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The Kolloseaum: Team Gil's Conscience (DM: Iron Sky, Judge: Luinnar)
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<blockquote data-quote="Iron Sky" data-source="post: 5740415" data-attributes="member: 60965"><p><strong>Match Three: Pillars of Doom, Round 4</strong></p><p></p><p>As the dragon falls and the crowd nearly riots, the announcer's voice booms out. <strong>"Cheer for our heroes now that they've defeated over a third of their opponents!</strong> <strong>Shall we bring in the rest?</strong>"</p><p></p><p>"<strong>YEAH</strong>" the crowd scream in unison.</p><p></p><p>Suddenly the walls of force around the arena drop and ten hideous half-spider, half-men pour into the arena, dropping Lerrick and attacking all across the arena with blade and web.</p><p></p><p>The crowd cheers as the group reels beneath their assault... and of course throw more rubber balls to elect a pillar to knock over.</p><p></p><p>"<strong>Let's make the fog more tricky - blood for possible freedom? Sounds like a plan!</strong>"</p><p></p><p>Glittering flakes of gold light drift through the fog and swirl up towards the pillars...</p><p></p><p>[GM]I had Kauldron go total defense (not that he needs it) since the dragon was already dead.</p><p></p><p>Joy takes 5 poison damage at start of turn, then goes total defense. Save vs poison + slowed: 15, saved, slowed(save ends).</p><p></p><p>Note, all the enemies have climb speeds so pretty much can't fall unless you move them to a place where they aren't adjacent to any pillars or arena walls.</p><p></p><p>If you've been holding anything back, now's the time to not do that.</p><p></p><p>Also: <a href="https://docs.google.com/spreadsheet/ccc?key=0AtqcDaX-VLWzdDZiWVh3REhObEZFckdpaTBtb2NmdVE&hl=en_US#gid=0" target="_blank">map</a>.[/GM]</p><p></p><p>[sblock=Enemy Actions]<strong>Half-spider Grunt 1</strong>: Move. Charge to H1, <strong>Daggers</strong>(+1 charge): 18 vs Kauldron's 31 AC, miss, 15 vs Kauldron's 31 AC, miss.</p><p><strong>Half-spider Grunt 2</strong>: Charge to M4, <strong>Daggers</strong>(+1 charge): 30 vs Joy's 22 AC, hit, 22 vs Joy's 22 AC, hit, 8 damage total and Grunt grants CA tent.</p><p>♦Half-Spider Grunt: <strong>MBA</strong>: Two attacks at +10 vs AC, 4 damage. <strong>Dying Shriek</strong>(when dropped to 0): Each enemy adjacent takes -2 defenses TenT.</p><p></p><p><strong>Half-spider Scout 1</strong>: <strong>Poisoned Bolt</strong>(Range 10/20, -2 prone): 25 vs Lerrick's 16 Fort, hit, 9 damage and 10 ongoing poison damage(save ends).</p><p><strong>Half-spider Scout 2</strong>: <strong>Poisoned Bold</strong>(Range 10/20): 19 vs Ootah's 16 Fort, 10 damage and 10 ongoing poison damage(save ends).</p><p>♦Half-spider Scout: <strong>MBA</strong>: +10 vs AC, 1d4+3 damage.</p><p></p><p><strong>Half-spider Warrior 1</strong>: Move to H2. <strong>Four Blade Strike</strong>(-2 concealment): Crit, 15, 14, 12 vs Martelai's 23 AC, 7 damage.</p><p><strong>Half-spider Warrior 2</strong>: Move to N4. <strong>Four Blade Strike</strong>(+2 CA vs Lerrick): 30, 15, 20, 26 vs Lerricks 16 AC, 3 hits, 16 damage.</p><p>♦Half-spider Warrior: <strong>MBA</strong>: +10 vs AC, 1d4+6 damage.