Match Three: Pillars of Doom, Round 1
Once everyone is in place and the planks have blown away, two dragonborn on drakes leap into the arena as a dragon flies in, its emerald scales glinting as it roars. The crowd instantly goes wild to cries of "dragon!"
GM: | Everyone who rolled 14 or higher initiative is up. Player and monster stats will be on the map.
[MENTION=24380]Neurotic[/MENTION], teleporting requires a target square that you can stand on, so no, you'd need a teleport 4. | |
[sblock=Current Fog Type, UPDATED]
Fire Fog: 1d6 fire damage + 5 ongoing fire damage.[/sblock]
[sblock=Terrain, UPDATED]
Pillars: The pillars are 20' (4 squares) up. They are DC 15 Athletics to climb (usually climbing rules: roll per move action, 1/2 speed, grant CA, fail by 5 or more is fall). Falling off deals 2d10 damage.
Magic Fog: The fog below does damage to anything that enters and/or starts their turns in it.[/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]