Match Three: Pillars of Doom, Round 3
Roaring in rage as the rest of its team falls, the dragon unleashes twin clouds of poison on the pillar upon which Joy, Artemis, and Lerrick stand. It then flies over, poison clouds billowing from its wounds as it claws and lashes blindly at the pillar.
The announcer then shouts out. "
If you have a red ball, throw at the pillar we should knock down. What do we want in the mist-"
Before he can even finish, someone bellows out "
Cthulhu!" to cheers from the audience and suddenly the mist is full of thrashing tentacles.
GM: | Thought I was going to have time to update, but my plans fell through, so, update!
The dragon is directly above Joy.
Remember that you're slowed if you make your save vs the ongoing+slowed. Notice also its Poisonous Wounds Aura: 5 poison damage to any PC who ends adjacent, +5 more if the PC is bloodied.
Also: map. | |
[sblock=Enemy Actions]
Dragon:
Bloodied Breath(when bloodied):
Breath Weapon(Close Blast 5, -2 marked, -2 vs Lerrick(cover), -4 Lerrick): <take
10 radiant damage>
9 vs Joy's
16 Fort,
miss,
19 vs Artemis'
15 Fort,
hit,
19 vs Lerrick's
16 Fort,
hit. Artemis and Joy take
7 poison damage and
5 ongoing damage and slowed(save ends).
Poisonous Wounds: Any creature that ends its turn adjacent to the dragon takes
5 poison damage(
10 if the creature is
bloodied).
Instinctive Flyby: Fly to M3-N4(avoiding OAs):
Bite(-2 marked, -5 blind, -4 Lerrick):
6 vs Lerrick's
16 AC,
miss,
grant CA TenT, Lerrick takes 5 poison damage.
Breath Weapon(Close Blast 5, -2 marked, -2 vs Artemis(cover), -4 Lerrick):
10 vs Joy's
16 Fort,
miss,
15 vs Artemis'
15 Fort,
hit,
7 vs Lerrick's
16 Fort,
miss. Artemis takes
13 poison damage.
AP:
Claw(-2 mark, -5 blind, -4 Lerrick):
17 vs Joy's
20 AC,
miss,
11 vs Artemis
20 AC,
miss.
Saves:
11 vs
blind and dazed,
saved, forced reroll:
10,
saved.
♦
Green Dragon:
MBA: +10 vs AC, 2d10+4 poison damage and 5 ongoing poison damage(save ends). Miss: 5 poison damage.
Poisonous Wounds: Any creature ending its turn adjacent to the dragon takes 5 poison damage(10 if the creature is bloodied)
Drake Mounts killed:
2
Dragonborn killed:
2[/sblock]
[sblock=Current Fog Type]
Tentacle Fog: 1d6 damage + grabbed(escape DC 20).[/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:
21
Bluff:
19
History:
21
Insight:
19
Religion:
19
Streetwise:
19
Others:
17[/sblock]