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

OOC: [MENTION=85506]Darksteed[/MENTION] Seriously, that was some heroics! [MENTION=60965]Iron Sky[/MENTION] can Artemis find and pick up Joy after she falls unconscious. The whole blind thing and allowed actions is messing with me. Also, is the fog effect 'start of turn' or 'end of turn'? as Joy took her damage at start.

All actions are allowed and I would suggest you use it to attack wc1 since it's unlikely you will be climbing out of the mist with a body on. We need to finish this before it gets worse.

Unless you can teleport far enough?? Maybe attacking with that warp of yours? Take Joy, attack yourself and teleport away!?
 

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*Kauldron grins down at the woman upon the ground seeing that nothing for now was coming there way. He crouched done next to her.*

Listen lass. Your in no shape to continue this fight as you are. You stay there and keep your distance. If the audience throws any balls your way. You get up and run your cute behind that way.

*Kauldron points a gauntletted finger towards the platform only 5 feet to the southwest. He nods to her reassuringly. He then lowers his head and begins to chant a prayer in goblin quietly. His one hand begins to engulf with flames. They crackle and dance across his gauntletted hand. He reaches out towards her and places the fiery hand upon her lower back. The flames instead of burning her, feel warm and soothing to the touch. They begin to stitch up some of her cuts, and scraps. Sealing them over entirely. Kauldron removes the hand as the flames snuf themselves out. He stands to his full height and removes the cigar from his mouth. Blowing out a large bellow of smoke.*

That was all the healing pyre I had left. Now you do what I told you to do and you should make it out of this. Good luck you you pretty lass.

*He grins and winks to her. Tapping off the end of his cigar, he then places it back into his mouth and bolts for the edge of the current platform he was on. Leaping the gasp with ease. The heavy ironclad goblin continued his stride as he landed upon the next platform. Surging forwards he leap again to the next platform. Landing upon it with a heavy thud. He instantly shifted his weight and made a wider stance for defensive purposes. He stood in front of Cyr and Gil. Now closer to the enemies. He shifted his head to look over at Gil from the corner of his eye. Not taking his glance off of the enemy at hand.*

Oi! You...Human.

*Attempting to get Gil's attention.*

You look like you could use a pick me up. Grab a potion off my belt if you need one. There freshly goblin brewed. Only the best.

*He snickered and grinned under his masked helm. He then turned his full attention back the Half-Spiders.*

Oi! What the hell you two waiting for an invitation for a dance? You two couldn't hit the board side of a barn from two paces. Now come on and give me your best shot.

*He taunts the pair of Half-Spiders.*

[sblock=Actions]Minor: Lay on Hands
-Target: Lerrick (H10)
-Effect: Kauldron spends a Healing Surge. Lerrick regains hit points as if she had spent a Healing Surge. (Lerrick heals 11 hp)

Move: Running Jump to K13 (Athletics: )

Move: Running Jump to N16 (Athletics: )[/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: 8
Bloodied: 29, Surge Value: 14, Surges left: 7/12

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 [X]
Majestic Halo [X]
Potion of Healing [ ] [ ] [ ] [ ] [ ]
Symbol of Brawn [X]
[/sblock]
 
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Artemis curses his luck as the pillar collapses beneath him. The impact hurt plenty before the magical fog swept in and covered both him and Joy. The moment Joy collapses next to him, Artemis makes the only decision he can. Relying on position before the fall and the sounds of battle and voices around him, Artemis reaches out and grabs Joy's boot. His specral blade dissipates as he hauls her unceremoniously over his shoulder and moves to the pillar he knows is behind him. Without vision, he tries to climb the pillar by feel alone.

