Addisonagain pokes out far enough to spy Turval, and this time hits him with a combination of call of bells from beyond the grave and heating up his armor once more before duck back to cover.
After all that, the sound of grinding of gears that'd been steadily building in the walls finally concludes with vents opening up in the staging area. From there, a multi-hued fog or mist of some kind begins pour out and move almost with a life of its own....
(@Tuval: Make a Wis Save(DC 13) or take 1 necrotic damage. And make a Con Save(DC 13) or suffer the disadvantage.)
It is now Tuval's Turn!
Arena 9: Woods(Round 4)
A B C D E F G H I J K L M N O P 16 !: !: !: !: !: !: !: !: !: !: !: !: !: !: !: ! ===%::=============€€=========%::=======::%===== 15 !: !: !. !. !. !€ !€ !. !. !: !: !. !: !: !. ! =..:::::::........€€€€.....:::::::..€..::::..... 14 !. !: !: !. !. !. !. !. !: !: !. !. !: !: !. ! €€€€..:::::::..€........:::::::..€€€€..:::::::.. 13 € . : : . . . : : T. € € . : : €€€€.....:::::::==€€€€..::::.....€€€€===..::::.. 12 . . . : : € € : : . . . . : : =..€€€€.....::::..€€€€==::::..€€€€.....:::::::.. 11 € € . : : . . : : € € . : : . =..€€€€.....:::::::..:::::::==€€€€..:::::::..€€€ 10 . . . . : : : : . . . : : . € =.....€€€€=====:::::::::===€..::::::::::.....€€€ 09 . € € . . : : : = : : : . . . =.....€€€€..:::::::::=:::::=::::::.....€€€€..... 08 . . . : : : = : : T: . . € € . €€€€.....::::::::::..€===:::::::::=====€€€€..... 07 € . : : . . . : : : : . . A. . €€€€..:::::::..€€€€==:::::::..:::::::.....€€€€.. 06 . : : . € € : : . . : : . € € =..:::::::.....€€€€..::::==€€€€..::::.....€€€€.. 05 : : . . . . : : € € : : . . . =..::::..===€€€€.....::::..€€€€==:::::::.....€€€ 04 : : . € € . : : . . . : : . € =..:::::::..€€€€..:::::::........€..:::::::..€€€ 03 !. !: !: !. !. !: !: !. !. !. !. !. !: !: !. ! =.....::::..€..:::::::.....€€€€........:::::::.. 02 !. !: !: !. !: !: !. !. !€ !€ !. !. !. !: !: ! ======%::=======::%=========€€=============::%== 01 !: !: !: !: !: !: !: !: !: !: !: !: !: !: !: ! A B C D E F G H I J K L M N O P
Turval slinks his way through the Coliseum stopping at the tree that his javelin embedded into. He pulls it free then arrives at H11. He sits down and places his head against the wall trying to catch his breath while his body still burns from the residual heat within his armour. He knows death may be coming for him. How can he possibly defeat this enemy. He decides to take a Second Wind before he lapses into a nap. 5
Tuval endures the heat, but eels the call of death from the spell draining a bit of his essence. Nevertheless, he advances to an extent to the copse, pulling out the javelin in preparation for the worse.
Seeing the fog off in the distance, Turval returns to G09 and removes his armour. He rummages through his backpack and finds his Potion of Healing. He removes the top and greedily swallows it’s contents. 4
Turval rummages through his backpack and finds his Potion of Healing. He removes the top and greedily swallows it’s contents for +4 HP. Seething with anger he charges towards the fog and Addison with his battleaxe swinging over his head to J13.
Tuval downs his potion, and in what may be a final bid for victory, rushed after Addision as far as legs can manage to take him, brandishing another axe!
Turval puts away his battleaxe and takes out his javelin again. He races after Addison and as he reaches J8 mad with rage, throws it at her with all his might. 8
Tuval gives chase running almost parallel to Addison's course, and flinging another javelin at her along the way. Unfortunately, much like last time it buries itself into a tree well shy of reaching its mark.
In the end, Turval gives his best shot to endure before eventually falling, baked to unconsciousness by his own armor. With that, a horn blares and signal firebolts of various coloration flies up into the sky, signaling an end to the match. Constructs and medical staff enter the arena both to further ensure the stability of conditions and escorts the defeated to the trauma ward with a backdrop of cheers and applause for having fought valiant despite it all. For their participation and experience garnered in the coliseum, Turval receive 1200 xp and 160 gp.
The victor is taken below to be patched up and receive their prize on the receding sounds of a crowd's cheers and well wishes. Addison earns 1800 xp and 400 gp, and are ready to proceed to the next round as well.
