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

Darksteed

First Post
OOC: Kauldron still has yet to go as well. I shall post by tonight for sure. Sorry for the delay. Dealing with my grandma in the hospital currently.
 

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Darksteed

First Post
*Kauldron continues to idly smoke his cigar, bellowing out puffs of smoke every few seconds as he parries and blocks attacks in the midst of the enemy. He slashes out with his arm blades as it ignites in holy fire searing the eladrin only slightly as the rounds protection protects him. Kauldron wades past the lot of eladrin ignoring there feeble effort to try to pierce his extremely well armored hide. Move next tot he yellow orb having just recently seen an eladrin use it. He stares at it blankly for a moment.*

Hmmm.....now how in the heck does one even use one of these do-hickies??

*Stopping to even scratch the top of his head with a gauntleted finger. He places a hand upon the orb and it suddenly fires up into the arena's ceiling. He winces and looks around.*

Whoops...Sorry. My bad!!

[sblock=Actions]Free: Student of the Sword
-Effect: Kauldron gains a +1 bonus to his next attack roll. Whether the attack hits or misses, Kauldron marks the target until the end of his next turn.

Standard: Virtuous Strike
-Target: Eladrin Shadewalker 3 (K5)
-Attack: +13 vs. AC (Hit; 26)
-Damage: 1d8+8 RADIANT damage. (13 RADIANT damage)
-Effect: Kauldron gains a +2 bonus to saving throws until the start of his next turn.
-Effect: Kauldron Marks Eladrin Shadewalker 3 until the end of his next turn.

Move: Move to H5. Taking an Opportunity Attack from Eladrin Shadewalker 1 (Prone).

Eladrin Shadewalker 1 Opportunity Attack: Melee Basic Attack
-Attack: +12 (14 - 2 Prone) vs. AC (Miss; 19)

Minor: Yellow Orb Platform Attack
-Target: Eladrin Shadewalker 3 (K5)
-Attack: +10 vs. Ref (Miss; 11; Natural 1)[/sblock]

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

AC: 34 (Bloodied 33), Fort: 20, Ref: 21, Will: 21
Hallowed Circle: +1 power bonus to All Defenses. (Already Added into Stats)
Cyr's Power: +5 power bonus to AC. (Already Added into Stats)

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]

[sblock=OOC]Sorry just wanted to point out that both Martelai and Joy are standing in the same square. H9.[/sblock]
 
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Iron Sky

Procedurally Generated
Match Two: The Black Pool, Round 3

The eladrin rush the center, lashing out and blasting the group. The Spellweavers teleport Martelai and Joy out of the center, a Shadewalker drops Gil, and the green flare of the center gem changing colors pushes most of the group and the eladrin both out of the center.

Both sides have a faint green swirl making gaps in the gray fields protecting them, though it also swirls healing magics amidst the Eladrin.

The crowd cheers as the tides of battle continue to change...

[sblock=Center Gem]Color: Green
Type: Acid
Round Attack: +10 vs Fort, 1d10+3 acidedamage and slide 1.
Capture Bonus: Each enemy may take a minor action to heal a healing surge.
Capturing Team: Enemies.[/sblock]

[sblock=Enemy Actions]Shadewalker 1: Stand. Yellow Orb Round Attack: Nat1 vs Martelai. Charge to J10, Dancing Blade(+2 CA, +1 charge): 19 vs Gil's 17 AC, hit, 22 reduced to 12 damage and invisible to Gil TenT.
Shadewalker 2: Dancing Blade: CRIT vs Brenwar, 24 reduced to 14 damage and invisible to Brenwar TenT. Shift to I9.
Shadewalker 3: Move to J5. Yellow Orb Round Attack: Nat1 vs Martelai. Battle Dance: Shift speed and make an MBA against every creature moved adjacent to. 21 vs Kauldron's 33 AC, miss, CRIT vs Brenwar, 28 vs Martelai's 20 AC, hit, CRIT vs Joy, 17 vs Cyr's 24 AC, miss, 24 vs Gil's 17 AC, hit. Brenwar takes 24 reduced to 14 damage, Martelai takes 17 reduced to 7 / 2 = 3 damage, Joy takes 24 reduced to 14 damage, Gil takes 17 reduced to 7 damage. Invisible to Brenwar, Martelai, Joy, and Gil.

Mercenary 1: Fey Step to G10. Longsword: 28 vs Cyr's 24 AC, hit, 19 reduced to 9 damage. Feywild Challenge: Cyr is marked by the Mercenary and takes 4 radiant damage if ending turn without attacking him.
Mercenary 2: Stand. Charge to I10, Longsword(+2 CA, +1 Charge): 24 vs Gil's 17 AC, hit, 15 reduced to 5 damage. Feywild Challenge: Martelai is marked by the Mercenary and takes 4 radiant damage if ending turn without attacking him.

