Match Two: The Jade Tomb, Round 8
 
Rilissa notices that fire burns. Meanwhile, Corragan looks down the next hallway, seeing it bends to the north and that there's another door just before the bend.
Dina, once counter-spelling her way out of the tomb, stands facing the closed chest inset into a nook in the wall.
      |   GM:  |   @Medina , I'm assuming you meant P15 since T15 would be looking back down the hallway you were just in. 
 
 @Ignatz , I missed the Rageblood thing. Also, you're pretty sure these aren't the treasures. 
 
 @VanderLegion , only made it to T15 since you can't cut solid corners when you move.  |       | 
    
[sblock=Combatants]
-Party-
Corragan: 
U11, 
19/28hp
Sha'kar: 
U10, 
25/30hp, 
+1 Crypt Ward
Rilissa: 
U13, 
25/27hp
Ignatz: 
U15,
 27/30hp
Dina: 
U12, 
24/24hp, 
+3 Crypt Ward, 
Crypt Trap
-Enemy-
Jade Ghost: 
Dispersed
 Jade Ghost(Undead): Minion. AC 19, Fort 16, Ref 18, Will 18. 
MBA:  +8 vs Fort, 5 force damage and slowed(save ends). If the target is  slowed already, the attack does +2 damage and the target is  immobilized(save ends) instead of slowed. 
Spectral Resistance(Free, when reduced to 0 hp): The Jade Ghost makes a saving throw. On a success, the Jade Ghost gains 1 hp.
Effect Key: 
location, 
hp/max hp, 
damage related, 
TenT or TsnT, 
conditional, 
save ends, 
encounter[/sblock]
[sblock=Traps][sblock=Disarming the Traps]If you want to try to disable a trap, feel free to be creative and/or ask questions as I'm not posting specific solutions. It's not required to disable the traps, but it should be possible for each of them.[/sblock]
[sblock=Incense Burner Trap]Anyone who enters the room or starts their  turn in it takes an attack: +3 vs Fort, 1d6+4 poison damage and 5  ongoing poison damage and weakened(save ends both). Characters can ward themselves against the trap with Heal or Endurance.[/sblock]
[sblock=Crypt Trap]Anyone who enters the room or starts their turn in it  takes an attack: +3 vs Will, teleport into whichever coffin has less  people in it (north if both have same). At the start of each turn inside the coffin,  characters take 5 necrotic damage. Characters can ward themselves  against the trap with Arcana or Religion.
Arcana or Religion DC18 as minor action - once per round each - or   Athletics 18 as move action allow the character to escape. Characters on  the outside can make make aid another skill checks as a minor  action(DC10 since you are first level) to help people inside whichever  tomb you are adjacent to and people in the same tomb can aid each other.
Arcana aids effect Arcana checks, Religion aids Religion checks, Athletics aids effect Athletics checks of everyone inside.[/sblock]
[sblock=Trap Warding]As a minor action, make a DC10 check with the skills listed in the trap to  ward yourself or help ward an  adjacent character against the trap  until the end of your next turn. If you beat the DC, the target  gains  +1 to their Fort defense against the burner, +1 per 5 over the  DC.[/sblock][/sblock]
[sblock=Tomb Room]
Chest(
R12): There is a closed chest in the room. It may or may not be locked, won't know until you try to open it.[/sblock]
[sblock=Terrain]
Stairs: The stairs take a move action to ascend (enter the map) or descend (leave the map).
Walls: The walls are fairly rough, DC 18 to climb. The arena is 2 squares tall with a forcefield shimmering over the top to keep the gladiators (read: you) in the arena.
Hallways: Hallways contain a mist that is light obscurement; anything 2 or more squares away is concealed, anything beyond has total concealment (can't be seen).[/sblock]
[sblock=Special Rules][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:
Athletics: 
17
Endurance: 
17
Heal: 
17
History: 
17
Perception: 
17
Religion: 
17
Others: 
15[/sblock]
[sblock=The Jade Tomb]
Treasures: To win, the group must find, collect, and escape with the three treasures.[/sblock][/sblock]