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


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Darksteed

First Post
*Seeing the chaos unfold all around him. Kauldron turns and dashes for the tail of the mighty beast. His blades igniting with the flames of madness once again. He lunges at the tail as it plummets into the sands. Searing it with pain once again.*

[sblock=Actions]Move: Move to K22 (P24 -> M24 -> L23 -> K22)
-Effect: Take 5 FIRE damage from entering the Burrowers Aura.

Minor: Channel Divinity: Divine Strength
-Effect: Apply +3 as extra damage on Kauldron's next attack this turn.

Standard: Enfeebling Strike
-Target: Burrower (L21)
-Attack: +14 vs. AC (Hit; 30)
-Damage: 1d8+11 damage. (19 damage)
-On a Hit: If Kauldron marked the target, it takes a –2 penalty to attack rolls until the end of his next turn.[/sblock]

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

AC: 28, Fort: 19, Ref: 20, Will: 20
While not bloodied: +1 item bonus to AC.

Initiative: +5
Speed: 5

HP: 28/59, Temp HP:
Bloodied: 29, Surge Value: 14, Surges left: 11/12

Powers-
Divine Challenge
Enfeebling Strike
Goblin Tactics
Virtuous Strike

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

Hallowed Circle [ ]
Lay on Hands [ ]
Majestic Halo [ ]
Potion of Healing [ ] [ ] [ ] [ ] [ ]
Symbol of Brawn [ ]
[/sblock]
 
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Iron Sky

Procedurally Generated
OOC: Yeppers. Though starting to feel a bit rushed here. As people keep stating that.

GM: Everyone's just taking their turns really quick (most within 24 hours). I usually give people 48(I run fast-paced games), so no need to feel pressured... especially since I missed that [MENTION=79956]dimsdale[/MENTION] hasn't gone with Lerrick yet either.
 

dimsdale

First Post
ooc: sorry for the delay.


I can't get away from this thing! the cleric states while trying to find an escape route from the best, but finds none as she is trapped between friend and foe. The cleric hunkers down and begins to sing in an ancient language with the intent to distract the worm, but it has no effect. Hmmm...I've got to practice that one more.

[sblock=actions]
5 fire damage from aura (2 temp hp...so 3 damage)

minor: healing word on self: HS + 2d6+9= 15 + 11 = 26
attack = Hymn of Resurgence: 1d20+8 vs fort: miss
movement: shift to q23
[/sblock]
 

CaBaNa

First Post
OOC: [MENTION=79956]dimsdale[/MENTION] if you're concerned about a possible OA for moving, the Burrower is dazed and can't take OAs.
 

dimsdale

First Post
OOC: [MENTION=79956]dimsdale[/MENTION] if you're concerned about a possible OA for moving, the Burrower is dazed and can't take OAs.

[sblock=DM]
Thanks CaBaNa. Iron Sky, I'd like to recon my movement. Instead of a shift, I'd like Lerrick to move 6 squares to J24. Also, if I can, and I understand if this is too late, I'd like to use Lerrick's healing word at a later time.

[/sblock]
 

Iron Sky

Procedurally Generated
Match One: The Sandy Arena, Round 5

The burrower, badly wounded but still fighting burrows into the sand again and comes up in the middle of the group. It rears up, pulls its scales apart, and superheated air blasts out, lighting Cyr, Lerrick, Kauldron, and Joy on fire and dropping Kauldron and Joy to the sands...

GM: [MENTION=24380]Neurotic[/MENTION], Warlocks can get curse damage 1/turn now instead of 1/round?

[MENTION=79956]dimsdale[/MENTION], used your revised action(just the move).

Damn. And, once again, I can't roll below a 10 with its Heat Blast...

Note: Kauldron dies when his turn starts(-bloodied), he might be the priority to heal...