Spellweaver 1: Teleporting Bolt(Range 5, -2 concealment, -2 cover): 20 vs Martelai's 20 Ref, hit, 16 reduced to 6 / 2 = 3 force damage and teleport 3. Save: 2 vs Restrained, fail.
Spellweaver 2: Fey Step: Teleport to J9. Teleporting Bolt(Range 5): 25 vs Joy's 22 Will, hit, 18 reduced to 8 damage and teleport 3. Save: 17 vs Restrained, saved.

Arcane Archer: Move to T16. Force Arrow: 26 vs Brenwar's 27 AC, miss.

Center Gem(+2 CA vs Gil): 21 vs Mercenary 1's 22 Ref, miss, 21 vs Mercenary 2's 22 Ref, miss, 24 vs Shadewalker 1's 22 Ref, hit, 23 vs Shadewalker 2's 22 Ref, hit, 29 vs Shadewalker 3's 22 Ref, 21 vs Spellweaver 2's 20 Ref, hit, 23 vs Brenwar's 20 Ref, hit, 24 vs Cyr's 22 Ref, hit, 14 vs Gil's 14 Ref, hit, Shadewalker 1 takes 9 + 5 = 14 force damage and slide 1, Shadewalker 2 takes 6 + 5 = 11 force damage and slide 1, Shadewalker 3 takes 10 + 5 = 15 force damage, dead, Spellweaver 2 takes 8 + 5 = 13 force damage and slide 1, Brenwar takes 5 reduced to 0 force damage and slide 1, Cyr takes 4 reduced to 0 force damage and slide 1, Gil takes 13 reduced to 3 damage and slide 1.[/sblock]

[sblock=Combatants]-Party-
Effects On All Players: resist 10 all except vulnerable 5 acid
Ootah: O10, 45/46hp, +2 AC/Ref and +1d8 damage, Skirmishing Stance
Joy: D8, 13/46hp, +2 defenses
Cyr: G9, 26/42hp, +2 defenses
Gil: J12, -4/36hp, unconscious, dying, resist 5 cold
Kauldron: H5, 14+59/59hp, +5 AC, +2 saves, +1 defenses
Artemis: O15, 34/37hp
Martelai: E9, 2+44/54hp, insubstantial, concealment, Potion of Will
Lerrick: L10, 35/47hp, Beacon of Hope
Brenwar: G7, 25/65hp, +1 defenses, +2 saves

-Enemy-
Effects on All Enemies: resist 10 all except vulnerable 5 acid, spend a healing surge as a minor action
Eladrin Mercenary 1: G10, 37/77hp, no OAs
Eladrin Mercenary 2: I10, 19/77hp, no OAs
Eladrin Mercenary: 77hp, AC 23, Fort 18, Ref 22, Will 16. MBA: +12 vs AC, 2d8+6 damage.
Eladrin Mercenaries killed: 1

Eladrin Shadewalker 1: K95, 55/94hp, Divine Challenge(Kauldron), invisible to Gil, Cursed(Martelai)
Eladrin Shadewalker 2: I7, 41/94hp, Divine Challenge(Brenwar), vulnerable 3 radiant, no OAs, invisible to Brenwar, Martelai, Joy, and Gil
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: 1

Eladrin Spellweaver 1: K13, 41/82hp, restrained
Eladrin Spellweaver 2: K8, 40/82hp, 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 Arcane Archer: T17
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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Someone

Adventurer
Ootah walks towards the yellow orb, but can't understand well what it does. Is it supposed to blast the enemies?

[sblock=actions]
Move: to J5. Since he moved more than 4 squares he retains bonuses to AC and Ref defenses.
Standard: Shoot shadewalker 2 with clever shot with prime shot bonus. Fails by a mile.
Minor: Platform attack on mercenary 2. Why do I bother?
[/sblock]


[sblock=mini-stats] Ootah Half-Orc Ranger 5
Status: Cursed by the dice gods
Initiative: +7, Passive perception: 22, Passive Insight: 15
Defenses: AC: 23/21, For: 16, Ref: 21/19, Will: 16
HP: 45/46, 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.
[sblock=Iron Sky]I just realized I missed that spellweaver 1 got bloodied (that's why I had 3 slides instead of 4 in my post) - too bad :( If he didn't, I would still have a curse on him and he would miss due to armor of dark majesty...and maybe final slide would get Shade 1 into the oil :(

[MENTION=60965]Iron Sky[/MENTION], don't hate me for this and feel free to ignore it because it's my mistake:
My last attack would gain bonus from Fate of the Void and would actually hit, dealing 9-10 = 0 damage, BUT Martelai would gain +1 AC & Ref (Rod Expertise) making spell weaver miss and no teleport...