</p><p></p><p><strong>Half-spider Marauder 1</strong>: Move, charge to J8. <strong>Short Sword</strong>(+1 charge, +2 CA): 32 vs Kauldron's 31 AC, hit, 10 damage.</p><p><strong>Half-spider Marauder 2</strong>: Move to S17. <strong>Quick Jabs</strong>: <strong>Short Sword</strong>: 28 vs Ootah's 21 AC, hit, 5 damage, shift to T16, <strong>Short Sword</strong>: Nat1 vs Ootah.</p><p>♦Half-spider Marauder: <strong>MBA</strong>: +11 vs AC, 1d6+4 damage(+1d6 if has CA).</p><p></p><p><strong>Half-spider Web Crafter 1</strong>: <strong>Web Ball</strong>(range 5): 18 vs Artemis' 17 Reflex, hit, 17 damage and restrained(save ends). </p><p><strong>Half-spider Web Crafter 2</strong>: <strong>Web Ball</strong>(range 5): 23 vs Gil's 22 Reflex, hit, 23 damage and restrianed(save ends).</p><p>♦Half-spider Web Crafter: <strong>MBA</strong>: +11 vs AC, 2d8+5 damage and slowed TenT.</p><p></p><p><em>Green Dragon's killed</em>: <strong>1</strong></p><p><strong></strong><em>Drake Mounts killed</em>:<strong> 2</strong></p><p><em>Dragonborn killed</em>: <strong>2</strong>[/sblock]</p><p></p><p>[sblock=Current Fog Type]<strong>Chance Fog</strong>: 1d20 damage and teleport 1d10 OR take 1d6 damage.[/sblock]</p><p></p><p>[sblock=Terrain]<strong>Pillars</strong>: 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.</p><p></p><p>Light colored pillars will fall at the end of the next round.</p><p></p><p><strong>Magic Fog</strong>: The fog below does damage to anything that enters and/or starts their turns in it.[/sblock]</p><p></p><p>[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.</p><p> </p><p>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.</p><p> </p><p>*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.</p><p></p><p>*Any skill can be used, as long as the player can provide relevant character action to back up the roll.</p><p></p><p><strong>Current Skill DCs</strong>:</p><p><em>Acrobatics</em>: <strong>19</strong></p><p><strong></strong><em>Arcana</em>: <strong>21</strong></p><p><strong></strong><em>Bluff</em>: <strong>19</strong></p><p><strong></strong> <em>History</em>: <strong>21</strong></p><p><em>Insight</em>: <strong>19</strong></p><p><em>Perception</em>: <strong>19</strong></p><p><em>Religion</em>:<strong> 19</strong><em></em></p><p><em>Streetwise</em>: <strong>19</strong></p><p><em>Others</em>: <strong>17</strong>[/sblock]</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5740415, member: 60965"] [B]Match Three: Pillars of Doom, Round 4[/B] As the dragon falls and the crowd nearly riots, the announcer's voice booms out. [B]"Cheer for our heroes now that they've defeated over a third of their opponents![/B] [B]Shall we bring in the rest?[/B]" "[B]YEAH[/B]" the crowd scream in unison. Suddenly the walls of force around the arena drop and ten hideous half-spider, half-men pour into the arena, dropping Lerrick and attacking all across the arena with blade and web. The crowd cheers as the group reels beneath their assault... and of course throw more rubber balls to elect a pillar to knock over. "[B]Let's make the fog more tricky - blood for possible freedom? Sounds like a plan![/B]" Glittering flakes of gold light drift