[This post will he updated with changes and new details as they become relevant. (Last updated 8-9-20)]
Those who hold power in the world are gone. The future lies in the hands of the people.
A great ball of roiling flames erupts from one of the buildings in town. The ground rattles beneath your feet with the sudden shock, and the girlish screams of children and gnomes fill the air. Patrons run to the windows to see what has occurred.
The main store house of Sel'eman has been destroyed. Is this the work of those drow? Has some prankster Wizard made a horrible mistake? This is no illusion.
People race through the streets. Fleeing the flames, searching for buckets, calling out for their children and loved ones. A moment of relative peace outside the walls of the arena has erupted into a scene of pure chaos.
Truth, Basil, and Jenkins spring into action. In the span of a moment they are out to confront this… event. Only a moment later another explosion… Time seems to crawl as the bridge into town is reduced to rubble. Then in the town square a shop bursts.
Violet light fills the air where the magic shop once stood. A cloud of chaotic arcane energy swirls, as it’s carried on an unfortunate wind toward the coliseum. Another cloud, a crimson red spreads like a malicious hand grasping at the homes of townsfolk. It stretches further and wraps around the coliseum where it mixes with the violet light.
Time seems to come to a stand still for a moment as a dark cloud fills the air...
A heartbeat passes, then a rush of wind carries the chaotic storm away in an unnatural gale. In the next moment all is still… but outside… something has changed.
-- A New Chapter in Your Story Begins Here --
The town is in shambles, not the result of the explosions, something more. In the span of a heartbeat to you, days, weeks, months even, have passed outside these walls. Shops have been looted. People cower in their homes. A once productive town has suffered long.
As the cloud dissipates people start to emerge, to investigate. Has their luck turned? Has relief come? Some walk in the streets toward the coliseum. Some carry weapons… A mob. They move with hungry faces ready to do what they feel they must.
So many questions are unanswered. What has occurred here in the time that has passed? How much time has passed? Was this an isolated incident? Or have other cities and towns suffered similar fates?
The strength and charisma and reassuring authority of those who once controlled this place are missing. Those who stormed out to offer aid on the outset of this catastrophe are nowhere to be seen. Were they victims of the chaos? Lost in some magical torrent? Killed by some explosion? One thing is sure, they are not here.
These people are without leadership. Some have fallen on hard times. Some have seized this opportunity. Some have fled, leaving their livlihoods behind. Some try to rebuild. Others thrive in the chaos.
This world is in the hands of the people now.
--------------------
From here, this world is yours. My life has grown… interesting, and this game has grown too big for me to handle. I encourage you to continue the theme of this thread. I’d advise you to distribute duties associated with it rather than one of you taking it on as a whole. I also understand that this may spell the end for some, if not all of your adventures here. Your future is yet unwritten.
Thank you all for a great time. Your overwhelmingly positive response has been a delight for me. This game has been a bright light in what has otherwise been an… un-ideal two years. Thank you all again from the botom of my heart. I will still be around... Just with my new dramatically reduced availability. If you have any questions or comments for me I will get back to you.
I have relinquished the Coliseum of Conquest from my iron grip. The world may wither and disappear or continue to grow yet. Each player has their own story to tell. If you wish to continue the competition which began there, below you will find my notes and comments to help you in that endeavor.
----------
Instructions:
If you wish to advance this community and shorten its ever growing queue of ready characters by DMing matches, you may! Each DM may run matches in their own combat thread. I will add links to all new Coliseum threads to the OP of the Glory.
I ask that, while DMing matches you try to check in and post to your match at least once each day. Players often feel they need to wait for something from the DM before continuing. Even something so simple as "That's fine. <character> is up!" can move things along tremendously.
Make your matches your own. Many DMs adopt the style of the original Coliseum of Conquest thread, but you are not held to that as a standard. Even the style of that thread changed over time. You will need to make rulings, and you may not always rule the same as I once did. That's OK! However, please try to be very consistent with rulings within your own matches. Keep in mind that there are often players on both sides of the battle, and leniency toward one player can affect another player harshly.
So, let's setup your match!
First, you will need to select the group you will be running. Most matches are run with all characters at the same level divided into two teams. Choose a group based on which groups have multiple players ready, how long groups have been waiting, and which groups have most recently finished fighting. Ask in this thread if you are unsure which groups are ready. Please, do not bring your own active Coliseum character into a battle you are running.
Next, you will post the details of the match. State who will be eligible to join, what the victory conditions will be, the condition of the battlefield such as light level, and the appearance of the battlefield and a map. Ask any interested characters to roll initiative, select a valid starting position, and include a public link to their character sheet. It may also be a good idea to remind players of starting conditions such as their prep time, and potions. Also it may be worth clarifying details about the map. I will discuss these in more detail below.
Once the details have been posted, please post a link to the match in the Glory with an invitation to the selected group. Post thetthe deatails to the Coliseum Announcements Private Message thread, as well. aproximate time frame within which they should join the battle. "No less than 48 hours." is good. Most matches will need teams of equal size. If you have an odd number of players, you may need to run an NPC in the battle. You can find some of my NPCs from the past Here
Next, start the battle! You should introduce the contestants, so the players are aware of who is fighting. Also, it can give you a chance to make each player feel special if you describe the details of their character. Assign teams with a roll of the dice, and update the map. Assign a Token for new players who may not already have a specific marker to note their location on the field. If players join your battle who gave not already been added to the Coliseum Announcements PM thread, please add them to it, as well.
Throughout the match give the players regular updates on changes to the battlefield, character location, and of course your ruling on any issues or confusion which arise throughout the course of the fight. Remind the players whos turn it is, and if saves or contests need to be made. If it has been a certain players turn for 24 hours or more, and they have not posted, send that player a PM to notify them. If they still do not return, take control of their character (referred to as botting). If a character has been botted, it is not necessary to continue giving them notice each round. Rather assume they have not returned until they post on their own behalf. It is best to have that character act last among their team's turn. (Note that we do not strictly adhere to Initiative here, in order to best facilitate PbP, but you've probably played as a player here so you know that).
Finally, conclude the match! Once one team has attained victory, announce the winners, grant the losers an appropriate consolation prize from the tables Here, and give the Winners their prize from the same table. (Note: re-trolling. Often the players ask for duplicate items in their chest to be re-rolled, if they have had poor luck on their chest. Luck will never grant them a new item.)
Details:
Victory conditions - You may choose to roll for victory conditions. Roll a d5 on a 1 use King of the Hill, on a 2 use Control Points, on a 3 use Aggressive Opponents, on a 4 use Survival, on a 5 use Castle Defence. (Details below)
Battlefield condition - You may roll for light level. Roll a d3 on a 1 it is bright, on a 2 it is dimly lit, on a 3 there is darkness. (Note: in the arenas we don't treat the battlefield as being entirely dark, rather if there is darkness all players suffer disadvantage on checks relying on sight, even with Darkvision.)
Maps - You may roll for a map. Roll a d12 and select from the options Here.
Starting Notes - "If you wish to join this battle, choose a starting position in row one, make any final preparations, and roll initiative when ready. Every one starts each match with one Potion of Healing."
- King of the Hill: A single flag (¥) in the center of the map will be available to capture in the third round. Remain within 10 feet, while holding your opponents away for 5 rounds to win.
- Control Points: 4 flags (¥) in the arena are available to capture. Begin and end your turn within ten feet of the flag to capture the point. Control all four points to win, or control more points than your opponent for 5 rounds.
- Aggressive Opponents: Fight! Aggressive enemies will join the battle every three rounds. Defeat your opponents before you are overwhelmed.
- Survival: After 5 rounds a lethal hazard will appear. Defeat your enemies while you still can.
- Castle Defense: Defeat a powerful enemy on your opponent's side of the map. Defend your castle, defeat your enemy's, or eliminate your opponents to win.
Intro Template:
The next match will feature any interested level-<X> competitors. The match will begin in no less than 48 hours.
<Roll for victory conditions>
<Roll for light/conditions>
<Roll for location>
<Map description>
<Map features>
<Map>
(If you wish to participate, choose a starting position in row 1, roll initiative, and publicly post your character sheet. Each character will begin each match with one Potion of Healing, and will have one round to prepare before the battle begins.)
Post:
(Below are my extensive, confusing, indecipherable original notes from the Coliseum of Conquest with some edits to include new information added in 2020 [and beyond?])
When this game began public links to character sheets did not exist. As a result I made many identical copies of the campaign so I could gain access to view your character sheets. This approach has actually grown rather clunky as searching for any one sheet can be troublesome, not knowing which copy it belongs to. Carrying on you may want to use this thread to hold links to all involved character sheets so you might find them easily and govern yourselves as needed. Here are all characters who have participated in the Coliseum so far:
My maps I’ve restricted to a width of 16 squares to facilitate their fit on mobile devices. I’ve had many many comments and complaints about these maps being difficult to follow and decipher. Never the less I include for you my maps, many of which were created following requests from players in the campaign:
...
