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

Iron Sky

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

Rilissa peeks forward, seeing another hallway and a room containing four statues of strange featureless roughly humanoid figures sitting with burning braziers in their laps. A musty tome sits on a pedestal nearby...

Meanwhile, Ignatz heaves the coffin open to find... a black flask with a tag that says, "god for keling".

GM: I'll let you know what it is when you pick it up :)


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First Post
Sha'kar follows Rilissa down the hall, then prepares his fancy new staff.
[sblock="Actions"]Move: to L6
Minor: put away mundane quarterstaff
Minor (Standard): ready Trap Seeker Quarterstaff[/sblock][sblock="Stats"]Sha'kar Menoth Male Genasi Artificer
Initiative: +0, Passive perception: 17, Passive Insight: 12, Senses: Normal

AC: 16, Fort: 15, Reflex: 14, Will: 14
+2 all from Jade Fortified or Tomb Fortified where applies
Resist 5 Psychic

HP: 25/30, Bloodied: 15, Surge Value: 7, Surges Left: 7/10
Action Points: 1/1, Second Wind: unused

Allarian, Tsugo

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

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)

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]


First Post
Rilissa turns back to her companions. "One of you should head back to the entrance hallway, and check the hall that we didn't go down. it doesn't seem to connect up here." She wonders who, if anyone, will answer and go.


Corragan heads forward, but he is still reeling from the ghosts attack and cannot carry himself far. Hearing Rilissa's suggestion he says "I'm not sure we should split up. If there's a treasure in there we can investigate on the way out"

[sblock=Actions]Move: Move to O12
Standard: Move to M12
Other: Save vs. Slow[/sblock]

Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 13

The group continues to advance through the tomb... the ghost flying out of the wall to attack Corragan.

[sblock=Enemy Actions]Jade Ghost: Move to N12. Spectral Touch: 27 vs Corragan's 11 Fort, hit, 7 damage and Corragan is immobilized(save ends) instead of slowed.[/sblock]

Corragan: M12, 17/28hp, immobilized
Sha'kar: L6, 25/30hp
Rilissa: L4, 25/27hp
Ignatz: K11, 27/30hp
Dina: L12, 24/24hp

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]


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Corragan hisses with pain as the ghost strikes him again, a debilitating cold spreading through his scaled body. He snaps with his jaw and pushes the ghost away so that his allies might be able to help him.

[sblock=Actions] Standard Action: Grasping Tide 1d20+5 vs Reflex sliding the Jade Ghost to O12
Move/Minor: None
Other: Save vs. Immobilize[/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

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

HP Remaining 17/28
Healing surges remaining 5/7
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First Post
OOC: [MENTION=60965]Iron Sky[/MENTION], your combatants block doesn't account for the 10 hp I lost from the Armory Room trap. You maybe forgot because every single other time it was triggered, it rolled horribly.

Ignatz turns at Rilissa's question, and then Corragan's cry spurs him to action. He stows away the black flask from the tomb, and then rushes down the corridor, jostling past his allies to tear apart the ghost. This he does efficiently and enthusiastically, crowing at the thing's inability to reform after his attack.

Minor: Take black flask
Standard: Charge->N12 (Howling Strike) vs JG AC 19
No Action: Gain 2 temp hp (Rageblood Vigor)
[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: 2
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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First Post
Gritting her teeth, she steps into the room and heads directly for the book on the pedestal. Glancing at the writing, she picks it up and ....(to be continued.)

Move - Move to I6
Minor - Pick up book
Standard - Held, pending effect from assumed trap.

[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]

Iron Sky

Procedurally Generated
Gritting her teeth, Rilissa steps into the room...

...and the braziers flare, causing Rilissa's vision to go red briefly. She shakes it off however and approaches the pedestal, only to find that the book is somehow magically bound to it.

[sblock=Trap Attack]9 vs Rilissa's 14 Will, miss.[/sblock]

Meanwhile, as Ignatz grabs the flask, he sees that it has a tag tied to it that says "book sayfte".

GM: The book is magically bound to the pedestal.

I'll fix Ignatz' hp in the next round. The potion is an Elixir of Will.

[sblock=Book Room]Anyone entering or starting their turn in the book room takes an attack: +5 vs Will, dominated(save ends).

Removing book from the pedestal requires a DC18 minor action Arcana check as part of the action to pick it up.

Trap Warding Skills: Arcana, Insight, or Religion.[/sblock]
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