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

OOC:
I'll post my turn tonight, recovering from two finals at the moment. I plan to join the others in the central pillar area since I still have some party buffs and healing for people.
 

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Brenwar disappears as the fog on the ground changes, reappearing next to the half spider attacking Martelai. He promptly drops his smaller hammer in favor of his large warhammer and issues a divine challenge to the beast. As he connects with a powerful blow a small ethereal halo appears glowing with divine power.
[sblock=Combat Actions]
Start of Turn:
Current HP: 22/65 HP (0 TMP)
Damage, Teleport Range (1d20=1, 1d10=9) -1 damage for resistance= 0 damage
Teleport to I4

Turn Actions:
Free Action: Drop throwing hammer

Minor Action:
Divine Challenge Half Spider Warrior 1

Move Action:
Draw Warhammer

Standard Action:
Majestic Halo (1d20+11=19, 3d10+5=30)
--All enemies that start their turn adjacent are divine sanctioned until end of their turn
--+1 all defenses (not added below) for hammer shield

End Turn:
HP: 22/65 HP (0 THP)

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[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
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GM: I keep getting who has and hasn't gone wrong, so I'll just say anyone who hasn't gone, go by tomorrow sometime as I'll probably update tomorrow night.
 

OOC: Just a note (I noticed I didn't put stats in the last post) Martelai has +4 to all defenses against cursed enemies and +2 otherwise.
 

Gil struggles as the crowd cheers, but to no avail.

[sblock=Actions]


Standard Second Wind
+2 all defenses TSNT
Spend Surge to gain 9 hp, 20/36 HP 2/7HS

Save vs Restrained with +6 from appease somehow fails...

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[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

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[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 20/36 bloodied 18, Surges 2/7 Surge value 9
Passive Insight 19, Passive Perception 19, Normal vision
Second Wind: 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
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GM: Today ended up being way busier than I thought as one of my buddies was in town tonight and I didn't find out until this afternoon. I'll try to update tomorrow afternoon, but if that doesn't happen, it'll probably be Sunday or Monday some time before I can get to it. Sorry for the delay.
 


Match Three: Pillars of Doom, Round 5

The half-spiders press their attack, dropping Lerrick again and bringing several others to the brink.

To make things more exciting, a rain of little yellow balls hit the platform holding half of the team and a pair of the half-spiders.

"Ooh, now it's getting really exciting" booms the announcer. "Let's make it more epic."

With that, the fog flares brightly, looking like churning clouds glowing with an internal radiant light.

GM: Can you guys please look at, add, and remove status effects applied or removed by you from the map? Otherwise it's an immense pain (especially with how slow ENWorld is) to figure out whether the status is accurate.

Cyr was slowed, so to make that jump would have had to take a run action(grants CA this round is the only real effect). Cyr's save vs slow: 10 saved.

Joy's save vs slow: 14, saved.

Also: map.


[sblock=Enemy Actions]Half-spider Scout 1: Furious Volley: Hand Crossbow(Range 10/20): 16 vs Lerrick's 16 AC, hit, 7 damage. Hand Crossbow(Range 10/20): 31 vs Joy's 20 AC, hit, 6 damage.
Half-spider Scout 2: Move to O19. Furious Volley: Hand Crossbow(Range 10/20, +2 CA): 28 vs Gil's 20 AC, hit, 7 damage, Hand Crossbow(Range 10/20): 27 vs Gil's 20 AC, hit, 9 damage.
Half-spider Scout: MBA: +10 vs AC, 1d4+3 damage.

Half-spider Warrior 1: Four Blade Strike: 18, 23, 20, Crit vs Brewar's 26 AC, 7 reduced to 6 damage.
Half-spider Warrior 2: Shift to N5. Four Blade Strike: 12, 19, 18, Nat1 vs Joy's 20 AC, all miss.
Half-spider Warrior: MBA: +10 vs AC, 1d4+6 damage.

Half-spider Marauder 1: Quick Jabs: Short Sword(-2 Enfeebled): 25 vs Kauldron's 29 AC, miss, Short Sword(-2 Enfeebled): 21 vs Kauldron's 29 AC, miss, shift to K6. Shift to L5.
Half-spider Marauder 2: Move to S11. Quick Jabs: Short Sword: 24 vs Cyr's 22 AC, hit, 10 damage, Short Sword: 15 vs Cyr's 22 AC, miss.
Half-spider Marauder: MBA: +11 vs AC, 1d6+4 damage(+1d6 if has CA).

Half-spider Web Crafter 1: Poisoned Orb(range 5): 23 vs Joy's 20 AC, hit, 10 damage and slowed TenT.
Half-spider Web Crafter 2: Web Ball(range 5): 18 vs Gil's 22 Reflex, miss.
Half-spider Web Crafter: MBA: +11 vs AC, 2d8+5 damage and slowed TenT.

Green Dragons killed: 1
Drake Mounts killed: 2
Dragonborn killed: 2
Half-Spider Grunts killed: 2[/sblock]

[sblock=Current Fog Type]Epic Fog: 1d6 radiant damage and blind(save ends).[/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: 21
Perception: 19
Religion: 19
Streetwise
: 19
Others: 17[/sblock]
 

Ootah rushes a couple arrows into the coming... things, before trying to retreat. It doesn't end well.

[sblock=actions]
Standard action: Twin strike on W2, provokes from M1 and W2, gets hit by Warrior for 7, which takes away 5 THP and 2 HP. If M1 does the attack it sufers Divine Challenge damage from Kauldron, even if he fails. Attacks benefit from combat advantage granted by Joy last round (added) and Prime Shot (not added). First roll get Learning Bow bonuses to damage and Quarry, second shot fails by just 1. Total damage to W2 is 17.

Minor: Appease crowd acrobatics. Fails again.

Move: Take some impulse moving through the crowded pillar, then try to jump from L6 to J8. Athletics check fail badly (that's not even counting the crowd penalty) and Ootah falls down, suffering 18 damage from the fall reduced to 10 from Acrobatics and 1 damage from the mist

End of turn: successful save against blinded. Also, I must have broken a record for "most rolls in a single round"[/sblock]


[sblock=mini-stats] Ootah Half-Orc Ranger 5
Status: Prone
Initiative: +7, Passive perception: 22, Passive Insight: 15
Defenses: AC: 21, For: 16, Ref: 19, Will: 16
HP: 11/46, 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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Smiling grimly at warriors unwillingness to attack him, Martelai blasts it with another of his purple bolts, the magic of his rods pushing it away as the curse unravels and re-settles on more enemies.

OOC: dimsdale, why didn't you heal when you were up?!

[sblock=Action]
Standard: Eldritch Blast vs w1 Ref; Damage; Curse (1d20+10+1=20, 1d10+5=7, 1d6=2) - hits, bloodies it, triggers the pact boon - enemy is slid 1 to I3, curses everyone within 5 (wc1, m1 and w2)

Minor: Curse w1 again :)

Move: N/A
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