Tier 2:
"Take any one item. We're well equipped." The room contains every item from Chapter 5 of the Player's Handbook weighing 70 pounds or less, armor of varying sizes, instruments, tool kits. There are also spell scrolls, every first level spell is present (as well as spell scrolls of a level for which a magic user of the characters new level would have slots for), and an encyclopedia of knowledge. Reading these books will grant you proficiency with any one tool kit or any one language, depending which book you choose. The books are magically infused to allow easy retention, but the magic is lost once used.
Upper Tier:
The victor may choose instead, an item from a magically infused chest that summons 10 randomly selected magic items to choose from (rarity determined by level). Alternatively they may exchange a magic item for another item of their choosing of the same rarity or lower, if the administrator has the requested item in his extensive collection. "You name it, we've probably got one somewhere."
The next match will feature any interested level-8 competitors. The match will begin on August 27th. Or sooner, if all level contestants gather before then.
As the sun reaches its peak in the skies above Sel'eman, Arena Shapers and Constructs create their very best impression of a great, roofless building complex filled to the brim with surprises~
To win: 2... Control Points - Four flags in the arena can be captured by beginning and ending a turn within 10 feet. Control all four, or control more than your opponents for five rounds.
The conditions: 2... Day(wet) - As the day continues the weather doesn't let up. It's difficult to tell the time of day through the overcast sky. In the poor lighting checks relying on sight will suffer disadvantage without Darkvision.
The Map: 7.... The Complex - A single building fills the space. It is filled with luxurious marble floors, gilded lamps, strong oak doors, and neatly maintained plants. All of the doors and windows are shut. In the center is a courtyard dominated by a single tall tree. There are tables, chairs, counter tops, stoves, and other furniture throughout the structure.
(Doors and windows can be opened and closed as freely as drawing or stowing a weapon. Climbing through the open windows is difficult and will cost 5 extra feet of movement without a DC 10 Athletics or Acrobatics check. Attempting this check and failing will cause the character to fall prone. Warning: Opening a closed door also has a chance to trigger a trap!)
Reference Map:
To enter please roll initiative, choose a starting position in Row 1.
You will have 1 round to prepare before the match outside of any buffs that would last an hour or more. Everyone starts with a normal healing potion. Please make sure to reset sheet by hitting the Long Rest button, and roll recharge for any magic item where applicable.
As a Fair Warning, if there is no action in approximately a 24-hour period I will first PM inactive players before botting them approximately 24 hours from then for the turn.
(S/N: If there are any questions, feel free to include them at the bottom of your initiative post. Will be using a general group PM for ease of communication, and keep thread clear.)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
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Addison again pokes out far enough to spy Turval, and this time hits him with a combination of call of bells from beyond the grave and heating up his armor once more before duck back to cover.
After all that, the sound of grinding of gears that'd been steadily building in the walls finally concludes with vents opening up in the staging area. From there, a multi-hued fog or mist of some kind begins pour out and move almost with a life of its own....
(@Tuval: Make a Wis Save(DC 13) or take 1 necrotic damage. And make a Con Save(DC 13) or suffer the disadvantage.)
It is now Tuval's Turn!
Arena 9: Woods(Round 4)
A B C D E F G H I J K L M N O P
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03 !. !: !: !. !. !: !: !. !. !. !. !. !: !: !. !
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01 !: !: !: !: !: !: !: !: !: !: !: !: !: !: !: !
A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '~' Water, '#' Shrubs, '-' Wooden bridge, ':' Cobble Pathway, ',' Grass, '€' Tree, '%' Door, '.' Dirt, 'A-Z' Contestants, '!' Hazard
Contestants:
Team(1):
Turval(T): HP (16/34)+THP(/) - Affected by Heat Metal.
Team(2):
Addison(A): HP (24/24)+THP(/) - Conc. on Heat Metal(8 Rds).
When you realize you're doing too much: Signature.
I don’t stand a chance here.
Wis save 5.
Con save 20.
Highest Mega Yahtzee score: 38. Lowest: 14
Turval slinks his way through the Coliseum stopping at the tree that his javelin embedded into. He pulls it free then arrives at H11. He sits down and places his head against the wall trying to catch his breath while his body still burns from the residual heat within his armour. He knows death may be coming for him. How can he possibly defeat this enemy. He decides to take a Second Wind before he lapses into a nap. 5
Highest Mega Yahtzee score: 38. Lowest: 14
Tuval endures the heat, but eels the call of death from the spell draining a bit of his essence. Nevertheless, he advances to an extent to the copse, pulling out the javelin in preparation for the worse.
It is Addison's Turn! Map Updated Here.
Arena 11: Nexus(Round 4-Cont.)
Contestants:
Team(1):
Turval(T): HP (20/34)+THP(/) - Affected by Heat Metal.
Team(2):
Addison(A): HP (24/24)+THP(/) - Conc. on Heat Metal(8 Rds).
When you realize you're doing too much: Signature.
