This post has potentially manipulated dice roll results.
22Init:
Nara squats low with her greatsword resting readily on her shoulder. Her tail slams rhythmically into the dirt, kicking up clouds of dust. On her premiere reentry into the coliseum, Nara looks fully in her element, her body coiled and tensed like a panther, waiting to pounce.
Prep Spell(if possible): Cast (1st level)Faithful's Armor on self.
Though still unable to fully grasp the intent behind the cataclysm, Dreadwood understood the call to battle well enough to make for the coliseum promptly; reserving any 'prep' for the last possible minute.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Eldin tries to cast False Life but... he just can't he can't harness the magic. He looks up at the sky and says with a defeated grin, "Can't have that spell eh? Alright then. Let's see what you have in store for me." With a large number of his spells gone, he falls back on whatever he has left of his roguish talents.
A cloaked figure walks slowly out on the battlefield. He looks up at the stands, and notices a burly orc sitting near the back, with oddly pointed ears. He stares at him, then slowly . . .winks.
Latrius initiative: 14
Assuming it's still possible to hide right before the match starts, stealth: 6
Latrius's preparation (for DM only):
Casting longstrider on myself. 55 ft. of speed first turn, lol.
The cloaked figure nods at whoever his team is, and slowly fades into the background. All that's heard is a faint whisper of movement, and the slight sound of an arrow being drawn out of a quiver.
(Hmm, well. Vanishing did not work as intended . . .)
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)
A man covered head to toe in armor strides into the waiting room. Although various ports and visor expels what appears to be low powered steam, the man shows no discomfort. Forge carried a few weapons, but would hold none before the start. As time winds down towards the end, he taps a node alongside his helmet, causing the steam to briefly pick up in intensity.
Initiative: (2)9.
For EliteHatter: Are positions being randomized this time, or map is still under construction?
Rollback Post to RevisionRollBack
Curerntly: Player In: Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In: Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In: Lost Mines of Phandelver (Formerly run by Ceekay77)
A cyan skinned man arrives into the arena. He was surprised, at first, of how much destruction there was in this town since he arrived. But he ignores all that for now, as he holds up a mace in his hand- he’ll worry about that later.
Casting Mage Armor on himself, he prepares for what’s about to come.
Sha'kar saunters into the prep room, Oh riding on his shoulder. An occasional subtle shimmer betrays the Mage Armor that protects him, and he casts False Life on himself then looks for a place to hide as he waits for the battle to begin.
Dame Elspeth Grace, Knight of the Unicorn, Third Eye of the North and Lady of the Green, enters the coliseum. Her appearance is markedly more threatening than it was before. Her hair is tied back and covered by the greenish-grey hood of a cloak of elvenkind. Two shortswords and a quiver of arrows are strapped to her back within easy reach. A sheathed rapier is securely attached to her belt and she carries a sturdy wooden longbow. "Time for them to find out how a real knight fights."
Initiative: 22 Stealth: 12
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
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)
A large, burly half-orc steps into the fray, confused about all the destruction he arrived to when he came. But a fight was to ensue soon enough he found, maybe he would find answers there.
Everyone is invited to join this battle. If you do not post within the first round, you may still join the battle at anytime.
Two ancient constructs burst from the Fighting Grounds scarring the earth where they emerged. Some of the competitors have seen these foes in battle before. Only then they didn't move about. They didn't go on the offensive. They didn't glow a malevolent magenta hue around their eyes and joints... They didn't attack bystanders...
The ancients emerge and immediately move to strike at the nearest life, they crush the bleechers to splinters and people cry out in fear, fleeing the scene... But they're surrounded...
Around the battlefield and further off, within the school, a familiar sound from long ago precedes approaching enemies. An awkward rhythmic clicking sound, the gait of multi-legged metal beings, the droning hum of tiny wings, Drones...
You arrive to the battle at either of two places (your choice, unless instructed otherwise). You may also chose to act independently elsewhere in response to this threat. The sun is setting. In the failing light, checks that rely on sight will suffer disadvantage without the use of Darkvision.
The battlefields will not be kept updated as maps, and I will not track your health, stats, abilities, spell slots, or initiative during this battle, please do so yourselves.
For simplicity the battlefields will be separated into zones. If you are in the same zone as someone else, you can reach them, and they can reach you. If you are in an adjacent zone you can see them and are near enough to use ranged attacks, but you each have half cover. If you are not in an adjacent zone, you have total cover and can't see. Any area spell larger than a 15 foot cube will affect everyone in a targeted zone, a 15 foot cube or smaller will affect only one target. It takes 25-50 ft. movement to reach an adjacent zone. If you move more than 50 feet you can move to any zone you like (or may move to an adjacent zone twice).
In your post please state your location on the battlefield and which battlefield it is.
Monsters' initiative: 14
If you do not beat or match the monsters' initiative, you will not be able to act in the round you arrive. The monsters will act every 24-48 real hours. If you have not posted an action, your character does not act that round. If you choose to change to a different battlefield you will not be able to act for one round. There is no time for prep in this battle.
