You have been handpicked by an obscure cloister of powerful individuals to participate in what they affectionately call, The Trials. They have explained it to you as a series of combat-focused challenges to be faced as a group. Your group will be directly competing against one other. Here are the rules of The Trials:
--Both groups will be composed of the same number of warriors, and the two groups will begin their respective challenges simultaneously. --Each selected warrior will be placed under a powerful self-refreshing enchantment, similar but not exactly the same as that of the Reincarnate spell. --The total amount of deaths in each group will be tallied. --The group who completes the most challenges with the least amount of deaths will be declared the winner. --Vast riches and powerful magical items await every competitor, but if victorious, you'll get more (quantity and quality).
Something else is made very clear to all of the competitors: this is not meant to be a fair competition by any means. Challenges are balanced to favor the enemy (except maybe the first couple) and the two groups will face different challenges, where there is little doubt that one will be more taxing than the other.
You may not see or hear them but there will be many a spectator watching, betting, and cheering you on. Bathe yourself in glory, and they may aid you. Bathe yourself in shame of any kind, and you shall be banished to realms unknown.
You have each been placed in a separate room. The door you came in through has since merged into one of the walls, which are all made of finely worked stone, as is the ceiling. The floor is simply constructed of red, beaten dirt. You have been given a detailed explanation of the competition at hand (post above) and told to wait in this chamber until the time came. You do not know any of the other competitors, be them friend of foe.
Without warning, the room around you begins to expand. Its general features remain the same, except for its dimensions. As it expands, it does so in a way that you are pushed to one of the corners. You notice three other individuals now occupy the other corners of the grown chamber. You are sure they were not there before. A dozen wall sconces and four new doors sprout from the walls. One of the doors is open, the other three are closed. At the very center of the room, a strange mist now floats atop a large patch of webbing where there was only stale air and beaten earth before. As you look down to your feet, you notice the entire floor suddenly appears to be covered in this thick , silky web (difficult terrain). Apart from the sounds you and the other three warriors are making, the chamber is completely silent.
MAP:
(OOC: The entire room is difficult terrain. The hazy block in the middle represents the mist).
This post has potentially manipulated dice roll results.
(OOC: Can I also roll to see if Earth Walk would help since the floor is made of dirt?)
You can move across difficult terrain made of earth or stone without expending extra movement.
Nature: 13
Dredge speaks slowly in a deep voice. ”Well... Ain’t this interesting. I suppose you all are the group that was mentioned to me a little while back? Unless the first trial is to kill all of you...” He carefully unslings his ruby incrusted Greatsword, not wanting to seem provocative but yet still on edge. “I’d prefer that weren’t the case, eh?”
(OOC: Can i see anything in the mist? Can i even see trough that there a door open and closed top right + another player?)
It was explained to me that the challenges would be faced as a group. We are probably the group and the challenges probably behind the door. Btw nobody else find it strange this room has spider web evrywhere and a fog in this room?
As far as you can tell, this webbeing is natural in its composition, as opposed to being of an arcane nature. It is not freshly laid, but sticky nonetheless. It’s layering is not too deep and you can still see and feel the dirt beneath it. Thankfully, this should be just enough for your movement to not be hindered, but you probably cannot say the same regarding the other three warriors in this chamber, all else being equal.
(OOC @Palfatreos: Yes you can see all features and occupants of the room. The mist is not thick, and in fact looks pretty light and dispersed. Also, could you please put anything Nox is saying within quotation marks, please? It helps us all differentiate between something he is saying and something you are describing, for instance. Thanks!)
Dredge strolls towards Nox, seemingly unhindered by the webs strewn across the floor. As he does, he stares at the strange mist, ready in case anything jumps out at him. “Ay, I’d hope it comes to be that we work together in this. And if that’s to be the case, I suppose I should be helping you all out of your sticky predicament.” With that, he casts Mold Earth and begins bringing the dirt back above the webbing. He does the same to the dirt around the others, covering the sticky substance and giving his new companions freedom of movement. “I’d think we should do well to be careful of whatever’s through that door, eh? Our first trial might be having something to do with these webs.”
Nox thank Dredge for the easy of movement. While he walks toward the door up left he ask to other: "Can you guys check if the other exit is blocked and if anything catch your eyes beyond the door?". If the door not locked i whould like to check what beyond that door. Perception15
Lot casts Mage Armor on himself and runs towards the others "Hello! You guys don't seem like you're supposed to be the challenge I heard about." Lot stops and realizes he forgot something "I'm Lot by the way, semi-professional practicer of the Arcane Arts." He beams as if proud of himself.
Rollback Post to RevisionRollBack
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
This post has potentially manipulated dice roll results.
