Match Two: The Black Pool, Round 4
The Eladrin use the healing benefit they earned the round before to great affect - healing wounds that could have been soon fatal. They counter attack, driving the heroes out of the center to gain a one-eladrin-advantage.
The Spellweavers and lone archer are the core of the attack, teleporting Joy away and knocking Cyr into the (currently) acidic oil.
In the center, the crystal flickers and goes transparent. Eladrin grins form as their link to the feywild is sharpened...
Beyond, the crowd goes wild, cheering at the constantly changing face of the battlefield.
GM: | [MENTION=24380]Neurotic[/MENTION], there would be a small mess of retconning to do, so I'll just give you a free curse.
To our paladins, they revised Divine Challenge - does it still go away if you don't engage? If so, just let me know when it fades if you would so I don't have to keep track of it.
Looking forward to getting the google maps thing going. Still takes hours to update a round. Of course, there's alot of crazy      going on each round to keep track of too... | |
[sblock=Center Gem]
Color: Clear
Type: Psychic
Round Attack: +10 vs Will, 1d10+3 psychic damage and slide 1.
Capture Bonus: Each team member gains teleport as a movement mode.
Capturing Team: Enemies.[/sblock]
[sblock=Enemy Actions]
Shadewalker 1:
Round Effect: Heal
23hp. Shift to M9. Charge to I11,
Dancing Blade(+1 charge, -2 mark): Take 10 reduced to
0 radiant damage.
27 vs Joy's
20 AC,
hit, 19 reduced to
9 damage and
invisible to Joy TenT.
Shadewalker 2:
Round Effect: Heal
23hp.
Surprise Fey Step: Teleport to I5, gain
CA against Ootah (yes, the Shadewalkers' Fey Step can recharge),
Dancing Blade(+2 CA, -2 Restrained, -2 Marked): Take 7 reduced to
0 radiant damage,
16 vs Ootah's
25 AC,
miss.
Save:
14 vs
restrained,
save.
Mercenary 1:
Round Effect: Heal
19 hp.
Heal:
12,
success, save vs
restrained:
6,
fail. End of turn, take 5 + 5 =
10 acid damage.
Spellweaver 1:
Round Effect: Heal
20hp.
Fey Step: Teleport to K10.
Teleporting Bolt(Range 5, -2 restrained):
26 vs Joy's
17 Reflex,
hit, 20 reduced to
10 force damage and teleport 3.
Save:
15 vs
restrained,
saved.
Spellweaver 2:
Round Effect: Heal
20hp.
Arcane Archer: Move to T11.
Force Arrow(Range 20, -2 cover):
29 vs Cyr's
22 AC,
hit, 7 reduced to
0 force damage and push 1, Cyr's save: 1d20=
6,
fail.
Round Attack:
20 vs Cyr's
16 Fort,
hit, 13 + 5 =
18 acid damage,
slide 1, then
restrained(save ends).
Center Gem:
27 vs Shadewalker 1's
21 Fort,
hit,
29 vs Spellweaver 1's
18 Fort,
hit,
27 vs Martelai's
17 Fort,
hit, Shadewalker 1 takes 5 + 5 =
10 acid damage and
slide 1, Spellweaver 1 takes 5 + 5 =
10 acid damage and
slide 1, Martelai takes 6 + 5 =
11 acid damage and
slide 1.
Enemy controls the center.[/sblock]
[sblock=Combatants]
-Party-
Effects On All Players:
resist 10 all except vulnerable 5 psychic
Ootah:
J6,
45/46hp,
+2 AC/Ref and +1d8 damage,
+1 defenses,
Skirmishing Stance
Joy:
E11,
11/46hp
Cyr:
A6,
8/42hp,
restrained,
5 round damage at end of turn
-Caustic Rampart:
I9, J8, J9
Gil:
J15,
34/36hp,
prone,
resist 5 cold
Kauldron:
D5,
14+
59/59hp
Artemis:
N12,
34/37hp
Martelai:
I13,
35/54hp,
concealment,
+1 AC/Ref,
Potion of Will
Lerrick:
M7,
35/47hp,
+1 defenses,
Beacon of Hope
Brenwar:
G7,
17+
25/65hp,
DR3,
+1 defenses,
1d6+6 acid damage at start of turn
-Enemy-
Effects on All Enemies:
resist 10 all except vulnerable 5 psychic,
teleport as movement mode
Eladrin Mercenary 1:
B10,
16/77hp,
restrained,
5 round damage at end of turn
Eladrin Mercenary: 77hp, AC 23, Fort 18, Ref 22, Will 16.
