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

WEContact

First Post
Ignatz blinks at the "treasure," non-plussed. He turns and runs back down the hallway, nostrils flaring, eager to resume the game.

[sblock=Actions]
Move: ->P15
Standard->Move: ->L12
Minor: Perception
[/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]
 

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Faraque

First Post
OOC: Honestly, considering the potential damage from the trap, I feel these items are pretty legit. But, just because you're paranoid doesn't mean the DM isnt' out to get you. *grin*
 

Son of Meepo

First Post
OOC: I just know that if I were DMing a Tomb of Horrors like scenario there would definitely be a creature at the end with an attack like this.

What Were You THINKING? (charm) * encounter
Close burst 10; targets creatures using jade weapons or armor in burst; +8 vs Will; Hit: The target is dominated (save ends).
 

VanderLegion

First Post
Sha'kar equips the armor he picked up, then reaches out to grab more gear.
[sblock="Actions"]Minor: Equip Tomb Fortified Armor
Minor (Move): Take Jade Fortified Armor
Minor (Standard): Take Jade Bane Crossbow[/sblock]
 


Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 11

As the group loads up on armor and weapons and advances through the misty tomb, they glance into a new room, this one containing two more huge coffins, one of which is cracked open.

Dina thinks back to the story of the Jade Tomb and remembers a few fragments of it. Something about tomb raiders, a bit about looting the tomb, and something about the ghost leaving a curse on those who stole from it when the ghost was finally eliminated for good.

The Jade Ghost reappears again, lashing out at Corragan from the wall next to her and staggering her. Its shrieking wail can be heard even over the cheer of the crowd.

GM: @Faraque , it's a minor action to pick up a piece of armor and another to put it on. Rilissa will have to spend a minor action yet to don it.


[sblock=Enemy Actions]Jade Ghost: 20 vs Corragan's 11 Fort, hit, 5 force damage and slowed(save ends).[/sblock]

[sblock=Combatants]-Party-
Corragan: O14, 14/28hp, slowed
Sha'kar: Q13, 25/30hp
Rilissa: M12, 25/27hp
Ignatz: L11, 27/30hp
Dina: O13, 24/24hp

-Enemy-
Jade Ghost: O15
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=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][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]
 

Attachments

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Faraque

First Post
Hearing the shriek of her companion, Rilissa moves to the corner and lashes out at the ghost with a lasso of lightning.
Unfortunately, she misses and the ghost lives to fight again.

[sblock="Actions"]
Minor - Don Jade Fortified Armor
Move - Move to N12
Standard - Lightning Lure vs. Jade Ghost
[/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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WEContact

First Post
Ignatz ignores the ghost. As far as he can tell the corridor is too crowded for him anyway, and he's gotten tired of fighting the same thing over and over. He steps apprehensively into the next room, then waits... and nothing happens. Frowning thoughtfully, Ignatz opens the cracked tomb, again simply to see what happens- he does his best to be ready for danger, however.

[sblock=Actions]
Move: ->H11 if I can get there unmolested.
Standard: Full Defense
Minor: Open tomb
[/sblock]
[sblock=Statblock]Ignatz Jägerkin - Male Half-Orc Barbarian 1
Status: +2 all defenses TSoMNT, 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]
 
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WEContact

First Post
OOC: Cool, updated my post to include the rest of my turn. Also replied to your comment on my sheet, when you get around to checking that out. :)
 

Medina

Explorer
Corragan snarls, quickly rubbing the Ghost Bane oil that Rilissa had given him onto his staff. Snapping at the ghost, he hunches his shoulders and drops to the floor his skin hardening and scales form over his body as he become more reptilian before his allies eyes. Turning in his new crocodile form, he lashes out with his tail, just missing the ghost.

[sblock=Actions]Minor Action: Apply Ghost Bane to Implement
Move Action > Minor Action: Wild Shape
Standard Action: Savage Rend: 1d20+5 vs Reflex
Additional: Save vs. slow at end of the turn
[/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 - USED
Summon Giant Toad

HP Remaining 14/28
Healing surges remaining 5/7
SLOWED
[/sblock]
 
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Son of Meepo

First Post
Dina distracts the ghost with her longspear as Corragan takes another chance to bite at it. This time the enchanted jaws of the crocodile grab the ghost and crush it.

She then tosses a reparation device on Corragan's scaly hide, mending some of his wounds before moving further into the tomb.

"Be careful with the gear you found here. The Jade King was known to put a curse on those who looted his tomb."

[sblock=Actions]Standard: Commander's Strike (1d20+5=22)
Minor: Healing Infusion (Corragan heals surge value + 3)
Move: L12[/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 [x]
Inspiring Word []
Use Vulnerability []
Provocative Order []
Second Wind[]

Punishing Eye[][/sblock]
 

WEContact

First Post
OOC: Couldn't the curse apply to the things marked treasure just as easily as the ghost killing weapons? Also, Corragan, remember that that Healing Infusion doesn't require you spend a surge.
 

VanderLegion

First Post
Sha'kar quickly grabs one more item - a Trap Seeker Staff - before heading out after his allies, pulling on the Jade Fortified armor as he does.
[sblock="actions"]Minor: Grab Trap Seeker Staff
Minor (Standard): Equip Jade Fortified Armor
Move: to N10[/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
+2 all from Jade Fortified or Tomb Fortified where applies
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: Wearing Jade Fortified and Tomb Fortified Armor

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 12

The ghost dissipates in Corragan's jaws while, elsewhere, Ignatz pries open the closed tomb to find... a small vial with a tag that says "emunety goo".

GM: [MENTION=6676620]VanderLegion[/MENTION], moved Sha'kar to L12 since N10 is inside a wall.

Ignatz found a Potion of Resistance.


[sblock=Combatants]-Party-
Corragan: O14, 24/28hp, slowed
Sha'kar: L12, 25/30hp
Rilissa: N12, 25/27hp
Ignatz: H10, 27/30hp
Dina: O13, 24/24hp

-Enemy-
Jade Ghost: Dissipated
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=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][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]
 

Attachments

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Faraque

First Post
Seeing the ghost is no threat now, Rilissa moves ahead to scout the halls and rooms.

[sblock="Actions"]
Move - Move to L8
Standard - Held pending map update
[/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]
 

WEContact

First Post
Ignatz takes the phial from the tomb, reads the label, and furrows his brow. "Vat is...? Eemun etty... Oh! Hokay, goot schtoff." He tucks it into one of his coat pockets to consider later, and then approaches the other tomb. He grabs the lid with one hand (other being occupied with his weapon) and pulls, the muscles in his arm and neck bulging.

[sblock=Actions]
Minor: Take Potion of Resistance from tomb
Move: ->K11
Standard: Open other tomb (do I need to make any checks?)
[/sblock]
[sblock=Statblock]Ignatz Jägerkin - Male Half-Orc Barbarian 1
Status: +2 all defenses TSoMNT, 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]
 

Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 12a

As Rilissa moves down the hallway, Ignatz works to pry open the other tomb.

GM: @WEContact , Athletics DC15 to get this one open.
 

Attachments

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Faraque

First Post
OOC: I continue my move (held standard) down to L4, peer down the hallway, then step back in front of the room I passed to look inside, ending move at L5.
 


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