I let someone hide in them but don't give cover. They were just intended addornment.
The fee seems reasonable. Time in the Coliseum is wobbly anyway so that's not important. A quest? Yes!
To transition you must pay a fee of 100gp per character level and make a post describing the reasons, ordeals, and challenges faced to the satisfaction of no one in particular.
I let someone hide in them but don't give cover. They were just intended addornment.
The fee seems reasonable. Time in the Coliseum is wobbly anyway so that's not important. A quest? Yes!
To transition you must pay a fee of 100gp per character level and make a post describing the reasons, ordeals, and challenges faced to the satisfaction of no one in particular.
Ah okay. Cool beans. That sounds good. Then after current matches (for those in them), and those outside can make the appropriate changes.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Well not 3s, 2s, and 1s there are no 2s and 1s... So:
5s
3s
8 duel
7s
6s
5s
4s
3s
I think there are only 2 level 5s at this point atm, but Rothander tends to be busy. So, gonna reach out to them directly to make sure they can be available. Give'm a day or two at least, before dropping down to the next level. Can any of ya confirm if there's more than the 1 level 4 as well? Because if so, think the level 3s might be up next.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Thanks :) I'm not really sure how we'll go about marking where players and effects are, but if nothing else I figured they'd be good for a reference. I'm also not sure how I'm going to go about doing the village one, multiple levels are going to be hard to pull off
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)
appreciate it, I was experimenting with layering terrain textures on this one and it took alot longer but I like how it turned out. Inkarnate is about to have a big update, so I might go through and make some second editions on a few of these maps.
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Whilst I only have participated in one match, I have a lot of PbPs so can I apply to be a dm?
Name, just in case: The Legends of the Collosiem
Rollback Post to RevisionRollBack
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
@Bluepanther: I am so sorry for missing this, and not noticing for so long. You are more than welcome run matches. Though it comes highly recommended to either have a few matches under your belt or observed plenty, its not absolutely necessary.
The general guidelines are within the 1st page of details, including the maps and other details, which you can copy & paste as necessary. If you have any specific questions, feel free to ask around here. And just remember when you have one up to use the Glory or the mega announcement PM when everything is in place.
@Bluepanther: I am so sorry for missing this, and not noticing for so long. You are more than welcome run matches. Though it comes highly recommended to either have a few matches under your belt or observed plenty, its not absolutely necessary.
The general guidelines are within the 1st page of details, including the maps and other details, which you can copy & paste as necessary. If you have any specific questions, feel free to ask around here. And just remember when you have one up to use the Glory or the mega announcement PM when everything is in place.
Its fine, this thread is kinda dead, so its not like you'd be looking every day
Rollback Post to RevisionRollBack
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Siege Monster. The ancient deals double damage to objects and structures.
Actions Draw Upon the Earth: The earth shakes violently around the ancient. The ancient heals 1d4+3 hit points and all creatures within 10 feet must succeed on a DC 13 dexterity saving throw or take 1d6+2 bludgeoning damage or half on a success. (The ancient will always do this if it has taken damage in the last round and no enemies are within range.)
Multiattack. The ancient makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (1d8 + 3) bludgeoning damage.
Throw stone. Ranged Weapon Attack: +6 to hit reach 30 ft., one target. Hit 14 (1d8+3)
(Any feedback on those stats is appreciated. I imagine we'll get a good sense of its effectiveness as an objective during play.)
Proposed Changes:
Ancient Construct Large construct, neutral
Armor Class 14 (Natural Armor) (Goes up +2 at each at the same rate of character prof. bonus bump| ie. Level 5=16 AC, Level 9=18 AC, etc) Hit Points 60 (Goes by +10 every other level of competition. ie Level 5 Match=70, Level 7 Match=80, etc etc.) Speed 0 ft. Burrow 5 ft.
STR - 16 (+3) DEX - 3 (-4) CON - 18 (+4) INT - 5 (-1) WIS - 14 (+2) CHA - 3 (-4)
(The Following Stats Increase by +2 at the same rate as Non-Fighter/Rogue PC potential ASI increases: STR, DEX, INT, WIS. Increases can exceed 20, gaining the appropriate modifiers.)
(At level 11, the Ancient becomes prof. at STR and CON saving throws. In addition, it becomes proficient in Perception.)
Damage Resistance: Psychic Damage Immunities: Poison Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Unconscious, Restrained, Stunned Senses: Darkvision 60 ft., Tremorsense 60 ft. Truesight(gained at level 17), Passive Perception 12 Languages: Can understand all languages, but cannot speak.
