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

Medina

Explorer
Hearing Dina's call, Corragan glances into the Armoury room, then decides better of going into the room for the time being. He heads back down towards the tomb to help Ignatz and Dina with the chest

[sblock=Actions]Move: Move to R19
Standard > Move: Move to Q20
Minor: Thievery to try to open the chest[/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]
 

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Faraque

First Post
Justifiably still jumpy, Rilissa spies the equipment in the room. Stepping in, she claims a piece of Tomb Fortified armor, dons it, and then picks up a Jade Bane Longsword.

Feeling a little more secure now, she glares around the room at the things that tried to cut/stab/beat her while she grabbed that armor and sword. "Yeah! That's right! You can't hit me!" She ducks as a shield flies across the room and misses her. "Yeah! And I'm getting me another one in a second! Suck it trap!"

OOC: Too bad grandstanding isn't an Appease the Crowd check, lol.

[sblock="Actions"]
Move - Move to R13
Standard - Minor - Don Tomb Fortified Armor (taking attack from trap in process)
Minor - Take Jade Ghost Longsword (taking attack from trap in process)
[/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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VanderLegion

First Post
Seeing two of his teammates answer Dina's call for help, Sha'kar wanders into the armory room to grab some equipment for himself.
[sblock="Actions"]Move + Standard (Move): To Q13
Minor: Take Tomb Fortified Armor[/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]
 


Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 10

The group loads up on weapons, armor, and struggles with the chest in the Crypt room...

[sblock=Combatants]-Party-
Corragan: Q20, 19/28hp
Sha'kar: Q13, 25/30hp
Rilissa: R13, 25/27hp
Ignatz: R20, 27/30hp
Dina: R18, 24/24hp

-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 - DISABLED][/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 Disabled.[/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]
 

Attachments

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Medina

Explorer
Corragan takes a deep breath and tinkers with the lock on the chest, hoping to pry it open. "Yes," he mutters as the lock gives. Corragan reaches to take the contents of the chest and heads out to join his companions near the armoury room.

[sblock=Actions]Minor: Thievery to open the chest
Standard: Take contents of chest
Move: Move to O14[/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]
 
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Medina

Explorer
Corragan laughs as he sees the contents of the chest. "Got one of the treasures." he calls out to his companions. "This is what we're looking for," he says, showing them as he moves past.
 

Faraque

First Post
Feeling confident, Rilissa grabs the other armor bit and dons it, laughing at the trap. She then moves down the hallway to the corner and peers around, looking for trouble.

[sblock="Actions"]
Minor - Don Jade Fortified Armor (taking attack from trap in process)
Move - Move to M12
Standard - Ready Lightning Lure to attack Jade Ghost should it appear.
[/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]
 

Son of Meepo

First Post
Dina moves to join the others up ahead. She watches them looting the armory and something just doesn't feel right. Maybe it's just the simple trap that it appears, but maybe...

Dina contemplates the legend of the Jade King.

[sblock=Actions]Move: O13
Standard: History (1d20+12=28)[/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]

OOC: I'm suspicious of all the jade weapons and armor. I just have this feeling that those using the stuff are going to get boned in a different room. Hopefully my history check will allow me to figure something out.
 

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