Match Two: The Black Pool, Round 1b
Two of the Shadewalkers control their statues, swinging into the group clustered in the center of the platform. With a quick chant in elven, one then the other suddenly appear in the middle of the group, slipping between the group and slicing with their shadowy blades. Anyone they hit sees the shadewalkers melt into shadow...
The last Shadewalker blasts Kauldron with one of the floating platforms, sending the goblin teetering dangerously close to the edge of the pit.
The mercenaries have their statues swing ineffectually at Kauldron while another blasts Joy out of the center. One of them engages Kauldron while the others charge into the center.
The Spellweavers weave fey magics around Brenwar and Kauldron. While they don't manage to harm the paladins, they do manage to get Brenwar out of the center and teleport Kauldron into the oil.
Lastly, the archer fires a glowing arrow at Gil, doing no harm thanks to the gray protective shield, but knocking the wizard out of the center.
GM: | Normally the gem change will happen after the enemy goes, but because the player's turn is split this turn, it'll happen after the players finish their turn. In the future, it will be after the enemy finish their turn. | |
[sblock=Center Gem]
Color: Purple
Type: Necrotic
Round Attack: +10 vs Will, 1d10+3 necrotic damage and slide 1.
Capture Bonus: Enemy team loses the resist 10 all.
Capturing Team: Players.[/sblock]
[sblock=Enemy Actions]
Shadewalker 1:
Statue Attack:
13 vs Joy's
20 AC, miss.
Surprise Fey Step: Teleport to H11 and gain
CA against all adjacent targets.
Battle Dance: Shift to H9, making
MBA against
every target adjacent during the shift.
Shadow Blade(CA vs Joy, Artemis, Cyr, -2 vs Martelai):
33 vs Joy's
20 AC, hit,
CRIT vs Artemis,
28 vs Cyr's
22 AC, hit,
21 vs Brenwar's
27 AC, miss,
25 vs Martelai's
20 AC, hit,
26 vs Lerrick's
17 AC, hit. Gil's
Moonstride Triggers, shift to G11 and
Insubstantial TenT. Artemis takes 24 reduced to
14 damage. Joy takes 22 reduced to
12 damage. Cyr takes 19 reduced to
9 damage. Martelai takes 20 reduced to
10 damage. Lerrick takes 12 reduced to
2 damage. Shadewalker 1 is
invisible to Joy, Artemis, Cyr, Martelai, and Lerrick until the end of the Eladrin's next turn.
Shadewalker 2:
Statue Attack:
26 vs Artemis'
21 AC, hit, 14 reduced to
4 damage and
slide 3.
Surprise Fey Step: Teleport to I11, gain
CA against all adjacent targets.
Battle Dance: Shift to H11, making
MBA against every target adjacent during the shift.
Shadow Blade(CA vs Cyr, Martelai, Brenwar):
22 vs Cyr's
22 AC, hit,
35 vs Brenwar's
27 AC, hit,
27 vs Martelai's
20 AC, hit,
21 vs Lerrick's
17 AC, hit,
29 vs Gil's
17 AC, hit,
18 vs Joy's
20 AC, miss. Cyr takes 15 reduced to
5 damage. Brenwar takes 19 reduced to
9 damage. Martelai takes 15 reduced to
5 damage. Lerrick takes 22 reduced to
12 damage. Gil takes 17 reduced to 7 / 2 =
3 damage. Shadewalker 2 is
invisible to Cyr, Brenwar, Martelai, Lerrick, and Gil until the end of the Eladrin's next turn.
Shadewalker 3: Stand.
Platform Attack:
22 vs Kauldron's
21 Will, hit, 11 + 5 =
16 necrotic damage and
slide 1. Charge to I8,
Shadow Blade(-2 mark): Take
7 radiant damage.
28 vs Lerrick's
17 AC, hit, 21 reduced to
11 damage and
invisible to Lerrick until the end of the Eladrin's next turn.
Mercenary 1:
Statue Attack:
23 vs Kauldron's
29 AC, miss. Move to L7.
Stab of the Wild:
14 vs Kauldron's
29 AC, miss.
Mercenary 2:
Platform Attack:
28 vs Joy's
20 Will, hit, 9 + 5 =
14 necrotic damage and
slide 1. Move to I11.
Stab of the Wild:
27 vs Cyr's
22 AC, hit, 16 reduced to
6 damage and Cyr is
restrained until the end of the Mercenary's next turn.
Mercenary 3: Stand.
Statue Attack:
19 vs Kauldron's
21 Will, miss. Charge to I9,
Longsword(+1 charge, +2 CA, -2 mark): Take
7 radiant damage,
30 vs Cyr's
22 AC, hit, 15 reduced to
5 damage.
Spellweaver 1:
Platform Attack:
12 vs Brenwar's
22 Will, miss. Move to M14.
Teleporting Bolt:
18 vs Brenwar's
22 Will, miss,
teleport 1 on miss.
Spellweaver 2:
Statue Attack:
27 vs Lerrick's
17 AC, hit, 18 reduced to
8 damage and
slide 3.
Teleporting Bolt:
16 vs Kauldron's
21 Ref, miss,
teleport 1 on a miss. Kauldron's save: 1d20+2=
6, fail,
teleported into oil,
restrained(save ends).
Arcane Archer: Move to U15.
29 vs Gil's
17 AC, hit, 7 reduced to
0 force damage and
push 1.[/sblock]
[sblock=Combatants]
-Party-
Effects On All Players:
vulnerable 5 necrotic,
resist 10 all except necrotic
Ootah:
U2,
45/46hp
Joy:
F13,
2/46hp
Cyr:
H10,
17/42hp,
1/2 damage vs Shadewalkers,
restrained
Gil:
F11,
25/36hp,
insubstantial,
resist 5 cold
Kauldron:
L4(Oil),
43/59hp,
+2 saves,
+1 defenses,
5 necrotic damage at end of turn,
restrained
Artemis:
K15,
1/37hp
Martelai:
J10,
39/54hp,
concealment,
Potion of Will
Lerrick:
M7,
-4/47hp,
dying,
unconscious,
+1 defenses,
prone
Brenwar:
K13,
38/65hp,
+2 defenses
-Enemy-
Effects on All Enemies:
vulnerable 5 necrotic
Eladrin Mercenary 1:
L7,
Divine Challenge(Kauldron)
Eladrin Mercenary 2:
I11
Eladrin Mercenary 3:
I9,
45/77hp,
Divine Challenge(Kauldron)
Eladrin Mercenary: 77hp, AC 23, Fort 18, Ref 22, Will 16.
MBA: +12 vs AC, 2d8+6 damage.
Eladrin Shadewalker 1:
H9,
invisible to Joy, Artemis, Cyr, Martelai, and Lerrick
Eladrin Shadewalker 2:
H11,
invisible to Cyr, Brenwar, Martelai, Lerrick, and Gil
Eladrin Shadewalker 3:
I8,
63/94hp,
Divine Challenge(Kauldron),
invisible to Lerrick
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 Spellweaver 1:
M14
Eladrin Spellweaver 2:
N5,
Quarry
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:
U15
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 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
History:
19
Insight:
19
Religion:
19
Streetwise:
19
Others:
17[/sblock]