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


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GM: I said I would update today, but I ended up being gone from when I got up until now... which is time for bed. If anyone has any last thing they need to do this round, now's the time. Update tomorrow.
 

Match Two: The Black Pool, Round 5

Though more than half of them are dead, the eladrin continue to fight, using statues and orbs to blast the group out of the center, using the gem-imbued powers to teleport out of the oil and avoiding losing the battle.

Though victory is nearly at hand for the group, Cyr lies dying in the oil...

GM: [MENTION=87106]MetaVoid[/MENTION], It's a Standard action DC10 Heal check to grant someone a saving throw. Cyr also takes 5 + 5 psychic damage at the end of his turn for ending in the oil.

H4 is slightly more platform than it is oil, so it counts as platform.


[sblock=Center Gem]Color: Orange
Type: Poison
Round Attack: +10 vs Fort, 1d10+3 poison damage and slide 1.
Capture Bonus: Opposing team can't activate statues or orbs.
Capturing Team: None.[/sblock]

[sblock=Enemy Actions]Shadewalker 2: Surprise Fey Step: Teleport to I4, gain CA vs adjacent enemies. Orb Round Attack(-2 restrained): 24 vs Lerrick's 22 Will, hit, 10 + 5 = 15 psychic damage and slide 1. Dancing Blade(-2 restrained, +2 CA): 28 vs Ootah's 22 AC, hit, 18 reduced to 8 damage and Shadewalker 2 is invisible to Ootah TenT. Save: 6 vs restrained, fail.

Mercenary 1:Teleport to C5. Statue Attack(-2 restrained): Crit vs Brenwar, 23 reduced to 13 damage and slide 3. Total Defense: +2 defenses TenT. Save: 4 vs restrained, fail.

Spellweaver 2: Teleport to H4. Orb Attack(-2 restrained): 21 vs Artemis' 16 Will, hit, 6 + 5 = 11 psychic damage and slide 1.

Arcane Archer: Teleport to O15. Statue Attack(+2 CA): 19 vs Gil's 17 Will, hit, 9 reduced to 0 damage and slide 3. Gil's save: 1d20=12, saved. Force Arrow(-2 Cover): 26 vs Ootah's 22 AC, hit, 7 reduced to 0 damage and push 1. Ootah's save: 1d20=14, saved, prone.

No one controls the center.[/sblock]

[sblock=Combatants]-Party-
Effects On All Players: resist 10 all except vulnerable 5 poison
Ootah: J5, 37/46hp, +1 defenses, prone, Skirmishing Stance
Joy: H15, 11/46hp
Cyr: A6, -2/42hp, dying, unconscious, restrained, 5 round damage at end of turn, prone
Gil: I18, 34/36hp, prone, resist 5 cold
Kauldron: H5, 14+59/59hp, +1 defenses
Artemis: K13, 23/37hp
Martelai: D5, 35/54hp, concealment, +1 AC/Ref, Potion of Will
Lerrick: K8, 20/47hp, +1 defenses, Beacon of Hope
Brenwar: G7, 4+25/65hp, +2 defenses, +1 defenses

-Enemy-
Effects on All Enemies: resist 10 all except vulnerable 5 poison
Eladrin Mercenary 1: C5, 4/77hp, +2 defenses, restrained
Eladrin Mercenary: 77hp, AC 23, Fort 18, Ref 22, Will 16. MBA: +12 vs AC, 2d8+6 damage.
Eladrin Mercenaries killed: 2

Eladrin Shadewalker 2: I4, 16/94hp, invisible to Ootah, restrained
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: 2

Eladrin Spellweaver 2: H4, 39/82hp, restrained, 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 Spellweavers killed: 1

Eladrin Arcane Archer: O15
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]
 

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Lerrick moves foward to a location to where see can reach all of her allies in dire need of healing. She then looks up, closes her eyes, then thrust her hands up into the air. A wave of healing burst in all directions, smashing into Joy, Cyr and Brenwar, causing their bodies to glow a silver hue as much needed healing flows though them.

[sblock=actions]
move to e10
action: healer's mercy: HS + 1d6+9+5 (beacon of hope) = HS+17
(I believe all three are within 5 of Lerrick's new location)
[/sblock]
 
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*Kauldron grins under his mask helm as the pair of eladrin assault the edge of the platform once again. He blows out a large bellow of smoke into there faces and reaches forwards to place his hand back upon the yellow orb. The blast of sickly green energy slams the one eladrin straight in the chest sending him flying through the air. The eladrin barely able to hold onto the edge scrambles to try to get back to his feet only to have Kauldron pierce his backside with his wrist mounted blades. The eladrin going slack and crumpling down upon the ground in a bloody heap. He looks over to the other eladrin with a grin, taking his cigar out of his mouth and tapping off the ashes onto the steel platform.*

Oi, I think it best you be giving up now boy-yo. You be slightly out number me thinks.

