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

Iron Sky

Procedurally Generated
Match One: The Sandy Arena, Round 4

The spawn all dead, the Burrower is left alone. That doesn't make it much less dangerous. Despite being burned by Kauldron's holy sanction, it burrows up near Lerrick and Brenwar, biting ineffectually at Lerrick but lashing with its stinging tail and injecting Brenwar with burning poison.

[sblock=Enemy Actions]Burrower: Burrow Up: Burrow down(Close burst 1, -2 mark, -2 Enfeeble): <Take 7 radiant + 3 vulnerable = 10 Radiant from Kauldron's Divine Challenge 11 vs Brenwar's 18 Fort, miss, Stealth 26, Burrow Up(Close burst 1, -2 mark, -2 Enfeeble, +2 CA): Nat1 vs Brenwar, 17 vs Lerrick's 18 Fort, miss. Tail Lash(Reach 2, -2 mark, -2 Enfeeble): : 19 vs Brenwar's 19 Ref, hit, 7 damage and 5 ongoing poison damage(save ends). Bite(Reach 2, -2 Enfeeble, -2 mark): Nat1 vs Lerrick.[/sblock]

[sblock=Combatants]-Party-
Ootah: I20, 32/46hp
Joy: O24, 35/46hp, Inevitable Defeat
Cyr: I27, 3+22/42hp
Gil: G20, 36/36hp
Kauldron: P24, 33/59hp
Artemis: Q24, 3+25/37hp, +1 to hit
Martelai: O21, 5+15/54hp, concealment
Lerrick: P23, 2+22/47hp, +2 defenses, 5 fire damage if start turn adjacent to Burrower
Brenwar
: M22, 10+18/65hp, DR3, +1 damage, 2x5 fire damage if start turn adjacent to Burrower

-Enemy-
Burrower Spawn killed: 4

Burrower: Head(N20-P22)-Mid(M27-N28)-Tail(L21), 159/285hp, Vulnerable 3 Radiant, -2 attacks, Divine Challenge(Kauldron), Curse(Martelai)
Burrower: 285hp, AC 23, Fort 25, Ref 20, Will 19. MBA: +13 vs AC, 3d6+5 fire and poison damage and 5 ongoing fire and poison damage(save ends), Miss: 1/2 damage and no ongoing. Burning Sands(Aura 1): The zone is difficult terrain and any creature that enters or starts its turn in the aura takes 5 fire damage. The damage from the auras stacks. Burrower Surprise: The burrower does +1d8 damage when it has CA. Half-burrowed: The burrower is immune to forced movement.

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

[sblock=Terrain]Walls: The walls out of the arena are 30 feet tall sheer stone Athletics (Climb) DC 25 if you want to try to escape into the stands for some reason.
Pillars: The pillars in the center are the same DC and can provide cover.

Stairs: The stairs are all difficult terrain. The northern podium area is one square above the rest of the arena. [/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
Religion: 19
All: 17[/sblock]
 

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Rapida

First Post
At this point Brenwar's armor is giving off a slight pink glow (ooc: so many turns in so many fiery auras), and as the poisonous stinger connects he chokes back a bit of bile. However, all his time fighting the beast has taught him its rhythms. He yells to the crowd, "Watch and learn, now it goes for the lunge" he begins to move before the beast has started its forward momentum.
The creature seems confused as the paladin is no longer where he should be, the confusion is ended when a shield is smashed into the side of its head and the crowd erupts in cheers. As the holy symbol on the shield connects with the beast it flashes in a divine light, leaving the creature dazed and trying to shake off the ethereal silver owl that flits about its head. Finally, getting a moment to rest Brenwar backs away from the inferno coming off the creature. He shakes off the poison but no longer seems to be as fortified with divine power.
[sblock=Combat]
Pre-turn:
DR 3/- from Virtue
18/65hp (10 TMP) Start Turn

Start of Turn:
Take 2 Fire Damage (DR 3/-)
Take 2 Fire Damage (DR 3/-)
Take 2 Poison Damage (DR 3/-)
Loses DR from Virtue
Current HP: 18/65 HP (4 TMP)

Turn Actions:
Minor Action:
Appease the Crowd (Insight) (1d20+13=24)
+2 for beating DC 17
+2 for beating DC by 7

