Match Two: The Jade Tomb, Round 1
| GM: || It took everyone a move action to reach the top of the stairs, so everyone didn't get as far as they stated. Everyone must finish their actions for the first round before the next round gets underway.|
As stated in the Appease the Crowd rules, the DCs do NOT reset between matches.
Ignatz looks around the corner, seeing a hallway that disappears into the mist. Rilissa sees that the hallway stretches on past the nearby doorway.
Sha'kar notices that the mists are magical, produced by the crystals set into the walls.
Somewhere, a muffled, echoing wail arises from some distant place in the tomb. It suddenly cuts out, then comes back, then cuts out again, each time seemingly closer than the last. Then, suddenly, an insubstantial, wispy, wailing figure flies out of the wall and attacks Rilissa, slamming into her with surprising force.
[sblock=Enemy Actions]Jade Ghost
: Move. Charge to U9(phasing), Spectral Touch
(+1 charge): 26
vs Rilissa's 14 Fort
, hit, 5 force damage
and slowed(save ends)
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.
/max hp, damage related
, TenT or TsnT
, save ends
: The stairs take a move action to ascend (enter the map) or descend (leave the map).
: 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 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
[sblock=The Jade Tomb]Treasures
: To win, the group must find, collect, and escape with the three treasures.[/sblock][/sblock]