Coliseum of Conquest - Spirit of the Coliseum (Chapter 2)
Recruiting players! The arenas need contestants.
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Another large area outside of town has been cleared of rubble and marked off to host battles that would have once taken place in the great Coliseum. The rubble of that great structure rise up from the skyline in the distance. Seating has been set up around the area to accommodate spectators, and the grounds of the arena itself are shaped by magic just as they were in the Coliseum itself.
--------------------
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. Introduce your new character in the Glory.
This list will expand as character levels increase.
You will be competing against other players. Some fights will be team fights, others, one-on-one. I'll change the arena around and adjust the battles based on player feed back, balance, and interest. If you go in one-on-one in one match you may be paired with your former enemy in another.
Ultimately champions will be granted prizes and will also find wealth and power. You have your own reasons for coming here.
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.
--------------------
Spells of level-2 or higher which control allied creatures or which create summon or animate any creature (such as Conjure Elemental) shall not be used in the arena. Class features which summon or control creatures (Such as Ranger's Companion) may be used. The first level spell Find Familiar will also be permitted. Spells that do not create creatures (Such as Flaming Sphere) will be permitted as well.
--------------------
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.)
The next match will feature any interested level-4 competitors. The match will begin in no less than 48 hours.
To win this battle - (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.
The battlefield is (1) brightly lit. Magical lights are seen at regular intervals, bathing the whole system of tunnels in a pleasant glow.
The battle will take place (12) in the tunnels. The Earthshapers have raised a maze of earthen tunnels across the arena, blocking out the view of the sky or surrounding area. In some places some cover is offered by low lying rubble. In a large room nearby an ancient construct stands against time.
Map Key:
Blue/purple circle: Flag Black Lines: Walls Grey lines: Rubble - provides half cover. Crossing will cost 5 extra feet of movement unless you succeed on a DC 10 Athletics check. Attempting this check and failing will cause you to fall prone.
The Ceiling of the tunnels is 20 feet high.
Capturing Flags:
Starting on the third round, you can capture the flag. You must start and end your turn within 10 feet of the flag to capture it. You cannot capture it if a conscious enemy is also within 10 ft of the flag. Below is a diagram that shows what counts as within range of the flag. Everything inside the grey line is within range, everything outside is not. Therefore character Y can capture the flag, but character X can not.
If you wish to join this battle, choose a starting position in row one, make any final preparations (You have one round to prepare before the match starts), and roll initiative when ready. Every one starts each match with one Potion of Healing.
Please also include your character sheet link in your first post.
Dreadwood enters the arena rolling a shoulder and pantomiming cracking his neck. "This time for certain. This time this creation shall not falter." He told himself, and in accordance with that wish, ready himself to race out onto the field after donning the miracle cape.
At least one of whoever her allies are to be is given an encouraging thumbs up before the featureless black mask down as she tries to hide from the start.
(Waiting to see who I'm allied with before tossing someone a Bardic Inspiration.)
..., the silent mastermind behind everything, appears and joins the battle in the final moments.
Initiative: 13, Position: J-1 (or G-16)
He appears to be carrying a large invisible case in one hand. Stopping before his ally he opens the case and starts removing items. A long unseen shaft that he attempts to bounce up and down on. I quite visible lute. He strums it's strings and produces no sound. He seems pleased, nodding energetically to his ally. He goes on pulling out invisible gear. He's apparently expanded his tool kit.
His ally is aware of his odd preparations:
He casts Longstrider on himself, (or his ally if that ally is short of leg)
When the count down begins he strums it again... (If he's allied with Dreadwood, the tinman gains Protection from Energy (fire). Otherwise he begins to Fly.)
Dreadwood surrounds himself with shimmering energy to make himself even harder to hit.
Olly moves silently into the prep area, giving his opponents no hint where he might come out.
Vertenya stands ready for the match to begin.
... takes to the air as he hears the countdown begin.
A horn blows and the gates open. Dreadwood immediately dashes into the tunnels.
Round 1 (Olly and ... are up)
Arena 12: Tunnels
Map Key
Blue/purple circle: Flag Black Lines: Walls Grey lines: Rubble - provides half cover. Crossing will cost 5 extra feet of movement unless you succeed on a DC 10 Athletics check. Attempting this check and failing will cause you to fall prone.
The Ceiling of the tunnels is 20 feet high.
Capturing the flag
Starting on the third round, you can capture the flag. You must start and end your turn within 10 feet of the flag to capture it. You cannot capture it if a conscious enemy is also within 10 ft of the flag. Below is a diagram that shows what counts as within range of the flag. Everything inside the grey line is within range, everything outside is not. Therefore character Y can capture the flag, but character X can not.
(You won't be able to choose a target for your spell which has full cover, I know you don't need to see them. So it works if you are blinded or if the target is obscured.