[sblock=actions]
Start: Take 1d6 damage: 1d6 → [3] = (3) Roll Lookup Gain weakness condition.
Move: Stand
Minor: Pick up Joy.
Move: Move to K-7 and climb pillar: Athletics: 1d20+9 → [9,9] = (18) Roll Lookup I know the DC is 15, but I'm also carrying somebody (encumbered, so you'll have to tell me in I make it.
Save: 1d20 → [3] = (3) Roll Lookup nope.
[/sblock]

[sblock=mini-stats]Atremis Harks- Male Human Hexblade 4
Status: blind, weakened (save ends)
Initiative: +3, Passive perception: 11, Passive Insight: 16
AC 21/20 For: 15 Ref: 17 Will: 19
HP: 23/37 Bloodied: 18 Surge value: 9 Surges/day: 2/8
Speed: 5 squares, Languages: Common, Primordial
AP: 0, Second Wind: unused

Powers: Resplendent Blade, Eldritch Bolt, Dire Fate
Wield the Warp, Wield the Warp, Heroic Effort, Spectral Fade
Confusion of the Cosmos, Inspiring Word, Ironscar Rod, Lesser Planar Ally

PC:Artemis Harks, Hexblade (FourMonos) - L4W Wiki

[/sblock]

OOC: Just to clarify for everyone, attacking wasn't going to happen. Artie was prone and not adjacent to the webcaster. So instead of wasting time trying to get next to it, he's going to try to save Joy. However painful that may be.

Also wasn't the WC weakened or blinded when it attacked Brenwar?

I don't know if the blindness and weakned need separate saves.
 

OOC: I know I'm not a judge or anything, but I'm rooting for you guys and I know Iron Sky is busy, so I thought I'd chime in. Encumbered only has one mechanical effect: You're slowed. Since each square of climbing takes 2 squares of movement, you only move 1 square per move action while encumbered, but there's no penalty to the Climb check.
 

Match Three: Pillars of Doom, Round 7

Though things look rough for the group, the enemy assault is feeble, with not a single web ball, dagger, or cross bow bolt striking home.

The crowd seems especially sadistic, a swarm of beige balls rattling against the pillar that Artemis is gallantly climbing with the unconscious Joy upon his back.

"Boring! Let's make it more exciting. That teleporting fog was interesting, but too predictable! Let's mix it up!"

GM: Hm... I wonder if someone shoots you with a power that pushes while you are jumping allows you a save to avoid falling into hazardous terrain even though you're in mid air? I'm going to rule yes, but I wonder if there's an actual answer somewhere?

In a related note, fights get much easier when the DM can't seem to roll above an 8...

Also: map.


[sblock=Enemy Actions]Half-spider Scout 1: Furious Volley: Hand Crossbow(Range 10/20): 20 vs Ootah's 22 AC, miss. Hand Crossbow(Range 10/20): 18 vs Ootah's 22 AC, miss.
Half-spider Scout 2: Furious Volley: Hand Crossbow(Range 10/20): 16 vs Gil's 20 AC, miss, Hand Crossbow(Range 10/20): 15 vs Gil's 20 AC, miss.
Half-spider Scout: MBA: +10 vs AC, 1d4+3 damage.

Half-spider Marauder 2: Charge, move and jump to Q13 <Ootah Interrupts, take 5 damage(Ootah was weakened), pushed, save: 10, saved, land prone> Short Sword(-2 prone, +1 charge): 12 vs Gil's 18 AC, miss.
Half-spider Marauder: MBA: +11 vs AC, 1d6+4 damage(+1d6 if has CA).

Half-spider Web Crafter 1: Take 2 necrotic damage. Stand. Climb to L1. Save vs weakened: 2, fail.
Half-spider Web Crafter 2: Web Ball(range 5): 18 vs Kauldron' 21 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
Half-spider Warriors killed: 2
Half-spider Marauders killed: 1[/sblock]

[sblock=Current Fog Type]Teleport Fog: 1d6 force damage and teleported to a random square(roll d20 for row and column). If teleported to square with pillar, teleported to the top of it but take 1d6 extra force damage. If teleported back into the fog, the creature may decide whether to take the damage and be teleported again.[/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: 21
Others: 17[/sblock]
 
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Brenwar finally removing the webbing that was slowing yells to the crowd, "There are 26 bones in a humon foot, well 28 if you count the sesamoid bones but none the less. If I fail this jump you shall hear the crunch of 52 bones, but I know Palladys shall protect me!" He then points at the web throwing spider thing, "You shall be our next target!" and a small ethereal owl flits about the creature.