[sblock=Enemy Actions]Burrower: Burrow Up: Burrow down(Close burst 1, -2 Enfeeble): CRIT vs Brenwar, 20 vs Kauldron's 18 Fort, hit, Brenwar takes 13 damage and is slid 2, Kauldron takes 10 damage and is slid 2. Stealth 27, Burrow Up(Close burst 1, -2 Enfeeble, +2 CA) <take 14 damage for moving closer to Martelai>: Nat1 vs Brenwar, 20 vs Kauldron's 18 Fort, hit, 13 vs Lerrick's 16 Fort, miss, 14 vs Artemis' 15 Fort, miss, 26 vs Cyr's 16 Fort, hit, Kauldron and Cyr take 11 damage and are slid 2. 2nd AP: Heat Blast(Close Burst 3, -2 Enfeeble): 25 vs Cyr's 20 Ref, hit, 16 vs Lerrick's 15 Ref, hit, 13 vs Artemis' 17 Ref, miss, 25 vs Kauldron's 20 Ref, 25 vs Joy's 17 Ref, 18 vs Brenwar's 19 Ref, miss, Cyr, Lerrick, Kauldron, and Joy take 22 fire damage and 5 ongoing fire damage(save).[/sblock]

[sblock=Combatants]-Party-
Ootah: H14, 32/46hp, +1 to hit Burrower
Joy: O24, 3/46hp, 5 fire damage, Inevitable Defeat
Cyr: I25, -8/42hp, 5 fire damage if start turn adjacent to Burrower, 5 fire damage
Gil: G20, 36/36hp
Kauldron: M26, -15/59hp, 2x5 fire damage if start turn adjacent to Burrower, 5 fire damage
Artemis: M24, 3+25/37hp, +1 to hit, 5 fire damage if start turn adjacent to Burrower
Martelai: E24, 5+15/54hp, concealment
Lerrick: K24, 2/47hp, 5 fire damage if start turn adjacent to Burrower, 5 fire damage
Brenwar: M21, 9/65hp, 5 fire damage if start turn adjacent to Burrower

-Enemy-
Burrower Spawn killed: 4

Burrower: Head(J25-L27)-Mid(N20-O21)-Tail(N26), 76/285hp, -2 attacks, dazed, Curse(Martelai), Quarry(Ootah)
Burrower: 285hp, AC 23, Fort 25, Ref 20, Will 19. MBA: +13 vs AC, 3d6+5 fire and poison damage and 5 ongoing fire and poison damage(save ends), Miss: 1/2 damage and no ongoing. Burning Sands(Aura 1): The zone is difficult terrain and any creature that enters or starts its turn in the aura takes 5 fire damage. The damage from the auras stacks. Burrower Surprise: The burrower does +1d8 damage when it has CA. Half-burrowed: The burrower is immune to forced movement.

Effect Key: location, hp/max hp, damage related, TenT or TsnT, conditional, save ends, encounter[/sblock]

[sblock=Terrain]Walls: The walls out of the arena are 30 feet tall sheer stone Athletics (Climb) DC 25 if you want to try to escape into the stands for some reason.
Pillars: The pillars in the center are the same DC and can provide cover.

Stairs: The stairs are all difficult terrain. The northern podium area is one square above the rest of the arena. [/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
Insight: 19
Religion: 19
Streetwise
: 19
All: 17[/sblock]
 

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CaBaNa

First Post
Can you heal him? asks Gil of Lerrick, Brenwar and Joy as he points toward Kauldron with intensity.

Gil rushes to Cyr, lifting him up and pouring the potion of healing down his throat. Lerrick calls out at the last moment causing Gil to drop Cyr and run for the girl.


Gil rushes to the young woman, pouring the healing elixir down her throat.

OOC: @Iron Sky May I please take "Actions, Retcon" instead of "Actions". MetaVoid declined healing OOC, and Lerrick called out for it IC, I would hope this retcon would give dimsdale an actual turn.