A Clear Path to the Target
To target something, you must have a clear path to it, so it can't be behind total cover.
If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.
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)
Coliseum of Conquest - Spirit of the Coliseum (Chapter 2)
Recruiting players! The arenas need contestants.
--------------------
Another large area outside of town has been cleared of rubble and marked off to host battles that would have once taken place in the great Coliseum. The rubble of that great structure rise up from the skyline in the distance. Seating has been set up around the area to accommodate spectators, and the grounds of the arena itself are shaped by magic just as they were in the Coliseum itself.
--------------------
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. Introduce your new character in the Glory.
Banned magic items:
Staff of the Python, Bag of Tricks, 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, Cube of Force
This list will expand as character levels increase.
You will be competing against other players. Some fights will be team fights, others, one-on-one. I'll change the arena around and adjust the battles based on player feed back, balance, and interest. If you go in one-on-one in one match you may be paired with your former enemy in another.
Ultimately champions will be granted prizes and will also find wealth and power. You have your own reasons for coming here.
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.
--------------------
Spells of level-2 or higher which control allied creatures or which create summon or animate any creature (such as Conjure Elemental) shall not be used in the arena. Class features which summon or control creatures (Such as Ranger's Companion) may be used. The first level spell Find Familiar will also be permitted. Spells that do not create creatures (Such as Flaming Sphere) will be permitted as well.
--------------------
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:
Reserved
Reserved
The next match will feature any interested level-4 competitors.
The match will begin in no less than 48 hours.To win this battle - (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.
The battlefield is (1) brightly lit. Magical lights are seen at regular intervals, bathing the whole system of tunnels in a pleasant glow.
The battle will take place (12) in the tunnels. The Earthshapers have raised a maze of earthen tunnels across the arena, blocking out the view of the sky or surrounding area. In some places some cover is offered by low lying rubble. In a large room nearby an ancient construct stands against time.
Map Key:
Blue/purple circle: Flag
Black Lines: Walls
Grey lines: Rubble - provides half cover. Crossing will cost 5 extra feet of movement unless you succeed on a DC 10 Athletics check. Attempting this check and failing will cause you to fall prone.
The Ceiling of the tunnels is 20 feet high.
Capturing Flags:
Starting on the third round, you can capture the flag. You must start and end your turn within 10 feet of the flag to capture it. You cannot capture it if a conscious enemy is also within 10 ft of the flag. Below is a diagram that shows what counts as within range of the flag. Everything inside the grey line is within range, everything outside is not. Therefore character Y can capture the flag, but character X can not.
If you wish to join this battle, choose a starting position in row one, make any final preparations (You have one round to prepare before the match starts), and roll initiative when ready. Every one starts each match with one Potion of Healing.
Please also include your character sheet link in your first post.
Dreadwood enters the arena rolling a shoulder and pantomiming cracking his neck. "This time for certain. This time this creation shall not falter." He told himself, and in accordance with that wish, ready himself to race out onto the field after donning the miracle cape.
Initiative: 16.
S. Position: 1N(16C,if opposite side).
Prep:
Bonus Action: Cast (1st level)Mantle of the Faithful.
Action: Ready to move to 4O(13B, if opposite side).
Character link(if needed): Dreadwood
When you realize you're doing too much: Signature.
"Hopefully this goes better than last time."
At least one of whoever her allies are to be is given an encouraging thumbs up before the featureless black mask down as she tries to hide from the start.
(Waiting to see who I'm allied with before tossing someone a Bardic Inspiration.)
Initiative: 22.
Ninja Goat Mode Activate!: 16.
https://ddb.ac/characters/32585325/RtTegB
For DM:
Starting Out: F-1.
Yog - [Tortle]Druid/Warlock - Circle of Stars/Celestial (Libretalia)
Nobody - [Feral-Tiefling]Wizard/Sorcerer - War/Draconic (HoTDQ)
Jack Vicvan - [Eladrin]Druid/Warlock - Circle of Dreams/Archfey
-
Hiatus:
Xanrazan - [Earth Genasi]Bard - College of Swords(Shadowthorn's Princess of the Apocalypse)
Drop me in @ P1
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
(@ILT: Don't forget to roll initiative and put down a character sheet link.)
When you realize you're doing too much: Signature.
(And if you have any prep you wanna do the round before it starts, post that as well. You can do 1 action and 1 bonus action worth of prep)
https://www.dndbeyond.com/profile/I_Love_Tarrasques/characters/32574699
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
..., the silent mastermind behind everything, appears and joins the battle in the final moments.
Initiative: 13, Position: J-1 (or G-16)
He appears to be carrying a large invisible case in one hand. Stopping before his ally he opens the case and starts removing items. A long unseen shaft that he attempts to bounce up and down on. I quite visible lute. He strums it's strings and produces no sound. He seems pleased, nodding energetically to his ally. He goes on pulling out invisible gear. He's apparently expanded his tool kit.
