Match Two: The Jade Tomb, Round 9
Rilissa, Corragan, and Ignatz close on a new room, seeing it contains five crumbling stone statues that look like they were stolen from a temple somewhere with random bits of armor strapped all over them. Two racks overflowing with crude weapons of all varieties sit between them.
Meanwhile, Dina summons the power of Mireva that flares against the evil blue glow of the crypts. Their power flickers...
Back in the other room, Ignatz steps inside, approaching the weapon racks warily. He reaches tentatively for one of the weapons and sees several of them tremble as he does so, causing him to pause... as he pauses, he notices "
jede gohst prof" written in charcoal on one of the statues and "
gost keling wepins" carved the wood of the shelves.
None of the weapons or armor scraps look unique enough to be the sought-after "Treasures".
The shrieking starts up yet again as the Jade Ghost charges through a wall again, prompting Corragan to blast it with fire at the same moment that Rilissa spins and attacks. The ghost breaks apart yet again and is gone as quickly as it came...
GM: | Ignatz' Perception: 1d20+8=23. Ignatz can take an extra standard action next round as I'm not sure what he'd want to do this round. See Armory Room and Weapon Trap in the Armory and Trap sblocks below.
Corragan's Fire Hawk: 1d20+5=12 vs Jade Ghost's 18 Reflex, miss.
Rilissa's Lightning Lure: 1d20+4=16 vs Jade Ghost's 16 Fort, hit. Spectral Resistance: fail.
I'm out of town this weekend, so the next round probably won't be run until Sunday night or Monday some time. | |
[sblock=Combatants]
-Party-
Corragan:
O13,
19/28hp
Sha'kar:
S15,
25/30hp
Rilissa:
O14,
25/27hp
Ignatz:
Q13,
27/30hp
Dina:
R18,
24/24hp,
+5 Crypt Ward,
Crypt Trap
-Enemy-
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=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=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). Characters can ward themselves against the trap with Heal or Endurance.[/sblock]
[sblock=Crypt Trap]Anyone who enters the room or starts their turn in it takes an attack: +3 vs Will, teleport into whichever coffin has less people in it (north if both have same). At the start of each turn inside the coffin, characters take 5 necrotic damage. Characters can ward themselves against the trap with Arcana or Religion.
Arcana or Religion DC18 as minor action - once per round each - or Athletics 18 as move action allow the character to escape. Characters on the outside can make make aid another skill checks as a minor action(DC10 since you are first level) to help people inside whichever tomb you are adjacent to and people in the same tomb can aid each other.
Arcana aids effect Arcana checks, Religion aids Religion checks, Athletics aids effect Athletics checks of everyone inside.[/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 Fort defense against the burner, +1 per 5 over the DC.[/sblock][/sblock]
[sblock=Rooms, UPDATED][sblock=Tomb Room]
Chest(
R12): There is a closed chest in the room. It may or may not be locked, won't know until you try to open it.
Trap Disabling: The trap is 1/3 disabled (Minor-action, DC 18 Arcana or Religion checks(1/round per player per skill) to disable. Failure by 5 or more deals necrotic damage equal to the amount failed by to the player.)[/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
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]