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

After a few moments, Gil gets nervous, The tentacles aren't going away... The tentacles aren't going away! The suspicious scholar looks above and below, all around the arena.

Not seeing an enemy currently, he opts to help out Brenwar, Don't play with Cthulhu too long! We're not done here yet. a spectral hand snags Gil's grapple and firmly attaches it to a nearby pillar. Moments later it floats back, Gil holds his arms back, and the hand slips his backpack off. With a nod from Gil, the hand drops the bag directly into the mass of tentacles, leaving rope trailing across the arena floor.

The wizard casts a protective ward on himself, holding his arms wide and projecting his energies to form a bubble of safety. Gil also extends arcane tendrils of his own, searching everywhere for possible enemies with uncanny accuracy. Gil informs the crowd of the coming threat as if he could see the future itself, I see... he says in a showy fashion, touching his temple and closing his eyes for a moment...

[sblock=Actions]

Minor mage hand, hook grappling hook into pillar at R13,
free drop backpack full of rope to ground.
Brenwar can climb up a bit more easily.

Minor Appease the Crowd with Perception CRITICAL 29,
Gil is +6 to his next d20 roll

Standard Full Defense
+2 all defenses TSNT

[/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 19/17 Fort 18/16 Reflex 21/19 Will 19/17 (additional +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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And here I thought Iron Sky misjudged the difficulty what with all the dailies unloading :(

You can let them drop me and stabilize me, my control days are over ;) All I can contribute now is damage
 
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I'm back. Everyone's still alive, so it went well :)

In hindsight, I shouldn't have spent those teleports, it served only for show :( Now when I may need them, I don't have them :)

Cograts, [MENTION=60965]Iron Sky[/MENTION] :D
 
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GM: I haven't checked to see who all has gone, but I'll try to run the round tomorrow night. If you haven't gone by the time I do so, you'll just go total defense.
 

Match Three: Pillars of Doom, Round 4

As the dragon falls and the crowd nearly riots, the announcer's voice booms out. "Cheer for our heroes now that they've defeated over a third of their opponents! Shall we bring in the rest?"

"YEAH" the crowd scream in unison.

Suddenly the walls of force around the arena drop and ten hideous half-spider, half-men pour into the arena, dropping Lerrick and attacking all across the arena with blade and web.

The crowd cheers as the group reels beneath their assault... and of course throw more rubber balls to elect a pillar to knock over.

"Let's make the fog more tricky - blood for possible freedom? Sounds like a plan!"

Glittering flakes of gold light drift through the fog and swirl up towards the pillars...

GM: I had Kauldron go total defense (not that he needs it) since the dragon was already dead.

Joy takes 5 poison damage at start of turn, then goes total defense. Save vs poison + slowed: 15, saved, slowed(save ends).

Note, all the enemies have climb speeds so pretty much can't fall unless you move them to a place where they aren't adjacent to any pillars or arena walls.

If you've been holding anything back, now's the time to not do that.

Also: map.


[sblock=Enemy Actions]Half-spider Grunt 1: Move. Charge to H1, Daggers(+1 charge): 18 vs Kauldron's 31 AC, miss, 15 vs Kauldron's 31 AC, miss.
Half-spider Grunt 2: Charge to M4, Daggers(+1 charge): 30 vs Joy's 22 AC, hit, 22 vs Joy's 22 AC, hit, 8 damage total and Grunt grants CA tent.
♦Half-Spider Grunt: MBA: Two attacks at +10 vs AC, 4 damage. Dying Shriek(when dropped to 0): Each enemy adjacent takes -2 defenses TenT.

Half-spider Scout 1: Poisoned Bolt(Range 10/20, -2 prone): 25 vs Lerrick's 16 Fort, hit, 9 damage and 10 ongoing poison damage(save ends).
Half-spider Scout 2: Poisoned Bold(Range 10/20): 19 vs Ootah's 16 Fort, 10 damage and 10 ongoing poison damage(save ends).
♦Half-spider Scout: MBA: +10 vs AC, 1d4+3 damage.

Half-spider Warrior 1: Move to H2. Four Blade Strike(-2 concealment): Crit, 15, 14, 12 vs Martelai's 23 AC, 7 damage.
Half-spider Warrior 2: Move to N4. Four Blade Strike(+2 CA vs Lerrick): 30, 15, 20, 26 vs Lerricks 16 AC, 3 hits, 16 damage.
♦Half-spider Warrior: MBA: +10 vs AC, 1d4+6 damage.

