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

GM: @dimsdale, jumping is Athletics DC 5 per square jumped, or 10 without a running start (2 squares moved before the jump).

ooc: Thanks

Lerrick gasps at the size of the huge flying beasts. I'm no use to anyone here. She thinks about jumping but changes her mind. Instead, she decides to clime down the column, with the idea of running to those who need aid. I'm climbing down down. Let me know if you need help...aggghhhhhhh! In attempting to climb down the cleric slips, then falls tothe ground.

ooc: athletics check: fail taking 2d10+5 = 21 damage

Oooouchh! Lerrick takes a deep breath, collecting herself, then moves to the center of the room, waiting for those who ask for aid.

[sblock=actions]
movement: fail climb down
minor: second wind: Heals for 11: down to 2 surges
movement: move to current location
[/sblock]
 

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Match Three: Pillars of Doom, Round 2

The dragon, though staggered and blinded, the dragon drunkenly swoops towards Gil, snapping at the air. It roars in rage, spins, and envelops Lerrick, Cyr, and Joy in a cloud of poisonous gas.

Elsewhwere, as the dragonborn plummets into the fire and dies, the drakes rush in, one lashing out at Brenwar and the other tearing into Martelai - as does the dragonborn on its back.

In the midst of the battle, the announcer's voice booms out. "What about the mist now?" The crowd replies "Badgers. Snakes. Mushrooms! Ice, Ice, Ice." The mist turns blue and ice covers the base of the pillars - and the unfortunate Lerrick.

"Let's spice it up some more. Under your seat, if you have a green ball, throw it at the pillar you want us to knock down!"

A flurry of green balls rain into the arena, most of them hitting the pillar above which the dragon is attacking Gil. It begins to pop, groan, and waver. In seconds it will probably collapse.

GM: [MENTION=5656]Someone[/MENTION], what are Ootah's conditional modifiers from armor and cloak?

Brenwar's save vs granting CA: 1d20=12, saved.

[MENTION=87106]MetaVoid[/MENTION], Cyr doesn't learn anything about the dragon that you didn't know already. Cyr also had ongoing damage. I applied it. Here's your save: 1d20=4, failed.

[MENTION=79956]dimsdale[/MENTION], falling creatures are knocked prone so Lerrick had to crawl to get there and is still prone. Also took 1d6=3 fire damage and 5 ongoing fire damage(save ends). Means she gets a save at the end of her turn: 1d20=8, failed. At the start of her next turn, she'll take the 1d6 cold and be slowed(save ends).

The dragon's breath weapon has an aftereffect: slowed(save ends). That means if you save against the original effect, you gain the aftereffect.

Also: map.


[sblock=Enemy Actions]Dragon: Instinctive Flyby: Fly to M8-N9. <Gil's Moonstride, insubstantial and shift 2>. Bite(-5 blind): 13 vs Gil's 17 AC, miss. Breath Weapon(Close Blast 5): 15 vs Lerrick's 16 Fort, miss, 26 vs Cyr's 16 Fort, Crit vs Joy): Cyr takes 11 poison damage. Joy takes 23 poison damage and 5 ongoing poison and slowed(save ends both). Save: 7 vs blind and dazed, fail, 14 vs granting CA, saved.

Drake Mount 1
: Slid adjacent to drake 2, Drake 2 and Dragonborn 2 take 5 ongoing fire damage(save ends). Charge to M16-N17, Raking Charge(+1 charge): 18 vs Brenwar's 26 AC, miss, Crit vs Brenwar, 12 damage.
Drake Mount 2: Take 5 ongoing damage. Move, charge to H14-I15, Bite(+1 charge): 31 vs Martelai's 22 AC, hit, 14/2=7 damage. Save: 20 vs ongoing, saved.
♦Drake Mount - MBA: +10 vs AC, 2d10+5 damage.

