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

VanderLegion

First Post
Sha'kar swaps back to his crossbow and readies his own attack in case the ghost shows up again.
[sblock="actions"]Minor x2: stow staff, draw jade bane crossbow
Standard: Ready Magic Weapon to attack Jade Ghost[/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 (Worn)
Trap Seeking Quarterstaff
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]
OOC: Sorry I haven't posted, busy week - brother's gettin married today.
 

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Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 20

The ghost appears a moment after it flickers away, only to be blasted by Corragan and Sha'kar, dissipated the moment it appears.

Ignatz circles around to spot another chest overflowing with gold (painted) coins and a third block of 'treszur'.

GM: At the start of Ignatz's turn, the ghost would have re-appeared and attacked Ignatz. I rolled a Nat1 for its attack though so its fine. We'll just assume Corragan readied his action before the ghost appeared. I rolled a 24 for it, which it made its Spectral Resistance against. So, I'll bump Sha'kar's readied Magic Weapon gets 18 and is Jade Bane so destroys it.

As a note, there can be many manifestations of the jade ghost (currently up to 8 to be precise), so even if there's one present, another can still appear.


[sblock=Combatants]-Party-
Corragan: J19, 21/28hp
Sha'kar: L19, 25/30hp
Rilissa: K19, 18/27hp
Ignatz: M13, 3+14/30hp, resist 5 force
Dina: M19, 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=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=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][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

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Faraque

First Post
Standing outside the room, Rilissa maintains a guard position for Ignatz, keeping her lightning lasso at the ready. "I got your back Ignatz."

[sblock="Actions"]
Standard - Trigger - Ghost in range (3 sq): Readied Action: Lightning Lure (+5 vs Fort, Jade Bane)
Move - Staying put unless Ignatz leaves the room. If he leaves the room, I follow him, getting in front if possible, else staying 2 sq behind him. EDIT: Ignatz moved, I'm at I15, behind him.
Minor - n/a
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]
 
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WEContact

First Post
OOC: Note, Ignatz is not picking up the Jade Bane Gouge- he's leaving it on the floor by the chest.

I'm pretty sure that we have to break the remaining eight statues (nine lives, like a cat, but destroyed instead of killed) in order to crack open the sarcophagus lid, and I suspect that we have to crack open the sarcophagus to escape.

EDIT: Haha, you ninja'd me, Faraque. Oh, and if the statues have hp we have to get through, Ignatz's charge will deal 1d8+1d6+4, and he'll add Furious Assault for another 1d8 IF the statue is within three hp of breaking.


Ignatz grabs the block marked treasure and high-tails it out of that room. He knows there's something left to puzzle out, but he's tired of ghosts and he'd rather figure it out somewhere else. He skids suddenly to stop- "Vait a minute," he says aloud, his voice echoing through the halls. "It sez it'z like a ket vat has got nine livez, and vhen I break statue, de lid broke a leedle. So... gotta break more statues!" Confident that this is what he's supposed to do, (and very pleased that it involves wanton destruction,) Ignatz rushes down the hallway and vandalizes the first bit of representative masonry he finds.

[sblock=Actions]
Minor: Take 'treszur'
Move: ->I19 (can I cut that corner from K18-I19? If not I guess I'll have to run)
Standard: Charge->I13, Howling Strike vs StatueH12
[/sblock]
[sblock=Statblock]Ignatz Jägerkin - Male Half-Orc Barbarian 1
Status: Resist 5 Force, Wolfen (+1 speed, claw weapon), 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]
 
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Iron Sky

Procedurally Generated
As Ignatz shatters one of the statues, a loud crack echoes through the tomb as the slab atop the sarcophagus shivers and pieces of it clatter off the ground.

GM: The statues have 15 AC, 13 to other defenses and 1hp. They can be destroyed alternately by a Standard Action DC18 Athletics check.
 

Medina

Explorer
OOC: Where are the statues? I'm not quite sure what I'm looking for on the map, and wondering if I can hit more than one with Grasping Tide?
 

Son of Meepo

First Post
Seeing that Ignatz appears to be on to something, Dina tries to break the statue at the end of the current corridor, but appears to be having a difficult time.

[sblock=Actions]Move: O19
Standard: Magic Weapon (1d20+8=11) (MISS)[/sblock]

OOC: If I am reading the map correctly, there are statues at:

D7
D11
F7
F11
H12 - Destroyed
H14
K12
O18
 
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Medina

Explorer
As Dina heads to break the statue nearby, Corragan remembers the statues in the rooms with the chequered floors, and heads off to help Ignatz destroy them.

[sblock=Actions]Move: Move to I15
Standard > Move: Move to E10[/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]
 


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