Match Two: The Black Pool, Round 1d
      |   GM:  |   @MetaVoid , note that the DC of the Wow the Crowd checks goes up 2 each time you use it. Doesn't affect your roll results, but you should have gotten +3 instead of +4. 
 
 @dimsdale , what is the range on Lerrick's healing word? Artemis was 9 squares away when you healed him. Targets weren't where you thought they were for Beacon of Hope, so I just applied the attacks in a logical order, leaving you with 1 extra attack... for which I rolled a Nat1 (you're welcome). 
 
Yes, I'm definitely going to make some new rules for how stuff is handled next round. 
 
 @Darksteed , only Kauldron left to go.  |       | 
    
[sblock=Center Gem]
Color: Purple
Type: Necrotic
Round Attack: +10 vs Will, 1d10+3 necrotic damage and slide 1.
Capture Bonus: Enemy team loses the resist 10 all.
Capturing Team: Players.[/sblock]
[sblock=Enemy Actions]
Shadewalker 1: 
Statue Attack: 
13 vs Joy's 
20 AC, miss. 
Surprise Fey Step: Teleport to H11 and gain 
CA against all adjacent targets. 
Battle Dance: Shift to H9, making 
MBA against 
every target adjacent during the shift. 
Shadow Blade(CA vs Joy, Artemis, Cyr, -2 vs Martelai): 
33 vs Joy's 
20 AC, hit, 
CRIT vs Artemis, 
28 vs Cyr's 
22 AC, hit, 
21 vs Brenwar's 
27 AC, miss, 
25 vs Martelai's 
20 AC, hit, 
26 vs Lerrick's 
17 AC, hit. Gil's 
Moonstride Triggers, shift to G11 and 
Insubstantial TenT. Artemis takes 24 reduced to 
14 damage. Joy takes 22 reduced to 
12 damage. Cyr takes 19 reduced to 
9 damage. Martelai takes 20 reduced to 
10 damage<Interrupt, reduce to 
5 damage and take 24 damage>. Lerrick takes 12 reduced to 
2 damage. Shadewalker 1 is 
invisible to Joy, Artemis, Cyr, Martelai, and Lerrick until the end of the Eladrin's next turn.
Shadewalker 2: 
Statue Attack: 
26 vs Artemis' 
21 AC, hit, 14 reduced to 
4 damage and 
slide 3. 
Surprise Fey Step: Teleport to I11, gain 
CA against all adjacent targets. 
Battle Dance: Shift to H11, making 
MBA against every target adjacent during the shift. 
Shadow Blade(CA vs Cyr, Martelai, Brenwar): 
22 vs Cyr's 
22 AC, hit, 
35 vs Brenwar's 
27 AC, hit, 
27 vs Martelai's 
20 AC, hit, 
21 vs Lerrick's 
17 AC, hit, 
29 vs Gil's 
17 AC, hit, 
18 vs Joy's 
20 AC, miss. Cyr takes 15 reduced to 
5 damage. Brenwar takes 19 reduced to 
9 damage. Martelai takes 15 reduced to 
5 damage. Lerrick takes 22 reduced to 
12 damage. Gil takes 17 reduced to 7 / 2 = 
3 damage. Shadewalker 2 is 
invisible to Cyr, Brenwar, Martelai, Lerrick, and Gil  until the end of the Eladrin's next turn.
Shadewalker 3: Stand. 
Platform Attack: 
22 vs Kauldron's 
21 Will, hit, 11 + 5 = 
16 necrotic damage and 
slide 1. Charge to I8, 
Shadow Blade(-2 mark): Take 
7 radiant damage. 
28 vs Lerrick's 
17 AC, hit, 21 reduced to 
11 damage and 
invisible to Lerrick until the end of the Eladrin's next turn.
Mercenary 1: 
Statue Attack: 
23 vs Kauldron's 
29 AC, miss. Move to L7. 
Stab of the Wild: 
14 vs Kauldron's 
29 AC, miss.
Mercenary 2: 
Platform Attack: 
28 vs Joy's 
20 Will, hit, 9 + 5 = 
14 necrotic damage and 
slide 1. Move to I11. 
Stab of the Wild: 
27 vs Cyr's 
22 AC, hit, 16 reduced to 
6 damage and Cyr is 
restrained until the end of the Mercenary's next turn.
Mercenary 3: Stand. 
Statue Attack: 
19 vs Kauldron's 
21 Will, miss. Charge to I9, 
Longsword(+1 charge, +2 CA, -2 mark): Take 
7 radiant damage, 
30 vs Cyr's 
22 AC, hit, 15 reduced to 
5 damage.
Spellweaver 1: 
Platform Attack: 
12 vs Brenwar's 
22 Will, miss. Move to M14. 
Teleporting Bolt: 
18 vs Brenwar's 
22 Will, miss, 
teleport 1 on miss.
Spellweaver 2: 
Statue Attack: 
27 vs Lerrick's 
17 AC, hit, 18 reduced to 
8 damage and 
slide 3. 
Teleporting Bolt: 
16 vs Kauldron's 
21 Ref, miss, 
teleport 1 on a miss. Kauldron's save: 1d20+2=
6, fail, 
teleported into oil,  
Round Attack: 
27 vs Kauldron's 
21 Will, hit, 7 + 5 = 
12 necrotic damage and 
slide 1, then 
restrained(save ends)
Arcane Archer: Move to U15. 
29 vs Gil's 
17 AC, hit, 7 reduced to 
0 force damage and 
push 1.[/sblock]
[sblock=Combatants]
-Party-
Effects On All Players: 
vulnerable 5 necrotic, 
resist 10 all except necrotic
Ootah: 
U8, 
45/46hp, 
+2 AC/Ref and +1d8 damage, 
+1 defenses vs Spellweaver2, 
Skirmishing Stance
  Joy: 
G8, 
8+
16/46hp, 
+1 attacks
  Cyr:
 H10, 
8+
17/42hp, 
restrained
  Gil: 
M11, 
8+
25/36hp, 
resist 5 cold
Kauldron: 
L3(Oil), 
8+
47/59hp, 
+2 saves, 
+4 Fort/Will, 
+1 defenses
  Artemis: 
O15, 
8+
34/37hp
  
