Match Three: A Simple Arena Duel?, Round 3
The Beast Lords seem to intend to go out with a whimper, flailing about futiely as the group cuts them down.
GM: | Plans feel through tonight, so I ended up having time to update.
Map is here. | |
[sblock=Enemy Actions]
Dust Frog: Move to D9,
Barbed Tongue(Reach 3): 12 vs Rilissa's 14 Reflex, miss.
Beast Lord 2: Move to D5, Stealth(
Camoflage Power):
7, fail.
Longbow: 12 vs Ignatz' 17 AC, miss.[/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. The blue area is water. Falling in deals no damage, but any creature that starts its turn in the water takes an attack: +7 vs AC, 1d10+5 damage and grabbed(escape DC18).
The scaffolding of holding up the arena is DC15 Athletics(climb) as are the 1 square tall "terrain".[/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]