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

CaBaNa

First Post
HA HA! exclaims Gil, his eyes taking in every detail of the wonderous blade. Then he notices the young girl, How cute! How old are you? the young wizard blushes, I mean, I'm Gil. What's your name?
 

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Darksteed

First Post
*Kauldron continues to smoke upon his cigar all while watching the group gather. Not really knowing anyone other then Cyr. Though his eyes shift to the young lady as she enters into the small gathering of warriors. He grins to himself under his masked helm.*

Oi, now that be a pretty lass. Hubba, hubba.

*Admiring Joy with a sly grin. He moves over to stand next to Cyr.*

Good to see you again, Master Cyr. I see we shall be fighting alone side one another once again.

*Kauldron fiddles around with his new equipment upon his forearm. A pair of blades extend outwards from his fist over his hand. Then retract back over his forearm (think predator wrist blades). He nods to himself as things seems to be working smoothly*

[sblock=Initiative]Initiative 10[/sblock]
 

"I was thinking it will be only three of us and now we're tripple the number. With so many adventurers bored it's no wonder these games are popular. At least that means there is peace in Daunton. So you have means of avoiding area attacks or voice of the gods?"

OOC: I'm asking if I can make stunning blast attack with you in it? Targets fort...same goes for everyone, if you can avoid such attack, tell me :)

He then startles as the child enters.
"You shouldn't be here little one. You may have talent, but it's real danger here. You won't get any breaks from these foreigners for being a girl or noble or anything else."
 

Iron Sky

Procedurally Generated
The Sandy Arena, Round 0

The contract complete and signed, the goblin looks it over, then sniffs. It reaches into a jar of snails sitting behind the wooden plank it's using for a desk, pulls out a trowel, and crunches the snail onto the contract document to seal it.

"Go kick some ass. Take the ferry to the ship and give this to the arena master. Rikkit here will lead you to her when you get there." He pulls out a kruthik hatchling, out of a bag nearby and ties the document onto its back. A moment later, he produces a small jar of what is, by the scent, ogre sweat, dips a cloth in it and drops the kruthik and the cloth in a small cage.

The ferry departs soon, carrying nothing other than a massive tube-shaped cage stacked next to four smaller tube-shaped cages, all draped in heavy leather tarps. Strange scraping noises come from within and the larger one's canvas tarps seem to have been soaked in water before they were thrown on for some reason.

Before long, the group arrives at the Kolloseaum - it looks even larger when you are moored along side it, staring up at it. A muffled scream cries out from somewhere above and the ship's deck planking shakes with the stamp and roar of the crowd.

The group is instantly lost. The ship is like a small city, but as many as ten decks tall in places. Fortunately, someone remembers the kruthik. As soon as its cage is opened, it high-tails it across the deck and it's all the group can do to keep up with it.

It leads the group under massive creaking wooden bleachers, past a group of children playing gladiator and whacking each other with sticks, past a scary-looking minotaur in plate mail covered in scars and blood, and a pair of goblins struggling to haul what looks like a small green dragon's head towards a busy taxidermists shop.

Hovering at the center is a blue-skinned ogre mage surrounded by floating sheets of parchment and a crystal ball hovering beside her. She's constantly shouting orders and somehow managing the chaos going around her. The group has no chance of being noticed until the kruthik leaps off a goblin's head and clomps onto her foot.

She looks at it in irritation, rips the document off of it and begins prying it open with one hand as she blasts the kruthik to a spray of green ichor with a snap of her fingers.

"Gil and company?" she shouts, glancing about. She spots the group and floats over. "We'll start you off with something relatively easy and simple. Head to Arena Five - nothing too exciting, just your standard sandy pit - and get ready for the fight. For a group of your caliber, should be a bit of a challenge, but nothing you can't handle. Get to your arena, you'll definitely know when the match starts..."

With that cryptic statement, she floats off and instantly begins shouting at an ogre dragging an angry drake into the room by the tail, the savaged body of a goblin clenched in the beast's jaws.

