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

Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 16a

Rilissa and Corragan move up, finding another room with another sturdy-looking chest in it and a passageway leading out to the south.

Meanwhile, Ignatz runs into a room holding a book placed in the center of a small purple glassy depression in the ground. The mist seems to be floating up from the glass, swirling around the book, then merging with the crystals on the far wall.

The mist swirls around Ignatz and tugs at him, but doesn't seem to affect him in any way.

[sblock=Mist Trap]8 vs Ignatz' 11 Will, miss.[/sblock]

[sblock=Combatants]-Party-
Corragan: E11, 17/28hp
Sha'kar: E6, 25/30hp
Rilissa: E10, 25/27hp
Ignatz: N4, 2+17/30hp, Mist Trap
Dina: L4, 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=Mist Trap, UPDATED]Anyone who enters or starts their turn in the mist room takes an attack: +5 vs Will, teleported into a random active trap room elsewhere in the dungeon, activating the trap, then immobilized(save ends).[/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 defense against the trap, +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
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. 1 has been found.[/sblock][/sblock]
 

Attachments

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VanderLegion

First Post
OOC: Hah. Apparently we picked the right room to skip at the beginning...

Sha'kar pulls out his trap seeking staff again and walks through the next room and examines the chest.
[sblock="Actions"]Minor: Equip Trap Seeker Staff
Move: to square E12
Standard: Perception check on chest looking for traps/lock[/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

Jade Tomb Items:
Jade Fortified Armor (Worn)
Tomb Fortified Armor (Worn)
Jade Bane Crossbow
Trap Seeking Quarterstaff (Equipped)
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
Standard: Perception check on chest looking for traps/lock[/sblock]

Sha'kar finds that the chest is indeed locked and trapped by a complex mechanical mechanism linked to the statues in the last three rooms. It seems that they project flames into the rooms they are in...

GM: Disarming the trap requires 3 DC18 Thievery checks to disable. Failure by 5 or more sets off the trap. Alternatively, you may roll Athletics DC13 instead of Thievery, but it automatically sets off the trap.

Alternately, the chest has 50hp and 15 to all defenses. Missing the chest by 5 or more sets off the trap. Disabling the lock is 1 DC18 Thievery with failure setting off the trap or Athletics DC13(automatically setting off the trap). Opening the chest without disabling the trap also sets it off.

Trap: +3 vs Reflex, 1d6+3 fire damage to everything in the chest room and the two before it(with the checkerboard floors).
 
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Medina

Explorer
Corragan heads over to join Sha'kar by the chest. "What have you found?" he asks. Hearing about the fire trap he says "Well we want to get everyone else out of here while someone tackles this I guess. Loathe as I am to suggest it, I might be well placed to handle this one."

[sblock=Actions] Move: Already used this turnStandard > Move: to E14
Minor: Douse water on his cloak and pull it around him to protect from the fire[/sblock]

OOC: Corragan has a decent Athletics and decent Reflex defence, so might be good here, unless someone's got a fire resistance or a better idea.
OOC:
OOC: @Iron Sky I've looked at a Minor action to try and ward Corragan from the trap, but Athletics and Thievery seem wrong for warding here. Heal or Nature might be better. Can I leave this to your judgement?
 
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Iron Sky

Procedurally Generated
I've looked at a Minor action to try and ward Corragan from the trap, but Athletics and Thievery seem wrong for warding here. Heal or Nature might be better. Can I leave this to your judgement?

GM: Forgot about trap warding. Heal and Nature sound about right.
 


Faraque

First Post
Realizing she will be useless in disarming this trap or claiming this item, Rilissa moves through the room into the next hall, scouting ahead.

[sblock="Actions"]
Move - Move to I13
Standard - TBD
Minor - TBD
[/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

Tomb Fortified Armor, Jade Fortified Armor, Jade Bane Longsword

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

Son of Meepo

First Post
Dina wondered where Ignatz ran off to, but wasn't about to divide the group any more than it already was.

Heeding the advice of her allies, Dina readied herself against the trap just in case she needed to get into the rooms up ahead and then took a defensive stance in case anything else came after them.

[sblock=Actions]Minor: Trap Ward Nature (1d20+3=15)
Standard: Total Defense
Move: G6[/sblock]

[sblock=Dina]Status: Trap Ward +2, Total Defense

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 []
Use Vulnerability []
Provocative Order []
Second Wind[]

Punishing Eye[][/sblock]
 

Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 16b

As the group prepares themselves to take on the chest, Rilissa advances, finding a jade-lined passageway leading off into the mist. Down one branch of the hallway is another statue, though it doesn't seem to have the blackened open mouth that the others have.

[sblock=Mist Trap]8 vs Ignatz' 11 Will, miss.[/sblock]

[sblock=Combatants]-Party-
Corragan: E14, 17/28hp, +1 Fire Ward
Sha'kar: E12, 25/30hp
Rilissa: I13, 25/27hp
Ignatz: N4, 2+17/30hp, Mist Trap
Dina: G6, 24/24hp, +2 defenses, +2 Fire Ward

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

Warding: Heal, Nature[/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=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. 1 has been found.[/sblock][/sblock]
 

Attachments

  • Jade Tomb Round 16b.jpg
    Jade Tomb Round 16b.jpg
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Last edited:

Faraque

First Post
Exiting the chest room to the south, Rilissa finds herself in a hallway and a decision. Go around the near corner, or down the long hall to that corner?

She taps her foot for a second in thought, then moves down the long hall.

[sblock="Action"]Standard - Move to I19
end my turn[/sblock]
 

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