A wide field reminiscent of a familiar yet distant battle field outside of a makeshift encampment. The turf, heavily trodden, struggles to cling to life as the season nears its end. Large bowlders lie in the field by strurdy trees. There are low stone walls and tall fortifications fashioned of sharpened wooden posts available for cover.
(Stepping over the short walls 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.)
Arena 1: Stony Field
A B C D E F G H I J K L M N O P 16 . . . . . . . . . . . . . . . =======..%=========..%========================== 15 . . . . . . . . . . . . . - . =........==================----...........=..... 14 . . - . . . . . . . . . . = . =........-..........................-------..... 13 . . - . . . . . . . . . . . . =........-...................................... 12 . . . . . . . . . . . . . . . =..................ΩΩ........................... 11 . . . . € .ΩΩ. . . . . . . . . =..............ΩΩΩΩΩ............................ 10 . . . . .ΩΩΩ . . . . .ΩΩ. . . . =======...........-...............ΩΩ....-------- 09 . . . . . - . . . . . . . . . =.................-------------................. 08 . . . . . . . . . - . . . . . =--------....ΩΩ...............-...........====== 07 . . . .ΩΩ. . . . . ΩΩΩ. . . . . =............................ΩΩΩΩΩ.............. 06 . . . . . . . . .ΩΩ. € . . . . =...........................ΩΩ.................. 05 . . . . . . . . . . . . . . . =......................................-........ 04 . . . . . . . . . . . . - . . =.....-------..........................-........ 03 . = . . . . . . . . . . - . . =.....=...........----==================........ 02 . - . . . . . . . . . . . . . ============================..%=========..%===== 01 . . . . . . . . . . . . . . . A B C D E F G H I J K L M N O P
A monumental marble tower stands in a well kept courtyard surrounded by clean marble halls. Within the tower is a simple wooden dais. The courtyard is inset a few steps below the outer walkways and the interior of the tower is yet a few steps below that.
(The dais can grant advantage and cause disadvantage favoring the high ground when fighting in melee against a target you can see. Also the ledge restricts movement in one direction.)
Arena 2: Tower
A B C D E F G H I J K L M N O P 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
'The Pits', a fairly typical fighting ring in a hole in the ground. Its a short 10 foot drop into the pit, and the edges are sloped and course. They would be easy to climb. In the bottom of the pit, the earth is turned up from fighting, yet tufts of grass sprout up here and there, as though it recently had grass all throughout. On either side of the pit is a set of steps. You and your opponent are on opposite ends with wooden walls for cover.
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movment, but the failed jump will cost an additional 5 feet of movement.)
Arena 3: The Pits
A B C D E F G H I J K L M N O P 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.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants
...
This arena is reminiscent of a peaceful rural village. The windows and doors are open, can't be closed, and can be climbed through. Two of the buildings have a second level as well. A cobble stone path bysects the space.
(Climbing through the 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.)
Arena 4: Village
A B C D E F G H I J K L M N O P 14 . . . . . . . . . . . . . . . ====..%======..%==================..%======..%== 13 . . . . . . . = . . . . . . . =..__________...........=....................... 12 _ _ _ _ . . . . . . . . . . . =..=__=======.................=_____=======##=.. 11 = _ _ # . € . . . = _ _ - Г = =..=________=.....€€€.........=________---ГГГ=.. 10 = _ _ = . . . . . = _ _ Г Г # =..=__=============.....=======________ГГГГГГ=.. 09 . . . . . . : . . # _ _ Г Г = =..................:::::......=__=======##====.. 08 : : : : : : : : . : : . . . . =...............::....:::::....::............... 07 . . . . : : . : : : : : : : : =..====##=======__=...:::::..................... 06 = Г Г _ _ # . . : . . . . . . =..=ГГГГГГ________=======.....=============__=.. 05 # Г Г _ _ = . . . . . = _ _ = =..=ГГГ---________=.........€€€.....=________=.. 04 = Г - _ _ = . . . € . # _ _ = =..=##=======_____=.................=======__=.. 03 . . . . . . . . . . . _ _ _ _ =.......................=...........__________.. 02 . . . . . . . = . . . . . . . ====..%======..%==================..%======..%== 01 . . . . . . . . . . . . . . . A B C D E F G H I J K L M N O P
You stand in an impressive hedge maze. The leaves are a vibrant green, and the garden is dotted with tall trees and bright flowers. Some of the walls are constructed of stone bricks, offering more effective cover.
(Passing through the hedges in any direction is difficult terrain costing an extra 5 feet of movement. The hedges heavily obscure anything beyond them. A creature may attack through the hedges, but this will grant the target a bonus of 2 to AC.)
Arena 5: Labyrinth
A B C D E F G H I J K L M N O P 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
The ground has long lush grass growing in thick muddy soil, and the center of the field is dominated by an enormous glacier. The area is dotted with a few flimsy trees adorned with icicles rather than leaves. The walls of the glacier are a mixture of ice and soil and snow. On its surface are erratic, jagged walls of wind-blown ice spikes, and in its center is an island in a lake of smooth ice.
(Moving on the ice is difficult, and attempts to knock down or push characters on the ice will have advantage. Jumping (Athletics or Acrobatics) to climb up the glacier's edge with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normal taking 15 feet of movment, but the failed jump will cost an additional 5 feet of movement.)
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.)
An overgrown bog with a slow stale river cutting through the center. Wooden bridges cross hear and there. Untamed shrubs on the islands block sight of many areas. The river is deep, if not at a bridge, one could still swim across.
(A DC 13 Athletics check is needed to climb out onto a bridge rather than swim to shore. Passing through the shrubs in any direction is difficult terrain costing an extra 5 feet of movement. The hedges heavily obscure anything beyond them. A creature may attack through the shrubs, but this will grant the target a bonus of 2 to AC.)
A forest of tall trees laced with well worn intersecting paths, and fortified with a few wooden palisades. The smaller trees offer some cover but aren't strong enough to bear the weight of a man. The larger trees have dense branches producing a ceiling only 15 feet above the ground.
A precarious ring with walls for cover around the center and a 15 foot drop into pits on every side, threatening anyone who comes too near. Ladders near the entrances to the battlefield can be used to escape if any characters do fall in.
(A space with pits or walls on three sides is in the pit.)
A maze of earthen tunnels weave between supports for the structures above. Here and there roots of trees on the surface penetrate into the tunnels and grow along the walls. In some places some cover is offered by low lying rubble.
The experience I am still not very firm on. The experience needed for a level is always given on a win, but that value doesn’t follow much rhyme or reason in the book. So I try to be consistent with the loss xp… but I'm not. The Loot tier is determined by the rarity of a Spell Scroll available to a wizard of a given level. Tier-1 is Common, Tier-5 is Legendary. Characters earn 40% gold on a loss.
Rewards:
gains 300/200 xp, 100 gp. Tier-1
gains 600/400 xp, 200 gp. Tier-2
gains 1800/1200 xp, 400 gp.
gains 3800/2500 xp, 600 gp.
gains 7500/3800 xp, 1000 gp.
gains 9000/4500 xp, 1600 gp. Tier-3
gains 11000/5500 xp, 2600 gp.
gains 14000/7000 xp, 4200 gp.
gains 16000/8000 xp, 6800 gp.
gains 21000/7500 xp, 11000 gp. Tier-4
gains 15000/7500 xp, 17800 gp.
gains 20000/10000 xp, 28800 gp.
gains 20000/10000 xp, 46600 gp.
gains 25000/12500 xp, 75400 gp.
gains 30000/15000 xp, 122000 gp.
gains 30000/15000 xp, 197400 gp. Tier-5
gains 40000/20000 xp, 319400 gp.
gains 40000/20000 xp, 516800 gp.
gains 50000/25000 xp, 836200 gp.
gains 50000/25000 xp, 1353000 gp.
Tier 1:
"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 they already poses 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."
Stat blocks for some of the NPCs. I choose the class of NPCs by rolling 1d13-1, on a 0 I will multiclass whatever whim strikes me. 1-12 creates Barbarian – Wizard in alphabetical order:
--Church 11: Priest, Forge
16 (+3) 10 (0) 18 (+4) 10 (0) 16 (+3) 8 (-1)
HP: 86
AC: 24 (16+3) (+3) (+1) (+1)
Saves: +4 +1 +4 +1 +6 +3
Attack: Mace +1: Attack: +8 Damage: 1d6+4
Magic: Brooch of Shielding, Shield +1, Cloak of Protection, <undetermined, uncommon>, <undetermined, rare>. Blessing of the Forge Mace +1.
With repeated losses and or poor luck from chests some players could use an opportunity to earn new magic items. To facilitate this and destroy money I created Roondra's Magical Mystery Tour. In hind sight I should have put the price points based on Loot Tier, but none of you complained so maybe this was fine.
Here are all of the threads associated with this campaign:
(Figures, potions, preparation, position (rows), initiative.)