The arena itself is pretty much what comes to mind when one thinks of "gladitorial arena" - a sandy ring with two stone pillars in the center, some stairs leading down into iron-bar doors. The only difference is the arena probably seats a thousand people...

GM: I grabbed the first pictures I could find in my collection for Joy, Lerrick, and Gil. If those don't work, you can find better ones after the adventure since I already created portraits for you from them.

I have probably a thousand pictures in no discernible order, so there might be ones that are better, but it takes a long time to skim through them all so this is what you get.

For those who don't know, in 4e class nomenclature | usually indicates hybrid (Cleric|Shaman) while / indicates multiclass (Rogue/Assassin). You can also have both (Wizard|Artificer/Assassin).

Place your characters wherever you want on the map and roll initiative if you haven't already. The monster initiative is 22 (which is pretty remarkable since I roll all the monster's initiatives then average them...), but they won't arrive in the arena until their initiative count, so if you go before them it's probably time to ready actions and whatnot.

Once everyone's rolled init and placed their characters (and finished their characters *cough* Lerrick *cough*) we'll get this thing underway (it'll be tomorrow night or Monday night at the earliest for me).

@MetaVoid - I haven't figured out the second and third matches completely yet, but the answer to your Hand of Fate question about the first match is "Yes". I'll answer the other ones when I get them figured out - I have to get up in 7 hours and I still have other RL stuff to do before I can get to bed, so I'll worry about the rest later.


[sblock=Terrain]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. The pillars in the center are the same DC and can provide cover.

The stairs are all difficult terrain. The northern podium area is one square above the rest of the arena.[/sblock]
 

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Someone

Adventurer
Ootah arrives at the arena with his large bow firmly grasped on his hands, but the situation doesn't suit him. He always preferred to be the ambusher.

[sblock=actions]
start of turn: Start combat at O24
Minor action:: Use Perception to hear enemies approaching
Move action: If Perception check is succesfull, move in opposite direction of approaching enemies, if possible.
Standard action:Ready an action to use Clever Shot against the first enemy within range to appear. If the shot hits AC 22, the enemy takes 10 damage and falls prone.[/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: 46/46, Bloodied: 23, Surge value: 11, Surges/day:8/8 Speed: 6 squares
Languages: Common, Giant
AP: 1
Powers:
Twin Strike, Clever Shot
Two Fanged Strike, Disruptive Strike, Invigorating Stride, Furious Assault, Surprise Strike
Skirmish Stance, Flying Steel[/sblock]


OOC: Since I'm the first posting and we have some time, I figure I can start slow. Is the perception check (as a Minor action) high enough to know where (what stairs) the enemies are coming from?

Edit: Since it looks like we've chosen our places this won't be neccesary. I've included the full actions in the sblock.
 
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"When we get in, spread out immediately. That is the word of the Sky Lord." Once the party enters the arena and Cyr looks at the setup he continues
"Let's take that corner for ourselves. There, we can have solid wall behind us, enough space for maneuvering and one pillar if there is a need to hide. Kauldron, you could stay here and intercept whatever comes from yon cage (stand in L26), Brenwar, stay on the other side (N20) while the rest of us will stand behind."

OOC: You didn't say from which door we came in. I'd say we take K22 then down and right corner with defenders on the intercept route toward the stairs, on having hexblade the other ranger as backup, while Gil, Martelai and Cyr spread behing them providing control as needed. Joy and Lerrick should choose one defender to backup and heal. What do you think?

Cyr stands in N24
 

Neurotic

I plan on living forever. Or die trying.
"The creature that lead us here was kruthik. Least of the beasts. Given that big container we travelled here with, I'd guess at least one combat will include other kruthik. Be careful when positioning yourself, these things literally hide in the ground, bursting from under you. You may have an opportunity to see what it was like in caves infected with them, young mage."

Warlock stands with his back toward the wall as he pulls out both of his rods.

Martelai stands in Q24.
 



pathfinderq1

First Post
Brenwar smiles as Joy shows up, "Greetings once again, hopefully this goes as well as our last adventure together. Did you ever hear what happened to the Paladins of Apoli on Garnaman?"