Addison runs to the right, maintains the burn 12 and keeps running to hide behind another tree at M13
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Addison turns up the heat as they raced through another copse of trees for cover.
Meanwhile, the fog from both sides continues to creep on closer to the center...
It is now Tuval's Turn! Map Updated Here.
Arena 11: Nexus(Round 5)
Contestants:
Team(1):
Turval(T): HP (7/34)+THP(/) - Affected by Heat Metal.
Team(2):
Addison(A): HP (24/24)+THP(/) - Conc. on Heat Metal(7 Rds).
When you realize you're doing too much: Signature.
Seeing the fog off in the distance, Turval returns to G09 and removes his armour. He rummages through his backpack and finds his Potion of Healing. He removes the top and greedily swallows it’s contents. 4
Highest Mega Yahtzee score: 38. Lowest: 14
OOC: ummmm...Unless it is Cast-Off Armor, it will take too long.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Turval rummages through his backpack and finds his Potion of Healing. He removes the top and greedily swallows it’s contents for +4 HP. Seething with anger he charges towards the fog and Addison with his battleaxe swinging over his head to J13.
Highest Mega Yahtzee score: 38. Lowest: 14
Tuval downs his potion, and in what may be a final bid for victory, rushed after Addision as far as legs can manage to take him, brandishing another axe!
It is Addison's Turn! Map Updated Here.
Arena 11: Nexus(Round 5-Cont.)
Contestants:
Team(1):
Turval(T): HP (11/34)+THP(/) - Affected by Heat Metal.
Team(2):
Addison(A): HP (24/24)+THP(/) - Conc. on Heat Metal(7 Rds).
When you realize you're doing too much: Signature.
Addison takes off running south and on the way waves at Turval, keeping up the burn 6
I think ends up near N6
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Addison keeps the heat going as she turned to rushing off to the south again.
Meanwhile, the fog from both sides continues to creep on closer to the center...
(@Addison: Wouldn't quite reach N6, but will get to N7 with 30ft of movement)
(@Tuval: Been forgetting the previous turns, but as a reminder, make a Con Save(DC 13) to avoid the debilitating effects of Heat Metal.)
It is now Tuval's Turn! Map Updated Here.
Arena 11: Nexus(Round 6)
Contestants:
Team(1):
Turval(T): HP (5/34)+THP(/) - Affected by Heat Metal.
Team(2):
Addison(A): HP (24/24)+THP(/) - Conc. on Heat Metal(6 Rds).
When you realize you're doing too much: Signature.
Con Save 13
Turval puts away his battleaxe and takes out his javelin again. He races after Addison and as he reaches J8 mad with rage, throws it at her with all his might. 8
Highest Mega Yahtzee score: 38. Lowest: 14
What a complete and utter failure
Highest Mega Yahtzee score: 38. Lowest: 14
Tuval gives chase running almost parallel to Addison's course, and flinging another javelin at her along the way. Unfortunately, much like last time it buries itself into a tree well shy of reaching its mark.
It is Addison's Turn! Map Updated Here.
Arena 11: Nexus(Round 6-Cont.)
Contestants:
Team(1):
Turval(T): HP (5/34)+THP(/) - Affected by Heat Metal.
Team(2):
Addison(A): HP (24/24)+THP(/) - Conc. on Heat Metal(6 Rds).
When you realize you're doing too much: Signature.
Addison dashes to B7 and keeps up the heat 7
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
In the end, Turval gives his best shot to endure before eventually falling, baked to unconsciousness by his own armor. With that, a horn blares and signal firebolts of various coloration flies up into the sky, signaling an end to the match. Constructs and medical staff enter the arena both to further ensure the stability of conditions and escorts the defeated to the trauma ward with a backdrop of cheers and applause for having fought valiant despite it all. For their participation and experience garnered in the coliseum, Turval receive 1200 xp and 160 gp.
The victor is taken below to be patched up and receive their prize on the receding sounds of a crowd's cheers and well wishes. Addison earns 1800 xp and 400 gp, and are ready to proceed to the next round as well.
Tier 2:
"Take any one item. We're well equipped." The room contains every item from Chapter 5 of the Player's Handbook weighing 70 pounds or less, armor of varying sizes, instruments, tool kits. There are also spell scrolls, every first level spell is present (as well as spell scrolls of a level for which a magic user of the characters new level would have slots for), and an encyclopedia of knowledge. Reading these books will grant you proficiency with any one tool kit or any one language, depending which book you choose. The books are magically infused to allow easy retention, but the magic is lost once used.
Upper Tier:
The victor may choose instead, an item from a magically infused chest that summons 10 randomly selected magic items to choose from (rarity determined by level). Alternatively they may exchange a magic item for another item of their choosing of the same rarity or lower, if the administrator has the requested item in his extensive collection. "You name it, we've probably got one somewhere."
