Match Two: The Jade Tomb, Round 23
Dina struggles in vain to come up with anything they don't already know about the obnoxious green ghost, but is at a loss.
The ghost, challenged by Rilissa's magic, turns and attacks the swordmage, 
      |   GM:  |  Note: Everyone takes 1 ongoing damage a round until out of the tomb. It is increased when items are carried, but it's always 1.  |       | 
    
[sblock=Enemy Actions]
Jade Ghost: Shift to I17. 
Spectral Touch(+2 CA): 25 vs Rilissa's 14 Fort, hit, 5 damage and slowed(save ends).
Mist Curse: Each character takes 1 ongoing damage a round until out of the tomb. This ongoing damage increases by 1 per item taken from the Armory, or one of the three treasures. Getting rid of the now-cursed weapons or armor takes a minor action and allows a save to drop the offending item. Treasure can be handed back and forth freely between adjacent party members.[/sblock]
[sblock=Combatants]
-Party-
Corragan: 
E9, 
18/28hp, 
grants CA
Sha'kar: 
E12, 
20/30hp
Rilissa: 
E6, 
12/27hp, 
grants CA, 
slowed
Ignatz: 
I8,
 1+14/30hp, 
resist 5 force
Dina: 
I19, 
18/24hp, 
slowed
-Enemy-
Jade Ghost: 
I17, 
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=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=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]
[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. All 3 have been collected.[/sblock][/sblock]