This post has potentially manipulated dice roll results.
Labyrinth: (Round 5)
Amaruve grits his razor teeth, sure he's reached the end as Swigg plugs him with a powerful blast, but he isn't able to land the follow up as he slips away through the bushes.
Sarah... (2)...
The Raptor charges past Sarah and tries to bring the bigger predator down, hitting 13 for 9 slashing
Amaruve moves out of it site through the hedges, then out of reach, as he chases after the goblin. He bites at the enemy, hitting 21 for 17 piercing.
Swigg, caught in the monsters vicious teeth can't carry on. As he goes limp Amaruve drops to a knee and transforms back into an elf. He Sets Swigg back on the ground, and feeds him one of his Goodberries. He moves back into the battle field sending a Healing Spirit to revive the girls, as the crowd cheers.
Swigg and Sarah each gain 640 gold and 4500 experience. Advancing to the next level, they each also gain a Rare Prize Token.
Nara and Amaruve arr taken to the prize room. They gain 1600 gold and 9000 xp. Inside the prize room...
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 for another item of their choosing of the same rarity or lower, if the administrator has the requested item in his extensive collection. "You name it, we've probably got one somewhere."
The final match of the evening will feature any interested level-5 competitors. The matxh will start in about 24 hours.
To win... 4... Survive. A lethal hazard will be introduced after 5 rounds. Defeat your enemies while you still can.
The time: 3, Night. The battle field is lit with Torches and [spell]Dancing Lights[/item] but darkness still looms. Chexks relying in sight will suffer disadvantage even with Darkvision.
The arena shapers have returned to their work, they craft an ornately decorated mansion with a courtyard in it's center. All of the doors and windows are closed. You may open or close one door or window, or draw, stow, or pick up one weapon on your turn without using an action.
This post has potentially manipulated dice roll results.
Temiki will enter the arena atop her fiendish ox, Volgrod, at H1. Before the match begins she will cast Thunderous Smite and ready Aid to cast on her teammates.
Volgrod will ready movement to charge through the doors to H6.
(@all: A map that makes burning myself (and potential allies) immediately meaningless? Blasphemy! Curse you dice!)
For a time, Mazara's is subdued as he goes through preparations(Scrolls and what have you) again. But then he breaks out the pan flute, replacing his usual inspiring words for a song. His comrades inspired, frozen armor donned, and with pike in hand his final preparations is only to stand 1Bready to charge out the gate at full speed through a window.
Ridiculous Prep-Work List: (2nd Level)Armor of the Einherjar on self, gaining 10 Temp HP.
(1st level)Heimdall's Watch Cast Upon Mazara from prepared scroll on self, and two other(Targets TBD).
Bardic Inspiration given to 2 to 3 other allies(TBD! - Reminder in Spoiler):
Bardic Insp: Once within the next 10 minutes, the creature can roll the die(D6) and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Bless: You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Inspiring Song:
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Sha'kar steps into the prep room at C1, mage armor glowing around his briefly, cast early enough to recover his spell slot before the battle. Oh rides on his shoulder.
Psy smirks as he is hit by the man. You know. This should be fun. Get him, Adirak! As he shouts he pulls out a small crystal bug, and a sphere erupts from his center, bashing against Bhanan. (DC13 strength saving throw or 10 damage and no reactions, half on save.)
This post has potentially manipulated dice roll results.
Adirak zooms over behind Bhanan. So. Hit by darkness, destroyed by a bringer of Shadows. Let’s do this. He lifts his greataxe up and brings it down onto Bhanan!
Attack: 18 Damage: 4
If he failed his save, Adirak smirks as he zooms back over to his original position.
Since she saved, Acura’s instead heals for 4 for himself.
(@Kenuex Its only ability checks, not saves. But at least Bdiddy will have a harder time finding swig... not that it wasn't already difficult. :P)
When you realize you're doing too much: Signature.
(Adirak can reach Psy from K-12 using 15 feet of movement or from L-10 using 25 feet.)(Err, Bhanan can reach Psy from L-10 using 30 feet...)
Extended Signature
Labyrinth: (Round 5)
Amaruve grits his razor teeth, sure he's reached the end as Swigg plugs him with a powerful blast, but he isn't able to land the follow up as he slips away through the bushes.
Sarah... (2)...
The Raptor charges past Sarah and tries to bring the bigger predator down, hitting 13 for 9 slashing
Amaruve moves out of it site through the hedges, then out of reach, as he chases after the goblin. He bites at the enemy, hitting 21 for 17 piercing.
Extended Signature
Swigg, caught in the monsters vicious teeth can't carry on. As he goes limp Amaruve drops to a knee and transforms back into an elf. He Sets Swigg back on the ground, and feeds him one of his Goodberries. He moves back into the battle field sending a Healing Spirit to revive the girls, as the crowd cheers.
Swigg and Sarah each gain 640 gold and 4500 experience. Advancing to the next level, they each also gain a Rare Prize Token.
Nara and Amaruve arr taken to the prize room. They gain 1600 gold and 9000 xp. Inside the prize room...
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 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."