Shop DC 15 for 10% discount (or whatever the player is trying to get outta me. My shops all buy 10% low from players without any charisma roll, but will go up to 10% high with a DC 20 check.)
DC 15 to find a Loot crate. 700 gold for a random common rarity Wonderous Item
Reading the map:
This is a 20 foot by 20 foot area:
=............ 04 . . . . =.....------- 03 . = . . =.....=...... 02 . - K. . ============= 01 . . . . A B C D
Each space on the grid is 5 ft. × 5 ft. In the example I've placed K at C-2. The proportions can be a bit confusing because the grid appears narrower than it is tall.)
Some Statistics: -Today the original thread is 906 pages long with 18091 undeleted posts. -The Glory of the Coliseum is another 424 pages long with 8461 undeleted posts. -Throughout the course of this thread I've received requests from 177 player accounts asking to join the game (each has been given a campaign link in reply.) -In that time 134 Player Characters entered the arena. -I currently have 64 Character Sheets for characters who have not been removed for inactivity or retired.
To switch your campaign leave this one before joining the other. Either open two tabs, or copy the campaign link before leaving. You should always have your original link, but if you get locked out by mistake, let me know l, and I'll send you a new link.
--------------------
House/PvP Rulings:
If you are stealthing or acting in a manner you do not wish your opponent to be aware of PM me or place your actions in a spoiler. If you act so your opponent will be aware of your action, or must save post it publicly. We'll see how this works out and tweak it as we go.
If a character is unaware of your action it will need to beat their passive. For instance Stealth will go against the opponent's passive Perception or Investigation, unless you were fighting and moved out of sight to Hide. Then it would be contested
--------------------
If you wish to use a skill to effect an opponent (i.e. Intimidation) it will be permitted, however, the effect will not be as great as with a spell of 1st level or higher, and will have inconsistent effects on success. The character targetted by a skill will contest with one of two skills as with grappling/shoving (Athletics, Acrobatics) so if you attempt to intimidate it will be contested by the others Intimidation or Insight and it may grant advantage on your next attack or may give your opponent disadvantage.
If you use a skill as an action (or where its use is granted by a feature) as in the use of the Hide action, you will suffer no penalty for failure. However if you attempt a skill AND an action but fail, the penalty will grant the advantage to your opponent.
--------------------
If you use a skill as an action, such as Hide, on one turn the effects will carry over to the end of the next turn.
If you Hide and wish to remain beyond the end of your next turn you will need to roll stealth again, though you won't need to use another action.
--------------------
When intending to use effective cover your opponent will need to be able to see the center of your space from the center of theirs to have visibility (line of sight) with 3/4 cover if you do not attack and approach from behind cover. Otherwise any visibility (from any part of your square to any part of their square) will give line of sight with applicable cover.
--------------------
You may buy a mount, and bring it into the arena. Though it may not receive the same level of care you would. If your pets fall and can be cared for, they will be, but the arena will keep them and sell them back to you at half its original price.
--------------------
If a player is inactive during a battle for an extended time the match will be forfeit allowing the other to address new challengers. Please avoid letting this happen.
--------------------
Allies may act out of turn with each other (for the sake of action and interest.) Do not feel the need to wait for your ally to act before you post, feel free to set them up instead. Conversely it may be foolish to post out of turn with enemies (if you must, do.) If you use a ranged attack out of turn your opponent may take cover to avoid it.
--------------------
Random Skill Effects Table:
User Attack Advantage
Target Attack Disadvantage
User speed increase 10 feet
Target speed decreased 10 feet
Target looses Reaction
- 10 Situational
Stalemate:
King of the Hill
4-Control Point
Aggresive opponent
Survival
Added (Chapter 2): 5. Castle Defence (DOTAC)
Player crafted items may not be traded as a prize would be. You may scribe scrolls as described in the rules below. However, you may scribe scrolls if you are proficient in Arcana, Medicine, Nature, or Religion.
Scribing a Spell Scroll
With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.
Resources. Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell.
If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.
With the revival and the more wide spread division of DM responcibilities I feel this thread may be a reasonable place to discuss changes, share additions, locate character sheets, or whine about how difficult players can be =P
Create a level three character with the standard array or 27-point buy stats. Please avoid Unearthed Arcana. In the interest of balance many such features will not be allowed. You may begin with your class and profession standard equipment as well as any armor and weapons you wish from the players handbook chapter 5. None of this equipment can be sold here for gold. You may also select one uncommon magic item not on the list below.
This list will expand as character levels increase.
...
House PVP rulings:
By sharing character sheets publicly you should be able to moderate yourselves a fair amount. Also the battle can be policed by the most terrifying judge there is... Everyone. This may make my work here run more smoothly.
--------------------
If you are in agreement on the outcome of stated actions feel free to continue without waiting for my reply. As before, 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.
--------------------
The characters will know of the event about 12 hours (game time) before the match is to begin, the characters will be able to complete a long and short rest before the match. However, there is no indication of how long they will be waiting once they arrive. No spell effects with less than an hour duration will be active when the battle begins. Characters will recieve a short countdown of only a few seconds when the battle begins before the gates open. They will have only one round to prepare.
--------------------
You are forbidden from bringing or summoning any allies into the battle (beyond your pre determined team). That includes any creature including, animated objects, owned animals or servants, animated dead, and even familiars, but does not include effects that are not defined as creatures such as spiritual weapons and flaming spheres
--------------------
Allies may act out of turn with each other (for the sake of action and interest.) Do not feel the need to wait for your ally to act before you post, feel free to set them up instead.
--------------------
If you are stealthing or acting in a manner you do not wish your opponent to be aware of, PM the Game Master or place your actions in a spoiler. If you act so your opponent will be aware of your action, or must save against it, post the action publicly so they may do so at their earliest convenience.
--------------------
When intending to use effective cover your opponent will need to be able to see the center of your space from the center of theirs to have visibility (line of sight) with 3/4 cover if you do not attack and approach from behind cover. Otherwise any visibility (from any part of your square to any part of their square) will give line of sight with applicable cover.
--------------------
If you use a skill as an action, such as Hide, on one turn the effects will carry over to the end of the next turn. (Unless a feature specifies otherwise)
If you Hide and wish to remain hidden beyond the end of your next turn you will need to roll the ability check again, though you won't need to use another action.
--------------------
If a character is unaware of your action it will need to beat their passive skill. For instances Stealth will go against the opponent's passive Perception or Investigation, unless you were fighting and moved out of sight to Hide. Then it would be contested
--------------------
If you wish to use a skill to effect an opponent (i.e. Intimidation) it will be permitted, however, the effect will not be as great as with a spell of 1st level or higher, and will have inconsistent effects on success. The character targetted by a skill will contest with one of two skills as with grappling/shoving (Athletics, Acrobatics) so if you attempt to intimidate it will be contested by the others Intimidation or Insight. Roll 1d10 and find the effect of your skill on the table below.
If you use a skill as an action (or where its use is granted by a feature) as in the use of the Hide action, you will suffer no penalty for failure. However if you attempt a skill AND an action but fail, the penalty will grant the advantage to your opponent.
--------------------
Random Skill Effects Table:
The Winner gains Advantage on one attack roll before the end of their next turn.
The Loser suffers Disadvantage on their next attack before the end of this character's next turn.
The Winner's total movement is increased by 10 feet for their next turn
The Loser's total movement is decreased by 10 feet on their next turn
The Loser is unable to React until the end of this character's next turn
- 10. Situational (DM's choice, not restricted to the options above.)
So, to even (and level) the entire playing field a few addendums:
1. All players will be starting at level 3. New or past contestants, this will help matchmaking and maybe give those who messed up on their first try a fresh start. The rules are mostly the same with 2 added benefits, you may pick any mundane armor and weapon you wish to start with. AND 1 Uncommon magic item of your choice.
2. ALL Summoning/Conjuration/"Allies" abilities and spells are banned. I myself abused this and I can tell you that unless you yourself have 10 coins at your disposal, you're hard pressed to fight back, let alone win. It just isn't fair. In that vein Simulacrum and similiar spells are also still banned.
3. Spell scrolls will no longer be available, again casters just do not need the help. At all. Trust me on this I promise it isn't needed
With exception of spells with an 8 hour or more duration, which can be assumed having been done so prior to the match, other preparation is limited to what you can do within a single turn to prevent stacking bonus done by a single PC.
If you are stealthing or acting in a manner you do not wish your opponent to be aware of PM me or place your actions in a spoiler. If you act so your opponent will be aware of your action, or must save post it publicly. We'll see how this works out and tweak it as we go.
If a character is unaware of your action it will need to beat their passive. For instance Stealth will go against the opponent's passive Perception or Investigation, unless you were fighting and moved out of sight to Hide. Then it would be contested.
Spell scrolls will no longer be available. (Exceptions may be made in future matches for Spell Scrolls acquired in the arena. But, do not rely on such a change).
