Match Two: The Black Pool, Round 5
Though more than half of them are dead, the eladrin continue to fight, using statues and orbs to blast the group out of the center, using the gem-imbued powers to teleport out of the oil and avoiding losing the battle.
Though victory is nearly at hand for the group, Cyr lies dying in the oil...
GM: | [MENTION=87106]MetaVoid[/MENTION], It's a Standard action DC10 Heal check to grant someone a saving throw. Cyr also takes 5 + 5 psychic damage at the end of his turn for ending in the oil.
H4 is slightly more platform than it is oil, so it counts as platform. | |
[sblock=Center Gem]
Color: Orange
Type: Poison
Round Attack: +10 vs Fort, 1d10+3 poison damage and slide 1.
Capture Bonus: Opposing team can't activate statues or orbs.
Capturing Team: None.[/sblock]
[sblock=Enemy Actions]
Shadewalker 2:
Surprise Fey Step: Teleport to I4, gain
CA vs adjacent enemies.
Orb Round Attack(-2 restrained):
24 vs Lerrick's
22 Will,
hit, 10 + 5 =
15 psychic damage and
slide 1.
Dancing Blade(-2 restrained, +2 CA):
28 vs Ootah's
22 AC,
hit, 18 reduced to
8 damage and Shadewalker 2 is
invisible to Ootah TenT.
Save:
6 vs
restrained,
fail.
Mercenary 1:Teleport to C5.
Statue Attack(-2 restrained):
Crit vs Brenwar, 23 reduced to
13 damage and
slide 3.
Total Defense:
+2 defenses TenT.
Save:
4 vs
restrained,
fail.
Spellweaver 2: Teleport to H4.
Orb Attack(-2 restrained):
21 vs Artemis'
16 Will,
hit, 6 + 5 =
11 psychic damage and
slide 1.
Arcane Archer: Teleport to O15.
Statue Attack(+2 CA):
19 vs Gil's
17 Will,
hit, 9 reduced to
0 damage and
slide 3. Gil's save: 1d20=
12,
saved.
Force Arrow(-2 Cover):
26 vs Ootah's
22 AC,
hit, 7 reduced to
0 damage and
push 1. Ootah's save: 1d20=
14,
saved,
prone.
No one controls the center.[/sblock]
[sblock=Combatants]
-Party-
Effects On All Players:
resist 10 all except vulnerable 5 poison
Ootah:
J5,
37/46hp,
+1 defenses,
prone,
Skirmishing Stance
Joy:
H15,
11/46hp
Cyr:
A6,
-2/42hp,
dying,
unconscious,
restrained,
5 round damage at end of turn,
prone
Gil:
I18,
34/36hp,
prone,
resist 5 cold
Kauldron:
H5,
14+
59/59hp,
+1 defenses
Artemis:
K13,
23/37hp
Martelai:
D5,
35/54hp,
concealment,
+1 AC/Ref,
Potion of Will
Lerrick:
K8,
20/47hp,
+1 defenses,
Beacon of Hope
Brenwar:
G7,
4+
25/65hp,
+2 defenses,
+1 defenses
-Enemy-
Effects on All Enemies:
resist 10 all except vulnerable 5 poison
Eladrin Mercenary 1:
C5,
4/77hp,
+2 defenses,
restrained
Eladrin Mercenary: 77hp, AC 23, Fort 18, Ref 22, Will 16.
MBA: +12 vs AC, 2d8+6 damage.
Eladrin Mercenaries killed:
2
Eladrin Shadewalker 2:
I4,
16/94hp,
invisible to Ootah,
restrained
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:
2
Eladrin Spellweaver 2:
H4,
39/82hp,
restrained,
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 Spellweavers killed:
1
Eladrin Arcane Archer:
O15
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]