As the Coliseum grows, the competitors' bloodlust grows with it. It is only natural that some would try to take advantage.
Come, to the Underground Coliseum. Forge a name for yourself with blood and steel, a name that will be whispered in the nightmares of your victims for years to come.
Notes on Rulings:
All rulings, unless otherwise specified, are made RAW to the strictest extent, even to the point of stupidity. Rules that are stupid when interpreted RAW will be houseruled differently after the current match. This is a list of all rules that have been houseruled.
Bonus Action Spells: If you cast a non-cantrip spell using your bonus action, you cannot use your action to cast a spell that is not a cantrip.
To Win... 3... Aggressive opponent. Every three rounds an aggressive enemy will enter the battlefield. Defeat your enemies quickly or die trying.
The time: 2, Dusk. The stones of the arena glow faintly, providing dim light in the entire area.
From the arena, competitors hear the sounds of huge explosions, as though there was a war going on. The arena's dirt floor has been scarred in some places, with a smoking crater in the southwest, a forest of bones in the northeast, and raised dirt mounts that serve as a pitiful sort of protection. A rushing river cuts through the center of the arena, flowing from both ends towards jagged rocks in the center. There is no lifeguard on duty, swim at your own peril.
(Dirt walls provide half-cover to standing creatures and full cover to prone creatures. Creatures that end their turn in the river will automatically be moved 20 ft towards the center. A creature that is pushed into the rocks by the waters must succeed on a DC 15 Strength or Dex save or take 2d10 bludgeoning damage and exit the river prone. Success results in no damage taken and exiting standing, either way you will be deposited on the rocks, which are difficult terrain)
(To join, pick a position in row 1, make any final preparations, and roll initiative)
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)
The match will be played "juggernaut" style, with multiple level 2 pcs facing one level 6 pc (more level 6s may be added if necessary). See above for match and arena details.
Mazara casts Bless upon himself, and two other allies (Targets to be determined), as well as give out up to three Bardic Inspiration(Targets to be determined).
(And because I'm too lazy atm to come up with something more.. personal. Here's his inspiring song just barely in sync with the battleground noise:)
Upon finishing his song, Mazara puts aside his shield and readies his longbow for the battle ahead.
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)
(@DarkBlood87, ReptileBounty, and Old_Man: Make note that Runthiel and Cultic Chanting have the benefits of both Bless and a Bardic Inspiration Die(d6). Bill only receives the benefit of his third/last Bardic Inspiration. Make note of it somewhere.)
Bardic Inspiration/Bless Info for the uninitiated:
Once within the next 10 minutes, the creature can roll the die(D6) and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
(@Persuasion Adjusted my position in the previous post. Hadn't realized someone else had posted ahead of me. X) )
(Theoretically, according to math [aka me just kinda eyeballing xp values], this should be a fair fight. Additional contestants will have until approximately 2 pm EST to join, and I'll try to determine if Og needs reinforcements to take on the anthill)
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)
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)
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)
((It would seem better to do 6,2,2 vs 6,2,2 rather than 6,6 vs 2,2,2,2))
Rollback Post to RevisionRollBack
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
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Coliseum of Conquest (Underground)
Want to join the fight? Send a PM to BDaddly, the DM of the main thread: https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/9701-coliseum-of-conquest-always-recruiting
As the Coliseum grows, the competitors' bloodlust grows with it. It is only natural that some would try to take advantage.
Come, to the Underground Coliseum. Forge a name for yourself with blood and steel, a name that will be whispered in the nightmares of your victims for years to come.
Notes on Rulings:
All rulings, unless otherwise specified, are made RAW to the strictest extent, even to the point of stupidity. Rules that are stupid when interpreted RAW will be houseruled differently after the current match. This is a list of all rules that have been houseruled.
Bonus Action Spells: If you cast a non-cantrip spell using your bonus action, you cannot use your action to cast a spell that is not a cantrip.
This match will be for all level 6 competitors.
To Win... 3... Aggressive opponent. Every three rounds an aggressive enemy will enter the battlefield. Defeat your enemies quickly or die trying.