ALL Summoning/Conjuration/"Allies" abilities and spells are banned. In that vein Simulacrum and similar spells are also still banned.(EXCEPTION: Familiars are allowed, but may be more limited outside of standard actions and traits; such as being unable to feeding potion, opening doors, etc)
A warning @futuristic_kf there will be stealth, and tears, and questions about how we are handling stealth, and why we are crying. I wish you luck. I have no good answers for such questions.
A warning @futuristic_kf there will be stealth, and tears, and questions about how we are handling stealth, and why we are crying. I wish you luck. I have no good answers for such questions.
I probably deserve it after everything I’ve put you through. :P
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
I probably should have clarified this before starting, but how exactly does King of the Hill work?
Do the rounds of capturing have to be consecutive?
Can both teams be capturing the flag at the same time?
My guess would be No to both questions (ie the rounds don't have to be consecutive and if both teams are within range of the flag no one can capture it), but I don't really know.
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
Bdaddly would have to confirm of course, or at least advise of the old ways. But as I recall, it is indeed both 'No' in both cases. In addition, you have to both start and end your turn within 10ft of the flag. Which can be rough when it downed to the more range oriented.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
I always had, if both players were in range no progress was gained. And if no one from one team was in range any progress was lost. So they would have to hold it for consecutive rounds, while defending it for 5 rounds, though those rounds need not be consecutive... If that makes sense. Here's the written rule, you don't have to run it as I would:
To win... 1... King of the Hill. A single flag (¥) in the center of the map will be available to capture in the third round. Remain within 10 feet, while holding your opponents away for 5 rounds to win.
On CR content. I have had Demon Hunters, but I do feel they are poorly balanced and overly complicated. Do you guys think we should include CR content?
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)
To post a comment, please login or register a new account.
[This post will he updated with changes and new details as they become relevant. (Last updated 8-9-20)]
Those who hold power in the world are gone. The future lies in the hands of the people.
A great ball of roiling flames erupts from one of the buildings in town. The ground rattles beneath your feet with the sudden shock, and the girlish screams of children and gnomes fill the air. Patrons run to the windows to see what has occurred.
The main store house of Sel'eman has been destroyed. Is this the work of those drow? Has some prankster Wizard made a horrible mistake? This is no illusion.
People race through the streets. Fleeing the flames, searching for buckets, calling out for their children and loved ones. A moment of relative peace outside the walls of the arena has erupted into a scene of pure chaos.
Truth, Basil, and Jenkins spring into action. In the span of a moment they are out to confront this… event. Only a moment later another explosion… Time seems to crawl as the bridge into town is reduced to rubble. Then in the town square a shop bursts.
Violet light fills the air where the magic shop once stood. A cloud of chaotic arcane energy swirls, as it’s carried on an unfortunate wind toward the coliseum. Another cloud, a crimson red spreads like a malicious hand grasping at the homes of townsfolk. It stretches further and wraps around the coliseum where it mixes with the violet light.
Time seems to come to a stand still for a moment as a dark cloud fills the air...
A heartbeat passes, then a rush of wind carries the chaotic storm away in an unnatural gale. In the next moment all is still… but outside… something has changed.
-- A New Chapter in Your Story Begins Here --
The town is in shambles, not the result of the explosions, something more. In the span of a heartbeat to you, days, weeks, months even, have passed outside these walls. Shops have been looted. People cower in their homes. A once productive town has suffered long.
As the cloud dissipates people start to emerge, to investigate. Has their luck turned? Has relief come? Some walk in the streets toward the coliseum. Some carry weapons… A mob. They move with hungry faces ready to do what they feel they must.
So many questions are unanswered. What has occurred here in the time that has passed? How much time has passed? Was this an isolated incident? Or have other cities and towns suffered similar fates?
The strength and charisma and reassuring authority of those who once controlled this place are missing. Those who stormed out to offer aid on the outset of this catastrophe are nowhere to be seen. Were they victims of the chaos? Lost in some magical torrent? Killed by some explosion? One thing is sure, they are not here.
These people are without leadership. Some have fallen on hard times. Some have seized this opportunity. Some have fled, leaving their livlihoods behind. Some try to rebuild. Others thrive in the chaos.
This world is in the hands of the people now.
--------------------
From here, this world is yours. My life has grown… interesting, and this game has grown too big for me to handle. I encourage you to continue the theme of this thread. I’d advise you to distribute duties associated with it rather than one of you taking it on as a whole. I also understand that this may spell the end for some, if not all of your adventures here. Your future is yet unwritten.
Thank you all for a great time. Your overwhelmingly positive response has been a delight for me. This game has been a bright light in what has otherwise been an… un-ideal two years. Thank you all again from the botom of my heart. I will still be around... Just with my new dramatically reduced availability. If you have any questions or comments for me I will get back to you.
I have relinquished the Coliseum of Conquest from my iron grip. The world may wither and disappear or continue to grow yet. Each player has their own story to tell. If you wish to continue the competition which began there, below you will find my notes and comments to help you in that endeavor.
----------
Instructions:
If you wish to advance this community and shorten its ever growing queue of ready characters by DMing matches, you may! Each DM may run matches in their own combat thread. I will add links to all new Coliseum threads to the OP of the Glory.
I ask that, while DMing matches you try to check in and post to your match at least once each day. Players often feel they need to wait for something from the DM before continuing. Even something so simple as "That's fine. <character> is up!" can move things along tremendously.
Make your matches your own. Many DMs adopt the style of the original Coliseum of Conquest thread, but you are not held to that as a standard. Even the style of that thread changed over time. You will need to make rulings, and you may not always rule the same as I once did. That's OK! However, please try to be very consistent with rulings within your own matches. Keep in mind that there are often players on both sides of the battle, and leniency toward one player can affect another player harshly.
So, let's setup your match!
First, you will need to select the group you will be running. Most matches are run with all characters at the same level divided into two teams. Choose a group based on which groups have multiple players ready, how long groups have been waiting, and which groups have most recently finished fighting. Ask in this thread if you are unsure which groups are ready. Please, do not bring your own active Coliseum character into a battle you are running.
Next, you will post the details of the match. State who will be eligible to join, what the victory conditions will be, the condition of the battlefield such as light level, and the appearance of the battlefield and a map. Ask any interested characters to roll initiative, select a valid starting position, and include a public link to their character sheet. It may also be a good idea to remind players of starting conditions such as their prep time, and potions. Also it may be worth clarifying details about the map. I will discuss these in more detail below.
Once the details have been posted, please post a link to the match in the Glory with an invitation to the selected group. Post thetthe deatails to the Coliseum Announcements Private Message thread, as well. aproximate time frame within which they should join the battle. "No less than 48 hours." is good. Most matches will need teams of equal size. If you have an odd number of players, you may need to run an NPC in the battle. You can find some of my NPCs from the past Here
Next, start the battle! You should introduce the contestants, so the players are aware of who is fighting. Also, it can give you a chance to make each player feel special if you describe the details of their character. Assign teams with a roll of the dice, and update the map. Assign a Token for new players who may not already have a specific marker to note their location on the field. If players join your battle who gave not already been added to the Coliseum Announcements PM thread, please add them to it, as well.
Throughout the match give the players regular updates on changes to the battlefield, character location, and of course your ruling on any issues or confusion which arise throughout the course of the fight. Remind the players whos turn it is, and if saves or contests need to be made. If it has been a certain players turn for 24 hours or more, and they have not posted, send that player a PM to notify them. If they still do not return, take control of their character (referred to as botting). If a character has been botted, it is not necessary to continue giving them notice each round. Rather assume they have not returned until they post on their own behalf. It is best to have that character act last among their team's turn. (Note that we do not strictly adhere to Initiative here, in order to best facilitate PbP, but you've probably played as a player here so you know that).
Finally, conclude the match! Once one team has attained victory, announce the winners, grant the losers an appropriate consolation prize from the tables Here, and give the Winners their prize from the same table. (Note: re-trolling. Often the players ask for duplicate items in their chest to be re-rolled, if they have had poor luck on their chest. Luck will never grant them a new item.)
Details:
Victory conditions - You may choose to roll for victory conditions. Roll a d5 on a 1 use King of the Hill, on a 2 use Control Points, on a 3 use Aggressive Opponents, on a 4 use Survival, on a 5 use Castle Defence. (Details below)
Battlefield condition - You may roll for light level. Roll a d3 on a 1 it is bright, on a 2 it is dimly lit, on a 3 there is darkness. (Note: in the arenas we don't treat the battlefield as being entirely dark, rather if there is darkness all players suffer disadvantage on checks relying on sight, even with Darkvision.)
Maps - You may roll for a map. Roll a d12 and select from the options Here.
Starting Notes - "If you wish to join this battle, choose a starting position in row one, make any final preparations, and roll initiative when ready. Every one starts each match with one Potion of Healing."
- King of the Hill: A single flag (¥) in the center of the map will be available to capture in the third round. Remain within 10 feet, while holding your opponents away for 5 rounds to win.
- Control Points: 4 flags (¥) in the arena are available to capture. Begin and end your turn within ten feet of the flag to capture the point. Control all four points to win, or control more points than your opponent for 5 rounds.