Siege Monster. The ancient deals double damage to objects and structures.
Immutable Form. The Ancient is immune to any spell or effect that would alter its form.
Planar Bound: The Ancient is bound to its plane of creation, preventing it from using or being affected by any method of extradimensional movement, including teleportation or travel to a different plane of existence.
Living Disaster: At the end of each round, the Ancient loses 5 Hp off its Max and current Hp until it has 5 or less Hp remaining. This loss cannot be reduced in any way, and does not affect any Temp HP the Ancient possess at the time. (At 11th level, the loss of HP increases to 10.)
Actions:
Draw Upon the World: The earth shakes violently around the ancient before it releases a pulse of raw, magical force. The ancient and any ally within 10ft of it gains 1d4+3 Temp hit points. All other creatures within 10 feet must succeed on a DC 13 Con saving throw or take 1d6+3 force damage or half on a success. (The ancient will always do this if it has taken damage in the last round, no enemies are within range, and it possess no Temp HP at the time.)
(Damage and DC increases by a die at same rate as PC proficiency bonus increases(ie. Level 5=2d6+3/DC 14, Level 9=3d6+3/DC 15, etc))
Multiattack. The ancient makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (1d8 + 3) bludgeoning damage.
Force Cannon. Ranged Weapon Attack: +6 to hit reach 30 ft., one target. Hit 14 (2d10+3) Force Damage.
(Bonus to Hit goes up +1 at same rate as PC proficiency bonus increases.)
(At level 11, the Ancient may make either three slam attacks, two Force Cannon attacks, OR make one additional slam attack following a use of Draw Upon the World.)
(At level 17, all the Ancients attacks are considered magical(where applicable) for the purpose of overcoming non-magical resistances. Additionally, the Ancient’s damage rolls all increase by 1 die.(ie. Slam becomes 2d8+mod, Force Cannon becomes 3d10+mod))
(Any feedback on those stats is appreciated. I imagine we'll get a good sense of its effectiveness as an objective during play.)
I let someone hide in them but don't give cover. They were just intended addornment.
The fee seems reasonable. Time in the Coliseum is wobbly anyway so that's not important. A quest? Yes!
To transition you must pay a fee of 100gp per character level and make a post describing the reasons, ordeals, and challenges faced to the satisfaction of no one in particular.
Extended Signature
Ah okay. Cool beans. That sounds good. Then after current matches (for those in them), and those outside can make the appropriate changes.
When you realize you're doing too much: Signature.
Okay guy's I got another map down, this is one for the Pit
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
I got another one done, this one is for the Labyrinth. Btw these are all first drafts, and any input is welcome.
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
Fantastic, I'll add them to the OPs.
Extended Signature
I think there are only 2 level 5s at this point atm, but Rothander tends to be busy. So, gonna reach out to them directly to make sure they can be available. Give'm a day or two at least, before dropping down to the next level. Can any of ya confirm if there's more than the 1 level 4 as well? Because if so, think the level 3s might be up next.
When you realize you're doing too much: Signature.
Okay, here's my map for the frozen Tundra
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
alright I got another map done, this one is for the complex
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
You're on fire with these maps.
Thanks :) I'm not really sure how we'll go about marking where players and effects are, but if nothing else I figured they'd be good for a reference. I'm also not sure how I'm going to go about doing the village one, multiple levels are going to be hard to pull off
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
Another map down, this one is for the bog
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
alright, got another map done, this one is for the woods
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
Oh I quite like this one.
(oooo)
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)
appreciate it, I was experimenting with layering terrain textures on this one and it took alot longer but I like how it turned out. Inkarnate is about to have a big update, so I might go through and make some second editions on a few of these maps.
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
O to the W to the O
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Whilst I only have participated in one match, I have a lot of PbPs so can I apply to be a dm?
Name, just in case: The Legends of the Collosiem
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
@Bluepanther: I am so sorry for missing this, and not noticing for so long. You are more than welcome run matches. Though it comes highly recommended to either have a few matches under your belt or observed plenty, its not absolutely necessary.
The general guidelines are within the 1st page of details, including the maps and other details, which you can copy & paste as necessary. If you have any specific questions, feel free to ask around here. And just remember when you have one up to use the Glory or the mega announcement PM when everything is in place.
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/41173-the-aftermath-coliseum-of-conquest
When you realize you're doing too much: Signature.