Battlefield 1: Fighting Grounds
Two ancient constructs will crush any who stand to face them, they will attempt to summon additional enforcements each round, one stands in zone 1 the other in zone 2. Additionally a single Duodrone stands in each zone from 3-10. You may arrive in any zone you wish.
Battlefield 2: School of Abjuration and Protection Agency
You may not enter this battlefield in any zone less than 11. a single Monodrone stands in each odd numbered zone. A single Duodrone is in each even numbered zone. In zone 2 there is also a Quadrone. In zone 1 there is also a Pentadrone. The Pentadrone is clearly in charge, he attempts to summon additional re-enforcements each round.
(This battle occurs on the current day. Characters who are not currently in a match have had a long rest. If you are currently in the level-5 or level-6 battle... you may find some of your resources already depleted)
Dreadwood hastens for the academy, called as much, answering as much as the word of Gond as he was the cries for aid! But racing from the yet to be complete rebuilding of the city to the academy takes a great deal out of the old construct. Nevermind avoid the need to avoid misconception from some who assuredly may think his intentions anything but altruistic.
a large Goliath covered in tattoos and scars bounds in with a confused look on his face, and a giant Maul in his hand. He looks to the construct, and hollers out "what is going on here??" and readies to charge at the strange automatons
Battlefield 2: The School of Abjuration and Protection Agency.
Olly canters onto the field the field, ready to do much of the battling. And to start things off strumming her El Bantacory, reshaping it with her magic into glowing guitar magic before taking it by neck and slamming it down on the Monodrone!
Bonus Action: Cast Shillelagh from Bandore onto Bandore!
Action: La princesa Judgement! Attack: 26 Damage: 12 magical bludgeoning.
Seeing several of his friends/allies/competitors heading to protect the academy, Sha'kar races towards the Fighting Grounds to see what on earth is going on there, Oh flying above him.
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)
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22Init:
Nara squats low with her greatsword resting readily on her shoulder. Her tail slams rhythmically into the dirt, kicking up clouds of dust. On her premiere reentry into the coliseum, Nara looks fully in her element, her body coiled and tensed like a panther, waiting to pounce.
Nara: Tiefling Bandit-Coliseum of Conquest: 2W-2L total downs: 3
Dreadwood Initiative: 13.
Prep Spell(if possible): Cast (1st level)Faithful's Armor on self.
Though still unable to fully grasp the intent behind the cataclysm, Dreadwood understood the call to battle well enough to make for the coliseum promptly; reserving any 'prep' for the last possible minute.
When you realize you're doing too much: Signature.
Eldin's Initiative: 4
Eldin tries to cast False Life but... he just can't he can't harness the magic. He looks up at the sky and says with a defeated grin, "Can't have that spell eh? Alright then. Let's see what you have in store for me." With a large number of his spells gone, he falls back on whatever he has left of his roguish talents.
Prep: He will start out by hiding. Stealth: 22
A cloaked figure walks slowly out on the battlefield. He looks up at the stands, and notices a burly orc sitting near the back, with oddly pointed ears. He stares at him, then slowly . . .winks.
Latrius initiative: 14
Assuming it's still possible to hide right before the match starts, stealth: 6
Latrius's preparation (for DM only):
Casting longstrider on myself. 55 ft. of speed first turn, lol.
The cloaked figure nods at whoever his team is, and slowly fades into the background. All that's heard is a faint whisper of movement, and the slight sound of an arrow being drawn out of a quiver.
(Hmm, well. Vanishing did not work as intended . . .)
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)
A man covered head to toe in armor strides into the waiting room. Although various ports and visor expels what appears to be low powered steam, the man shows no discomfort. Forge carried a few weapons, but would hold none before the start. As time winds down towards the end, he taps a node alongside his helmet, causing the steam to briefly pick up in intensity.
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
A cyan skinned man arrives into the arena. He was surprised, at first, of how much destruction there was in this town since he arrived. But he ignores all that for now, as he holds up a mace in his hand- he’ll worry about that later.
Casting Mage Armor on himself, he prepares for what’s about to come.
6
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Sha'kar saunters into the prep room, Oh riding on his shoulder. An occasional subtle shimmer betrays the Mage Armor that protects him, and he casts False Life on himself then looks for a place to hide as he waits for the battle to begin.
Initiative: 11
False life: 7
Stealth: 22
Dame Elspeth Grace, Knight of the Unicorn, Third Eye of the North and Lady of the Green, enters the coliseum. Her appearance is markedly more threatening than it was before. Her hair is tied back and covered by the greenish-grey hood of a cloak of elvenkind. Two shortswords and a quiver of arrows are strapped to her back within easy reach. A sheathed rapier is securely attached to her belt and she carries a sturdy wooden longbow. "Time for them to find out how a real knight fights."
Initiative: 22
Stealth: 12
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
Swigg Mgoo swaggers into the prep room, casts longstrider on himself and readies his crossbow.
