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

Faraque

First Post
Heeding the words of her comrade, Rilissa stays at the doorway of the room. She does the chant that brings about her lightning lasso, snaring it and dissipating it for the moment.

[sblock="Actions"]
Standard - Lightning Lure
Move - n/a
Minor - n/a
End of Turn - Save to end slowed.
[/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: 18/27 Bloodied: 13 Surge Value: 6 Surges left: 6/9
Speed: 6 Languages: Allarian, Imperia
AP: 0 Second Wind: Used

Tomb Fortified Armor, Jade Fortified Armor, Jade Bane Longsword

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

OOC: Dang it, double clicked the Roll button by accident. I failed that save. I am still slowed.
 
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WEContact

First Post
OOC: [MENTION=6677223]Faraque[/MENTION], there's a Ghost next to me right now, in L17, in range of your Lightning Lure. It's not on the map because it didn't appear until the start of my turn.
 


Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 19

The second Rilissa dissipates the ghost, it re-appears, flying out of the side of the sarcophagus and swinging wildly at Ignatz to no avail.

GM: I moved Corragan to J19 since row 20 is a rock wall.


[sblock=Enemy Actions]Jade Ghost: Move to L17. Spectral Touch: 13 vs Ignatz' 16 Fort, miss.[/sblock]

[sblock=Combatants]-Party-
Corragan: J19, 21/28hp
Sha'kar: L19, 25/30hp, grants CA
Rilissa: K19, 18/27hp, slowed
Ignatz: L18, 3+14/30hp, immobilized, resist 5 force
Dina: M19, 24/24hp

-Enemy-
Jade Ghost: L17
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=Jade Tomb Trap]Any character entering or starting their turn in the tomb summons a manifestation of the Jade Ghost into an adjacent square that immediately attacks them and then must be destroyed normally.[/sblock]

[sblock=Mist Trap]Anyone who enters or starts their turn in the mist room takes an attack: +5 vs Will, teleported into a random trap room elsewhere in the dungeon, activating the trap, then immobilized(save ends).

Destroying the trap: The trap has 30hp, 15 AC, and 13 to other defenses.

Warding: Arcana, Dungeoneering[/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).

Warding
: Heal, 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 defense against the trap, +1 per 5 over the DC.[/sblock][/sblock]

[sblock=Rooms][sblock=Sarcophagus Room]Engraved upon the side of the Sarcophagus is the following:

I HAVE THE FATE OF A CAT, BUT ETCHED IN STONE
I WEAR MANY FACES, BUT THEY ARE ALL THE SAME
I CANNOT BE KILLED, BUT CAN BE DESTROYED
THOUGH CURSED ARE THOSE WHO TAKE FROM MY TROVE
[/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
Arcana: 17
Endurance: 17
Heal: 17
History: 17
Perception: 17
Religion: 17
Others: 15[/sblock]

[sblock=Victory Condition]Treasures: To win, the group must find, collect, and escape with the three treasures. 2 have been collected.[/sblock][/sblock]
 

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Faraque

First Post
"Damnable creature! I dispatched you once! Begone!" says Rilissa, as she lets loose another lasso of electricity. The ghost vanishes into mist yet again as the electricity surges through it.

Looking around, she notices the others gathered near the door. "Don't enter, let him work this room alone, less we cause ourselves to be swarmed."

[sblock="Actions"]
Standard - Lightning Lure
Move - n/a
Minor - n/a
End of Turn - Save to end slowed.
[/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: 18/27 Bloodied: 13 Surge Value: 6 Surges left: 6/9
Speed: 6 Languages: Allarian, Imperia
AP: 0 Second Wind: Used

Tomb Fortified Armor, Jade Fortified Armor, Jade Bane Longsword

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

First Post
Dina decides to see if there is anything she can do to help Ignatz and then decides to see if there is a way to stop the ghosts from manifesting.

With her touch she dispels the hold the ghost has on the half-orc.

[sblock=Actions]Standard: Grant Saving Throw Heal (1d20+3=17)
Ignatz save vs Immobilize (1d20=11)
Minor: Religion (1d20+12=22)
Minor: Arcana (1d20+12=13)[/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 [x]
Healing Infusion [x]
Inspiring Word [x]
Use Vulnerability []
Provocative Order []
Second Wind[]

Punishing Eye[][/sblock]

OOC: Ignatz is no longer immobilized
 

WEContact

First Post
OOC: I love you all and you're the best backup a barbarian could ever hope for. I could go after the treasure chest directly, but I think I'd rather attempt to deactivate the trap.


Ignatz snarls at the ghost and lifts his weapon, but before he has a chance to attack, his allies behind him blast it apart and then magically loosens his frozen joints. He turns around with wide eyes and a huge grin. "Hy dun... hy kennot..." His gratitude seems to be somewhat beyond his ability to articulate. Ignatz is a creature for whom movement is near the core of his identity- unexpectedly receiving the gift of unhindered mobility is something he doesn't take lightly. "Hy'z in hyu debt, comrades," he says, and then he turns to the sarcophagus.

He tosses his jade bane to the floor, and grips the edge of the tomb with both hands. He crouches and throws his whole weight into opening the thing. The muscles in his thighs bulge and quiver.

[sblock=Actions]
Move: L16
Free: Drop Jade Bane Gouge
Minor: Athletics to open Jade Tomb: 24
Standard held, pending the revelation of the tomb's interior or the failure of the attempt to open it
[/sblock]
[sblock=Statblock]Ignatz Jägerkin - Male Half-Orc Barbarian 1
Status: Resist 5 Force, Wolfen (+1 speed, claw weapon), wielding Jade Bane Gouge, normal Gouge has Sha'kar's Augment Energy
Initiative: +3, Passive perception: 17, Passive Insight: 11
AC:17 Fort:16 Ref:14 Will:11
HP: 14/30 Bloodied: 15 Surge value: 7 Surges/day: 6/10
Speed: 6 squares, AP: 0, Second Wind: unused, Temporary HP: 3
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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Iron Sky

Procedurally Generated
Dina examines the room and sees some faint threads of magic tracing from the sarcophagus towards elsewhere in the tomb.

Ignatz heaves and tips the top off the sarcophagus, the heavy stone falling and shattering the statue atop it. Underneath the lid is... a stone slab. However, when the statue breaks, a faint crack forms in the slab...
 

WEContact

First Post
Ignatz stares at the cracked slab blankly, and then at the statue. He shrugs, and steps toward the chest at the back of the room. "Hyu pipple ken figure dis vun out," he calls over his shoulder.

OOC: Ignatz will spend his Standard moving to M13.
 
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Medina

Explorer
Hearing Rilissa's warning, Corragan stops at the doorway. With a snap of his fingers, he calls the flaming phoenix back to him, ready to strike down at the jade ghost should it reappear

[sblock=Actions]Standard: Ready Fire Hawk to attack the Jade Ghost
Fire Hawk: +5 attack vs. Reflex, range 10; on hit another attack if the Jade Ghost takes an action that would provoke an opportunity attack[/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 21/28
Healing surges remaining 4/7
[/sblock]
 

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