- Aggressive Opponents: Fight! Aggressive enemies will join the battle every three rounds. Defeat your opponents before you are overwhelmed.
- Survival: After 5 rounds a lethal hazard will appear. Defeat your enemies while you still can.
- Castle Defense: Defeat a powerful enemy on your opponent's side of the map. Defend your castle, defeat your enemy's, or eliminate your opponents to win.
Intro Template:
The next match will feature any interested level-<X> competitors. The match will begin in no less than 48 hours.
<Roll for victory conditions>
<Roll for light/conditions>
<Roll for location>
<Map description>
<Map features>
<Map>
(If you wish to participate, choose a starting position in row 1, roll initiative, and publicly post your character sheet. Each character will begin each match with one Potion of Healing, and will have one round to prepare before the battle begins.)
Post:
(Below are my extensive, confusing, indecipherable original notes from the Coliseum of Conquest with some edits to include new information added in 2020 [and beyond?])
Extended Signature
Player Characters:
When this game began public links to character sheets did not exist. As a result I made many identical copies of the campaign so I could gain access to view your character sheets. This approach has actually grown rather clunky as searching for any one sheet can be troublesome, not knowing which copy it belongs to. Carrying on you may want to use this thread to hold links to all involved character sheets so you might find them easily and govern yourselves as needed. Here are all characters who have participated in the Coliseum so far:
- J - Josias Greatlance
- B - Baryk Greycastle - https://ddb.ac/characters/1066021/N3CdSz
- X - Marvarax - https://ddb.ac/characters/1074517/LLsdk6
- F - Fontanne
- P - Paren Firahel
- K - Klong the Banger
- V - Viator Vir
- E - Eldin - https://ddb.ac/characters/890522/61l59d
- R - Ramal
- A - Argoth Dragonslayer
- Y - Nykkan Fharngnarthenost
- N - Gewonnt
- U - Urrk
- I - Laurie Naga
- G - Pung
- C - Lawrence Whitmore
- Z - Zagga the Shark
- W - Toren Ticklewhiskers - https://ddb.ac/characters/997165/M8qupN
- T - Temaya
- M - Mason Battleclan
- C - Calgin - https://ddb.ac/characters/1543149/budAaA
- S - Shmitty Jackson
- G - Grianne Wildpaw - https://ddb.ac/characters/1626681/PBcfNu
- M - Layla Madan
- O - Eldon Dimblesworth
- Q - "Polly" Quaf - https://ddb.ac/characters/1753337/PupFfN
- I - Eider, The Frigid - https://ddb.ac/characters/1096318/PjQWum
- V - Everet Bernardson
- N - Nalok Stormrunner
- F - Ferrovax
- V - Valmarir
- B - Obsidian "Ob" Field - https://ddb.ac/characters/2011756/EuE1aw
- K - Manikin
- U - Ulfwin Eagle-Eye
- J - Jessica McDougal
- H - Tyrath
- M - Malakor
- R - Rothander Fireforge - https://ddb.ac/characters/2370318/2pvPiX
- D - Kilja Dragonova
- T - Tenrok Boulderbasher
- I - Iscall
- L - Luana Neas
- K - Keygella
- G - Erich Greenbottle
- F - Vimak "Fearless" Thuliaga
- P - Parabolus - https://ddb.ac/characters/2844620/Iih8Gw
- C - Crow - https://ddb.ac/characters/2757832/GTQkiD
- L - Liam the Weak
- S - Lasser - https://ddb.ac/characters/2881144/FPh0NP
- N - Nala
- T - King T
- Q - Scarab on Pride - https://ddb.ac/characters/3377610/oWjLv3
- D - Marmaduke - https://ddb.ac/characters/3363773/vLCSgI
- N - Nara - https://ddb.ac/characters/3434273/cQBViG
- H - Hammerstone
- Z - Morthos Salazar - https://ddb.ac/characters/4084862/RcgwO1
- M - Ogguimash the Masher - https://ddb.ac/characters/4044740/h0mdGU
- T - Talmich Goodstone
- V - Vurnic - https://ddb.ac/characters/4004093/CeBRYZ
- Z - Zevryl Gaunaduar
- L - Gell Greyrock - https://ddb.ac/characters/4504566/frfstT
- S - Sarah Sharlier - https://ddb.ac/characters/4626548/3G2ar1
- D - Denka of the Bronze Bloodline - https://ddb.ac/characters/4660345/nuOAgY
- N - Gordon
- Z - Zumric - https://ddb.ac/characters/4455694/elziM8
- S - Swigg Mgoo - https://ddb.ac/characters/4923865/WUbnci
- N - Nilwarith
- B - Banjo Man, Lord of the Swamp - https://ddb.ac/characters/3019471/Xpak0P
- H - Hornar
- A - Ashiera Thornstar - https://ddb.ac/characters/4475887/KSvDuC
- C - Cebak
- I - Wilhelm - https://ddb.ac/characters/5484655/uzOfJT
- G - Ghengis
- M - The Great Maginio
- A - MwahaHA
- U - Kogu
- B - Ebrius - https://ddb.ac/characters/6257644/vvFvQB
- R - Raebite the Frog Warrior - https://ddb.ac/characters/6447810/NLWWS2
- R - Runthiel Steelfist - https://ddb.ac/characters/6533699/xCERTg
- B - Bill Rebuke
- N - Nimbus of the Storm - https://ddb.ac/characters/6502700/KYAup2
- C - *Cultic Chanting* - https://ddb.ac/characters/6593264/k27XxE
- K - Sha'kar Menoth - https://ddb.ac/characters/6391490/leyULM
- B - Bruenor Megashield, the Invincible
- P - Paul ShockDagger
- C - Coil - https://ddb.ac/characters/6738477/Hyco1b
- H - Hans Storm Song - https://ddb.ac/characters/1380899/0gHRFU
- D - Don Jenver
- G - Ganathor Stonechild
- K - Temiki Bearsclaw - https://ddb.ac/characters/6730765/9kSYXn
- J - John Hank - https://ddb.ac/characters/7015916/vzJSEx
- M - Mason Battle Clan
- M - Mazara Mandabar - https://ddb.ac/characters/6889141/gbO3Qk
- C - Coma - https://ddb.ac/characters/6718040/bJoOsL
- B - Blue Skin Man
- É - Épée Forté
- R - Ruby Silverthorn
- F - Caifina "Fin" Othronos - https://ddb.ac/characters/7910671/4a1NVA
- U - Amund
- H - Ahooka Bard of Wonders
- S - Strong Bird - https://ddb.ac/characters/7324641/BhioPl
- 3 - Three
- M - Rec Miring
- J - Julius - https://ddb.ac/characters/8496018/GCLbP6
- A - Abubz - https://ddb.ac/characters/8819318/Zjg8tt
- I - Ironwood - https://ddb.ac/characters/8956785/5XZKs8
- H - Ohio James
- D - Deceit - https://ddb.ac/characters/8453941/39PCGT
- D - Marston Dunlie - https://ddb.ac/characters/8548049/7pXy78
- C - Crassus - https://ddb.ac/characters/7908934/MSUTgQ
- F - Fenla Jamison - https://ddb.ac/characters/8711324/OJrfdI
- Y - Psy the Undying - https://ddb.ac/characters/8203386/OYsdst
- B - Caleb Bitterthorn - https://ddb.ac/characters/9014194/8Mhw2e
- J - R'ajiira
- J - Jac - https://ddb.ac/characters/9148400/9jyQZl
- T - Matrim Twinkletoes - https://ddb.ac/characters/10084915/fpIHf5
- A - Adirak FriedFist - https://ddb.ac/characters/9504527/DafVIP
- S - Mestine StormShaker
- G - Gorbal
- J - Ajuran - https://ddb.ac/characters/9688857/dEnltG
- A - Arkana Titanwatcher - https://ddb.ac/characters/9159932/YyUST7
- M - Mary Anne Bonne
- R - Army - https://ddb.ac/characters/10284764/7ncgch
- P - Poolleeyyggoonneeuull* - https://ddb.ac/characters/10892742/Nd7cVV
- B - Bhanan Linxakasendalor - https://ddb.ac/characters/8871719/t2yxHy
- L - Laynaar "Ladybug"
- Æ - Zævrt
- O - ozmo azarath
- H - Ezekiel Oakheart
- G - Kromgrum
- T - Thistron Marok
- A - Arys Storm Forged
- T - Thyer Stonefist
- P - Puff
- Margreen Farblungent - https://ddb.ac/characters/9741981/nnh1Vq
- The Blade King - https://ddb.ac/characters/10177200/fue3iC
- Oelior - https://ddb.ac/characters/11930242/HRgEVj
- Drag'thur - https://ddb.ac/characters/8923681/7SgZln
- Gorbal - https://ddb.ac/characters/9282274/r2QFF7
- Krym "The Tiny" Smallboots - https://ddb.ac/characters/9314733/jVC7pz
- Yamcha - https://ddb.ac/characters/9294094/ATcPRk
(These last characters have not yet had a chance to participate.)