Nara's Chest:
Spell Scroll (Hold Monster), Ring of X-ray Vision, Quaal's Feather Token (tree), Cape of the Mountebank, Quaal's Feather Token (bird), Potion of Healing (Supreme), Armor of Psychic Resistance, Scale Mail, Spell Scroll (Control Water), Potion of Invulnerability, Armor of Psychic Resistance, Half Plate
Extended Signature
Man lvl 6 was rough for this character.
I got alot a doods
Good match everyone.
The final match of the evening will feature any interested level-5 competitors. The matxh will start in about 24 hours.
To win... 4... Survive. A lethal hazard will be introduced after 5 rounds. Defeat your enemies while you still can.
The time: 3, Night. The battle field is lit with Torches and [spell]Dancing Lights[/item] but darkness still looms. Chexks relying in sight will suffer disadvantage even with Darkvision.
The arena shapers have returned to their work, they craft an ornately decorated mansion with a courtyard in it's center. All of the doors and windows are closed. You may open or close one door or window, or draw, stow, or pick up one weapon on your turn without using an action.
Arena 7: Complex
A B C D E F G H I J K L M N O P
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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
( A:13i, V:10n, M:9b, H:5h, K:3h, K:c )
If you wish to join this battle, choose a starting position in row one, make any final preparations, and roll initiative when ready.
Extended Signature
Hans gets prepared for his next fight.
Initiative: 5
He will start at H
Nykkan Fharngnarthnost: Dragonborn Monk (4)...Coliseum of Conquest (3) {1W-6L} [Brewer]
Hans Stormsong: Human Monk (1)...Colosseum of Conquest (3) {0W-1L}
Temiki will enter the arena atop her fiendish ox, Volgrod, at H1. Before the match begins she will cast Thunderous Smite and ready Aid to cast on her teammates.
Volgrod will ready movement to charge through the doors to H6.
Initiative: 3
(@all: A map that makes burning myself (and potential allies) immediately meaningless? Blasphemy! Curse you dice!)
For a time, Mazara's is subdued as he goes through preparations(Scrolls and what have you) again. But then he breaks out the pan flute, replacing his usual inspiring words for a song. His comrades inspired, frozen armor donned, and with pike in hand his final preparations is only to stand 1B ready to charge out the gate at full speed through a window.
Initiative: 8.
Plus Wisdom of Odin: 1.
Performance: 8.
Plus Wisdom of Odin: 2.
Ridiculous Prep-Work List:
(2nd Level)Armor of the Einherjar on self, gaining 10 Temp HP.
(1st level)Heimdall's Watch Cast Upon Mazara from prepared scroll on self, and two other(Targets TBD).
Bardic Inspiration given to 2 to 3 other allies(TBD! - Reminder in Spoiler):
Inspiring Song:
When you realize you're doing too much: Signature.
Vurnic stands at N1 as his bat joins him.
10
Sha'kar steps into the prep room at C1, mage armor glowing around his briefly, cast early enough to recover his spell slot before the battle. Oh rides on his shoulder.
Ashiera walks to I1 checking he bow. She then slips into the shadows.
Initiative 13
Stealth 16
Jessica McDougal (4W-1L) lvl 1 fighter/lvl 4 Rogue (Retired)
Ashiera Thornstar lvl 1 Fighter
Nexus: (Round 2)
Bhanan moves to attack Psy, hitting 18 for 9 slashing with his axe, and smiting for 13 radiant.
(Jac, Psy, Adirak)
Arena 11: Nexus
A B C D E F G H I J K L M N O P
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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
( T J B vs. J Y A )
Extended Signature
(What level are the current fights?)
(@Ben: Level 5 & level 2.)
When you realize you're doing too much: Signature.
(Thanks! Waiting for redemption for level 3.)
Complex:
The competitors enter the arena.
"Ashiera Thorn Star! Precise and deadly."
"Vurnic! The frightful monster."
"Mazara Mandabar! The burning light."
"Hans Storm Song! A slippery sort."
"Temiki Bears Claw! A steel plated orc."
"And Sha'kar Menoth! Of the Fey Wild."
Teams: Ashiera will be on a team with (6)... Mazara and (2)... Hans
After a few moments to prepare the gates open and the battle begins!
(Ashiera, Mazara, and Hans are up.)
( A M H vs. V K K )
Arena 7: Complex
A B C D E F G H I J K L M N O P
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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
( A M H vs. V K K )
Extended Signature
Psy smirks as he is hit by the man. You know. This should be fun. Get him, Adirak! As he shouts he pulls out a small crystal bug, and a sphere erupts from his center, bashing against Bhanan. (DC13 strength saving throw or 10 damage and no reactions, half on save.)
If she fails, Psy backs up to 16M.
Adirak zooms over behind Bhanan. So. Hit by darkness, destroyed by a bringer of Shadows. Let’s do this. He lifts his greataxe up and brings it down onto Bhanan!
Attack: 18 Damage: 4
If he failed his save, Adirak smirks as he zooms back over to his original position.
Since she saved, Acura’s instead heals for 4 for himself.