Addison:
Wind Fan, Potion of Resistance(Poison), +1 Moon Sickle, Potion of Poison, Philter of Love, Goggles of Night, Wand of Web, +1 Club, Spell Scroll(Shatter), Potion of Greater Healing
When you realize you're doing too much: Signature.
Do you allow multi classing? I can only use the moon sickle if I pick up a level in Druid or Ranger.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
The next match will feature any interested level-8 competitors. The match will begin on August 27th. Or sooner, if all level contestants gather before then.
As the sun reaches its peak in the skies above Sel'eman, Arena Shapers and Constructs create their very best impression of a great, roofless building complex filled to the brim with surprises~
To win: 2... Control Points - Four flags in the arena can be captured by beginning and ending a turn within 10 feet. Control all four, or control more than your opponents for five rounds.
The conditions: 2... Day(wet) - As the day continues the weather doesn't let up. It's difficult to tell the time of day through the overcast sky. In the poor lighting checks relying on sight will suffer disadvantage without Darkvision.
The Map:
7.... The Complex - A single building fills the space. It is filled with luxurious marble floors, gilded lamps, strong oak doors, and neatly maintained plants. All of the doors and windows are shut. In the center is a courtyard dominated by a single tall tree. There are tables, chairs, counter tops, stoves, and other furniture throughout the structure.Special DM Note to save Construction Time:
NPC Stand-in(if necessary): 1
Imagery:
Arena 7: Complex
A B C D E F G H I J K L M N O P
16 . . . . . . . . . . . . . . .
====..%==============%.....%==============%..===
15 € , , , , , - - - , , , , , ¤
====##=##=======##====%%%%%====##=======##=##===
14 ÷ ÷ ÷ ÷ = . . . . . = . . . .
=..÷......¥.÷..=.................=..÷÷÷÷¥÷÷÷÷÷..
13 . . . . % . . . . . % ÷ ÷ ÷ ÷
=======%%====%%=.................=..÷÷÷÷÷÷÷÷÷÷..
12 ÷ . = . = . . . . . = . . . .
=÷÷......=.....=======%%%%%=============%%======
11 . ÷ = . % . . . . . % = ¬ . ¬
====%%====%%====..=,,,,,,,,,,,=..=..=¬¬¬.....¬¬¬
10 ÷ . = . % . , , , . = % . . ¬
=÷÷...___=_____=...,,,,,,,,,,,...=..=¬¬¬.....¬¬¬
09 ÷ _ _ _ = . , , , . = = ¬ . ¬
=÷÷..._________=...,,,,,€,,,,,...=..=======%%===
08 ÷ _ _ _ = . , , , . = = ¬ . ¬
=÷÷...___=_____=...,,,,,,,,,,,...=..=¬¬¬.....¬¬¬
07 ÷ . = . % . , , , . = % . . ¬
====%%====%%====..=,,,,,,,,,,,=..=..=¬¬¬.....¬¬¬
06 . ÷ = . % . . . . . % = ¬ . ¬
=÷÷......=.....=======%%%%%=============%%======
05 ÷ . = . = . . . . . = . . . .
=======%%====%%=.................=..÷÷÷÷÷÷÷÷÷÷..
04 . . . . % . . . . . % ÷ ÷ ÷ ÷
=..÷......¥.÷..=.................=..÷÷÷÷÷¥÷÷÷÷..
03 ÷ ÷ ÷ ÷ = . . . . . = . . . .
====##=##=======##====%%%%%====##=======##=##===
02 € , , , , , - - - , , , , , ¤
====..%==============%.....%==============%..===
01 . . . . . . . . . . . . . . .
A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), '#' Window, '÷' Furniture, '_' Stage (2 ft.), '¤' Plant, '€' Tree, '¬' Counter top (4 ft.), '%' Door, '.' Marble floor, ',' Grass, 'A-Z' Contestants
(Doors and windows can be opened and closed as freely as drawing or stowing a weapon. Climbing through the open windows is difficult and will cost 5 extra feet of movement without a DC 10 Athletics or Acrobatics check. Attempting this check and failing will cause the character to fall prone. Warning: Opening a closed door also has a chance to trigger a trap!)
Reference Map:
To enter please roll initiative, choose a starting position in Row 1.
You will have 1 round to prepare before the match outside of any buffs that would last an hour or more. Everyone starts with a normal healing potion. Please make sure to reset sheet by hitting the Long Rest button, and roll recharge for any magic item where applicable.
As a Fair Warning, if there is no action in approximately a 24-hour period I will first PM inactive players before botting them approximately 24 hours from then for the turn.
(S/N: If there are any questions, feel free to include them at the bottom of your initiative post. Will be using a general group PM for ease of communication, and keep thread clear.)
Contestants:
Team(1):
Team(2):
When you realize you're doing too much: Signature.
Nock Initiative: 16
Starting at B1.
(Prep TBA once I know my team.)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)