Standard Action:
Divine Reverence vs. Burrower (1d20+14=28, 1d8+6+3+3=19)
+3 Damage for Vulnerability (already added)
+3 Damage for Pelor's Sun Blessing (already added)
Burrower is dazed until the end of Brenwar's next turn

Move Action:
Move to L19

End Turn:
Save vs. Poison (1d20=16)
HP: 18/65 HP (4 THP)
Burrower no longer has weakness to radiant damage, but is now dazed

[/sblock]
[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: 18/65 (4), 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]
 
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CaBaNa

First Post
Standing near Martelai still, Gil continuously peaked around the pillar at Lerrick, when the Burrower erupted near her in the sand Gil reacted quickly HEY! GET AWAY FROM THERE! the words carried with magic fueled power and wrapped themselves around Lerrick, then blasting thunderously toward the worm. The booming sound still echoed around Lerrick, acting as a shield against oncoming attack, and the blast washed over the worm with little effect. Gil continued to hold out the vial of liquid in offer to Martelai.

[sblock=Actions]

Standard Thundering Armor Close burst 10 targeting Lerrick
Effect: Lerrick gains a +1 power bonus to AC TE of Gil's NT @dimsdale
secondary attack on adjacent creature targeting Burrower
20 vs Fort Burrower (MISS)
9 thunder damage and is pushed 1 (immune to forced movement)

Move

Minor


[/sblock]

[sblock=Readied Immediate Actions]

Triggered by Lerrick/dimsdale when bane missed on big worm
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]

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 36 bloodied 18, Surges 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 1, 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

[/sblock]
 
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Someone

Adventurer
Ottah puts some distance between him and the worm, and lets loose two arrows. They just bounce on the beast's hide.

[sblock=actions]
Move: To H-14
Minor: Quarry on burrower
Standard action: Two Fanged Strike on Burrower, includes penalties for las round's failing to impress crowd and CA for Dazed. Bots attacks fail. Ootah gets a +1 bonus to hit on his next attack to the worm (Learning bow bonus)[/sblock]

[sblock=mini-stats] Ootah Half-Orc Ranger 5
Status: Hated by the crowd (-2 to next D20 roll)
Initiative: +7, Passive perception: 22, Passive Insight: 15
Defenses: AC: 21, For: 16, Ref: 19, Will: 16
HP: 32/46, 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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Neurotic

I plan on living forever. Or die trying.
Martelai declines the offer "Thanks Gil, I think this one's over. We pulled through thanks to that little girl. Frightening isn't it. And we still have two more like this to go."

[sblock=Actions]
Free: gain Fate of the Void on Burrower spawn death
Free: gain Fate of the Void on Burrower bloodying (Bloodied Boon) - Burrower is no longer cursed

Minor: Curse Burrower
Standard: Dire Radiance vs Burrower Ref HIT for 13 radiant and if the burrower moves willingly on it's next turn closer to Martelai takes additional 14 damage, Martelai gains +1 shield bonus to AC and Ref
- forgot to add 1 to damage from CA (talon amulet) in the rolls, correct in the above text

Move: E24, gain concealment
[/sblock]

[sblock=Martelai stats]
CURSED: Spawn 3, Burrower, Spawn 1, Spawn 2, Spawn 4
STATUS: concealement, +1 AC and Ref (Rod Expertise)
NOTE: +2 all defenses vs cursed enemies
AC: 20 Fort: 17 Reflex: 19 Will: 19
HP: 15/54 Surges: 8/9 Surge Value: 13+1

AP: 0/1

FEATS
Level 1: Sacrifice to Caiphon
Level 2: Improved Fate of the Void
Level 4: Superior Implement(Accurate Rod)
Level 5: Rod Experise
Level 6: Bloodied Boon


POWERS
Eldritch Blast
Dire Radiance


Knack for Success
Cursebite
Ethereal Stride
Delban's Deadly Attention
Mirror Darkly
Cast Fortune

Blackleaf Gloves Teleport

Decree of Khirad
Flames of the Smoking Crown

Elixir of Will
Armor of Dark Majesty (daily, minor): place your curse on any enemy you can see instead of only closest one
Talon Amulet (daily, minor): until the end of the encounter any creature that hits Martelai in melee takes 1d6 damage
Rod of Avernus: (daily, minor): until the end of the encounter any enemy that ends it's turn adjacent to Martelai takes 5 psychic damage

[/sblock]
 
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CaBaNa

First Post
I know! Isn't she awesome? Gil pauses sheepishly upon blurting, I mean, what I meant was, we should have more fun the next couple rounds! I haven't even been scratched yet.
 

