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

OOC: Total 19 damage, it is left with only 4. Get it with yellow orb!

"This has gone long enough. Caiphon, give me your best!"
He takes the glove off his hand revealing purple tattoo going up his sleeve.
Focusing his hate of the eladrin, half-elf controls the statue which slams into the spell weaver, but barely affects him due to shield.
He then turns the hand toward the eladrin and bright purple bolt slams through arena shield, wounding it almost unto death.

"Finish the filth off!"

[sblock=Actions]
Minor: Statue Attack vs Spellweaver; damage (1d20+12+2=30, 2d10+3=12) - 2 damage; if Ootah didn't drop it in the oil, try again...
Minor: Curse spellweaver 2
Standard: Eldritch Blast vs Spellweaver Ref; damage; curse (1d20+10+2=32, 1d10+5=9, 1d6=2) CRIT for 21 (+1 from talon amulet which I forgot) 22 + Extra Crit (1d6=5) = 27 -10 = 17
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Artemis moves back to use the orb again. With the enemies rapidly falling, he aims at the remaining eladrin. He is unable to adjust the blast and the poison bolt goes well wide. Artemis then aims his rod at the spellweaver, but is again unable to land the finishing blow.

[sblock=actions]
Movement: Move to I-15
Minor: Orb Attack vs. Spellweaver 2: 1d20+10+2, 1d10+3+5 → ([1, 10, 2], [10, 3, 5]) Roll Lookup Natural 1.
Standard: Eldritch Bolt vs. spellweaver 2 (reflex): 1d20+8+2, 1d10+9 → ([4, 8, 2], [5, 9]) Roll Lookup Miss again.
[/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: 23/37 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

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Gil struggles against the grasp of the seductive statue, barely managing to hold on to the platform by wrapping his legs around the orbs pedestal. The wizard is more than relieved to see Ootah's arrow drop the eladrin controlling the giant succubus.

Standing and brushing himself off, Gil surveys the scene looking for any remaining eladrin opponents. Hearing Martelai call out, Gil's head snaps toward the sound, locking on the last eladrin with clear focus. He places a hand on the yellow orb... and jettisons a spray of poison just over the spellweaver's head.

Undaunted, Gil conjures a small orb of his own, the clear blue ball of ice pulsates with magical emanations. The human looses the orb which... again goes just over the fey creatures head, exploding in a shower of snowflakes and ice just beyond the platform. The eladrin raises his nose towards Gil rubbing his superior relfexes in the humans face.

FRACKING FEY!

[sblock=Actions]

Move to stand

Minor Yellow Orb
15 vs Fort MISS
damage slide 1 into oil

Standard freezing burst at G3
14 vs reflex MISS
damage and slide 1 into oil


[/sblock]


[sblock=Readied Immediate Actions]
used when Artemis charged
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 34/36 bloodied 18, Surges 3/7 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

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Match Two: The Black Pool, Match Over

The crowd goes wild as the last of the eladrin fall, the forcefield around the area exploding into fireworks.

Strange music booms out across the arena - obviously magically enhanced, perhaps even magically created - and the center gem turns into a multifaceted silver ball that spins rapidly, flashing light all across the arena.

A short while later, the doorway the group entered opens and the group has a short while to rest...

GM: Well done! You now have 1d6=3 extended rests before the final match.

I'll be figuring out the google docs thing tonight or this weekend some time. If you don't have a gmail account, please get one by then and we'll do the last match on there.


[sblock=Combatants]-Party-
Ootah: 37/46hp
Joy: 39/46hp
Cyr:27/42hp
Gil: 34/36hp
Kauldron: 59/59hp
Artemis: 23/37hp
Martelai: 35/54hp
Lerrick: 20/47hp
Brenwar:58/65hp

-Enemy-
Eladrin Mercenaries killed: 3
Eladrin Shadewalkers killed: 3
Eladrin Spellweavers killed: 2
Eladrin Arcane Archer killed: 1

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

Lerrick immediately tends to the wounded.

ooc:
can't use healer's mercy because no one is bloodied...except lerrick :(

Feel free to use one of four healing words. Just let everyone know which one you took.

healing word 1: HS+19
healing word 2: HS+15
healing word 3: HS+17
healing word 4: HS+19

roll lookup

lerrick spends 3 surges to get 33 hp which brings her to max. Lerrick have 3 of 8 surges left.
 
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GM: Last note; please post the number of surges you have left after whatever healing you've been doing so you know how many you have left for the last fight.
 

OOC: I'll top hit points just using second wind, so Ootah has 3 healing surges left.

We also get 1 action point for the last fight, IIRC


[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:3/8 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]
 
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"Alright, only one more fight to go till glory." Brenwar looks around at his companions, "though I must admit I'm beginning to feel the combats grinding me down. Hopefully, Palladys blesses us this next fight."

OOC:
I'll stay at 58/65 with 4 surges left.

[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: 25 Fort: 18, Reflex: 18, Will: 20, Resist: 1/all 3/all
HP: 58/65, Bloodied: 32 , Surge Value: 17, Surges Left: 4/13

Action Points: 1

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
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