Match Two: The Black Pool, Round 3
The eladrin rush the center, lashing out and blasting the group. The Spellweavers teleport Martelai and Joy out of the center, a Shadewalker drops Gil, and the green flare of the center gem changing colors pushes most of the group and the eladrin both out of the center.
Both sides have a faint green swirl making gaps in the gray fields protecting them, though it also swirls healing magics amidst the Eladrin.
The crowd cheers as the tides of battle continue to change...
[sblock=Center Gem]Color: Green
Type: Acid
Round Attack: +10 vs Fort, 1d10+3 acidedamage and slide 1.
Capture Bonus: Each enemy may take a minor action to heal a healing surge.
Capturing Team: Enemies.[/sblock]
[sblock=Enemy Actions]Shadewalker 1: Stand. Yellow Orb Round Attack: Nat1 vs Martelai. Charge to J10, Dancing Blade(+2 CA, +1 charge): 19 vs Gil's 17 AC, hit, 22 reduced to 12 damage and invisible to Gil TenT.
Shadewalker 2: Dancing Blade: CRIT vs Brenwar, 24 reduced to 14 damage and invisible to Brenwar TenT. Shift to I9.
Shadewalker 3: Move to J5. Yellow Orb Round Attack: Nat1 vs Martelai. Battle Dance: Shift speed and make an MBA against every creature moved adjacent to. 21 vs Kauldron's 33 AC, miss, CRIT vs Brenwar, 28 vs Martelai's 20 AC, hit, CRIT vs Joy, 17 vs Cyr's 24 AC, miss, 24 vs Gil's 17 AC, hit. Brenwar takes 24 reduced to 14 damage, Martelai takes 17 reduced to 7 / 2 = 3 damage, Joy takes 24 reduced to 14 damage, Gil takes 17 reduced to 7 damage. Invisible to Brenwar, Martelai, Joy, and Gil.
Mercenary 1: Fey Step to G10. Longsword: 28 vs Cyr's 24 AC, hit, 19 reduced to 9 damage. Feywild Challenge: Cyr is marked by the Mercenary and takes 4 radiant damage if ending turn without attacking him.
Mercenary 2: Stand. Charge to I10, Longsword(+2 CA, +1 Charge): 24 vs Gil's 17 AC, hit, 15 reduced to 5 damage. Feywild Challenge: Martelai is marked by the Mercenary and takes 4 radiant damage if ending turn without attacking him.
Spellweaver 1: Teleporting Bolt(Range 5, -2 concealment, -2 cover): 20 vs Martelai's 20 Ref, hit, 16 reduced to 6 / 2 = 3 force damage and teleport 3. Save: 2 vs Restrained, fail.
Spellweaver 2: Fey Step: Teleport to J9. Teleporting Bolt(Range 5): 25 vs Joy's 22 Will, hit, 18 reduced to 8 damage and teleport 3. Save: 17 vs Restrained, saved.
Arcane Archer: Move to T16. Force Arrow: 26 vs Brenwar's 27 AC, miss.
Center Gem(+2 CA vs Gil): 21 vs Mercenary 1's 22 Ref, miss, 21 vs Mercenary 2's 22 Ref, miss, 24 vs Shadewalker 1's 22 Ref, hit, 23 vs Shadewalker 2's 22 Ref, hit, 29 vs Shadewalker 3's 22 Ref, 21 vs Spellweaver 2's 20 Ref, hit, 23 vs Brenwar's 20 Ref, hit, 24 vs Cyr's 22 Ref, hit, 14 vs Gil's 14 Ref, hit, Shadewalker 1 takes 9 + 5 = 14 force damage and slide 1, Shadewalker 2 takes 6 + 5 = 11 force damage and slide 1, Shadewalker 3 takes 10 + 5 = 15 force damage, dead, Spellweaver 2 takes 8 + 5 = 13 force damage and slide 1, Brenwar takes 5 reduced to 0 force damage and slide 1, Cyr takes 4 reduced to 0 force damage and slide 1, Gil takes 13 reduced to 3 damage and slide 1.[/sblock]
[sblock=Combatants]-Party-
Effects On All Players: resist 10 all except vulnerable 5 acid
Ootah: O10, 45/46hp, +2 AC/Ref and +1d8 damage, Skirmishing Stance
Joy: D8, 13/46hp, +2 defenses
Cyr: G9, 26/42hp, +2 defenses
Gil: J12, -4/36hp, unconscious, dying, resist 5 cold
Kauldron: H5, 14+59/59hp, +5 AC, +2 saves, +1 defenses
Artemis: O15, 34/37hp
Martelai: E9, 2+44/54hp, insubstantial, concealment, Potion of Will
Lerrick: L10, 35/47hp, Beacon of Hope
Brenwar: G7, 25/65hp, +1 defenses, +2 saves
-Enemy-
Effects on All Enemies: resist 10 all except vulnerable 5 acid, spend a healing surge as a minor action
Eladrin Mercenary 1: G10, 37/77hp, no OAs
Eladrin Mercenary 2: I10, 19/77hp, no OAs
Eladrin Mercenary: 77hp, AC 23, Fort 18, Ref 22, Will 16. MBA: +12 vs AC, 2d8+6 damage.
Eladrin Mercenaries killed: 1
Eladrin Shadewalker 1: K95, 55/94hp, Divine Challenge(Kauldron), invisible to Gil, Cursed(Martelai)
Eladrin Shadewalker 2: I7, 41/94hp, Divine Challenge(Brenwar), vulnerable 3 radiant, no OAs, invisible to Brenwar, Martelai, Joy, and Gil
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, 41/82hp, restrained
Eladrin Spellweaver 2: K8, 40/82hp, 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: T17
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]