Extended Signature
Maps:
My maps I’ve restricted to a width of 16 squares to facilitate their fit on mobile devices. I’ve had many many comments and complaints about these maps being difficult to follow and decipher. Never the less I include for you my maps, many of which were created following requests from players in the campaign:
...
A wide field reminiscent of a familiar yet distant battle field outside of a makeshift encampment. The turf, heavily trodden, struggles to cling to life as the season nears its end. Large bowlders lie in the field by strurdy trees. There are low stone walls and tall fortifications fashioned of sharpened wooden posts available for cover.
(Stepping over the short walls 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.)
Arena 1: Stony Field
A B C D E F G H I J K L M N O P
16 . . . . . . . . . . . . . . .
=======..%=========..%==========================
15 . . . . . . . . . . . . . - .
=........==================----...........=.....
14 . . - . . . . . . . . . . = .
=........-..........................-------.....
13 . . - . . . . . . . . . . . .
=........-......................................
12 . . . . . . . . . . . . . . .
=..................ΩΩ...........................
11 . . . . € .ΩΩ. . . . . . . . .
=..............ΩΩΩΩΩ............................
10 . . . . .ΩΩΩ . . . . .ΩΩ. . . .
=======...........-...............ΩΩ....--------
09 . . . . . - . . . . . . . . .
=.................-------------.................
08 . . . . . . . . . - . . . . .
=--------....ΩΩ...............-...........======
07 . . . .ΩΩ. . . . . ΩΩΩ. . . . .
=............................ΩΩΩΩΩ..............
06 . . . . . . . . .ΩΩ. € . . . .
=...........................ΩΩ..................
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.), '-' Low wall (2ft.), 'Ω' Boulder (5ft.), '€' Tree, '%' Door, '.' Turf, 'A-Z' Contestants
...
A monumental marble tower stands in a well kept courtyard surrounded by clean marble halls. Within the tower is a simple wooden dais. The courtyard is inset a few steps below the outer walkways and the interior of the tower is yet a few steps below that.
(The dais can grant advantage and cause disadvantage favoring the high ground when fighting in melee against a target you can see. Also the ledge restricts movement in one direction.)
Arena 2: Tower
A B C D E F G H I J K L M N O P
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: '=' Walls, '-' Steps (3ft), '¬' Raised platform (5ft.), '¤' Plant, '%' Door, ',' Grass, '.' Stone floor, 'A-Z' Contestants
...
'The Pits', a fairly typical fighting ring in a hole in the ground. Its a short 10 foot drop into the pit, and the edges are sloped and course. They would be easy to climb. In the bottom of the pit, the earth is turned up from fighting, yet tufts of grass sprout up here and there, as though it recently had grass all throughout. On either side of the pit is a set of steps. You and your opponent are on opposite ends with wooden walls for cover.
(Jumping (Athletics or Acrobatics) to climb out with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normally taking 20 feet of movment, but the failed jump will cost an additional 5 feet of movement.)
Arena 3: The Pits
A B C D E F G H I J K L M N O P
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.), '-' Low wall (2ft.), '/' Drop into pit (10ft.), '_' Steps (4ft.), '€' Tree, '%' Door, '.' Dirt, ',' Grass, 'A-Z' Contestants
...
This arena is reminiscent of a peaceful rural village. The windows and doors are open, can't be closed, and can be climbed through. Two of the buildings have a second level as well. A cobble stone path bysects the space.
(Climbing through the 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.)
Arena 4: Village
A B C D E F G H I J K L M N O P
14 . . . . . . . . . . . . . . .
====..%======..%==================..%======..%==
13 . . . . . . . = . . . . . . .
=..__________...........=.......................
12 _ _ _ _ . . . . . . . . . . .
=..=__=======.................=_____=======##=..
11 = _ _ # . € . . . = _ _ - Г =
=..=________=.....€€€.........=________---ГГГ=..
10 = _ _ = . . . . . = _ _ Г Г #
=..=__=============.....=======________ГГГГГГ=..
09 . . . . . . : . . # _ _ Г Г =
=..................:::::......=__=======##====..
08 : : : : : : : : . : : . . . .
=...............::....:::::....::...............
07 . . . . : : . : : : : : : : :
=..====##=======__=...:::::.....................
06 = Г Г _ _ # . . : . . . . . .
=..=ГГГГГГ________=======.....=============__=..
05 # Г Г _ _ = . . . . . = _ _ =
=..=ГГГ---________=.........€€€.....=________=..
04 = Г - _ _ = . . . € . # _ _ =
=..=##=======_____=.................=======__=..
03 . . . . . . . . . . . _ _ _ _
=.......................=...........__________..
02 . . . . . . . = . . . . . . .
====..%======..%==================..%======..%==
01 . . . . . . . . . . . . . . .
A B C D E F G H I J K L M N O P
Key: '=' Walls, '_' Wood floor, 'Г' 2 levels (10ft.), '-' Stair, '#' Open window, '€' Tree, '%' Door, ':' Stone paving, '.' Grass, 'A-Z' Contestants
...
You stand in an impressive hedge maze. The leaves are a vibrant green, and the garden is dotted with tall trees and bright flowers. Some of the walls are constructed of stone bricks, offering more effective cover.
(Passing through the hedges in any direction is difficult terrain costing an extra 5 feet of movement. The hedges heavily obscure anything beyond them. A creature may attack through the hedges, but this will grant the target a bonus of 2 to AC.)
A B C D E F G H I J K L M N O P
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: '#' Hedges, '=' High wall (8ft.), '€' Tree, '%' Door, '.' Grass, 'A-Z' Contestants
...
The ground has long lush grass growing in thick muddy soil, and the center of the field is dominated by an enormous glacier. The area is dotted with a few flimsy trees adorned with icicles rather than leaves. The walls of the glacier are a mixture of ice and soil and snow. On its surface are erratic, jagged walls of wind-blown ice spikes, and in its center is an island in a lake of smooth ice.
(Moving on the ice is difficult, and attempts to knock down or push characters on the ice will have advantage. Jumping (Athletics or Acrobatics) to climb up the glacier's edge with a DC of 15 will subtract 5 feet from the climb. On a failure the character can still climb out normal taking 15 feet of movment, but the failed jump will cost an additional 5 feet of movement.)
Arena 6: Frozen Tundra
A B C D E F G H I J K L M N O P
16 . . . . . . . . . . . . . . .
===================..%=====%..==================
15 . . . . . . . . . . . . . . .
=........€........ΩΩΩΩ........ΩΩΩΩΩΩΩ...........
14 . . . . . Ω Ω . . Ω : Ω . . .
=..ΩΩΩΩ........ΩΩΩ::::ΩΩΩΩΩΩΩΩ:::::::ΩΩΩ........
13 Ω Ω . . Ω : : : : : : : Ω . .
=..Ω:::ΩΩΩ..ΩΩΩ:::::::::^^^^^^^:::::::::ΩΩΩ.....
12 Ω : Ω Ω : : : : : : : : : Ω .
=..ΩΩΩ::::ΩΩ:::::::@@@@@@@@@@@@@@@@@:::::::ΩΩΩ..
11 . Ω : : : @ @ @ @ @ @ @ : : Ω
=ΩΩΩ..ΩΩΩ:::::::@@@@@@@@@@@@@@@@@@@@^^^^:::ΩΩΩ..
10 Ω . Ω : @ @ @ @ @ @ @ : : Ω .
=€::ΩΩΩ..Ω:::@@@@@@@@@@@@@@@@@@@@:::::::ΩΩΩ..ΩΩΩ
09 : Ω Ω @ @ @ : : : @ @ : Ω . Ω
=:::ΩΩΩ..Ω...@@@@@@..^^^^^^^..@@@@@@...Ω..ΩΩΩ:::
08 Ω . Ω : @ @ : : : @ @ @ Ω Ω :
=ΩΩΩ..ΩΩΩ:::::::@@@@@@@@@@@@@@@@@@@@:::Ω..ΩΩΩ::€
07 . Ω : : @ @ @ @ @ @ @ : Ω . Ω
=..ΩΩΩ:::^^^^@@@@@@@@@@@@@@@@@@@@:::::::ΩΩΩ..ΩΩΩ
06 Ω : : @ @ @ @ @ @ @ : : : Ω .
=..ΩΩΩ:::::::@@@@@@@@@@@@@@@@@:::::::ΩΩ::::ΩΩΩ..
05 . Ω : : : : : : : : : Ω Ω : Ω
=.....ΩΩΩ:::::::::^^^^^^^:::::::::ΩΩΩ..ΩΩΩ:::Ω..
04 . . Ω : : : : : : : Ω . . Ω Ω
=........ΩΩΩ:::::::ΩΩΩΩΩΩΩΩ::::ΩΩΩ........ΩΩΩΩ..
