Match Three: Pillars of Doom, Round 7
Though things look rough for the group, the enemy assault is feeble, with not a single web ball, dagger, or cross bow bolt striking home.
The crowd seems especially sadistic, a swarm of beige balls rattling against the pillar that Artemis is gallantly climbing with the unconscious Joy upon his back.
"Boring! Let's make it more exciting. That teleporting fog was interesting, but too predictable! Let's mix it up!"
GM: | Hm... I wonder if someone shoots you with a power that pushes while you are jumping allows you a save to avoid falling into hazardous terrain even though you're in mid air? I'm going to rule yes, but I wonder if there's an actual answer somewhere?
In a related note, fights get much easier when the DM can't seem to roll above an 8...
Also: map. | |
[sblock=Enemy Actions]
Half-spider Scout 1:
Furious Volley:
Hand Crossbow(Range 10/20): 20 vs Ootah's 22 AC, miss.
Hand Crossbow(Range 10/20): 18 vs Ootah's 22 AC, miss.
Half-spider Scout 2:
Furious Volley:
Hand Crossbow(Range 10/20): 16 vs Gil's 20 AC, miss,
Hand Crossbow(Range 10/20): 15 vs Gil's 20 AC, miss.
♦
Half-spider Scout:
MBA: +10 vs AC, 1d4+3 damage.
Half-spider Marauder 2: Charge, move and jump to Q13 <Ootah Interrupts, take 5 damage(Ootah was weakened), pushed, save: 10, saved, land prone>
Short Sword(-2 prone, +1 charge): 12 vs Gil's 18 AC, miss.
♦
Half-spider Marauder:
MBA: +11 vs AC, 1d6+4 damage(+1d6 if has CA).
Half-spider Web Crafter 1: Take 2 necrotic damage. Stand. Climb to L1. Save vs weakened: 2, fail.
Half-spider Web Crafter 2:
Web Ball(range 5): 18 vs Kauldron' 21 Reflex, miss.
♦
Half-spider Web Crafter:
MBA: +11 vs AC, 2d8+5 damage and slowed TenT.
Green Dragons killed:
1
Drake Mounts killed:
2
Dragonborn killed:
2
Half-Spider Grunts killed:
2
Half-spider Warriors killed:
2
Half-spider Marauders killed:
1[/sblock]
[sblock=Current Fog Type]
Teleport Fog: 1d6 force damage and teleported to a random square(roll d20 for row and column). If teleported to square with pillar, teleported to the top of it but take 1d6 extra force damage. If teleported back into the fog, the creature may decide whether to take the damage and be teleported again.[/sblock]
[sblock=Terrain]
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:
21
Arcana:
21
Bluff:
19
History:
21
Insight:
21
Perception:
19
Religion:
19
Streetwise:
19
Thievery:
21
Others:
17[/sblock]