Match Two: The Jade Tomb, Round 19
The second Rilissa dissipates the ghost, it re-appears, flying out of the side of the sarcophagus and swinging wildly at Ignatz to no avail.
      |   GM:  |  I moved Corragan to J19 since row 20 is a rock wall.  |       | 
    
[sblock=Enemy Actions]
Jade Ghost: Move to L17. 
Spectral Touch: 
13 vs Ignatz' 
16 Fort, 
miss.[/sblock]
[sblock=Combatants]
-Party-
Corragan: 
J19, 
21/28hp
Sha'kar: 
L19, 
25/30hp, 
grants CA
Rilissa: 
K19, 
18/27hp, 
slowed
Ignatz: 
L18,
 3+14/30hp, 
immobilized, 
resist 5 force
Dina: 
M19, 
24/24hp
-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][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=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=Mist Trap]Anyone who enters or starts their turn in the mist room takes an attack: +5 vs Will, teleported into a random 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=Sarcophagus Room]Engraved upon the side of the Sarcophagus is the following:
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
[/sblock]
[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. 2 have been collected.[/sblock][/sblock]