The Kolloseaum: Team Go Hard or Go Home (DM: Iron Sky, Judge: Luinnar)

Faraque

First Post
Rilissa takes a break and calms down a bit. Stepping around the corner, she sees the room Ignatz went into, and moves to stand a bit away from the doorway. Looking at the objects flanking the doorway, she peers at them searching for a connection to the trouble that lies within.

A mote of dust flicks into her eyes as she's looking, and suddenly, she can't see anything clearly.

Feeling a bit jumpy still, Rilissa brings her sword up into a guard position, preparing for another ghost attack.

[sblock="Actions"]
Move - Move to R15
Minor - Perception vs the pillars/flames/whatever in Q16 and S16.
Standard - Ready Action: Trigger - See ghost, Action - Lightning Lure
[/sblock]

[sblock="Stat Block"]Rilissa Shandalar - Female Shadar-kai Assault Swordmage 1
Initiative: +1 Passive Perception: 9 Passive Insight: 9
AC: 19 Fort: 14 Ref: 14 Will: 14
HP: 25/27 Bloodied: 13 Surge Value: 6 Surges left: 6/9
Speed: 6 Languages: Allarian, Imperia
AP: 0 Second Wind: Used

Powers: (Underlined is used)
Aegis of Assault, Lightning Lure, Greenflame Blade
Shadow Jaunt, Flame Cyclone
Frost Backlash[/sblock]
 
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Son of Meepo

First Post
Dina moves into the room. She immediately feels Sha'kar's wards flare, but the pull of the trap is too much even for them.

However, just as quickly as she disappears, she reappears in the room right by Ignatz.

She sets her own wards on the half-orc.

"You should get out of here. I can handle myself in this room."

[sblock=Actions]Move: R18 Crypt Trap (1d20+3=19)
Minor: Escape (Arcana) (1d20+12=23)
Standard: Ward Ignatz (Religion) (1d20+12=22)[/sblock]

[sblock=Dina]Status:

Dina - Level 1 Artificer|Warlord
Init: +2 Speed: 6
Passive Perception: 13; Passive Insight: 13
AC: 17 Fort 11 Ref 15 Will 15
HP: 24/24 Surges: 6/7 Surge Value: 6 AP: 0
Languages: Allarian, Draconic, Eladrin
Str:10 Dex:10 Wis:17 Con:12 Int:20 Cha:8

Powers:
Commander's Strike
Magic Weapon

Memory of a Thousand Lifetimes []
Healing Infusion []
Inspiring Word []
Use Vulnerability []
Provocative Order []
Second Wind[]

Punishing Eye[][/sblock]
 

Medina

Explorer
The ghost disappated, Corragan heads around the corner to see Dina flash into the tomb and quickly reappear. Hearing Dina's confidence that the room is under control he pushes on to peer down the corridor ahead.

[sblock=Actions]Move Action: Move to Q15
Standard Action: Move to T15 and look down the corridor
Minor Action: Perception, peering down the corridor[/sblock]

[sblock=Stats]Corragan - Elf Druid (Unaligned) Level 1
Initiative +3

Passive Insight 15; Passive Perception 22; Senses Low-Light

HP 28 Bloodied 14 Surge Value 7; Surges Per-Day 7
AC 16 Fortitude 11 Reflex 14 Will 16


Speed 8; Size Medium
Str 13 (+1), Dex 16 (+3), Wis 20 (+5)
Con 11 (+0), Int 10 (+2), Cha 8 (-1)

AP: 1, Second Wind: Unused


Powers:
Wild Shape, Savage Rend, Fire Hawk, Grasping Tide
Thorn Spray, Elven Accuracy
Summon Giant Toad

HP Remaining 19/28
Healing surges remaining 5/7
[/sblock]
 

WEContact

First Post
OOC: Uh... the ghost bane and the healing potion aren't the treasures we're looking for, are they?

@Iron Sky , Rageblood Vigor gives me 2 thp every time I reduce an enemy to 0 hp, which means I got some every time I hit a Ghost, whether it made its Spectral Resistance save or not. They didn't stack, of course, so I just had 2 the whole time.


Ignatz is still acting like a scared cat when Dina appears next him. Ignatz bares his fangs and raises a claw to strike, but there's enough conscious thought left behind those mad eyes that he knows not to attack. He nods, still growling and casting wary looks about the room, and then he takes off down the corridor to do more scouting.

