Match Two: The Jade Tomb, Round 15
As Ignatz bounds off through the mists towards the entrance, Rilissa finally wears away the binding that keeps the book bound to the pedestal.
Dina analyzes while Rilissa works, noting the link between the book and the braziers that are attacking Rilissa. The book seems to be the key to disabling the trap, but it can be taken out of the room to do so.
Sha'kar, meanwhile, fails to spot anything notable in the passage as he switches his weapons. 
Corragan watches the group's back, waiting for the ghost to reappear. He hears it, but never sees it as it rushes through the tomb and lashes out at Ignatz, who narrowly avoids its debilitating touch.
      |   GM:  |  Sha'kar's perception check: 1d20+7=16. 
 
Details of Dina's discoveries are in the Book Room sblock below. 
 
When you guys ready actions, can you post a summary of the power to save me the time it takes to look them up if they trigger? 
 
Especially useful since I didn't track who took what from the armory. In your next post, can you guys list them since I didn't think of it before and don't have time to look it all up now?  |       | 
    
[sblock=Enemy Actions]
Jade Ghost: Move, charge to U8. 
Spectral Touch(+2 CA, +1 charge): 
14 vs Ignatz' 
16 Fort, miss.[/sblock]
[sblock=Combatants]
-Party-
Corragan: 
L6, 
17/28hp
Sha'kar: 
I3, 
25/30hp
Rilissa: 
I6, 
25/27hp, 
Book Trap
Ignatz: 
U7,
 2+17/30hp
Dina: 
L5, 
24/24hp
-Enemy-
Jade Ghost: 
U8
 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=Book Room Trap]Anyone who enters the room or starts their turn in it takes an attack: +5 vs Will, dominated(save ends).
While dominated, the domination will force the PC to leave the room  through the south door, then attack fellow players with their best  at-wills on any subsequent rounds they are dominated. If the PC can  leave the room and still charge someone, they will do so.[/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=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=Book Room]The book requires 3 successful minor action Arcana checks from an adjacent PC to disable the trap. It may be taken out of the room. If the Arcana check fails by 5 or more, the trap makes an attack against the character who rolled it, regardless of whether they are in the Book Room or not.[/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=Victory Condition]
Treasures: To win, the group must find, collect, and escape with the three treasures. 1 has been found.[/sblock][/sblock]