Dredge just slowly turns in Lot’s direction, raising an eyebrow. “Semiprofessional? What’s that even supposed to mean? Do you or don’t you practice magic?” Listening to the answer with only half an ear, he walks towards the mist, sword at the ready, to study it more closely.
"Well its complicated. I can do magic, but have never actually learned how to. It is kind of like breathing. Sometimes I am really good at it. And others I have a terrible time inhaling without assistance." Lot notices Dredge looking at the fog and proceeds to stare as well. "Are we to fight a horde of Steam Mephits?"
(OOC: An asthmatic Wild Sorcerer. His fault is he never knows if he's coming or he's going. About anything. Ever)
Rollback Post to RevisionRollBack
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
Dredge magically causes the red earth to crumble a bit, giving it some mobility. He then brings it upward around the three other corners of the room nullifying the effects of the webbing around the other warriors. The webbing in the corner where Dredge was located, as well as around the center are eventually all covered by the dirt as well. Dredge knows the effect is not permanent as it usually takes about one hour for the earth to resettle into its original state, but perhaps the stickiness of the webs will prolong this time frame this time around.
Nox then approaches the northwester door and pushes on it. The doors swings open for a moment, before the momentum on the hinges causes it to close again. Nox is able to see the beginnings of a narrow corridor that immediately turns south. Additionally, beyond the door, the floor is made of the same finely worked stone as the ceilings and walls, no longer exposing the red earth beneath it.
Lot approaches Dredge as Nox investigates the northwestern door. The sorcerer augments his defenses while doing so (OOC: no need to roll for Wild Magic Surge --WMS-- this time, but going forward, please preemptively roll for it anytime you cast a leveled spell. Also, I updated your AC and usage of spell slot in your character sheet. Please remember to keep your sheets up-to-date as I also consult them).
Dredge circles around the sorcerer in order to approach the mist, but maintains a conversation with Lot while doing so. Karwin observes silently from her original spot.
As you approach the mist, it reacts to you. It seems to be attracted to you, moving in your direction. It becomes a bit thicker and condenses, encircling you. It is not a pleasant feeling.
ROLL FOR INITIATIVE!
(OOC: I'll be rolling everyone's initiative in my next post to speed things up. Dredge must start his turn by making a {DC 14} CON saving throw or be both poisoned and incapacitated until the start of his following turn).
This post has potentially manipulated dice roll results.
INITIATIVE ROLLS:
Lot: 4; Dredge: 7; Karwin: 9; Nox: 25; Mist: 12.
INITIATIVE ROUND 1
15. Nox 07. Dredge, Karwin - Dredge must make {DC 14} CON save at the beginning of his turn or be poisoned and incapacitated 05. Mist 04. Lot - Mage Armor
(OOC: Please recall our Loose Initiative rule and be as detailed as possible on your turns concerning what abilities you are using or which features are coming into play).
UPDATED MAP:
(Nox, Dredge, and Karwin may take their turns. Lot will have to wait until after the enemy posts).
This post has potentially manipulated dice roll results.
(Sorry for not posting earlier. Unwell at the moment, but trying to catch up with things.)
Karwin, upon seeing what is going on, would cast Detect Magic to see if the mist/fog was mystical in nature (mainly to check it isn't vampiric mist more than anything).
(If the ref allows it as a mini ret-con before initiative was rolled, then following as well)
Karwin will check the door beside where she found herself, seeing if it is locked and/or attached to any traps.
This post has potentially manipulated dice roll results.
(OOC: @poke np hope you get better soon)
"seem this one a corridor going south". When he turn around he sees the mist shrinking around Dredge. Looking at Dredge uneased expression he immediatly grab his longbow and fire his arrows at the mist.
Action: Attack 3 attacks (attack, extra attack, dread ambusher attack + 1d8 damage) *all attack are with Longbow. *all attack are with advantage since mist initiative order after me.(Assassinate: rogue archetype). *all attack will be with sharpshooter feat (-5 hit, +10 damage) i will apply the mod in the dice just reminder. *Sneak attack will be rolled seperatly and always apply on the first hit. (This to keep it consistent for DM + preventing hindsight changes i will be rolling 3d6 twice since i dont know which attack will hit first and if it normal or crit) *dread ambusher (ranger archetype) attack only apply on my first turn +1d8 damage dice on top the weapon damage dice (same damage type as weapon).
This post has potentially manipulated dice roll results.
Con Save: 16
Dredge quickly moves through the mist, his elemental lineage sustaining him. As he goes, he instinctively casts Faerie Fire (DC 15) into the fog cloud before running to A41. Once there he spins around, looking at the result of his spell. Seeing that the fog itself is a physical entity, Dredge focuses for a second, and then grows. His skin becomes tough, and a large horn grows from his head. Where once a tall, earthen man stood, a fully grown Rhinoceros stands pawing at the ground.
