Match Two: The Jade Tomb, Round 17a
As Rilissa limps to the room and peers in, she sees a raised sarcophagus in the center of a room entirely lined with jade (paint). Atop the sarcophagus has been crudely glued a statue much like the one Rilissa saw in the hallway outside.
Squinting through the haze from where she is, she can just barely see the inscription on the side of the sarcophagus.
I HAVE THE FATE OF A CAT, BUT ETCHED IN STONE
I WEAR MANY FACES, BUT THEY ARE ALL THE SAME
I CANNOT BE KILLED, BUT CAN BE DESTROYED
THOUGH CURSED ARE THOSE WHO TAKE FROM MY TROVE
Meanwhile, Ignatz feels himself suddenly disperse into the mist. When he recovers, he finds himself standing in a room covered with jade paint, staring at Corragan. The moment he appears, the ghost comes shrieking out of the sarcophagus as well and attacks, hitting the barbarian solidly and staggering him. To add insult to injury, the mist congeals about Ignatz' feet, binding him in place with insubstantial purple tendrils.
Sha'kar and Dina advance while Corragan slams into the trap mechanisms, attempting to wreck them by brute force, engulfing the three rooms with flame in the process...
GM: | Gone from 8:30am to 1am yesterday, didn't have time to update.
[MENTION=6682244]Medina[/MENTION], it takes 3 checks to disable the trap, you can substitute Athletics but you still need to succeed at three checks to disable it. You have 1/3 successes now. You can change your other two (invalid) actions.
If you meant to destroy the lock instead, then you succeeded, though you would take a second trap attack when you opened it. | |
[sblock=Enemy Actions]
Jade Ghost: Charge to J19,
Spectral Touch(+1 charge),
18 vs Rilissa's
16 Fort,
hit,
5 force damage and
slowed(save ends).
Jade Ghost:
Spectral Touch:
17 vs Ignatz'
16 Fort, hit,
5 force damage and
slowed(save ends).[/sblock]
[sblock=Combatants]
-Party-
Corragan:
E14,
17/28hp
Sha'kar:
I15,
25/30hp,
readied Thundering Armor
Rilissa:
I19,
18/27hp,
slowed
Ignatz:
O6,
14/30hp,
slowed,
immobilized
Dina:
H13,
24/24hp,
+3 Fire Ward
-Enemy-
Jade Ghost:
L17
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, UPDATED][sblock=Jade Tomb Trap]Any character entering or starting their turn in the tomb summons a manifestation of the Jade Ghost into an adjacent square that immediately attacks them and then must be destroyed normally.[/sblock]
[sblock=Chest Trap, 1/3 Disabled, UPDATED]
Disarming the trap requires 3 DC18 Thievery checks to disable. Failure by 5 or more sets off the trap. In place of a Thievery check, you may make an Athletics DC13 check, but it automatically sets off the trap.
Alternately, the chest has 50hp and 15 to all defenses. Missing the chest by 5 or more sets off the trap. Disabling the lock is 1 DC18 Thievery with failure setting off the trap or Athletics DC13(automatically setting off the trap). Opening the chest without disabling the trap also sets it off.
Trap: +3 vs Reflex, 1d6+3 fire damage to everything in the chest room and the two before it(with the checkerboard floors).
Warding: Heal, Nature.[/sblock]
[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=Mist Trap]Anyone who enters or starts their turn in the mist room takes an attack: +5 vs Will, teleported into a random active trap room elsewhere in the dungeon, activating the trap, then immobilized(save ends).
Destroying the trap: The trap has 30hp, 15 AC, and 13 to other defenses.
Warding: Arcana, Dungeoneering[/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).
Warding: Heal, Endurance.[/sblock]
[sblock=Armory Room Trap]Anyone who tries to take a weapon or armor from the rack or statues takes an attack: +5 vs AC, 1d12+2 damage.
Warding: Normal Defense boosters (Aid Another, Total Defense).[/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 defense against the trap, +1 per 5 over the DC.[/sblock][/sblock]
[sblock=Rooms][sblock=Armory Room]There are weapons, armor, and implements of all types and all are mundane but have one of the following properties. Both types of armor may be worn together.:
*
Trap Seeker(Weapon): These weapons act as dowsing rods but for finding traps. Characters holding them gain +2 to all skills, attack, and damage rolls involving finding, warding against, and disabling traps in the Jade Tomb.
*
Jade Bane (Weapon): These weapons gain +1 to hit the Jade Ghost and ignore its
Spectral Resistance.
*
Jade Fortified (Armor): Characters who take a piece of this armor can don it as a minor action. They gain +2 to all defenses against the Jade Ghost's attacks, +2 on saves against effects it inflicts, and can move through its square(provoking OAs as normal).
*
Tomb Fortified (Armor): Characters who take a piece of this armor can don it as a minor action. They gain +2 to all defenses against trap attacks in the Jade Tomb, +2 on saves inflicted by traps, and DR2 against trap attacks while in the Tomb.[/sblock][/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
Arcana:
17
Endurance:
17
Heal:
17
History:
17
Perception:
17
Religion:
17
Others:
15[/sblock]
[sblock=Victory Condition]
Treasures: To win, the group must find, collect, and escape with the three treasures. 1 has been collected.[/sblock][/sblock]