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

VanderLegion

First Post
Sha'kar continues to remove the cursed gear. After finally freeing himself of it, he moves into the next room.
[sblock="Actions"]Start of turn: 3 ongoing
Minor: remove jade fortified armor
Standard (Minor): remove tomb fortified armor
Move: to E6[/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
Resist 5 Psychic

Vitality
HP: 17/30, 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: 4 bolts
Full Magazines Remaining: 14

Conditions: Wearing Jade Fortified and Tomb Fortified Armor

Jade Tomb Items:
Jade Fortified Armor (Worn)
Tomb Fortified Armor (Worn)
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]
 
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WEContact

First Post
OOC: @Iron Sky, can I use Swift Charge to attack another statue even though the statues technically aren't enemies?


Ignatz seems to be having fun now, despite the painful mist. He takes a mighty leap backwards, springing off the wall for a pounce. He crashes into the statue claw-first, laughing as the stone crumbles under his strong arm. Instead of stopping, however, he bounds onward, retaining much of his original momentum. He flies past Sha'kar and tears through the last of the nine statues.

[sblock=Actions]
Start of Turn: Take 1 ongoing damage
Move: ->D4
Standard: Charge->E10, Howling Strike HIT StatueF11 AC 16
No Action: Gain 2 temp hp
Free: Swift Charge->G13 vs Statue H14 AC 15
[/sblock]
[sblock=Statblock]Ignatz Jägerkin - Male Half-Orc Barbarian 1
Status: Ongoing 1, 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: 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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Son of Meepo

First Post
Dina moves next to the ghost that is now attacking Rilissa. She strikes the ghost with her spear, but as always, it just reforms a second later. Dina continues to move slowly.

[sblock=Actions]Start of Turn: 1 damage (17/24 hp)
Move: I18
Standard: Magic Weapon (+CA) (1d20+8+2=23) (Hit)
Effect: Spectral Resistance (1d20=12)
End of Turn: Save vs Slow (1d20=9)[/sblock]

OOC: I don't know if I've ever managed to roll less than a 10 on the Spectral Resistance check. Most annoying creatures ever.
 



Medina

Explorer
The skin under his fur feeling like it is burning, Corragan continues to run for the exit.

[sblock=Actions]No Action: Take 4 damage[/sblock][sblock=Actions]
Move: Run to U14
Standard: Run to S6
Minor: Wild Shape to Elf form; shift to R5
Action Point: Move onto the stairs and out of the tomb with the treasures[/sblock]
OOC: One square short!

[sblock=Stats]Corragan - Elf Druid (Unaligned) Level 1[/sblock][sblock=Stats]
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 14/28
Healing surges remaining 4/7
[/sblock]
 
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Iron Sky

Procedurally Generated
Match Two: The Jade Tomb, Round 24

The Ghost continues to keep Rilissa and Dina trapped in the mist as Corragan races out of the arena. Meanwhile, as Ignatz destroys the last statue, a shuddering crack echoes out from inside the tomb...

The ghost wails and lashes out at Rilissa, who keeps it just barely at bay.

GM: Corragan is free, though the match doesn't end until everyone has made it out of the tomb.


[sblock=Enemy Actions]Jade Ghost: Shift to I16. Spectral Touch: 10 vs Rilissa's 14 Fort, miss.

Mist Curse: Each character takes 1 ongoing damage a round until out of the tomb. This ongoing damage increases by 1 per item taken from the Armory, or one of the three treasures. Getting rid of the now-cursed weapons or armor takes a minor action and allows a save to drop the offending item. Treasure can be handed back and forth freely between adjacent party members.[/sblock]

[sblock=Combatants]-Party-
Corragan: Out of Arena, 14/28hp
Sha'kar: E6, 17/30hp
Rilissa: E15, 11/27hp, slowed
Ignatz: G13, 3+14/30hp, resist 5 force
Dina: I18, 17/24hp, slowed

-Enemy-
Jade Ghost: I16, Aegis(Rilissa)
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=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. All 3 have been collected.[/sblock][/sblock]
 

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