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

[sblock=Iron Sky]
[MENTION=60965]Iron Sky[/MENTION]
you might consider using google docs or some other editable map format so everyone can edit (you have to keep track of hp and statuses still)

I don't think this will help as occasionally the party has good synergy with multiple forced movement which will be invalidated by the fact that they all start from the same point on the map

Let's say Cyr pushes 1 toward the edge of the platform and then joy decides that better slide would be into flanking position to the right. How would you handle that? And that's just one example of potential problems...Joy might slide them further over the edge if she sees enemy location after the push...
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Did that damage factor in my damage resistance 1 from my armor? I don't want to be a bother about reminding you, but don't like giving away free hit points either if you know what I mean.

GM: Sometime I'll remember that. Added a hp to Brenwar above... A lot to remember running 2 games and 3 PCs at once...
 
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You might consider using google docs or some other editable map format so everyone can edit (you have to keep track of hp and statuses still)

I don't think this will help as occasionally the party has good synergy with multiple forced movement which will be invalidated by the fact that they all start from the same point on the map

Let's say Cyr pushes 1 toward the edge of the platform and then joy decides that better slide would be into flanking position to the right. How would you handle that? And that's just one example of potential problems...Joy might slide them further over the edge if she sees enemy location after the push...

GM: I've used another map program (forget its name now) in the Rerisen Tower that worked great... until it stopped working entirely. Only downside of google docs is everyone has to have a gmail account AFAIK - that and the pretty pictures all go away.

If there's multiple forced movements, they'll just be combined together. If Cyr pushes an enemy 1 square N and then Joy hits it with a power that slides it 1 square W, the enemy will move 1 square N than 1 square W.
 

OOC: Sorry to bother you as well Iron Sky. Just wanted to point out to you that the Eladrin Mercenary 1 would of missed Kauldron. His AC in the Hallowed Circle is 30. Base 28 + 1 power bonus Hallowed Circle + 1 item bonus Agile Plate (While not Bloodied), It's written right underneath his defenses. Didn't add it straight in as if one enemy bloodies him then another attacks him, his AC would be one lower.
 

[MENTION=60965]Iron Sky[/MENTION], I will check the order of bloodying and death of the enemy and slide some more (it's free on pact boon) and probably re-curse everyone instead of taking that last pact boon on the death (rod of corruption) - should I post it or send it to you to alter the map before others start their turn??

In general (I already gave this info, maybe you applied it already?) - slide toward the oil or maximum grouping of the enemies.

Also, I cannot believe you made four save against stun! :D Poor MetaVoid
 

Pretty pictures are less important then current status (and making google account is free)

Cyr shakes his head, his superior will quickly shaking away lingering shock of the power channeled. He calls into being astral blades using Kauldron as the focus. Little blades blast away from the goblin penetrating defense field ever so slightly, cutting into eladrin and protecting the paladin.

He then retrieves small pouch from his belt and throws some powder into the eyes of the blinded mage.

[sblock=Actions]
Start of the turn - Superior Will
Save vs Daze (1d20=15)

Standard: Blades of Astral Fire vs Ref (Shade 2; Merc 1; Merc 2; Shade 1; Shade 3); radiant damage (1d20+12+1=24, 1d20+12+2+1=23, 1d20+12+1=32, 1d20+12+1=20, 1d20+12+1=31, 1d6+7=11) - centered over Kauldron
Hit all but Shade 1 for 1 radiant damage :)
More importantly: Kauldron gets +5 power bonus to AC TENT Cyr

Minor: Retrieve Clearsense powder
Minor: Apply Clearsense powder to Gil - [MENTION=82643]CaBaNa[/MENTION], Gil gets a save before his turn comes up :)

AP: Second Wind for 11 hp and +2 to defenses TENT
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[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 - enemy hits bloodied ally

Initiative +10; Senses Passive Insight 23, Passive Perception 24
HP 28/42 +8 thp, Bloodied 21, Surge Value 10+1, Surges 7/7
AC 22; Fortitude 16, Reflex 20, Will 22
STATUS: +2 Defenses due to second wind
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
* Staff Expertise - no OA for ranged attacks
* Superior Will

(+1 TO ALL DEFENSES vs. BLOODIED ENEMIES)
0/1 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 Fire
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

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GM: @Darksteed , We'll ignore that hit and the restrained, not time to fix things atm.

I don't generally check PC statblocks unless something doesn't seem right with what's going on(either the information I have or a player turn that I don't get) - I look at what you post for your turn actions. It would be more useful to list it as (29 AC(28 bloodied) since full hp is the "default" rather than the exception).

@Neurotic , do you get to slide everyone when your boon "goes off" or just individuals? I didn't know if they slid every time or if that was a special thing so I didn't wait to update. In the future I will. I guess figure out what the effects of all the forced movement would be and I'll do a mid-round update.

@MetaVoid , Upon reflection I agree - if nothing else to ease some of this intensely time-consuming GM threadsitting to fix-and-change for everything that's going on and all the stuff I inevitably miss.

After this combat, we'll switch to the google doc thing. If you don't have a gmail account, get one by then.
 
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[MENTION=60965]Iron Sky[/MENTION], Rod of Avernus Property: When you gain the benefit of your pact boon you can slide each enemy affected by your warlocks curse 1 square - does this means it is always 1 square or can be enhanced by items?


Under warlocks curse: when an enemy under your curse us reduced to 0 hit points of fewer you gain a +1 bonus to any single d20 roll you make during your next turn


Bloodied boon adds bloodied to curse triggers


Note that bloodied boon removes the curse so he would slide progresively less enemies, until the death of one which then re-curses everything withing 5 squares and then slides them again :)

I'll wait for the movement and new map you provide
 


Brenwar takes advantage of Kauldron's flurry of attacks to flank one of the shadewalkers. A brief prayer forces the Eladrin to face Brenwar or be punished by Palladys. Brenwar barely manages to land a strike on the quick Eladrin with the help of a distracting attack from Kauldron. His shield glows as the hammer connects, granting him a bit more defenses against the enemy's coming attacks.
[sblock=Combat]
Start of Turn:
Current HP: 36/65 HP
Position: H8 from Metavoid's slide to flank (I think)

Turn Actions:
Move Action: -> Minor Action
Divine Challenge Eladrin Shadewalker 2 (enemy in I7)

Standard Action:
Virtuous Strike vs. Eladrin Shadewalker 2 (1d20+13=23, 1d10+5=12 radiant damage )
12 damage - 10 vulnerability= 2 damage done to the enemy.
--Brenwar gains +1 All Defenses from Hammer Shield
--Brenwar gains a +2 Bonus to all Saving Throws till SoNT
--The enemy gains vulnerability to radiant damage 3 until Brenwar's EoNT

Minor Action:
Deliverance of Faith
--Brenwar spends a surge to gain 17 Temp Hit Points
--3 dr/all from spending a surge

End Turn:

HP: 36/65 HP (17 Temp)

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[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: 26 (25+1) Fort: 19 (18+1), Reflex: 19 (18+1), Will: 21 (20+1), Resist: 1/all 3/all
HP: 36/65 (17 THP), Bloodied: 32 , Surge Value: 17, Surges Left: 6/13

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
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