Iron Sky
Procedurally Generated
Match Two: The Jade Tomb, Round 6
The nigh-invulnerable ghost rebuffs all the group's attempts to disperse it again, but it claws at Rilissa futilely in return.
As Ignatz moves onward, he sees the hallway continues onward...
The good news: Ignatz heads into a room with two massive stone coffins that are slightly cracked open and spots a gleaming treasure chest on the far side of the room. The bad news: the coffins flare and one of them sucks him inside where dark necrotic energies begin to eat at him. His only hope is somehow countering the dark spell that pulled him in or lifting the immense coffin lid enough that he can squeeze out...
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[sblock=Enemy Actions]Jade Ghost: 10 vs Rilissa's 14 Fort, miss.
Crypt Trap(When Ignatz enters the room): 20 vs Will, hit, Ignatz is teleported inside the north tomb. While in the tomb he takes 5 necrotic damage at the start of each turn - Arcana or Religion DC18 as minor action - once per round each - or Athletics 18 as move action to escape.[/sblock]
[sblock=Combatants]-Party-
Corragan: U11, 19/28hp, Incense Ward +2, Incense Fumes
Sha'kar: U10, 25/30hp, Incense Ward +1
Rilissa: U13, 25/27hp
Ignatz: U15, 30/30hp, Entombed
Dina: U12, 24/24hp
-Enemy-
Jade Ghost: U14, Aegis(Rilissa)
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][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=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=Crypt Trap]Anyone who enters the room or starts their turn in it takes an attack: +3 vs Will, teleport into whichever coffin has less people in it (north if both have same). At the start of each turn inside the coffin, characters take 5 necrotic damage. Characters can ward themselves against the trap with Arcana or Religion.
Arcana or Religion DC18 as minor action - once per round each - or Athletics 18 as move action allow the character to escape. Characters on the outside can make make aid another skill checks as a minor action(DC10 since you are first level) to help people inside whichever tomb you are adjacent to and people in the same tomb can aid each other.
Arcana aids effect Arcana checks, Religion aids Religion checks, Athletics aids effect Athletics checks of everyone inside.[/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 Fort defense against the burner, +1 per 5 over the DC.[/sblock][/sblock]
[sblock=Incense Burner Room]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.[/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]
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