Edit: I decided what I’m wildshaping into with Faerie Fire resolved
The southeastern door looks weak and old, and its quality contrasts with the fine stonework around it. There does not seem to be any wires or triggers installed on the door, and it's very clearly unlocked.
Welcome to The Trials
You have been handpicked by an obscure cloister of powerful individuals to participate in what they affectionately call, The Trials. They have explained it to you as a series of combat-focused challenges to be faced as a group. Your group will be directly competing against one other. Here are the rules of The Trials:
Something else is made very clear to all of the competitors: this is not meant to be a fair competition by any means. Challenges are balanced to favor the enemy (except maybe the first couple) and the two groups will face different challenges, where there is little doubt that one will be more taxing than the other.
You may not see or hear them but there will be many a spectator watching, betting, and cheering you on. Bathe yourself in glory, and they may aid you. Bathe yourself in shame of any kind, and you shall be banished to realms unknown.
LET THE TRIALS BEGIN!
You have each been placed in a separate room. The door you came in through has since merged into one of the walls, which are all made of finely worked stone, as is the ceiling. The floor is simply constructed of red, beaten dirt. You have been given a detailed explanation of the competition at hand (post above) and told to wait in this chamber until the time came. You do not know any of the other competitors, be them friend of foe.
Without warning, the room around you begins to expand. Its general features remain the same, except for its dimensions. As it expands, it does so in a way that you are pushed to one of the corners. You notice three other individuals now occupy the other corners of the grown chamber. You are sure they were not there before. A dozen wall sconces and four new doors sprout from the walls. One of the doors is open, the other three are closed. At the very center of the room, a strange mist now floats atop a large patch of webbing where there was only stale air and beaten earth before. As you look down to your feet, you notice the entire floor suddenly appears to be covered in this thick , silky web (difficult terrain). Apart from the sounds you and the other three warriors are making, the chamber is completely silent.
MAP:
(OOC: The entire room is difficult terrain. The hazy block in the middle represents the mist).
(OCC: Does this Web function like normal Webbing for the purposes of fire damage?)
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
(OOC @Elite: you can either roll a nature check or try setting it on fire to find out).
(OOC: Can I also roll to see if Earth Walk would help since the floor is made of dirt?)
You can move across difficult terrain made of earth or stone without expending extra movement.
Nature: 13
Dredge speaks slowly in a deep voice. ”Well... Ain’t this interesting. I suppose you all are the group that was mentioned to me a little while back? Unless the first trial is to kill all of you...” He carefully unslings his ruby incrusted Greatsword, not wanting to seem provocative but yet still on edge. “I’d prefer that weren’t the case, eh?”
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
(OOC: Can i see anything in the mist? Can i even see trough that there a door open and closed top right + another player?)
It was explained to me that the challenges would be faced as a group. We are probably the group and the challenges probably behind the door. Btw nobody else find it strange this room has spider web evrywhere and a fog in this room?
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Dredge’s nature check:
(OOC @Palfatreos: Yes you can see all features and occupants of the room. The mist is not thick, and in fact looks pretty light and dispersed. Also, could you please put anything Nox is saying within quotation marks, please? It helps us all differentiate between something he is saying and something you are describing, for instance. Thanks!)
Dredge strolls towards Nox, seemingly unhindered by the webs strewn across the floor. As he does, he stares at the strange mist, ready in case anything jumps out at him. “Ay, I’d hope it comes to be that we work together in this. And if that’s to be the case, I suppose I should be helping you all out of your sticky predicament.” With that, he casts Mold Earth and begins bringing the dirt back above the webbing. He does the same to the dirt around the others, covering the sticky substance and giving his new companions freedom of movement. “I’d think we should do well to be careful of whatever’s through that door, eh? Our first trial might be having something to do with these webs.”
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
(OoC: At work, I will post around 7pm EST. Just wanted to let everyone know.)
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
Nox thank Dredge for the easy of movement. While he walks toward the door up left he ask to other: "Can you guys check if the other exit is blocked and if anything catch your eyes beyond the door?". If the door not locked i whould like to check what beyond that door. Perception 15
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Lot casts Mage Armor on himself and runs towards the others "Hello! You guys don't seem like you're supposed to be the challenge I heard about." Lot stops and realizes he forgot something "I'm Lot by the way, semi-professional practicer of the Arcane Arts." He beams as if proud of himself.
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
Dredge just slowly turns in Lot’s direction, raising an eyebrow. “Semiprofessional? What’s that even supposed to mean? Do you or don’t you practice magic?” Listening to the answer with only half an ear, he walks towards the mist, sword at the ready, to study it more closely.
