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The Kolloseaum: Team Gil's Conscience (DM: Iron Sky, Judge: Luinnar)
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<blockquote data-quote="Iron Sky" data-source="post: 5734002" data-attributes="member: 60965"><p><strong>Match Three: Pillars of Doom, Round 0</strong></p><p></p><p>Eventually the group is led to the next arena, to find it full of 20-foot tall pillars of stone, with wooden planks placed between them to allow access. At the base of the pillars is a strange sparkling fog, hiding whatever lies below from sight.</p><p></p><p>Once the group is in position, there is a sudden blast of wind that blows down all the planks as an announcer's voice booms out: "We have an exciting fight for you all today! I'm sure you've been following Team Gil's Conscience and now we have their final match. All we need from you is... what should there be below the pillars?"</p><p></p><p>The crowd doesn't get it for a moment, then call out "Fire" "Ice" "Poison" "Bats" "Churches" "Very small rocks!". Eventually the mob settles on fire and the sparkling mist flares up red just as the foe enters the arena.</p><p></p><p>[GM]Position yourselves on whichever pillars you want. The auspice suggests clumping together is not favorable. Once everyone is placed, I'll place the monsters and we'll start the first round with anyone who got 14 or better initiative going before the monsters.[/GM]</p><p></p><p>[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.</p><p> </p><p>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.</p><p> </p><p>*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.</p><p></p><p>*Any skill can be used, as long as the player can provide relevant character action to back up the roll.</p><p></p><p><strong>Current Skill DCs</strong>:</p><p><em>Acrobatics</em>: <strong>19</strong></p><p><strong></strong><em>Arcana</em>: <strong>19</strong></p><p><em>History</em>: <strong>21</strong></p><p><em>Insight</em>: <strong>19</strong></p><p><em>Religion</em>:<strong> 19</strong><em></em></p><p><em>Streetwise</em>: <strong>19</strong></p><p><em>Others</em>: <strong>17</strong>[/sblock]</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5734002, member: 60965"] [B]Match Three: Pillars of Doom, Round 0[/B] Eventually the group is led to the next arena, to find it full of 20-foot tall pillars of stone, with wooden planks placed between them to allow access. At the base of the pillars is a strange sparkling fog, hiding whatever lies below from sight. Once the group is in position, there is a sudden blast of wind that blows down all the planks as an announcer's voice booms out: "We have an exciting fight for you all today! I'm sure you've been following Team Gil's Conscience and now we have their final match. All we need from you is... what should there be below the pillars?" The crowd doesn't get it for a moment, then call out "Fire" "Ice" "Poison" "Bats" "Churches" "Very small rocks!". Eventually the mob settles on fire and the sparkling mist flares up red just as the foe enters the arena. [GM]Position yourselves on whichever pillars you want. The auspice suggests clumping together is not favorable. Once everyone is placed, I'll place the monsters and we'll start the first round with anyone who got 14 or better initiative going before the monsters.[/GM] [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. [B]Current Skill DCs[/B]: [I]Acrobatics[/I]: [B]19 [/B][I]Arcana[/I]: [B]19[/B] [I]History[/I]: [B]21[/B] [I]Insight[/I]: [B]19[/B] [I]Religion[/I]:[B] 19[/B][I] Streetwise[/I]: [B]19[/B] [I]Others[/I]: [B]17[/B][/sblock] [/QUOTE]
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