Its fine, this thread is kinda dead, so its not like you'd be looking every day
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Initial proposed changes to Ancient Construct.
Original:
Ancient Construct
Large construct, neutral
Armor Class 14 (Natural Armor)
Hit Points 40×<party size>
Speed 0 ft. Burrow 5 ft.
STR - 16 (+3)
DEX - 3 (-4)
CON - 18 (+4)
INT - 5 (-1)
WIS - 14 (+2)
CHA - 3 (-4)
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Freightened, Paralyzed, Petrified, Poisoned, Prone, Unconscious, Restrained, Stunned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages primordial
Siege Monster. The ancient deals double damage to objects and structures.
Actions
Draw Upon the Earth: The earth shakes violently around the ancient. The ancient heals 1d4+3 hit points and all creatures within 10 feet must succeed on a DC 13 dexterity saving throw or take 1d6+2 bludgeoning damage or half on a success. (The ancient will always do this if it has taken damage in the last round and no enemies are within range.)
Multiattack. The ancient makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (1d8 + 3) bludgeoning damage.
Throw stone. Ranged Weapon Attack: +6 to hit reach 30 ft., one target. Hit 14 (1d8+3)
(Any feedback on those stats is appreciated. I imagine we'll get a good sense of its effectiveness as an objective during play.)
Proposed Changes:
Ancient Construct
Large construct, neutral
Armor Class 14 (Natural Armor) (Goes up +2 at each at the same rate of character prof. bonus bump| ie. Level 5=16 AC, Level 9=18 AC, etc)
Hit Points 60 (Goes by +10 every other level of competition. ie Level 5 Match=70, Level 7 Match=80, etc etc.)
Speed 0 ft. Burrow 5 ft.
STR - 16 (+3)
DEX - 3 (-4)
CON - 18 (+4)
INT - 5 (-1)
WIS - 14 (+2)
CHA - 3 (-4)
(The Following Stats Increase by +2 at the same rate as Non-Fighter/Rogue PC potential ASI increases: STR, DEX, INT, WIS. Increases can exceed 20, gaining the appropriate modifiers.)
(At level 11, the Ancient becomes prof. at STR and CON saving throws. In addition, it becomes proficient in Perception.)
Damage Resistance: Psychic
Damage Immunities: Poison
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Unconscious, Restrained, Stunned
Senses: Darkvision 60 ft., Tremorsense 60 ft. Truesight(gained at level 17), Passive Perception 12
Languages: Can understand all languages, but cannot speak.
Siege Monster. The ancient deals double damage to objects and structures.
Immutable Form. The Ancient is immune to any spell or effect that would alter its form.
Planar Bound: The Ancient is bound to its plane of creation, preventing it from using or being affected by any method of extradimensional movement, including teleportation or travel to a different plane of existence.
Living Disaster: At the end of each round, the Ancient loses 5 Hp off its Max and current Hp until it has 5 or less Hp remaining. This loss cannot be reduced in any way, and does not affect any Temp HP the Ancient possess at the time. (At 11th level, the loss of HP increases to 10.)
Actions:
Draw Upon the World: The earth shakes violently around the ancient before it releases a pulse of raw, magical force. The ancient and any ally within 10ft of it gains 1d4+3 Temp hit points. All other creatures within 10 feet must succeed on a DC 13 Con saving throw or take 1d6+3 force damage or half on a success. (The ancient will always do this if it has taken damage in the last round, no enemies are within range, and it possess no Temp HP at the time.)
(Damage and DC increases by a die at same rate as PC proficiency bonus increases(ie. Level 5=2d6+3/DC 14, Level 9=3d6+3/DC 15, etc))
Multiattack. The ancient makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (1d8 + 3) bludgeoning damage.
Force Cannon. Ranged Weapon Attack: +6 to hit reach 30 ft., one target. Hit 14 (2d10+3) Force Damage.
(Bonus to Hit goes up +1 at same rate as PC proficiency bonus increases.)
(At level 11, the Ancient may make either three slam attacks, two Force Cannon attacks, OR make one additional slam attack following a use of Draw Upon the World.)
(At level 17, all the Ancients attacks are considered magical(where applicable) for the purpose of overcoming non-magical resistances. Additionally, the Ancient’s damage rolls all increase by 1 die.(ie. Slam becomes 2d8+mod, Force Cannon becomes 3d10+mod))
(Any feedback on those stats is appreciated. I imagine we'll get a good sense of its effectiveness as an objective during play.)
When you realize you're doing too much: Signature.