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

OOC: Ootah isn't in immediate danger right now and isn't even bloodied. There are better targets for Healing Word out there.
 

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OOC:
So once we clear this wave we get an action point right? =P

I still have a lay on hands so don't prioritize me with a heal
 

GM: Haven't been attending to this thread much as the last week has been crazy busy. I'll try to run the next round tomorrow sometime.
 

*Kauldron continues to puff upon his cigar as he looks over the battlefield. This was getting ugly. He thought to himself. It was then he noticed the pillar the lot of them were standing upon was about to fall. He quickly scanned them over. Assessing the situation in it's entirety. Noticing Lerrick laying upon the group and barely conscious. He made up his mind and bolted forwards with all his might and mettle. Kauldron leaped the distance with ease. Odd for a goblin in should heavy armor. He crashed into the Marauder on the other side using his shield to take the brunt of the blow and deflect the Marauders attack as well. Using his momentum and heavy armored bulk his spun in place and slammed the other beast upon the pillar with his shield as well. Sending them both off balance. Giving him the few split seconds he would need to do what he needed to do. He looked down upon Lerrick with a grin.*

Oi, Lass. Can't have all yee pretty ladies fallen to your doom now can we? Go slack pretty lass.

*With that Kauldron with his free hand grabbed up Lerrick and holstered her over his shoulder fireman style. Legs one side, Body the other. His hand firmly upon her rear end for support, and well a feel grope at that. A goblins gotta get whatever, whenever he can. With her firmly in place Kauldron spun in place and charged towards the edge.*

Lass if yee pray to any gods. This would be the time.

*And with that Kauldron leaped across the gap. This time not so gracefully and barely even making it at that. He teetered and crashed upon landing on the other side. Though only allowing the himself to buckle at the knees. He slide across the platform upon his knees sending sparks flying off his armor plating. He looked over to Lerrick upon his shoulder and placed her back upon the ground gently. Then stood back to his feet and into a defensive stance.*

Whoo---Eeee! Didn't think we'd make that one. Now yee rest up. I have yee covered for now.

[sblock=Actions]Move: Running Jump to M6 (Athletics 23; Success)

Minor: Pick up Lerrick
-Effect: Provokes Opportunity Attack from Half-Spider Marauder 1 (L5)
-Attack: +9 (11 - 2) vs. AC (Miss; 25)
-Effect: Provokes Opportunity Attack from Half-Spider Warrior 2 (N5)
-Attack: +10 vs. AC (Miss; 11; Natural 1)

Move: Running jump to J8. Move to I9 (Athletics 11; Success)

Free: Place Lerrick H10[/sblock]

[sblock=Kauldron]Kauldron- Male Goblin Paladin 6
Passive Perception: 13, Passive Insight: 13

AC: 29 (Bloodied 28), Fort: 19, Ref: 20, Will: 20

Initiative: +5
Speed: 5

HP: 49/59, Temp HP: 0
Bloodied: 29, Surge Value: 14, Surges left: 8/12

Powers-
Divine Challenge
Enfeebling Strike
Goblin Tactics
Virtuous Strike

Action Point [X]
Call to Challenge [ ]
Channel Divinity [X]
Javelin [ ] [ ]
Pure Devotion [ ]
Second Wind [ ]
Strength from Valor [ ]
Student of the Sword [X]
Valorous Smite [X]

Hallowed Circle [X]
Lay on Hands [ ]
Majestic Halo [X]
Potion of Healing [ ] [ ] [ ] [ ] [ ]
Symbol of Brawn [X]
[/sblock]
 
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OOC: Cyr would appreaciate the healing since he's in melee, not his favorite position.


Cyr uses his expertise of staff fighting techniques to twirl the weapon in one hand, bouncing it back with his dagger hand in distracting pattern. Distracting just enough for him to cast his favorite spell when the opponents are so spread out, without adjacent enemy reacting to it.

He hits two severely wounded warriors, but only one falls down. He also burns the marauder harrassing him.

[sblock=Actions]
Standard: Hand of Radiance vs Ref (w1, w2, m2); radiant damage (1d20+12=31, 1d20+12=28, 1d20+12=22, 1d4+7=8) - w2 dies, [MENTION=24380]Neurotic[/MENTION], your turn :devil:

Move: shift T11
[/sblock]
 

The crowd begins to boo and hiss, as Gil struggles, even using old techniques from his days in the assassin school. He does manage to utter an effective spell during the struggle, but the crowd doesn't seem to care, nor do the webs holding him in place. He tries to remember everything he can about the opponent he faced, anything to avoid the oncoming attacks of his enemy.