Martelai: 
K11, 
8+
44/54hp, 
Potion of Will
Lerrick: 
L6, 
8+
36/47hp, 
+1 defenses, 
prone, 
Beacon of Hope
 Brenwar:
 I8, 
55/65hp, 
+1 defenses, 
+1 defenses
-Enemy-
Effects on All Enemies: 
vulnerable 5 necrotic
Eladrin Mercenary 1: 
J7, 
52/77hp, 
Divine Challenge(Kauldron), 
dazed, 
weakened, 
Cursed(Martelai)
Eladrin Mercenary 2: 
J8, 
34/77hp, 
weakened, 
stunned, 
Cursed(Martelai)
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: 
H7, 
55/94hp, 
invisible to Joy, Artemis, Cyr, Martelai, and Lerrick, 
stunned, 
Cursed(Martelai)
Eladrin Shadewalker 2: 
I7, 
55/94hp, 
invisible to Cyr, Brenwar, Martelai, Lerrick, and Gil, 
stunned, 
Cursed(Martelai)
Eladrin Shadewalker 3: 
I8,
 20/94hp, 
Divine Challenge(Kauldron), 
invisible to Lerrick, 
stunned, 
Cursed(Martelai)
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 Spellweaver 1: 
P14, 41/82hp, 
5 round damage if end turn in oil, 
restrained
Eladrin Spellweaver 2: 
N5, 
53/82hp, 
prone, 
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: 
U15
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
History: 
21
Insight: 
19
Religion:
 19
Streetwise: 
19
Others: 
17[/sblock]