Initiative: 19
Stealth: 22
I got alot a doods
(That's a lot of people.)
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)
A large, burly half-orc steps into the fray, confused about all the destruction he arrived to when he came. But a fight was to ensue soon enough he found, maybe he would find answers there.
Initiative:15
New thread made for a fresh start:
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/62389-coliseum-revived?comment=1
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/12007-the-glory-of-the-coliseum-always-recruiting?comment=9173
Everyone is invited to join this battle. If you do not post within the first round, you may still join the battle at anytime.
Two ancient constructs burst from the Fighting Grounds scarring the earth where they emerged. Some of the competitors have seen these foes in battle before. Only then they didn't move about. They didn't go on the offensive. They didn't glow a malevolent magenta hue around their eyes and joints... They didn't attack bystanders...
The ancients emerge and immediately move to strike at the nearest life, they crush the bleechers to splinters and people cry out in fear, fleeing the scene... But they're surrounded...
Around the battlefield and further off, within the school, a familiar sound from long ago precedes approaching enemies. An awkward rhythmic clicking sound, the gait of multi-legged metal beings, the droning hum of tiny wings, Drones...
You arrive to the battle at either of two places (your choice, unless instructed otherwise). You may also chose to act independently elsewhere in response to this threat. The sun is setting. In the failing light, checks that rely on sight will suffer disadvantage without the use of Darkvision.
The battlefields will not be kept updated as maps, and I will not track your health, stats, abilities, spell slots, or initiative during this battle, please do so yourselves.
For simplicity the battlefields will be separated into zones. If you are in the same zone as someone else, you can reach them, and they can reach you. If you are in an adjacent zone you can see them and are near enough to use ranged attacks, but you each have half cover. If you are not in an adjacent zone, you have total cover and can't see. Any area spell larger than a 15 foot cube will affect everyone in a targeted zone, a 15 foot cube or smaller will affect only one target. It takes 25-50 ft. movement to reach an adjacent zone. If you move more than 50 feet you can move to any zone you like (or may move to an adjacent zone twice).
In your post please state your location on the battlefield and which battlefield it is.
Monsters' initiative: 14
If you do not beat or match the monsters' initiative, you will not be able to act in the round you arrive. The monsters will act every 24-48 real hours. If you have not posted an action, your character does not act that round. If you choose to change to a different battlefield you will not be able to act for one round. There is no time for prep in this battle.
Battlefield 1: Fighting Grounds
Two ancient constructs will crush any who stand to face them, they will attempt to summon additional enforcements each round, one stands in zone 1 the other in zone 2. Additionally a single Duodrone stands in each zone from 3-10. You may arrive in any zone you wish.
Battlefield 2: School of Abjuration and Protection Agency
You may not enter this battlefield in any zone less than 11. a single Monodrone stands in each odd numbered zone. A single Duodrone is in each even numbered zone. In zone 2 there is also a Quadrone. In zone 1 there is also a Pentadrone. The Pentadrone is clearly in charge, he attempts to summon additional re-enforcements each round.
(This battle occurs on the current day. Characters who are not currently in a match have had a long rest. If you are currently in the level-5 or level-6 battle... you may find some of your resources already depleted)
Extended Signature
Initiative("DC 14"): 3.
Entering Zone: 24!, Battle 2 - The Academy
Dreadwood hastens for the academy, called as much, answering as much as the word of Gond as he was the cries for aid! But racing from the yet to be complete rebuilding of the city to the academy takes a great deal out of the old construct. Nevermind avoid the need to avoid misconception from some who assuredly may think his intentions anything but altruistic.
When you realize you're doing too much: Signature.
Dorkas “oh sweet merry of god”
initiative: 5
zone 24
seeing dreadwood will cast rally 3
Initiative: 13
Entering zone: 24
battle field 2, the school
a large Goliath covered in tattoos and scars bounds in with a confused look on his face, and a giant Maul in his hand. He looks to the construct, and hollers out "what is going on here??" and readies to charge at the strange automatons
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
Initiative: 24
Entering Zone 24
Battlefield 2: The School of Abjuration and Protection Agency
Koplony will cast Fire Bolt at the Duodrone.
Attack: 26 Damage: 16 fire damage.
Initiative: 23.
Entering Zone: 21
(If allowed)
Battlefield 2: The School of Abjuration and Protection Agency.
Olly canters onto the field the field, ready to do much of the battling. And to start things off strumming her El Bantacory, reshaping it with her magic into glowing guitar magic before taking it by neck and slamming it down on the Monodrone!
Bonus Action: Cast Shillelagh from Bandore onto Bandore!
Action: La princesa Judgement!
Attack: 26 Damage: 12 magical bludgeoning.
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)
Seeing several of his friends/allies/competitors heading to protect the academy, Sha'kar races towards the Fighting Grounds to see what on earth is going on there, Oh flying above him.
Fighting Grounds: Zone 3
Initiative: 7
Nock arrives in zone 10, battlefield 1.
Initiative: 13
He'll cast bless on himself and two other available people on his first turn.
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)