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

Iron Sky

Procedurally Generated
@Iron Sky , 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?

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

GM: Different forced movement enhancing effects are worded differently - it would depend on the items.

I'm waiting for the new map until I get your movement... we'll finish up this combat (it's almost over it seems) then switch over to google.
 

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dimsdale

First Post
OOC: I don't know how you keep up with all this Iron Sky.

What am I missing here?

1. Lerrick is said to be at L6, but according to the map she's at L5.
2. There is supposed to be a shadewalker at K5 with 6 hp, but that square is not occupied. Is he at K6?


Wooh! the cleric yells as she almost falls into the black goo. She looks for a path to escape, and finds one, only to realizes that two foes stand in the way. She can tell that they are bloodied and near death, but doesn't want to take the chance of getting hit as she attempts to go by them. Can anyone get these two bad guys out of the way (pointing to the two to her right). I think they want to hurt me.

ooc: Delay turn until others post actions.
 

Iron Sky

Procedurally Generated
1. Lerrick is said to be at L6, but according to the map she's at L5.
2. There is supposed to be a shadewalker at K5 with 6 hp, but that square is not occupied. Is he at K6?

GM: I update the map, then update the coordinates in the Combatants section from the map. When in doubt the map is right. Fixed it.
 
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Neurotic

I plan on living forever. Or die trying.
Martelai shimmers and appears near the almost dead shadewalker. He seems translucent and part of him still appears at his original location. This trick however has it's advantages as he can now shoot at point blank range from the different angle then expected.

[sblock=Actions]
Minor: Mirror Darkly in L6 - Martelai is insubstantial TENT and can use Mirror square as origin of his attacks
Standard: Eldritch Strike vs Shade 3 Ref; damage; curse (1d20+10+1=16, 1d10+5=8, 1d6=1) - miss, and it's so little damage it wouldn't to anything :) let's hope next round gives better type :)

Move: H9, gain concealment, let's see all that aggro :devil:
[/sblock]
 

CaBaNa

First Post
I can't see! Gil wildly flails out with his mind, attuning illusions of fey insects bursting into existence in a wide area where he last remembered the eladrin. The illusions work and several of the eladrin visibly twitch as the insects begin to alight on them, then upon coming out of their shock at Cyr's word, they begin to swat mercilessly at the illusory pests.

Such is the power of a wizard! BEHOLD! I am blind! Gil looks up and circles for a moment showing off his radiance burned visage, and then with a puff of smoke, but now I see! his eyes clear, and the young humans face visibly repairs itself. The crowd marvels at the feat of counter magic, but Gil doesn't stop there. I am Dante Mephisto Gilgamesh, Imperial Wizard, Harbringer of Eladrin Misery! flames shoot from Gil's eyes, and his voice booms with a supernatural echo WHO WANTS MORE! purple robed arms raise up high, challenging the crowd! I CAN'T HEAR YOU?! booms Gil, exaggeratedly holding one hand to his ear while leaning toward the crowd.

[sblock=Actions]

Save at beginning of turn (Thanks MetaVoid!) The blind condition is not save ends, it is TENT. Thanks for the thought MetaVoid!

Standard Winged Horde area burst 2 (enlarged) centered on J7
(Enlarged to "make sure" and get all enemies, Gil is blind but that doesn't effect area attacks, and he has CA from the round of stun/daze.)
30 vs will Eladrin Mercenary 1: J7 HIT 3 psychic (reduced to 0) damage, and cannot take Opportunity Actions TENT.
17 vs will Eladrin Mercenary 2: K7 HIT3 psychic (reduced to 0) damage, and cannot take Opportunity Actions TENT.
13 vs will Eladrin Shadewalker 1: J5 Miss
30 vs will Eladrin Shadewalker 2: I7 HIT3 psychic (reduced to 0) damage, and cannot take Opportunity Actions TENT.
24 vs will Eladrin Shadewalker 3: K6 HIT3 psychic (reduced to 0) damage, and cannot take Opportunity Actions TENT.

Minor action arcana to Appease the Crowd 32 (CRIT!)
Gil gains +8 to his next d20 roll.

[/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]

was blind but now can see, has +8 to next d20 roll


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 23/36 bloodied 18, Surges 4/7 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]
 
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pathfinderq1

First Post
With the remaining enemies temporarily protected, Joy stepped back into the central circle. She continued to sing, though, and the eerie keening seemed to reinvigorate her.

[sblock= OOC]
>Move: to H9
>Standard: Second wind- spend surge, get 11 HP and +2 defenses
>Minor: none
[/sblock]
 

Iron Sky

Procedurally Generated
GM: [MENTION=24380]Neurotic[/MENTION], I think we're just waiting for you. I'm unclear though - did you need a map update for something before you retroactively slide all the baddies? Let me know what it is you're needing and I'll try to do it, just not sure what it is you need.
 

dimsdale

First Post
GM: [MENTION=24380]Neurotic[/MENTION], I think we're just waiting for you. I'm unclear though - did you need a map update for something before you retroactively slide all the baddies? Let me know what it is you're needing and I'll try to do it, just not sure what it is you need.

ooc: nope Lerrick needs to go

Whoa! Way to go Gil! the cleric says as she gets up and moves to a safer location.

[sblock=actions]
movement: get up
Movement: move to L10
[/sblock]

[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: USED
Second Wind: USED
At will:
Astral Seal
Sacred Flame
Encounter:
Divine Fortune
Knack for Success
Healer's Mercy
Healing Word 2 ONE USED
Bane
Hymm of Resurgence:
Daily Standard:
Life Transference
Beacon of Hope USED
Halo of Consequence
[/sblock]
 
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Neurotic

I plan on living forever. Or die trying.
[MENTION=60965]Iron Sky[/MENTION], I didn't want to retroactively slide them in my post because I'm not sure about the order of bloodying and dying...and I didn't have time to check through the thread at work. If you don't update before early afternoon (for me at GMT +1), I'll try to get some time to check and edit the post. Sorry for the confusion.

I have faith you will get them all into the oil and kill that one with little hp :)

Everyone, if you have AP still, use it, you cannot use two in the next encounter.

EDIT: As best as I can tell the order goes like this:
Shade 3 gets bloodied in K6
then Mercemary 1 in J7
then Mercenary 2 in K7

that's all I can find. Who died?

Cursed: Shade 1 in J5 , Spellweaver 2 in N5, Shade 3 and both mercs

So: 1st step:
Shade 3 K6->K5, no longer cursed
Shade 1 J5->J4 Shade 1 save (1d20=11) - remains prone in J5
Mercenary 1: J7 -> I6
Mercenary 2: K7 -> K6
Spell weaver 2: N5 -> M4 Spell weaver 2 save (1d20=1) - drops in oil, restrained, Round attack vs Spell weaver 2; damage (1d20+10=17, 1d10+3=12) - miss

2nd Step:
Shade 1: J5 -> J4 Shade 1 save (1d20=14) remains prone in J5
Mercenary 1: I6 -> I5, no longer cursed
Mercenary 2: K6 -> L5 (not sure if that's oil, if it is roll for him)
Spell weaver 2 cannot be moved due to restrained

3rd Step:
Shade 1: J5->J4 Shade 1 save (1d20=13) - can you believe this guy!?!?!
Mercenary 2: L5 -> L4, no longer cursed - Mercenary 2 save (1d20=11) ARGGH! I'll roll misses on my attacks for five rounds now :(
Spell weaver 2 cannot be moved due to restrained


Anything I missed?!

My attack is here
 
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