[sblock=Actions, Retcon]

Move to J23

Standard administer potion of healing
@dimsdale Lerrick can spend a HS, and instead of the HP she would normally regain, she regains 10 HP

Minor retrieve last healing potion

[/sblock]

[sblock=Actions]

Move to H24

Standard; administer potion of healing
@MetaVoid Cyr can spend a HS, and instead of the HP he would normally regain, he regains 10 HP

minor pull out last potion of healing



[/sblock]


[sblock=Readied Immediate Actions]

Triggered by Lerrick/dimsdale when bane missed on big worm
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 (+1 from ranged attack 5 squares away Cloak of Distortion)
HP 36 bloodied 18, Surges 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 1, 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

[/sblock]
 
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Someone

Adventurer
This time ootah has nothing to distract him. He strolls casually, bow in hand, util he sees his opportunity when the huge worm opens its jaws. The archer growls and sends with all the hate he can gather one of his javelin-sized arrows down the beast's throat, which makes it emit a high pitched sound of pain. Other arrow lodges itself between the segments, dealing another minor wound.

[sblock=actions]
move To L13
standard: Twin strike on the worm. First attack is a critical, and I'm spending my racial Furious Assault encounter power on it, so it deals an additional 1W damage, and also apply Quarry damage, both of which should be maximized if I understood how criticals work. Woops, I forgot extra regular critical damage, so it deals 12 (weapon)+ 12 (furious assault)+6 (quarry) +4 (regular bonus damage)+1d6 (extra critical damage, 1)= 35.

The second shot doesn't have the +1 bonus from failing to hit but has CA from Dazed and +2 bonus to damage from hitting in the immediately previous attack against the same enemy. It hits AC 30 for 8 damage, so Ootah deals this round a total of 43 to the big worm.

It has 33 HP now. If everything else fails, we could save Kauldron if we just kill the worm before he's forced to take his turn.[/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, Bloodied: 23, Surge value: 11, Surges/day:4/8 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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Neurotic

I plan on living forever. Or die trying.
OOC: [MENTION=82643]CaBaNa[/MENTION], it would be (maybe) better to use your standard to put out some damage. I know you can do it :) With potion of healing Cyr regains 10 hp then at the start of his turn gets hit with 5 ongoing and 5 aura immediately dropping him again. Unless ongoing disappears when you drop?

Also, you could use minor to grab Cyr and move to drag him two squares out so he gets out of the aura instead of healing potion retrieval.

[MENTION=60965]Iron Sky[/MENTION], it's been in an errata month or two ago. Mostly it helps those who use Eldritch Strike, but occasionally improves some other power and all out of turn attacks :)

Doesn't the beast with 2 APs have a limitation of 1 per round?!

What would be needed for the following sequence: Get to Cyr, lift him up, move/teleport away? With STR 8 I don't expect to be lifting Kauldron, but this one should be light. Right?



Martelai frowns as the worm again finds a place to burrow in.
"Watch where you're moving! Don't let it affect so many of you!"
 


Darksteed

First Post
[sblock=Immediate Interrupt]Immediate Interrupt: Pure Devotion
-Trigger: Burrower attacks Kauldron.
-Effect: Kauldron gains a +4 power bonus to Fortitude and Will until the end of his next turn.

Would make Kauldron's Fort 23 (Kauldron's Fort is naturally 19, you have it as 18 for some reason). First two attacks are misses and Kauldron is not slid. Don't know if that makes Kauldron outside the blast range or not compared to the rest that got blasted.[/sblock]
 

Iron Sky

Procedurally Generated
Immediate Interrupt: Pure Devotion
-Trigger: Burrower attacks Kauldron.
-Effect: Kauldron gains a +4 power bonus to Fortitude and Will until the end of his next turn.

Would make Kauldron's Fort 23 (Kauldron's Fort is naturally 19, you have it as 18 for some reason). First two attacks are misses and Kauldron is not slid. Don't know if that makes Kauldron outside the blast range or not compared to the rest that got blasted.

GM: He would still be in the blast range for the big hit, though the other two miss. He'd be at K22 with 6hps left and 5 ongoing fire (safely outside their auras).
 