His ally is aware of his odd preparations:
He casts Longstrider on himself, (or his ally if that ally is short of leg)
He strums at the lute for Protection from Poison on himself.
When the count down begins he strums it again... (If he's allied with Dreadwood, the tinman gains Protection from Energy (fire). Otherwise he begins to Fly.)
https://ddb.ac/characters/4630546/ra8jhr
Extended Signature
I_Love_Tarrasques: Need an initiative roll for vertenya
19
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
A herald steps up to announce the contestants.
"The unhittable wonder! The man made of metal! Dreadwood!"
"The hooved singer, now with a shiny new crossbow! Olly!"
"The archer who gave up his wings to be shackled to the ground with the rest of us! Vertenya!"
"The best mime in the arena! Who appears to have forgotten to write down his name..."
Dreadwood will fight with 3 Vertenya.
The flag will activate in round 3. Hold the flag for 5 rounds or defeat all foes to win!
Each competitor begins the match with one Potion of Healing
Spirit (Round 0):
Dreadwood surrounds himself with shimmering energy to make himself even harder to hit.
Olly moves silently into the prep area, giving his opponents no hint where he might come out.
Vertenya stands ready for the match to begin.
... takes to the air as he hears the countdown begin.
A horn blows and the gates open. Dreadwood immediately dashes into the tunnels.
Round 1 (Olly and ... are up)
Arena 12: Tunnels
Map Key
Blue/purple circle: Flag
Black Lines: Walls
Grey lines: Rubble - provides half cover. Crossing will cost 5 extra feet of movement unless you succeed on a DC 10 Athletics check. Attempting this check and failing will cause you to fall prone.
The Ceiling of the tunnels is 20 feet high.
Capturing the flag
Starting on the third round, you can capture the flag. You must start and end your turn within 10 feet of the flag to capture it. You cannot capture it if a conscious enemy is also within 10 ft of the flag. Below is a diagram that shows what counts as within range of the flag. Everything inside the grey line is within range, everything outside is not. Therefore character Y can capture the flag, but character X can not.
Characters
Dreadwood (37/37, Shield of Faith): https://www.dndbeyond.com/characters/31875291/Ky48gq
Vertenya (40/40): https://www.dndbeyond.com/characters/32574699
vs
Olly (31/31, Hidden - Stealth 16.): https://www.dndbeyond.com/characters/32585325/RtTegB
... (35/35, Longstrider, Protection From Poison, Fly): https://www.dndbeyond.com/characters/4630546/ra8jhr
... gives Olly a big thumbs up with a wink, as he adopts similar tactics. He disappears soundlessly into the tunnels.
Stealth: 13
Without even a footstep he flies at a blurring speed through the tunnels to L-10
Well not that soundlessly... He kicks off of the walls as he careens around the corners, kicking up dust and debris as he moves.
Extended Signature
Olly goats her way into a new position before letting out bleat laced with panic inducing magics upon Vertenya.
Movement: Can be heard from C-3.
Action: Cast Negging(Wis 14) at 1st level on Vertenya. 13 Psychic damage, or half as much on a successful.
Yog - [Tortle]Druid/Warlock - Circle of Stars/Celestial (Libretalia)
Nobody - [Feral-Tiefling]Wizard/Sorcerer - War/Draconic (HoTDQ)
Jack Vicvan - [Eladrin]Druid/Warlock - Circle of Dreams/Archfey
-
Hiatus:
Xanrazan - [Earth Genasi]Bard - College of Swords(Shadowthorn's Princess of the Apocalypse)
(You won't be able to choose a target for your spell which has full cover, I know you don't need to see them. So it works if you are blinded or if the target is obscured.
=\ Sorry same team.)
Extended Signature
(To Bdaddly: Such betrayal, much wow. But it's okay, I've done it before.)
(To Orileo: Sorry, but you can only blame my teammate for this one.)
(Olly's Turn with Corrections...)
Movement: "Appear" at I-4.
Action: Cast Hot Potato at 2nd level on Dreadwood's Armor. 9 Fire Damage done and disadvantage on all further attack rolls and checks while wearing it.
Movement: Hippity Hop to I-2.
Yog - [Tortle]Druid/Warlock - Circle of Stars/Celestial (Libretalia)
Nobody - [Feral-Tiefling]Wizard/Sorcerer - War/Draconic (HoTDQ)
Jack Vicvan - [Eladrin]Druid/Warlock - Circle of Dreams/Archfey
-
Hiatus:
Xanrazan - [Earth Genasi]Bard - College of Swords(Shadowthorn's Princess of the Apocalypse)
(It begins again . . .)
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)
Can I get in on this?
if so,
initiative: 7
prepare: nothing
start: p1
action: dash
move: n7 going around walls and rubble