Cyr stands still in his place. Using temporary vulnerability of the beast he blasts it with rays of radiance, one ray going for each part of the body. With so many places to move, the beast has no chance to avoid deadly ray.

[sblock=Actions]
Standard: Hand of Radiance hit for 12 radiant damage (note, attacking each part is just fluff)
[/sblock]

[sblock=Cyr Stats]
Deva Invoker Scholar 6
STATUS: none
IMMEDIATES:
* Interrupt: Miraculous Fortune (damage reduced by 5, one ally get +1 power bonus to attack) - trigger: surprise attack by non-necrotic attack or critical hit
* Reaction: Preserver's rebuke - when hits bloodied ally Cyr get +3 to hit for one attack TENT against that opponent
* Interrupt: Demand Justice - trigger: enemy within 10 makes a saving throw. Re-roll. Use worse.


Initiative +10; Senses Passive Insight 23, Passive Perception 24
HP 22/42, Bloodied 21, Surge Value 10+1, Surges 6/7
AC 22; Fortitude 16, Reflex 20, Will 22
Feats:
* Battle Intuition - +2 to initiative, use Wisdom modifier instead of Dexterity
* Superior Implement
* Coordinated Explosion - +1 to hit with blast and burst attacks if ally is in the area
* Superior Will - roll save vs daze and stun at the start of the round even if the condition is not save ends.

(+1 TO ALL DEFENSES vs. BLOODIED ENEMIES)
1 AP
Saving Throws:
Resist 8 radiant; Resist 8 necrotic
Speed 5

Vanguard's Lightning
Hand of Radiance
Rebuke Undead
Preserver's Rebuke


Blades of Astral Fires
Second Wind
Memory of Thousand Lifetimes
Miraculous Fortune
Falling Leaves
Demand Justice
Use Vulnerability


Silent Malediction
Searing Orb


Staff of the warmage (daily free enlarge spell)
Clearsense powder x 2 (consumable minor)
Iron Skin Belt (daily minor): gain DR 5 TENT

[/sblock]
 
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Luinnar

First Post
I love bloodsports, don't you Amanda dear? you hear a older human man in the stands saying to the elven women next to him. I judge this to be quite satisfactory. Too bad the kids are not here, they would love it. Tarquin Wellington says, turning to a female dwarf next to him.
[sblock=Judge]I'll judge this if you still need a judge :)[/sblock]
 

pathfinderq1

First Post
Joy continued to sing, though the eerie keening tone seemed to have faded. Her voice rang out, insulting the worm in the most demeaning terms- appealing to the lowest common denominator of the arena's crowd. Despite her words, the burrower still kept its attention on the plate armored goblin knight.

[sblock= OOC]
>Minor: appease the crowd- Streetwise to appeal to the bloodsport crowd; 1d20+12= 25 (success by 8, adds +2 to next d20 roll); rolls Roll Lookup
>Standard: Misdirected Mark against burrower; 1d20+9 vs. REF= 17 (with +2 bonus from Appease the Crowd and +2 for CA from dazed, this just hits), deals 13 psychic damage and burrower is marked by Kauldron until end of Joy's next turn- it already was marked by him, and I didn't want to move the mark elsewhere); rolls included above
[/sblock]
 

FourMonos

First Post
Artemis can't help but smile at Gil's comments. He moves away from the burrower worm, his star powered eldritch blasts mildly injuring the beast.

[sblock=actions]
Standard: Eldritch Bolt vs. burrower: 1d20+8+2+1, 1d10+9 → ([17, 8, 2, 1], [3, 9]) Roll Lookup Hit reflex 28 for 12 damage.
Movement: Walk to L-24
[/sblock]

[sblock=mini-stats]Atremis Harks- Male Human Hexblade 4
Status: 3 thp
Initiative: +3, Passive perception: 11, Passive Insight: 16
AC 21/20 For: 15 Ref: 17 Will: 19
HP: 25 +3/37 Bloodied: 18 Surge value: 9 Surges/day: 7/8
Speed: 5 squares, Languages: Common, Primordial
AP: 1, 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]
 

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