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

Climbing to his feet very slowly, Ootah looks around. It's not been his best day, and something has to pay. Perhaps the thing clinging to the side of that pillar. Oops, looks like he fell on it's own. There must be another spider-thing nearby he can shoot...

[sblock=actions]
Start of turn: Suffer 3 damage from fog
Move: Stand up from prone
Minor: Quarry WC1
Standard: Ready an action to use Clever Shot on M2 as soon it's on squares Q13 or Q12. If hits (AC 23, 5 damage) then slide it to Q12 if it's not yet there, then to P11. Use the rolls meant to WC1, since Neurotic's actions invalidated it. Obviously I can't do quarry damage to M2, so ignore that roll.
The basic idea is to make M2 fall prone at Q12, using the rules for forced movement into hindering terrain. There either he'll fall into the fog immediately (if dropping prone a climbing creature means it falls, which isn't clear rules wise) or he'll fall anyway when the pillar itself crumbles, since probably it won't have many action left to continue movement.
End or turn: makes ST against weakened.[/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: 32/46, 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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With the help of Martelai, Brenwar is able to land a blow on the spider creature between them. There is a momentary flash of light as the creature begins to fear divine radiance.
[sblock=Combat Actions]
Start of Turn:
37/65 HP

Turn Actions:
Minor Action:
Divine Challenge Maruader 1

Move Action:
Shift to I5

Standard Action:
Virtuous Strike vs. M1 (1d20+13=21, 1d10+5=9) (+2 for flanking with Martelai)
-- +1 all defenses (not added below)
-- Maruader 1 gains vulnerability to radiant damage 3
-- Brenwar gains +2 bonus to saving throws till the SoNT

End Turn:
HP: 37/65 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: 37/65 (8 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:
[MENTION=24380]Neurotic[/MENTION] If you have a radiant power the monster between us is weak to radiant and would take 3 more damage. If it triggers my divine challenge it takes an AoO it would take 15 Radiant Damage, just throwing that out there.
[MENTION=87106]MetaVoid[/MENTION] Figured I'd point it out to you and your flashy digits too. Also don't forget that black outline gives you +1 all defenses since your pillar is crashing it might be a good place to fall.
 
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As young mage pushes the marauder on their pilar into the pain, Caiphon pulls again at the enemies cursed. Web crafter squeals as the tendrils of magic pull at his apendages, plunging it into the fog.

Taking advantage of the fact that marauder cannot react due to Gils spell, Martelai casts dire radiance in close quarters choosing the light of the stars as his weapon.

It burns the enemy. Choosing between moving and providing the distraction for Brenwar, he stays put, activating yet another power of his rod. Low hum can be heard, but it resonates especially strongly with violent intent. Any enemy coming to close will suffer from the resonance.

[sblock=Actions]
Free: on bloodying of m1 (CaBaNa attack), remove curse from m1, gain +2 to 1d20 roll
Slide:
wc1 to L3 wc1 slide save (1d20=7)
Falling damage; fog damage (2d10=13, 1d6=6) weakened and prone


Minor: re-curse m1
Standard: Dire Radiance vs m1 Ref; Radiant damage with vulnerability; curse; secondary radiant damage (1d20+10+2+2+1=19, 1d6+4+3+1=12, 1d6=2, 1d6+4+3+1=11) - takes 14 radiant damage (vulnerability included) - note: there is error (the link says +9, but to hit is +10 so it hits exactly (dire radiance uses charisma too, but I forgot to change the wiki :( ) - modifiers: +1 prime shot; +2 CA; +2 Pact Boon - if m1 comes closer to Martelai on his next turn he suffers additional 11 + 1d6 radiant damage (not included on the map)

Move -> Minor: Activate Rod of Avernus property daily: if the enemy ends it's turn adjacent to Martelai it takes 5 psychic damage
[/sblock]

[MENTION=30079]Rapida[/MENTION], it would be more in-game if Brenwar would shout something to explain about the vulnerability
 

[MENTION=79956]dimsdale[/MENTION], [MENTION=60965]Iron Sky[/MENTION], I believe there is an error in Cyr's hit points. By my count Lerrick healed Cyr for 2 surges and +28hp which would get him 8hp over his max. He then takes 18 damage from two attacks (both of which hit exactly, btw, would miss if the enemies were bloodied - woe is me) which should put him at 42-18 = 24hp, not 5

Also, if I hit him with Vanguard's Lightning and then run by to jump to the next pilar would he take 4 damage to make OA? I would roll it if you confirm when I make my post.
 
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OOC: Making WC1 fall (which technically happens before my turn) would invalidate my action, since my intention was precisely to make WC1 fall from the pillar. Iron Sky, should I remake the turn, or assume the attack was against S1 instead, and he's prone (since it made the ST)?

Also, WC1 is definitely the closest enemy now, so he's quarried.
 
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OOC: Does the blind effect prevent Artemis (or Joy) from knowing which direction they want to go (the know the layout from before the fall)? Does Joy want an athletics assist? I noticed she is trained.
 

OOC: [MENTION=60965]Iron Sky[/MENTION] when you check Cyr's HP, please also check Gil, not sure if they may have been mixed up somehow.
 

GM: Honestly, I have no way of tracking your hp since I wasn't writing your totals down anywhere. I've just been skimming through your turns to see if everything looks valid and trusting you guys to have modified status effects and HP correctly.

RL has been so busy I honestly haven't had enough time to monitor all the games I'm running and playing in as closely as I usually do.

If the HP are off, I'll trust you guys to figure out and correct your totals. If something needs to be modified to make your turn valid, go ahead and do it. I'll trust you guys to do the right thing - I just don't have the time to do more than that ATM.
 

Joy tried to stand, but the magical effect of the fog overwhelmed her in her weakened condition.

[sblock= OOC]
>Start of turn: ongoing damage 5; roll Roll Lookup

>End of turn: save vs. blind= 5 (failed), roll included above
[/sblock]
 

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