through the fog and swirl up towards the pillars... [GM]I had Kauldron go total defense (not that he needs it) since the dragon was already dead. Joy takes 5 poison damage at start of turn, then goes total defense. Save vs poison + slowed: 15, saved, slowed(save ends). Note, all the enemies have climb speeds so pretty much can't fall unless you move them to a place where they aren't adjacent to any pillars or arena walls. If you've been holding anything back, now's the time to not do that. Also: [URL="https://docs.google.com/spreadsheet/ccc?key=0AtqcDaX-VLWzdDZiWVh3REhObEZFckdpaTBtb2NmdVE&hl=en_US#gid=0"]map[/URL].[/GM] [sblock=Enemy Actions][B]Half-spider Grunt 1[/B]: Move. Charge to H1, [B]Daggers[/B](+1 charge): 18 vs Kauldron's 31 AC, miss, 15 vs Kauldron's 31 AC, miss. [B]Half-spider Grunt 2[/B]: Charge to M4, [B]Daggers[/B](+1 charge): 30 vs Joy's 22 AC, hit, 22 vs Joy's 22 AC, hit, 8 damage total and Grunt grants CA tent. ♦Half-Spider Grunt: [B]MBA[/B]: Two attacks at +10 vs AC, 4 damage. [B]Dying Shriek[/B](when dropped to 0): Each enemy adjacent takes -2 defenses TenT. [B]Half-spider Scout 1[/B]: [B]Poisoned Bolt[/B](Range 10/20, -2 prone): 25 vs Lerrick's 16 Fort, hit, 9 damage and 10 ongoing poison damage(save ends). [B]Half-spider Scout 2[/B]: [B]Poisoned Bold[/B](Range 10/20): 19 vs Ootah's 16 Fort, 10 damage and 10 ongoing poison damage(save ends). ♦Half-spider Scout: [B]MBA[/B]: +10 vs AC, 1d4+3 damage. [B]Half-spider Warrior 1[/B]: Move to H2. [B]Four Blade Strike[/B](-2 concealment): Crit, 15, 14, 12 vs Martelai's 23 AC, 7 damage. [B]Half-spider Warrior 2[/B]: Move to N4. [B]Four Blade Strike[/B](+2 CA vs Lerrick): 30, 15, 20, 26 vs Lerricks 16 AC, 3 hits, 16 damage. ♦Half-spider Warrior: [B]MBA[/B]: +10 vs AC, 1d4+6 damage. [B]Half-spider Marauder 1[/B]: Move, charge to J8. [B]Short Sword[/B](+1 charge, +2 CA): 32 vs Kauldron's 31 AC, hit, 10 damage. [B]Half-spider Marauder 2[/B]: Move to S17. [B]Quick Jabs[/B]: [B]Short Sword[/B]: 28 vs Ootah's 21 AC, hit, 5 damage, shift to T16, [B]Short Sword[/B]: Nat1 vs Ootah. ♦Half-spider Marauder: [B]MBA[/B]: +11 vs AC, 1d6+4 damage(+1d6 if has CA). [B]Half-spider Web Crafter 1[/B]: [B]Web Ball[/B](range 5): 18 vs Artemis' 17 Reflex, hit, 17 damage and restrained(save ends). [B]Half-spider Web Crafter 2[/B]: [B]Web Ball[/B](range 5): 23 vs Gil's 22 Reflex, hit, 23 damage and restrianed(save ends). ♦Half-spider Web Crafter: [B]MBA[/B]: +11 vs AC, 2d8+5 damage and slowed TenT. [I]Green Dragon's killed[/I]: [B]1 [/B][I]Drake Mounts killed[/I]:[B] 2[/B] [I]Dragonborn killed[/I]: [B]2[/B][/sblock] [sblock=Current Fog Type][B]Chance Fog[/B]: 1d20 damage and teleport 1d10 OR take 1d6 damage.[/sblock] [sblock=Terrain][B]Pillars[/B]: 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. [B]Magic Fog[/B]: 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. [B]Current Skill DCs[/B]: [I]Acrobatics[/I]: [B]19 [/B][I]Arcana[/I]: [B]21 [/B][I]Bluff[/I]: [B]19 [/B] [I]History[/I]: [B]21[/B] [I]Insight[/I]: [B]19[/B] [I]Perception[/I]: [B]19[/B] [I]Religion[/I]:[B] 19[/B][I] Streetwise[/I]: [B]19[/B] [I]Others[/I]: [B]17[/B][/sblock] [/QUOTE]
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