Joy's own smile broadened a bit. "Tis good to see you again as well. Perhaps this will not be quite so... anti-climactic."

As the ferry made its way over to the larger ship, Joy stayed close to the bow, obviously enjoying the sea air. Once they found themselves in the arena, she unsheathed the long curved sword from her back and surveyed the open battlefield. "Should be easy enough, if we don't get stupid. Stay on the deck, prepare to repel boarders- we've even got a foremast and a mainmast to guide on," she said, waving at the two large pillars. Once again, those close to her could hear a faint stir of music with no clear source, the first soft notes of a rousing sailor's chanty.

[sblock= OOC]
>Initiative 1d20+4= 21; roll Roll Lookup

>Stand at Q 20
[/sblock]

[sblock= “Joy”]
Human (Elan), Hybrid- Ardent|Bard, MC- Warlord
Initiative +4/Passive Perception 18/Passive Insight 12;
HP 46 (46)/Bloodied 23/Surge value 11/Per day= 9(0 used)
AC 20/FORT 16/REF 17/WILL 20
Speed 5/Size medium/Saves normal
STR 13 (+1)/DEX 14 (+2)/WIS 8 (-1)
CON 14 (+2)/INT 12 (+1)/CHA 20 (+5)
Melee basic: Falchion +1, +8 (AC), 2d4+4 damage

Skills: Arcana +8; Athletics +8; Bluff +12; Endurance +10; Perception +8; Streetwise +12
Racial and class abilities: Telepathy 5, Origin= Immortal; Bardic virtue (Valor, +3 tHP once/turn); Skill versatility; Ardent mantle (elation; +2 Diplomacy and Intimidate, +2 damage dealt with OAs for allies with aura 5); Psionic augmentation (+2 pp)

At-will Powers: Demoralizing strike, Energizing strike, Misdirected mark
Encounter powers: Shout of triumph, Ardent surge (x1), Majestic word (x1), Elan resilience
Daily powers: Slayer’s song, Invitation to defeat, Inspiring word, Inspiring fortitude
Item powers: Harsh songblade (daily), Dwarven armor (daily)
>Action points: 1 left (of 1)
>Second wind: not used
http://l4w.wikia.com/wiki/PC:Joy_(pathfinderq1)


[/sblock]
 
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Rapida

First Post
He nods at Cyr, "That sounds good, I'll take position below the column (N20)." Brenwar limbers up a bit taking a few basic swings with his warhammer. He once again checks the two loaned potions are within easy reach and surveys the battle field.
[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: 65/65, Bloodied: 32 , Surge Value: 17, Surges Left: 13/13
Action Points: 1

OA Basic Melee Attack: +11 Virtuous Strike (Vanguard's Hammer) 1d10+5 Damage

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.
Item Note:
When Brenwar lands a hit with his hammer, he gains a +1 to all defenses until the SONT

Powers
At-Will Powers:Divine Challenge, Ardent Strike, Virtuous Strike, Lay on Hands (3/3 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]
 

Darksteed

First Post
*Kauldron following Cyr into the area. He nods as the was angelic being speaks.* Your plan of action seems sound and logical. *Kauldron moves off to the position indicated to him. His forearm blades springing out into the readied position. He raises his shield and prepares himself for battle.*

[sblock=Position]Kauldron will start in L26. Taking full defense to start if he can. If not no worries.[/sblock]

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

AC: 28, Fort: 19, Ref: 20, Will: 20
While not bloodied: +1 item bonus to AC

Initiative: +5
Speed: 5

HP: 59/59, Temp HP: 0
Bloodied: 29, Surge Value: 14, Surges left: 12/12

Powers-
Divine Challenge
Enfeebling Strike
Goblin Tactics
Virtuous Strike

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

Hallowed Circle [ ]
Lay on Hands [ ]
Majestic Halo [ ]
Potion of Healing [ ] [ ] [ ] [ ] [ ]
Symbol of Brawn [ ]
[/sblock]
 

CaBaNa

First Post
OOC: Gil will start at M29


Really Martelai? That sounds both exciting and scary at the same time. Gil smiles awkwardly, before covering his ears and uncovering them, That music won't seem to go away, does anyone else hear that? I hope I'm not going crazy...

