Match Three: A Simple Arena Duel?, Round 1
The cloaked figures advance, quickly grabbing all the orbs while directing their beasts forward. One of the figures produces a bow and hits Dina, causing a thin arc of lightning to shoot back but knocking the orb from Dina's possession.
Another summons a twisting vine that burrows up from the planks and pulls Dina away from the others, just in time for the huge ape to hurtle into her, taking her down...
GM: | Map is here.
I rolled Sha'kar's init and got a 13.
Forgot to mention that each creature can only hold one orb at a time. | |
[sblock=Enemy Actions]
Beast Lord 1: Move to F5. Pick up Green Orb.
Total Defense: +2 defenses TsnT.
Beast Lord 2: Move to H18. Pick up Red Orb.
Longbow(Range 20/40): 17 vs Dina's 17 AC, hit, 4 damage +1 fire damage, take 1d4=2 lightning damage. Dina's save: 1d20=9, fail, yellow orb dropped.
Beast Lord 3: Pick up Blue Orb.
Spectral Vine(Range 20): 23 vs Dina's 15 Reflex, hit, 14 damage + 3 fire damage and pull 2.
Stone Frog: Move to H15.
Total Defense: +2 defenses.
Dust Frog: Double move to H7.
Ape: Move to H10, charge to O11,
Slam(+1 charge): 22 AC vs Dina's 17 AC, hit, 11 damage + 1 fire damage.[/sblock]
[sblock=Terrain]Outlined areas are places where terrain is "incoming". It's been fired into the air and will land there at the end of the round. Any creature under it when it lands takes 1d10+3 damage, is pushed out of the terrain's area, and knocked prone.
Each round the outer perimeter of the arena will collapse. Last team still standing on the platform wins.[/sblock]
[sblock=Orbs!]
Picking up Orbs: It takes a minor action while adjacent to an orb to pick it up. Once picked up, it hovers above the character's head (no free hand needed). Each creature can carry only 1 orb at a time.
Dropping Orbs: Orbs can be dropped as a free action. Every time a creature with an orb takes damage, it must make a saving throw or the orb is dropped in its square.
Green Orb: The team gains regen 2 while any team member has the orb and healing powers heal +2 hp.
Red Orb: The team deals +1d4 fire damage on any attack and has resist 5 fire while any team member has the orb.
Yellow Orb: The team gains a "static wall" property while any team member has the orb. Any enemy that hits a member of the team with an attack takes 1d4 lightning damage.
Blue Orb: The team gains +1 to all defenses and DR1 while any team member has the orb.[/sblock]