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

Seeing his enemies grouped together beings intoning a powerful prayer. However, only one of the eladrin have a weak enough will to be dazed at the prayer's power. None the less, Brenwar appears reinvigorated by its power.
[sblock=Combat]
Start of Turn:
Current HP: 25/65 HP

Turn Actions:
Move Action:
Move to J8

Minor Action:
Virtue
--Brenwar spends a surge to gain 17 Temp Hit Points
--3 dr/all from spending a surge

Standard Action:
Divine Reverence vs. Shadewalker 1, Shadewalker 2, Spellweaver 2 (1d20+10=13, 1d20+10=14, 1d20+10=29, 1d8+6=9)
What terrible rolls...
--Spellweaver 2 is dazed until Brenwar's EoNT

End Turn:

HP: 25/65 HP (17 Temp)

[/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: 25/65 (17 THP), Bloodied: 32 , Surge Value: 17, Surges Left: 5/13

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 (2/3 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, Magic Item Daily
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[MENTION=82643]CaBaNa[/MENTION], don't you have that wall of acid daily (or was it Shale) - it would fit nicely with acid vulnerability and would probably finish this fight for good...
 


GM: I think we're just waiting for [MENTION=85506]Darksteed[/MENTION] to go with Kauldron (and Gil to make a death save if Kauldron doesn't somehow bring him back up).
 

ooc: Me again. I was waiting on the others.

Lerrick notices an ally go down as the cleric moves carefully away from a foe with in striking range. Hang in there Gil! Mumbling a short prayer her eyes turn blazing silver. A wave of healing bursts into the unconscious body of Gil. She then notices that a statue is unoccupied and moves to a position behind the statue. Hey, how does this work? . ooc: can't do anything with the statue this round because Lerrick is out of actions for this turn

[sblock=action]
minor: Healing word on Gil: HS + 9 + 2d6 = HS + 20 + 5 from Beacon of Hope
movement: shift to M10
movement: Move to M6

[/sblock]

[sblock=Lerrick]

Lerrick: Half-Elf Cleric Lvl 5
Advantageous Conditions:
Adverse Conditions:
Initiative: +2 Passive Insight: 22 Passive Perception: 17
Senses: Normal
AC: 16 Fort 16 Ref 15 Will 21
HP /47
Bloodied 23
Surge Value 11; Surges Per-Day 8
Action Point: USED
Second Wind: USED
At will:
Astral Seal
Sacred Flame
Encounter:
Divine Fortune
Knack for Success
Healer's Mercy
Healing Word 2 BOTH USED
Bane
Hymm of Resurgence:
Daily Standard:
Life Transference
Beacon of Hope USED
Halo of Consequence
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OOC: Isn't Bastion of Health a minor action? You can still use your standard

ooc: After posting, I double checked to see if Lerrick could use Bastion of Health. I had it for another character in LEB, but he was level 6. Lerrick was created using almost the exact powers. However, Lerrick is only level 5. I have to redo my post. (Post edited...used 2nd healing word instead) .
 
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*Kauldron places his head back upon the yellow orb sending a blast of acid towards the eladrin mercenary. The merc barely dodging out of the way just as the blast was about to hit. Kauldron looking over to the statue near by grins to himself under his masked helm.*

Hmmm....wonder what that one will do?

*He wades over to the large statue and places a hand upon it. He activates and slams into the merc sending him flying close to the edge.*

Ohh-hhooo!! I like this one.

[sblock=Actions]Minor: Yellow Orb Platform Attack
-Target: Eladrin Mercenary 1 (G10)
-Attack: +10 vs. Fort (Miss; 17)

Move: Move to D5

Minor: Statue Attack
-Target: Eladrin Mercenary 1 (G10)
-Attack: +12 vs. AC (Hit; 30)
-Damage: 2d10+3 damage (11 - 10 = 1 damage)
-Effect: Eladrin Mercenary is slid to D11[/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: 59/59, Temp HP: 20
Bloodied: 29, Surge Value: 14, Surges left: 9/12

Powers-
Divine Challenge
Enfeebling Strike
Goblin Tactics
Virtuous Strike

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

Hallowed Circle [X]
Lay on Hands [ ]
Majestic Halo [ ]
Potion of Healing [ ] [ ] [ ] [ ] [ ]
Symbol of Brawn [X]
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Feeling the healing warmth mend his wounds, Gil says nothing, but sets to work attempting to finish the round quickly and avoid more loss for his team. He conjures a wall of acid, and crawls to a yellow gem, pushing another eladrin off the ledge. Thanks Lerrick!

[sblock=Actions]
Before turn heal 9 (surge) +25 from Lerrick HP at 34/38 (Wow!)

standard Caustic Rampart Area Wall 5 within 10 in squares I9-J9-J8
Gil conjures a wall of acidic fumes. The wall can be up to 2 squares high and must rest on a solid surface, and it lasts until the end of Gil's next turn. The wall is difficult terrain and it's squares are lightly obscured. Any creature that starts it's turn within the wall or adjacent to it takes acid damage equal to 1d6+6 acid damage.

Mercenary 2 at I 10, 13 acid
Shadewalker 1 at K9, 12 acid
Spellweaver 2 at K8, 13
acid

(Sustain Minor: The wall persists.)

move crawl to J15

minor yellow gem attack on Mercenary 1
CRIT vs fort
18 damage acid
slide to C10 (save failed)

Black liquid attacks Merc 1
24 vs fort hits
11 damage acid
restrained save ends


[/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]


Prone

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 34/36 bloodied 18, Surges 3/7 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 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 encounter

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As acidic fumes drop another mercenary, dark energies swirl around the battle field and push spell weaver and shade walker out of the central circe again. With only two eladrin within reach of the circle, at worst no one will get the advantage for the next round.



CaBaNA kills Merc 2 triggering Martelai' Fate of the Void. Since no one is within 5 except those already cursed, I don't use Rod of Corruption, but slide Shade 1 from K9 to L8 and Weaver 2 from K8 to K7

[MENTION=82643]CaBaNa[/MENTION], [MENTION=88601]FourMonos[/MENTION], round attack slides, so you can slide additional one in the oil, maybe to B10 and P13?

Enemies final position (no need to thank me :))
Shade 1 L8 40 hp
Shade 2 K3 19 hp
Merc 1 C10 7 hp
Weaver 1 O13 15 hp
Weaver 2 K7 27 hp
 

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