Dragonborn 2: Longsword(+2 mount): 21 vs Martelai's 20 AC, hit, 19 /2=9 damage. Save: 7 vs ongoing, failed.
♦Dragonborn - MBA: +10 vs AC, 1d8+9 damage. +2 attack and damage while mounted. Impetuous Spirit(Immediate Reaction): The Dragonborn makes an MBA against any creature that leaves a square adjacent to it.
Dragonborn killed: 1[/sblock]

[sblock=Current Fog Type]Fire Fog: 1d6 cold damage + slowed(save ends).[/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.

Light colored pillars will fall at the end of the next round.

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
Bluff: 19
History: 21
Insight: 19
Religion: 19
Streetwise
: 19
Others: 17[/sblock]
 

No no no! shouts the human as the green balls begin to pile up. When the pillar starts to give way beneath, Gil calls out to the crowd, Want me to fall huh?!

Bursting into shadow stuff, Gil's dispersal shocks the audience and he speaks from the dragons shadow. Behold! Once again the wizard escapes, buh buh buh BUM! CERTAIN DOOOOM! The shadows about Brenwar coalesce into the form of the scholar before hardening into a body once more. The crowd cheers the harrowing escape, and Gil throws another orb of ice into the air above Martelai. The orb shatters into a whirlwind of hail, snow and wind; forcing the drake and rider to back away from Martelai.

Hey Brenwar, nice pillar you have here, very together...

[sblock=Actions]

move Shadow Step teleport to O14

Minor appease crowd with Arcana (+4 to next d20)

Standard Freezing Burst area burst 2 centered on K12 8 squares up (three above pillars)
Should catch the large creatures on the platforms and their riders (5 and 6 squares up), but not the medium size creature (5 squares up).
25 vs Reflex d2 Hit 9 Cold damage and slide 1 makes save
22 vs Reflex dm2 Hit 9 Cold damage and slide 1 to G15-H16
14 vs Reflex Green Dragon Miss

[/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]


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 the encounter
[/sblock]
 
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Touching a diamond on his armor of dark majesty, Martelai curses the drake that attacked Brenwar the limitations of his pact forcing him to curse the dragonborn rider closer to him.

Martelai shoots the mount drake bothering him, but the arcane bolt is not powerful enough to kill it. He follows up with a blast of darkness which descends hundred feet around him. In complex play of magical energies, powers and curses shooting back and forth when the darkness clears, one drake lies crumpled in front of Brenwar, the rider on the other drake can be seen as a silhouette in the mist, fire still licking at it's form while the drake it rode on is visibly closer to Brenwar and the dragon is also closer to Kauldron.

The warlock himself seems to have disappeared for a moment, until the eyes realize he's now where his shadow was before, fully corporeal again and looking down over the edge, frowning at the flying lizard that survived his barrage.


[sblock=Actions]
Minor: Curse drake 1 - realized I need to curse the closest and that is dragonborn 2 which changes my item power to drake 1 I replaced all mentions of green dragon to dragonborn 2 in the following actions with clear mark where the replacement was needed (only cursebite)

Minor: Curse Dragonborn 2
Minor: Daily power of Armor of Dark Majesty: curse green dragon Drake 1

Standard: Eldritch Blast vs drake 2 Ref; damage; curse (1d20+10+1+2=32, 1d10+5=9, 1d6=2) - CA doesn't apply, my bad I thought that was drake 1 I cursed before and with 8hp would be dead even without curse...I didn't check the map for it's movement, I thought they will be going for the warlock kill (therefore insubstantial), also, Martelai's AC was 21 and 23 respectively (due to rod expertise, not enough to make the dragonborn miss)
Martelai gains +1 AC & Ref