[sblock=Gil's Alternate Token]

wizard-hat-th.gif

http://www.clipartandcrafts.com/clipart/holidays/halloween/thumbs/wizard-hat-th.gif

I had posted this before, but you may have missed it, you could use the token you found as well. I'm happy with either. Thanks again [MENTION=60965]Iron Sky[/MENTION]
[/sblock]


[sblock=Ministat]
Gil will start at M29

Under the affect of Martelai's Cast Fortune; Cast fortune for Gilgamesh (1d20=1, 1d20=3, 1d20=14) These results replace the next three non-trivial rolls of the type: attack roll, saving throw or skill check. At DM's discretion trivial rolls or rolls in non-dangerous situation cannot be replaced by prepared rolls. The effects ends when all three rolls are used or on the next extended rest. The target doesn't know his/her fortune unless Martelai tells it. (Gil has been informed.)


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]
 

Iron Sky

Procedurally Generated
GM: Note: those aren't cages at Q11 and B22, they're metal grates in the floor.

@MetaVoid , you guys came in the south door, though that was a few minutes before the match starts and the doors all connect to a wide hallway that surrounds the arena to let gladiators/monsters/etc move around and get in position.

I've got my map ready on Masterplan, characters imported with portraits, just need to plop down Lerrick and we're ready to go! I also upgraded the first fight to Hard, as requested. Amazing what that lets you add when you've got 9 players!

@dimsdale , you have an eta for Lerrick being ready?


[sblock=Initiatives]Ootah: 27
Monsters: 22
Joy: 21
Cyr: 13
Gil: 13
Kauldron: 10
Artemis: 10
Martelai: 6
Brenwar: 3[/sblock]
 

dimsdale

First Post
ooc: As I started to research the cleric/shaman option, I've found that it is taking more time than I thought to create her. So...Lerrick is going to be just a cleric...for now.

Lerrick follows the wizard. She stops close to him (N27) and the takes a deep breath and exhales in order to calm her nerves. Here we go...(to the wizard) Hi, I'm lerrick.


[sblock=Lerrick]

Lerrick: Half-Elf Cleric Lvl 5
Advantageous Conditions:
Adverse Conditions:
Initiative: +2 Passive Insight: 22 Passive Perception: 17
Senses: Normal
AC: 16 Fort 16 Ref 15 Will 21
HP 47
Bloodied 23
Surge Value 11; Surges Per-Day 8
Action Point: 1
Second Wind: 1
At will:
Astral Seal
Sacred Flame
Encounter:
Divine Fortune
Knack for Success
Healer's Mercy
Healing Word 2
Bane
Hymm of Resurgence:
Daily Standard:
Life Transference
Beacon of Hope
Halo of Consequence
[/sblock]
 
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Iron Sky

Procedurally Generated
The Sandy Arena, Round 1

The arena is full to capacity, the crowd tittering and restless. The group waits in the sands nervously. And then everyone waits some more, the tension growing even higher.

Even the observant Ootah doesn't notice until the creatures burrow up out of the sands.

Several giant worms with long hooked legs burrow up in the center of the group, arching back as the come out of the sand. As they do, their scaled underbelly crack apart, revealing burning-hot cores inside them that temporarily super-heat the air around them, igniting the clothing of several of the group members.

So busy are they with the small burrowers, the group doesn't even notice the huge one that blasts up from the center of the group, knocking Ootah, Joy, Martelai, and Brenwar around.

It clacks its massive pincers together high over the group's heads and its scales crack apart. As it does so, all the smaller ones seem to sense what is coming and dive quickly into the sands as flames blast out from its blazing innards. Ootah goes down and several of the others are barely standing. Even when its scales close, scalding heat radiates out from its body.

GM: It's not good when the GM is wincing while he's rolling the dice. I rolled almost nothing below a 10, most in the 15-20 range...

Probably the most devastating first round of combat I've ever had GMing 4e :(

Normally I ask that people tell me their power triggers before the monster's turns, but since I didn't say so (and because this round was terrifying) feel free to use any powers that you could have triggered.


