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


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Son of Meepo

First Post
Dina felt the pull of the traps, but this time was able to shield herself against it. Still standing in the middle of the room, she decided the best course of action would be to try to remove the trap in the room so that someone more skilled than her could try to disable a more mundane trap should one exist.

The deva tapped into her knowledge of rituals in an attempt to purify the traps on the sarcophagi. She placed the butt of her longspear on the ground and leaned her head forward until her forehead was just touching the haft.

"Wise Mireva, let my body be the vessel of your power. Purify this tomb."

Dina pulls back and reaches into her cloak, pulling out a bit of dust that she tosses on the coffins.

"Merciful Mireva, let these spirits rest. Purify this tomb."

Dina wards herself against crypt should the trap still be active despite her attempts.

[sblock=Actions]Start of Turn: Crypt Trap (1d20+3=14)
Standard: Religion (1d20+12=21)
Minor: Crypt Ward (1d20+12=27)[/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]
 

WEContact

First Post
Ignatz creeps down the corridor and peers cautiously into the next room with Corragan and Rilissa. He's not the quickest learner, but by this point he has realized that he should take a moment to observe before blindly walking into rooms. Unless, of course, that's the only way to proceed.

[sblock=Actions]
Move: ->O14 (5 more squares of move left, waiting to get a map update on the room before I use them)
other actions pending update with what I see in the room

IF NOTHING IN THE ROOM CAN BE DISCERNED:
spend the rest of my move entering the room, and a Standard and/or Minor either attempting to throw off the effects of any traps, attempting to open any containers if I am not hindered and I can see any containers, and making Perception checks if I am not hindered and don't notice anything.
[/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 moves forward to the entrance of the room with the crypts and switches his out his staff for his crossbow.
[sblock="Actions"]Move: to S15
Minor: Store Quarterstaff
Minor (Move): Draw Crossbow[/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: 25/30, 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]
 


WEContact

First Post
OOC: Ah, edited my post. Thanks. Sorry for making the rest of actions this turn contingent, I know that will slow things down a little. I can go ahead and barge into the room if the group prefers.

EDIT: Added some conditional clauses to my post so that if [MENTION=60965]Iron Sky[/MENTION] is ready to run the next round, he doesn't have to wait on me to post again.
 
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Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 9

Rilissa, Corragan, and Ignatz close on a new room, seeing it contains five crumbling stone statues that look like they were stolen from a temple somewhere with random bits of armor strapped all over them. Two racks overflowing with crude weapons of all varieties sit between them.

Meanwhile, Dina summons the power of Mireva that flares against the evil blue glow of the crypts. Their power flickers...

Back in the other room, Ignatz steps inside, approaching the weapon racks warily. He reaches tentatively for one of the weapons and sees several of them tremble as he does so, causing him to pause... as he pauses, he notices "jede gohst prof" written in charcoal on one of the statues and "gost keling wepins" carved the wood of the shelves.

None of the weapons or armor scraps look unique enough to be the sought-after "Treasures".

The shrieking starts up yet again as the Jade Ghost charges through a wall again, prompting Corragan to blast it with fire at the same moment that Rilissa spins and attacks. The ghost breaks apart yet again and is gone as quickly as it came...

GM: Ignatz' Perception: 1d20+8=23. Ignatz can take an extra standard action next round as I'm not sure what he'd want to do this round. See Armory Room and Weapon Trap in the Armory and Trap sblocks below.

Corragan's Fire Hawk: 1d20+5=12 vs Jade Ghost's 18 Reflex, miss.

Rilissa's Lightning Lure: 1d20+4=16 vs Jade Ghost's 16 Fort, hit. Spectral Resistance: fail.

I'm out of town this weekend, so the next round probably won't be run until Sunday night or Monday some time.


[sblock=Combatants]-Party-
Corragan: O13, 19/28hp
Sha'kar: S15, 25/30hp
Rilissa: O14, 25/27hp
Ignatz: Q13, 27/30hp
Dina: R18, 24/24hp, +5 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, UPDATED][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=Armory Room Trap]Anyone who tries to take a weapon or armor from the rack or statues takes an attack: +5 vs AC, 1d12+2 damage. Warding: Normal Defense boosters (Aid Another, Total Defense).[/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=Rooms, UPDATED][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.

Trap Disabling: The trap is 1/3 disabled (Minor-action, DC 18 Arcana or Religion checks(1/round per player per skill) to disable. Failure by 5 or more deals necrotic damage equal to the amount failed by to the player.)[/sblock]

[sblock=Armory Room]There are weapons, armor, and implements of all types and all are mundane but have one of the following properties. Both types of armor may be worn together.:
*Trap Seeker(Weapon): These weapons act as dowsing rods but for finding traps. Characters holding them gain +2 to all skills, attack, and damage rolls involving finding, warding against, and disabling traps in the Jade Tomb.
*Jade Bane (Weapon): These weapons gain +1 to hit the Jade Ghost and ignore its Spectral Resistance.
*Jade Fortified (Armor): Characters who take a piece of this armor can don it as a minor action. They gain +2 to all defenses against the Jade Ghost's attacks, +2 on saves against effects it inflicts, and can move through its square(provoking OAs as normal).
*Tomb Fortified (Armor): Characters who take a piece of this armor can don it as a minor action. They gain +2 to all defenses against trap attacks in the Jade Tomb, +2 on saves inflicted by traps, and DR2 against trap attacks while in the Tomb.[/sblock][/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]
 

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Last edited:

Son of Meepo

First Post
As the tomb flickers with profane power, Dina realizes what must be done. The wards that she set about her last round easily protect her from the trap as she continues to invoke Mireva until the coffins are completely encased in an aura of cold, dark unlife.

She then injects her own personal power into the ritual with a stream of arcane syllables. The radiance that pours from her own body quickly engulfs the entire tomb, illuminating the hallway beyond. The wards are quickly overwhelmed and begin to smoke. As Dina pushes the last bit of power out of herself, the wards fail.

"It should be safe to enter the tomb now. Would someone come take a look at this chest?"

[sblock=Actions]Start of Turn: Crypt Trap (1d20+3=7)
Minor: Religion (1d20+12=21)
Move: Arcana (1d20+12=32)[/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]
 

WEContact

First Post
OOC: If anybody's thinking of healing me, don't bother. I want to get down to bloodied first.


Ignatz is completely dumbfounded when he spies a gouge like his own on the wooden shelf. He senses the protective ward on them, but he's never been one to shy away from clear danger. The weapon he chooses lashes out and cuts his arm deeply, but Ignatz smiles and laughs. "Aha, hyu see? It likes me!"

He steps out of the room with his prize, backtracking to answer Dina's call. He takes a look at the chest with mild interest.

[sblock=Actions]
Minor: Take Jade Bane Gouge from the shelf
Move: ->R15
Standard->Move: ->R20
Extra Standard->Minor: Open the chest, Thievery
[/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: 17/30 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]
 
Last edited:

Iron Sky

Procedurally Generated
Ignatz discovers that the chest is, in fact, locked.

[sblock=Chest]Thievery DC 18 to open it. Alternately, its defenses are 15 and it has 50hp.[/sblock]
 

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