[Sblock=Actions]

Minor Healing Infusion on self
Gil regains 11 HP 15/36 HP

Standard Winged Horde area burst 2 (enlarged) at K3
8 vs will on wc1 Auto-miss
18 vs will on w1 HIT
17 vs will on m1 HIT
targets hit take 7 psychic damage, target cannot take opportunity actions until the end of Dante Mephisto Gilgamesh's next turn

Minor appease crowd Thievery 12 (failure)

Free Use Vulnerability on S2 17 (includes appease fail, but not the bonus from the knowledge skill.) need a judgment on this @Iron Sky
Dante Mephisto Gilgamesh succeeds on a monster knowledge check against the target. If Gil's check result meets or exceeds the Hard DC for the monsters level, he gains a +4 bonus to all defenses against the monsters attacks TENT and a +5 bonus to damage rolls against the monster (unless the monster resists the damage type.). If Gil's check result does not meet, or exceed the hard DC for the monster, he deals half damage to the monster TENT.

Save vs Restrained (Fail)

Roll lookup

[/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 (additional +1 from ranged attack 5 squares away Cloak of Distortion)
HP 15/36 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
[/sblock]
 
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[sblock=Use Vulnerability]
Dante Mephisto Gilgamesh succeeds on a monster knowledge check against the target. If Gil's check result meets or exceeds the Hard DC for the monsters level, he gains a +4 bonus to all defenses against the monsters attacks TENT and a +5 bonus to damage rolls against the monster (unless the monster resists the damage type.). If Gil's check result does not meet, or exceed the hard DC for the monster, he deals half damage to the monster TENT.

MetaVoid and I had a discussion on this when he took the theme. I read it this way: you succeed on the monster check on 10+ (easy DC) and you expend the power. But you gain benefit if you meet Hard DC and penalty if you don't. That way is the only way you could get penalty, if the trigger was you succeed your check, there would be no point in penalty, no one would trigger the power for penalty.
[/sblock]

On death of w1:
gain Fate of the Void (+2 to d20 roll before TENT)

slide:
wc1 to K2 (no saving throw due to climbing)
m1 to K4
w2 to N6

On death of w2:
curse s1 and m2
slide
wc1 to J3
m1 to J4
s1 to P2
m2 to R10
 
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Match Three: Pillars of Doom, Round 6

Fortunately for the group, the half-spider's assault is weakening. Only a few crossbows, daggers, and flying poisoned balls of web hit their marks.

When the pillar Joy and Artemis are on collapses, they aren't so lucky, landing heavily in the flaring fog.

"Oooh, rough break for those guys on the pillar. Good thing there aren't tentacled sharks or something down there. What can we do to help? I know! Rotting fog!" The cloud goes a hazy purple, causing those inside to become nauseous and woozy.

"Don't forget to throw your pink ball at the pillar you want to knock over this time folks!"

The crowd gleefully complies, this time pegging the pillar Cyr faces down a marauder on.

GM: Joy and Artemis' pillar collapses, causing them to fall. Artemis takes 2d10=8 damage from the fall and 1d6=2 radiant damage and blind(save ends) from the fog. Joy takes 2d10=20(ouch) damage from the fall and 5 radiant damage and blind(save ends from the fog).

Just FYI, the pillars are picked by random selection. If this was To the Death, I'd be picking them. :)

Joy, Artemis, and Ootah will take 1d6 necrotic and be weakened(save ends) when they start their turns.

Also: map.


[sblock=Enemy Actions]Half-spider Scout 1: Move to R2. Furious Volley: Hand Crossbow(Range 10/20): 22 vs Cyr's 22 AC, hit, 9 damage. Hand Crossbow(Range 10/20): 14 vs Cyr's 22 AC, miss.
Half-spider Scout 2: Furious Volley: Hand Crossbow(Range 10/20, +2 CA): 32 vs Gil's 18 AC, hit, 10 damage, Hand Crossbow(Range 10/20, +2 CA): 20 vs Gil's 18 AC, hit, 8 damage.
Half-spider Scout: MBA: +10 vs AC, 1d4+3 damage.

Half-spider Marauder 1: Quick Jabs: Short Sword: 13 vs Brenwar's 26 AC, miss, shift 2, Short Sword(+2 CA): 25 vs Brenwar's 26 AC, miss.
Half-spider Marauder 2: Move to S11. Quick Jabs: Short Sword: 21 vs Cyr's 22 AC, miss, Short Sword: 22 vs Cyr's 22 AC, hit, 9 damage.
Half-spider Marauder: MBA: +11 vs AC, 1d6+4 damage(+1d6 if has CA).

Half-spider Web Crafter 1: Shift to K2. Poisoned Orb(range 5): 26 vs Brenwar's 26 AC, hit, 17 reduced to 14 damage and slowed TenT.
Half-spider Web Crafter 2: Poisoned Orb(range 5): 13 vs Gil's 18 AC, 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
Half-spider Warriors killed: 2[/sblock]

[sblock=Current Fog Type]Rotting Fog: 1d6 necrotic damage and weakened(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: 21
Arcana: 21
Bluff: 19
History: 21
Insight: 21
Perception: 19
Religion: 19
Streetwise
: 19
Thievery: 19
Others: 17[/sblock]
 

OOC: As I see, web crafter 1 is clinging to the side of the pillar. What would happen if I drop it prone? would it still be there, suffering the prone penalties bu still stuck to the pillar, or would it fall?

Edit: wait, I can slide it, and if he makes the ST he'll fall prone anyway. So...
 
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