[sblock=Initiatives]Ootah: 27
Monsters: 22
Joy: 21
Cyr: 13
Gil: 13
Kauldron: 10
Artemis: 10
Martelai: 6
Lerrick: 4
Brenwar: 3[/sblock]

[sblock=Enemy Actions]Burrower Spawn 1: Burrow up to M28, Stealth 29, CA against adjacent creatures whose perceptions it beat until the end of its turn. <Ootah fires, does 10 damage and knocks it prone>. Burning Core(-2 prone, +2 CA): 27 vs Lerrick's 15 Ref, hit, 17 vs Gil's 19 Ref, miss, Lerrick takes 16 fire damage and 5 ongoing fire damage(save ends).
Burrower Spawn 2: Burrow up to M26, Stealth 23, CA against adjacent creatures whose perceptions it beat until the end of its turn. Burning Core: 27 vs Kauldron's Ref 20, hit, 18 vs Lerrick's 15 Ref, hit, Lerrick and Kauldron take 12 fire damage and 5 ongoing fire damage(save ends). Fire Sense(Immediate Reaction, when targeted by Heat Blast(fire power)): The Burrower Spawn is not targeted by the attack.
Burrower Spawn 3: Burrow up to M23, Stealth 18, CA against adjacent creatures whose perceptions it beat until the end of its turn. Burning Core: 23(+2 CA)vs Artemis 17 Ref, hit, CRIT vs Cyr, Artemis takes 7 fire damage, Cyr takes 13 fire damage, and both have 5 ongoing fire damage(save ends). Fire Sense(Immediate Reaction, when targeted by Heat Blast(fire power)): The Burrower Spawn is not targeted by the attack.
Burrower Spawn 4: Burrow up to P25, Stealth 18, CA against adjacent creatures whose perceptions it beat until the end of its turn. Burning Core: 24 vs Ootah's 19 Ref, hit, 14 Ref(+2 CA) vs Mertelai's 19 Ref, miss, Ootah takes 11 fire damage and 5 ongoing fire damage(save ends). Fire Sense(Immediate Reaction, when targeted by Heat Blast(fire power)): The Burrower Spawn is not targeted by the attack.

Burrower: Burrow Up: Stealth 26, Burrow to surface (Close Burst 1, +2 CA) 16 vs Joy's 16 Fort, hit, Crit vs Brenwar, 14 vs Cyr's 16 Fort, miss, 23 vs Ootah's 16 Fort, hit, 28 vs Martelai's 17 Fort, hit, Joy, Ootah, and Martelai take 13 damage and slide 2, Brenwar takes 21 damage and slides 2. Heat Blast(Close Burst 3): 19 vs Artemis 17 Ref, hit, 28 vs Brenwar's 18 Ref, 26 vs Cyr's 20 Ref, 30 vs Kauldron's 20 Ref, 22 vs Ootah's 19 Ref, 28 vs Joy's 17 Ref, 30 vs Martelai's 19 Ref, all hit for 27 fire damage and 5 ongoing fire damage(save ends).[/sblock]

[sblock=Terrain]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. The pillars in the center are the same DC and can provide cover.

The stairs are all difficult terrain. The northern podium area is one square above the rest of the arena.[/sblock]

[sblock=Combatants]-Party-
Ootah: P24, -5/46hp, unconscious, dying, 5 fire damage if start turn adjacent to Burrower, prone, 5 ongoing fire damage
Joy: R21, 6/46hp, 5 fire damage if start turn adjacent to Burrower, 5 ongoing fire damage
Cyr: N24, 2/42hp, 5 fire damage if start turn adjacent to Burrower, 5 ongoing fire damage
Gil: M29, 36/36hp
Kauldron: L26, 20/59hp, 5 ongoing fire damage
Artemis: L22, 3/37hp, 5 ongoing fire damage
Martelai: R22, 14/54hp, 5 fire damage if start turn adjacent to Burrower, 5 ongoing fire damage
Lerrick: N27, 19/47hp, 5 ongoing fire damage
Brenwar
: N22, 19/65hp, 5 fire damage if start turn adjacent to Burrower, 5 ongoing fire damage

-Enemy-
Burrower Spawn 1
: M28, 47/57hp, prone
Burrower Spawn 2: M26
Burrower Spawn 3: M23
Burrower Spawn 4: P25
Burrower Spawn: 57hp, AC 21, Fort 19, Ref 19, Wil 18. MBA: +12 vs AC, 1d10+5 damage and the target is grabbed. Fire Sense(Immediate Reaction, when targeted by a fire attack): The Burrower Spawn may not be targeted by the attack.