The time: 2, Dusk. The stones of the arena glow faintly, providing dim light in the entire area.
From the arena, competitors hear the sounds of huge explosions, as though there was a war going on. The arena's dirt floor has been scarred in some places, with a smoking crater in the southwest, a forest of bones in the northeast, and raised dirt mounts that serve as a pitiful sort of protection. A rushing river cuts through the center of the arena, flowing from both ends towards jagged rocks in the center. There is no lifeguard on duty, swim at your own peril.
(Dirt walls provide half-cover to standing creatures and full cover to prone creatures. Creatures that end their turn in the river will automatically be moved 20 ft towards the center. A creature that is pushed into the rocks by the waters must succeed on a DC 15 Strength or Dex save or take 2d10 bludgeoning damage and exit the river prone. Success results in no damage taken and exiting standing, either way you will be deposited on the rocks, which are difficult terrain)
(To join, pick a position in row 1, make any final preparations, and roll initiative)
Arena: X, Battleground
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: '#' Low wall (3ft), '.' Dirt floor, '×' Water (moving), '{_}' Crater (5 ft deep), '+'' Crater (10 ft deep), '%' Bone spear (half cover, 10 ft tall), '^' Jagged rocks (difficult terrain).
Og will start at P1.
Initiative: 11
Casting shield of faith from a scroll as prep.
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)
Update to the match:
The match is now open to level 2 competitors.
The match will be played "juggernaut" style, with multiple level 2 pcs facing one level 6 pc (more level 6s may be added if necessary). See above for match and arena details.
Cultic Chanting walks into the arena, and his chain shines with frostbite.
Initiative:11
(will start at.... 1F.)
Bill clutches a small amulet made of purple crystal, he moves to 1J and casts Mage Armor, and plays his violin.
Performance:17
Mazara will start at A1.
Initiative: 9.
Mazara casts Bless upon himself, and two other allies (Targets to be determined), as well as give out up to three Bardic Inspiration(Targets to be determined).
(And because I'm too lazy atm to come up with something more.. personal. Here's his inspiring song just barely in sync with the battleground noise:)
Upon finishing his song, Mazara puts aside his shield and readies his longbow for the battle ahead.
When you realize you're doing too much: Signature.
Runthiel enters the arena and proceeds to K1.
Initiative 15
Talmich Goodstone (2W-1L)Runthiel Steelfist (0W 0L)
(Oh . . . great . . .)
(Four against one. Fun times!)
(Although to be fair, level 2s aren't going to be able to hit my AC very frequently.)
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)
(@DarkBlood87, ReptileBounty, and Old_Man: Make note that Runthiel and Cultic Chanting have the benefits of both Bless and a Bardic Inspiration Die(d6). Bill only receives the benefit of his third/last Bardic Inspiration. Make note of it somewhere.)
Bardic Inspiration/Bless Info for the uninitiated:
(@Persuasion Adjusted my position in the previous post. Hadn't realized someone else had posted ahead of me. X) )
When you realize you're doing too much: Signature.
(Theoretically, according to math [aka me just kinda eyeballing xp values], this should be a fair fight. Additional contestants will have until approximately 2 pm EST to join, and I'll try to determine if Og needs reinforcements to take on the anthill)
Hearing the news about the switch, Og will go back into his prep room and grab his shield and sword.
(I'm assuming you mean 2 pm tomorrow?)
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)
(Yep, to give any straggling level 2s time to come in [or even another level 6, in which case I'd split the teams evenly])
Keygella enters the arena. "I hope I'm not to late." Taking a position at E1.
Initiative 7
Keygella lvl 4 fighter arena (3W-1L)
(Saw that coming =P )
Extended Signature
(Well, this is definitely going to be a match of me and Keygella not being able to hit each other.)
(I may change my prep, not sure yet.)
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)
(Or it could end with both of you buried under a horde of level 2s)
(How many level 2s can consistently hit an AC of 29?)
('Course, it could happen. Don't want to get too cocky.)
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)
(If enough of them try you might actually run out of spells)
Extended Signature
((It would seem better to do 6,2,2 vs 6,2,2 rather than 6,6 vs 2,2,2,2))
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum