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]
 

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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]
 
Last edited:

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]
 
Last edited:


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. :)
 

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