Burrower: O21-Q23
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). 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.

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:
All: 17[/sblock]
 

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Rapida

First Post
OOC:
I think I might be missing some damage, didn't both attacks hit me?
Also, note I have 1/dr thanks to my armor so I think I should have taken 48 damage - 2 for dr= 46 damage.
 

CaBaNa

First Post
Years of training take over, before Gil makes a conscious decision, he's on the ground with his cloak over his head. The scholar springs back to his feet after the initial blasts of fire subside, his orb flashing a brilliant magenta, and the young scholar blurs across the sand leaving a wake behind him. Artemis, heads up! shouts the wizard, a vial flying from his hand as the words leave his lips.

Spread out! shouts the human raising his orb hand, illusory ice mephits descend on the monstrous creatures harrying them and distracting from their attacks. One of the spawn and the burrower take the brunt of the attack, the mephits cooling the air around them beyond their comfort. Gil scrutinizes the monster, trying to recall bits of information that may be useful in defending himself and the others against the creature.



[sblock=Actions]

Move Orb of Nimble Thoughts
Effect: Shift 5 squares to H24

Minor Healing Infusion (Curative Admixture) Close burst 5
Gil or an ally in the burst (Artemis) @FourMonos
Effect: Artemis regains HP equal to his surge value +2 (DO NOT SPEND A SURGE), 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 Winged Horde Area burst 2 (enlarged) within 10
Each enemy in burst
10 vs will Burrow Spawn M26 (auto-miss roll of 1, Cast Fortune first roll)
12 vs will Burrow Spawn P25 (miss, Cast Fortune second roll)
23 vs will Burrow Spawn M23 (HIT, Cast Fortune third roll)
26 vs will Burrower at O21-Q23 (HIT, rolled)

on a hit: 2 psychic damage, target cannot take opportunity actions until the end of Dante Mephisto Gilgamesh's next turn. (This may prevent flanking, and grabbing.)

Free action: Use Vulnerability
One creature Gil can see or hear.
Gil succeeds on a monster knowledge check against the target.
If Gil's check result meets or exceeds the Hard DC for the monsters level, he gains a +4 bonus to all defenses against the monsters attacks TENT and a +5 bonus to damage rolls against the monster (unless the monster resists the damage type.). If Gil's check result does not meet, or exceed the hard DC for the monster, he deals half damage to the monster TENT.
Monster Knowledge Check on Burrower Spawn 15 (Does this "hit" @Iron Sky ?) FAILS



[/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

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]
deals half damage to Burrower Spawn TENT

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

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[sblock=Horrible horrible meta gaming... for everyone, but especially for dimsdale pathfinderq1 ]

If Lerrick goes before Joy, Joy won't be dead when her turn starts, and won't have to roll death saving throws. Thus Joy will be able to help Ootah. Gil just made sure Artemis doesn't die when his turn starts. Cyr is in the same danger Artemis was, if anyone can help by going before Cyr that would keep most of the team able to actually be effective this round.

what a mess, awesome start, HA HA!

Sorry for the horrible horrible meta here...
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Iron Sky

Procedurally Generated
I think I might be missing some damage, didn't both attacks hit me?
Also, note I have 1/dr thanks to my armor so I think I should have taken 48 damage - 2 for dr= 46 damage.

GM: Correct, I forgot to apply it in Masterplan. Brenwar's HP bar on the map is wrong, but in the Combatants sblock it's correct now.

Edit: [MENTION=82643]CaBaNa[/MENTION], no, that knowledge check does not succeed.
 
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