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

Iron Sky

Procedurally Generated
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.

GM: It costs a healing surge and resists any energy/element type. It's a standard Potion of Resistance from the Adventurer's Vault.

As for the last Jade Ghost, Rilissa destroyed it on her turn. There's a wall between Sha'kar and the new ghost, so he can't attack it.
 

log in or register to remove this ad

WEContact

First Post
OOC: Ah, you're right, thanks for the clarification. Edited my post accordingly.

I looked up the Potion of Resistance and it said that the energy type resisted is determined when the potion is created, not when it's consumed. I'm fine with you letting us decide that, however.
 

Medina

Explorer
@Medina , 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

OOC: Thanks for clarifying. In that case, let's have Corragan destroys the lock on the first attempt, and taking a second attack when he opens the chest. I'll add an attack by the trap here.

Drops me to 9 / 28 hp, but I think my actions remain valid and we get the contents?
 

Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 18

As Ignatz dispatches the ghost yet again after protecting himself from its attacks while Corragan gets a bit crispy pulling another gold-painted block of wood carved with the 'word' trejur.

[sblock=Combatants]-Party-
Corragan: E14, 9/28hp
Sha'kar: I15, 25/30hp
Rilissa: I19, 18/27hp, slowed
Ignatz: L18, 5+14/30hp, slowed
Dina: H13, 24/24hp, +3 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, 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=Jade Tomb Trap, UPDATED]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, UPDATED][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]
 

Attachments

  • Jade Tomb Round 18.jpg
    Jade Tomb Round 18.jpg
    272 KB · Views: 133

Son of Meepo

First Post
Dina gives Corragan some words of encouragement.

"We're almost to the end of the tomb Corragan! Not much further now! Keep your chin up!"

After refreshing Corragan, Dina heads further into the tomb.

[sblock=actions]Minor: Inspiring Word (1d6=5)
Corragan spends a healing surge and heals surge value +5.
Double Move: M19[/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]
 



WEContact

First Post
OOC: @Iron Sky next round you might want to include the Ghost that appears at the start of my turn when you update, so I can post my turn without making guesses as to where exactly you would want the ghost to appear. This round was easy to figure out, but the next will be slightly less so.


Ignatz turns at the sound of footsteps. "Schtay avay!" He yells, as another ghost appears, locking his hips with an icy touch. Ignatz doesn't register any pain. "Soon there vill be many off dese ghosties- dey jost keep coming. To me, iz no problem- I haff protecting potion, and keelling veapon. Hyu ken help from outside." He turns away from Dina and swings at the ghost, but it avoids his clumsy attack. Ignatz hisses through his teeth, displeased.

[sblock=Actions]
No Action: Trap activates, Jade Ghost appears in L17 and hits my Fort (23) with Spectral Touch, immobilizing me (save ends) instead of slowing me, and dealing 2 force damage (7-5 resisted)
Standard: Howling Strike MISS JG AC 10
Fail saving throw vs Immobilize
[/sblock]
[sblock=Statblock]Ignatz Jägerkin - Male Half-Orc Barbarian 1
Status: Immobilized (save ends), 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]
 
Last edited:

VanderLegion

First Post
Sha'kar runs around the corner to help and empowers Ignatz's armor to loose a bolt of lightning at the ghost, but misses again.
[sblock="Actions"]Move: run to L19
Standard: Thundering Armor vs. Ghost - Miss[/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]
 
Last edited:

Medina

Explorer
Inspired by Dina's words, Corragan staggers out of the room, feeling a little worse for wear after the burns, but glad to be nearing their goal.

[sblock=Actions]Move: Move to I17
Standard > Move: Move to M20[/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]
 

Remove ads

Top