[sblock=Actions]Minor: Yellow Orb Platform Attack
-Target: Eladrin Shadewalker 2 (I4)
-Attack: +10 vs. Fort (Hit; 21)
-Damage: 1d10+3 POISON damage (15 POISON damage; vulnerability already included)
-Effect: Eladrin Shadewalker 2 is slid to J3 (Save vs. Slide; 15; Success)
-Effect: Eladrin Shadewalker 2 is prone in I4

Standard: Virtuous Strike
-Target: Eladrin Shadewalker 2 (I4)
-Attack: +14 vs. AC (Hit; 33)
-Damage: 1d8+8 RADIANT damage. (14 - 10 = 4 RADIANT damage)
-Effect: Kauldron gains a +2 bonus to saving throws until the start of his next turn.[/sblock]

[sblock=Kauldron]Kauldron- Male Goblin Paladin 6
Passive Perception: 13, Passive Insight: 13

AC: 29 (Bloodied 28), Fort: 19, Ref: 20, Will: 20

Initiative: +5
Speed: 5

HP: 59/59, Temp HP: 20
Bloodied: 29, Surge Value: 14, Surges left: 9/12

Powers-
Divine Challenge
Enfeebling Strike
Goblin Tactics
Virtuous Strike

Action Point [X]
Call to Challenge [ ]
Channel Divinity [X]
Javelin [ ] [ ]
Pure Devotion [X]
Second Wind [ ]
Strength from Valor [X]
Student of the Sword [X]
Valorous Smite [X]

Hallowed Circle [X]
Lay on Hands [ ]
Majestic Halo [ ]
Potion of Healing [ ] [ ] [ ] [ ] [ ]
Symbol of Brawn [X]
[/sblock]
 
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Cyr wriggles quickly and burns some of the oil from himself, swimming through the liquid until he reaches platform again. He glares at the offending eladrin, putting his hand on the orb. The statue clasps the hand over eladrin and throws it over the shoulder. Heavily wounded eladrin does not manage to stay concious through this latest abuse.

One more enemy down.

Cyr whispers prayer of thanks to Mireva

[sblock=Actions]
Standard: Heal to grant myself a save (1d20+8=26)
Save vs Restrain (1d20=16)


Move: B3
Minor: Statue Attack vs AC (Merc 2 ); damage (1d20+12+2=30, 2d10+3=15) - 15-10=5 = UNCONCIOUS choose not to slide it in the oil so he doesn't die. Slide to E8.

Wow for the rolls (18, 16, 16) - Cyr definitely has true favor of the gods


[MENTION=60965]Iron Sky[/MENTION], you didn't roll the save for the spellwaver. In case he succeedes, Ootah might slide him out[/sblock]
 
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Now that they grossly outnumber the elves Ootah grows confidence, bully style. He jumps on his feet, kicks the orb sending a stream of acid directly to one of the elves' face, kills one of the remaining with an arrow and makes the last one winces in pain as the last arrow catches him in the crotch.

[sblock=actions]
Move: Stand up
Minor: Use yellow orb on Mercenary 1, hitting him for a minimum of 9 damage so he's done. See next post
Standard: Twin strike. First attack goes to minion at O15, gaining bonuses to damage for Bow Expertise since he's isolated. Hits for 5 damage. Second attack against last remaining elf, gains AC from Restrained, hits for 1 damage (this time with Quarry damage) and since Ootah has combat advantage and used an at-will attack he can use Surprise Attack to Daze the eladrin TENT.
In the improbable event he has another round, Ootah gains +1 defenses against him (predator's hide bonus)
[/sblock]


[sblock=mini-stats] Ootah Half-Orc Ranger 5
Status:
Initiative: +7, Passive perception: 22, Passive Insight: 15
Defenses: AC: 21, For: 16, Ref: 19, Will: 16
HP: 37/46, 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]
 
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OOC: Looks like Metavoid and me cross-posted, and the mercenary with 4 hp was already dead when I did my post. In that case, instead of finishing that elf I'd use the orb against the Spellweaver, dealing 15 damage. Since he's restrained he can't be slid.
 

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