[sblock=Actions]
No Action: Crypt Trap MISS Ignatz Will 14 with a 10
Move: ->O16
Standard: Ready Charge (Howling Strike w/Claw weapon, +8 vs AC, 1d8+1d6+4)
Trigger: Visible enemy enters charge range
[/sblock]
[sblock=Statblock]Ignatz Jägerkin - Male Half-Orc Barbarian 1
Status: Wolfen (+1 speed, bite prof)
Initiative: +3, Passive perception: 17(18), Passive Insight: 11
AC:17 Fort:16 Ref:14 Will:11
HP: 27/30 Bloodied: 15 Surge value: 7 Surges/day: 10
Speed: 6 squares, AP: 0, Second Wind: unused, Temporary HP: 0
Melee Basic Attack: +6 vs AC, 2d6+4 brutal 1 (Claw: +7, 1d8+4)
Powers: Body of the Wolf, Howling Strike, Pressing Strike
Furious Assault, Swift Charge, Desperate Fury
Thunder Hooves Rage[/sblock]
 
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VanderLegion

First Post
Sha'kar follows the others into the next hallway and takes up a position beside Rilissa before warding himself in case Dina needs help in the room with the crypts. He then prepares his own attack for the ghost if it shows back up.

[sblock="actions"]Move: To S15
Minor: Ward vs trap (arcana)
Standard: Ready Thundering Armor, trigger: ghost appears adjacent to an ally, primary target: that ally, secondary target: ghost[/sblock][sblock="Stats"]Sha'kar Menoth Male Genasi Artificer
Initiative: +0, Passive perception: 17, Passive Insight: 12, Senses: Normal

Defenses:
AC: 16, Fort: 15, Reflex: 14, Will: 14
Resist 5 Psychic

Vitality
HP: 30/30, Bloodied: 15, Surge Value: 7, Surges Left: 7/10
Action Points: 1/1, Second Wind: unused

Languages:
Allarian, Tsugo

Basic Attacks:
Melee Basic Attack: +2 vs AC - Quarterstaff 1d8
Ranged Basic Attack: +2 vs AC - Repeating Crossbow 1d8

Powers:
At-Will: Magic Weapon, Thundering Armor
Encounter: Burning Weapons, Healing Infusion: Curative Admixture, Healing Infusion: Resistive Formula, Void Assumption
Daily: Icebound Sigil
Item:Alchemist's Fire (1/1)

Weapons:
Quarterstaff - 1d8
Repeating Crossbow - 1d8
Current magazine: 5 bolts
Full Magazines Remaining: 14

Conditions:

Crossbow Caster - Use Crossbow as implement for implement attacks
Voidsoul - Resist 5 Psychic damage
Arcane Empowerment - Empower magic item once per day + once per milestone (Augment Energy or Impart Energy)
Augment Energy - A weapon gains a +2 bonus as a free action once. A weapon can't be infused twice (lasts until next extended rest or until used)
Impart Energy - Recharge a daily magic item. An item can't be recharged twice in a day.
Arcane Rejuvenation - When an ally uses a daily magic item they gain 4 temporary hit points.[/sblock]
 

Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 8

Rilissa notices that fire burns. Meanwhile, Corragan looks down the next hallway, seeing it bends to the north and that there's another door just before the bend.

Dina, once counter-spelling her way out of the tomb, stands facing the closed chest inset into a nook in the wall.

GM: @Medina , I'm assuming you meant P15 since T15 would be looking back down the hallway you were just in.

@Ignatz , I missed the Rageblood thing. Also, you're pretty sure these aren't the treasures.

@VanderLegion , only made it to T15 since you can't cut solid corners when you move.


[sblock=Combatants]-Party-
Corragan: U11, 19/28hp
Sha'kar: U10, 25/30hp, +1 Crypt Ward
Rilissa: U13, 25/27hp
Ignatz: U15, 27/30hp
Dina: U12, 24/24hp, +3 Crypt Ward, Crypt Trap

-Enemy-
Jade Ghost: Dispersed
Jade Ghost(Undead): Minion. AC 19, Fort 16, Ref 18, Will 18. MBA: +8 vs Fort, 5 force damage and slowed(save ends). If the target is slowed already, the attack does +2 damage and the target is immobilized(save ends) instead of slowed. Spectral Resistance(Free, when reduced to 0 hp): The Jade Ghost makes a saving throw. On a success, the Jade Ghost gains 1 hp.

