Match Two: The Jade Tomb, Round 5
The ghost shrieks in rage and swings at Rilissa, the crowd cheering as she manages to avoid its frantic swings.
In between attacking it, Ignatz notices another room branching off the hallway ahead, lit by two burning braziers. There's part of what looks like a sarcophagus lit by a faint blue glow inside it.
GM: | Still an open barrel in the Incense room to search. | |
[sblock=Enemy Actions]
Jade Ghost:
Spectral Touch:
10 vs Rilissa's
16 Fort, miss.[/sblock]
[sblock=Combatants]
-Party-
Corragan:
U11,
28/28hp
Sha'kar:
U10,
25/30hp
Rilissa:
U13,
25/27hp,
+2 defenses
Ignatz:
U15,
30/30hp
Dina:
U12,
24/24hp
-Enemy-
Incense Burner: 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).
Jade Ghost:
U14
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=Incense Burner Room, Updated]
Objects: There's one barrel that is open and ready to be searched.. It's a minor action DC 15 Perception check to search it thoroughly.
Warding the Smoke: As a minor action DC10 Heal check you can ward yourself or help ward an adjacent character against the smoke 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=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]