03 . . . Ω : Ω . . Ω Ω . . . . .
=...........ΩΩΩΩΩΩΩ........ΩΩΩΩ........€........
02 . . . . . . . . . . . . . . .
===================..%=====%..==================
01 . . . . . . . . . . . . . . .
A B C D E F G H I J K L M N O P
Key: '=' High wall (8ft.), 'Ω' Glacier Ledge (7 ft.), ':' Glacier Surface, '@' Ice (difficult terrain), '^' Ice Spikes, '€' Frozen Tree, '%' Door, '.' Dirt, 'A-Z' Contestants
...
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.)
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
...
An overgrown bog with a slow stale river cutting through the center. Wooden bridges cross hear and there. Untamed shrubs on the islands block sight of many areas. The river is deep, if not at a bridge, one could still swim across.
(A DC 13 Athletics check is needed to climb out onto a bridge rather than swim to shore. Passing through the shrubs in any direction is difficult terrain costing an extra 5 feet of movement. The hedges heavily obscure anything beyond them. A creature may attack through the shrubs, but this will grant the target a bonus of 2 to AC.)
Arena 8: Bog
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.), '~' Water, '#' Shrubs, '-' Wooden bridge, ':' Cobble Pathway, ',' Grass, '€' Tree, '%' Door, '.' Dirt, 'A-Z' Contestants
...
A forest of tall trees laced with well worn intersecting paths, and fortified with a few wooden palisades. The smaller trees offer some cover but aren't strong enough to bear the weight of a man. The larger trees have dense branches producing a ceiling only 15 feet above the ground.
Arena 9: Woods
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.), '~' Water, '#' Shrubs, '-' Wooden bridge, ':' Cobble Pathway, ',' Grass, '€' Tree, '%' Door, '.' Dirt, 'A-Z' Contestants
...
The arena has been flooded for a Mock Sea Battle. The water is dotted with stone pillars, docks, and the wooden hulls of several ships.
(A space with water or walls on three sides is in the water. Climbing out will require an extra 5 feet of movement at any location.)
Arena 10: Mock Sea Battle
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.), '~' Water, '+' Deck, '_' Stone, '%' Door, 'A-Z' Contestants
...
A precarious ring with walls for cover around the center and a 15 foot drop into pits on every side, threatening anyone who comes too near. Ladders near the entrances to the battlefield can be used to escape if any characters do fall in.
(A space with pits or walls on three sides is in the pit.)
Arena 11: Nexus
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.), '_' Pit (20ft.), '÷' Ladder, '€' Tree, '.' Stone, ',' Grass, '%' Door, 'A-Z' Contestants
...
A maze of earthen tunnels weave between supports for the structures above. Here and there roots of trees on the surface penetrate into the tunnels and grow along the walls. In some places some cover is offered by low lying rubble.
Arena 12: Tunnels
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: '=' Wall, '-' rubble (2ft.), '€' Tree Roots, '%' Door, '.' Dirt, 'A-Z' Contestants
(Thanks to Contuna for the map images.)
Extended Signature
Loot:
Eventually I began copying and pasting the loot text for each match. The contents if the chests is produced here:
https://donjon.bin.sh/5e/random/#type=magic_item;magic_item-rarity=uncommon
Some items I re-roll if they appeared in loot chests and are no longer given as prizes. They can't be obtained through trade or as prizes as other items can: Staff of the Python, Elemental Gem, Stone of Controlling Earth Elementals, Censer of Controlling Air Elementals, Bowl of Commanding Water Elementals, Brazier of Commanding Fire Elementals, Instant Fortress, Devastation Orb, Master's Amulet
Added (Chapter 2): Bag of Tricks, Cube of Force
The experience I am still not very firm on. The experience needed for a level is always given on a win, but that value doesn’t follow much rhyme or reason in the book. So I try to be consistent with the loss xp… but I'm not. The Loot tier is determined by the rarity of a Spell Scroll available to a wizard of a given level. Tier-1 is Common, Tier-5 is Legendary. Characters earn 40% gold on a loss.
Rewards:
Tier 1:
"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 they already poses 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."
Extended Signature
NPCs:
Stat blocks for some of the NPCs. I choose the class of NPCs by rolling 1d13-1, on a 0 I will multiclass whatever whim strikes me. 1-12 creates Barbarian – Wizard in alphabetical order:
--Church 11: Priest, Forge
16 (+3) 10 (0) 18 (+4) 10 (0) 16 (+3) 8 (-1)
HP: 86
AC: 24 (16+3) (+3) (+1) (+1)
Saves: +4 +1 +4 +1 +6 +3
Attack: Mace +1: Attack: +8 Damage: 1d6+4
Magic: Brooch of Shielding, Shield +1, Cloak of Protection, <undetermined, uncommon>, <undetermined, rare>. Blessing of the Forge Mace +1.
Spells: +8 DC 16 1st: xooo 2nd: oox 3rd: ooo 4th: xoo 5th:o
Cantrips 5: Guidance, Sacred Flame, Toll the Dead, Word of Radiance, <undetermined>
Domain: Identify, Searing Smite, Heat Metal, Magic Weapon, Elemental Weapon, Protection from Energy, Fabricate, Wall of Fire, Animate Objects, Creation
Prepared 15: Bless, Cure Wounds, Healing Word, Aid, Dispel Magic, Spiritual Weapon, Revivify, Spirit Guardians, Freedom of Movement, <undetermined>, <undetermined>, <undetermined>, <undetermined>, <undetermined>
--Jayne Readfellow 4: Ranger
8(-1) 18(+4) 14(+2) 10(0) 14(+2) 13(+1)
HP: 36
AC: 16
Saves: -1 +5 +2 0 +4 +1
Magic: Brooch of Shielding
Spells: +4 DC 12 1st:xxo
Known 3: Zephyr Strike, Healing Spirit, Fog Cloud
--Amaruve 6: Druid, Circle of the Moon
10(0) 16(+3) 14(+2) 10(0) 18(+4) 8(-1)
HP:45
AC:15
Saves: 0 +3 +2 +3 +7 -1
Magic: Insignia of the Claw, Pearl of Power
Spells: +7 DC 15 1st:oooo 2nd: xoo 3rd: xxx x
Cantrips 3: Magic Stone, Shillelagh, Create Bonfire
Prepared 10: Call Lightning, Healing Word, Dispel Magic, Cure Wounds, Fog Cloud, Entangle, Healing Spirit, Heat Metal, Hold Person
--Quara Underfoot 1: Sorcerer, Draconic Bloodline
8(-1) 14(+2) 14(+2) 8(-1) 14(+2) 16(+3)
HP: 9
AC: 15
Saves: -1 +2 +2 -1 +4 +5
Firebolt: Attack +5 Damage 1d8
Spells: +5 DC 13 1st: ox
Cantrips: Firebolt, Firebolt, Poison Spray, Minor Illusion.
1st: Sleep, Shield
--Green Bean 2: Fighter, Eldritch Knight
16(+3) 12(+1) 16(+3) 8(-1) 14(+2) 8(-1)
HP: 22
AC: 20
Saves: +5 +1 +5 -1 +2 -1
Sword: Attack: +5 Damage: 1d8+5
--Dahme'dre 2: Warlock, Fiend
8 (-1) 12 (+1) 14 (+2) 11 (0) 14 (+2) 16 (+3)
HP: 17 (24)
AC: 12
Saves: -1 +1 +2 0 +4 +5
Eldritch Blast: Attack: +5 Damage: 1d10+3, Dagger: Attack: +3 Damage: 1d4+1
Spells: +5 DC 13 1st: xx
Cantrips: Eldritch Blast, Mage Hand, Thaumaturgy
Known 3: Dissonant Whispers, Hex, Hellish Rebuke
--Jianyu 5: Monk, Way of the Fist
8 (-1) 18 (+4) 14 (+2) 10 (0) 16 (+3) 8 (-1)
HP: 38
AC: 19
Saves: -1 +7 +2 0 +6 -1
Staff: Attack: +7 Damage: 1d8+4, Martial Arts: Attack: +7 Damage: 1d6+4
Magic: Bracers of Defence
Ki: ooxxx
Spells: Minor Illusion, Darkness, Darkvision, Pass Without Trace, Silence
--Ja Men'bin 10: Bard, College of Lore
10 (0) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 20 (+5)
HP: 73
AC: 15 (12+3)
Saves: 0 +7 +2 -1 +1 +9
Attack: Shillelagh: +9 1d8+5, Longbow: Attack +7 Damage 1d8+3
Magic: Wand of Paralysis, Fochlucan Bandore, Wand of Magic Missiles, Pearl of Power
Spells: +9 DC 17 1st: oooo 2nd: oox 3rd: xxx(x) 4th: oox 5th: xx
Cantrips 4: Minor Illusion, Thunderclap, True Strike, Vicious Mockery
Magical Secrets 4: Shield, Counterspell, Fireball, Banishment
Known 14: Dissonant Whispers, Sleep, Blindness/Deafness, Heat Metal, Hold Person, See Invisible, Dispel Magic, Dimension Door, Greater Invisibilty, Polymorph, Animate Objects, Dominate Person, Greater Restoration, Hold Monster
Bandore: Fly, Invisibility, Levitate, Protection from Evil and Good, Entangle, Faerie Fire, Shillelagh, Speak with Animals
-Klarg: 4 Barbarian, Totem Warrior
18(+4) 16(+3) 16(+3) 8(-1) 8(-1) 8(-1)
HP: 45
AC: 18 (10+3+3) (+2)
Saves: +6 +3 +5 -1 -1 -1
Warhammer +1: Attack: +7, Damage: 1d8+5 Javelin of Lightning: Attack: +6, Damage: 1d6+4piercing+4d6lightning
Magic: Warhammer +1, Javelin of Lightning
Features: Darkvision, Long-limbed, Rage, Reckless, Danger Sense
Extended Signature
Threads:
With repeated losses and or poor luck from chests some players could use an opportunity to earn new magic items. To facilitate this and destroy money I created Roondra's Magical Mystery Tour. In hind sight I should have put the price points based on Loot Tier, but none of you complained so maybe this was fine.
