You said you'd tell me what that black flask was! So any ideas on what I should do with this? Should I go give it to Rilissa? For those away from their books, you drink it and 1/enc you use an immediate interrupt to crank your Will up to 25, making one of those dominate attacks miss. You also get some temp hp from Sha'kar, since it counts as a magic item daily use.
Following Rilissa's command, Sha'kar continues further down the hallway and around the corner, readying himself in case the ghost shows up again.
[sblock="actions"]Move: to I3 Standard: Ready thundering armor in case ghost appears/moves adjacent to me. Primary target self, secondary target ghost.[/sblock][sblock="Stats"]Sha'kar Menoth Male Genasi Artificer Initiative: +0, Passive perception: 17, Passive Insight: 12, Senses: Normal
Defenses: AC: 16, Fort: 15, Reflex: 14, Will: 14
+2 all from Jade Fortified or Tomb Fortified where applies
Resist 5 Psychic
Quarterstaff - 1d8
Repeating Crossbow - 1d8
Current magazine: 5 bolts
Full Magazines Remaining: 14
Conditions: Wearing Jade Fortified and Tomb Fortified Armor
Crossbow Caster - Use Crossbow as implement for implement attacks
Voidsoul - Resist 5 Psychic damage
Arcane Empowerment - Empower magic item once per day + once per milestone (Augment Energy or Impart Energy)
Augment Energy - A weapon gains a +2 bonus as a free action once. A weapon can't be infused twice (lasts until next extended rest or until used)
Impart Energy - Recharge a daily magic item. An item can't be recharged twice in a day.
Arcane Rejuvenation - When an ally uses a daily magic item they gain 4 temporary hit points.[/sblock]
As Ignatz and Corragan dispatch the ghost - again - Rilissa struggles with the book trap, Dina prepares herself to assist, and Sha'kar advances down the next hallway, only to find it's a dead-end.
Rilissa will, of course, be subject to the trap attack at the start of her turn.
The domination will force the PC to leave the room through the south door, then attack fellow players with their best at-wills on any subsequent rounds they are dominated. If the PC can leave the room and still charge someone, they will do so.
[sblock=Combatants]-Party- Corragan: M12, 17/28hp Sha'kar: L6, 25/30hp Rilissa: L4, 25/27hp, Book Trap Ignatz: K11,2+17/30hp Dina: L12, 24/24hp, +4 Book Ward
-Enemy- Jade Ghost: Dissipated
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, UPDATED][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=Book Room Trap]Anyone who enters the room or starts their turn in it takes an attack: +5 vs Will, dominated(save ends).
While dominated, the domination will force the PC to leave the room through the south door, then attack fellow players with their best at-wills on any subsequent rounds they are dominated. If the PC can leave the room and still charge someone, they will do so.[/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=Armory Room Trap]Anyone who tries to take a weapon or armor from the rack or statues takes an attack: +5 vs AC, 1d12+2 damage. Warding: Normal Defense boosters (Aid Another, Total Defense).[/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 defense against the trap, +1 per 5 over the DC.[/sblock][/sblock]
[sblock=Rooms, UPDATED][sblock=Book Room]The book is magically bound to the pedestal. It requires a DC18 Arcana check as part of the minor action to pick it up in order to successfully pick up the book.[/sblock]
[sblock=Armory Room]There are weapons, armor, and implements of all types and all are mundane but have one of the following properties. Both types of armor may be worn together.:
*Trap Seeker(Weapon): These weapons act as dowsing rods but for finding traps. Characters holding them gain +2 to all skills, attack, and damage rolls involving finding, warding against, and disabling traps in the Jade Tomb.
*Jade Bane (Weapon): These weapons gain +1 to hit the Jade Ghost and ignore its Spectral Resistance.
*Jade Fortified (Armor): Characters who take a piece of this armor can don it as a minor action. They gain +2 to all defenses against the Jade Ghost's attacks, +2 on saves against effects it inflicts, and can move through its square(provoking OAs as normal).
*Tomb Fortified (Armor): Characters who take a piece of this armor can don it as a minor action. They gain +2 to all defenses against trap attacks in the Jade Tomb, +2 on saves inflicted by traps, and DR2 against trap attacks while in the Tomb.[/sblock][/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.
Ignatz frowns as Sha'kar reports back on the dead end, and Rilissa warns everyone off of the room she's in- but of course, that's the only way forward. If it was bad, they wouldn't want to go through it twice, and since there was still some backtracking to be done, now would be the best time to do it. Ignatz sprints back towards the stairs.
No Action: Gain 2 temp hp (Rageblood Vigor)
[sblock=Statblock]Ignatz Jägerkin - Male Half-Orc Barbarian 1
Status: Wolfen (+1 speed, bite prof), Running (grant CA, -5 attack TSoNT)
Initiative: +3, Passive perception: 17(18), Passive Insight: 11
AC:17 Fort:16 Ref:14 Will:11
HP: 17/30 Bloodied: 15 Surge value: 7 Surges/day: 10
Speed: 6 squares, AP: 0, Second Wind: unused, Temporary HP: 2
Melee Basic Attack: +6 vs AC, 2d6+4 brutal 1 (Claw: +7, 1d8+4)
Powers: Body of the Wolf, Howling Strike, Pressing Strike Furious Assault, Swift Charge, Desperate Fury Thunder Hooves Rage[/sblock]
Barely noticing the influence of the braziers, Rilissa tries everything she knows to remove the book from the pedestal. Sigils of dispelling, runes of freedom, markings of warding, nothing works. Finally, in a primal scream of rage, she slams her sword on the book, flat side, channeling power into it. The magic holding the book down recedes momentarily, and she snatches the book off the stand before it reforms. She looks towards the door, hoping to make it before whatever this room does affects her.
Start of Turn - Takes attack from Trap: +5 vs Will 16 (+2 from Tomb Fort armor)
Minor - Arcana +11 vs DC 18 to take the book #1
Move - Arcana +11 vs DC 18 to take the book #2
Standard - scream at the Enworld die roller that just gave me 2 1's in a row, and do it again.
Corragan briefly considers following Ignatz, but he has proven himself quite competent, and the ache from his injuries encourage him to stay nearer to people that can help should the ghost attack him again. Instead, he walks over towards Dina, shudders and stands up straight, reverting back to his elven form, and readies to strike down the Jade Ghost should it appear again.
[sblock=Actions]Move: Move to L6
Minor: Wild Shape back to elven form
Standard: Ready to use Fire Hawk on the Jade Ghost if it reappears[/sblock]
[sblock=Stats]Corragan - Elf Druid (Unaligned) Level 1