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

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First Post
OOC: Yes, I actually get a turn in this room! This might just be crazy enough to work.


Ignatz roars as he feels the mist willing him away, attempting to purge him from the room with sheer malice. He attempts to steel his mind against the invading force, drawing on the tales he has heard in his tribe about the Einherjar and they're destructive madness. With another bellowing roar, this time gleeful instead of defiant, Ignatz slams his heavy poleaxe into the glass depression in the floor.

[sblock=Actions]
Minor: Nature Warding.
Standard: Charge->O6, Howling Strike vs glass depression
[/sblock]
[sblock=Statblock]Ignatz Jägerkin - Male Half-Orc Barbarian 1
Status: Wolfen (+1 speed, claw weapon), wielding Jade Bane Gouge
Initiative: +3, Passive perception: 17, 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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Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 17

As Rilissa moves up and looks down the hall, she sees a wide doorway with jade pillars every five feet. She can just barely make out a brazier shaped like a small stepped pyramid in the corner of the room inside.

The Jade Ghost comes shrieking back into existence just around the corner from Rilissa and charges her, slamming into the swordmage with terrific force.

Elsewhere, Ignatz smashes into the glassy depression only to find it tougher than he thought.

[sblock=Enemy Actions]Jade Ghost: Charge to J19, Spectral Touch(+1 charge), 18 vs Rilissa's 16 Fort, hit, 5 force damage and slowed(save ends).[/sblock]

[sblock=Combatants]-Party-
Corragan: E14, 17/28hp, +1 Fire Ward
Sha'kar: E12, 25/30hp
Rilissa: I19, 18/27hp
Ignatz: O6, 2+17/30hp, Mist Trap
Dina: G6, 24/24hp, +2 defenses, +2 Fire Ward

-Enemy-
Jade Ghost: J19
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).

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

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

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Faraque

First Post
"Too easy, spirit. I fear not your attacks."
Rilissa brings down her sword up in a flaming crescent, and the ghost disappears into cinders.

Legs left a little numb from the attack, she moves forward a bit to peer into the room.

[sblock="Actions"]
Standard - Greenflame Blade, +14 vs AC 19 (+7 base, +1 Jade Sword, +6 Appease bonus)
Move - Move to K19
Minor - Perception check to notice anything interesting
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]
 

WEContact

First Post
Ignatz finally gets yanked to another room.

[sblock=Actions]
pending
[/sblock]
[sblock=Statblock]Ignatz Jägerkin - Male Half-Orc Barbarian 1
Status: Wolfen (+1 speed, claw weapon), wielding Jade Bane Gouge
Initiative: +3, Passive perception: 17, 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]
 

VanderLegion

First Post
Sha'kar takes Corragan up on his offer to deal with the chest and follows Rilissa out into the hallway, preparing to attack if the Jade Ghost shows up again.
[sblock="Actions"]Move: to I15
Standard: Ready Thundering Armor if Jade Ghost appears adjacent to myself or an ally. Primary Target: whoever he's adjacent to, Secondary Target Ghost. 1d20+4 vs Fort on ghost, 1d8+4 damage on hit. Primary target gets +1 ac[/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]
 

Medina

Explorer
Corragan looks around, making sure everyone is clear of the rooms. "Here goes nothing" he mutters quietly, triggering the trap and trying diving out of the way before he comes to any harm.

Now safer, Corragan opens the chest and peers inside, hoping to see more of the treasure they seek.

[sblock=Actions]Minor: Athletics to open the chest
Move: open the chest
Standard: take the contents[/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 17/28
Healing surges remaining 5/7
[/sblock]
 
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Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 17a

As Rilissa limps to the room and peers in, she sees a raised sarcophagus in the center of a room entirely lined with jade (paint). Atop the sarcophagus has been crudely glued a statue much like the one Rilissa saw in the hallway outside.

Squinting through the haze from where she is, she can just barely see the inscription on the side of the sarcophagus.

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

Meanwhile, Ignatz feels himself suddenly disperse into the mist. When he recovers, he finds himself standing in a room covered with jade paint, staring at Corragan. The moment he appears, the ghost comes shrieking out of the sarcophagus as well and attacks, hitting the barbarian solidly and staggering him. To add insult to injury, the mist congeals about Ignatz' feet, binding him in place with insubstantial purple tendrils.

Sha'kar and Dina advance while Corragan slams into the trap mechanisms, attempting to wreck them by brute force, engulfing the three rooms with flame in the process...

GM: Gone from 8:30am to 1am yesterday, didn't have time to update.

[MENTION=6682244]Medina[/MENTION], it takes 3 checks to disable the trap, you can substitute Athletics but you still need to succeed at three checks to disable it. You have 1/3 successes now. You can change your other two (invalid) actions.

If you meant to destroy the lock instead, then you succeeded, though you would take a second trap attack when you opened it.


[sblock=Enemy Actions]Jade Ghost: Charge to J19, Spectral Touch(+1 charge), 18 vs Rilissa's 16 Fort, hit, 5 force damage and slowed(save ends).
Jade Ghost: Spectral Touch: 17 vs Ignatz' 16 Fort, hit, 5 force damage and slowed(save ends).[/sblock]

[sblock=Combatants]-Party-
Corragan: E14, 17/28hp
Sha'kar: I15, 25/30hp, readied Thundering Armor
Rilissa: I19, 18/27hp, slowed
Ignatz: O6, 14/30hp, slowed, immobilized
Dina: H13, 24/24hp, +3 Fire Ward

-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, UPDATED][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=Chest Trap, 1/3 Disabled, UPDATED]Disarming the trap requires 3 DC18 Thievery checks to disable. Failure by 5 or more sets off the trap. In place of a Thievery check, you may make an Athletics DC13 check, 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).


Warding: Heal, Nature.[/sblock]

[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]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).

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=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 collected.[/sblock][/sblock]
 

Attachments

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WEContact

First Post
OOC: @Iron Sky didn't say what kind of resistance this potion offered- let's hope it's force. That would make sense, after all. Also, you left the old Jade Ghost off the map- it should be at J19, and it should, I believe, have just triggered Sha'kar's Readied Thundering Armor.


Ignatz is whisked away from his infuriatingly impersonal antagonist, but he is kindly offered a new focus for his anger and violence. He laughs off the pain of the necrotic wounds left by the thing's touch, and takes a moment to swig the potion he had recovered from the other room. Glowing liquid still dripping from Ignatz's mad grin, he drops the bottle and takes a vicious swipe at the ghost all in one motion. The mist at his feet fade, but the lethargy from his necrosis persists.

[sblock=Actions]
No Action (When Bloodied): Half-Orc Resilience, gain 5 temp hp
Free: Switch to one-handed grip
Minor: Draw Potion of Resistance
Minor: Drink Potion of Resistance, spend surge to gain resist 5 force
Free: Drop empty bottle, resume two-handed grip
Standard: Howling Strike vs JG AC 19
[/sblock]
[sblock=Statblock]Ignatz Jägerkin - Male Half-Orc Barbarian 1
Status: Slow, 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: 5
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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