MBA: +12 vs AC, 2d8+6 damage.
Eladrin Mercenaries killed:
2
Eladrin Shadewalker 1:
J12,
39/94hp,
Divine Challenge(Kauldron),
invisible to Joy,
4 lightning damage on OA,
Cursed(Martelai)
Eladrin Shadewalker 2:
I5,
42/94hp,
Divine Challenge(Brenwar)
Eladrin Shadewalker: 94hp, AC 23, Fort 21, Ref 22, Will 20.
MBA: +14 vs AC, 2d8+8 damage and the Shadewalker becomes invisible to the target until the end of the Shadewalker's next turn.
Eladrin Shadewalkers killed:
1
Eladrin Spellweaver 1:
K13, 25/82hp
Eladrin Spellweaver 2:
K7,
47/82hp,
Dazed,
1d6+6 acid damage at start of turn,
Quarry(Ootah),
Cursed(Martelai)
Eladrin Spellweaver: 82hp, AC 22, Fort 18, Ref 20, Will 22.
MBA: +13 vs AC, 2d8+4 damage and the target is slowed until the end of the Spellweaver's next turn.
Eladrin Arcane Archer:
T11
Eladrin Arcane Archer: Minion, AC 21, Fort 17, Ref 21, Will 19.
MBA: +12 vs AC, 5 force damage and push 1.
Effect Key:
location,
hp/max hp,
damage related,
TenT or TsnT,
conditional,
save ends,
encounter[/sblock]
[sblock=Terrain]
Statues: The central (red) square is a wall and cannot be passed. Any square that is more than half full of the statue (not including arms) is difficult terrain.
Oil: The oil is hazardous terrain (can make a save if forced into it). Creatures that fall into it are restrained(save ends). Creatures that end their turn in it take 5 damage of the round's type. Getting out of the pool and back onto the platform takes 2 squares of movement.[/sblock]
[sblock=Rules of the Round]
Central Gem: Each round the central gem will change colors, each color having a different effect. Regardless of the color, ALL creatures in the arena will have the following effects:
*Vulnerable 5 to one damage type.
*Resist 10 to all other damage types.
The damage type is determined by the color of the center gem.
Standing in the blue area will have two effects:
1) When the gem changes colors, everyone standing in the blue area will take an attack (see
Round Attack below).
2) When the gem finishes changing colors, whichever side has more conscious players in the blue area will get a round benefit for their team that changes depending on the central gem's color. On a tie, neither side gets the benefit.
Statues: A player on or adjacent to one of the red spheres can control the the statue next to it and direct it to attack as a minor action. The statue's attack can target any creature within reach 5 of its center square: +12 vs AC, 2d10+3 damage and slide 3. This action may only be taken once per round per combatant.
Yellow Spheres: A player on or adjacent to a yellow sphere can control one of the pentagonal platforms and direct it to attack any creature on the map as a minor action. Attack is "
Round Attack" below. This action may only be taken once per round per combatant.
Black Liquid: Any creature that falls into the liquid takes the a "
Round Attack" below when they fall in and are then restrained(save ends). At the end of each turn in the oil, creatures take 5 damage of the current round's type.
Round Attack: +10 vs NAD(depending on center gem color): 1d10+3 damage (type depending on center gem color) and slide 1.
Victory: If at the end of a round, only one team is on the platform (others are unconscious, dead, or in the oil) the match ends immediately and the side on the platform wins.[/sblock]
[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:
Acrobatics:
19
Arcana:
19
History:
21
Insight:
19
Religion:
19
Streetwise:
19
Others:
17[/sblock]