Investigation: 19
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
"Well its complicated. I can do magic, but have never actually learned how to. It is kind of like breathing. Sometimes I am really good at it. And others I have a terrible time inhaling without assistance." Lot notices Dredge looking at the fog and proceeds to stare as well. "Are we to fight a horde of Steam Mephits?"
(OOC: An asthmatic Wild Sorcerer. His fault is he never knows if he's coming or he's going. About anything. Ever)
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
Dredge magically causes the red earth to crumble a bit, giving it some mobility. He then brings it upward around the three other corners of the room nullifying the effects of the webbing around the other warriors. The webbing in the corner where Dredge was located, as well as around the center are eventually all covered by the dirt as well. Dredge knows the effect is not permanent as it usually takes about one hour for the earth to resettle into its original state, but perhaps the stickiness of the webs will prolong this time frame this time around.
Nox then approaches the northwester door and pushes on it. The doors swings open for a moment, before the momentum on the hinges causes it to close again. Nox is able to see the beginnings of a narrow corridor that immediately turns south. Additionally, beyond the door, the floor is made of the same finely worked stone as the ceilings and walls, no longer exposing the red earth beneath it.
Lot approaches Dredge as Nox investigates the northwestern door. The sorcerer augments his defenses while doing so (OOC: no need to roll for Wild Magic Surge --WMS-- this time, but going forward, please preemptively roll for it anytime you cast a leveled spell. Also, I updated your AC and usage of spell slot in your character sheet. Please remember to keep your sheets up-to-date as I also consult them).
Dredge circles around the sorcerer in order to approach the mist, but maintains a conversation with Lot while doing so. Karwin observes silently from her original spot.
Dredge's investigation check:
ROLL FOR INITIATIVE!
(OOC: I'll be rolling everyone's initiative in my next post to speed things up. Dredge must start his turn by making a {DC 14} CON saving throw or be both poisoned and incapacitated until the start of his following turn).
(OOC: Please recall our Loose Initiative rule and be as detailed as possible on your turns concerning what abilities you are using or which features are coming into play).
UPDATED MAP:
(Nox, Dredge, and Karwin may take their turns. Lot will have to wait until after the enemy posts).
(Sorry for not posting earlier. Unwell at the moment, but trying to catch up with things.)
Karwin, upon seeing what is going on, would cast Detect Magic to see if the mist/fog was mystical in nature (mainly to check it isn't vampiric mist more than anything).
(If the ref allows it as a mini ret-con before initiative was rolled, then following as well)
Karwin will check the door beside where she found herself, seeing if it is locked and/or attached to any traps.
Perception: 18
(OOC: @poke np hope you get better soon)
"seem this one a corridor going south". When he turn around he sees the mist shrinking around Dredge. Looking at Dredge uneased expression he immediatly grab his longbow and fire his arrows at the mist.
Action: Attack 3 attacks (attack, extra attack, dread ambusher attack + 1d8 damage)
*all attack are with Longbow.
*all attack are with advantage since mist initiative order after me.(Assassinate: rogue archetype).
*all attack will be with sharpshooter feat (-5 hit, +10 damage) i will apply the mod in the dice just reminder.
*Sneak attack will be rolled seperatly and always apply on the first hit. (This to keep it consistent for DM + preventing hindsight changes i will be rolling 3d6 twice since i dont know which attack will hit first and if it normal or crit)
*dread ambusher (ranger archetype) attack only apply on my first turn +1d8 damage dice on top the weapon damage dice (same damage type as weapon).
attack target mist D40: Attack: 22 Damage: 22
extra attack target mist D41: Attack: 26 Damage: 19
dread ambusher attack target mist E41: Attack: 17 Damage: 25
sneak damage (apply on first hit): 8 (if crit add 6)
*all damage are piercing damage
After the barrage of arrows i move -B42 (got 45 movement total: 35 wood elf + 10 dream ambusher first turn only)
This reminder for myself for bookkeeping and figuring stuff like what enemies AC could be trough hit/misses.
Arrows fired: 3
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Con Save: 16
Dredge quickly moves through the mist, his elemental lineage sustaining him. As he goes, he instinctively casts Faerie Fire (DC 15) into the fog cloud before running to A41. Once there he spins around, looking at the result of his spell. Seeing that the fog itself is a physical entity, Dredge focuses for a second, and then grows. His skin becomes tough, and a large horn grows from his head. Where once a tall, earthen man stood, a fully grown Rhinoceros stands pawing at the ground.
Edit: I decided what I’m wildshaping into with Faerie Fire resolved
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
(OOC @poke: No problem. Before jumping into the turn by turn action, let's resolve Karwin's pre-initiative check. Also, get well soon!)
Karwin's perception check: