Match Three: Pillars of Doom, Round 2
The dragon, though staggered and blinded, the dragon drunkenly swoops towards Gil, snapping at the air. It roars in rage, spins, and envelops Lerrick, Cyr, and Joy in a cloud of poisonous gas.
Elsewhwere, as the dragonborn plummets into the fire and dies, the drakes rush in, one lashing out at Brenwar and the other tearing into Martelai - as does the dragonborn on its back.
In the midst of the battle, the announcer's voice booms out.
"What about the mist now?" The crowd replies
"Badgers. Snakes. Mushrooms! Ice, Ice, Ice." The mist turns blue and ice covers the base of the pillars - and the unfortunate Lerrick.
"Let's spice it up some more. Under your seat, if you have a green ball, throw it at the pillar you want us to knock down!"
A flurry of green balls rain into the arena, most of them hitting the pillar above which the dragon is attacking Gil. It begins to pop, groan, and waver. In seconds it will probably collapse.
GM: | [MENTION=5656]Someone[/MENTION], what are Ootah's conditional modifiers from armor and cloak?
Brenwar's save vs granting CA: 1d20=12, saved.
[MENTION=87106]MetaVoid[/MENTION], Cyr doesn't learn anything about the dragon that you didn't know already. Cyr also had ongoing damage. I applied it. Here's your save: 1d20=4, failed.
[MENTION=79956]dimsdale[/MENTION], falling creatures are knocked prone so Lerrick had to crawl to get there and is still prone. Also took 1d6=3 fire damage and 5 ongoing fire damage(save ends). Means she gets a save at the end of her turn: 1d20=8, failed. At the start of her next turn, she'll take the 1d6 cold and be slowed(save ends).
The dragon's breath weapon has an aftereffect: slowed(save ends). That means if you save against the original effect, you gain the aftereffect.
Also: map. | |
[sblock=Enemy Actions]
Dragon:
Instinctive Flyby: Fly to M8-N9. <Gil's Moonstride, insubstantial and shift 2>.
Bite(-5 blind): 13 vs Gil's 17 AC, miss.
Breath Weapon(Close Blast 5): 15 vs Lerrick's 16 Fort, miss, 26 vs Cyr's 16 Fort, Crit vs Joy): Cyr takes 11 poison damage. Joy takes 23 poison damage and 5 ongoing poison and slowed(save ends both).
Save: 7 vs blind and dazed, fail, 14 vs granting CA, saved.
Drake Mount 1: Slid adjacent to drake 2, Drake 2 and Dragonborn 2 take 5 ongoing fire damage(save ends). Charge to M16-N17,
Raking Charge(+1 charge): 18 vs Brenwar's 26 AC, miss, Crit vs Brenwar, 12 damage.
Drake Mount 2: Take 5 ongoing damage. Move, charge to H14-I15,
Bite(+1 charge): 31 vs Martelai's 22 AC, hit, 14/2=7 damage.
Save: 20 vs ongoing, saved.
♦Drake Mount -
MBA: +10 vs AC, 2d10+5 damage.
Dragonborn 2:
Longsword(+2 mount): 21 vs Martelai's 20 AC, hit, 19 /2=9 damage.
Save: 7 vs ongoing, failed.
♦Dragonborn -
MBA: +10 vs AC, 1d8+9 damage. +2 attack and damage while mounted.
Impetuous Spirit(Immediate Reaction): The Dragonborn makes an MBA against any creature that leaves a square adjacent to it.
Dragonborn killed:
1[/sblock]
[sblock=Current Fog Type]
Fire Fog: 1d6 cold damage + slowed(save ends).[/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.
Light colored pillars will fall at the end of the next round.
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
Bluff:
19
History:
21
Insight:
19
Religion:
19
Streetwise:
19
Others:
17[/sblock]