He then makes a charging leap, miraculously making it. As he lands his hammer comes down on the spider creature with a tremendous crunch, "This one is weak to the power of light, strike now!"
[sblock=Combat Actions]
Start of Turn:
37/65 HP

Turn Actions:
Minor Action:
Heal Check to Wow the Crowd (1d20+13=32)
-- +8 (I think) to next skill check

Move Action:->Minor Action
Divine Challenge WC1

Standard Action:
Charge to K1
Athletics to Jump (1d20+8=19) vs. DC 5
Virtuous Strike vs. WC1 (1d20+12=19, 1d10+1d8+5=22)
-- +1 all defenses (hammer shield)
-- +2 saving throws till SoNT
-- WC1 has vulnerability to radiant 3


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:
Almost screwed this turn up, forgot to remove the slow from last round on my status.
[MENTION=24380]Neurotic[/MENTION] I bloodied the Web Crafter 1 (51-22=29 HP) and I remembered to say in character that it is weak to radiant, go me :p
 

Ootah gets buffeted around by the fog's new effect before he decides it's too much and it'll be better if he stops now before his heads falls off from his shoulders. There are plenty of targets anyway, and a rope nearby.

[sblock=actions]
start of turn: Teleported a couple times, but arrived nowhere interesting, suffering 9 damage in the process.
Standard action: since it'll probably be better if we start mopping up instead of spreading damage, twin strike on the spider thing fighting Brenwar. Hits twice for 19 damage, second shot hits exactly having a damage bonus from the Learning Bow. Edit: Forgot I got this one quarried, fixed damage.
Minor and Movement: Draw and drink a potion of healing, recovering 10 HP. I stilll have another to share, in case I get to the top of one of the pillars.[/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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Martelai nods at paladins announcement and he calls again dire radiance from the stars. The crafter is illuminated for a moment before the combination of light and shadow overwhelms its senses and it curls up, its consciousness gone.

The warlock looks behind and judging his chances good with the boon from the stars, he jumps without taking requisite charge. It is little distance, but the jump is awkward, after in-place turn and he hits the edge of the pilar and falls down into the fog, reappearing

[sblock=Actions]
Free: Gain pact boon on bloodying wc1
Minor: Curse wc1

Standard: Dire Radiance vs wc1 Ref; radiant damage; curse (1d20+10+4=33, 1d6+4=6, 1d6=6) - kills it, gain pact boon - rod of corruption curses s1 - NON-LETHAL

slide s1 from R2 to Q3

Pact boons from before:
Move: Athletics to jump, no running (1d20+2+2+2=8) - due to forgotten +2 this succeeds exactly ([MENTION=60965]Iron Sky[/MENTION], I included the links, but I understand if you don't accept the change :( I missed it first time then I went re-reading to see if I pull it through.

IGNORE:

Fall damage; Force damage; Row; Column (2d10=19, 1d6=3, 1d20=18, 1d20=12) - ARGH , almost killed myself; thanks Brenwar for thp!!
gain concealment from moving more then 3 squares


First one by Gil
Second by Cyr (Thanks Meta)
and third now, I missed one bonus, so succeed exactly, ignore the falling part :(
[/sblock]
 
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OOC: Iron Sky, that's the nature of the universe. You had two very good opening salvos, now it's time to give some of that back! Neurotic, you really should read your mentions first if you want us to trigger your pact boons...

Cyr continues his barrage, multiple beams hit the opponents, this time focusing on the closer ones. One of the spider moves at the exact moment the ray passes and it only makes a line on the wall.

"Lerrick, move!"

[sblock=Actions]
Hand of Radiance vs Ref (m2; wc2; s2); radiant damage (1d20+12+2=32, 1d20+12=21, 1d20+12=15, 1d4+7=11)
[/sblock]
 

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