Only important because I could curse one additional target instead of moving and gain concelment via teleport if I so decided...
[/sblock]

Martelai frowns as eladrin rush them, ignoring the paladins. He frowns some more when he gets moved against his will. He moves immediately back, blasting through arena protections to hurt the eladrin that dared to attack him. He looks quickly over fallen mage, but there is little in the way of healing he can offer.

[sblock=Actions]
Move: I12, gain concealment
Minor: Curse Mercenary 2
STandard: Eldritch Blast vs Merc 2 Ref; damage; curse (1d20+10+1=28, 1d10+5=11, 1d6=5) - reduced to 6 damage; Martelai gains +1 AC & Ref (Rod Expertise)

[/sblock]
 
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"You think your little tampering in the planes could hurt me?! Even without protection of this arena, I could withstand the radiance of upper planes that would kill you in an instant. Didn't you know, I'M AN ANGEL OF A VENGEFUL GOD!"

Cyr stares daggers at the offending eladrin, but instead of attacking him he raises his hands and lightning bolt slams down between eladrin companions. They all manage to lean enough aside except for shadow walker who gets in the middle of the blast.

He then pushes by Brenwar and squeezes by the statue, concentrating on the red sphere. The statue animates and with a sweep of the hand pushes one of the shadewalkers into the black liquid which additionaly burns it.

[sblock=Actions]
Standard: Vanguards Lightning in (J9) vs Ref (spell weaver 2; Shade 1; Mercenary 2); lightning damage (1d20+12=16, 1d20+12=29, 1d20+12=19, 1d6+7=13) - hit shade 1 for 3 lightning, if he makes OA he takes 4 lightning damage TENT

Move: C5, mercenary 2 cannot make OA (thanks to Gil)
Minor: Statue Attack vs AC (Shade 2); damage (1d20+12=32, 2d10+3=13) - CRIT for 23 - 10 = 13 damage, slide to J4
Shade 2 save (1d20=1)

Round Attack: Round attack vs Fort (Shade 2); acid damage (1d20+10=29, 1d10+3=4) - [MENTION=60965]Iron Sky[/MENTION], does this damage uses vulnerability?

slide to K3 and restrained
41-13-4 = 24 hp remaining
[/sblock]

[sblock=Cyr Stats]
Deva Invoker Scholar 6
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 27/42 +8 thp, Bloodied 21, Surge Value 10+1, Surges 4/7
AC 22; Fortitude 16, Reflex 20, Will 22
STATUS: marked by Mercenary 2
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 OAs 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 1 (consumable minor)
Iron Skin Belt (daily minor): gain DR 5 TENT

[/sblock]
 
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FourMonos

First Post
Concentrating on the orb again, Artemis gets the backhand of the statue to send the spellweaver to him. He steps forward and makes a mighty swing with his black blade. Space warps at the point of impact and the eladrin finds himself teleported over the black pool where it falls messily, burned by the black liquid.

[sblock=actions]
Minor: Statue Attack vs. Spellweaver 1: 1d20+12+2, 2d10+3 → ([17, 12, 2], [7, 5, 3]) Roll Lookup Hit AC 31 for (15-10) 5 damage. Slide to N-13
Movement: Move to N-12
Standard: Wield the Warp vs. Spellweaver 1 (fort): 1d20+11+2, 2d10+10 → ([9, 11, 2], [5, 3, 10]) Roll Lookup Hit fort 22 for (18-10) 8 more damage. Teleport him to O-13. eladrin save versus falling into black pool: 1d20 → [5] = (5) Roll Lookup He's in the drink!
Round attack vs spellweaver 1: 1d20+10, 1d10+3 → ([18, 10], [5, 3]) Roll Lookup Hit again (fort 28) for 8 + 5 (vulnerability) damage= 13 damage.

Total damage to spellweaver 1: 5+8+13=26
[/sblock]

[sblock=mini-stats]Atremis Harks- Male Human Hexblade 4
Status:
Initiative: +3, Passive perception: 11, Passive Insight: 16
AC 21/20 For: 15 Ref: 17 Will: 19
HP: 34/37 Bloodied: 18 Surge value: 9 Surges/day: 5/8
Speed: 5 squares, Languages: Common, Primordial
AP: 0, 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]
 

pathfinderq1

First Post
Joy continued to sing as she rushed towards one of the mercenaries. She swung her massive curved sword in a wild arc and missed badly. Even so, she seemed pleased and invigorated.

[sblock= OOC]
>Move: to H11
>Standard: Energizing Strike, augment 2 at Mercenary 2 (I 10); 1d20+12 vs. AC= 14 (miss) ;rolls Roll Lookup
>Minor: Majestic Word on self, surge +6= +17 HP
[/sblock]
 

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