AP: Cursebite vs Fort(drake 2; drake 1; green dragon dragonborn 2); necrotic damage (dm 2 and d2 take one less) (1d20+10+1=13, 1d20+10+2=28, 1d20+10+2=27, 2d8+1+1=12) - damn! that drake 2 is real pain in the a$$ - martelai gains 5 thp (fireheart tattoo) - boon triggers on the death of drake 1, gain +2 to one d20 TENT

dragonborn warrior 2 is slid to G16 Dragonborn save vs slide (1d20=8) - LUCK! fall down:
Dragonborn fall damage and mist damage (2d10+1d6=16) - dead, boon triggers, rod of corruption: curse green dragon instead of gaining additional +2

drake 2 is slid 1 H16-I17

on death of the dragonborn:
curse green dragon
slide green dragon: L8-M9
slide drake 2: I16-J17

End of turn: Martelai teleports to shadow double location (E9), gains concealment
[/sblock]


[sblock=Martelai Stats]

AC: 20 Fort: 17 Reflex: 19 Will: 19
HP: 7/54 Surges: 5/9 Surge Value: 13+1
CURSED: drake 2, green dragon
STATUS: resist 5 necrotic, concealment, +1 AC & Ref, +2 all defenses vs cursed enemies

FEATS
Sacrifice to Caiphon, Improved Fate of the Void, Superior Implement(Accurate Rod)
Rod Experise, Bloodied Boon


POWERS
Eldritch Blast
Dire Radiance



Knack for Success
Cursebite
Ethereal Stride
Delban's Deadly Attention
Mirror Darkly
Cast Fortune

Blackleaf Gloves Teleport

Decree of Khirad
Flames of the Smoking Crown

Elixir of Will
Armor of Dark Majesty (daily, minor): place your curse on any enemy you can see instead of only closest one
Talon Amulet (daily, minor): until the end of the encounter any creature that hits Martelai in melee takes 1d6 damage
Rod of Avernus: (daily, minor): until the end of the encounter any enemy that ends it's turn adjacent to Martelai takes 5 psychic damage

[/sblock]
 
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GM: [MENTION=5656]Someone[/MENTION], what are Ootah's conditional modifiers from armor and cloak?

OOC: If Ootah hits an enemy he's Quarried he gets +1 to all defenses against him (armor); also +1 defenses against ranged (I assume blasts and bursts are not included) attacks from more than 5 squares away (cloak)


Since the drakes seem to be controlled, Ootah focuses on the dragon, now that it's in sorry shape. A well aimed arrow catches it, dealing a wound that could have felled a lesser creature, and others follow forcing it to take cover.

[sblock=actions]
Minor: Quarry closest visible creature (dragon)
Standard: Use Flying Steel daily power on dragon, hits for 33 damage (bonuses to damage from Bow Expertise and Quarry). Since it's quarried now Ootah has a +1 to all defenses against it TENT (armor property). Also if the dragon ends it's turn without cover from Ootah, he can make a RBA as an immediate reaction; the effect ends also if it has cover at the end of Ootah's turn.[/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:3/8 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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[MENTION=85506]Darksteed[/MENTION], go all out! Don't forget +1 to attacks from Miraculous Fortune

As the dragon makes his strafing run, Cyr retreats a step back, lessening the impact somewhat. It was miraculous that he moved at the exact moment the breath struck. The luck rubs off Kauldron, moving him forward and divine hand guiding his.

Cyr prays for a moment and light shines in his hand. As he opens it two rays fly out hitting both of the remaining dragons. The ray was the last straw and wounded drake collapses.

Warlock's magics trigger and the dragon is pulled another square toward the waiting paladin.

Finally, he activates protective enchantment in his belt, his body temporarily resilient as iron.

