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


log in or register to remove this ad

You guessed it! Gil pulls a small kit from his robes, and does a quick sanitation spell before setting to work. After a few puzzled moments of searching, Gil asks Um, where aren't you armored?
 

Match Three: Pillars of Doom, Round 0

Eventually the group is led to the next arena, to find it full of 20-foot tall pillars of stone, with wooden planks placed between them to allow access. At the base of the pillars is a strange sparkling fog, hiding whatever lies below from sight.

Once the group is in position, there is a sudden blast of wind that blows down all the planks as an announcer's voice booms out: "We have an exciting fight for you all today! I'm sure you've been following Team Gil's Conscience and now we have their final match. All we need from you is... what should there be below the pillars?"

The crowd doesn't get it for a moment, then call out "Fire" "Ice" "Poison" "Bats" "Churches" "Very small rocks!". Eventually the mob settles on fire and the sparkling mist flares up red just as the foe enters the arena.

GM: Position yourselves on whichever pillars you want. The auspice suggests clumping together is not favorable. Once everyone is placed, I'll place the monsters and we'll start the first round with anyone who got 14 or better initiative going before the monsters.


[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]
 

Gil makes his way carefully across the wooden planks, looking down with great curiosity, as he navigates the pillars. While waiting for the enemy to arrive he casts some basic warding spells, and begins a slow rhythmic breathing.

OOC:
Move to N10

Standard Total Defense

 


"Do not stand on one pilar, spread out."

instructs deva as he takes his position

OOC: Since all combats seem tailored to the opponents, I'm guessing there will be blasts and bursts 5 with forced movement. I you have such, think on how to use it. I'll try to make the first round as painless as possible.

Fate rolls (1d20=16, 1d20=10, 1d20=1)


GM: [MENTION=60965]Iron Sky[/MENTION], is there a way out of the fog if you fall down? Planks, Climing, anything? What's the effect of falling down?

How are the pilars connected? I mean, I know, planks, but where are they? which pilars are connected? Can we get an image on the side? Thanks
 
Last edited:

I case I fall, would teleport 3 be enough to get me up? 20 feet = 4 squares, but 3 shoud bring me close enough to grab the edge so I can climb up. Or not?

Martelai feels like in the feywild again.
"First eladrin, now trampling around over high ground without safety...all I need now are some elven mages to feel hated like at fathers mansion."

Stepping carefuly, he goes in the middle of the arena. He may not be sturdiest here, but he can take a hit and once the curses start flying he preferes to be closest to the enemy.

8,11,20,4,2,3,1 = 49/7 = 7 we're way below average on initiative.
EDIT: sorry missed that post
[MENTION=87106]MetaVoid[/MENTION], since you didn't roll, here are some rolls for you (I hope you don't mind): Cast fortune (1d20=11, 1d20=8, 1d20=12)
 

Is there a way out of the fog if you fall down? Planks, Climing, anything? What's the effect of falling down?

GM: The pillars are 4 squares tall and are DC 15 to climb (I'll add it in the Terrain when I type the first round stuff up).

The planks are gone (blow away by the gust of wind after everyone is in place). If you want to get between pillars, you'll have to jump.
 

Artemis grins and waves at the crowd as he walks out. After he gets out to the pillar, he does a little bouncing in place along with some stretching of his arms and neck.

"Here's to hoping they don't fly!"

He holds the iron rod in the left hand and the dark blade extends from his right hand. The few practice swings he takes are the only sign of his nervousness.
 

Match Three: Pillars of Doom, Round 1

Once everyone is in place and the planks have blown away, two dragonborn on drakes leap into the arena as a dragon flies in, its emerald scales glinting as it roars. The crowd instantly goes wild to cries of "dragon!"

GM: Everyone who rolled 14 or higher initiative is up. Player and monster stats will be on the map.

[MENTION=24380]Neurotic[/MENTION], teleporting requires a target square that you can stand on, so no, you'd need a teleport 4.


[sblock=Current Fog Type, UPDATED]Fire Fog: 1d6 fire damage + 5 ongoing fire damage.[/sblock]

[sblock=Terrain, UPDATED]Pillars: The pillars are 20' (4 squares) up. They are DC 15 Athletics to climb (usually climbing rules: roll per move action, 1/2 speed, grant CA, fail by 5 or more is fall). Falling off deals 2d10 damage.

Magic Fog: The fog below does damage to anything that enters and/or starts their turns in it.[/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]
 

Remove ads

Top