Here are all of the threads associated with this campaign:
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/9701-coliseum-of-conquest-always-recruiting
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/12007-the-glory-of-the-coliseum-rp-and-ooc
https://www.dndbeyond.com/forums/off-topic/forum-games/33786-roondras-magical-mystery-tour-coliseum-of-conquest
https://www.dndbeyond.com/forums/off-topic/forum-games/26316-bclassy-the-gaming-lounge (sort of)
Added (Chapter 2):
(In the OP of the Glory of the Coliseum)
Extended Signature
Additional notes:
Pre-rolled random numbers:
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/2985-rolling-dice?comment=609
Battle Intro:
Shop DC 15 for 10% discount (or whatever the player is trying to get outta me. My shops all buy 10% low from players without any charisma roll, but will go up to 10% high with a DC 20 check.)
DC 15 to find a Loot crate. 700 gold for a random common rarity Wonderous Item
Reading the map:
This is a 20 foot by 20 foot area:
=............
04 . . . .
=.....-------
03 . = . .
=.....=......
02 . - K. .
=============
01 . . . .
A B C D
Key: '=' High wall (8ft.), '-' Low wall (2ft.), '.' Turf
Each space on the grid is 5 ft. × 5 ft. In the example I've placed K at C-2. The proportions can be a bit confusing because the grid appears narrower than it is tall.)
Skill contests:
Acrobatics: Athletics, Acrobatics
Animal Handling: Animal Handling, Nature
Arcana: Arcana, Deception
Athletics: Athletics, Acrobatics
Deception: Insight, investigation
History: Survival, Deception
Insight: Deception, Stealth
Intimidation: Intimidation, Insight
Investigation: Stealth, Investigation
Medicine: Survival, Nature
Nature: Nature, Medicine
Perception: Insight, Deception
Performance: Performance, Acrobatics
Persuasion: Persuasion, Insight
Religion: History, Insight
Sleight of Hand: Perception, Investigation
Stealth: Perception, Investigation
Survival: Survival, Stealth
Extended Signature
Some Statistics:
-Today the original thread is 906 pages long with 18091 undeleted posts.
-The Glory of the Coliseum is another 424 pages long with 8461 undeleted posts.
-Throughout the course of this thread I've received requests from 177 player accounts asking to join the game (each has been given a campaign link in reply.)
-In that time 134 Player Characters entered the arena.
-I currently have 64 Character Sheets for characters who have not been removed for inactivity or retired.
Extended Signature
so much notes :D
Nykkan Fharngnarthnost: Dragonborn Monk (4)...Coliseum of Conquest (3) {1W-6L} [Brewer]
Hans Stormsong: Human Monk (1)...Colosseum of Conquest (3) {0W-1L}
Oh boy....
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
Original Campaign Public Notes:
Character Details moved to main thread.
Coliseum of Conquest (1) campaign:
https://ddb.ac/campaigns/join/52935856465170
Coliseum of Conquest (2) campaign:
https://ddb.ac/campaigns/join/612201707324953
Coliseum of Conquest (3) campaign:
https://ddb.ac/campaigns/join/727332284621370
Coliseum of Conquest (4) campaign:
https://ddb.ac/campaigns/join/1012423525487196
Coliseum of Conquest (5) campaign:
https://ddb.ac/campaigns/join/1871653162838661
Coliseum of Conquest (6) campaign:
https://ddb.ac/campaigns/join/3170962382729202
Coliseum of Conquest (7) campaign: https://ddb.ac/campaigns/join/3602413591699905
To switch your campaign leave this one before joining the other. Either open two tabs, or copy the campaign link before leaving. You should always have your original link, but if you get locked out by mistake, let me know l, and I'll send you a new link.
--------------------
House/PvP Rulings:
If you are stealthing or acting in a manner you do not wish your opponent to be aware of PM me or place your actions in a spoiler. If you act so your opponent will be aware of your action, or must save post it publicly. We'll see how this works out and tweak it as we go.
If a character is unaware of your action it will need to beat their passive. For instance Stealth will go against the opponent's passive Perception or Investigation, unless you were fighting and moved out of sight to Hide. Then it would be contested
--------------------
If you wish to use a skill to effect an opponent (i.e. Intimidation) it will be permitted, however, the effect will not be as great as with a spell of 1st level or higher, and will have inconsistent effects on success. The character targetted by a skill will contest with one of two skills as with grappling/shoving (Athletics, Acrobatics) so if you attempt to intimidate it will be contested by the others Intimidation or Insight and it may grant advantage on your next attack or may give your opponent disadvantage.
If you use a skill as an action (or where its use is granted by a feature) as in the use of the Hide action, you will suffer no penalty for failure. However if you attempt a skill AND an action but fail, the penalty will grant the advantage to your opponent.
--------------------
If you use a skill as an action, such as Hide, on one turn the effects will carry over to the end of the next turn.
If you Hide and wish to remain beyond the end of your next turn you will need to roll stealth again, though you won't need to use another action.
--------------------
When intending to use effective cover your opponent will need to be able to see the center of your space from the center of theirs to have visibility (line of sight) with 3/4 cover if you do not attack and approach from behind cover. Otherwise any visibility (from any part of your square to any part of their square) will give line of sight with applicable cover.
--------------------
You may buy a mount, and bring it into the arena. Though it may not receive the same level of care you would. If your pets fall and can be cared for, they will be, but the arena will keep them and sell them back to you at half its original price.
--------------------
If a player is inactive during a battle for an extended time the match will be forfeit allowing the other to address new challengers. Please avoid letting this happen.
--------------------
Allies may act out of turn with each other (for the sake of action and interest.) Do not feel the need to wait for your ally to act before you post, feel free to set them up instead. Conversely it may be foolish to post out of turn with enemies (if you must, do.) If you use a ranged attack out of turn your opponent may take cover to avoid it.
--------------------
Random Skill Effects Table:
Stalemate:
Added (Chapter 2): 5. Castle Defence (DOTAC)
Player crafted items may not be traded as a prize would be. You may scribe scrolls as described in the rules below. However, you may scribe scrolls if you are proficient in Arcana, Medicine, Nature, or Religion.
Scribing a Spell Scroll
With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.
Resources. Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell.
If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.
Spell Scroll Costs
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/11983-how-to-add-tooltips
Extended Signature
With the revival and the more wide spread division of DM responcibilities I feel this thread may be a reasonable place to discuss changes, share additions, locate character sheets, or whine about how difficult players can be =P
(Contestant links moved the Glory OP)
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/12007-the-glory-of-the-coliseum-rp-and-ooc
Extended Signature
Chapter 2 rule posts:
Extended Signature
A warning @futuristic_kf there will be stealth, and tears, and questions about how we are handling stealth, and why we are crying. I wish you luck. I have no good answers for such questions.
Extended Signature
I probably deserve it after everything I’ve put you through. :P
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
I probably should have clarified this before starting, but how exactly does King of the Hill work?
My guess would be No to both questions (ie the rounds don't have to be consecutive and if both teams are within range of the flag no one can capture it), but I don't really know.
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
Bdaddly would have to confirm of course, or at least advise of the old ways. But as I recall, it is indeed both 'No' in both cases. In addition, you have to both start and end your turn within 10ft of the flag. Which can be rough when it downed to the more range oriented.
When you realize you're doing too much: Signature.
I always had, if both players were in range no progress was gained. And if no one from one team was in range any progress was lost. So they would have to hold it for consecutive rounds, while defending it for 5 rounds, though those rounds need not be consecutive... If that makes sense. Here's the written rule, you don't have to run it as I would:
Extended Signature
On CR content. I have had Demon Hunters, but I do feel they are poorly balanced and overly complicated. Do you guys think we should include CR content?
Extended Signature
I don't have any problem with Blood Hunters, at least. I feel maybe not Echo Knights, though.
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)