Match Two: The Jade Tomb, Round 3
Ignatz finally manages to land a blow that disperses the ghost, its shriek fading as it looses what fragile physicality it has and swirls into the wall.
Rilissa steps into the room and, a minute later, the incense burner at the far side flares up, swirling fumes suddenly filling the room.
GM: | @Faraque , I missed that your rolled your save, my bad.
@WEContact , couldn't shift to U7 since Dina was there. You hit anyway, so it doesn't matter, but just FYI.
The incense burner is a trap. With any traps, I'll leave it up to you guys' ingenuity to figure them out. | |
[sblock=Enemy Actions]
Incense Burner Trap:
Nat1 vs Rilissa.[/sblock]
[sblock=Combatants]
-Party-
Corragan:
T5,
28/28hp
Sha'kar:
U6,
30/30hp
Rilissa:
U8,
17/27hp
Ignatz:
U3,
30/30hp
Dina:
S5,
24/24hp
-Enemy-
Incense Burner: 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).
Jade Ghost:
Dispersed
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
Endurance:
17
Heal:
17
History:
17
Perception:
17
Religion:
17
Others:
15[/sblock]
[sblock=The Jade Tomb]
Treasures: To win, the group must find, collect, and escape with the three treasures.[/sblock][/sblock]