 damage bonus from previous round's Skirmish stance, and slides him to H4
Standard: Clever shot on same shadewalker, with bonuses to hit and damage from Prime Shot and Bow Expertise. Hits AC 29 for 3 damage (damage should have been 1d12+0, not 1d12+5, sorry) and slides him 2 squares to F2, falling into the oil, which makes a "round attack" that sadly fails to hit. Elf is at 16 HP and restrained.

I have trouble deciding if H4 is oil or platform, as the dividing line runs more or less through the center of the square. If it's oil, then I had combat advantage for Clever Shot, which would allow me to use Surprise Strike to daze the elf TENT as a no action[/sblock]

[sblock=mini-stats] Ootah Half-Orc Ranger 5
Status: Surprised he finally managed to hit something
Initiative: +7, Passive perception: 22, Passive Insight: 15
Defenses: AC: 21, For: 16, Ref: 19, Will: 16
HP: 45/46, Bloodied: 23, Surge value: 11, Surges/day:4/8 Speed: 6 squares
Languages: Common, Giant
AP: 0
Powers:
Twin Strike, Clever Shot
Two Fanged Strike, Disruptive Strike, Invigorating Stride, Furious Assault, Surprise Strike
Skirmish Stance, Flying Steel[/sblock]

OOC: I think we can make at least 4 or 5 yellow orb or statue attacks this round, plus our regular standard actions. With some luck that should be enough to finish this combat
 
Last edited:

"Brenwar, OOtah, Lerrick, Joy, get in the center, now! Ootah, do something about that archer!"

OOC: Will wait to see what others will do. If someone moves that shadewalker I could maybe kill that minion, I don't have any psycho attacks
 

Artemis does a quick step over Gil's prone body as he moves over to the orb.

"Hey Gil, alright down there?"

He focuses on the orb and a blast of energy blasts the eladrin back from Martelai.

"That should give you some breathing room, Martelai. Now, let me keep him occupied."

Artemis then charges forth with his starshadow blade at the ready. The shadewalker easily blocks his charge.

[sblock=actions]
Movement: Move to I-15
Minor: Orb Attack vs. Shadewalker 1 (J-12): 1d20+10, 1d8+3+5 → ([16, 10], [7, 3, 5]) Roll Lookup . Hit Will 26 for 15 damage (already includes vulnerability) and slide to K-11.
Standard: Charge with Resplendent Blade vs. shadewalker 1 (ac): 1d20+11+1, 1d10+12+2 → ([1, 11, 1], [9, 12, 2]) Roll Lookup Miss, Artemis ends in J-12.

[/sblock]

[sblock=mini-stats]Atremis Harks- Male Human Hexblade 4
Status:
Initiative: +3, Passive perception: 11, Passive Insight: 16
AC 21/20 For: 15 Ref: 17 Will: 19
HP: 34/37 Bloodied: 18 Surge value: 9 Surges/day: 5/8
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]
 


Joy ran (or, more accurately, half-ran and half-stumbled) over to one of the yellow orbs. She used the power of the orb to lash out against one of the eladrin, and then attempted to use her own magics to capitalize on the distraction- but the extent of her injuries hampered her attack and the eladrin fought off the magic.


[sblock= OOC]
>Move: to H 15
>Minor: Orb attack on Shadewalker 1; 1d20+10 vs. WILL= 25 (hit for 9 psychic +5 vulnerability= 14, slide 1 (to M9 if map is right); rolls Roll Lookup
>Standard: Misdirected Mark at Shadewalker 1 (vs. REF); 1d20+9= 20 (miss), rolls in link above

[/sblock]
 

OOC: Joy could have slid Shadewalker 1 to L11, but not M9, I'm taking this turn as if Joy decided to slide the Shadewalker.


Gil summons forth his assassin image once again, however leaning on his elbow interferes with his abilities, and his shadow self swings just wide.

The young wizard lays back, and relaxes. He takes a deep breath, and then shouts TWIG BLIGHTS! and begins brushing his sleeves out rapidly. Every movement of the scholars frame produces another twig blight, until a massive horde of the creatures turn and rush the nearby eladrin. Both of the eladrin scream in agony as the illusory fey creatures claw at them mercilessly. They quickly set to work wrenching the creatures off of them, grabbing large clumps of their own flesh and tearing it away. One of the eladrin actually begins choking himself attempting to remove the blights, until he lay down on the arena floor.

The scholar reaches up idly playing with the yellow orb again, attempting to finish the spellweaver but missing by the slimmest of margins.

So close! Frackin fey, we can finish this now!

[sblock=Actions]
Immediate Reaction triggers from Artemis missed charge
Phantasmal Henchman appears in square L11
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.

move-minor
Phantasmal henchman attack power
18 vs will shadewalker 1 (barely a miss due to prone... if only Gil had CA)
18 and the target grants combat advantage to all attackers TE of it's NT.
Requirement: The power Phantasmal Henchman must be active in order to use this power.


standard Winged Horde area burst 1 centered on L9 enemies only
21 vs will Shadewalker 1 (L11) HIT 13 psychic damage UNCONSCIOUS
CRIT vs will Spellweaver (L9) HIT 14 psychic damage and an extra 6 critical psychic damage total of 20 psychic damage
targets cannot take opportunity actions until the end of Dante Mephisto Gilgamesh's next turn

minor Yellow Orb attack
20 vs will closest living eladrin, I think this is the Spellweaver at L9, and is a miss, just barely from prone; if only Gil had CA.
9 psychic and slide 1 away from center towards black liquid.


Caustic Rampart fades


[/sblock]


[sblock=Readied Immediate Actions]
used when Artemis charged
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

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]


Prone

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 34/36 bloodied 18, Surges 3/7 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]
 
Last edited:

Cyr has little option, not being able to teleport around. He suffers the burning of the oil and tries to help his comrades in arms.

"This thing burns. Now you burn! Joven, King of Gods, hear my plea! Wash these fey in the astral sea!" improptu rhyme seems to please Sky King as the wind picks up and leaves from the unseen forests of Astral Sea blow through two eladrin remaining in the platform.

The shield of the arena tries to stop immaterial attack, but succeed only so much under fury of the divine power.

It is too much for the spell weaver and his eyes roll back as he slumps to the floor.

Deva tries to wriggle free of the oil, but focus on the attack required him to stay still for a bit too long and the viscous liquid holds him fast.

[sblock=Actions]
Standard: Falling Leaves vs Ref (Shade 1; Spell Weaver 1); radiant damage (1d20+12-2=28, 1d20+12-2=24, 2d8+7=21) - center in K12 to attack L11 and K13...NON LETHAL - slide Martelai/[MENTION=24380]Neurotic[/MENTION] one left into the circle (I12)
if I missed some move, target the spellweaver which has (I think) only 5 hp remaining.

Does 11! damage 2d8 two 7s!!

Move: (can I do skill check to 'unrestrain' myself?)

Save vs Restrained (1d20=7)
[/sblock]
 
Last edited:

Remove ads

Top