Neurotic

I plan on living forever. Or die trying.
[MENTION=60965]Iron Sky[/MENTION], what about proposed action of removing Cyr from the aura? As listed, he's 185 lbs plus equipment. Let's say 200-250lbs...how much can Martelai lift? Also, could it be strafing run to grab him and continue same move action? :)
 

Iron Sky

Procedurally Generated
@Iron Sky , what about proposed action of removing Cyr from the aura? As listed, he's 185 lbs plus equipment. Let's say 200-250lbs...how much can Martelai lift? Also, could it be strafing run to grab him and continue same move action? :)

GM: I'd be ok with a minor to pick him up/grab him and a move to drag... let's say each square of movement costs 1 extra while dragging him.
 

Neurotic

I plan on living forever. Or die trying.
Dragging is already solved by the rules (you're slowed while dragging) I was hoping I could lift him, but I found carrying capacity reference: STR x 20 = 160 lbs for my warlock. No carrying :(


[sblock=Ignore this]
The warlock rushes in after the mage, dragging burning body of the invoker out of the beasts reach.

"I hope you can stall it somewhat. We just wasted precious seconds to get you out. Gil! Stop dallying and pull your weight, show them what a mage can do!"

[sblock=Actions]
Minor: Knack for Success
Move: H25, gain concealment
Minor: Grab Cyr
Standard: Move back to F27 with Cyr adjacent in G26
[/sblock]
[/sblock]

Martelai shoots at the beast again scoring another hit.
"Kill it! Kill it! Leave the healing for later!"



OOC: [MENTION=79956]dimsdale[/MENTION], may I recommend Medic's Mace - it has nice daily power of regaining your divinity power (healer's mercy again!)

[sblock=Actions]
Minor: Knack for Success
Standard: Eldritch blast vs Burrower HIT Ref 20 for 10 damage
Move: H24, gain concealment

Interrupt on melee attack (if it has any): Delban's Deadly attention
[/sblock]
 
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MetaVoid

Adventurer
[MENTION=24380]Neurotic[/MENTION], you should focus on killing the thing, not on getting me out. If Gil or Joy can provide some shifting, I'll be fine. And even if not, I'll live for one round...

[MENTION=82643]CaBaNa[/MENTION], you too should do some damage, it's on it's last legs. Scales. Whatever.

[MENTION=88601]FourMonos[/MENTION], it's dazed, you have CA, MBA it. Let's hope we get lucky with the remaining shots.
 
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Rapida

First Post
OOC: [MENTION=60965]Iron Sky[/MENTION]: Brenwar should have been in L19, so not sure I was vulnerable to that close blast 1, but in other bad news I didn't get the bonus from my hammer shield last round so the 18 from heat blast connected
 

FourMonos

First Post
Amazingly, Artemis is missed by the heat of the worms blast. He sweats profusely standing next to the heat of the giant beast.

"Hey Kauldron, you're supposed to be tougher than that! Quit laying around on the job and GET UP NOW! I'm not writing on your tombstone, 'Killed by a Worm!!' " The words vibrate with arcane power, stirring the goblin from his slumber.

Artemis then tries to focus his star bound power on a blow to the worm's hide, but the heat foils his attack. He attacks a second time to no avail...

[sblock=actions]
Start: take 5 fire damage
Minor: Inspiring Word on Kauldron: Heal HS plus: 1d6 → [3] = (3) Roll Lookup
Standard: Wield the Warp vs. burrower: 1d20+11+2, 2d10+10+2 → ([3, 11, 2], [8, 9, 10, 2]) Roll Lookup ...crud...
AP: Resplendent Blade vs burrower: 1d20+11+2, 1d10+12+2 → ([2, 11, 2], [10, 12, 2]) Roll Lookup ouch, missed with a 3 and 2 this turn
Movement: Shift to N-23
[/sblock]

[sblock=mini-stats]Atremis Harks- Male Human Hexblade 4
Status: quo
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: 7/8
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]
 
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