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

Lerrick looks at the dragon. She then jumps to get closer to the beast, then mumbles a prayer, trying distract the giant flying beast. Her efforts pay off.

[sblock=action]
minor: none
attack: move 1 to p2 then jump: Athletics: 12 successful jump and finish move to current location on map
attack: bane vs green dragon reflex: 1d20+7+2 (CA) (range 10) = 21

Until the end of Lerrick's next turn, the target takes a -4 penalty to attack rolls and all defenses.
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[MENTION=12954]dim[/MENTION]stale, I hate to repeat and to rain on your parade, but you need move 2 to have DC 10 otherwise it's 20. So, like with Artemis, you can go back 1 forward 2 then jump 2 :)
 

[MENTION=12954]dim[/MENTION]stale, I hate to repeat and to rain on your parade, but you need move 2 to have DC 10 otherwise it's 20. So, like with Artemis, you can go back 1 forward 2 then jump 2 :)

ooc: Wow! I've messed up so many times in this encounter I fear that I'll never be invited to another adventure! Is that all part of one movement then, or is it a double movement? if it is a double movement then I'll scratch the bane attack. If not, I'll keep the bane attack, but my location on the new platform will not be the same.
 


Match Three: Pillars of Doom, Round 3

Roaring in rage as the rest of its team falls, the dragon unleashes twin clouds of poison on the pillar upon which Joy, Artemis, and Lerrick stand. It then flies over, poison clouds billowing from its wounds as it claws and lashes blindly at the pillar.

The announcer then shouts out. "If you have a red ball, throw at the pillar we should knock down. What do we want in the mist-"

Before he can even finish, someone bellows out "Cthulhu!" to cheers from the audience and suddenly the mist is full of thrashing tentacles.

GM: Thought I was going to have time to update, but my plans fell through, so, update!

The dragon is directly above Joy.

Remember that you're slowed if you make your save vs the ongoing+slowed. Notice also its Poisonous Wounds Aura: 5 poison damage to any PC who ends adjacent, +5 more if the PC is bloodied.

Also: map.


[sblock=Enemy Actions]Dragon: Bloodied Breath(when bloodied): Breath Weapon(Close Blast 5, -2 marked, -2 vs Lerrick(cover), -4 Lerrick): <take 10 radiant damage> 9 vs Joy's 16 Fort, miss, 19 vs Artemis' 15 Fort, hit, 19 vs Lerrick's 16 Fort, hit. Artemis and Joy take 7 poison damage and 5 ongoing damage and slowed(save ends). Poisonous Wounds: Any creature that ends its turn adjacent to the dragon takes 5 poison damage(10 if the creature is bloodied). Instinctive Flyby: Fly to M3-N4(avoiding OAs): Bite(-2 marked, -5 blind, -4 Lerrick): 6 vs Lerrick's 16 AC, miss, grant CA TenT, Lerrick takes 5 poison damage. Breath Weapon(Close Blast 5, -2 marked, -2 vs Artemis(cover), -4 Lerrick): 10 vs Joy's 16 Fort, miss, 15 vs Artemis' 15 Fort, hit, 7 vs Lerrick's 16 Fort, miss. Artemis takes 13 poison damage. AP: Claw(-2 mark, -5 blind, -4 Lerrick): 17 vs Joy's 20 AC, miss, 11 vs Artemis 20 AC, miss. Saves: 11 vs blind and dazed, saved, forced reroll: 10, saved.

Green Dragon: MBA: +10 vs AC, 2d10+4 poison damage and 5 ongoing poison damage(save ends). Miss: 5 poison damage. Poisonous Wounds: Any creature ending its turn adjacent to the dragon takes 5 poison damage(10 if the creature is bloodied)

Drake Mounts killed: 2
Dragonborn killed: 2[/sblock]

[sblock=Current Fog Type]Tentacle Fog: 1d6 damage + grabbed(escape DC 20).[/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: 21
Bluff: 19
History: 21
Insight: 19
Religion: 19
Streetwise
: 19
Others: 17[/sblock]
 

Joy, I've never tried this before, but here it goes...hope it works! The cleric reaches over and touches her. As she does so, Joy feels an enormous surge of healing warmth flow though her body. The cleric however feels pain. Ouch! They never told me that would happen! I guess it worked though right? After waving her hand to shake off the pain she turns to Artemis and mumbles a prayer. The mark on her forehead turns a bright silver, and a ray silver light blasts into Artemis, mending almost all of the hero's wounds. She then drops to the ground thinking it will help her chances of avoiding being hit by the flying beast almost directly above her.