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

[sblock=Traps][sblock=Disarming the Traps]If you want to try to disable a trap, feel free to be creative and/or ask questions as I'm not posting specific solutions. It's not required to disable the traps, but it should be possible for each of them.[/sblock]

[sblock=Incense Burner Trap]Anyone who enters the room or starts their turn in it takes an attack: +3 vs Fort, 1d6+4 poison damage and 5 ongoing poison damage and weakened(save ends both). Characters can ward themselves against the trap with Heal or Endurance.[/sblock]

[sblock=Crypt Trap]Anyone who enters the room or starts their turn in it takes an attack: +3 vs Will, teleport into whichever coffin has less people in it (north if both have same). At the start of each turn inside the coffin, characters take 5 necrotic damage. Characters can ward themselves against the trap with Arcana or Religion.

Arcana or Religion DC18 as minor action - once per round each - or Athletics 18 as move action allow the character to escape. Characters on the outside can make make aid another skill checks as a minor action(DC10 since you are first level) to help people inside whichever tomb you are adjacent to and people in the same tomb can aid each other.

Arcana aids effect Arcana checks, Religion aids Religion checks, Athletics aids effect Athletics checks of everyone inside.[/sblock]

[sblock=Trap Warding]As a minor action, make a DC10 check with the skills listed in the trap to ward yourself or help ward an adjacent character against the trap until the end of your next turn. If you beat the DC, the target gains +1 to their Fort defense against the burner, +1 per 5 over the DC.[/sblock][/sblock]

[sblock=Tomb Room]Chest(R12): There is a closed chest in the room. It may or may not be locked, won't know until you try to open it.[/sblock]

[sblock=Terrain]Stairs: The stairs take a move action to ascend (enter the map) or descend (leave the map).

Walls: The walls are fairly rough, DC 18 to climb. The arena is 2 squares tall with a forcefield shimmering over the top to keep the gladiators (read: you) in the arena.

Hallways: Hallways contain a mist that is light obscurement; anything 2 or more squares away is concealed, anything beyond has total concealment (can't be seen).[/sblock]

[sblock=Special Rules][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:
Athletics: 17
Endurance: 17
Heal: 17
History: 17
Perception: 17
Religion: 17
Others: 15[/sblock]

[sblock=The Jade Tomb]Treasures: To win, the group must find, collect, and escape with the three treasures.[/sblock][/sblock]
 

Attachments

  • Jade Tomb Round 8.jpg
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Medina

Explorer
Not wanting to get too far ahead of the rest of the party, Corragan cautiously heads around the corner, looking into the new room, and up the corridor

[sblock=Actions]Move: Move to O12, looking into the room to the south and up the corridor
Standard: Ready. Trigger: Corragan can see an enemy and is not adjact to it. Action: Fire Hawk attacking the enemy
[/sblock]
[sblock=Stats]Corragan - Elf Druid (Unaligned) Level 1
Initiative +3

Passive Insight 15; Passive Perception 22; Senses Low-Light

HP 28 Bloodied 14 Surge Value 7; Surges Per-Day 7
AC 16 Fortitude 11 Reflex 14 Will 16


Speed 8; Size Medium
Str 13 (+1), Dex 16 (+3), Wis 20 (+5)
Con 11 (+0), Int 10 (+2), Cha 8 (-1)

AP: 1, Second Wind: Unused


Powers:
Wild Shape, Savage Rend, Fire Hawk, Grasping Tide
Thorn Spray, Elven Accuracy
Summon Giant Toad

HP Remaining 19/28
Healing surges remaining 5/7
[/sblock]
 

Faraque

First Post
OOC: Naturally, I come back to comment, and it's fine. Oh well. It was saying invalid attachment.


After determining that fire is hot, Rilissa moves around the corner, spying another open room. She moves to the doorway and peers inside, carefully. She's still very jumpy, on the lookout for that damnable ghost.

Rilissa makes out that the room is rectangular, and has a doorway. Not too sure about anything else though.

OOC: Die roller hates me...


[sblock="Actions"]
Standard - Ready action: Trigger - visible enemy. Effect - Lightning Lure.
Move - Move to O13 and look inside room.
Minor - Perception check for anything unusual.
[/sblock]

[sblock="Stat Block"]Rilissa Shandalar - Female Shadar-kai Assault Swordmage 1
Initiative: +1 Passive Perception: 9 Passive Insight: 9
AC: 19 Fort: 14 Ref: 14 Will: 14
HP: 25/27 Bloodied: 13 Surge Value: 6 Surges left: 6/9
Speed: 6 Languages: Allarian, Imperia
AP: 0 Second Wind: Used

Powers: (Underlined is used)
Aegis of Assault, Lightning Lure, Greenflame Blade
Shadow Jaunt, Flame Cyclone
Frost Backlash[/sblock]
 
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