[sblock=Actions]
Interrupt: Use Miraculous Fortune to take 5 damage less (changed map hp), grant Kauldron +1 to attack and slide Kauldron to J9

Standard: Hand of Radiance vs Ref (green dragon; drake 2); radiant damage (1d20+12+2=34, 1d20+12=17, 1d4+7=10) - kills drake 2, I'll assume [MENTION=24380]Neurotic[/MENTION] will move the dragon toward Kauldron, so I moved it adjacent to Kauldrons pilar (K9-L10)
Extra crit damage (1d6=4) - dragon takes 15 damage;

Move: step back to R6

Minor: Use Ironskin belt to gain resist all 5 TENT
if it saves out of blindness, use Demand Justice to force it to re-roll

Save (1d20=7) - still taking poison damage (reduced ongoing for this round back to 13)
[/sblock]

[sblock=Cyr Stats]
Deva Invoker Scholar 6
STATUS: ongoing 5 poison, slowed (save ends); resist all 5 TENT
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 one bloodied ally - Cyr gets +3 to attack

Initiative +10; Senses Passive Insight 23, Passive Perception 24
HP 13/42, Bloodied 21, Surge Value 10+1, Surges 4/7
AC 22; Fortitude 16, Reflex 20, Will 22
(+1 TO ALL DEFENSES vs. BLOODIED ENEMIES)
resist necrotic and radiant 8


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
* Superior Will

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 Fires
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 (consumable minor)
Iron Skin Belt (daily minor): gain DR 5 TENT

[/sblock]
 
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Artemis sees Lerrick fall, but can't see what happens once she hits the bottom.

He curses under his breath, "Silly girl! If she dies, it will be on all our heads!"

While the dragon is being buffetted about by the various magics, Artemis makes a leap to next pillar. The black blade disappears from his hand and he pulls his rope from his pack. He holds one end and tosses it over the edge, hopeful she will be able to grab it.

"Lerrick! Grab the rope and climb up!"

[sblock=actions]
Movement: Jump to next pillar, move to I-5 then jumping J and K-5 (athletics roll: 1d20+9 → [2,9] = (11) Roll Lookup ) You did say we only needed a 10 to make it across, right? :) Does that 2 squares of jumping take away from his total move or is in addition? I would like Artie to then move 2 more squares to N-6.
Free: Dissipate Starshadow Blade
Minor: Pull rope from pack and throw one end over to Lerrick. She will get a bonus to climb attempts, right?

I think I still have a standard/move/minor action to add to actions if needed
[/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: 37/37 Bloodied: 18 Surge value: 9 Surges/day: 4/8
Speed: 5 squares, Languages: Common, Primordial
AP: 1, 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]
 
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[MENTION=88601]FourMonos[/MENTION], You need to move two squares before the jump otherwise it's DC 20 (bye bye) :angel:
It takes away your move so if you end without move in the air, you fall
You could move back to G5, then run 2 squares then jump over two squares (assuming move 6) which would end up in L column somewhere

[MENTION=87106]MetaVoid[/MENTION], that was the idea, thanks!
 
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OOC: oh crud, I guess that depends on what [MENTION=60965]Iron Sky[/MENTION] 's opinion is: can I retro the move to get a running start or take the brunt of my poor decision and fall into the fog. also, what are the rules for carrying other people during athletic checks? (climbing and jumping)
 

Brenwar seems a bit surprised by Gil appearing on his pillar. "Err, yes I've kept the place up a lot better than you managed with yours," Brenwar says with a quick recovery. He then carefully secures his warhammer and takes out one of the much smaller throwing hammers from his belt. "So, in a moment I plan to get the dragon's attention. Perhaps standing behind me would be a good idea."
OOC:
Next round I'll mark the dragon (assuming it stays in range and what not) and use my daily item power to only allow it to attack me.

[sblock=Combat Actions]
Start of Turn:
Current HP: 29/65 HP (5 TMP)

Turn Actions:
Minor Action:
Secure the warhammer

Move Action:
Draw a throwing hammer

Standard Action:
Full Defense
-- +2 all defenses (not added below)

End Turn:
HP: 29/65 HP (5 THP)

[/sblock]
[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: 29/65 (5 TMP), Bloodied: 32 , Surge Value: 17, Surges Left: 2/13

Action Points: 0

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 (1/3 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
[/sblock]
 

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