[sblock=actions]
action: Life transference: Lerrick takes 5 non refundable damage, but heals Joy for 22 hp.
minor: healing word on Artemis: 2d6+9 + HS (9) = 18 + 9 from
HS = 27 hp. movment: Lerrick drops prone

Joy was at 18 hp with no surges. She receives 22 hp without needing a surge giving her 40 hp
Artemis was at 4 hp. The 27 brings him up to 31 (this hp total includes one of his surges).

I changed the hp for both Artemus and Joy on the map

[/sblock]

[sblock=Lerrick]

Lerrick: Half-Elf Cleric Lvl 5
Advantageous Conditions: Prone
Adverse Conditions:
Initiative: +2 Passive Insight: 22 Passive Perception: 17
Senses: Normal
AC: 16 Fort 16 Ref 15 Will 21
HP 47 24
Bloodied 23
Surge Value 11; Surges Per-Day 8 (1 Left)
Action Point: 1
Second Wind: USED
At will:
Astral Seal
Sacred Flame
Encounter:
Divine Fortune
Knack for Success
Healer's Mercy
Healing Word 2 1 USED
Bane USED
Hymm of Resurgence:
Daily Standard:
Life Transference USED
Beacon of Hope
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A deadly rain of arrows fall on the dragon, who twists in agony.

[sblock=actions]
Inmediate reaction: Since the dragon ended his turn without cover from Ootah, he gets a RBA against it. It barely hits thanks to CA, dealing 13 damage (counting bonuses from hitting previous attack thanks to the Learning Bow's property)
Standard action: Twin Strike on the dragon. Both attacks hit, dealing a total of 26 damage. Since twin strike is an at will attack and the dragon grants CA, I can use my Surprise Strike power to Daze the dragon TENT. Also, since Ootah hit a Quarried enemy he gets +1 to all defenses against that enemy TENT (predator's hide property)[/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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Brenwar looks over at the dragon attacking his team mates, looks over at the 5 foot gap separating his platform from the next and sighs. Finally, he looks over at Gil, "Just so you know, this isn't going to end well..." Before Gil has more than a moment to comment he hears/sees the man running for the gap between the platforms. The whole audience winces as the full plate covered paladin hits the opposite platform and bounces with many a clank and crunch to the tentacles below. The audience then hears, "By Palladys if I find which one of you said Cthullu there will be a reckoning," as many a struggle is heard from below.

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

Turn Actions:
Minor Action:
Divine Mettle (Joy) vs. Poison/slow (1d20+4=8)

Move Action:
Move to N16 to get a running start, then run and attempt to jump to R12.
Athletics (1d20=4)
Le sigh, *clank, clank, crunch*
Falling Damage (2d10-1=10, 1d6-1=2)

Standard Action: -> Move Action
Stand up

Free action:
Sigh loudly

End Turn:
HP: 22/65 HP (0 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: 22/65 (0 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]
OOC:
So unless someone brings the dragon down to the floor or the paladin to the dragon, Brenwar is basically out of the fight. I have an amazing +0 on athletics so climbing out is next to impossible.
 

OOC: Just want to point out that the Dragon couldn't use it's bloodied breath weapon. It's an immediate reaction, and it was dazed. It still recharges the breath though. It just couldn't use it as an immediate reaction is all.
 

Cyr calls another lightning bolt from the heavens which burns the dragon just a bit more. Sparks dance across it's body, threatening another jolt should it move too fast.

He digs deep in his memory trying to find a weakness in the dragons defenses, but comes out empty. He does remember, however, how to get rid of the dragons breath effect.

[sblock=Actions]
Take 0 damage from ongoing due to ironskin belt

Standard: Vanguards Lightning vs Ref (dragon); lightning damage (1d20+12+2=23, 1d6+7=9) - if the dragon makes OA he takes another 4 lightning damage

Minor: Use Vulnerability knowledge check; Memory of 1000 lifetimes (1d20+12=19, 1d6=3) - fail at hard DC, don't use Memory as this is not even close. Cyr does half damage next round to the dragon

Move: crouch (drop prone)
Save vs poison and slow (1d20=17)
[/sblock]
 

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