Half-spider Marauder 1: Move, charge to J8. Short Sword(+1 charge, +2 CA): 32 vs Kauldron's 31 AC, hit, 10 damage.
Half-spider Marauder 2: Move to S17. Quick Jabs: Short Sword: 28 vs Ootah's 21 AC, hit, 5 damage, shift to T16, Short Sword: Nat1 vs Ootah.
♦Half-spider Marauder: MBA: +11 vs AC, 1d6+4 damage(+1d6 if has CA).

Half-spider Web Crafter 1: Web Ball(range 5): 18 vs Artemis' 17 Reflex, hit, 17 damage and restrained(save ends).
Half-spider Web Crafter 2: Web Ball(range 5): 23 vs Gil's 22 Reflex, hit, 23 damage and restrianed(save ends).
♦Half-spider Web Crafter: MBA: +11 vs AC, 2d8+5 damage and slowed TenT.

Green Dragon's killed: 1
Drake Mounts killed: 2
Dragonborn killed: 2[/sblock]

[sblock=Current Fog Type]Chance Fog: 1d20 damage and teleport 1d10 OR take 1d6 damage.[/sblock]

[sblock=Terrain]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
Perception: 19
Religion: 19
Streetwise
: 19
Others: 17[/sblock]
 

[MENTION=60965]Iron Sky[/MENTION], would Cyr's pilar fall or not, Cyr currently sits in the air by the looks of it :) Is that what you meant with 'light colored'? I'll include the movement if you say yes. If it's a no, just ignore that part :)

Cyr reacts to the new threat quickly, bringing his hands together. Already familiar glow forms between his hands before rays explode from it, flying every which way. It burns two lesser spiders, one of them becoming silvery pyre before burning down to ash, and just misses one of the soldiers.

He then glares at the crowd. "What would your mother tell you if she saw you enjoying the suffering of others!?"

Through the chorus of boos and even few balls thrown at him, he hitches his robes high, throws the staff across and jumps with surprising agility across the chasm.


[sblock=Actions]
Standard: Hand of Radiance vs Ref (g1; g2; w1); radiant damage (1d20+12=23, 1d20+12=32, 1d20+12=14, 1d4+7=10) - CRIT wasted on a minion and missed primary target :( well, controllers are meant to pop minions, so there you go

Minor: Insight vs DC 19 (1d20+13=16) -2 to the next check

Move: Jump to S10 (DC 10) (1d20+2-2=19) - moving forward then backward as neurotic explained before[/sblock]
 
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Ootah find himself in a very bad position, isolated on a pillar with an angry half-spider, with more on the way. He decides the fog is a better idea than staying there, so he jumps down.

He reappears far away, at the central pillar with Artemis and Joy. Despite the disorientation, he’s able to place two arrows on the closest creature.

[sblock=actions]
Start of turn: Take 10 poison damage
Move action: use Invigorating Stride to move to R15, jumping down into the mist. Ootah takes 8 damage, but can use Acrobatics to reduce the damage by one half of the roll and if the roll is reduced to 0 he’s not knocked prone. He’s able to do that.
Takes 1d20 damage (8) from the fog and is teleported to M6. He's bloodied now, so he gains 5 THP
After he’s completed the shift, he can use his Second Wind to recover 11 damage and raise his defenses by 2.
Minor: Quarry W2.
Standard: Twin Strike at W2 (not M2 like it’s labeled, I got it wrong). Both shots hit, the second one getting a damage bonus from the Learning Bow, already included. Ootah gets a +1 bonus to defenses TENT against W2 (armor property)
end of turn: Makes save VS poison[/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: 24/46, 5 THP. Bloodied: 23, Surge value: 11, Surges/day:2/8 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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Would Cyr's pilar fall or not, Cyr currently sits in the air by the looks of it :) Is that what you meant with 'light colored'? I'll include the movement if you say yes. If it's a no, just ignore that part :)

GM: The light colored ones like the one Cyr is on will fall at the end of the next round. Jumping off of it is probably a good idea.
 

I knew I'll miss my teleport :(

Martelai feels many attacks as they swish close by, counting himself lucky that so many missed. He raises his threatening curse cloak, fortifying him against further attacks. He activates his amulet for the first time since he made it. Small serrated claw of kruthik queen detaches itself and starts orbiting around him, threatening any who hit him.

Finally, he takes defensive posture, recovering some of his wounds.

[sblock=Actions]
Minor: Curse w1
Minor: Daily Talon amulet: anyone hitting Martelai in melee takes 1d6 damage
Standard: second wind for 14 and +2 all defenses TENT
[/sblock]
 
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